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Merge pull request #8273 from Unity-Technologies/release/ppv2-3.5.4
[PPV2] Post Processing 3.5.4
2 parents 41135e1 + 44d5ea8 commit 8c77b80

9 files changed

Lines changed: 25 additions & 13 deletions

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TestProjects/PostProcessing_Tests/Assets/CommonAssets/Scripts/PostProcessingGraphicsTests.cs

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@@ -20,7 +20,7 @@ public IEnumerator Run(GraphicsTestCase testCase)
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var camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
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#if UNITY_2020_3_OR_NEWER
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var settings = Object.FindFirstObjectByType<PostProcessingGraphicsTestSettings>();
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var settings = Object.FindAnyObjectByType<PostProcessingGraphicsTestSettings>();
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#else
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var settings = Object.FindObjectOfType<PostProcessingGraphicsTestSettings>();
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#endif

com.unity.postprocessing/CHANGELOG.md

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@@ -4,6 +4,12 @@ All notable changes to this package will be documented in this file.
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The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
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and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
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## [3.5.4] - 2026-03-13
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### Fixed
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- Fixed serialization hierarchy errors
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- Documentation updates
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## [3.5.3] - 2026-02-19
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### Fixed

com.unity.postprocessing/PostProcessing/Editor/BaseEditor.cs

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@@ -46,11 +46,12 @@ protected T m_Target
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}
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/// <summary>
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///
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/// Find a serialized property using an expression instead of a string. This is safer as it
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/// helps avoiding typos and make code refactoring easier.
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/// </summary>
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/// <typeparam name="TValue"></typeparam>
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/// <param name="expr"></param>
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/// <returns></returns>
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/// <typeparam name="TValue">The serialized value type</typeparam>
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/// <param name="expr">The expression to parse to reach the property</param>
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/// <returns>A <see cref="SerializedProperty"/> or <c>null</c> if none was found</returns>
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protected SerializedProperty FindProperty<TValue>(Expression<Func<T, TValue>> expr)
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{
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return serializedObject.FindProperty(RuntimeUtilities.GetFieldPath(expr));

com.unity.postprocessing/PostProcessing/Editor/PostProcessEffectEditor.cs

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@@ -40,7 +40,7 @@ public class PostProcessEffectEditor<T> : PostProcessEffectBaseEditor
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/// </example>
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/// <remarks>
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/// If you're trying to retrieve a <see cref="SerializedParameterOverride"/>, you should
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/// use <seealso cref="FindParameterOverride{TValue}"/> instead.
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/// use <see cref="FindParameterOverride{TValue}"/> instead.
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/// </remarks>
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/// <seealso cref="SerializedProperty"/>
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/// <seealso cref="FindParameterOverride{TValue}"/>

com.unity.postprocessing/PostProcessing/Runtime/Monitors/Monitor.cs

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using System;
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namespace UnityEngine.Rendering.PostProcessing
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{
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/// <summary>
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/// <summary>
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/// The base class for all debug monitors.
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/// </summary>
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[Serializable]
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public abstract class Monitor
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{
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/// <summary>

com.unity.postprocessing/PostProcessing/Runtime/ParameterOverride.cs

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@@ -6,6 +6,7 @@ namespace UnityEngine.Rendering.PostProcessing
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/// The base abstract class for all parameter override types.
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/// </summary>
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/// <seealso cref="ParameterOverride{T}"/>
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[Serializable]
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public abstract class ParameterOverride
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{
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/// <summary>
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/// own by extending this class.
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/// </remarks>
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/// <example>
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/// This sample code shows how to make a custom parameter holding a <c>float</c>.
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/// <para>This sample code shows how to make a custom parameter holding a <c>float</c>.</para>
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/// <code>
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/// [Serializable]
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/// public sealed class FloatParameter : ParameterOverride&lt;float&gt;
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/// Sets the value for this parameter to <paramref name="x"/> and mark the override state
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/// to <c>true</c>.
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/// </summary>
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/// <param name="x"></param>
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/// <param name="x">New value</param>
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public void Override(T x)
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{
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overrideState = true;
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/// Implicit conversion between <see cref="ParameterOverride{T}"/> and its value type.
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/// </summary>
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/// <param name="prop">The parameter to implicitly cast</param>
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/// <returns>A value of type <typeparam name="T">.</typeparam></returns>
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/// <returns>A value of given type.</returns>
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public static implicit operator T(ParameterOverride<T> prop)
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{
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return prop.value;

com.unity.postprocessing/PostProcessing/Runtime/PostProcessLayer.cs

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/// <summary>
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/// A reference to the bundle itself.
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/// </summary>
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[NonSerialized]
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public PostProcessBundle bundle; // Not serialized, is set/reset when deserialization kicks in
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}
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/// Grabs the bundle for the given effect type.
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/// </summary>
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/// <typeparam name="T">An effect type.</typeparam>
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/// <returns>The bundle for the effect of type <typeparam name="T"></typeparam></returns>
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/// <returns>The bundle for the effect of the given type.</returns>
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public PostProcessBundle GetBundle<T>()
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where T : PostProcessEffectSettings
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{
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/// Grabs the bundle for the given effect type.
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/// </summary>
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/// <param name="settingsType">An effect type.</param>
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/// <returns>The bundle for the effect of type <typeparam name="type"></typeparam></returns>
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/// <returns>The bundle for the effect of the given type.</returns>
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public PostProcessBundle GetBundle(Type settingsType)
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{
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Assert.IsTrue(m_Bundles.ContainsKey(settingsType), "Invalid type");

com.unity.postprocessing/PostProcessing/Runtime/PostProcessManager.cs

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@@ -212,7 +212,7 @@ public PostProcessVolume GetHighestPriorityVolume(LayerMask mask)
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/// <param name="layer">The unity layer to put the volume in</param>
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/// <param name="priority">The priority to set this volume to</param>
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/// <param name="settings">A list of effects to put in this volume</param>
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/// <returns></returns>
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/// <returns>A newly created GameObject called "Quick Volume" that contains a global volume.</returns>
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public PostProcessVolume QuickVolume(int layer, float priority, params PostProcessEffectSettings[] settings)
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{
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var gameObject = new GameObject()

com.unity.postprocessing/package.json

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{
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"name": "com.unity.postprocessing",
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"version": "3.5.3",
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"version": "3.5.4",
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"displayName": "Post Processing",
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"unity": "2019.4",
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"unityRelease": "19f1",

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