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alelievrFrancescoC-unityanisunitysebastienlagardeJulienIgnace-Unity
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Disable the new input system for runtime debug menu (#5552)
* Lighting quality volume settings (#4411) * Lighting quality volume settings * Compilation fix * Updated Ambient Occlusion and Contact Shadows quality settings and added SSR. * Indentation * Update changelog * Fixed AO and CA profiles * Fix runtime test profile * Update AO screenshots * Update GlobalLightingQualitySettings.cs * updqte to Since 2019.3 * Fixed additional @default occurences * Adding support for HDLit and HDUnlit for path tracing and adding a test scene for path tracing (#5130) * Adding support for HDLit and HDUnlit for path tracing and adding a test scene for path tracing * Update Lit.shader * Add support for transparent material for path tracing (#5123) * Fix on geom normal test. * Added glossy GGX transmittance. * Minor changes on mtl sampling. * Unlocked SSS, SSR, Motion Vectors and Distortion frame settings for reflections probes. (#5131) * Hdrp/fix lookdev volume (#5121) * Fix light probes * Add LookDev profile * Update CHANGELOG.md * Fix some build warnings * Change how method for specular occlusions is decided (#4616) * Change the spec occlusion to a drop down (to allow for setting it off) * Fix bugs * Fixup layered lit tessellation * Tiny cleanup * Update StackLit.hlsl * Add UI on TerrainLit * Update CHANGELOG.md * Reset material keyword * Update material for test * Update terrain test image * Hdrp/lookdev smallfixes (#5133) * Fix rotation of object using the one from source when instanciating in lookdev * Fix minSize of the LookDev window * Update CHANGELOG.md * Fix issue with shadow matte (spot was disabled) (#5134) * Reenable code for Spot * Update unit test * fix shadowmatte * Implement a new PBR sky UI (WIP) (#5114) * Replace horizon opacity with zenith opacity * Update ref img * Support colored aerosols to match volumetric fog * Shuffle planet UI * Add Earth preset * Color -> tint * Add exposure multiplers * Add spherical mode and camera altitude * Change aerosol defaults * Switch to SI units * Replace camera altitude with sea level * Update ref images * Add saturation parameters * Add alpha multiplier * Implement horizon and zenith tint * Celestial body stub * Implement sun flare * Tweak the flare * Implement surface texture support * Add surface and flare tints * Don't forget to set the macro * Update ref img for PBR sky tests * Changelog * Update 4076_PhysicalCamera-lensShift.unity * Fix for SSR reflections being clamped out with emissive values (#4685) * Start but hacky, just to have it in origin * Fix the problem with SSR * Fixup raytracing case * Update changelog * Moved ssr lighting pre exposure code to a function * Merge Hdrp/staging (#5126) * Fix zBufferParams with XR single-pass rendering (#4661) * fix zBufferParams with XR single-pass rendering * fix for local XR tests * Update Lit.hlsl * Custom pass improvements (#4750) * Added an API to control which field is visible in the default custom pass UI * Added after post process custom pass injection point * Fix objects not rendered in custom passes when moving * Fix intermediate render target leak * Fix a memory leak due to SerializeReference UI problem * Added API to get current buffers and fixed the common pass ui flags * Fix default custom pass ui length * Fix abstract custom passes class listed in + menu of custom pass volume * Moved GetRenderQueueRange to CustomPass.cs so we can access it in a custom C# pass * same * Fix custom passes rendered in previews * Added FadeDistance to the custom pass API and updated the template to use it * Update changelog * Add basic alpha composition (#4762) * Added basic alpha compositing * Update CHANGELOG.md * Run generate hlsl (#4764) * Add reflection fade distance (#4458) * Add reflection fade distance * Update CHANGELOG.md * Updated API docs * Update HDProbe.cs * Updated tooltip * Add planar reflection probe culling along visibility * Add reflection probe culling along visibility * Also cull application of texture when weight is null or too far from probe * Cleaning visibility computation * Reworked how matcap view is triggered to avoid having it in game view when scene lighting toggle is off (#4603) * Reworked how matcap view is triggered * Remove duplication of long lines * Update changelog * Make it work for deferred as well * Remove debug code * Assign the default volume profile when creating a new HDRP Asset. (#4712) * Assign the default volume profile when creating the HDRP Asset * Updated changelog * Added new fix for null default volume profile in HDRPAsset * Fixed issue with NPE for wizard * Fix planar probe fov 0 breaking projection matrix (#4713) * Fixed 0 scale on planar probe causing invalid projection matrix * Updated changelog * Fov clamp * Fixed typo * Fix animated preview (#4692) * Fix animated previews in shadergraph * Update changelog * Edited CHANGELOG.md * Fix bugs with shadow caching (#4725) * Somewhat working without full atlas, lots of debug code CLEANUP * Remove debug code. * Revert "Remove debug code." This reverts commit 5cbe1220634d99ce544b497fd77b7aa1027660f7. * Sort of ok , still not fully ok * Invalidate all the data when light is destroyed or edited out * Remove debug code * guards * Update CHANGELOG.md * Hdrp/persistent cameras for realtime probes (#4754) * wip persistent cameras for realtime probes * Refactored and added tests * Updated changelog * Fixed typo * Better behaviour when no normal map OS, but detail map is present (#4753) * Better behaviour when no normal map OS, but detail map * update changelog * I misunderstood parts of the code, it happened to work on the test case, but not on more complex shapes. * Cleanup a bit * Fix issue with matcap PR * Hdrp decal htile buffer (new) (#4752) * intermediate commit * temp commit * initial implementation of decal property mask buffer * intermediate commit * decal property mask buffer works on PC decal property mask buffer works on PC * undo accidental changes to this file * enable atomic support for metal * fix wave intrinsics path * fix compiler error for when texture atomis are not supported * Update HDRenderPipeline.Prepass.cs prepass works with decals * Rename TEXTURE_ATOMICS to BUFFER_ATOMICS_IN_PIXEL_SHADER * Update HDRenderPipeline.cs fix setting of decal mask buffer * Fix decals_3rt mode * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update HDRenderPipelineResources.asset * fix resizing of decal htile buffer * Update ShaderPassDecal.hlsl * Update CHANGELOG.md * Don't instantiate the reflection system in RuntimeInitializeOnLoadMethod callbacks (#4777) * Don't instantiate when assigning the reflection system * Updated changelog * Remove non ascii characters (#4773) * Remove non-ascii characters * Added tool file * Update GeometricTools.hlsl * Fix how HDRP assets as dependencies are found. (#4784) * Hdrp decals multiple select bug (#4792) * Handle cases when some decal projectors in selection have a null material * Update CHANGELOG.md * HDRP Wizard fixes (#4779) * Fix 1188198 and 1174426 Updated fix all action and moved fix all button on top * Updated changelog * Fixed an issue where fog color was not exposed correctly (#4785) * Fixed an issue where fog color was not pre-exposed correctly * Udpated HDRP test screenshots * Updated VFX test screenshot * Put exposure multiplier back outside of GetFogColor * Rename max environment light on screen by max reflection probe on screen (#4799) * Fixed EOL for HDRenderPipeline.cs (#4809) * Custom pass fixes (#4808) * Fix fade factor value 0 in custom passes * Fix custom pass priority order * Fix custom pass cleanup when destroying the volume object * Fix depth buffer allocation outside of custom pass support * Updated changelog * Hdrp/fix trunk change drawrange (#4820) * Update HDLightUI.cs * Update HDLightUI.cs * Replaced most instances of GraphicsSettings.renderPipelineAsset by GraphicsSettings.currentRenderPipeline (#4810) * replaced most instances of GraphicsSettings.renderPipelineAsset by GraphicsSettings.currentRenderPipeline # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs * Update changelog * cleanup various useless define (#4822) * Update various meta from graphic test. * Fix for Realtime GI not working when upgrading (#4825) * Change according to new API * Update changelog * Fix for Screen Space Shadows fallback texture not being an array when XR is off (#4824) * Fix fallback of screen space shadows * Update changelog * Add HDRP Yamato target for XR playmode (#4800) * fix XR layout override * add playmode XR target