From a0bc30e47bb54e78007cf08b67f6ebbcfcfbdeaf Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Mon, 16 Mar 2026 14:36:06 +0000 Subject: [PATCH 01/11] [Port] [6000.3] [UUM-135640][6000.6][URP 2D] Fix shadow caster 2d culling --- .../Runtime/2D/Shadows/ShadowCaster2D.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs index d95a61bf0e9..0d45a6e8ae6 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs @@ -274,9 +274,9 @@ internal bool IsLit(Light2D light) { // Oddly adding and subtracting vectors is expensive here because of the new structures created... Vector3 deltaPos; - deltaPos.x = light.m_CachedPosition.x - boundingSphere.position.x; - deltaPos.y = light.m_CachedPosition.y - boundingSphere.position.y; - deltaPos.z = light.m_CachedPosition.z - boundingSphere.position.z; + deltaPos.x = light.boundingSphere.position.x - boundingSphere.position.x; + deltaPos.y = light.boundingSphere.position.y - boundingSphere.position.y; + deltaPos.z = light.boundingSphere.position.z - boundingSphere.position.z; float distanceSq = Vector3.SqrMagnitude(deltaPos); From 5a2d27958cdfbddaaee22c4f94ab6bd4fdbf8ceb Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Wed, 18 Mar 2026 03:43:52 +0000 Subject: [PATCH 02/11] [Port] [6000.3] [HDRP] Added Missing `_BentNormalMapOS` Texture Declaration --- .../Runtime/Material/Lit/LitProperties.hlsl | 1 + 1 file changed, 1 insertion(+) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl index 6ad0723ef7a..2c17ee4f896 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl @@ -85,6 +85,7 @@ SAMPLER(sampler_CoatMaskMap); PROP_DECL_TEX2D(_BaseColorMap); PROP_DECL_TEX2D(_MaskMap); PROP_DECL_TEX2D(_BentNormalMap); +PROP_DECL_TEX2D(_BentNormalMapOS); PROP_DECL_TEX2D(_NormalMap); PROP_DECL_TEX2D(_NormalMapOS); PROP_DECL_TEX2D(_DetailMap); From 72cf15af1b8c9b93b61d76d2fff844e70512b31b Mon Sep 17 00:00:00 2001 From: Venkatesh Subramania Pillai Date: Wed, 18 Mar 2026 21:43:05 +0000 Subject: [PATCH 03/11] [2d] Backport RSUV Support for 2D Renderers. --- .../Assets/Scenes/111_SetShaderUserValue.meta | 8 + .../Scenes/111_SetShaderUserValue.unity | 2198 +++++++++++++++++ .../Scenes/111_SetShaderUserValue.unity.meta | 7 + .../SetShaderUserValue.shadergraph | 997 ++++++++ .../SetShaderUserValue.shadergraph.meta | 18 + .../SetUserShaderValue.cs | 25 + .../SetUserShaderValue.cs.meta | 2 + .../SetUserShaderValueForceDynamicBatching.cs | 34 + ...serShaderValueForceDynamicBatching.cs.meta | 2 + 9 files changed, 3291 insertions(+) create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue.unity create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue.unity.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetShaderUserValue.shadergraph create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetShaderUserValue.shadergraph.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValue.cs create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValue.cs.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValueForceDynamicBatching.cs create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValueForceDynamicBatching.cs.meta diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue.meta new file mode 100644 index 00000000000..f742f96324b --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 170bf1661e2bc8e44a4e7d74693d62e2 +folderAsset: yes 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+ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} + useAsTemplate: 0 + exposeTemplateAsShader: 0 + template: + name: + category: + description: + icon: {instanceID: 0} + thumbnail: {instanceID: 0} diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValue.cs b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValue.cs new file mode 100644 index 00000000000..8aff8068ec1 --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValue.cs @@ -0,0 +1,25 @@ +using System; +using UnityEngine; +using UnityEngine.Tilemaps; +using UnityEngine.U2D; + +public class SetUserShaderValue : MonoBehaviour +{ + public SpriteShapeRenderer m_SpriteShapeRenderer; + public TilemapRenderer m_TilemapRenderer; + public SpriteRenderer m_SpriteRenderer; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + m_SpriteShapeRenderer.SetShaderUserValue(1045220557); // ~0.2 + m_TilemapRenderer.SetShaderUserValue(1053609165); // ~0.4 + m_SpriteRenderer.SetShaderUserValue(1053609165); // ~0.8 + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValue.cs.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValue.cs.meta new file mode 100644 index 00000000000..bf8b0c08a08 --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValue.