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6464293
Add obsolete attribute to GetInstanceID
EmilieThaulow Oct 21, 2025
50a755e
Fix XBox performance issue with UIToolkit shader.
ncerone-unity Oct 21, 2025
2c40ca5
Fixed Additional Data missing warning from Debug UI when Build
kirill-titov-u Oct 21, 2025
9098eeb
Add correct docs link for ProbeVolumeBakingSet
laylaarab Oct 21, 2025
3a8c08f
URP Remove dead code and hide obsolete IntermediateTextureMode setting
UnityAljosha Oct 21, 2025
ba4a180
Removed temp empty stubs for URP comp mode
kirill-titov-u Oct 21, 2025
1cdc4ea
[VFX/SG] Update Label when Name changes
PaulDemeulenaere Oct 22, 2025
d386a6f
fix: Fix null reference exception in ShadowMesh2D and add 2D tests
karasusan Oct 22, 2025
fc243ac
Make sure the lambdas are static in URP and HDRP
kirill-titov-u Oct 22, 2025
c4c2942
docg-7965: shader graph asset inspector properties
ocarrere Oct 22, 2025
ea28f74
[VFX] Fix errors when undoing moving a property into the output categ…
julienamsellem Oct 22, 2025
84064ca
fix BRG failing test on android samsung s21
arnaudcarre Oct 22, 2025
212765d
Documentation feedback improvements 20 Oct
markg-unity Oct 22, 2025
6f7ad11
[VFX] Remove deprecated UxmlFactory and use the new approach
ludovic-theobald Oct 22, 2025
96c5451
Update UX and docs for advanced properties to show the global behavior
jenniferd-unity Oct 22, 2025
36907a1
docg-8045: Harmonize six-way lighting TOC entry and section title
ocarrere Oct 22, 2025
7ef7b1d
Streamline the Shader Graph's Get started instructions in docs
sebastienduverne Oct 23, 2025
c33d74d
URP Fix partial prepass in deferred - should not be depth priming (re…
UnityAljosha Oct 23, 2025
c2d0194
[VFX] Fixed enum property labels could shift when reordering values
julienamsellem Oct 23, 2025
512c310
[VFX] Fix Install Learning Template
PaulDemeulenaere Oct 23, 2025
78bc170
[VFX] Allow Template Icons having a light/dark skin
PaulDemeulenaere Oct 23, 2025
05b5ad8
Fix MacOS memory regression by removing unexpected csproj files (fixi…
urasmus Oct 23, 2025
23c3c67
[VFX] Rename property in blackboard for a template can be broken
julienamsellem Oct 24, 2025
ce37f7e
[VFX] Detect and break cycles when doing a new connection
gabrieldelacruz Oct 24, 2025
38b9a1b
Render Pipeline Converter - Multiple fixes, report, material variants…
alex-vazquez-unity3d Oct 24, 2025
f29646a
[VFX] Two issues with groups and sticky notes
julienamsellem Oct 24, 2025
9fdaffa
[VFX] Safe normalize in LookAt operator to prevent NaN
gabrieldelacruz Oct 24, 2025
a9ef703
[VFX] Duplicated property was not properly ordered in the blackboard
julienamsellem Oct 24, 2025
25ac9cb
[6.5][URP 2D] Remove internal texture only used in compatibility mode
kennytann Oct 24, 2025
21da22b
[VFX] New Category in Camel Case
julienamsellem Oct 24, 2025
a61e72a
[VFX] Prevent minimum value to be greater than maximum value and vice…
julienamsellem Oct 24, 2025
0c6bee8
[IUpscaler] fix error when NVIDIA package not enabled
volkan-unity Oct 24, 2025
8ad6bcf
Modify FirstPersonController to use Input system
SebastienLa Oct 24, 2025
83f8001
Make EntityId implicit Conversion to int Obsolete
EmilieThaulow Oct 24, 2025
3a664ee
Graphics/SRP/RenderGraph - Various Small Main thread CPU Optimizations
axoloto Oct 25, 2025
1f60b61
