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Copy file name to clipboardExpand all lines: com.unity.render-pipelines.universal/CHANGELOG.md
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@@ -14,10 +14,19 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Deprecated the CinemachineUniversalPixelPerfect extension. Use the one from Cinemachine v2.4 instead.
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### Fixed
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- Fixed an issue where linear to sRGB conversion occurred twice on certain Android devices.
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- Fixed an issue where Unity rendered fullscreen quads with the pink error shader when you enabled the Stop NaN post-processing pass.
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- Fixed an issue where 2D Lighting was broken for Perspective Cameras.
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- Fixed an issue where resetting a Freeform 2D Light would throw null reference exceptions. [case 1184536](https://issuetracker.unity3d.com/issues/lwrp-changing-light-type-to-freeform-after-clicking-on-reset-throws-multiple-arguementoutofrangeexception)
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- Fixed an issue where Freeform 2D Lights were not culled correctly when there was a Falloff Offset.
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- Fixed an issue where Tilemap palettes were invisible in the Tile Palette window when the 2D Renderer was in use. [case 1162550](https://issuetracker.unity3d.com/issues/adding-tiles-in-the-tile-palette-makes-the-tiles-invisible)
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- Fixed user LUT sampling being done in Linear instead of sRGB.
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- Fixed an issue when trying to get the Renderer via API on the first frame [case 1189196](https://issuetracker.unity3d.com/product/unity/issues/guid/1189196/)
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- Fixed an issue where deleting an entry from the Renderer List and then undoing that change could cause a null reference. [case 1191896](https://issuetracker.unity3d.com/issues/nullreferenceexception-when-attempting-to-remove-entry-from-renderer-features-list-after-it-has-been-removed-and-then-undone)
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- Fixed an issue where the user would get an error if they removed the Additional Camera Data component. [case 1189926](https://issuetracker.unity3d.com/issues/unable-to-remove-universal-slash-hd-additional-camera-data-component-serializedobject-target-destroyed-error-is-thrown)
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- Fixed an issue that caused shaders containing `HDRP` string in their path to be stripped from the build.
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- Fixed an issue that caused only selected object to render in SceneView when Wireframe drawmode was selected.
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- Fixed Renderer Features UI tooltips. [case 1191901](https://issuetracker.unity3d.com/issues/forward-renderers-render-objects-layer-mask-tooltip-is-incorrect-and-contains-a-typo)
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- Fixed an issue where the Scene lighting button didn't work when you used the 2D Renderer.
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- Fixed a performance regression when you used the 2D Renderer.
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- Fixed an issue where the Freeform 2D Light gizmo didn't correctly show the Falloff offset.
publicstaticGUIContentrenderHeader=newGUIContent("Overrides","Different parts fo the rendering that you can choose to override.");
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publicstaticGUIContentfiltersHeader=newGUIContent("Filters","Settings that control which objects should be rendered.");
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publicstaticGUIContentrenderHeader=newGUIContent("Overrides","Different parts of the rendering that you can choose to override.");
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//Filters
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publicstaticGUIContentrenderQueueFilter=newGUIContent("Queue","Filter the render queue range you want to render.");
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publicstaticGUIContentlayerMask=newGUIContent("Layer Mask","Chose the Callback position for this render pass object.");
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publicstaticGUIContentshaderPassFilter=newGUIContent("Shader Passes","Chose the Callback position for this render pass object.");
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publicstaticGUIContentrenderQueueFilter=newGUIContent("Queue","Only render objects in the selected render queue range.");
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publicstaticGUIContentlayerMask=newGUIContent("Layer Mask","Only render objects in a layer that match the given layer mask.");
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publicstaticGUIContentshaderPassFilter=newGUIContent("Shader Passes","Controls which shader passes to use when rendering objects. The name given here must match the LightMode tag in a shader pass.");
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//Render Options
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publicstaticGUIContentoverrideMaterial=newGUIContent("Material","Chose an override material, every renderer will be rendered with this material.");
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publicstaticGUIContentoverrideMaterial=newGUIContent("Material","Choose an override material, every renderer will be rendered with this material.");
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publicstaticGUIContentoverrideMaterialPass=newGUIContent("Pass Index","The pass index for the override material to use.");
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