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 47e1f4f12be88024ca7bcb580c6396df \ No newline at end of file diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValueForceDynamicBatching.cs b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValueForceDynamicBatching.cs new file mode 100644 index 00000000000..f948d15bf9b --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValueForceDynamicBatching.cs @@ -0,0 +1,34 @@ +using UnityEngine; +using UnityEngine.Tilemaps; +using UnityEngine.U2D; + +public class SetUserShaderValueForceDynamicBatching : MonoBehaviour +{ + public SpriteShapeRenderer m_SpriteShapeRenderer; + public TilemapRenderer m_TilemapRenderer; + public SpriteRenderer m_SpriteRenderer; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + m_SpriteShapeRenderer.SetShaderUserValue(1045220557); // ~0.2 + m_TilemapRenderer.SetShaderUserValue(1053609165); // ~0.4 + m_SpriteRenderer.SetShaderUserValue(1053609165); // ~0.8 + + var mbp = new MaterialPropertyBlock(); + m_SpriteShapeRenderer.GetPropertyBlock(mbp); + mbp.SetColor("ForceDynamicBatching", Color.red); + m_SpriteShapeRenderer.SetPropertyBlock(mbp); + + mbp = new MaterialPropertyBlock(); + m_SpriteRenderer.GetPropertyBlock(mbp); + mbp.SetColor("ForceDynamicBatching", Color.red); + m_SpriteRenderer.SetPropertyBlock(mbp); + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValueForceDynamicBatching.cs.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValueForceDynamicBatching.cs.meta new file mode 100644 index 00000000000..5f8af772689 --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValueForceDynamicBatching.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b6c4668cf86ca174d8a9730358316727 \ No newline at end of file From 9145509548c2995f9122921d21d16f5884e884fe Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Fri, 20 Mar 2026 11:29:06 +0000 Subject: [PATCH 04/11] [Port] [6000.3] Improve VolumeProfile inspector performance --- .../Editor/Volume/VolumeComponentEditor.cs | 9 ++++--- .../Volume/VolumeComponentListEditor.cs | 26 ++++++++++++++++--- 2 files changed, 28 insertions(+), 7 deletions(-) diff --git a/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs b/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs index e003810517d..faf442d8768 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs @@ -428,6 +428,7 @@ public override void OnInspectorGUI() } } + GUIContent m_DisplayTitle; /// /// Sets the label for the component header. Override this method to provide /// a custom label. If you don't, Unity automatically obtains one from the class name. @@ -435,17 +436,19 @@ public override void OnInspectorGUI() /// A label to display in the component header. public virtual GUIContent GetDisplayTitle() { + if (m_DisplayTitle != null) return m_DisplayTitle; + var volumeComponentType = volumeComponent.GetType(); var displayInfo = volumeComponentType.GetCustomAttribute(); if (displayInfo != null && !string.IsNullOrWhiteSpace(displayInfo.name)) - return EditorGUIUtility.TrTextContent(displayInfo.name, string.Empty); + return m_DisplayTitle = EditorGUIUtility.TrTextContent(displayInfo.name, string.Empty); #pragma warning disable CS0618 if (!string.IsNullOrWhiteSpace(volumeComponent.displayName)) - return EditorGUIUtility.TrTextContent(volumeComponent.displayName, string.Empty); + return m_DisplayTitle = EditorGUIUtility.TrTextContent(volumeComponent.displayName, string.Empty); #pragma warning restore CS0618 - return EditorGUIUtility.TrTextContent(ObjectNames.NicifyVariableName(volumeComponentType.Name) , string.Empty); + return m_DisplayTitle = EditorGUIUtility.TrTextContent(ObjectNames.NicifyVariableName(volumeComponentType.Name), string.Empty); } void AddToggleState(GUIContent content, bool state) diff --git a/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs b/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs index debabea11a7..42bcce12bc8 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs @@ -155,6 +155,8 @@ void CreateEditor(VolumeComponent component, SerializedProperty property, int in else m_Editors[index] = editor; + FilterEditorsBySearch(); + DocumentationUtils.TryGetHelpURL(component.GetType(), out string helpUrl); helpUrl ??= string.Empty; m_VolumeComponentHelpUrls[editor] = helpUrl; @@ -222,9 +224,22 @@ public void Clear() asset = null; } + readonly HashSet m_CurrentSearchFilteredEditors = new(); + void FilterEditorsBySearch() + { + m_CurrentSearchFilteredEditors.Clear(); + if (string.IsNullOrEmpty(m_SearchString)) return; + + foreach (var editor in m_Editors) + { + if (MatchesSearchString(editor.GetDisplayTitle().text)) + m_CurrentSearchFilteredEditors.Add(editor); + } + } + bool EditorIsIncludedInCurrentSearch(VolumeComponentEditor editor) => string.IsNullOrEmpty(m_SearchString) || m_CurrentSearchFilteredEditors.Contains(editor); bool MatchesSearchString(string title) { - return m_SearchString.Length == 0 || title.Contains(m_SearchString, StringComparison.OrdinalIgnoreCase); + return string.IsNullOrEmpty(m_SearchString) || title.Contains(m_SearchString, StringComparison.OrdinalIgnoreCase); } /// @@ -263,7 +278,7 @@ bool ShouldDrawEditor(VolumeComponentEditor editor) { if (!editor.visible) return false; - return MatchesSearchString(editor.GetDisplayTitle().text); + return EditorIsIncludedInCurrentSearch(editor); } void DrawEditor(VolumeComponentEditor editor, int index = -1) @@ -310,7 +325,11 @@ void DrawEditor(VolumeComponentEditor editor, int index = -1) { Rect searchRect = GUILayoutUtility.GetRect(50, EditorGUIUtility.singleLineHeight); searchRect.width -= 2; - m_SearchString = m_SearchField.OnGUI(searchRect, m_SearchString); + using (var check = new EditorGUI.ChangeCheckScope()) + { + m_SearchString = m_SearchField.OnGUI(searchRect, m_SearchString); + if (check.changed) FilterEditorsBySearch(); + } GUILayout.Space(2); EditorGUILayout.HelpBox( @@ -346,7 +365,6 @@ void DrawEditor(VolumeComponentEditor editor, int index = -1) for (int i = 0; i < editors.Count; i++) DrawEditor(editors[i]); - GUILayout.Space(8); } } From a4431a29e805d34d5406fbd7b9337ce99a3aa59c Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Sun, 22 Mar 2026 08:19:08 +0000 Subject: [PATCH 05/11] [Port] [6000.3] Fix additional lights in Forward rendering --- .../AdditionalLights/AdditionalLightsBasic.shadersubgraph | 2 +- .../AdditionalLights/AdditionalLightsColorize.shadersubgraph | 2 +- .../AdditionalLights/AdditionalLightsHalfLambert.shadersubgraph | 2 +- .../AdditionalLights/AdditionalLightsSimple.shadersubgraph | 2 +- .../AdditionalLights/AdditionalLightsURP.shadersubgraph | 2 +- 5 files changed, 5 insertions(+), 5 deletions(-) diff --git a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsBasic.shadersubgraph b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsBasic.shadersubgraph index b3e5030e73e..f39f62cf8ee 100644 --- a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsBasic.shadersubgraph +++ b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsBasic.shadersubgraph @@ -849,7 +849,7 @@ "m_FunctionName": "AddAdditionalLightsBasic", "m_FunctionSource": "3beadf505dbc54f4cae878435013d751", "m_FunctionSourceUsePragmas": true, - "m_FunctionBody": "Diffuse = MainDiffuse;\r\nColor = MainColor * MainDiffuse;\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Convert the pixel light index to the light data index\r\n\t\t#if !USE_CLUSTER_LIGHT_LOOP\r\n\t\t\tlightIndex = GetPerObjectLightIndex(lightIndex);\r\n\t\t#endif\r\n\t\tLight light = GetAdditionalPerObjectLight(lightIndex, WorldPosition);\r\n float NdotL = saturate(dot(WorldNormal, light.direction));\r\n float thisDiffuse = light.distanceAttenuation * NdotL;\r\n Diffuse += thisDiffuse;\r\n Color += light.color * thisDiffuse;\r\n LIGHT_LOOP_END\r\n float total = Diffuse;\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" + "m_FunctionBody": "Diffuse = MainDiffuse;\r\nColor = MainColor * MainDiffuse;\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\n\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition);\r\n float NdotL = saturate(dot(WorldNormal, light.direction));\r\n float thisDiffuse = light.distanceAttenuation * NdotL;\r\n Diffuse += thisDiffuse;\r\n Color += light.color * thisDiffuse;\r\n LIGHT_LOOP_END\r\n float total = Diffuse;\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" } { diff --git a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsColorize.shadersubgraph b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsColorize.shadersubgraph index 89485fe06be..87086bfd402 100644 --- a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsColorize.shadersubgraph +++ b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsColorize.shadersubgraph @@ -1269,7 +1269,7 @@ "m_FunctionName": "AddAdditionalLightsColorize", "m_FunctionSource": "3beadf505dbc54f4cae878435013d751", "m_FunctionSourceUsePragmas": true, - "m_FunctionBody": "Diffuse = MainDiffuse;\r\nSpecular = MainSpecular;\r\nColor = MainColor * (MainDiffuse + MainSpecular);\r\nAtten = 0;\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Convert the pixel light index to the light data index\r\n\t\t#if !USE_CLUSTER_LIGHT_LOOP\r\n\t\t\tlightIndex = GetPerObjectLightIndex(lightIndex);\r\n\t\t#endif\r\n\t\t// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value\r\n\t\tLight light = GetAdditionalPerObjectLight(lightIndex, WorldPosition);\r\n\t\t// Manually set the shadow attenuation by calculating realtime shadows\r\n\t\tlight.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, WorldPosition, light.direction);\r\n float NdotL = saturate(dot(WorldNormal, light.direction));\r\n float atten = light.distanceAttenuation * light.shadowAttenuation;\r\n float thisDiffuse = atten * NdotL;\r\n float3 halfAngle = normalize(light.direction + WorldView);\r\n float spec = pow(saturate(dot(halfAngle, WorldNormal)), SpecPower);\r\n float3 thisSpecular = spec * Reflectance * atten;\r\n Diffuse += thisDiffuse;\r\n Specular += thisSpecular;\r\n #if defined(_LIGHT_COOKIES)\r\n float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);\r\n light.color *= cookieColor;\r\n #endif\r\n Color += light.color * (thisDiffuse + thisSpecular);\r\n\t\tAtten += atten;\r\n LIGHT_LOOP_END\r\n float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" + "m_FunctionBody": "Diffuse = MainDiffuse;\r\nSpecular = MainSpecular;\r\nColor = MainColor * (MainDiffuse + MainSpecular);\r\nAtten = 0;\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\n\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value\r\n\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition);\r\n\t\t// Manually set the shadow attenuation by calculating realtime shadows\r\n\t\tlight.