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Internal/2023.1/staging #7957

Merged
merged 3 commits into from
Sep 5, 2023
Merged

Commits on Aug 30, 2023

  1. Make sure to bind buffers of expected size to make Metal validation …

    This PR addresses https://jira.unity3d.com/browse/UUM-41477.
    
    The Metal validation layer checks whether buffer bindings are 'meaningful'. For example, if you bind a buffer of size 4 to a slot which points to an array of uint3s (which has size 12), then Metal validation layer will trigger because this is not 'meaningful' (myBuffer[0] will read out of bounds).
    
    In case of [UUM-41474](https://jira.unity3d.com/browse/UUM-41474), this meant that the whole editor crashed because ProbeReferenceVolume bound a buffer which (from Metal's point of view) was not meaningful. The fix was therefore to make sure to provide a 'meaningful' uint3 buffer in the case when needToBindNeutral = true.
    arthur-dufay authored and Evergreen committed Aug 30, 2023
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  2. 2023.1: Fix per-vertex light layers

    The emission of light from the vertex layer should not be lit in cases of a layer mismatch, but currently, the vertex layer remains illuminated regardless of the layer's compatibility. This PR addresses per-vertex light layers issue. 
    
    Parent: https://jira.unity3d.com/browse/UUM-40810
    Backport: https://jira.unity3d.com/browse/UUM-41568
    knatraj-rythmos authored and Evergreen committed Aug 30, 2023
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  3. [Backport 2023.1] Fix Material and Preview Prefabs light switching

    Fixes an issue where material previews were rendered dark and the prefab preview would show dark until the object was moved. This issue was a result of the HDAdditionalLightData not being properly initialized when the previews were rendered.
    
    We realized this is a regression stemming from https://github.cds.internal.unity3d.com/unity/unity/pull/20119which was solving a different problem so this fix is basically an addition to it that fixes the resulting issue of dark previews.
    LagueKristin authored and Evergreen committed Aug 30, 2023
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