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sebastienlagardeadrien-de-tocquevilleeturquinpmavridisRemyUnity
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[Backport 21.2][HDRP] More backport PRs (#6559)
* [HDRP] Fixed taa jitter for after post process materials #6320 * [HDRP][Path Tracing] Cleaned up dirtiness handling when using multiple cameras at once #6339 * [HDRP] Fix flickering / edge aliasing issue when DoF and TAAU or DLSS are enabled #6371 * Update Surface-Type.md (#6384) * [HDRP] Merge HD/bugfix #6387 * Formatting * Update PathTracing.cs * Update PathTracing.cs * Fix normal/albedo in AOVs list (#6394) * Fixed shader graph errors when disabling the bias on texture samplers. #6389 * Fixed a shader warning in the volumetric clouds combine file. #6410 * [HDRP] Fix Layer lit shader UI #6441 * fixed link to master stack hair (#6446) * Fixed error thrown when layered lit material has an invalid material type #6447 * Decal docs improvement (#6448) * Decal docs improvement General improvement to language and information flow. * Minor rewording Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Small formatting fix for dynamic resolution doc (#6452) * Fixed a null texture error caused by lens flare pass #6454 * Fixed a nullref when enabling raycount without ray tracing. (#6455) * Fixed a nullref when enabling raycount without ray tracing. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a render graph error when creating a shader graph (introduced by https://github.com/Unity-Technologies/Graphics/pull/6454) (#6470) * Fix bug #1342803 (#6471) Specified that Tessellation does not work with planar and triplanar projection modes. * Distortion Blur from 1 to 0 according to the doc #6478 * Add missing references to area lights in shadow docs (#6482) * [HDRP] Fix AxF debug output in certain configurations (#4641) * Fix AxF debug output in certain configurations. * Update comment * Fix SSR accumulation white flash (#4648) * Fix white flash * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Display Info Box when MSAA + ray tracing is onr (#4627) * Show info box when ray tracing is enabled. * Changelog * Move below MSAA Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix distortion when resizing the window in player builds with the Graphics Compositor enabled (#4593) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add support for the camera bridge in the graphics compositor (#4599) * Fix Jittered Project Matrix Infinite Far Clip Plane (#4638) * Reconstruct jittered projection matrix far plane (for Infinite ) * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. (#4688) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix custom pass utils Blur + Copy overdraw. (#4623) * Fix overdraw in custom pass utils blur function * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix draw procedural invalid pass idx 1 on first template load (#4632) * Fix * changelog * Force sync compilation for TAA Co-authored-by: CifaCia <f.cifariellociardi@gmail.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Changed light reset to preserve type (#4624) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert "Add support for the camera bridge in the graphics compositor (#4599)" This reverts commit 2325e3fbbcc36a5843af8363234c1a304afd826f. * AxF carpaint: Fix a compilation issue on Vulkan until the cpp HLSLcc side is updated. (case 1335737, related to 1314040) (#4691) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert "Revert "Add support for the camera bridge in the graphics compositor (#4599)"" This reverts commit 30fffd5f7b47ff4e238ba84ee87cafbffc23581a. * revert: Fix distortion when resizing the window in player builds with the Graphi * Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). (#4626) * Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). * Add test scene Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix for discrepancies in saturation and intensity between screen space refraction and probe refraction (#4653) * Delete the second transmittance mul * Changelog Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix a Divide-by-Zero Warning for some Anisotropic Models (Fabric, Lit) (#4636) * Initialize the shading normal to a non-zero value for anisotropy * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix VfX lit particle AOV output color space (#4646) * Fix VfX lit particle aov output color space * Update comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP][Path Tracing] Fixed transparent unlit (#4605) * Fixed issue with transparent unlit. * Updated changelog. * Reverted accidental change to default mtl. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix distortion with MSAA (#4711) * Fix contact shadow debug views (#4720) * Fix * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update Decal-Projector.md (#4695) * [HDRP] Fixed nullref when deleting the texture asset assigned in a local volumetric fog volume (#4728) * Fixed nullref when deleting the 3D mask of a density volume (case 1339330) * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix decal layer enum (#4753) * Fix typo * Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). (#4640) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Ignore hybrid duplicated reflection probes during light baking (#4663) * Ignore hybrid duplicated reflection probes during light baking * test path instead of scene Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix double sided option moving when toggling it in the material UI (#4725) * Fix double sided option moving when toggling it in the material UI (case 1328877) * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix formatting * Fix volumetric fog in planar reflections (#4736) * Fix planar reflection * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix motion blur compute dispatch size (#4737) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * - Updated the recursive rendering documentation (case 1338639). (#4759) * - Updated the recursive rendering documentation (case 1338639). * review fixes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with OnDemand directional shadow map being corrupted when reflection probe are updated same frame (#4812) * Don't mark as rendered for reflection probes as we want the cached version to be from main view * Do the thing just for directional * Doc update * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix cropping issue with the compositor camera bridge (#4802) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix for unused resources in depth of field (#4796) * Removing the word Radii from exposure settings (#4854) * Rename in UX * Update docs * [HDRP][Path Tracing] Support for shadow mattes (#4745) * Shadow matte support. * Updated changelog. * Only take occluders into account, closer match to raster mode. * Added test scene. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert "[HDRP][Path Tracing] Support for shadow mattes (#4745)" This reverts commit 85ebbc24ba3ad33926dc5fca2dae7a0d8dde4e2d. * Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). (#4756) * Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). * Update test ref image Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Use non jittered projection in outline pass (#4836) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP][Path Tracing] Sky settings now properly taken into account when using recorder (#4856) * Make sure sky settings are correctly set when recording. * Updated changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Resolution Issues for Physically Based Depth of Field (#4848) * Add the necesarry texture coordinate clamping for RTHandle for color pyramid sampling * Add some resolution independence, fitted for 1920x1080 * Changelog * Switch back to point sampling from trilinear, with commentary * Update test reference images * Small correction to the point sampling, always sample mip 0. * Re-update the test images, for mip 0 color sampling * Use a simpler UV scaling/clamping since we are now point sampling. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed bug introduced by sky-for-recorder support. (#4906) * [Fogbugz 1341576] Memory leaks when the player is paused, and the user changes pipeline… (#4845) * Memory leaks when the player is paused, and the user changes pipeline settings * changelog * [HDRP] Fixed shadergraph double save (#4916) * Don't need to save twice shadergraph the first time we create a graph * Updated changelog * Write 0 instead of micro sized motion vectors + fix extremely fast velocities (#4820) * Kill micromovements. * Do same for camera * Debug view update * Changelog * Remove unnecessary comment * Fix excessive velocity end up marked as no velocity Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix material upgrader (#4821) * Fix HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix custom pass volume not executed in scene view (#4860) * Fix custom pass volume not executed in scene view because of the volume culling mask * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix reflection probe tootltip (#4890) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Updated the Physically Based Sky documentation for baked lights (#4891) * Updated the Physically Based Sky documentation for baked lights * Rewrite Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed remapping of depth pyramid debug (#4893) * Fixed remapping of depth pyramid debug * Removed debug pragma * Update changelog * Updated tooltip * Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4895) * Fix AO perceived wobble * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Asymmetric Projection Matrices and Fog / Pathtracing (#4926) * Check for asymmetric projections and choose the generic path if so. * Fix asymmetric projections for the pathtracer ray generation. * Changelog * Simplify the matrix multiplication for computing the generic matrix. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert: Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection… * Fix GBuffer depth debug mode (#5054) * Fixed Volume Gizmo size when rescaling parent GameObject (#4915) * Fix Vertex Color Mode documentation (#4976) * Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4986) * Fix AO perceived wobble * changelog * Update screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix formatting in NestedOverrideCameraRendering * [HDRP] Fix white flash with SSR when resetting camera history (#5089) * Fix white flash with SSR when resetting camera history * Move branch login inside GetPreviousExposureTexture * Fix for fixed exposure * [Fobguz # 1348357] VFX Particle templates missing stencil flags (#5080) * Adding missing macro for stencil flags in particle forward shaders. This will let flags like TAA Reject be useful * Changelog * Fix object disappearing from lookdev (#5063) * Fixed objects disappearing from Lookdev window when entering playmode (case 1309368). * Updated changelog * Added hideflags in Lookdev context * [HDRP] Fix render object after taa jittering (#5088) * Add a pass after TAA to restore non jittered matrices * updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix GC alloc in hd/bugfix branch (#5134) * Fixed GC alloc on hd/bugfix branch * Fix GC alloc again * Fix refraction tile artifacts near reflection probe edges (#4727) * Pick the right probe at object center instead of tile granularity. * changelog * Missing commit * Move stuff in lightloop and out of prelightData * Update LightLoop.hlsl * Formatting Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix camera rotation uncontrollable with low framerate (#5076) * Fix camera rotation uncontrollable with low framerate. * updated changelog * Clearing out render targets and randmo write targets on pipeline destruction (#5176) Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a null ref exception when adding a new environment to the library. (#5131) * Fixed a null ref exception when adding a new environment to the library. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * FogBugz#1348462 - Wait for accessing the HDProjectSettings instance as it was before. (#5141) * Fix nullref in volume system after deleting a volume object (#5161) * Fix nullref in volume system after deleting a volume object (case 1348374) * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix APV UI loosing focus when changing a param (#5219) * Fixed the APV UI losing focus when the helpbox about baking appears in the probe volume. * Small changes (#5220) * Fix update order in Graphics Compositor causing jumpy camera updates (#5235) * Prevent material from having infinite intensity (#5132) * Prevent material from having infinite intensity * Fix switching from ldr to hdr emissive * Fix input field precision * Round the max value * Make two variables Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Adding limitations of decal emissive positive contribution to the documentation (#5237) * Add emissive positive contribution limitation to the doc * changelog * Update CHANGELOG.md * Update Decal-Projector.md * Update Decal-Shader.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix issue with path tracing when switching between non-persistent cameras (#5246) * Fix issue with path traceing accumulation when switching between cameras. * Check if camera history is persistent Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * removed undesired files * Fix log base (#5260) * [HDRP] Fixed mask value stored by the LayerMaskParameter class (#5250) * Fixed value stored by the layer mask parameter class. * Updated changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP][DXR] Make vertex color default to 1.0 instead of 0.0 (#5268) * When raytracing, make vertex color default to white if not present. * Updated Changelog. * Added comment. * Fix issue with 0-sized dispatch with extremely low resolutions (#5272) * Ceil to int instead. * changelog * [HDRP] Fix incorrect light list indexing when TAA is enabled (#5287) * Fix incorrect light list indexing when TAA is enabled * Better handle XR Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix incorrect additiona velocity for alembic (#5304) * Fixed LUT initialization in Wireframe mode (#5156) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] [LightExplorer] Fix missing refreshwhen editing property with a running paused editor. (#5321) * Update HDLightExplorerExtension.cs * Update CHANGELOG.md * Changed Ambient Mode to Dynamic by default (#5350) * Visual Environment component ambient mode now defaults to Dynamic. * Update changelog * Updated test scene with correct ambient mode after the change * Missing files * Last scene fix * Hd/fix framesettings ordering (#5323) * Fix strange entry in the FrameSettings and add comments for better readability * Update CHANGELOG.md Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Bugfix 1357311: Fixed old ray tracing material conversion (#5364) * - fixed crash in material conversion where material used old raytracing render queue (3900) * - changelog update # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Bugfix 1358480: Fixed missing tooltip for "Tessellation Mode" (#5365) * - fixed missing "Tessellation Mode" tooltip * - update changelog * - updated "Tessellation Mode" tooltip Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix HD template (particularly visible in path tracing) (#5319) * Made the 3 light bulbs non shadow-casting. * Revert "Made the 3 light bulbs non shadow-casting." This reverts commit f32ba7d9f4f4c838b3a9cfa641dd13867e5b19c3. * Changed bulb prefab (shadow caster off). * Revert: Changed Ambient Mode to Dynamic by default #5350 * Fixed a null ref exception when no opaque objects are rendered. (#5463) * Fixed a null ref exception when no opaque objects are rendered. * Update changelog * Fix slope scale depth bias when depth offset is ON (#5466) * Fix slope scale bias being broken when depth offset was enabled * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix spot shadow sampling when using custom spot angle (#5439) * Fixed shadow sampling artifact when using the spot light shadow option 'custom spot angle' * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix darkening in SSR fade (#5472) * Fix * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Improve path traced subsurface scattering for transmissive surfaces (#5485) * Improve subsurface scatering for transmissive surfaces * Add changelog + fix throughput multiplication Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix missing context menu for 'Post Anti-Aliasing' in Camera (1357283) (#5497) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Force allocate texture if no fallback is available (#5130) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update path tracer screenshots * Update 2314_Shadow_CustonAngle.png * Fix range compression factor clamping (#5892) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed tooltip not showing on labels in ShaderGraphs (#5877) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Proper format for copy history (#5796) * Fix shadow mask fade and optimize it at same time (#5911) * Fix shadow mask fade and optimize. * changelog * Fix wrong format for contact shadows and shadow atlas default textures (#5912) * Fix contact shadows not being bound in debug and good default shadow * changelog * Rename * Handle more edge cases where shadows are not drawn to atlas (disabled scene view lighting) Co-authored-by: John Parsaie <johnpa@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed an issue where probe being forced realtime would cause perf to degrade greatly when manipulating them in editor. (#5901) * Mark anchor override as not supported for probes (#5939) * Revert: Fix shadow mask fade and optimize it at same time #5911 * Add info on After post-process info box (#6125) * Add info on info box * Clarify a bit better * Dynamic Ambient improvement and doc update (#5951) * Avoided unnecessary ambient probe updates Updated doc with dynamic ambient probe limitations * Update Environment-Lighting.