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, WorldPosition, light.direction);\r\n float NdotL = saturate(dot(WorldNormal, light.direction));\r\n float atten = light.distanceAttenuation * light.shadowAttenuation;\r\n float thisDiffuse = atten * NdotL;\r\n float3 halfAngle = normalize(light.direction + WorldView);\r\n float spec = pow(saturate(dot(halfAngle, WorldNormal)), SpecPower);\r\n float3 thisSpecular = spec * Reflectance * atten;\r\n Diffuse += thisDiffuse;\r\n Specular += thisSpecular;\r\n #if defined(_LIGHT_COOKIES)\r\n float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);\r\n light.color *= cookieColor;\r\n #endif\r\n Color += light.color * (thisDiffuse + thisSpecular);\r\n\t\tAtten += atten;\r\n LIGHT_LOOP_END\r\n float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" } { diff --git a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsHalfLambert.shadersubgraph b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsHalfLambert.shadersubgraph index d252c03310e..2f5c6f4fc13 100644 --- a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsHalfLambert.shadersubgraph +++ b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsHalfLambert.shadersubgraph @@ -1140,7 +1140,7 @@ "m_FunctionName": "AddAdditionalLightsHalfLambert", "m_FunctionSource": "3beadf505dbc54f4cae878435013d751", "m_FunctionSourceUsePragmas": true, - "m_FunctionBody": "Diffuse = MainDiffuse;\r\nSpecular = MainSpecular;\r\nColor = MainColor * (MainDiffuse + MainSpecular);\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Convert the pixel light index to the light data index\r\n\t\t#if !USE_CLUSTER_LIGHT_LOOP\r\n\t\t\tlightIndex = GetPerObjectLightIndex(lightIndex);\r\n\t\t#endif\r\n\t\t// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value\r\n\t\tLight light = GetAdditionalPerObjectLight(lightIndex, WorldPosition);\r\n\t\t// Manually set the shadow attenuation by calculating realtime shadows\r\n\t\tlight.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, WorldPosition, light.direction);\r\n float NdotL = dot(WorldNormal, light.direction);\n float halfLambert = NdotL * 0.5 + 0.5;\r\n float atten = light.distanceAttenuation * light.shadowAttenuation;\r\n float thisDiffuse = atten * halfLambert;\r\n float3 halfAngle = normalize(light.direction + WorldView);\r\n float spec = pow(saturate(dot(halfAngle, WorldNormal)), SpecPower);\r\n float3 thisSpecular = spec * Reflectance * atten;\r\n Diffuse += thisDiffuse;\r\n Specular += thisSpecular;\r\n #if defined(_LIGHT_COOKIES)\r\n float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);\r\n light.color *= cookieColor;\r\n #endif\r\n Color += light.color * (thisDiffuse + thisSpecular);\r\n LIGHT_LOOP_END\r\n float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" + "m_FunctionBody": "Diffuse = MainDiffuse;\r\nSpecular = MainSpecular;\r\nColor = MainColor * (MainDiffuse + MainSpecular);\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\n\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value\r\n\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition);\r\n\t\t// Manually set the shadow attenuation by calculating realtime shadows\r\n\t\tlight.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, WorldPosition, light.direction);\r\n float NdotL = dot(WorldNormal, light.direction);\r\n float halfLambert = NdotL * 0.5 + 0.5;\r\n float atten = light.distanceAttenuation * light.shadowAttenuation;\r\n float thisDiffuse = atten * halfLambert;\r\n float3 halfAngle = normalize(light.direction + WorldView);\r\n float spec = pow(saturate(dot(halfAngle, WorldNormal)), SpecPower);\r\n float3 thisSpecular = spec * Reflectance * atten;\r\n Diffuse += thisDiffuse;\r\n Specular += thisSpecular;\r\n #if defined(_LIGHT_COOKIES)\r\n float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);\r\n light.color *= cookieColor;\r\n #endif\r\n Color += light.color * (thisDiffuse + thisSpecular);\r\n LIGHT_LOOP_END\r\n float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" } { diff --git a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsSimple.shadersubgraph b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsSimple.shadersubgraph index 51c8737b85e..56e5d24268b 100644 --- a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsSimple.shadersubgraph +++ b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsSimple.shadersubgraph @@ -1152,7 +1152,7 @@ "m_FunctionName": "AddAdditionalLightsSimple", "m_FunctionSource": "3beadf505dbc54f4cae878435013d751", "m_FunctionSourceUsePragmas": true, - "m_FunctionBody": "Diffuse = MainDiffuse;\r\nSpecular = MainSpecular;\r\nColor = MainColor * (MainDiffuse + MainSpecular);\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Convert the pixel light index to the light data index\r\n\t\t#if !USE_CLUSTER_LIGHT_LOOP\r\n\t\t\tlightIndex = GetPerObjectLightIndex(lightIndex);\r\n\t\t#endif\r\n\t\t// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value\r\n\t\tLight light = GetAdditionalPerObjectLight(lightIndex, WorldPosition);\r\n\t\t// Manually set the shadow attenuation by calculating realtime shadows\r\n\t\tlight.