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Opt-out of builtin auto baking of ambient/reflection probe. #4324
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -24,12 +24,10 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed fog precision in some camera positions (case 1329603).
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- Fixed contact shadows tile coordinates calculations.
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- Fixed blocky looking bloom when dynamic resolution scaling was used.
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- Fixrf for wrong cached area light initialization.
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- Fixed an issue where auto baking of ambient and reflection probe done for builtin renderer would cause wrong baking in HDRP.
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### Fixed
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- Fix for wrong cached area light initialization.
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### Changed
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## [10.5.0] - 2021-04-19
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@@ -130,6 +128,55 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed SRP batcher not compatible with Decal (case 1311586)
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- Fixed issue with different shadow atlas stomping on each other when they have same resolution.
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- Fixed wrong color buffer being bound to pre refraction custom passes.
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<<<<<<< HEAD
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=======
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- Fixed issue in Probe Reference Volume authoring component triggering an asset reload on all operations.
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- Fixed grey screen on playstation platform when histogram exposure is enabled but the curve mapping is not used.
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- Fixed HDRPAsset loosing its reference to the ray tracing resources when clicking on a different quality level that doesn't have ray tracing (case 1320304).
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- Fixed SRP batcher not compatible with Decal (case 1311586).
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- Fixed error message when having MSAA and Screen Space Shadows (case 1318698).
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- Fixed Nans happening when the history render target is bigger than the current viewport (case 1321139).
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- Fixed Tube and Disc lights mode selection (case 1317776)
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- Fixed preview camera updating the skybox material triggering GI baking (case 1314361/1314373).
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- The default LookDev volume profile is now copied and referenced in the Asset folder instead of the package folder.
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- Fixed SSS on console platforms.
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- Assets going through the migration system are now dirtied.
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- Fixed warning fixed on ShadowLoop include (HDRISky and Unlit+ShadowMatte)
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- Fixed SSR Precision for 4K Screens
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- Fixed issue with gbuffer debug view when virtual texturing is enabled.
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- Fixed volumetric fog noise due to sun light leaking (case 1319005)
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- Fixed an issue with Decal normal blending producing NaNs.
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- Fixed issue in wizard when resource folder don't exist
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- Fixed issue with Decal projector edge on Metal (case 1286074)
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- Fixed Exposure Frame Settings control issues on Planar reflection probes (case 1312153). Dynamic reflections now keep their own exposure relative to their parent camera.
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- Fixed multicamera rendering for Dynamic Resolution Scaling using dx12 hardware mode. Using a planar reflection probe (another render camera) should be safe.
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- Fixed Render Graph Debug UI not refreshing correctly in the Render Pipeline Debugger.
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- Fixed SSS materials in planar reflections (case 1319027).
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- Fixed Decal's pivot edit mode 2D slider gizmo not supporting multi-edition
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- Fixed missing Update in Wizard's DXR Documentation
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- Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter.
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- Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking
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- Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling.
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- Fixed generation of the packed depth pyramid when hardware Dynamic Resolution Scaling is enabled.
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- Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter.
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- Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking
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- Fixed Decal's UV edit mode with negative UV
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- Fixed issue with the color space of AOVs (case 1324759)
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- Fixed issue with history buffers when using multiple AOVs (case 1323684).
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- Fixed camera preview with multi selection (case 1324126).
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- Fix potential NaN on apply distortion pass.
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- Fixed the camera controller in the template with the old input system (case 1326816).
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- Fixed broken Lanczos filter artifacts on ps4, caused by a very aggressive epsilon (case 1328904)
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- Fixed global Settings ignore the path set via Fix All in HDRP wizard (case 1327978)
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- Fixed issue with an assert getting triggered with OnDemand shadows.
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- Fixed GBuffer clear option in FrameSettings not working
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- Fixed usage of Panini Projection with floating point HDRP and Post Processing color buffers.
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- Fixed a NaN generating in Area light code.
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- Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture.
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- Fixed ResourceReloader that was not call anymore at pipeline construction
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- Fixed undo of some properties on light editor.
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- Fixed an issue where auto baking of ambient and reflection probe done for builtin renderer would cause wrong baking in HDRP.
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>>>>>>> 1f51ef158b... Opt-out of builtin auto baking of ambient/reflection probe. (#4324)
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### Changed
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- Updated the tooltip for the Decal Angle Fade property (requires to enable Decal Layers in both HDRP asset and Frame settings) (case 1308048).

com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

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@@ -918,6 +918,8 @@ void SetRenderingFeatures()
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, overridesShadowmask = true // Don't display the shadow mask UI in Quality Settings
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, overrideShadowmaskMessage = "\nThe Shadowmask Mode used at run time can be found in the Shadows section of Light component."
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, overridesRealtimeReflectionProbes = true // Don't display the real time reflection probes checkbox UI in Quality Settings
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, autoAmbientProbeBaking = false
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, autoDefaultReflectionProbeBaking = false
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};
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Lightmapping.SetDelegate(GlobalIlluminationUtils.hdLightsDelegate);

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