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [SRP] Fix issue when changing volume profiles at runtime with a script (#5882) * Fix issue when changing volume profiles in runtime with a script * Add new kine in changelog * Improve comment * Changelog typo Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix NaN on Intel GPU when using PBR Sky and rendering sun disk (#6145) * Enable debug symbols * tentative * test using cos from cpu * Finalize fix * Missing file * Remove debug symbols. * Fix Luminance/EV conversion when LightMeterCalibrationConstant is changed (#6115) * Fix formmating * Fixed range fields for depth of field * Revert "Fixed range fields for depth of field" This reverts commit a34f3363e58a24080294c37ebe36777d9b9be20f. * fix changelog * [HDRP] Fix rasterized accumulation motion blur when DoF is enabled (#6380) * Fix rasterized accumulation motion blur when DoF is enabled * Update CHANGELOG.md Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix light flare for pbr sky (#6278) * Fix Template directional light * Fix when using multiple directional lights with flare * restore default flare on template Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix light mode disabled in some cases (#6283) * Fixed light mode not available after switching a light to area "Disc" or "Tube" (case 1372588). * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix CoC size computation when dynamic resolution is enabled (#6357) Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix cascade blend transition when using an high normal bias (#6288) * Fix * Changelog * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed broken rendering when duplicating a camera while the Rendering Debugger is opened. (#6289) * Fixed broken rendering when duplicating a camera while the Rendering Debugger is opened. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix for screen space shadows debug view not showing when no screen space shadows. (#6290) * Push white texture for debug Screen space shadows. * changelog * Fix * Changelog * Clarifying something * Revert "Clarifying something" This reverts commit 31ce9c74e80a8813ab0e79f7d2ab82ecc837f638. * Revert "Changelog" This reverts commit 860567aa081b98c239cf3284c71a4383c048f50e. * Revert "Fix" This reverts commit 1ec136c5336c98989bf582dcb2dd975943442fbd. * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed null ref (#6297) * Fixed an issue causing Render Graph execution errors after a random amount of time. (#6329) * Fixed an issue causing Render Graph execution errors after a random amount of time. * Made sure of no collision when going for fallback validity bits * Update CHANGELOG.md * Fix nullref in non dev build (#6327) * Fix nullref in non dev build * Don't add component Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix debug window reset (#6325) * Fix debug window reset * Don't add component * Revert "Don't add component" This reverts commit 765b93ba80f60320a9bcf9888bc16d5c6d6d06ff. Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fixed camera bridge action in release build (#6313) Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix for shadows disappearing when no dynamic shadow caster is available (#6296) * Fix * Changelog # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Clarifying something * fix raytraced version Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed directional light height fog attenuation (#6318) * Disable Atmospheric Scattering when Scene Lighting is Disabled (#6328) * Disable atmospheric scattering for matcap debug lighting mode * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Use uint as loop variable for directional lights in contact shadows. * Fix color curves changes not applying immediately in editor (#6322) * Always recompute LUT hash when colro curves are overridden * Changelog * Missing tiny part of comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Test * Revert "Test" This reverts commit 4ffd193bc16437cc4a893b75a0ea215b75d72bcc. * Update 112_Reflection_AlternativeSGNodes.png * Update CHANGELOG.md * Add references to area light atlas Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: John Parsaie <johnpa@unity3d.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: CifaCia <f.cifariellociardi@gmail.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: slunity <37302815+slunity@users.noreply.github.com> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: Adrian1066 <44636759+Adrian1066@users.noreply.github.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: Julien Ignace <julien@unity3d.com> Co-authored-by: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com> Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Jarkko Lempiäinen <79095390+JarkkoUnity@users.noreply.github.com> * Fix physical camera UI (#6484) * [HDRP] Fix AxF debug output in certain configurations (#4641) * Fix AxF debug output in certain configurations. * Update comment * Fix SSR accumulation white flash (#4648) * Fix white flash * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Display Info Box when MSAA + ray tracing is onr (#4627) * Show info box when ray tracing is enabled. * Changelog * Move below MSAA Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix distortion when resizing the window in player builds with the Graphics Compositor enabled (#4593) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add support for the camera bridge in the graphics compositor (#4599) * Fix Jittered Project Matrix Infinite Far Clip Plane (#4638) * Reconstruct jittered projection matrix far plane (for Infinite ) * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. (#4688) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix custom pass utils Blur + Copy overdraw. (#4623) * Fix overdraw in custom pass utils blur function * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix draw procedural invalid pass idx 1 on first template load (#4632) * Fix * changelog * Force sync compilation for TAA Co-authored-by: CifaCia <f.cifariellociardi@gmail.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Changed light reset to preserve type (#4624) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert "Add support for the camera bridge in the graphics compositor (#4599)" This reverts commit 2325e3fbbcc36a5843af8363234c1a304afd826f. * AxF carpaint: Fix a compilation issue on Vulkan until the cpp HLSLcc side is updated. (case 1335737, related to 1314040) (#4691) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert "Revert "Add support for the camera bridge in the graphics compositor (#4599)"" This reverts commit 30fffd5f7b47ff4e238ba84ee87cafbffc23581a. * revert: Fix distortion when resizing the window in player builds with the Graphi * Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). (#4626) * Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). * Add test scene Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix for discrepancies in saturation and intensity between screen space refraction and probe refraction (#4653) * Delete the second transmittance mul * Changelog Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix a Divide-by-Zero Warning for some Anisotropic Models (Fabric, Lit) (#4636) * Initialize the shading normal to a non-zero value for anisotropy * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix VfX lit particle AOV output color space (#4646) * Fix VfX lit particle aov output color space * Update comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP][Path Tracing] Fixed transparent unlit (#4605) * Fixed issue with transparent unlit. * Updated changelog. * Reverted accidental change to default mtl. