Skip to content

Commit 53297a2

Browse files
theopnvEvergreen
authored and
Evergreen
committed
[6.0] Bump SRP packages to 17.0.4
1 parent 623b4c4 commit 53297a2

File tree

13 files changed

+479
-25
lines changed

13 files changed

+479
-25
lines changed

Diff for: Packages/com.unity.render-pipelines.core/CHANGELOG.md

+60
Original file line numberDiff line numberDiff line change
@@ -10,6 +10,66 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
1010
Version Updated
1111
The version number for this package has increased due to a version update of a related graphics package.
1212

13+
## [17.0.3] - 2025-02-13
14+
15+
This version is compatible with Unity 6000.0.39f1.
16+
17+
### Added
18+
- helper functions to Render Graph.
19+
20+
### Changed
21+
- Improved the Native Render Pass CPU performance by implementing a Render Pass pooling system (URP RG).
22+
- Reworked the additional properties.
23+
- Improved Render Graph warning message in URP when missing RecordRenderGraph implementation.
24+
- Displayed subpass and attachment index on Render Graph Viewer.
25+
- Added a new icon and tooltip if there are multiple usage details for a resource block on Render Graph Viewer.
26+
- Fixed Render Graph Viewer being called before Render Graph execution and its resource deallocation.
27+
- Added What's New in Unity 6 to SRP Core Package.
28+
29+
### Fixed
30+
- Added messaging to the Rendering Debugger UI to make it clearer that GPU Resident Drawer settings do not work if GPU Resident Drawer is not enabled.
31+
- GPU Resident Drawer: Changed BatchRendererGroup variants was not reinitializing the system.
32+
- Improved the compiler logic that detects if the current render target is being used outside the current native render pass (e.g., when the pass is broken up by an unsafe pass), and determines the store action for this case. The fix now ensures that the `StoreAndResolve` action is used when the resource is read by an Unsafe Pass.
33+
- Rendering Debugger - Keep the correct selected panel when entering and exiting from playmode.
34+
- Removed "depth only surface" warning message appearing when using Game View Gizmos in URP RG.
35+
- Render Graph Viewer: Fixed missing min height when resizing side panel vertical splitter.
36+
- Render Graph Viewer: Fixed possible NullReferenceException when opening the project.
37+
- Render Graph Viewer: Fixed side panel splitter state after returning from empty pass/resource filter.
38+
- Render Graph Viewer: Fixed long resource name clipping issues in side panel.
39+
- Render Graph Viewer: Fixed tooltip size bug and restructure tooltip messages.
40+
- Fixed memory usage regression causing up to 150MB higher memory usage in URP player builds.
41+
- Added missing user-facing text when inspecting volume profile when render pipeline has not been properly initialized yet.
42+
- Game view background turn yellow after enable render graph.
43+
- Fixed light.useViewFrustumForShadowCasterCull previously being ignored for shadow cascades. light.useViewFrustumForShadowCasterCull now works as expected.
44+
- Fixed an exception thrown when Render Graph pass was missing its renderFunc but tried to compute its hash value.
45+
- Fixed Render Graph Compiler logic bug where UnsafePass using MSAA texture could result in missing resolve surface errors.
46+
- Fixed incorrect default source texture name for Render Graph blit util function.
47+
- Fixed NullReferenceException when jumping to pass code from Render Graph Viewer.
48+
- Fixed _FOVEATED_RENDERING_NON_UNIFORM_RASTER shader compilation errors.
49+
- Fixed a null reference exception on the Graphics Settings stripper.
50+
- Avoid that the same volume can be registered more than 1 time in the VolumeManager.
51+
- Fixed crash caused by indirect argument buffer being one item too small.
52+
- [GLES3] Fixed an issue where Blitter.GetBlitMaterial(TextureDimension.Tex2DArray) returns null.
53+
- Fixed alignment of the columns on DebugUI.Foldouts.
54+
- Fixed BlitTexture(RenderTargetIdentifier) to be affected by PostProcessing.
55+
- Fixed errors that could happen when interacting with the Default Volume Profile context menu in Project Settings > Graphics.
56+
- Fixed a numerical error of ComputeEdgeFactor(V1, V2) when two vectors are colinear.
57+
- Fixed potential data corruption due to incorrect native render pass store action in NRP compiler.
58+
- Added stencil flag to read-only depth logic in NRP compiler to avoid unintentional usage of depth read and stencil write states on some APIs.
59+
- Added more error checking to `RenderGraph.ImportTexture` to prevent importing RenderTextures that have both color and depth.
60+
An exception will now be thrown in this case.
61+
- Fixed an issue when using multiple AddBlitPass would binds the _BlitTexture wrongly.
62+
- Modified TextureDesc so it can now use GraphicsFormat to set the depthStencil format (TextureDesc.format). The TextureDesc.depthBufferBits and TextureDesc.colorFormat fields are now properties that call GraphicsFormatUtilities functions for backwards compatibility. The descriptor now unambiguously describes a single resource, either color or depth. Therefore, TextureHandle clearly represents a single resource.
63+
- Modified RTHandle allocators so they can now use GraphicsFormat to set the depthStencil format (TextureDesc.format). The allocators take a single format for either color or depth stencil to avoid incorrectly creating depth instead of color or vice versa.
64+
- Fixed a crash on DX12 due to invalid subpass flags passed by native render pass compiler.
65+
- Fixed an issue where Lens Flare was not rendering properly in OpenGLES3.
66+
- Fixed render graph incorrectly handling rendering to array slices and mipmaps other than 0 in some cases.
67+
- Render Graph Viewer - Improved UI lock when searching on side panels.
68+
- Render Graph Viewer - Padding corrected on burger menu on the side panels.
69+
- Fixed missing STP shaders & visual artifacts when targeting GLCore renderer
70+
- Rendering Debugger - Silent crash when selecting a Volume component with public RTHandles.
71+
- Fixed a crash on leaking streaming scratch buffer differently sized into the current pool.
72+
1373
## [17.0.2] - 2024-04-02
1474

