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Internal/2021.3/staging #8079

Merged
merged 12 commits into from
Jun 28, 2024
Merged

Internal/2021.3/staging #8079

merged 12 commits into from
Jun 28, 2024

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UnityAljosha
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Richard-Horton and others added 7 commits May 17, 2024 06:47
Minor style guide and link fixes
Backport Accessible Language update to replace "see" with "refer to"
Backports DOCG-1014 work to 2021.3 URP Docs
Backports for fixes URP Docs table formatting to 2021.3
Backport Rendering Debugger Docs Changes to 2021.3 Docs
…d when comming back from a Maximized state

The `OnDisable` is called just after the on Enable when coming back from a Maximized state. Making events unsubscribed.
…RP for Editor FinalCopyDepth pass

Backport of #48821 
Fixed UUM-57147
@UnityAljosha UnityAljosha requested review from a team as code owners June 10, 2024 15:51
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https://jira.unity3d.com/browse/UUM-71171

The meta pass of the default HDRP terrain shader (TerrainLit.shader) is currently broken. It always outputs black albedo, resulting in no bounced lighting whatsoever. This was a regression introduced in this PR https://github.cds.internal.unity3d.com/unity/unity/pull/20840, which moved around some shader includes, but neglected to update the Terrain shader according. The bug is essentially that the meta pass is incorrectly using camera-relative rendering. This fix is to restore the missing include in the terrain shader.
…-72286)

Fixes UUM-72286.
The issue is that the backport done in #24502 accidentally changed two components in the offset vectors sent for Additional Light Shadows.
https://forum.unity.com/threads/any-idea-why-decals-turn-to-red-in-2021-3.1371561/

Repro seems to be something like:

create a project with an old version of hdrp and create a decal material with for example affect emissive disabled
close the project, and reopen it with the latest HDRP version
you should have the popup telling you materials need to be upgraded, click yes and wait
after the upgrade, the decal material should have emissive enabled until you open the material in the inspector
This is due to HDRP not being fully initialized yet when the material auto upgrade kicks in, so the correct subshader is not used when checking for enabled passes
Fix consists on not doing anything if we detect we are in this case. This may cause an issue later if we have an upgrade step that relies on reading the passes but since it's not the case currently it should work fine for now.
@UnityAljosha UnityAljosha merged commit a3238cc into 2021.3/staging Jun 28, 2024
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9 participants