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9a8d61b
Improve DoF heuristic
Oct 1, 2025
8725af3
docg-7352: Fix World to Screen code
ocarrere Oct 1, 2025
f62fe47
Disable GPUResidentDrawer on VisionOS
vincent-breysse Oct 1, 2025
dd229d7
EntityId public API changes (ObjectChangeEvents, EndNameEditAction, A…
Daxode Oct 1, 2025
40cd57d
[HDRP] Adds a Water caustics mesh resolution to HDRP asset settings
remi-chapelain Oct 1, 2025
25a54c4
UUM-120032: Avoid warnings when changing build target to Web
pigselated Oct 1, 2025
80f644c
[VFX][Fix] Remove VFXEdgeDragInfo
ludovic-theobald Oct 1, 2025
85c1472
[VFX] Beautify point cache title
ludovic-theobald Oct 1, 2025
a5735b7
[Fix] Add HDRPHelpURL to HighQualityLineRenderingVolumeComponent
ludovic-theobald Oct 1, 2025
3ea982d
UITk docs: Added docs for the UITK custom shader support
lilisha-unity Oct 2, 2025
34307f5
[content automatically redacted] touching PlatformDependent folder
karljj1 Oct 2, 2025
a4e4eea
Fix stale texture handle in ColorGradingLutPass
eh-unity Oct 2, 2025
424bee2
Revert Vector operators
tspiller Oct 2, 2025
68fca9c
[SRP] Fix missing reference script error in RSUV LookDev Scene
remi-chapelain Oct 2, 2025
fe8f27c
Clean up post process legacy variables.
eh-unity Oct 2, 2025
eb9428c
UUM-114563: Virtual Offset baking broken on AMD
pigselated Oct 2, 2025
5fbe13f
docg-7771: Reflection probe: new scene view overlays and gizmo menu i…
ocarrere Oct 2, 2025
eea4de7
Document missing parameters in Shader Graph Property reference page
sebastienduverne Oct 2, 2025
d221795
Fix for shadergraph compilation issues due to spacewarp
lpledouxUnity Oct 2, 2025
dc52a53
[UUM-115475][URP 2D][6000.4] Remove unsafe light pass to fix PowerVR
kennytann Oct 2, 2025
50fc2c1
[VFX][Fix] Fix VFX blackboard losing selection when scrolling
julienf-unity Oct 3, 2025
11a04a5
Update render graph samples to use the render graph helpers
RoseHirigoyen Oct 3, 2025
fc4b70d
[VFX] Limit Visual Effect asset prewarm step count
gabrieldelacruz Oct 4, 2025
058a841
[VFX] Some links were not disconnected when an incompatible link occurs
gabrieldelacruz Oct 4, 2025
fe74fbb
Bind default shadowmap uniforms in skybox pass when using HDRP path t…
pema99 Oct 4, 2025
3501b74
[VFX] Fix Space Inspector with ShaderGraph Output
PaulDemeulenaere Oct 4, 2025
4259d8d
Fix wrong hasPassesAfterPostProcessing with wrong comparision
raquelpeces Oct 4, 2025
307a842
Ensured that we don't attempt to unload an unsaved scene
belgaard Oct 4, 2025
7a2996b
Modify resourceData MaxReaders MaxVersions int to an array by type
raquelpeces Oct 4, 2025
ed439fa
UUM-84218: Baked shadows do not appear in the Player when Distance Sh…
pema99 Oct 4, 2025
0ab5d61
UUM-113507: Missing RayTracingRenderPipelineResources type referenced…
pema99 Oct 4, 2025
2b4e69b
Don't throw exception when trying to bake APV for scene with static S…
pema99 Oct 4, 2025
ea26925
Swap debug screen textures in AfterRendering to isolate the debughand…
UnityAljosha Oct 4, 2025
5b9c68a
RenderGraph Mem Leak with RenderGraphCompilationCache
RoseHirigoyen Oct 5, 2025
2360d33
Added support for ScreenPosition in UITK Custom Shader.
ncerone-unity Oct 5, 2025
e492875
[content automatically redacted] touching Platforms folder
RoxanneUnity Oct 5, 2025
64bf3e8
Redistribute Shader Graph doc's Get started section contents
sebastienduverne Oct 5, 2025
5538f57
Render Pipeline Converter - Show modal dialog to accept conversion pr…
alex-vazquez-unity3d Oct 5, 2025
cd3a7bf
Fixed broken links
lilisha-unity Oct 5, 2025
ab14260
[UUM-117676] Fix for Sort As 2D when using Prefabs