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix distortion with MSAA (#4711) * Fix contact shadow debug views (#4720) * Fix * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update Decal-Projector.md (#4695) * [HDRP] Fixed nullref when deleting the texture asset assigned in a local volumetric fog volume (#4728) * Fixed nullref when deleting the 3D mask of a density volume (case 1339330) * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix decal layer enum (#4753) * Fix typo * Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). (#4640) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Ignore hybrid duplicated reflection probes during light baking (#4663) * Ignore hybrid duplicated reflection probes during light baking * test path instead of scene Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix double sided option moving when toggling it in the material UI (#4725) * Fix double sided option moving when toggling it in the material UI (case 1328877) * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix formatting * Fix volumetric fog in planar reflections (#4736) * Fix planar reflection * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix motion blur compute dispatch size (#4737) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * - Updated the recursive rendering documentation (case 1338639). (#4759) * - Updated the recursive rendering documentation (case 1338639). * review fixes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with OnDemand directional shadow map being corrupted when reflection probe are updated same frame (#4812) * Don't mark as rendered for reflection probes as we want the cached version to be from main view * Do the thing just for directional * Doc update * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix cropping issue with the compositor camera bridge (#4802) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix for unused resources in depth of field (#4796) * Removing the word Radii from exposure settings (#4854) * Rename in UX * Update docs * [HDRP][Path Tracing] Support for shadow mattes (#4745) * Shadow matte support. * Updated changelog. * Only take occluders into account, closer match to raster mode. * Added test scene. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert "[HDRP][Path Tracing] Support for shadow mattes (#4745)" This reverts commit 85ebbc24ba3ad33926dc5fca2dae7a0d8dde4e2d. * Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). (#4756) * Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). * Update test ref image Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Use non jittered projection in outline pass (#4836) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP][Path Tracing] Sky settings now properly taken into account when using recorder (#4856) * Make sure sky settings are correctly set when recording. * Updated changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Resolution Issues for Physically Based Depth of Field (#4848) * Add the necesarry texture coordinate clamping for RTHandle for color pyramid sampling * Add some resolution independence, fitted for 1920x1080 * Changelog * Switch back to point sampling from trilinear, with commentary * Update test reference images * Small correction to the point sampling, always sample mip 0. * Re-update the test images, for mip 0 color sampling * Use a simpler UV scaling/clamping since we are now point sampling. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed bug introduced by sky-for-recorder support. (#4906) * [Fogbugz 1341576] Memory leaks when the player is paused, and the user changes pipeline… (#4845) * Memory leaks when the player is paused, and the user changes pipeline settings * changelog * [HDRP] Fixed shadergraph double save (#4916) * Don't need to save twice shadergraph the first time we create a graph * Updated changelog * Write 0 instead of micro sized motion vectors + fix extremely fast velocities (#4820) * Kill micromovements. * Do same for camera * Debug view update * Changelog * Remove unnecessary comment * Fix excessive velocity end up marked as no velocity Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix material upgrader (#4821) * Fix HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix custom pass volume not executed in scene view (#4860) * Fix custom pass volume not executed in scene view because of the volume culling mask * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix reflection probe tootltip (#4890) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Updated the Physically Based Sky documentation for baked lights (#4891) * Updated the Physically Based Sky documentation for baked lights * Rewrite Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed remapping of depth pyramid debug (#4893) * Fixed remapping of depth pyramid debug * Removed debug pragma * Update changelog * Updated tooltip * Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4895) * Fix AO perceived wobble * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Asymmetric Projection Matrices and Fog / Pathtracing (#4926) * Check for asymmetric projections and choose the generic path if so. * Fix asymmetric projections for the pathtracer ray generation. * Changelog * Simplify the matrix multiplication for computing the generic matrix. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert: Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection… * Fix GBuffer depth debug mode (#5054) * Fixed Volume Gizmo size when rescaling parent GameObject (#4915) * Fix Vertex Color Mode documentation (#4976) * Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4986) * Fix AO perceived wobble * changelog * Update screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix formatting in NestedOverrideCameraRendering * [HDRP] Fix white flash with SSR when resetting camera history (#5089) * Fix white flash with SSR when resetting camera history * Move branch login inside GetPreviousExposureTexture * Fix for fixed exposure * [Fobguz # 1348357] VFX Particle templates missing stencil flags (#5080) * Adding missing macro for stencil flags in particle forward shaders. This will let flags like TAA Reject be useful * Changelog * Fix object disappearing from lookdev (#5063) * Fixed objects disappearing from Lookdev window when entering playmode (case 1309368). * Updated changelog * Added hideflags in Lookdev context * [HDRP] Fix render object after taa jittering (#5088) * Add a pass after TAA to restore non jittered matrices * updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix GC alloc in hd/bugfix branch (#5134) * Fixed GC alloc on hd/bugfix branch * Fix GC alloc again * Fix refraction tile artifacts near reflection probe edges (#4727) * Pick the right probe at object center instead of tile granularity. * changelog * Missing commit * Move stuff in lightloop and out of prelightData * Update LightLoop.hlsl * Formatting Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix camera rotation uncontrollable with low framerate (#5076) * Fix camera rotation uncontrollable with low framerate. * updated changelog * Clearing out render targets and randmo write targets on pipeline destruction (#5176) Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a null ref exception when adding a new environment to the library. (#5131) * Fixed a null ref exception when adding a new environment to the library. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * FogBugz#1348462 - Wait for accessing the HDProjectSettings instance as it was before. (#5141) * Fix nullref in volume system after deleting a volume object (#5161) * Fix nullref in volume system after deleting a volume object (case 1348374) * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix APV UI loosing focus when changing a param (#5219) * Fixed the APV UI losing focus when the helpbox about baking appears in the probe volume. * Small changes (#5220) * Fix update order in Graphics Compositor causing jumpy camera updates (#5235) * Prevent material from having infinite intensity (#5132) * Prevent material from having infinite intensity * Fix switching from ldr to hdr emissive * Fix input field precision * Round the max value * Make two variables Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Adding limitations of decal emissive positive contribution to the documentation (#5237) * Add emissive positive contribution limitation to the doc * changelog * Update CHANGELOG.md * Update Decal-Projector.md * Update Decal-Shader.