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Update to Unity 2019.1.0f2 and LWRP 5.13.0#3

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Update to Unity 2019.1.0f2 and LWRP 5.13.0#3
aholkner wants to merge 1 commit into
johnsietsma:masterfrom
aholkner:bugfix/update-2019.1.0f2

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@aholkner

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Incomplete

LWRP 5.13.0 has a significantly different API to 4.0.1; this PR fixes gets the samples working and compiling, however I would like some help from the Unity developers in fixing the final issue: I was not able to get context.DrawRenderers to draw anything, regardless of render layers or filter settings.

  • GrabBlurPass and PerObjectBloom components converted to ScriptableRenderFeature
    • These must be in a namespace to workaround editor inspector bug (filed a bug with support -- the inspector throws a NullReferenceException trying to determine if they're in an Experimental namespace.
  • Custom renderer asset added to contain ScriptableRenderFeatures
  • Miscellaneous changes to catch up to LWRP API changes
  • TODO: PerObjectBloomTarget adding itself to a static list instead of
    using render layers; so far I have not been able to get
    context.DrawRenderers to draw anything.

- GrabBlurPass and PerObjectBloom components converted to ScriptableRenderFeature
- These must be in a namespace to workaround editor inspector bug
- Custom renderer asset added to contain ScriptableRenderFeatures
- Miscellaneous changes to catch up to LWRP API changes
- TODO: PerObjectBloomTarget adding itself to a static list instead of
  using render layers; so far I have not been able to get
  context.DrawRenderers to draw anything.
@aholkner

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Additionally, these warnings are printed to the console while the frame debugger is enabled, but I'm not sure what to do about them:

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations

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