unity-cchu Oct 5, 2025
a3adec5
[VFX] Fix Ensure_Camera_Command_Culled test instability
ludovic-theobald Oct 6, 2025
7736090
Clustering no longer uses probes with null texture
Nzollner Oct 7, 2025
ce02e81
[VFX] Properly handle empty enum values and prevent it from happening
julienamsellem Oct 7, 2025
2bef44c
Rename shadow mask modes
Oct 7, 2025
25779f1
[VFX] Fix Opening Twice with Subgraph
PaulDemeulenaere Oct 7, 2025
2172332
[Particles] Forcing identity in prevWorldMatrix
PaulDemeulenaere Oct 7, 2025
3f1311d
feat(BuildProfile): Update templates to hide classicplatforms by defa…
diverges Oct 7, 2025
e4abb30
[HDRP] Fix graphics issue with PrecomputedAtmosphericAttenuation in S…
Oct 7, 2025
3d0c84d
Fix unneeded Final PP pass for STP and Upscaler framework and cleanup…
UnityAljosha Oct 7, 2025
9321e15
Disable various unstable tests
AngelaDematte Oct 7, 2025
e28d5f6
[D2D-7598][6000.4][URP 2D] Injection Point 2D for 2D Renderer
kennytann Oct 7, 2025
f88fe84
[VFX] Preview too bright in HDRP
PaulDemeulenaere Oct 7, 2025
2b98655
Material Upgrader - Make sure src and dst shaders exist.
alex-vazquez-unity3d Oct 7, 2025
720b25b
KEEP-41 Test Project -> Package ConversionTests: /EditModeAndPlayMode…
alexh-huang Oct 8, 2025
845f209
docg-7688: describe disable color tint in HDRP canvas ref page
ocarrere Oct 8, 2025
5e3efeb
Render Pipeline Converter - Fixes for PPv2 and Serialization warnings…
alex-vazquez-unity3d Oct 8, 2025
6a3443a
[VFX] Do not delete existing empty groups when grouping
julienamsellem Oct 8, 2025
2b97a45
Fix LookDev VolumeComponent deserialized at wrong time when creating …
RSlysz Oct 8, 2025
b0a7656
Fix pyramid light's potential UI issue
Oct 8, 2025
3df7a04
Deprecate implicit conversions for SceneHandle and introduce explicit…
Daxode Oct 8, 2025
92d01f4
Update area light color when intensity is changed via script
pema99 Oct 8, 2025
1fd8c6e
Add EditorTests for RenderingUtils.ReAllocateHandleIfNeeded with Text…
UnityAljosha Oct 8, 2025
bc99f11
Create the prefab from code every time we want to execute the test.
alex-vazquez-unity3d Oct 8, 2025
3055461
[VFX] Expandable properties can now be expanded/collapsed when clicki…
julienamsellem Oct 8, 2025
68c8bec
[content automatically redacted] touching PlatformDependent folder
MiroBrodlovaUnityGit Oct 8, 2025
279bdd7
[VFX] Update VFX Ray tracing docs + filter out setting on ShaderGraph…
ludovic-theobald Oct 9, 2025
8a2422d
HQ lines fixes
Adrian1066 Oct 9, 2025
1b69690
Fix UUM-121151
pigselated Oct 9, 2025
944f73d
Update ReadonlyMaterialConverterTests.cs
alex-vazquez-unity3d Oct 9, 2025
2345851
[API] The obsolete GlobalDynamicResolutionSettings.enableDLSS now errors
volkan-unity Oct 9, 2025
5b4f38a
Provide depth texture when doing CopyDepthPass on Directional Lights …
Oct 9, 2025
03525d7
Fix UUM-83569: Ray Tracing in HDRP does not work with GRD
pigselated Oct 9, 2025
4e1e99a
[VFX/Test] Remove Create Garbgage from Player
PaulDemeulenaere Oct 9, 2025
e448075
Fixed UUM-108024. Removed receivesHierarchyGeometryChangedEvents for SG.
benoitalain Oct 10, 2025
fa4d0ec
[VFX] Fix output properties order in CustomHLSL operator
ludovic-theobald Oct 10, 2025
5dc022d
Code cleanup - Move backbuffer/y-flip logic over to the new method fo…
robinb-u3d Oct 11, 2025
8485984
Render Pipeline Converter - UX rework.
alex-vazquez-unity3d Oct 11, 2025
ef07e18
docg-7154: VFX Manual docs : Six-way lighting
ocarrere Oct 13, 2025
add2022
[VFX] Override unity_SpriteProps with default value
ludovic-theobald Oct 13, 2025
ac499eb
[6000.4][URP 2D] Update URP 2D test project to 6000.4