to HDRP Yamato config * disable XR tests on problematic scenes * Fix offset in reflections caused by precision error (#4774) * fix precision error in decals normal when should be 0 * Added fix to changelog * adjust precision for all decal surface normals * Update Decal.hlsl * Update Decal.hlsl * Hdrp/make light layer renamable (#4827) * Users can customize Light Layer display names inside of their HDRenderPipelineAsset. Cherry picked with removal of Cherry picked with removal of comments "custom" * fix namespace change * fix duplicate method * Make it compatible with scalability settings * Make multiedition support for light layer name fields * Transform LightLayers into collapsable sub header * Clean calls and remove duplicate code path * Update CHANGELOG.md * Update HDRP-Asset.md * Fixed pyramid lights bounding box (#4828) * Fixed pyramid lights bounding box * Fix failing test * Removed render graph debug (as it is not finished yet) (#4786) * Add Lane and Quad Swizzling intrinsics (#4747) * Quad swap * Lane swizzling and helpers to get quad communication as well * Hdrp/staging pt2 (#4781) * Removed dependency to surfaceData in PT Material. * Added support for point/spot lights. * Added support for Burley diffuse. * Added more convenient switch between Burley and Lambert, upped accum buffer to 32 bits. * Added distant lights, changed attr names from min/max to minimum/maximum. * Made Russian roulette more aggressive. * Added dir light eval, removed dependency to builtinData. * Merged recent staging * Added test on geo normal for mtl sampling * Added comment on super weird compiler bug * Cosmetic. * Turned out the weird compiler behaviour was a shader cache issue * Slight pt mtl refactor. * Changed how samples are counted to always start with lower dims of Sobol sequence. * Removed localToWorld matric from material data * Changed line ending in HDRenderPipeline.cs * Add explicit exposure for probe rendering (#4691) * Start but hacky, just to have it in origin * Fix the problem with SSR * Add manual exposure control for probe rendering * Untangle from SSR branch * Update ProbeSettings.cs * Docs * Rename exposure to range compression factor * Make the range compression factor in advanced settings * Avoid nans * Doc updates * Update changelog * Renaming things and add comments * Update the update docs * Hdrp/staging pt2a (#4830) * Removed dependency to surfaceData in PT Material. * Added support for point/spot lights. * Added support for Burley diffuse. * Added more convenient switch between Burley and Lambert, upped accum buffer to 32 bits. * Added distant lights, changed attr names from min/max to minimum/maximum. * Made Russian roulette more aggressive. * Added dir light eval, removed dependency to builtinData. * Merged recent staging * Added test on geo normal for mtl sampling * Added comment on super weird compiler bug * Cosmetic. * Turned out the weird compiler behaviour was a shader cache issue * Slight pt mtl refactor. * Changed how samples are counted to always start with lower dims of Sobol sequence. * Removed localToWorld matric from material data * Changed line ending in HDRenderPipeline.cs * Increased max local light count from 4 to 16. * Added changelog. * SSAO Improvements and non temporal version (Copy of 4787) (#4794) * hacky not working, bad, need to switch branch * Somewhat functional version, bad quality sadly for high perf. Now submitting to try and make the temporal better. * More messing around plus a fix on the gather blur * MESSINGAROUND, this is garbage, but need to diff. * Need a bit of cleanup, but part 1 is here. * Better ghosting handling and some UI changes. * minor cleaning * Warning for perf. * Mega debuggy first try and looking at different spatial blur * Almost there. * Some more final touches * Print warning when disabling motion vectors * update changelog * Revert temp change * Manual conflict resolving * Make temporal default * Fixing AO on Metal (#4798) * Hdrp/feature/custom pass doc and icons (#4807) * Add HDAdditionalLightData icon and CustomPass volume icons * Begin to add custom pass doc * Continue doc * More custom pass doc * Added first example in custom pass doc * One example left * Added scripting example * Update custom pass volume gizmo image * Fixed note about render state block in DrawRenderers * Only allowing ray tracing shader macro to 1 when the platform allows it (#4842) * Only allowing ray tracing shader macro to 1 when the platform allows it (solves the problem of deploying to a device with a previously set ray tracing project) * issue in declarting the _IndirectDiffuseTexture texture * Correcting a bug in the recursive rendering related to directional shadows (#4839) * use ShaderConfig.s_XrMaxViews to allocate view-dependent matrices (#4836) * Improving the diffuse denoiser when the pixel footprint is bigger than the filtering radius (#4835) * Use opacity instead of the scattering distance to parametrize the PBR sky (#4537) * Parametrize the sky using opacity towards the horizon * Update ref img * Clean * Refactor sky lighting system (#4778) * Main refactor commit (WIP) * Fix ambient probe transitions when just changing the sky parameters and not the renderer * Cleanup cached sky textures when not used anymore * Removed wrong shader destruction * Fixed various update issues * Fixed sky export * Updated procedural sky sample * Updated procedural sky in test project * Removed layer 31 from default scene view volume layer mask to avoid conflicts with lookdev * Post merge fix * Made HDCamera from realtime probes persistent to fix ambient probe issues. * Fixed Procedural Sky in VFX tests * Added new test for multiple skies * Updated 2008 screenshot * Update changelog * Removed commented code * EOL fix * Fix EOL * Custom post process doc (#4847) * Begin to write the custom post process doc * Finish V1 of the custom post process doc * Fix flickering by caching max shadow distance from volume (#4846) * Fixing issue related to refactor in the sky texture (#4850) * Fixing a problem with the world to tangent matrix build (#4854) Fixing a bug with time parameters in shader graph * Fixed some meta files (#4853) * Go inside the loop if we have planar probes but no light (#4859) * Fix a number of issues with prefab isolation mode. (#4851) * Volumes from the main scene are now excluded when in prefab isolation mode * Passed the correct SceneCullingMask to probe camera to get the right objects in planar reflections * Fixed compilation with latest changes * Fixed serialization issue * Update changelog * Fixed a GCAlloc issue * Fixed an issue with fog volume component upgrade not working properly (#4863) * Move RequestShadowMapRendering to public API (#4861) * Adding an automatic fix for the config package change for ray tracing (#4849) * Fix spot light shadow is aspect < 1 (#4856) * Fix spot shadow if aspect < 1 * Update CHANGELOG.md * Create Descriptors.meta * Delete AssetPostProcessors.meta * Hdrp/dxr stats (#4838) * Minor changes in the RT stats: use atomic counters with waveops * Revert "Minor changes in the RT stats: use atomic counters with waveops" This reverts commit 3dd45bc04a9dc5a62891c513fb4263c565449a6a. * Ray count statistics using array texture * Fix texture type in reduction shader * Changelog and docs * Fix AO in XR (#4868) * Fix default material values (#4867) * Fix grayscale example and image (#4866) * Updated doc by removing mention to raytracing tier 3. (#4870) * Updated doc by removing mention to raytracing tier 3. * Update Ray-Tracing-Getting-Started.md * Update Ray-Tracing-Getting-Started.md * Update Ray-Tracing-Getting-Started.md * Update Ray-Tracing-Getting-Started.md * Fix plurial issues in HDRP asset ui (#4869) * Fixed compilation issue with 19.3 (#4872) * Fix float vs real usage. * sky is not black when no sky is specified. (#4876) * Fix compil issue in HDUtils * Disable 2008_Light_Volumetrics and 2009_Multiple sky for XR test * Fix issue in volume manager with null reference after prefab isolation PR * Fix camera without HDAdditionalCameraData not rendering (#4881) * Fix camera without HDAdditionalCameraData not rendering * Updated changelog * Update several reference screenshots * Removing the usage of ENABLE_RAYTRACING except for the shader macro (#4873) * Removing the usage of ENABLE_RAYTRACING except for the shader macroqa * merge fix * Review corrections * Batch of fixes for custom pass (#4891) * Fix custom pass drawer not displaying fields between levels of inheritance * Added depth override control for DrawRenderers pass * Begin to fix the custom pass MSAA * Update HDRPFeatures doc * Update custom pass doc with MSAA * Fix custom pass with MSAA and