Rasagar/Library/PackageCache/com.unity.render-pipelines.core/Documentation~/whats-new-12.md

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2024-08-26 13:07:20 -07:00
# What's new in SRP Core version 12 / Unity 2021.2
This page contains an overview of new features, improvements, and issues resolved in version 12 of the Core Render Pipeline package, embedded in Unity 2021.2.
## Improvements
### RTHandle System and MSAA
The RTHandle System no longer requires you to specify the number of MSAA samples at initialization time. This means that you can now set the number of samples on a per texture basis, rather than for the whole system.
In practice, this means that the initialization APIs no longer require MSAA related parameters. The `Alloc` functions have replaced the `enableMSAA` parameter and enables you to explicitly set the number of samples.
### New API to disable runtime Rendering Debugger UI
It is now possible to disable the Rendering Debugger UI at runtime by using [DebugManager.enableRuntimeUI](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@latest/api/UnityEngine.Rendering.DebugManager.html#UnityEngine_Rendering_DebugManager_enableRuntimeUI).
## Added
### High performance sorting algorithms in CoreUnsafeUtils
New high performance sorting algorithms in the CoreUnsafeUtils helper methods. The new sorting algorithms include:
* RadixSort - ideal for very large lists, more then 512 elements.
* MergeSort (non recursive) - ideal for mid size lists, less than 512 elements.
* InsertionSort - ideal for very small lists, less than 32 elements.
The sorting algorithms only work on uint elements. They include methods that support standard c# arrays, NativeArray objects or raw pointers.
RadixSort and MergeSort require support array data, which can be allocated by the user, or allocated automatically via ref parameter passing. InsertionSort is in-place and does not require support data.
These algorithms are compatible with burst kernels when using raw pointers or NativeArray. Currently HDRP utilizes them to sort lights in the CPU lightloop.