1575
This version is compatible with Unity 6000.0.0b15.
+3-3
Original file line numberDiff line numberDiff line change
@@ -1,17 +1,17 @@
11
{
22
"name": "com.unity.render-pipelines.core",
33
"description": "SRP Core makes it easier to create or customize a Scriptable Render Pipeline (SRP). SRP Core contains reusable code, including boilerplate code for working with platform-specific graphics APIs, utility functions for common rendering operations, and shader libraries. The code in SRP Core is use by the High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP). If you are creating a custom SRP from scratch or customizing a prebuilt SRP, using SRP Core will save you time.",
4-
"version": "17.0.3",
4+
"version": "17.0.4",
55
"unity": "6000.0",
66
"displayName": "Core RP Library",
77
"dependencies": {
88
"com.unity.burst": "1.8.14",
9-
"com.unity.mathematics": "1.3.2",
9+
"com.unity.mathematics": "1.3.2",
1010
"com.unity.ugui": "2.0.0",
1111
"com.unity.collections": "2.4.3",
1212
"com.unity.modules.physics": "1.0.0",
1313
"com.unity.modules.terrain": "1.0.0",
1414
"com.unity.modules.jsonserialize": "1.0.0",
1515
"com.unity.rendering.light-transport": "1.0.1"
1616
}
17-
}
17+
}

Diff for: Packages/com.unity.render-pipelines.high-definition-config/CHANGELOG.md

+7
Original file line numberDiff line numberDiff line change
@@ -10,6 +10,13 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
1010
Version Updated
1111
The version number for this package has increased due to a version update of a related graphics package.
1212

13+
## [17.0.3] - 2025-02-13
14+
15+
This version is compatible with Unity 6000.0.39f1.
16+
17+
Version Updated
18+
The version number for this package has increased due to a version update of a related graphics package.
19+
1320
## [17.0.2] - 2024-04-02
1421