added a warning for fetch&write in the same render target * Added doc to warn about multi-pass size effects * Add dirty for asset modified by wizard (#4884) * Modification 2205_LightLoopCullWOblique to contain specular term reflection on planar reflection probe (#4889) * Added specular term tests for scene * Update scene * Added extra lights to be more near the planar reflection * Update scene. Changed light intensities and rearranged the lights to make the test scene more clear * Updated light intensities for metallic&smooth surface * Added reference images * 2313_Shadow_Mask_Spotlight_Shapes test scene modification to include Pyramid light aspect ratios (#4886) * Updated scene with aspect ratios * Updated reference images * Hdrp/clean light types and add disc (#4772) * Update light type for runtime and scripting (missing migration) * missing meta * Add DiscAreaLight in runtime (missing radius control) * Fix HDEditorUtils enum helpers * update light type for editor part and clean unnecessary boxing * Clean other enumValueIndex that can lead to easy breaking of UI * Simplify Enum handling for SerializedProperty * add inlining * Fix type that can be used with Enum handling of SerializedProperties * Add missing lightUnit check on type change * Add data migration * Move the removal of AdditionalShadowData as a migration step * Fix migration call as OnValidate is called before Awake... * Add missing Disc support on GPULightType * Solve type Light underlying type when changing areaLightShape * Add Disc support in inspector * fix undo for areaLightshape * use built-in disc gizmo * Clean light type DXR part * Fix graphic test code and rename previous HDLightType into HDLightTypeAndShape * revert unwanted change on LightScriptEditor * Fix default HDAdditionalLightData type computation * cleaning * fix missing light unit change on spot shape change * Fix test 9500: There was unimplemented conversion unit when type changed. * cleaning * Add unit test on type retrieval * Update tests to add names * fix player compilation * Fix intensity for baked area lights * fix undo on light type or area shape change in inspector * Cleaning code (comment and names) * Update HDLightUI.cs * Fix type helper names * Update CHANGELOG.md * Fix code change due to recent LightExplorer changes * Update Light-Component.md * fix code after merge * Update test 2105 Baked Light Shape * Fix error at AreaLight creation from Hierarchy contextual menu * Remove unwanted volume profile creation * Clean unit tests * Remove unused ShadowRequest.lightType * Update EditorBuildSettings.asset * Fix AreaLighteLoop type * HDRP/Workaround on camera prefab reload loop (#4890) * Update SerializedHDCamera.cs * Update CHANGELOG.md * Update CHANGELOG.md * Ray Traced Contact Shadows (#4718) * Review corrections * Review corrections and updates * review corrections * merge issues * Hdrp/fix potential crash on light explorer and typos (#4894) * Fix potential crash in LightExplorer * Fixe Typos * Fix NaN issues with normals if scale of the Z is set to 0 (#4887) * Safe normalize the normals and don't renormalize with 0 length * Forgot one file * Update changelog * Add HDRenderPipeline tag to DXR subshaders (#4898) * Flag DXR subshader with RenderPipeline tag, so that no passes are loaded before the render pipeline is available * Add tag for DXR subshader in Unlit shader * Changelog update for DXR tag fix * Add tags to master node * Hdrp/fix test (#4901) * Removed unused meta * re-enable test 8205 * disable 2205 in XR test * Small UI fixes and some avoidance of self intersection (#4900) * Fix ambient probe backing first frame (#4895) * Add the pragma to avoid shader async compilation on sky * Update changelog * Add support lod crossfade shadergraph (#4897) * Added a support lod crossfade option in ShaderGraph master nodes * Updated changelog * Update CHANGELOG.md * Update TerrainLit.shader (#4904) * Fixing issue with contact shadows (#4909) * Changing and enabling the ForwardMSAAOnly Test (also changing the screenshots for the 3 platforms) (#4910) * Fix issue with migration code in HDAdditionalLightData (To check with Remi) * Replace constant depth bias with slope-scale bias for shadows (#4902) * Susbstitute constant bias with slope bias at rendering time * Add changelog * Update documentation * Cleanup a bit the doc * fix merge mistake * Reset bias post rendering of the shadow * Update tests * More tests * More tests... yamato keeps on giving me partial results for fails * Revert "More tests... yamato keeps on giving me partial results for fails" This reverts commit 522db4de58333f6b732766f2383a9dea0da2e5af. * Guess what, tests! * Update the upgrade docs * Update the update on the update docs :) * Reintroduce fixed bias in the shader API * Update Upgrading-from-2019.2-to-2019.3.md * add comment on the base bias * remove useless editor_sync_compilation in TerrainLit.shader * update reference screenshots * Material upgrader fix (#4914) * Fix bug 1186874 : transparency not beeing upgraded https://fogbugz.unity3d.com/f/cases/1186874/ * Update CHANGELOG.md * uss dont accespt none as invisible color. (#4916) * Stack lit and DXR Fixes (#4918) * Fixing a problem related to area light cookies for stack lit Adding a test for the stack lit cookie bug Allowing DXR in editor when the deployment platform is StandaloneWindows * Update Changelog * Fix the render queue not updated when switching between HDRP and a custom shader (#4915) * Fix the render queue not updated when switching between HDRP and a custom shader * Updated changelog * Fixing a problem in the culling for ray traced directional (front instead of back) (#4923) * Fix HDRP Shader Graph default values with SSS (#4924) * Fix the default stencil values when a material is created from a SSS shader + Fix HDRP access in SG window after domain reload breaking SG window * Added a warning in Surface Options material UI for SSS with transparency * Remove double message * Updated changelog * Fix vfx standalonetests (#4925) * Fixed VFX standalone tests - Removed Migrate called from OnValidate (was causing issues with UnityObject.Destroy() being called even though it's not allowed from there) - Restored commented out code from Seb in a earlier attempt to fix the issue. - Updated wrong screenshot for standalone * Temporarily commented an assert making test fail * Fix for terrain basemap * Oops :-) (#4929) * Fixed a number of issues with full screen debug modes not reseting correctly when setting another mutually exclusive mode (#4930) * Disabled test 8102 for XR (#4928) * Check if active inside the Dispatch() (#4939) * Fixed an issue where a texture containing garbage would be set for AO in some cases. (#4943) * Fix yet another issue with volumetrics and RTHandle scaling (#4946) * Fix yet another issue with volumetrics and RTHandle scaling * Update CHANGELOG.md * Fixed an issue where sky lighting might be updated uselessly (#4958) * Fixed an issue where sky lighting might be updated uselessly * Fixed EOL * Allow setting decal material to none (#4956) * Allow setting decal material to none * Dont remove null decals * Update CHANGELOG.md * Different bloom handling when low resolution (#4965) * fix XR multi-pass decals rendering (#4953) * Hdrp/fixes on light inspector (#4944) * Add limited prefab support for Type * Add limited prefab support for AreaLightShape * Add prefab support for AffectPhysicallyBasedSky for Directional * Add prefab support for ShadowMap Enable * Add prefab support for Intensity * Add prefab support for Shadowmask Mode * cleaning * Add prefab support for Scalability settings * Remove MoreOption when no change and hide field not supported in baking mode * Update PULL_REQUEST_TEMPLATE.md * Update CHANGELOG.md * Clean TernaryConditional * Update light documentation * Show RangeAttenuation for Spot and Point lights * Add XR single-pass setting to HDRP asset (#4954) * add XR single-pass setting into HDRP asset * renormalize file for EOL * Fixed an issue with cached point shadows causing an exception. (#4973) * StackLit: Fix a graphics test failure introduced by an engine-side change: remove dependency on a built-in texture resource (use the same but add it to the SRP repo and ref it from there) (#4988) Engine trunk changeset 451647:ab1c5cfce73f on 20191031 disabled compression on a built-in texture that was used in a test. * Fix HDRP scene view rendering with volumetrics and XR (#4955) * reduce volumetric slices with XR single-pass rendering * increase tolerance for XR automated tests * disable XR test for scene 5002 * remove unneeded protected that trigger exception on rider (#4974) * Make decals work with multiple cameras (#4972) * Make