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix issue with path tracing when switching between non-persistent cameras (#5246) * Fix issue with path traceing accumulation when switching between cameras. * Check if camera history is persistent Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * removed undesired files * Fix log base (#5260) * [HDRP] Fixed mask value stored by the LayerMaskParameter class (#5250) * Fixed value stored by the layer mask parameter class. * Updated changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP][DXR] Make vertex color default to 1.0 instead of 0.0 (#5268) * When raytracing, make vertex color default to white if not present. * Updated Changelog. * Added comment. * Fix issue with 0-sized dispatch with extremely low resolutions (#5272) * Ceil to int instead. * changelog * [HDRP] Fix incorrect light list indexing when TAA is enabled (#5287) * Fix incorrect light list indexing when TAA is enabled * Better handle XR Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix incorrect additiona velocity for alembic (#5304) * Fixed LUT initialization in Wireframe mode (#5156) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] [LightExplorer] Fix missing refreshwhen editing property with a running paused editor. (#5321) * Update HDLightExplorerExtension.cs * Update CHANGELOG.md * Changed Ambient Mode to Dynamic by default (#5350) * Visual Environment component ambient mode now defaults to Dynamic. * Update changelog * Updated test scene with correct ambient mode after the change * Missing files * Last scene fix * Hd/fix framesettings ordering (#5323) * Fix strange entry in the FrameSettings and add comments for better readability * Update CHANGELOG.md Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Bugfix 1357311: Fixed old ray tracing material conversion (#5364) * - fixed crash in material conversion where material used old raytracing render queue (3900) * - changelog update # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Bugfix 1358480: Fixed missing tooltip for "Tessellation Mode" (#5365) * - fixed missing "Tessellation Mode" tooltip * - update changelog * - updated "Tessellation Mode" tooltip Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix HD template (particularly visible in path tracing) (#5319) * Made the 3 light bulbs non shadow-casting. * Revert "Made the 3 light bulbs non shadow-casting." This reverts commit f32ba7d9f4f4c838b3a9cfa641dd13867e5b19c3. * Changed bulb prefab (shadow caster off). * Revert: Changed Ambient Mode to Dynamic by default #5350 * Fixed a null ref exception when no opaque objects are rendered. (#5463) * Fixed a null ref exception when no opaque objects are rendered. * Update changelog * Fix slope scale depth bias when depth offset is ON (#5466) * Fix slope scale bias being broken when depth offset was enabled * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix spot shadow sampling when using custom spot angle (#5439) * Fixed shadow sampling artifact when using the spot light shadow option 'custom spot angle' * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix darkening in SSR fade (#5472) * Fix * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Improve path traced subsurface scattering for transmissive surfaces (#5485) * Improve subsurface scatering for transmissive surfaces * Add changelog + fix throughput multiplication Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix missing context menu for 'Post Anti-Aliasing' in Camera (1357283) (#5497) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Force allocate texture if no fallback is available (#5130) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update path tracer screenshots * Update 2314_Shadow_CustonAngle.png * Fix range compression factor clamping (#5892) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed tooltip not showing on labels in ShaderGraphs (#5877) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Proper format for copy history (#5796) * Fix shadow mask fade and optimize it at same time (#5911) * Fix shadow mask fade and optimize. * changelog * Fix wrong format for contact shadows and shadow atlas default textures (#5912) * Fix contact shadows not being bound in debug and good default shadow * changelog * Rename * Handle more edge cases where shadows are not drawn to atlas (disabled scene view lighting) Co-authored-by: John Parsaie <johnpa@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed an issue where probe being forced realtime would cause perf to degrade greatly when manipulating them in editor. (#5901) * Mark anchor override as not supported for probes (#5939) * Revert: Fix shadow mask fade and optimize it at same time #5911 * Add info on After post-process info box (#6125) * Add info on info box * Clarify a bit better * Dynamic Ambient improvement and doc update (#5951) * Avoided unnecessary ambient probe updates Updated doc with dynamic ambient probe limitations * Update Environment-Lighting.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [SRP] Fix issue when changing volume profiles at runtime with a script (#5882) * Fix issue when changing volume profiles in runtime with a script * Add new kine in changelog * Improve comment * Changelog typo Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix NaN on Intel GPU when using PBR Sky and rendering sun disk (#6145) * Enable debug symbols * tentative * test using cos from cpu * Finalize fix * Missing file * Remove debug symbols. * Fix Luminance/EV conversion when LightMeterCalibrationConstant is changed (#6115) * Fix formmating * Fixed range fields for depth of field * Revert "Fixed range fields for depth of field" This reverts commit a34f3363e58a24080294c37ebe36777d9b9be20f. * fix changelog * [HDRP] Fix rasterized accumulation motion blur when DoF is enabled (#6380) * Fix rasterized accumulation motion blur when DoF is enabled * Update CHANGELOG.md Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix light flare for pbr sky (#6278) * Fix Template directional light * Fix when using multiple directional lights with flare * restore default flare on template Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix light mode disabled in some cases (#6283) * Fixed light mode not available after switching a light to area "Disc" or "Tube" (case 1372588). * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix CoC size computation when dynamic resolution is enabled (#6357) Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix cascade blend transition when using an high normal bias (#6288) * Fix * Changelog * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed broken rendering when duplicating a camera while the Rendering Debugger is opened. (#6289) * Fixed broken rendering when duplicating a camera while the Rendering Debugger is opened. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix for screen space shadows debug view not showing when no screen space shadows. (#6290) * Push white texture for debug Screen space shadows. * changelog * Fix * Changelog * Clarifying something * Revert "Clarifying something" This reverts commit 31ce9c74e80a8813ab0e79f7d2ab82ecc837f638. * Revert "Changelog" This reverts commit 860567aa081b98c239cf3284c71a4383c048f50e. * Revert "Fix" This reverts commit 1ec136c5336c98989bf582dcb2dd975943442fbd. * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed null ref (#6297) * Fixed an issue causing Render Graph execution errors after a random amount of time. (#6329) * Fixed an issue causing Render Graph execution errors after a random amount of time. * Made sure of no collision when going for fallback validity bits * Update CHANGELOG.md * Fix nullref in non dev build (#6327) * Fix nullref in non dev build * Don't add component Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix debug window reset (#6325) * Fix debug window reset * Don't add component * Revert "Don't add component" This reverts commit 765b93ba80f60320a9bcf9888bc16d5c6d6d06ff. Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fixed camera bridge action in release build (#6313) Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix for shadows disappearing when no dynamic shadow caster is available (#6296) * Fix * Changelog # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Clarifying something * fix raytraced version Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed directional light height fog attenuation (#6318) * Disable Atmospheric Scattering when Scene Lighting is Disabled (#6328) * Disable atmospheric scattering for matcap debug lighting mode * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Use uint as loop variable for directional lights in contact shadows. * Fix color curves changes not applying immediately in editor (#6322) * Always recompute LUT hash when colro curves are overridden * Changelog * Missing tiny part of comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Test * Revert "Test" This reverts commit 4ffd193bc16437cc4a893b75a0ea215b75d72bcc. * Update 112_Reflection_AlternativeSGNodes.png * Update CHANGELOG.md * Fix FOV change when enabling physical camera mode Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: John Parsaie <johnpa@unity3d.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: CifaCia <f.cifariellociardi@gmail.com> Co-authored-by: slunity <37302815+slunity@users.noreply.github.com> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: Adrian1066 <44636759+Adrian1066@users.noreply.github.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: Julien Ignace <julien@unity3d.com> Co-authored-by: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com> Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Jarkko Lempiäinen <79095390+JarkkoUnity@users.noreply.github.com> Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com> * Fixed spot light shadows near plane (#6493) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Enable Transparent Depth Pre/Post Pass for HDRP Hair Shader Graph #6496 * [HDRP] Fix build warnings (#6524) * Fix build warnings * Updated changelog * Remove if debug * Fix alignment * Remove options that are not available with low res transparent. #6481 * Fix gamma error path (#6527) * Fix gamma error path * updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/rt ps fixes (#6545) * Fix compiler error on console * Fixed filtering horizontal streaks on console * [HDRP][Path Tracing] Fixed auto-exposure mistmatch between sky background and rendered objects (#6525) * Fixed sky auto-exposure mismatch. * Updated changelog. * Fixed camera clear color. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Formatting * fixed typo 'GamaObject' -> 'GameObject' (#6544) * fixed typo 'render' -> 'renders' (#6548) * updated how you enable motion blur to mention that it is enabled by default in global settings (#6533) * update shots Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: RemyUnity <32760367+RemyUnity@users.noreply.github.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: emilybrown1 <88374601+emilybrown1@users.noreply.github.com> Co-authored-by: Vic Cooper <63712500+Vic-Cooper@users.noreply.github.com> Co-authored-by: 0lento <0lento@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: John Parsaie <johnpa@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: CifaCia <f.cifariellociardi@gmail.com> Co-authored-by: slunity <37302815+slunity@users.noreply.github.com> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: Adrian1066 <44636759+Adrian1066@users.noreply.github.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com> Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Jarkko Lempiäinen <79095390+JarkkoUnity@users.noreply.github.com> Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com> Co-authored-by: peterjohnlong <73894199+peterjohnlong@users.noreply.github.com>
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com.unity.render-pipelines.core/Editor/Camera/CameraUI.Drawers.cs

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@@ -109,7 +109,10 @@ static void DrawerPerspectiveType(ISerializedCamera p, Editor owner)
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EditorGUI.BeginChangeCheck();
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isPhysicalCamera = EditorGUILayout.Toggle(content, isPhysicalCamera);
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if (EditorGUI.EndChangeCheck())
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{
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p.projectionMatrixMode.intValue = isPhysicalCamera ? (int)ProjectionMatrixMode.PhysicalPropertiesBased : (int)ProjectionMatrixMode.Implicit;
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s_FovChanged = true;
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}
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EditorGUILayout.EndHorizontal();
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EditorGUI.EndProperty();
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com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs

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@@ -104,9 +104,15 @@ internal RTHandle GetTexture(in TextureHandle handle)
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if (!handle.IsValid())
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return null;
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var resource = GetTextureResource(handle.handle).graphicsResource;
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if (resource == null && handle.fallBackResource != TextureHandle.nullHandle.handle)
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return GetTextureResource(handle.fallBackResource).graphicsResource;
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var texResource = GetTextureResource(handle.handle);
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var resource = texResource.graphicsResource;
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if (resource == null)
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{
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if (handle.fallBackResource != TextureHandle.nullHandle.handle)
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return GetTextureResource(handle.fallBackResource).graphicsResource;
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else if (!texResource.imported)
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throw new InvalidOperationException("Trying to use a texture that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once.");
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}
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return resource;
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}
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if (!handle.IsValid())
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return null;
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return GetComputeBufferResource(handle.handle).graphicsResource;
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var resource = GetComputeBufferResource(handle.handle);
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if (resource == null)
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throw new InvalidOperationException("Trying to use a compute buffer that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once.");
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return resource.graphicsResource;
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}
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private RenderGraphResourceRegistry()

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

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- Fixed camera bridge action in release build (case 1367866).
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- Fixed contact shadow disappearing when shadowmask is used and no non-static object is available.
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- Fixed atmospheric scattering being incorrectly enabled when scene lighting is disabled.
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- Fixed shader graph errors when disabling the bias on texture samplers.
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- Fixed a shader warning in the volumetric clouds combine file.
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- Fixed layer lit shader UI.
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- Fixed error thrown when layered lit material has an invalid material type.
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- Fixed a warning because of a null texture in the lens flare pass.
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- Fixed a nullref when enabling raycount without ray tracing.