1522
This version is compatible with Unity 6000.0.0b15.
Original file line numberDiff line numberDiff line change
@@ -1,10 +1,10 @@
11
{
22
"name": "com.unity.render-pipelines.high-definition-config",
33
"description": "Configuration files for the High Definition Render Pipeline.",
4-
"version": "17.0.3",
4+
"version": "17.0.4",
55
"unity": "6000.0",
66
"displayName": "High Definition RP Config",
77
"dependencies": {
8-
"com.unity.render-pipelines.core": "17.0.3"
8+
"com.unity.render-pipelines.core": "17.0.4"
99
}
1010
}

Diff for: Packages/com.unity.render-pipelines.high-definition/CHANGELOG.md

+120
Original file line numberDiff line numberDiff line change
@@ -10,6 +10,126 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
1010
Version Updated
1111
The version number for this package has increased due to a version update of a related graphics package.
1212

13+
## [17.0.3] - 2025-02-13
14+
15+
This version is compatible with Unity 6000.0.39f1.
16+
17+
### Changed
18+
- Added SG custom refraction example to Transparency sample.
19+
- Added environment samples showcasing environment effects together.
20+
- Optimised the water vertex shader.
21+
- Improved decal region resolution on non-infinite surfaces.
22+
- Reduced memory usage when foam is disabled.
23+
- Improved the batching of the Lit shaders in HDRP.
24+
- Allow using Solid Angle Culling Mode in Ray Tracing Settings volume override. This ray tracing culling mode rejects objects that are small enough or that are far away from the camera position based on their projected solid angle. These will not be added to the ray tracing acceleration structure.
25+
- Added the option to compose hair before color pyramid but after clouds.
26+
- Added a slider to High Quality Line Rendering Volume Component to specify when to omit depth and motion vector write if alpha is too low.
27+
- Simplified the list of validations for `IRenderPipelineGraphicsSettings`.
28+
- Improved water sample by adding a cave scene using caustics and deformation texture.
29+
30+
### Fixed
31+
- Added framesettings to render volumetric clouds in half resolution to reduce jittering.
32+
- Fixed invalid AABB errors for some projects.
33+
- Fixed an issuse with viewport flickering when multi-frame rendering API is used with certain parameters.
34+
- Optimized water foam reprojection when it's unused.
35+
- Fixed `materialValidatorDebugModeEnumIndex` so that it does not get stuck in the Rendering Debugger when enabling another mode.
36+
- Fixed a corruption issue when using a non square atlas and improve blit performance.
37+
- Improved the Rendering Debugger to allow changing the mat cap values.
38+
- Added a shortcut to modify the Advanced properties within the Water System Inspector:
39+
- Fixed inconsistent text capitalizations in various parts of the Editor.
40+
- Fixed reflection probe baking exception when fog multiple scattering is enabled in certain conditions.
41+
- Fixed a potentially deadlocking StageRasterBin kernel in Hair system.
42+
- Fixed Alpha missing from HQ line rendering.
43+
- Fixed an icons used by the HDRP wizard issue.
44+
- Fixed shader warnings from TAA shader on Metal.
45+
- Fixed format error in public documentation.
46+
- Fixed an issue where the default terrain shader for HDRP was outputting incorrect albedo values to the lightmapper.
47+
- Fixed missing API to sync clouds over network.
48+
- Fixed issue when directional light dimmer is set to 0.
49+
- Fixed eye dropper not showing on the PBR sky inspector.
50+
- XRMultipass - RenderPipelineManager.beginCameraRendering and RenderPipelineManager.endCameraRendering was called 1 time for each pass instead of 1 time for each camera.
51+
- Fixed static lighting sky used when baking multiple scenes.
52+
- Fixed artefacts on borders between volumetric clouds and geometry.
53+
- Fixed perceptual blending option on volumetric clouds.
54+
- Fixed graphical issue when resizing Reflection Probe sizes on macOS.
55+
- Fixed an issue where Terrains with 4 layers or less displayed a checker texture when using debug views.
56+
- Fixed volumetric fog samples broken link.
57+
- Fixed material samples broken link.
58+
- Fixed a crash when creating renderers in a Custom Pass (HDRP).
59+
- Fixed volumetric fog reprojection buffers allocated even if the denoising mode is not set to Reprojection.
60+
- Fixed world space UI not outputting motion vectors.
61+
- Fixed an out of range exception in HDRP when reaching the max amount of shadows on screen.
62+
- Fixed a crash in HDRP when reaching the max amount of shadows on screen.
63+
- Fixed lens flare screen space and bloom frame settings confusion.
64+
- Fixed range remap for decal materials.
65+
- Fixed water mask applied before deformation.
66+
- Fixed error when drawing water excluder gizmo.
67+
- Cull water decals based on distance to camera.
68+
- Fixed water decals not affecting simulation mask.
69+
- Fixed foam and deformation using separate regions.
70+
- Fixed deformation offset when water surface is rotated.
71+
- Fixed water decal gizmo when scale is non uniform.
72+
- Fixed decals not updated in atlas when ShaderGraph is saved.
73+
- Changed `ProbeSettings.cubeResolution` field from internal to public.
74+
- Fixed time of day script in environement sample.
75+
- Fixed light culling for raytracing.