Graphics/SRP/RPF - [UUM-115209] Re-enable the second step of the Rend…
axoloto Oct 25, 2025
ca43f44
Bump SRP packages to 17.5.0
theo-at-unity Oct 25, 2025
0b8ef92
docg-7699: Update Keyword and Property parameter ref pages
ocarrere Oct 25, 2025
98011e1
DOCG-7982 Move and restructure metallic, specular, and smoothness docs
markg-unity Oct 25, 2025
19404d3
[Tests] HDRP Tests: fix DLSS debug view memory allocation causing loc…
volkan-unity Oct 27, 2025
df8a53e
Removing legacy editor preprocessors in HDRP package
josepmariapujol-unity Oct 27, 2025
99200b0
[HDRP] fix assertion when HDCamera.allowDynamicResolution is set via …
volkan-unity Oct 27, 2025
63e3322
Removing legacy preprocessors UNITY_2018 from different unity packages
josepmariapujol-unity Oct 28, 2025
30a2dc3
PostProcessPass API fixes.
eh-unity Oct 28, 2025
e68acaa
UUM-122571: Fix reflection probe keyword warnings
pigselated Oct 28, 2025
b6c5463
[VFX] Fix global texture binding in VFX
ludovic-theobald Oct 28, 2025
d1aa77f
DOCG-7799 Update Rendering Statistics window reference
markg-unity Oct 28, 2025
c390760
[UUM-122631][6000.5][URP 2D] Fix Sprite Skinning for Sprite Subtargets
kennytann Oct 28, 2025
5bc26ff
Graphics/HDRP - Optimization - Add `in` keyword to TextureHandle para…
axoloto Oct 28, 2025
7d7da72
Graphics docs feedback tickets
fatimah-f Oct 28, 2025
99d01f5
Graphics/URP - Optimization - Add `in` keyword to TextureHandle param…
axoloto Oct 29, 2025
b14c7d9
Fix cyclic asset references in Lens Flares
ApoorvaJ Oct 29, 2025
36bf63d
Fix out of bounds access in Path Tracing Core which caused undefined …
urasmus Oct 29, 2025
5f13e85
Multiple fixes on the volume editors
alex-vazquez-unity3d Oct 30, 2025
087cae6
[VFX] Improved inspector UI consistency
julienamsellem Oct 31, 2025
626eb95
Graphics/SRP/RPF - [UUM-122102] Optimize check for NextPassTargetsTex…
raquelpeces Oct 31, 2025
65805a1
UUM-112854 : Split GPUOcclusionCulling indirect args buffer into two
olivierprat Oct 31, 2025
1b8c3e8
Various Surface Cache improvements (needed for Unite demo)
urasmus Oct 31, 2025
26dcb42
[VFX] ColorField get lost after domain reload
julienamsellem Oct 31, 2025
1a89624
Fix for incorrect buffer size when switching XR On/Off
lpledouxUnity Oct 31, 2025
4b0db1e
UUM-114203: Fixed Performance Regressions
jrs-unity Oct 31, 2025
26b4790
[VFX] Fixed capitalization issue and also white space was not preserved
julienamsellem Oct 31, 2025
7adf374
Refactored UI Toolkit URP Gfx Tests
alexandret-unity Oct 31, 2025
c599a43
Graphics/SRP/RPF - CI only - Small improvements and cleaning in URP/R…
axoloto Oct 31, 2025
4565fea
Updated Mock HMD references package version to prevent failures after…
Oct 31, 2025
7825c15
Remove RG Global Context
giorgospetkakis Oct 31, 2025
c40cc2e
[WBTR] Terrain SG config node doc
not-wyatt Oct 31, 2025
91c9538
docg-7817: Add 3 new options in Shader Graph preferences ref page
ocarrere Oct 31, 2025
3c52bac
Look Dev - Move Look Dev code to HDRP package.
alex-vazquez-unity3d Nov 1, 2025
966adfd
Render Graph - Fix the Frame Debugger error by adding the missing ani…
YohannVaastUnity Nov 1, 2025
fd1db26
Fix unassigned rendertarget color & depth in OnRenderObject
arttu-peltonen Nov 1, 2025
6c9d8a9
[UUM-125567] Disable unstable test
Daniel-Dobzinski Nov 1, 2025
6fb7156