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- Fixed default value of "Distortion Blur" from 1 to 0 according to the doc.
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- Fixed FOV change when enabling physical camera.
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- Fixed spot light shadows near plane
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- Fixed Transparent Depth Pre/Post pass by default for the built-in HDRP Hair shader graph.
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- Fixed build warnings due to the exception in burst code (case 1382827).
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- Fixed unsupported material properties show when rendering pass is Low Resolution.
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- Fixed auto-exposure mismatch between sky background and scene objects in path tracing (case 1385131).
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## [12.1.2] - 2021-10-22
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com.unity.render-pipelines.high-definition/Documentation~/AOVs.md

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| Material property | Description |
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|-------------------|---------------------------|
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| **Normal** | Outputs the surface albedo. |
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| **Albedo** | Outputs the surface normal. |
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| **Albedo** | Outputs the surface albedo. |
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| **Normal** | Outputs the surface normal. |
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| **Smoothness** | Outputs the surface smoothness. |
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| **Ambient Occlusion** | Outputs the ambient occlusion (N/A for AxF). **Note**: the ambient occlusion this outputs does not include ray-traced/screen-space ambient occlusion from the [Ambient Occlusion override](Override-Ambient-Occlusion.md). It only includes ambient occlusion from materials in the Scene. |
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| **Specular** | Outputs the surface specularity. |
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# Decal
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The High Definition Render Pipeline (HDRP) includes two ways to create decals in a Scene. You can either use a decal Mesh and manually position the decal or use the [Decal Projector](Decal-Projector.md) component to project the decal. Both of these methods require that you create a decal Material, which is a Material that uses either the [Decal Shader](Decal-Shader.md) or [Decal Master Stack](master-stack-decal.md). You can use either to create decal Materials that you can place or project into a Scene.
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The High Definition Render Pipeline (HDRP) includes the following ways to create decals in a Scene.
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![](Images/HDRPFeatures-DecalShader.png)
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- Use a Decal Mesh and manually position the decal.
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- Use the [Decal Projector](Decal-Projector.md) component to project the decal.
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**Limitation and compatibility**
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To use these methods, you need to create a decal Material. A decal Material is a Material that uses the [Decal Shader](Decal-Shader.md) or [Decal Master Stack](master-stack-decal.md). You can then place or project your decal Material into a Scene.
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The Decal Projector can affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal Master Stack](master-stack-decal.md). However, it can only affect transparent Materials with the [Decal Shader](Decal-Shader.md). It does not support emissive on Transparent Materials and does support Decal Layers.
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Decal Meshes can only affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal Master Stack](master-stack-decal.md). They also do not support Decal Layers.
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![](Images/HDRPFeatures-DecalShader.png)
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## Decal Layers
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HDRP includes Decal Layers that you can use to specify which Materials a decal affects based on which layer you assign it to.
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### Enabling Decal Layers
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To use Decal Layers, first enable them in your Project’s [HDRP Asset](HDRP-Asset.md). You can then enable Decal Layers in your [Frame Settings](Frame-Settings.md) to set your Cameras to process Decal Layers.
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1. Select the HDRP Asset in the Project window and, in the Inspector, go to **Decal > Layers** and enable the checkbox.
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2. To enable Decal Layers for all Cameras, open the [HDRP Global Settings](Default-Settings-Window.md), go to the **Frame Settings (Default Values) > Camera** section and, in the **Rendering** section, enable the **Decal Layers** checkbox.
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To use Decal Layers, enable them in your Project’s [HDRP Asset](HDRP-Asset.md). To do this:
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1. Navigate to the **Project** window and open your HDRP Asset.
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2. In the Inspector, open the **Decals** dropdown.
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3. Enable the **Layers** checkbox.
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You can then enable Decal Layers in your [Frame Settings](Frame-Settings.md) to enable Decal Layers for all Cameras. To do this:
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To override the Frame Settings for a specific Camera and set Decal Layers on an individual basis:
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1. Go to **Edit** > **Project Settings** open the **Graphics** section and select [HDRP Global Settings](Default-Settings-Window.md).
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2. Go to the **Frame Settings (Default Values**) > **Camera** section.
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3. Open the **Rendering** section.
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4. Enable the **Decal Layers** checkbox.
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To control the Frame Settings and set Decal Layers for a specific Camera:
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1. Click on a Camera in the Scene view or Hierarchy window to view its properties in the Inspector.
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2. Go to the **General** section and enable the **Custom Frame Settings** checkbox. This exposes the **Frame Settings Overrides,** which you can use to customize this Camera only.
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3. In the **Rendering** section, enable the **Decal Layers** checkbox to make this Camera use Decal Layers.
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2. Go to the **Rendering** section and enable the **Custom Frame Settings** checkbox. This opens a new **Frame Settings Overrides** section, which you can use to customize this Camera.
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3. In the **Frame Settings Overrides** section open the **Rendering** section.
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4. Enable the **Decal Layers** checkbox.
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### Using Decal Layers
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After you enable Decal Layers, you can then use them to decouple Meshes from certain Decal Projectors in your Scene. To do this:
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When you enable Decal Layers, a Decal only affects a Mesh Renderer or Terrain if they both use a matching Decal Layer. You can use Decal Layers to separate Meshes from specific [Decal Projectors](Decal-Projector.md) in your Scene. To do this:
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1. Click on a Decal Projector in the Hierarchy or the Scene view to view it in the Inspector.
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2. Use the **Decal Layer** property drop-down to select which Decal Layers this Decal Projector affects.
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4. Click on a Mesh Renderer or Terrain in the Hierarchy or the Scene view to view it in the Inspector.
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5. Use the **Rendering Layer Mask** drop-down (See [MeshRenderer](https://docs.unity3d.com/Manual/class-MeshRenderer.html) for GameObjects or [OtherSettings](https://docs.unity3d.com/Manual/terrain-OtherSettings.html) for Terrain) to select which Decal Layers affect this Mesh Renderer or Terrain. When you enable Decal Layers, a Decal only affects a Mesh Renderer or Terrain if they both use a matching Decal Layer.
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5. Use the **Rendering Layer Mask** drop-down (See [MeshRenderer](https://docs.unity3d.com/Manual/class-MeshRenderer.html) for GameObjects or [OtherSettings](https://docs.unity3d.com/Manual/terrain-OtherSettings.html) for Terrain) to select which Decal Layers affect this Mesh Renderer or Terrain.