kennytann Oct 13, 2025
bf583d1
[2d] Add Graphic Test 004_Shadows_Caster_Ortho_012_SpriteSkin_Casts
karasusan Oct 14, 2025
2168fba
URP Post Processing Modularization - Cleanup the final blit passes
UnityAljosha Oct 14, 2025
528f0eb
Bugfixes + improvements to HDRP ReBLUR Denoiser (UUM-103701 + UUM-103…
urasmus Oct 14, 2025
de29623
[VFX] Set the VFXParameter help url
julienamsellem Oct 14, 2025
6b3dbec
Removing legacy editor preprocessors in URP package
josepmariapujol-unity Oct 14, 2025
314b6fc
[UUM-90498] - Graphics/SRP/RPF - Fix nearest filtering for Blitter.Bl…
axoloto Oct 15, 2025
c9f6b91
[PSO Tracing] Add new GraphicsStates with Mesh/Material pairs and ren…
Oct 15, 2025
584a377
[content automatically redacted] touching PlatformDependent folder
unityjosephs Oct 15, 2025
6d19051
[URP] Logged HDR Output events when changing to a RP asset with SDR r…
jmekh Oct 15, 2025
596aea6
UITK docs: Fixed a code error and formatting issues
lilisha-unity Oct 15, 2025
a187b19
[VFX] Fix Instability Check_Additional_Doesnt_Generate_Any_Errors
PaulDemeulenaere Oct 15, 2025
0e8456c
fix: DANB-1079 Accurate SRP Batcher compatibility update when GPU Ski…
H3idi-X Oct 16, 2025
3abfde3
URP Compatibility mode removal
kirill-titov-u Oct 17, 2025
d6cdf28
RenderGraph - Fix a crash on old IOS devices due to attachments excee…
YohannVaastUnity Oct 17, 2025
80bb548
Document Shader Graph template browser
sebastienduverne Oct 17, 2025
89dfd27
DOCG-7803: Add references for Custom interpolator vertex block and node
ocarrere Oct 17, 2025
13c7bae
[VFX] Fix node search help icon was blurry
julienamsellem Oct 17, 2025
e752c7e
[VFX] Exposed property value not properly restored with multi selection
gabrieldelacruz Oct 17, 2025
5d027cd
[VFX] Fixed wrapping issue and added missing tooltips in Control Panel
julienamsellem Oct 17, 2025
46b11c7
[URP] Adjusted max render scale value from 2.0 to 3.0.
thomas-zeng Oct 17, 2025
fd7a70f
[UUM-116762][UUM-116667][6000.4] Fix Custom Render Texture warning wh…
kennytann Oct 17, 2025
fa86eb3
[UUM-121472][6000.4][URP 2D] Fix mesh and sprite normals for shadergraph
kennytann Oct 17, 2025
4027e0f
[ShaderGraph] Subwindows are always visible.
Oct 17, 2025
0e1ce39
[VFX] Do not close editor when save as under the same asset name
julienamsellem Oct 17, 2025
bb8d328
Avoid heap allocations when drawing APV gizmos (UUM-121201)
urasmus Oct 17, 2025
9f9f9d2
[content automatically redacted] touching PlatformDependent folder
ewblais Oct 18, 2025
fdb6f44
Fix MVPVV with Quad View
qgu-unity Oct 18, 2025
463922b
[content automatically redacted] touching PlatformDependent folder
jonny-kelso Oct 18, 2025
db0b189
[VFX] Restore panels visibility when the VFX Graph editor is opened
julienamsellem Oct 18, 2025
26919e6
[HDRP] Fix perceptual smoothness in Specular occlusion for shader graphs
remi-chapelain Oct 18, 2025
ce12b63
Disable unstable tests
AngelaDematte Oct 20, 2025
55e9392
[UUM-121776] - Graphics/URP - Fix RG API SetRenderAttachmentDepth() u…
axoloto Oct 20, 2025
a1b5f0b
Add volumetric slider cutoff
Oct 21, 2025
9ebe484
Render Pipeline Converter - Disable the tool while running playmode.
alex-vazquez-unity3d Oct 21, 2025
76cdeec
[VFX] Give more human readable names to samples
julienamsellem Oct 21, 2025
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Original file line number Diff line number Diff line change
Expand Up @@ -95,12 +95,12 @@ static void CreateAsset(string name, Action<string> callback = null, string exte
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, assetCreationCallback, name, icon, null, false);
}