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, WorldPosition, light.direction);\r\n float NdotL = saturate(dot(WorldNormal, light.direction));\r\n float atten = light.distanceAttenuation * light.shadowAttenuation;\r\n float thisDiffuse = atten * NdotL;\r\n float3 halfAngle = normalize(light.direction + WorldView);\r\n float spec = pow(saturate(dot(halfAngle, WorldNormal)), SpecPower);\r\n float3 thisSpecular = spec * Reflectance * atten;\r\n Diffuse += thisDiffuse;\r\n Specular += thisSpecular;\r\n #if defined(_LIGHT_COOKIES)\r\n float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);\r\n light.color *= cookieColor;\r\n #endif\r\n Color += light.color * (thisDiffuse + thisSpecular);\r\n LIGHT_LOOP_END\r\n float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" + "m_FunctionBody": "Diffuse = MainDiffuse;\r\nSpecular = MainSpecular;\r\nColor = MainColor * (MainDiffuse + MainSpecular);\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\n\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value\r\n\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition);\r\n\t\t// Manually set the shadow attenuation by calculating realtime shadows\r\n\t\tlight.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, WorldPosition, light.direction);\r\n float NdotL = saturate(dot(WorldNormal, light.direction));\r\n float atten = light.distanceAttenuation * light.shadowAttenuation;\r\n float thisDiffuse = atten * NdotL;\r\n float3 halfAngle = normalize(light.direction + WorldView);\r\n float spec = pow(saturate(dot(halfAngle, WorldNormal)), SpecPower);\r\n float3 thisSpecular = spec * Reflectance * atten;\r\n Diffuse += thisDiffuse;\r\n Specular += thisSpecular;\r\n #if defined(_LIGHT_COOKIES)\r\n float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);\r\n light.color *= cookieColor;\r\n #endif\r\n Color += light.color * (thisDiffuse + thisSpecular);\r\n LIGHT_LOOP_END\r\n float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" } { diff --git a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsURP.shadersubgraph b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsURP.shadersubgraph index e841c8ff87a..f96145ec574 100644 --- a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsURP.shadersubgraph +++ b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsURP.shadersubgraph @@ -1148,7 +1148,7 @@ "m_FunctionName": "AddAdditionalLights", "m_FunctionSource": "3beadf505dbc54f4cae878435013d751", "m_FunctionSourceUsePragmas": true, - "m_FunctionBody": "Diffuse = MainDiffuse;\r\nSpecular = MainSpecular;\r\nColor = MainColor * (MainDiffuse + MainSpecular);\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n half Roughness = pow(1 - Smoothness, 2);\r\n half Roughness2 = Roughness * Roughness;\r\n\thalf Roughness2Minus1 = Roughness2 - 1;\r\n\thalf normalizationTerm = (Roughness * half(4.0) + half(2.0));\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Convert the pixel light index to the light data index\r\n\t\t#if !USE_CLUSTER_LIGHT_LOOP\r\n\t\t\tlightIndex = GetPerObjectLightIndex(lightIndex);\r\n\t\t#endif\r\n\t\t// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value\r\n\t\tLight light = GetAdditionalPerObjectLight(lightIndex, WorldPosition);\r\n\t\t// Manually set the shadow attenuation by calculating realtime shadows\r\n\t\tlight.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, WorldPosition, light.direction);\r\n #if defined(_LIGHT_COOKIES)\r\n float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);\r\n light.color *= cookieColor;\r\n #endif\r\n float NdotL = saturate(dot(WorldNormal, light.direction));\r\n float atten = light.distanceAttenuation * light.shadowAttenuation;\r\n float thisDiffuse = NdotL * atten;\r\n //DirectBRDFSpecular\r\n\r\n float3 lightDirectionWSFloat3 = float3(light.direction);\r\n float3 halfDir = SafeNormalize(lightDirectionWSFloat3 + float3(WorldView));\r\n float NoH = saturate(dot(float3(WorldNormal), halfDir));\r\n half LoH = half(saturate(dot(lightDirectionWSFloat3, halfDir)));\r\n float d = NoH * NoH * Roughness2Minus1 + 1.00001f;\r\n half LoH2 = LoH * LoH;\r\n half spec = Roughness2 / ((d * d) * max(0.1h, LoH2) * normalizationTerm);\r\n #if REAL_IS_HALF\r\n spec = spec - HALF_MIN;\r\n spec = clamp(spec, 0.0, 1000.0);\r\n #endif\t\t\r\n float3 thisSpecular = spec * Reflectance * NdotL * atten;\r\n\r\n Diffuse += thisDiffuse;\r\n Specular += thisSpecular;\r\n\r\n Color += light.color * (thisDiffuse + thisSpecular);\r\n LIGHT_LOOP_END\r\n float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" + "m_FunctionBody": "Diffuse = MainDiffuse;\r\nSpecular = MainSpecular;\r\nColor = MainColor * (MainDiffuse + MainSpecular);\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n half Roughness = pow(1 - Smoothness, 2);\r\n half Roughness2 = Roughness * Roughness;\r\n\thalf Roughness2Minus1 = Roughness2 - 1;\r\n\thalf normalizationTerm = (Roughness * half(4.0) + half(2.0));\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\n\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value\r\n\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition);\r\n\t\t// Manually set the shadow attenuation by calculating realtime shadows\r\n\t\tlight.