URP Cleanup DeferredLights - remove dead code and improve usage of U…
UnityAljosha Nov 1, 2025
8ee1224
URP Tech Debt - Robust Depth Copy Pass and fix History Manager
UnityAljosha Nov 1, 2025
1ac1f0a
[2d] Use UTess from 2D Common instead of a local copy as all bugfixes…
venkify Nov 3, 2025
675b2e8
[6000.5][URP 2D][CI] Add new VFX tests for custom lit and unlit shade…
kennytann Nov 3, 2025
a730fd9
Fix for inconsistant API access to SpriteMaskInteraction
unity-cchu Nov 3, 2025
e8ff839
DOCG-7704 Clarify Rounded Rectangle node
markg-unity Nov 4, 2025
843ce8f
[UITK] Blending fixes for custom shaders and filters
alexandret-unity Nov 4, 2025
9b381bc
Fix HDRP undo light crash
Nzollner Nov 4, 2025
3aac3c6
Fix multiple srp tests
RobJessop Nov 4, 2025
e055ae3
Adding serializable attribute to types.
rmcau Nov 5, 2025
f336024
Render Pipeline Converter - Improving List view
alex-vazquez-unity3d Nov 5, 2025
c21f316
URP RenderPassInputSummary Cleanup
UnityAljosha Nov 5, 2025
c084646
Fixed disable light settings
Nzollner Nov 6, 2025
43b4453
2D: Fix the warning log that says missing the [Serializable] attribute
karasusan Nov 6, 2025
297f8ee
DOCG-7818 + DOCG-7919 Update URP and HDRP Materials for SG Templates
fatimah-f Nov 6, 2025
0adf798
Fix WebGL errors
brendan-duncan Nov 6, 2025
110daf5
Update code ownership to SRP Features team
jenniferd-unity Nov 6, 2025
c21900a
Update UnityInput.hlsl to remove incorrect comment about time since c…
davehampson2 Nov 6, 2025
38d3a25
Fix thread issue with underline
hugobd-unity Nov 6, 2025
2db9b3c
More EntityId changes (Mostly Profiler)
Daxode Nov 7, 2025
122ef3d
docg-7776: Specify how to select block space
ocarrere Nov 7, 2025
d570e10
PostProcess pass consistency improvements.
eh-unity Nov 7, 2025
ce41253
Apply Api Upgrader for UnityEditor.GUID to UnityEngine.GUID
alex-vazquez-unity3d Nov 8, 2025
6c5670c
Remove render pipeline exemption from UnloadAssetsLoadedDuringImport
RobJessop Nov 10, 2025
17bcb75
Documentation feedback improvements November 2025
markg-unity Nov 10, 2025
6da00a8
[VFX] Fix Collision with SDF jitter in rest state
ludovic-theobald Nov 11, 2025
6439b4e
[UUM-126295] Fix for issues with with sprite mask interaction
unity-cchu Nov 11, 2025
b911cd2
RenderGraph - Fix "Cannot return local 'actualPasses'" error
YohannVaastUnity Nov 12, 2025
3207b22
Render Graph Viewer UI fixes
arttu-peltonen Nov 12, 2025
0070610
[content automatically redacted] touching PlatformDependent folder
Tanya-Li-Unity Nov 12, 2025
7328b86
UUM-120684 : Fixed Scene Visibility toggle button not working with GRD
olivierprat Nov 12, 2025
17f36a2
[ShaderGraph] Update profiler usage in generator
Nov 12, 2025
c3084bc
[ShaderGraph] make scene depth difference start with positionVS by de…
Nov 12, 2025
66979b0
Remove uGUI dependency from RP Core package
arttu-peltonen Nov 12, 2025
e354586
[URP] [XR] Fixed transient textures dynamic scaling when using RG NRP…
thomas-zeng Nov 12, 2025
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5 changes: 5 additions & 0 deletions Packages/com.unity.render-pipelines.core/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,11 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
Version Updated
The version number for this package has increased due to a version update of a related graphics package.