class AssetCreationCallback : ProjectWindowCallback.EndNameEditAction
class AssetCreationCallback : ProjectWindowCallback.AssetCreationEndAction
{
public Action<string> callback;
public string extension;

public override void Action(int instanceId, string pathName, string resourceFile)
public override void Action(EntityId entityId, string pathName, string resourceFile)
{
string path = AssetDatabase.GenerateUniqueAssetPath(pathName + $".{extension}");
callback?.Invoke(path);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,7 @@

namespace UnityEditor.Rendering.Converter
{
[Serializable]
internal abstract class AssetsConverter : IRenderPipelineConverter
{
protected abstract List<(string query, string description)> contextSearchQueriesAndIds { get; }
Expand Down
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using NUnit.Framework;
using UnityEngine;

namespace UnityEditor.Rendering.Converter
Expand Down Expand Up @@ -79,7 +80,14 @@ public void OnBeforeSerialize()

public void OnAfterDeserialize()
{

// Something null, remove it
for (int i = converterStates.Count - 1; i >= 0; i--)
{
if (converterStates[i] == null || converterStates[i].converter == null)
{
converterStates.RemoveAt(i);
}
}
}
}
}
Original file line number Diff line number Diff line change
@@ -1,9 +1,11 @@
using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine;

namespace UnityEditor.Rendering.Converter
{
[Serializable]
internal abstract class RenderPipelineConverterMaterialUpgrader : AssetsConverter
{
public override bool isEnabled => m_UpgradersCache.Count > 0;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,11 @@ internal class RenderPipelineConverterVisualElement : VisualElement
public bool isSelectedAndEnabled => converter.isEnabled && state.isSelected;

VisualElement m_RootVisualElement;
ListView m_ItemsList;
HeaderFoldout m_HeaderFoldout;
VisualElement m_ListViewHeader;
HelpBox m_NoItemsFound;
HelpBox m_PressScan;
Label m_PendingLabel;
Label m_WarningLabel;
Label m_ErrorLabel;
Expand All @@ -43,53 +48,26 @@ public RenderPipelineConverterVisualElement(Node<ConverterInfo> converterInfo)
s_VisualTreeAsset.Value.CloneTree(m_RootVisualElement);
m_RootVisualElement.styleSheets.Add(s_StyleSheet.Value);

m_RootVisualElement.SetEnabled(converter.isEnabled);
m_RootVisualElement.Q<Label>("converterName").text = displayName;

var helpButton = m_RootVisualElement.Q<Button>("containerHelpButton");
if (string.IsNullOrEmpty(converterInfo.helpUrl))
{
helpButton.style.display = DisplayStyle.None;
}
else
m_HeaderFoldout = m_RootVisualElement.Q<HeaderFoldout>("conveterFoldout");
m_HeaderFoldout.text = displayName;
m_HeaderFoldout.tooltip = (converter.isEnabled) ? description : converter.isDisabledMessage;
m_HeaderFoldout.SetEnabled(converter.isEnabled);
m_HeaderFoldout.value = state.isExpanded;
m_HeaderFoldout.RegisterCallback<ChangeEvent<bool>>((evt) =>
{
helpButton.Q<Image>("containerHelpImage").image = CoreEditorStyles.iconHelp;
helpButton.RemoveFromClassList("unity-button");
helpButton.AddToClassList(EditorGUIUtility.isProSkin ? "dark" : "light");
helpButton.RegisterCallback<ClickEvent>((evt) =>
{
Help.BrowseURL(converterInfo.helpUrl);
evt.StopPropagation(); // This toggle needs to stop propagation since it is inside another clickable element
});
}
state.isExpanded = evt.newValue;
});
m_HeaderFoldout.showEnableCheckbox = true;
m_HeaderFoldout.documentationURL = converterInfo.helpUrl;

var converterEnabledToggle = m_RootVisualElement.Q<Toggle>("converterEnabled");
converterEnabledToggle.SetValueWithoutNotify(state.isSelected);
converterEnabledToggle.RegisterCallback<ClickEvent>((evt) =>
m_HeaderFoldout.enableToggle.SetValueWithoutNotify(state.isSelected);
m_HeaderFoldout.enableToggle.RegisterCallback<ClickEvent>((evt) =>
{
state.isSelected = !state.isSelected;
converterSelected?.Invoke();
UpdateConversionInfo();
evt.StopPropagation(); // This toggle needs to stop propagation since it is inside another clickable element
});