decals work with multiple cameras * Update CHANGELOG.md * Update CHANGELOG.md * Update docs and remove warning (#4989) * Re-enable optional clears of GBuffers (#4981) * re_enable optional clear of gbuffer * Update CHANGELOG.md * Hdrp/update lod test (#4966) * LOD test update * Re enable test * Disable test in XR * Adding penumbra Tint and a test for shadow tint and penumbra tint (#4921) * Adding penumbra Tint and a test for shadow tint and penumbra tint * review corrections * Add mention of config package and quality/default settings to upgrade doc (#5000) * Doc update * Update Upgrading-from-2019.2-to-2019.3.md * Update Upgrading-from-2019.2-to-2019.3.md * Update Upgrading-from-2019.2-to-2019.3.md * Update Upgrading-from-2019.2-to-2019.3.md * Update Upgrading-from-2019.2-to-2019.3.md * Update Upgrading-from-2019.2-to-2019.3.md * Update Upgrading-from-2019.2-to-2019.3.md * fix render target clears with XR single-pass rendering (#4993) * PCSS reparameterization (#4949) * Shadow softness via angular diameter for directional light * Remap min filter size to 0..1 (migration broken, needs fixing) * Remove shadow softness UI and drive it by light radius * Need to bump bias up when shadow softness is high since the filtering is very wide * a bit more tweak * Migrate settings * Update changelog and move to advanced the PCSS settings * Update the upgrade doc * capitalization * Update high quality shadow screenshot * Update test post staging merge * Update docs * Update comments * Update UI * Fixed file hierarchy of HDRP samples. (#5006) * Fixed file hierarchy of HDRP samples. * Update changelog * Changing the moment where the depth and normal history are copied (#5004) * Update shadow tint test (#5007) * Rename shadow tint test to 2317 * Update EditorBuildSettings.asset * update reference screenshots * update meta * Rename Luminance to Nits (#5008) * Rename Luminance to Nits * Fix light unit assignment * fix QualitySettings Panels * Update CHANGELOG.md * update documentation * Rename _EnableSkyLighting to _EnableSkyReflection * update documentation * Update CHANGELOG.md * add depth copy support (#4994) * fixing meta * fixing meta * Improve stability (#5023) * Decals layermask bug (#5015) * In Editor update decal data if parent object layer has changed. * Update CHANGELOG.md * dont serialize or initialize cached layer * Only cache projector mask in editor * Adding an optional bilateral pass to filter the volumetric lighting and a test scene for it (#5020) * Adding an optional bilateral pass to filter the volumetric lighting Adding a test scene for the volumetric filtering * Updating changelog * Disable the volumetric filtering test for XR * Merge branch 'master' into HDRP/staging * Change the title of the material update progress bar from "Updating Dependent materials" to "Checking material dependencies" (#5041) * Add specific settings for RTX2080 test projects (#4908) * using rtx2080 for hd tests * using the gamecode image * Moving project to CI * Move project to TestProjects * Adding yml file for DXR * Added volumes and updated scene settings to match new RT workflow (#4434) * Enable HDRP graphic test framework in the project - Add the HDRP test framework - Cleaned up a bit the assets hierarchy - Remove unnecessary volumes - Enabled Raytrace toggles - Replace scenes cameras by image comparison cameras - Add reference images * Add HDRP-config as local package and enable SHADEROPTIONS_RAYTRACING * updating image drivers * refactoring dxr file * Update upm-ci-hdrp_dxr.yml * using gamecode win10 image until new driver image is deployed * updating dxr file and putting hd vfx on 2080 * setting dxr image to gamecode win10 * adding linux * Enabled SS shadows in hd asset. Added these scenes that will in the future replace existing ones (101,102 and 102): - 1001_AmbientOcclusion - 1002_AmbientOcclusion_Denoiser - 2001_ScreenSpaceReflection - 2002_ScreenSpaceReflection_Denoiser - 3001_AreaShadows - 3002_AreaShadows_Denoiser - 4001_GlobalIllumination - 4002_GlobalIllumination_Denoiser - 4003_GlobalIllumination_SecondDenoiser - Note that reference images are not made yet, will do that in a separate commit * Added reference images, adjusted volume setting for 4003 scene. * Edited yamato testrun setup. - Removed DX11 - Removed Vulkan - Added DX12 * Fix rendering of previous scenes, prepare for PR to staging * Disable yamato while waiting for windows iamge update * Move back the Debug and crossfade test project to a local test folder * Remove weird "ad" file * revert yamato files to master * Enable DXR test on yamato * Added a multiplier for transmission for directional lights (#5040) * Added a multiplier for transmission for directional lights * Documentation update * Hdrp/fix whitelisted stylesheet error (#5038) * fix uss error that cannot be seen due to whitelisting of HDRP * Remove unneeded fix for Quality panel (due to wrong stylesheet importing) * Fix nullrefs in the material editor when entering play mode (#5037) * Rework XR automated tests for HDRP with XRLayout API (#5036) * add depth copy support * rework XR automated tests * swap test for performance * fixup changelog * update comment for RenderGraph todo * set XR threshold correctness on failing tests * disable test 8102 due to 3 minutes timeout * disable 8205 due to timeout * Hdrp/fix/unlit double sided settings view (#5026) * Fix the transparent Cull Mode option in HD unlit master node settings only visible if double sided is ticked * Updated changelog * Invalidating the history for directional, point and spot lights for ray traced screen space shadows when the light has moved (#5025) * Fix issue with contact shadow when max distance is close to far clip plane (#5029) * Fix issue with contact shadow when the max distance is higher than the far plane * Update changelog * Fixing the flickering in scene and game view for ray tracing (#5035) * Binding the Light Data related attributes in the global context of the command buffer as soon as they are ready Binding the Shadow Data related attributes in the global context of the command buffer as soon as they are ready Removing access to the contact shadow buffer in ray tracing Moving the indirect diffuse after the render shadow command * wrong type for contact shadow invalidation * Update changelog * SSS shadergraph preview (#5054) * Fix shadergraph main preview black object after switching to SSS in the master node settings * Updated changelog * Forgot eye master node * Custom pass fixes 3 (#5024) * Added another culling pass for custom passes so they can render hidden objects * Added two more injection points: AfterOpaqueDepthAndNormals and BeforePreRefraction * Fix custom pass shader template * Remove the default override material in DrawRenderers * Fix fullscreen shader for VR * Added a ShaderPass when the override material of DrawRenderers is null * Fix custom material tag rendering * Added support for lit objects in custom passes * Fix custom pass volume rendered when excluded from culling layer mask * Added a None option when binding rendering buffers * Changed custom pass volume filter camera culling mask to camera volume culling mask * Added injection points in doc * Fixed typos * Fixed Custom pass using wrong material index to draw material in builds * Added lazy allocation of custom buffers * Moved CreateGameObject to core editor utils and added custom pass volume to the volume create asset menu * Updated changelog * Renamed post process injection point to after opaque and sky + fixed doc * Fixed C# warning * Grey out the override depth toggle when there is no depth buffer bound * Remove Custom Pass Update and Culling for cameras that don't support them * Allow custom pass volume with same injection point and different cameras with volume culling mask * Update CHANGELOG.md * Changing the behavior for ray tracing in case a submesh has both opaque and transparent sub meshes (#5005) * Changing the behavior for ray tracing in case a submesh has both opaque and transparent sub meshes * Fixing an issue in ray tracing effects when the number of materials is lower than the number of submeshes * Hdrp/fix camera with prefab override workflow (#4987) * Add prefab override support on Perspective * Add prefab override support on Anti-Aliasing * Add partial prefab override support on ShutterSpeed and fix alignment * Allow user to do override on FrameSettings by Scripting API * Add missing required style to handle MultipleDifferentstate in small tickbox * Clean BitArray serialization * Update FrameSettings serialization with new BitArray * Fix FrameSettings override multi-edition and add partial support for prefab override * Add one big