## [17.4.0] - 2025-10-22

This version is compatible with Unity 6000.4.0a4.
For the release notes, refer to the [Unity download archive](https://unity.com/releases/editor/archive).

## [17.3.0] - 2025-08-27

This version is compatible with Unity 6000.3.0b1.
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Expand Up @@ -36,6 +36,7 @@
* [Customize the UI of a setting](customize-ui-for-a-setting.md)
* [Get custom graphics settings](get-custom-graphics-settings.md)
* [Include or exclude a setting in your build](choose-whether-unity-includes-a-graphics-setting-in-your-build.md)
* [Advanced Properties](advanced-properties.md)
* [Shaders](shaders.md)
* [Use shader methods from the SRP Core shader library](built-in-shader-methods.md)
* [Synchronizing shader code and C#](generating-shader-includes.md)
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Expand Up @@ -12,29 +12,29 @@ There is a global state per user that stores if Unity displays **advanced proper
## Exposing advanced properties within the inspector

Not every component or Volume Override includes advanced properties.
If one does, it has a contextual menu to the right of each property section header that includes additional properties. To expose advanced properties for that section, open the contextual menu and click **Advanced Properties**.
If one does, it has a contextual menu to the right of each property section header that includes additional properties. To expose advanced properties for that section, open the contextual menu and click **Show All Advanced Properties**.

For an example, refer to the **Water Surface** component in [High Definition Render Pipeline (HDRP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/settings-and-properties-related-to-the-water-system.html).

By default only standard properties are shown.

![](Images/Preferences/HDRP_WaterSurface_General.png)

When you select **Advanced Properties**:
When you select **Show All Advanced Properties**:

![](Images/Preferences/PopUpAdvanced.png)

**Advanced Properties** become visible:

![](Images/Preferences/HDRP_WaterSurface_General_Visible.png)

For Volume Overrides, the already existing contextual menu has a **Advanced Properties** toggle as well.
For Volume Overrides, the already existing contextual menu has a **Show All Advanced Properties** toggle as well.

## Exposing advanced properties on preferences

You can also access to this global preference by:

1. Open the **Graphics** tab in the **Preferences** window (menu: **Edit > Preferences > Graphics**).
2. Under **Properties**. Set **Advanced Properties** to **All Visible**.
1. Open the **Graphics** tab in the **Preferences** window (menu: **Edit > Preferences**, macOS: **Unity > Settings**).
2. Under **Graphics**, select **Properties**. Set **Advanced Properties** to **All Visible**.

![](Images/Preferences/AdvancedProperties_Settings.png)
Original file line number Diff line number Diff line change
@@ -0,0 +1,38 @@
using System;
using UnityEngine.UIElements;

namespace UnityEditor.Rendering.Converter
{
// This is the serialized class that stores the state of each item in the list of items to convert
[Serializable]
class ConverterItemState
{
public Action<bool> onIsSelectedChanged;
private bool m_IsSelected;
public bool isSelected
{
get => m_IsSelected;
set
{
if (m_IsSelected != value)
{
m_IsSelected = value;
onIsSelectedChanged?.Invoke(m_IsSelected);
}
}
}
public IRenderPipelineConverterItem item;
public (Status Status, string Message) conversionResult = (Status.Pending, string.Empty);
internal bool hasConverted => conversionResult.Status != Status.Pending;

public void OnSelectionChanged(ClickEvent _)
{
isSelected = !isSelected;
}

public void OnClicked(ClickEvent _)
{
item.OnClicked();
}
}
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Original file line number Diff line number Diff line change
@@ -0,0 +1,118 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;

namespace UnityEditor.Rendering.Converter
{
[Flags]
internal enum DisplayFilter
{
None = 0,
Pending = (1 << Status.Pending),
Warnings = (1 << Status.Warning),
Errors = (1 << Status.Error),
Success = (1 << Status.Success),
All = Pending | Warnings | Errors | Success
}