var topElement = m_RootVisualElement.Q<VisualElement>("converterTopVisualElement");
topElement.RegisterCallback<ClickEvent>((evt) =>
{
showMoreInfo?.Invoke();
});
topElement.tooltip = (converter.isEnabled) ? description : converter.isDisabledMessage;

topElement.RegisterCallback<TooltipEvent>(evt =>
{
// Show the tooltip around the toggle only
var rect = converterEnabledToggle.worldBound;
rect.position += new Vector2(150, -30); // offset it a bit to not be ove the toggle
evt.rect = rect; // position area that triggers it
evt.StopPropagation();
});


var allLabel = m_RootVisualElement.Q<Label>("all");
allLabel.RegisterCallback<ClickEvent>((evt) =>
{
Expand All @@ -103,22 +81,23 @@ public RenderPipelineConverterVisualElement(Node<ConverterInfo> converterInfo)
Refresh();
});

ListView listView = m_RootVisualElement.Q<ListView>("converterItems");
listView.showBoundCollectionSize = false;
listView.makeItem = () =>
m_ListViewHeader = m_RootVisualElement.Q("listViewHeader");
m_ItemsList = m_RootVisualElement.Q<ListView>("converterItems");
m_ItemsList.showBoundCollectionSize = false;
m_ItemsList.makeItem = () =>
{
var item = new RenderPipelineConverterItemVisualElement();
item.itemSelectionChanged += UpdateInfo;
return item;
};
listView.bindItem = (element, index) =>
m_ItemsList.bindItem = (element, index) =>
{
var item = element as RenderPipelineConverterItemVisualElement;
item.Bind(state.items[index]);
};
listView.selectionChanged += obj =>
m_ItemsList.selectionChanged += obj =>
{
state.items[listView.selectedIndex].item.OnClicked();
state.items[m_ItemsList.selectedIndex].item.OnClicked();
};

// setup the images
Expand All @@ -137,6 +116,11 @@ public RenderPipelineConverterVisualElement(Node<ConverterInfo> converterInfo)
m_ErrorLabel = m_RootVisualElement.Q<Label>("errorLabel");
m_SuccessLabel = m_RootVisualElement.Q<Label>("successLabel");

m_NoItemsFound = m_RootVisualElement.Q<HelpBox>("noItemsFoundHelpBox");
m_NoItemsFound.style.display = DisplayStyle.None;

m_PressScan = m_RootVisualElement.Q<HelpBox>("pressScanHelpBox");

Add(m_RootVisualElement);
Refresh();
}
Expand All @@ -156,7 +140,7 @@ public void UpdateInfo()

void UpdateSelectedConverterItemsLabel()
{
var text = $"{state.selectedItemsCount}/{state.items.Count} selected";
var text = $" ({state.selectedItemsCount} of {state.items.Count})";
m_RootVisualElement.Q<Label>("converterStats").text = text;
}

Expand Down Expand Up @@ -190,61 +174,43 @@ void SetSelected(Label label, bool selected)

void UpdateConversionInfo()
{
var info = GetConversionInfo();

m_RootVisualElement.Q<Label>("converterStateInfoL").text = info.message;
m_RootVisualElement.Q<Label>("converterStateInfoL").style.unityFontStyleAndWeight = FontStyle.Bold;
m_RootVisualElement.Q<Image>("converterStateInfoIcon").image = info.icon;

m_PendingLabel.text = $"{state.pending}";
m_WarningLabel.text = $"{state.warnings}";
m_ErrorLabel.text = $"{state.errors}";
m_SuccessLabel.text = $"{state.success}";
}

private (string message, Texture2D icon) GetConversionInfo()
{
if (!state.isSelected)
return ("Converter Not Selected", null);

if (!state.isInitialized)
return ("Initialization Pending", CoreEditorStyles.iconPending);

if (state.errors > 0)
return ("Conversion Complete with Errors", CoreEditorStyles.iconFail);

if (state.warnings > 0)
return ("Conversion Pending with Warnings", CoreEditorStyles.iconWarn);

if (state.pending > 0)
return ("Conversion Pending", CoreEditorStyles.iconPending);

if (state.success > 0)
return ("Conversion Complete", CoreEditorStyles.iconComplete);