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, WorldPosition, light.direction);\r\n #if defined(_LIGHT_COOKIES)\r\n float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);\r\n light.color *= cookieColor;\r\n #endif\r\n float NdotL = saturate(dot(WorldNormal, light.direction));\r\n float atten = light.distanceAttenuation * light.shadowAttenuation;\r\n float thisDiffuse = NdotL * atten;\r\n //DirectBRDFSpecular\r\n\r\n float3 lightDirectionWSFloat3 = float3(light.direction);\r\n float3 halfDir = SafeNormalize(lightDirectionWSFloat3 + float3(WorldView));\r\n float NoH = saturate(dot(float3(WorldNormal), halfDir));\r\n half LoH = half(saturate(dot(lightDirectionWSFloat3, halfDir)));\r\n float d = NoH * NoH * Roughness2Minus1 + 1.00001f;\r\n half LoH2 = LoH * LoH;\r\n half spec = Roughness2 / ((d * d) * max(0.1h, LoH2) * normalizationTerm);\r\n #if REAL_IS_HALF\r\n spec = spec - HALF_MIN;\r\n spec = clamp(spec, 0.0, 1000.0);\r\n #endif\t\t\r\n float3 thisSpecular = spec * Reflectance * NdotL * atten;\r\n\r\n Diffuse += thisDiffuse;\r\n Specular += thisSpecular;\r\n\r\n Color += light.color * (thisDiffuse + thisSpecular);\r\n LIGHT_LOOP_END\r\n float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" } { From 8e44236827b34a291a62c90677aadf91de8fb957 Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Sun, 22 Mar 2026 08:19:08 +0000 Subject: [PATCH 06/11] [Port] [6000.3] [UUM-130732][Switch2] Fix/workaround for GPU crash when running URP VFX unit tests --- .../Operators/Implementations/SampleMesh.cs | 1 + .../ProjectSettings/ProjectSettings.asset | 6 +- .../Switch2PlayerSettings.asset | 64 +++++++++++++++++++ 3 files changed, 68 insertions(+), 3 deletions(-) create mode 100644 Tests/SRPTests/Projects/VisualEffectGraph_URP/ProjectSettings/Switch2PlayerSettings.asset diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SampleMesh.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SampleMesh.cs index 6dc495661cd..921f478b3e9 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SampleMesh.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SampleMesh.cs @@ -445,6 +445,7 @@ private static VFXExpression SampleVertexAttribute(VFXExpression source, VFXExpr var outputType = GetSampledType(vertexAttribute); VFXExpression sampled = null; + vertexIndex = new VFXExpressionMin(vertexIndex, new VFXExpressionMeshVertexCount(mesh)); var meshChannelFormatAndDimension = new VFXExpressionMeshChannelInfos(mesh, channelIndex); var vertexOffset = vertexIndex * meshVertexStride + meshChannelOffset; diff --git a/Tests/SRPTests/Projects/VisualEffectGraph_URP/ProjectSettings/ProjectSettings.asset b/Tests/SRPTests/Projects/VisualEffectGraph_URP/ProjectSettings/ProjectSettings.asset index f4bf4e81e1c..35cbead8153 100644 --- a/Tests/SRPTests/Projects/VisualEffectGraph_URP/ProjectSettings/ProjectSettings.asset +++ b/Tests/SRPTests/Projects/VisualEffectGraph_URP/ProjectSettings/ProjectSettings.asset @@ -121,15 +121,15 @@ PlayerSettings: xboxOneEnableTypeOptimization: 0 xboxOnePresentImmediateThreshold: 0 switchQueueCommandMemory: 1048576 - switchQueueControlMemory: 65536 + switchQueueControlMemory: 1048576 switchQueueComputeMemory: 262144 switchNVNShaderPoolsGranularity: 33554432 switchNVNDefaultPoolsGranularity: 16777216 switchNVNOtherPoolsGranularity: 16777216 switchGpuScratchPoolGranularity: 2097152 switchAllowGpuScratchShrinking: 0 - switchNVNMaxPublicTextureIDCount: 0 - switchNVNMaxPublicSamplerIDCount: 0 + switchNVNMaxPublicTextureIDCount: 65536 + switchNVNMaxPublicSamplerIDCount: 65536 switchMaxWorkerMultiple: 8 switchNVNGraphicsFirmwareMemory: 32 vulkanNumSwapchainBuffers: 3 diff --git a/Tests/SRPTests/Projects/VisualEffectGraph_URP/ProjectSettings/Switch2PlayerSettings.asset b/Tests/SRPTests/Projects/VisualEffectGraph_URP/ProjectSettings/Switch2PlayerSettings.asset new file mode 100644 index 00000000000..54affd997d4 --- /dev/null +++ b/Tests/SRPTests/Projects/VisualEffectGraph_URP/ProjectSettings/Switch2PlayerSettings.asset @@ -0,0 +1,64 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &1 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 21014, guid: 0000000000000000e000000000000000, type: 0} + m_Name: + m_EditorClassIdentifier: UnityEditor.Switch2.Extensions.dll::UnityEditor.Switch2.Switch2PlayerSettings + m_SocketConfigEnabled: 0 + m_SocketMemoryPoolSize: 6144 + m_SocketAllocatorPoolSize: 128 + m_SocketConcurrencyLimit: 14 + m_TcpInitialSendBufferSize: 32 + m_TcpInitialReceiveBufferSize: 64 + m_TcpAutoSendBufferSizeMax: 256 + m_TcpAutoReceiveBufferSizeMax: 256 + m_UdpSendBufferSize: 9 + m_UdpReceiveBufferSize: 42 + m_SocketBufferEfficiency: 4 + m_SocketInitializeEnabled: 1 + m_NetworkInterfaceManagerInitializeEnabled: 1 + m_HTCSForPlayerConnectionDisabled: 0 + m_LTOSetting: 0 + m_UseCPUProfiler: 0 + m_EnableFileSystemTrace: 0 + m_PrimaryQueueCommandMemory: 4194304 + m_PrimaryQueueControlMemory: 65536 + m_PrimaryQueueComputeMemory: 262144 + m_ComputeQueueCommandMemory: 4194304 + m_ComputeQueueControlMemory: 16384 + m_ComputeQueueComputeMemory: 262144 + m_NVNShaderPoolsGranularity: 33554432 + m_NVNDefaultPoolsGranularity: 16777216 + m_NVNOtherPoolsGranularity: 16777216 + m_GpuScratchPoolGranularity: 2097152 + m_AllowGpuScratchShrinking: 0 + m_NVNMaxPublicTextureIDCount: 65536 + m_NVNMaxPublicSamplerIDCount: 65536 + m_KMaxWorkerMultiple: 8 + m_DisableAsyncCompute: 0 + m_EnableNxLegacyTextureLayout: 0 + m_ExperimentalNvnDeviceInitializeDlssFlag: 0 + m_CompilerFlags: + - + m_NMETAOverride: + m_ScreenResolutionBehavior: 2 + m_NativeFsCacheSize: 32 + m_IsHoldTypeHorizontal: 1 + m_SupportedNpadCount: 8 + m_EnableTouchScreen: 1 + m_NSODependencies: + m_MicroSleepForYieldTime: 25 + m_EnableRamDiskSupport: 0 + m_RamDiskSpaceSize: 12 + m_DockedResolution: 1 + m_HandheldResolution: 1 + m_SupportedNpadStyles: 22 + m_ExtendedStructuredBufferBindings: 0 From 15b3cd373a0f5c269e506e48e6c63cf3e8d61ace Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Olivier=20Carr=C3=A8re?= Date: Tue, 24 Mar 2026 15:06:06 +0000 Subject: [PATCH 07/11] [Port] [6000.3] docg-7313: Explain how a lower dimension T input value is mapped to the components of A and B --- .../Documentation~/Lerp-Node.md | 20 ++++++++++++++----- .../Documentation~/Node.md | 2 ++ 2 files changed, 17 insertions(+), 5 deletions(-) diff --git a/Packages/com.unity.shadergraph/Documentation~/Lerp-Node.md b/Packages/com.unity.shadergraph/Documentation~/Lerp-Node.md index eba2d017de4..47de1677e45 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Lerp-Node.md +++ b/Packages/com.unity.shadergraph/Documentation~/Lerp-Node.md @@ -4,16 +4,26 @@ Returns the result of linearly interpolating between input **A** and input **B** by input **T**. -For example, when the value of input **T** is 0 the return value is equal to the value of input **A**, when it is 1 the return value is equal to the value of input **B** and when it is 0.5 the return value is the midpoint of the two inputs **A** and **B**. +Unity calculates the output as: + +A + T × (B − A) + +The value of input **T** acts as a weight factor applied to the difference between **B** and **A**: + +- When **T** is `0`, the output equals **A**. +- When **T** is `1`, the output equals **B**. +- When **T** is `0.5`, the output is the midpoint between **A** and **B**. + +The Lerp node uses Dynamic Vector slots, so **A**, **B**, and **T** always resolve to the same component count, which matches the smallest connected vector (larger vectors truncate). Scalars promote to the resolved size by duplicating their value across components. ## Ports | Name | Direction | Type | Description | |:-----|:----------|:---------------|:------------| -| A | Input | Dynamic Vector | First input value | -| B | Input | Dynamic Vector | Second input value | -| T | Input | Dynamic Vector | Time value. Typical range: 0 to 1. Though you can use values outside of this range they may cause unpredictable results. | -| Out | Output | Dynamic Vector | Output value | +| **A** | Input | Dynamic Vector | First input value | +| **B** | Input | Dynamic Vector | Second input value | +| **T** | Input | Dynamic Vector | Time value. Typical range: 0 to 1. Though you can use values outside of this range they may cause unpredictable results. | +| **Out** | Output | Dynamic Vector | Output value | ## Generated Code Example diff --git a/Packages/com.unity.shadergraph/Documentation~/Node.md b/Packages/com.unity.shadergraph/Documentation~/Node.md index 7ccb65f58a9..8fde6148615 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Node.md +++ b/Packages/com.unity.shadergraph/Documentation~/Node.md @@ -40,3 +40,5 @@ Right clicking on a **Node** will open a context menu. This menu contains many o **Nodes** interact with the Shader Graph Window's Color Modes. Colors are displayed on nodes underneath the text on the node title bar. See [Color Modes](Color-Modes.md) for more information on available colors for nodes. + +Unity applies each component of T as a weight factor to each component to A and B. If T has fewer components than A and B, Unity casts T to the required number of components. Unity copies the values of the original components of T to the added components. From dd9916839343bfc0e12f12e51b474ecbc39c166e Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Tue, 24 Mar 2026 15:06:06 +0000 Subject: [PATCH 08/11] [Port] [6000.3] Fix upgrade error related to URPReflectionProbeSettings --- .../UniversalRenderPipelineGlobalSettings.cs | 14 ++++---------- 1 file changed, 4 insertions(+), 10 deletions(-) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineGlobalSettings.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineGlobalSettings.cs index 31d2e797eb8..88eb337f225 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineGlobalSettings.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineGlobalSettings.cs @@ -153,18 +153,12 @@ public static void UpgradeAsset(EntityId assetInstanceID) asset.m_AssetVersion = 8; } - // URPReflectionProbeSetings is introduced set the values for older projects. + // URPReflectionProbeSettings is introduced; disable rotation for older projects to preserve + // pre-existing behavior (rotation was not supported before this version). if (asset.m_AssetVersion < 9) { - if (GraphicsSettings.TryGetRenderPipelineSettings(out var reflectionProbeSettings)) - { - reflectionProbeSettings.UseReflectionProbeRotation = false; - } - else - { - Debug.LogError("Failed to upgrade global settings for URPReflectionProbeSettings since it doesn't exists."); - } - + var reflectionProbeSettings = GetOrCreateGraphicsSettings(asset); + reflectionProbeSettings.UseReflectionProbeRotation = false; asset.m_AssetVersion = 9; } From 3097f454a4b8400b0cfd7de0913780e98fff713c Mon Sep 17 00:00:00 2001 From: Raquel Peces Date: Wed, 25 Mar 2026 10:26:06 +0000 Subject: [PATCH 09/11] Ensure bloomTexture has an updated texture --- .../Runtime/Passes/PostProcessPassRenderGraph.cs | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs index ae6b398bad4..d5600ae88c8 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs @@ -2536,11 +2536,10 @@ public void RenderUberPost(RenderGraph renderGraph, ContextContainer frameData, if (userLutTexture.IsValid()) builder.UseTexture(userLutTexture, AccessFlags.Read); - if (m_Bloom.IsActive()) - { + passData.bloomTexture = bloomTexture; // This can be null if Bloom is not active. + if (bloomTexture.IsValid()) builder.UseTexture(bloomTexture, AccessFlags.Read); - passData.bloomTexture = bloomTexture; - } + if (requireHDROutput && m_EnableColorEncodingIfNeeded && overlayUITexture.IsValid()) builder.UseTexture(overlayUITexture, AccessFlags.Read); From 5d476f2cf116531b932288d548f3a465aa778d3c Mon Sep 17 00:00:00 2001 From: Dovydas Girskas Date: Thu, 26 Mar 2026 13:16:07 +0000 Subject: [PATCH 10/11] [content automatically redacted] touching PlatformDependent folder --- .../Assets/Tests/HDRP_VisualEffectsGraph_GraphicsTests.cs | 3 +++ 1 file changed, 3 insertions(+) diff --git a/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/Tests/HDRP_VisualEffectsGraph_GraphicsTests.cs b/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/Tests/HDRP_VisualEffectsGraph_GraphicsTests.cs index 51cc6b0e945..ff35dbe2bdf 100644 --- a/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/Tests/HDRP_VisualEffectsGraph_GraphicsTests.cs +++ b/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/Tests/HDRP_VisualEffectsGraph_GraphicsTests.cs @@ -29,6 +29,9 @@ public class VFXGraphicsTests [IgnoreGraphicsTest("39_SmokeLighting_APV", "Too many bindings when using APVs", runtimePlatforms: new RuntimePlatform[] { RuntimePlatform.Switch })] [IgnoreGraphicsTest("102_ShadergraphShadow", "See UUM-96202", runtimePlatforms: new RuntimePlatform[] { RuntimePlatform.Switch })] [IgnoreGraphicsTest("015_FixedTime", "See UUM-109089", runtimePlatforms: new RuntimePlatform[] { RuntimePlatform.Switch })] + [IgnoreGraphicsTest("DebugAlbedo", "Onscreen assert", runtimePlatforms: new RuntimePlatform[] { RuntimePlatform.Switch2 })] + [IgnoreGraphicsTest("36_SkinnedSDF", "Onscreen assert", runtimePlatforms: new RuntimePlatform[] { RuntimePlatform.Switch2 })] + [IgnoreGraphicsTest("015_FixedTime", "Onscreen assert", runtimePlatforms: new RuntimePlatform[] { RuntimePlatform.Switch2 })] [IgnoreGraphicsTest("Repro_SampleGradient_Branch_Instancing", "Compute shader ([Repro_SampleGradient_Branch_Instancing] [Minimal] Update Particles): Property (Repro_SampleGradient_Branch_Instancing_Buffer) at kernel index (0) is not set")] [IgnoreGraphicsTest("Empty", "No reference images provided")] [IgnoreGraphicsTest("Empty_With_Camera", "No reference images provided")] From 2e03b8902d44075d1b727f0ce2f20e81c99f3625 Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Thu, 26 Mar 2026 18:55:04 +0000 Subject: [PATCH 11/11] [Port] [6000.3] UUM-137827 --- .../Scenes/Scene Resources/EyeSamplesDescriptions.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Scenes/Scene Resources/EyeSamplesDescriptions.json b/Packages/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Scenes/Scene Resources/EyeSamplesDescriptions.json index 276879a5322..942e493a260 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Scenes/Scene Resources/EyeSamplesDescriptions.json +++ b/Packages/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Scenes/Scene Resources/EyeSamplesDescriptions.json @@ -4,7 +4,7 @@ Human eyeballs are about 25mm in diameter. The shader uses separate diffusion profiles for the iris and sclera. Scaling the eye changes how subsurface scattering looks. To get the same result for eyes of different sizes, duplicate the diffusion profiles and adjust the world scale, as shown in the 100mm eye example. -This Shader Graph is designed exclusively for this 3D model with an import scale factor of one. When working with different models or scale factors, you'll need to create a separate graph. In this example, we've chosen the 'EyeCinematicWithCaustics' type within the Material Type, located under Surface Options in the Graph Inspector. +This Shader Graph is designed exclusively for this 3D model with an import scale factor of one. When working with different models or scale factors, you'll need to create a separate graph. In this example, we've chosen the 'EyeCinematicWithCaustics' type within the Material Type, located under Surface Options in the Graph Inspector. """, "samples": []