// Each converter uses the active bool
// Each converter has a list of active items/assets
// We do this so that we can use the binding system of the UI Elements
[Serializable]
class ConverterState
{
public bool isExpanded;
public bool isSelected;
public bool isLoading; // to name
public bool isInitialized;
public List<ConverterItemState> items = new List<ConverterItemState>();
[SerializeReference]
public IRenderPipelineConverter converter;

public DisplayFilter currentFilter = DisplayFilter.All;
public IList<TreeViewItemData<ConverterItemState>> filteredItems = new List<TreeViewItemData<ConverterItemState>>();

private int CountItemWithFlag(Status status)
{
int count = 0;
foreach (ConverterItemState itemState in items)
{
if (itemState.conversionResult.Status == status)
{
count++;
}
}
return count;
}
public int pending => CountItemWithFlag(Status.Pending);
public int warnings => CountItemWithFlag(Status.Warning);
public int errors => CountItemWithFlag(Status.Error);
public int success => CountItemWithFlag(Status.Success);

public override string ToString()
{
return $"Warnings: {warnings} - Errors: {errors} - Ok: {success} - Total: {items?.Count ?? 0}";
}

public void Clear()
{
isInitialized = false;
items.Clear();
filteredItems.Clear();
}

private bool IsVisible(DisplayFilter filter)
{
return (currentFilter & filter) == filter;
}

internal bool ShouldInclude(ConverterItemState converterItemState)
{
return converterItemState.conversionResult.Status switch
{
Status.Pending => IsVisible(DisplayFilter.Pending),
Status.Warning => IsVisible(DisplayFilter.Warnings),
Status.Error => IsVisible(DisplayFilter.Errors),
Status.Success => IsVisible(DisplayFilter.Success),
_ => false
};
}

internal void AddItem(ConverterItemState converterItemState)
{
items.Add(converterItemState);
if (ShouldInclude(converterItemState))
{
filteredItems.Add(new TreeViewItemData<ConverterItemState>(filteredItems.Count, converterItemState));
}
}

internal void ApplyFilter()
{
filteredItems.Clear();

foreach (var item in items)
{
if (IsVisible((DisplayFilter)(1 << (int)item.conversionResult.Status)))
filteredItems.Add(new TreeViewItemData<ConverterItemState>(filteredItems.Count, item));
}
}

public int selectedItemsCount
{
get
{
int count = 0;
foreach (ConverterItemState itemState in items)
{
if (itemState.isSelected)
{
count++;
}
}
return count;
}
}
}
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Original file line number Diff line number Diff line change
Expand Up @@ -11,12 +11,12 @@ interface IRenderPipelineConverter
/// <summary>
/// Gets a value indicating whether the converter is enabled and can be used.
/// </summary>
bool isEnabled { get; }
bool isEnabled => true;

/// <summary>
/// Gets or sets the reason message shown when the converter item is disabled.
/// </summary>
string isDisabledMessage { get; }
string isDisabledMessage => string.Empty;

/// <summary>
/// Scans for available render pipeline converter items.
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Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
using UnityEngine;

namespace UnityEditor.Rendering.Converter
{
/// <summary>
Expand Down Expand Up @@ -25,6 +27,8 @@ interface IRenderPipelineConverterItem
/// </summary>
string isDisabledMessage { get; set; }

Texture2D icon => null;

/// <summary>
/// Invoked when the converter item is clicked or activated.
/// </summary>
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Original file line number Diff line number Diff line change
Expand Up @@ -10,12 +10,42 @@ internal class RenderPipelineConverterAssetItem : IRenderPipelineConverterItem
public string assetPath { get; }
public string guid { get; }

public string name => assetPath;
public string name
{
get
{
var obj = LoadObject();
if (obj != null)
return obj.name;

// Fallback to asset path name
return System.IO.Path.GetFileNameWithoutExtension(assetPath);
}
}

public string info => assetPath;

public string info => guid;
public bool isEnabled { get; set; } = true;
public string isDisabledMessage { get; set; } = string.Empty;

public bool isEnabled { get; set; }
public string isDisabledMessage { get; set; }
public Texture2D icon
{
get
{
var obj = LoadObject();
if (obj == null)
return null;

// Try the object's thumbnail/icon
var icon = AssetPreview.GetMiniThumbnail(obj);
if (icon != null) return icon;

// Fallback to type icon
var type = obj.GetType();
icon = EditorGUIUtility.ObjectContent(null, type).image as Texture2D;
return icon;
}
}

public RenderPipelineConverterAssetItem(string id)
{
Expand Down Expand Up @@ -79,7 +109,9 @@ public UnityEngine.Object LoadObject()

public void OnClicked()
{
EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(assetPath));
var obj = LoadObject();
if (obj != null)
EditorGUIUtility.PingObject(obj);
}
}
}
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