return ("No items found to convert", CoreEditorStyles.iconInfo);
}

public void ShowConverterLayout()
{
m_RootVisualElement.Q<VisualElement>("informationVE").style.display = DisplayStyle.Flex;
m_RootVisualElement.Q<VisualElement>("converterItems").style.display = DisplayStyle.Flex;
m_RootVisualElement.Q<ListView>("converterItems").itemsSource = state.items;
}
if (state.isInitialized)
{
m_PressScan.style.display = DisplayStyle.None;
if (state.items.Count > 0)
{
m_NoItemsFound.style.display = DisplayStyle.None;
m_ListViewHeader.style.display = DisplayStyle.Flex;
m_ItemsList.style.display = DisplayStyle.Flex;
m_ItemsList.itemsSource = state.items;

m_PendingLabel.text = $"{state.pending}";
m_WarningLabel.text = $"{state.warnings}";
m_ErrorLabel.text = $"{state.errors}";
m_SuccessLabel.text = $"{state.success}";
}
else
{
m_NoItemsFound.style.display = DisplayStyle.Flex;
m_ListViewHeader.style.display = DisplayStyle.None;
m_ItemsList.style.display = DisplayStyle.None;
}
}
else
{
m_PressScan.style.display = DisplayStyle.Flex;

public void HideConverterLayout()
{
m_RootVisualElement.Q<VisualElement>("converterItems").style.display = DisplayStyle.None;
m_RootVisualElement.Q<VisualElement>("informationVE").style.display = DisplayStyle.None;
m_NoItemsFound.style.display = DisplayStyle.None;
m_ListViewHeader.style.display = DisplayStyle.None;
m_ItemsList.style.display = DisplayStyle.None;
}
}

public void Refresh()
{
m_RootVisualElement.Q<ListView>("converterItems").Rebuild();
m_ItemsList.Rebuild();
UpdateInfo();
m_RootVisualElement.SetEnabled(converter.isEnabled);
m_RootVisualElement.Q<Label>("converterName").text = displayName;
m_RootVisualElement.Q<VisualElement>("converterTopVisualElement").tooltip = (converter.isEnabled) ? description : converter.isDisabledMessage;
m_HeaderFoldout.SetEnabled(converter.isEnabled);
}

public void Scan(Action onScanFinish)
Expand All @@ -271,6 +237,8 @@ void OnConverterCompleteDataCollection(List<IRenderPipelineConverterItem> items)

state.isLoading = false;
state.isInitialized = true;
m_HeaderFoldout.value = true; // Expand the foldout when we perform a search
m_ItemsList.itemsSource = state.items;

Refresh();
onScanFinish?.Invoke();
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -9,3 +9,85 @@
.unity-list-view__empty-label {
display: none;
}

.render-pipeline-converter-items-header {
display: flex;
flex-direction: row;
}

.render-pipeline-converter-all-none {
display: flex;
flex-direction: row;
}

.render-pipeline-converter-helpbox
{
margin-bottom: 5px;
flex-grow: 0;
}

.render-pipeline-converter-information {
flex-shrink: 1;
flex-direction: column;
margin-top: 10px;
}

.render-pipeline-converter-label-all {
width: 0;
max-width: 26px;
min-width: 26px;
flex-grow: initial;
}

.render-pipeline-converter-label-none {
max-width: 36px;
min-width: 36px;
}

.render-pipeline-converter-items-header-flexrow {
flex-grow: 1;
flex-shrink: 0;
background-color: rgba(0, 0, 0, 0);
flex-direction: row;
min-width: auto;
min-height: auto;
padding-right: 15px;
padding-left: 4px;
}
.render-pipeline-converter-header-label {
flex-grow: 1;
}
.render-pipeline-converter-header-label-upper-center {
padding-left: 0;
-unity-text-align: upper-center;
padding-right: 0;
}
.render-pipeline-converter-header-label-nogrow {
flex-grow: 0;
flex-shrink: 0;
padding-left: 0;
-unity-text-align: upper-center;
padding-right: 0;
}
.render-pipeline-converter-header-image {
max-width: 16px;
max-height: 16px;
min-width: 16px;
min-height: 16px;
}
.render-pipeline-converter-header-image-margin {
padding-right: 0;
margin-right: 8px;
}
.render-pipeline-converter-list-view {
flex-grow: 2;
flex-shrink: 1;
height: auto;
width: auto;
padding-bottom: 0;
margin-bottom: 0;
margin-top: 0;
max-height: initial;
min-height: auto;
padding-left: 10px;
}
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