76+
- Fixed a disc area light calculation used for light unit conversion, which was previously incorrect by a factor of Pi.
77+
- Fixed clouds rendering on top of geometry.
78+
- Fixed clouds interaction with thin geometry.
79+
- Allowed TAAU, CAS, and STP to execute after the DoF or after all the post-processes like the other advanced upsamplers.
80+
- Fixed broken link in fullscreen samples.
81+
- Fixed missing UNITY_MATRIX_IT_MV define in HDRP shaders.
82+
- Fixed an issue where UI images using render textures would not render properly with HDR enabled.
83+
- Fixed an issue where reimporting ShaderGraph trigged a UnityVCS/Perfoce local checkout.
84+
- Fixed SSMS slider not showing when volumetric fog was disabled.
85+
- Fixed offscreen UI rendering when HDR is enabled.
86+
- Set the 'Maximum Shadows on Screen' limit to 65536 in order not to exceed the maximum size of the buffer.
87+
- Fixed an issue that caused the Disable Color Tint setting in a shader graph to have no effect.
88+
- Fixed TAA Contrast Adaptive Sharpening when no upsampling was enabled.
89+
- Fixed an issue with EndCameraRendering being called before renderContext submission.
90+
- Fixed depth issues that occurred during transparent object rendering when dynamic scaling was used with fractional values.
91+
- Fixed an issue to push the correct cascade shadow matrix for each cascade.
92+
- Fixed an issue so light intensity now correctly increases when 'Lux at Distance' increases and vice versa.
93+
- Fixed depth of field blocky artifacts when using a high blur radius.
94+
- Fixed some depth of field jittering with objects in the near field and TAA enabled.
95+
- PBR depth of field now has a bokeh shape that corresponds better to the aperture settings of the camera.
96+
- Fixed an issue where alpha clamping to BloomPrefilter.compute was missing.
97+
- Fixed volumetric cloud clipping through geometry.
98+
- Fixed an issue where HDProbes created depth resources that were never used, leading to unnecessary GPU memory usage.
99+
- Fixed an issue where HDRP CustomPass created an unnecessary color resource, leading to unnecessary GPU memory usage.
100+
- Fixed a sun flicker where the sun is close to cloud boundaries.
101+
- Fixed an issue where cascade shadows and distance shadowmask were not blended properly.
102+
- Updated HDRP to use the new TextureDesc field format instead of colorFormat and depthBufferBits to avoid a performance regression and subtle issues.
103+
- Fixed distortion in Unlit Shader Graph.
104+
- Fixed the artifact of non-physical DOF if it's used with TAA and dynamic resolution; The artifacts appear for a frame after the screen resolution changes.
105+
- Fixed UI overflow and stencil based effects not working in HDRP.
106+
- Fixed uninitalized/unused shader warnings.
107+
- Fixed `WorldLightManager.Collect` so it no longer has poor performance when a large amount of GameObjects are present in the scene.
108+
- Fixed an issue that would cause volumetric shadow clipping issues in some camera angles.
109+
- Fixed the option to edit advanced upsampling that aren't visible on platforms when they're not supported.
110+
- Ensure custom post-processing effects are disabled when post-processing is disabled.
111+
- Ignore material variants with log message.
112+
- Fixed HairVertex instancing-related shader-compilation issues.
113+
- Fixed cloud layers not being drawn behind transparent refractive objects.
114+
- Fixed an issue that caused HDAdditionalLightData with preserveCachedShadow to be evicted from the cachedShadowManager.
115+
- Fixed an issue with shader error when using water excluder with entities.
116+
- Fixed to avoid calling the Cleanup method twice so the celestial data remains.
117+
- Fixed errors when building XR player with Water System enabled.
118+
- Removed 'Setting MRTs without a depth buffer is not supported' error in Volumetric Clouds Combine pass.
119+
- Fixed an issue by adding clamp to HairAngleWorld to prevent nan from FastASin.
120+
- Fixed layer index out of range in LayeredLitGUI.
121+
- Fixed HDRP wizard to not show FixAll button anymore when no automated fix is available.
122+
- Fixes the bug where DebugDisplay Camera list grew beyond number of active cameras, every time a camera was registered or unregistered.
123+
- Fixed black line artifacts on top of the screen with DRS and downsampled SSAO
124+
- Fixed invalid global state pushed when using override camera rendering in the CustomPassUtils functions.
125+
- Fixed an issue that caused an inability to change the Shadow Map resolution for HDAdditionalLightData with preserveCachedShadow.
126+
- Fixed HDRP sky rendering when Camera Relative Rendering is disabled.
127+
- High Definition Render Pipeline's Wizard will no longer assume a check fail while waiting a reply from the Package Manager and will display a specific pending icon.
128+
- Fixed wrong SSR when using a shader graph with a clear coat value of 0.
129+
- Fixed artifacts when blending cascade shadows and distance shadowmask.
130+
- Fixed an issue by adding a condition to the Receiver Motion Rejection function(feature) to check that the pixel has actually moved.
131+
- Fixed an issue where the padding in the Lighting window was different between tabs.
132+
13133
## [17.0.2] - 2024-04-02
14134