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### Renaming Decal Layers
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By default, in the UI for Decal Projectors, Mesh Renderers, or Terrain, Decal Layers are named **Decal Layer 1-7**. To more easily differentiate between them, you can give each Decal Layer a specific name. To do this, open the [HDRP Global Settings](Default-Settings-Window.md), and go to **Decal Layer Names**. Here you can set the name of each Decal Layer individually.
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By default, in the UI for Decal Projectors, Mesh Renderers, or Terrain, Decal Layers are named **Decal Layer 1-7**. You can give each Decal Layer a specific name. To do this:
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1. Open the [HDRP Global Settings](Default-Settings-Window.md).
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2. Expand the **Decal Layer Names** section.
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Here you can set the name of each Decal Layer individually.
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### How Decal Layers affect performance
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* Increases GPU performance cost.
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* Generates more [Shader Variants](https://docs.unity3d.com/Manual/shader-variants.html).
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If you use the Decal Layer system to disable a decal, via the **Rendering Layer Mask** of a Mesh Renderer or Terrain, it doesn't save on any performance. Instead, to save performance, you need to disable the **Receive Decals** property for the Mesh Renderer or Terrain's Material.
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HDRP renders Material depth in a Depth Prepass to apply decals to opaque Materials. This increases resource use on the CPU. Only Materials that have the **Receive Decals** property enabled render in the Depth Prepass, unless you force a full Depth Prepass. To prevent HDRP from rendering a Material which shouldn't receive Decals in the Depth Prepass:
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Implementation detail: To allow HDRP to apply decals to opaque Materials, it must render depth in a Depth Prepass, which adds to the CPU resource intensity of the operation. Only Materials with **Receive Decals** enabled render in the Depth Prepass, unless you force a full Depth Prepass. If you disable a decal with the Decal Layers system, HDRP still renders it in the Depth Prepass. This is why you need to disable the **Receive Decals** property on Materials to save performance.
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1. Open the Material assigned to a Mesh Renderer or Terrain that you do not want to display decals on.
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### Migration of data previous to Unity 2020.2
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2. Disable the **Receive Decals** property.
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Before Unity 2020.2, the default value for the **Rendering Layer Mask** for new Mesh Renderers and Terrain doesn't include any of the Decal Layer flags. This means that, when you enable Decal Layers, these Mesh Renderers and Terrain default to not receive any Decals. Later versions use **Decal Layer Default** by default.
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If you use the Decal Layer system to change the **Rendering Layer Mask** of a Mesh Renderer or Terrain to disable decal, it doesn't have an effect on your application's performance.
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## Additive Normal Blending
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Additive normal blending is a method that can be enabled per project to allow decal normals to be additively blended with the underlying object normal.
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The screenshot on the left below do not use additive normal blending, whereas the screenshot on the right does.
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You can use Additive normal blending to blend decal normals with the normals of a specific GameObject.
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In the following image examples, the screenshot on the left does not use additive normal blending, and the screenshot on the right uses additive normal blending.:
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![](Images/HDRPFeatures-SurfGrad.png)
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To use Additive Normal Blending:
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1. Select your Project’s [HDRP Asset](HDRP-Asset.md).
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2. In the Inspector, go to **Rendering > Decals** and enable the **Additive Normal Blending** checkbox.
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1. Open your Project’s [HDRP Asset](HDRP-Asset.md).
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2. In the Inspector, go to **Rendering** >**Decals** and enable the **Additive Normal Blending** checkbox.
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### High Precision Normal Buffer
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When using additive normal blending, HDRP will constrain the decal displacement to a cone of 45° around the object normal to reduce banding artifacts.
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To remove the angle constraint on the normal at the cost of a higher memory usage, you can tell HDRP to use a High Precision Normal Buffer:
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When you use additive normal blending, HDRP constrains the decal displacement to a cone of 45° around the object normal to reduce banding artifacts.
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To remove this angle constraint on the normal at the cost of a higher memory usage, enable the High Precision Normal Buffer setting. To do this:
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1. Select your Project’s [HDRP Asset](HDRP-Asset.md).
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2. In the Inspector, go to **Rendering > Decals** and enable the **High Precision Normal Buffer** checkbox.
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2. In the Inspector, go to **Rendering** > **Decals** and enable the **High Precision Normal Buffer** checkbox.
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## Limitations
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- A Decal Projector can only affect transparent Materials when you use the [Decal Shader](Decal-Shader.md).
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- The Decal Shader does not support emissive on Transparent Materials and does support Decal Layers.
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- Decal Meshes can only affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal Master Stack](master-stack-decal.md).
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- Decal Meshes do not support Decal Layers.
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### Migration of data previous to Unity 2020.2
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When you convert a project from 2020.2, Mesh renderers and Terrain do not receive any decals by default.
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This is because, before Unity 2020.2, the default value for the **Rendering Layer Mask** for new Mesh Renderers and Terrain doesn't include Decal Layer flags.

com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md

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- Set up default [Frame Setting](Frame-Settings.md) values for [Cameras](HDRP-Camera.md) to use.
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- Assign and edit a default [Volume Profile](Volume-Profile.md).
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The HDRP Settings tab is part of the Graphics Settings window. To get to this tab, select **Edit > Project Settings > Graphics** and then, in the sidebar, click **HDRP Settings**.
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The HDRP Settings tab is part of the Graphics Settings window. To get to this tab, select **Edit > Project Settings > Graphics** and then, in the sidebar, click **HDRP Global Settings**.
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## Volume Profiles
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com.unity.render-pipelines.high-definition/Documentation~/Dynamic-Resolution.md

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## Overriding upscale options with code
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You can also override the upscale options in the HDRP Asset for each Camera in your scene using code. To do this, call DynamicResolutionHandler.SetUpscaleFilter(Camera camera, DynamicResUpscaleFilter filter), to make HDRP ignore the value in the HDRP Asset for a given Camera.
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You can also override the upscale options in the HDRP Asset for each Camera in your scene using code. To do this, call `DynamicResolutionHandler.SetUpscaleFilter(Camera camera, DynamicResUpscaleFilter filter)`, to make HDRP ignore the value in the HDRP Asset for a given Camera.
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<a name="TAA_Notes"></a>
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