override for the whole FrameSettings box as there is no way to deal each bit separatly * Fix FrameSettings for ProjectSettings window * Update PULL_REQUEST_TEMPLATE.md * Clean box on FrameSettings blue bar computation * Fix display in pressets * Fix typos in error messages * Update serialization of bitarray * Update PULL_REQUEST_TEMPLATE.md * Add fast path on serialization of BitArray * Update CHANGELOG.md * Improve history buffer management (#4996) * Remove assert * Remove history buffers from cameras that do not support it * Invalidate on resize * Changelog * Rename * Fix comment * Revert * Remove if * Update 2103_GI_BakeMixed.png * Automated Playmode tests (#4977) * Adding test scene for ios, shutter speed, aperture settings to check * Added reference images, adjusted focus distance * Update reference images * Added additonal aperture test scenes * Update scenes, added reference images * Update reference images * Update ref image * Simplified iso-aperture-shutter scene * Update back to complex material * Vulkan reference images * Added 4038_Bloom test note: Test passes or fails depenging on current game view size locally. Due to RT bug. Use Set Game View button when running locally. * Disabled test scenes 4070 4038 * Also disabled test 4071 due to same bug * Set average correctness value threshold for physical gate fit and lens shift tests to 1e-08 Disabled rest of "physical camera settings" scenes using bloom * Editor build settings update for shadowTint scene rename * adding Shadow meta and updating editor build settings * Disable XR support for both tests * Fixing a bug related to denoising multiple light ray trace shadows (#5057) * Fixing a bug related to denoising multiple light ray trace shadows * Update Changelog * Sync shadergraph settings name (#5055) * Sync shader graph settings name with the material UI * Updated changelog * renamed more shadergraph names * disable physical camera test for XR * Spot lights missing from ray tracing indirect effects (#5067) * Hdrp/backplate (#4840) * ShadowMatte Shader (geometry which receive shadow only) * ShadowMatte improvement * Add Backplate for HDRISKy * Backplate attached to HDRISky with Shadow & Shadow Filter * HDRISky Backplate: Add Independent Rotation for Plate * Similar behavior for ShadowMatte & HDRISky Backplate * Update ProceduralSkyRenderer to fit with previous updates * Fix flicker shadow, Update documentation, add unit tests * rollback DefaultHDMaterial.mat * Update documentation and default behaviour for ShadowTint-Reset * update change log * Update Image Ref * end of line * update feature screenshots on the documentation to respect the dimension's guideline * Cleaner interface for the SkyRenderer * Remove ShadowMatte as a specific shader and convert it as ShaderGraph feature, UnlitMasterNode * Update Documentation * fix merge issue * fix Yamato: wrong merge * fix yamato merge /\!\ * Update min versoin to a11 (#4896) > Is this mean that this error will be here till Unity 2020.1.a11 will be released? > I'm getting this error with 2020.1.a9 (latest public version). Hi, as explain in the readme of this repository, master aim to work with our latest internal version, so it is expected that if you work with our master branch, thing will not work with public release. * Merge fix tentative * Merge with HDRP/staging Merge staging * merge ++ merge ++ * trigger trigger * remove irrelevant file * Update unit test, a render loop * update unit test * eol fix * trigger update * fix indentation & remove useless preprocessor * merge000 merge000 tmp + Support edit HDRIBackplate parameter from a GameObject (without Inspector) * Update CHANGELOG.md * Update shadow defines to enable shadow properlly * Revert "Merge branch 'HDRP/Backplate' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into HDRP/Backplate" This reverts commit cbeae62cca923654ca261be7483d7f9b3a629edc, reversing changes made to ec64ce09c529fa66ebf5a780430380c9b1f37068. * Merge merge * - Delete unused file * part 1. merge eol * Remove non-relevant doc ShadowMatte Shader, became an option in the Unlit Shader Graph MasterNode * fixes end of lines files * update meta from samples * update meta again * fix warning * Update documentation for HDRP Unlit MasterNode with the option "ShadowMatte" * Clean test scene * Update EditorBuildSettings.asset * Reenable the PreRenderSky for the HDRISkyRenderer * Update 8106_UnlitShadowMatte.png * Fixed CoreRP description (#5073) * Adding a new refraction mode and changing refraction UI (#4960) * Adding a new refraction mode and changing refraction UI * Fix for raytracing * Hdrp/fix/diffusion profile wizzard (#5069) * Fixed ui bug after fixing diffusion profiles from the wizard + copy profiles to user assets when fixing * updated changelog * Hdrp/fix/diffusion profile hash on creation (#5068) * Fix the hash collision when creating new diffusion profile assets * Updated changelog * Initial implementation of Area Light Barn Doors (#5058) * Initial implementation of Area Light Barn Doors * Wrapping the shader code for barn doorns with a shader config option Adding a line to the changelog * Disabling UI and Gizmo on shader config value * Fix shader config usage * remove duplicate framesettings RealtimePlanarReflection (#5079) * remove duplicate framesettings PlanarProbe * Update CHANGELOG.md * Update FrameSettings.cs * remove realtime reflection settings * Update FrameSettingsTest.cs * Fix most of the garbage collection in HDRP (#5081) * Begin to fix GC allocs * Removed GC alloc from skies * Fixed more garbage * Update CHANGELOG.md * Change GetBuiltinParameters to UpdateBuiltinParameters * Fix leak in box spotlight shadows (#4670) * Submitting to have a branch remotely and change PC * Whacky heuristics but it works * Update changelog * Cookie warning (#5086) * Added a warning for texture in texture mode cookie * Updated changelog * Removing usage of thickness multiplie in ray tracing code (#5087) Updating the refraction test scene and screenshot * Fix nullref when using particle lights (#5089) * FIx a nullref happening when using shuriken particle light module * Updated changelog * Remove debug log (#5088) * Hdrp/increase flexibility of wizard and small fixes (#5071) * Fix indentation steps * Fix texts overflowing from helpbox * Fix alignments * fix h1 and h2 style * Automate FixAll and UI drawing from one data source * Remove unecessary fix on quality settings (need to remove whitelisting) * Remove VR for Mac * Add ui logic for local configuration package * Finish UI logic for local package * Add local package dependance check and install * Update CHANGELOG.md * Simplify comments * Hdrp/planar reflection fov (#5053) * Use biggest FOV for planar reflection to be sure to capture all required pixels in viewer fov mode * Updated changelog * Updated planar tests * Updated test 2205 * Stretch the texture when capturing planar reflection probes instead of forcing aspect ratio of 1:1 * Store the aspect ratio when capturing a probe. Updated the UI preview * Offset the planar reflection gizmo slightly to avoid z-fights when creating a new planar reflection * Update tests * Fixed anamorphic projection support for sky * Fixed anamorphic projection support for sky * Updated 2211 * Fix contact shadow issue when MSAA is on (RTHandle scale not taken into account) (#5093) * Take into account RTHandle scale when MSAA is enabled in contact shadows * Update changelog * Add "Save context" to Shader Graph to update dependent materials only when needed (#5072) * First draft of save context to update materials when only when needed * Update com.unity.shadergraph/Editor/Data/Nodes/MasterNode.cs Co-Authored-By: Peter Bay Bastian <pbbastian@users.noreply.github.com> * Update com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs Co-Authored-By: Peter Bay Bastian <pbbastian@users.noreply.github.com> * Delete SaveContext.cs * Removed the SaveContext in ShaderGraph * Update CHANGELOG.md * Revert change on hash value causing issue * disable XR on skinned batcher * revert change on skysettings to get green yamato * Changed the way Sky Intensity is handled (#5032) * Changed the way Sky Intensity (on Sky volume components) is handled. - It's now a combo box where users can choose between Exposure, Multiplier or Lux (for HDRI sky only) instead of both multiplier and exposure being applied all the time. - Added a new menu item to convert old profiles. * Fix typo * Updated procedural sky sample code in HDRP and VFX tests * Fixed default case for upgrade * Updated the upgrade script and HDRP test profiles with sky intensity changes * Update changelog and upgrade guide * Fix EOL * Fixed HDRI sky since last merge * EOL * EOL * EOL... * Fix issues caused by box light leak fix PR (#5098) * Make sure pyramid doesn't deal with the safe zone clamp * Update test (safe zone eats a bit of the light range) * Fixed an issue In URP where sometime the camera is not passed to the volume system and causes a null ref exception (#5104) * Fixed an issue In URP where sometime the camera is not passed to the volume system and causes a null ref exception * Update changelog * Fix scene id map warnings (#5095) * Fix scene id map warning and hide static lighting sky from the add component menu * Updated changelog * Disabling the thickness multiplier test (#5105) Repositioning the reflection probe in the refraction test Updating the screenshot for the test * HDRP fix custom pass release (#5106) * Fix nullref when releasing HDRP with custom pass disabled * Updated changelog * update refractoin reference screenshots * Update more reference screenshots * update reference screenshots * Read stencil directly via SRV on depth buffer (#5090) * First pass commit to switch branch and compare some results. * Remove some dead code * Handle MSAA * Part 2 of MSAA fix up (forgot to stage) * still needed for HTile for now. * Missing cleanup * Miss cleanup of resolved buffer * Deal with render graph * Update changelog * Some cleanup of render graph and resources asset * Comment * Fix issue on resource binding * Small changes and actually be safe and resolve to a 2 channel texture * Comment update * Fix issues on other platforms * Fix nullref when path tracing is enabled (#5112) * Fix diffusion profile import (#5111) * Fix diffusion profile upgrade code freezing the editor * Updated changelog * Added comment * Fix builtin resource reloader (#5115) * Fix resource reloader for builtin resources * Updated changelog * Fix light unit reset (#5117) * Fix light unit reset when switching light type * Updated changelog * update DXR test with barndoor variable * Revert fix scene Id warning which casuse hand in graphic test * Update 1206_Lit_Transparent_Distortion.png * Hdrp/update deocumentation links (#5120) * Add missing documentation link on custom pass * remove unused and undocumented ShaderWindSettings * Update CHANGELOG.md * Fix build with HDRP in the project when it is not assigned in the graphic settings (#5119) * Fix a stackoverflow when stripping shader with an empty list of HDRP assets * Fixed HDRP build when HDRP is not in use * Updated changelog * Hdrp/backplate: Bugfixes (#5116) * ShadowMatte Shader (geometry which receive shadow only) * ShadowMatte improvement * Add Backplate for HDRISKy * Backplate attached to HDRISky with Shadow & Shadow Filter * HDRISky Backplate: Add Independent Rotation for Plate * Similar behavior for ShadowMatte & HDRISky Backplate * Update ProceduralSkyRenderer to fit with previous updates * Fix flicker shadow, Update documentation, add unit tests * rollback DefaultHDMaterial.mat * Update documentation and default behaviour for ShadowTint-Reset * update change log * Update Image Ref * end of line * update feature screenshots on the documentation to respect the dimension's guideline * Cleaner interface for the SkyRenderer * Remove ShadowMatte as a specific shader and convert it as ShaderGraph feature, UnlitMasterNode * Update Documentation * fix merge issue * fix Yamato: wrong merge * fix yamato merge /\!\ * Update min versoin to a11 (#4896) > Is this mean that this error will be here till Unity 2020.1.a11 will be released? > I'm getting this error with 2020.1.a9 (latest public version). Hi, as explain in the readme of this repository, master aim to work with our latest internal version, so it is expected that if you work with our master branch, thing will not work with public release. * Merge fix tentative * Merge with HDRP/staging Merge staging * merge ++ merge ++ * trigger trigger * remove irrelevant file * Update unit test, a render loop * update unit test * eol fix * trigger update * fix indentation & remove useless preprocessor * merge000 merge000 tmp + Support edit HDRIBackplate parameter from a GameObject (without Inspector) * Update CHANGELOG.md * Update shadow defines to enable shadow properlly * Revert "Merge branch 'HDRP/Backplate' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into HDRP/Backplate" This reverts commit cbeae62cca923654ca261be7483d7f9b3a629edc, reversing changes made to ec64ce09c529fa66ebf5a780430380c9b1f37068. * Merge merge * - Delete unused file * part 1. merge eol * Remove non-relevant doc ShadowMatte Shader, became an option in the Unlit Shader Graph MasterNode * fixes end of lines files * update meta from samples * update meta again * fix warning * Update documentation for HDRP Unlit MasterNode with the option "ShadowMatte" * Clean test scene * Update EditorBuildSettings.asset * Reenable the PreRenderSky for the HDRISkyRenderer * Rename Shadow Matte Enabler * Fix 'Ellipse shape type have dissolved edges' * fix 'Double dissolved triangles when using 0 in X or Y scale with backplate type Ellipse' * fix 'Inconsistent shadows when Point / Spot light shadow is enabled' 'Inconsistent shadows when Rectangular / spot shadow is enabled' * Merge EOL Merge with correct EOL * Merge again * Merge * merge * merge * trigger * Fixed an issue where ambient probe would be black for the first face of a baked reflection probe (#5113) * Implemented an API to access HDRP Color, Depth and Normal buffers (#5108) * Added API for accessing HDRP normal/depth and color buffer * Added HDRPCameraBinder for Visual Effect Graph (exploits Buffer Access to access any camera) * Fixed an issue where rendering done by users in EndCameraRendering would be executed before the main render loop. (#5118) * Hdrp/fix volume with prefab overrides (#5103) * fix prefab override on mode * fix alignment in preset on Profile * Update CHANGELOG.md * Hdrp/fix probes with prefab override workflow (#5092) * Remove MoreOptions that handled manipulation mode to put it in a drop down * Replaced popup manipulation mode per toggle as it makes more sens * Fix vector6 alignement and prefab override workflow on them * Fix prefab override for custom texture (and simplify some code) * Fix alignement issue between section and clean unused code * Fix MoreOptions and move RangeCompressionFactor to capture settings * Rename CustomSettings to RenderSettings * Fix prefab override for BlendDistance and BlendNormalDistance when in simplified controls * Remove unused GUIContents * Change Weight for a 0-1 slider * fix resync logic * fix prefab override for Mirror Rotation * move Show Chrome Gizmo to toolBar * Update CHANGELOG.md * Add information about version used in wizard (#5109) * Add information about version used in wizard * fix typo * Hdrp/fix density volume with prefab overrides (#5099) * Remove MoreOptions that handled manipulation mode to put it in a drop down * Replaced popup manipulation mode per toggle as it makes more sens * Fix vector6 alignement and prefab override workflow on them * Fix prefab override for custom texture (and simplify some code) * Fix alignement issue between section and clean unused code * Fix MoreOptions and move RangeCompressionFactor to capture settings * Rename CustomSettings to RenderSettings * Fix prefab override for BlendDistance and BlendNormalDistance when in simplified controls * Remove unused GUIContents * Change Weight for a 0-1 slider * fix resync logic * fix prefab override for Mirror Rotation * move Show Chrome Gizmo to toolBar * Update CHANGELOG.md * fix MoreOptions (move the manipulation into dedicated toggle) * fix prefab override on distanceFadeStart and distanceFadeEnd * Update CHANGELOG.md * Fix default value getter for structs (#5052) * Changed @default property to NewDefault() methods * Updated changelog * update message to say 2019.3 and not 2020.1 * Do not process lights beyond the specified limit (#4801) * Do not process lights beyond the specified limit * Fix light limit overflow handling * Changelog * Fix the shadow issue as well * Remove checks that are not needed anymore * increase threshold for XR distortion test 1206 * Lighting quality volume settings (#4411) * Lighting quality volume settings * Compilation fix * Updated Ambient Occlusion and Contact Shadows quality settings and added SSR. * Indentation * Update changelog * Fixed AO and CA profiles * Fix runtime test profile * Update AO screenshots * Update GlobalLightingQualitySettings.cs * updqte to Since 2019.3 * Fixed additional @default occurences * Adding support for HDLit and HDUnlit for path tracing and adding a test scene for path tracing (#5130) * Adding support for HDLit and HDUnlit for path tracing and adding a test scene for path tracing * Update Lit.shader * Add support for transparent material for path tracing (#5123) * Fix on geom normal test. * Added glossy GGX transmittance. * Minor changes on mtl sampling. * Unlocked SSS, SSR, Motion Vectors and Distortion frame settings for reflections probes. (#5131) * Hdrp/fix lookdev volume (#5121) * Fix light probes * Add LookDev profile * Update CHANGELOG.md * Fix some build warnings * Change how method for specular occlusions is decided (#4616) * Change the spec occlusion to a drop down (to allow for setting it off) * Fix bugs * Fixup layered lit tessellation * Tiny cleanup * Update StackLit.hlsl * Add UI on TerrainLit * Update CHANGELOG.md * Reset material keyword * Update material for test * Update terrain test image * Hdrp/lookdev smallfixes (#5133) * Fix rotation of object using the one from source when instanciating in lookdev * Fix minSize of the LookDev window * Update CHANGELOG.md * Fix issue with shadow matte (spot was disabled) (#5134) * Reenable code for Spot * Update unit test * fix shadowmatte * Fixed a typo in GLES3.hlsl (#5135) * update all material of project test + default material (#5137) * Fixed NaNs with GGX BTDF and IOR set to 1. (#5136) * Minor doc fix for debug window (#5159) * Update doc for Sky and Fog (#5154) * Update Sky documentation * Updated fog doc * Fix warning when loading template in PBR sky (#5162) * Remove unused definition of UNITY_MATRIX_V _ViewMatrix1 that cause warning * Update PhysicallyBasedSky.shader * Update PhysicallyBasedSky.shader * Hdrp/backplate - Enable AO for Backplate (#5158) * ShadowMatte Shader (geometry which receive shadow only) * ShadowMatte improvement * Add Backplate for HDRISKy * Backplate attached to HDRISky with Shadow & Shadow Filter * HDRISky Backplate: Add Independent Rotation for Plate * Similar behavior for ShadowMatte & HDRISky Backplate * Update ProceduralSkyRenderer to fit with previous updates * Fix flicker shadow, Update documentation, add unit tests * rollback DefaultHDMaterial.mat * Update documentation and default behaviour for ShadowTint-Reset * update change log * Update Image Ref * end of line * update feature screenshots on the documentation to respect the dimension's guideline * Cleaner interface for the SkyRenderer * Remove ShadowMatte as a specific shader and convert it as ShaderGraph feature, UnlitMasterNode * Update Documentation * fix merge issue * fix Yamato: wrong merge * fix yamato merge /\!\ * Update min versoin to a11 (#4896) > Is this mean that this error will be here till Unity 2020.1.a11 will be released? > I'm getting this error with 2020.1.a9 (latest public version). Hi, as explain in the readme of this repository, master aim to work with our latest internal version, so it is expected that if you work with our master branch, thing will not work with public release. * Merge fix tentative * Merge with HDRP/staging Merge staging * merge ++ merge ++ * trigger trigger * remove irrelevant file * Update unit test, a render loop * update unit test * eol fix * trigger update * fix indentation & remove useless preprocessor * merge000 merge000 tmp + Support edit HDRIBackplate parameter from a GameObject (without Inspector) * Update CHANGELOG.md * Update shadow defines to enable shadow properlly * Revert "Merge branch 'HDRP/Backplate' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into HDRP/Backplate" This reverts commit cbeae62cca923654ca261be7483d7f9b3a629edc, reversing changes made to ec64ce09c529fa66ebf5a780430380c9b1f37068. * Merge merge * - Delete unused file * part 1. merge eol * Remove non-relevant doc ShadowMatte Shader, became an option in the Unlit Shader Graph MasterNode * fixes end of lines files * update meta from samples * update meta again * fix warning * Update documentation for HDRP Unlit MasterNode with the option "ShadowMatte" * Clean test scene * Update EditorBuildSettings.asset * Reenable the PreRenderSky for the HDRISkyRenderer * Rename Shadow Matte Enabler * Fix 'Ellipse shape type have dissolved edges' * fix 'Double dissolved triangles when using 0 in X or Y scale with backplate type Ellipse' * fix 'Inconsistent shadows when Point / Spot light shadow is enabled' 'Inconsistent shadows when Rectangular / spot shadow is enabled' * Merge EOL Merge with correct EOL * Merge again * Merge * merge * merge * trigger * Reenable code for Spot * Update unit test * merge * Enable AO for Backplate * Update typo * less includes & rgb ao * Update refraction docs (#5171) * Update docs * Remove param inputs * Remove info * Remove white lines * Update light docs to mention the shadow softness in PCSS (#5173) * Fix local config package path (#5182) * Disable custom pass debug mode (#5199) * Disable custom passes when debug modes are enabled * Updated changelog * Added proper support for internal reflections. (#5196) * Added proper support for internal reflections. * Fixed issue with samples indexing. * Fix an issue that made PCSS dependent on Atlas resolution (not shadow map res) (#5194) * Fix issue with PCSS being dependent on shadow ATLAS resolution * More clarity * changelog * Preparation for further update of HDRP Render Graph (#5212) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * Refactoring the usage of intermediate buffers for ray tracing and correcting a bug related to indirect diffuse filtering (#5145) * Refactoring the usage of intermediate buffers for ray tracing and correcting a bug related to indirect diffuse filtering * Changelog * Making skinned mesh renderers work [2020.1] (#5107) * Making skinned mesh renderers work * Update changelog * Ray Traced Shadows Fixes (#5209) * Fixing ghosting issues when screenspaceshadowindexes change Fixing a bug whith histories when n>4 Including objects if their cast shadow is shadow only or double sided Only tracing rays for shadow if the point is inside the code for spotlight shadows Only tracing rays if the point is inside the range for point lights Creating a new test scene for ray traced shadows * Update changelog * Fix stencil read on Xbox (#5208) * Sometimes D3D11 is not defined on XBOX :( * Changelog * Fix reflection probe texture missing message (#5240) * Update HDReflectionProbeEditor.Preview.cs * Update HDReflectionProbeEditor.Preview.cs * Fixed compilation issue (#5242) * Fix the custom pass doc outline scripting example in VR (#5232) * Update EyeMasterNode.cs (#5261) * Fixing an inconsistency between ray tracing shadows and shadow maps for culling (#5235) * Fixing an inconsistency between ray tracing shadows and shadow maps for culling * update changelog * Recursive Rendering not working anymore (#5222) * Fix recursive rendering after refactor * update changelog * Hdrp/fix api documentation (#5236) * Fix missing documentations * fix copy past issue * Ray Traced Shadow Denoising Issues (#5270) * Wrong amount of history buffers allocated for ray traced shadows Wrong type for the history validation buffer * update changelog * Updated xml doc (#5271) * Core API documentation update. (#5263) * Updated HLSL gen API doc * HLSL gen attribute api doc * Misc classes API doc. * Various scripting API doc update. (#5264) * RTHandle Doc WIP * More RTHandle API doc * Updated CoreUtils API doc * Debug Window API doc * Debug Manager doc update * Documented the rest of the debug window ui classes. * Fix shader warning for XboxOne (#5245) * Fix shader warning for XboxOne * Update CHANGELOG.md * Update AmbientProbeConvolution.compute * Fixed Runtime Debug UI handlers (#5279) * Fixing spot light cookies not working in ray traced reflections and GI (#5274) * Fixing spot light cookies not working in ray traced reflections and GI * update changelog * API doc validation pass (#5291) * Restored wrongly removed SetRenderTarget API (#5292) * Remove leftover code for stencil handling (#5287) * Remove dead code * changelog * Fix an inverted handling of CoatSmoothness for SSR in StackLit. (was probably hidden by ForwardOnly SSR bug, see f209b45) (#5285) Fixes https://fogbugz.unity3d.com/f/cases/1201174/ * Updated missing API doc (#5273) * Renderer List api doc * Missing render graph API doc * Dynamic resolution Doc update (#5275) * Update online docs * Add API docs and update md docs * Update changelog * Re-add distortion inputs in material UI (#5230) * Re add missing distortion inputs in materials * Updated changelog * Fixed the title of the transparency inputs section in material UI * Make avg luminance 1 if NaN (#5218) * Bloom thresholding (#5210) * Added a threshold to bloom * Documentation update (bloom) * The second pass was deleted during a merge (#5282) * Fixing ray traced reflections exposure issue (#5269) * Fixed various issue with TAA / RTHandle init for history buffer + fix some typo (#5298) * fix issue with stencil buffer test in material classification * Rename DrawInstancedIndirect => DrawProceduralIndirect * fix complie issue in material classification * More fix * fix ident * fix comment * Remove gc alloc * fix typo * Fix issue with RTHandle system and scale value of previous RT for first frame * Force a reset history when enabling TAA mode on a camera * Update CHANGELOG.md * Hide unused settings in legacy Quality Settings panel (#5080) * Added optional LOD UI for quality settings * Update changelog * Update HDRenderPipeline.cs * fixed changelog * Fix compilation warning in HDShadowSampling.hlsl * Fix issue with vbufferparams not being initialized (#5295) * Init vbuffers even when reprojection is off * changelog * Forgot guard * RT Denoiser fixes (#5289) * Fixing denoising not working for reflections in tier1 Correcting artifacts in the diffuse denoiser (ao and gi) * update changelog * Implementing Ray Traced Color Shadows and Semi-Transparent Shadows (#4906) * Implementing Ray Traced Color Shadows and Semi-Transparent Shadows * Fixing issues due to other PRs * Update changelog * Review Fixes * Merge issues * merge issue * Fixing the visibility of methods (ray tracing) (#5307) * Fixing the visibility of methods (ray tracing) * update changelog * Diffusion profile list not saved (#5310) * Fix the diffusion profile list not saved when clicking the fix button in the material UI * Updated changelog * Fixing crash when bounce count is > 1 for ray traced indirect (#5306) * Fixing crash when bounce count is > 1 for ray traced indirect * update changelog * Scale PCSS filter size with light distance occluder (#5213) * Fix issue with PCSS being dependent on shadow ATLAS resolution * More clarity * changelog * Scale with distance v1 * Trying another fitting * Changelog * Fix warning and update comment. * Fixing exposure for path tracing (#5268) * Fix path tracing and exposure * update changelog * Fixing issue with package test validation (add "UNITY_INCLUDE_TESTS") * Move various API to internal * Fix AxF UI showing two times the advanced options (#5325) * Remove extra Advanced Options block * Changelog * Fixed an issue where cached sky contexts were being destroyed wrongly, breaking rendering in the LookDev (#5233) * Fixed an issue where cached sky contexts were being destroyed wrongly, breaking rendering in the LookDev * Update screenshot * Fixed an issue where HDRP LookDev volumes would always be active and break rendering in the scene view/game view. * Renaming based on review feedback. * Accessibility + doc * Fix issue with premature softness clamping (before distance scale) (#5317) * Fix issue with premature softness clamping in PCSS * changelog * More API doc update (#5329) * Core unsafe utils API doc. * PropertyFetcher API doc. * SerializedBitArray API DOC * Component Singleton API doc * Object Pool API Doc * Documentation API doc * Clear Flag API Doc * DynamicArray API doc * Removed EnvironmentLibrary base class * Hdrp/fix/fog affect transparency unlit master node (#5328) * Fix fog affect transparent on HD unlit master node * Updated changelog * Fix shader not included in build bug in custom pass doc example (#5327) * Improve a bit the custom post process template (#5…
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com.unity.render-pipelines.core/CHANGELOG.md

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- Fixed shader compile errors about LODDitheringTransition not being supported in GLES2.
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- Fix `WaveIsFirstLane()` to ignore helper lanes in fragment shaders on PS4.
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- Fixed a bug where Unity would crash if you tried to remove a Camera component from a GameObject using the Inspector window, while other components dependended on the Camera component.
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- Fixed errors due to the debug menu when enabling the new input system.
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## [7.1.1] - 2019-09-05
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com.unity.render-pipelines.core/Editor/Debugging/DebugWindow.cs

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#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE
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#define USE_INPUT_SYSTEM
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#endif
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using System;
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using System.Collections.Generic;
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using System.Linq;
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DebugManager.instance.Reset();
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GUILayout.EndHorizontal();
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// We check if the legacy input manager is not here because we can have both the new and old input system at the same time
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// and in this case the debug menu works correctly.
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#if !ENABLE_LEGACY_INPUT_MANAGER
387+
EditorGUILayout.HelpBox("The debug menu does not support the new Unity Input package yet. inputs will be disabled in play mode and build.", MessageType.Error);
388+
#endif
389+
380390
using (new EditorGUILayout.HorizontalScope())
381391
{
382392
// Side bar

com.unity.render-pipelines.core/Runtime/Debugging/DebugManager.Actions.cs

Lines changed: 12 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,9 @@
1+
#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE
2+
#define USE_INPUT_SYSTEM
3+
using UnityEngine.InputSystem;
4+
using UnityEngine.InputSystem.Controls;
5+
#endif
6+
17
using System.Collections.Generic;
28

39
namespace UnityEngine.Rendering
@@ -97,6 +103,8 @@ void SampleAction(int actionIndex)
97103
var desc = m_DebugActions[actionIndex];
98104
var state = m_DebugActionStates[actionIndex];
99105

106+
// Disable all input events if we're using the new input system
107+
#if ENABLE_LEGACY_INPUT_MANAGER
100108
//bool canSampleAction = (state.actionTriggered == false) || (desc.repeatMode == DebugActionRepeatMode.Delay && state.timer > desc.repeatDelay);
101109
if (state.runningAction == false)
102110
{
@@ -132,9 +140,9 @@ void SampleAction(int actionIndex)
132140
// Check key triggers
133141
for (int keyListIndex = 0; keyListIndex < desc.keyTriggerList.Count; ++keyListIndex)
134142
{
135-
var keys = desc.keyTriggerList[keyListIndex];
136143
bool allKeyPressed = true;
137144

145+
var keys = desc.keyTriggerList[keyListIndex];
138146
foreach (var key in keys)
139147
{
140148
allKeyPressed = Input.GetKey(key);
@@ -149,6 +157,9 @@ void SampleAction(int actionIndex)
149157
}
150158
}
151159
}
160+
#elif USE_INPUT_SYSTEM
161+
// TODO: make the new input system work
162+
#endif
152163
}
153164

154165
void UpdateAction(int actionIndex)

com.unity.render-pipelines.core/Runtime/Unity.RenderPipelines.Core.Runtime.asmdef

Lines changed: 13 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,6 +1,8 @@
11
{
22
"name": "Unity.RenderPipelines.Core.Runtime",
3-
"references": [],
3+
"references": [
4+
"GUID:75469ad4d38634e559750d17036d5f7c"
5+
],
46
"includePlatforms": [],
57
"excludePlatforms": [],
68
"allowUnsafeCode": true,
@@ -18,6 +20,16 @@
1820
"name": "com.unity.modules.xr",
1921
"expression": "1.0.0",
2022
"define": "ENABLE_XR_MODULE"
23+
},
24+
{
25+
"name": "com.unity.modules.xr",
26+
"expression": "1.0.0",
27+
"define": "ENABLE_XR_MODULE"
28+
},
29+
{
30+
"name": "com.unity.inputsystem",
31+
"expression": "0.0.0",
32+
"define": "ENABLE_INPUT_SYSTEM_PACKAGE"
2133
}
2234
],
2335
"noEngineReferences": false

com.unity.render-pipelines.high-definition/CHANGELOG.md

Lines changed: 4 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -335,6 +335,10 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
335335
- Fixed an issue where Decal Projectors created from script where rotated around the X axis by 90°.
336336
- Fixed frustum used to compute Density Volumes visibility when projection matrix is oblique.
337337
- Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present.
338+
- Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline.
339+
- Fixed a null reference exception in the probe UI when no HDRP asset is present.
340+
- Fixed the outline example in the doc (sampling range was dependent on screen resolution)
341+
- Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present.
338342

339343
### Changed
340344
- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled

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