15135
This version is compatible with Unity 6000.0.0b15.

Diff for: Packages/com.unity.render-pipelines.high-definition/package.json

+5-5
Original file line numberDiff line numberDiff line change
@@ -1,17 +1,17 @@
11
{
22
"name": "com.unity.render-pipelines.high-definition",
33
"description": "The High Definition Render Pipeline (HDRP) is a high-fidelity Scriptable Render Pipeline built by Unity to target modern (Compute Shader compatible) platforms. HDRP utilizes Physically-Based Lighting techniques, linear lighting, HDR lighting, and a configurable hybrid Tile/Cluster deferred/Forward lighting architecture and gives you the tools you need to create games, technical demos, animations, and more to a high graphical standard.",
4-
"version": "17.0.3",
4+
"version": "17.0.4",
55
"unity": "6000.0",
66
"displayName": "High Definition RP",
77
"dependencies": {
88
"com.unity.modules.video": "1.0.0",
99
"com.unity.modules.animation": "1.0.0",
1010
"com.unity.modules.imageconversion": "1.0.0",
11-
"com.unity.render-pipelines.core": "17.0.3",
12-
"com.unity.shadergraph": "17.0.3",
13-
"com.unity.visualeffectgraph": "17.0.3",
14-
"com.unity.render-pipelines.high-definition-config": "17.0.3"
11+
"com.unity.render-pipelines.core": "17.0.4",
12+
"com.unity.shadergraph": "17.0.4",
13+
"com.unity.visualeffectgraph": "17.0.4",
14+
"com.unity.render-pipelines.high-definition-config": "17.0.4"
1515
},
1616
"keywords": [
1717
"graphics",

0 commit comments

Comments
 (0)