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Merged
merged 45 commits into from
Jul 5, 2020
Merged

[10.x.x] Merge Hdrp/staging [Skip CI] #1135

merged 45 commits into from
Jul 5, 2020

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sebastienlagarde
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@sebastienlagarde sebastienlagarde commented Jul 5, 2020

Purpose of this PR


Testing status

Manual Tests: What did you do?

  • Opened test project + Run graphic tests locally
  • Built a player
  • Checked new UI names with UX convention
  • Tested UI multi-edition + Undo/Redo + Prefab overrides + Alignment in Preset
  • C# and shader warnings (supress shader cache to see them)
  • Checked new resources path for the reloader (in developer mode, you have a button at end of resources that check the paths)
  • Other:

Automated Tests: What did you setup? (Add a screenshot or the reference image of the test please)

Yamato: (Select your branch):
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics

Any test projects to go with this to help reviewers?


Comments to reviewers

Notes for the reviewers you have assigned.

JulienIgnace-Unity and others added 30 commits June 29, 2020 14:29
* Implemented Probe Volume light list build.

* Implement transparency overdraw.

* Implement XR occlusion mesh

* Fix when no movecs are available.

* Remove unnecessary workaround.

* Fixed AO texture binding and usage.

* Implement transparent SSR and fixed transparent depth prepass

* Fixed a leak with the resource purge system.

Fixed a gcalloc
Properly bind normal and movec textures to SSR.

* Temporary fix to a texture binding error with deferred compute shaders.

* Fixed null ref

* Fixed area shadows

* Enabled test 2501 LightLayers

* Enabled SSAO tests 2601/2602

* Fixed debug mode background color

Re-enabled test 3002 DebugLightLayers

* Fixed GCAlloc in PushFullScreenDebug

Re-enabled test 4013 TransparentMotionVector

* Fixed GCAlloc in Resolve MSAA functions

Re-enabled test 5009 HDRISkyFlow

* Reenabled 8106

* Fixed MSAA prepass and camera motion vector

Re-enabled tests 9401

* Re-enabled tests 9402

* Re-enabled 9500, 9603 and 9604

* Fixed object motion vector pass with MSAA.

Re-enabled tests 9601 and 9602

* Fixed AOV output

Re-enabled test 9901

* Fixed binding of depth texture to volumetric lighting shader.

* Custom Passes implementation WIP

* Remove comment

* Re-enabled tests 9700 9701 for custom passes.

* Add comment.

* typo

* Fixed a null ref and binding of color pyramid.

* Implemented MSAA resolve for custom pass.
…#976)

* Added an example CloudLayer render texture + rotation for cloud layer

* Fix shader warnings

* Better Inspector. Hacky fix for PBR sky

* Add name of default tetxure in doc

* Section for duplicating asset

* Improve doc
* Fix test scene description asset UI

* Added doc
…on in ray tracing effects (1258547). (#1042)

* Added an option to extend the camera culling for skinned mesh animation in ray tracing effects (1258547).

* Improved tooltip

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Change transparent SSR display name

* changelog

* Add frame settings docs update
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…re (#1061)

* Added missing tooltips in the physical camera UI

* Fix tooltips for DoF

* Revert doc change

* Custom drawing for the aperture

* Code cleanup

* Add missing comment

* Changelog

* Clamp the aperture to the correct range, avoid using hard-coded constants

* Fixed more tooltips + typo
* Add guards to shadow includes

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…on null rthandles (#1051)

* Fix exception spam

* Revert "Fix exception spam"

This reverts commit 8d91753.

* Fix exception on null RTHandle at the root of the problem.
* Force scene repaint on change of overridden exposure

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…e (1259930). (#1070)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed the non-editable transparent writes motion vector and back then front rendering

* Fixed alpha to mask reset in the material UI

* Updated changelog

* Fixed show after post process being visible in Lit SG material UI

* Fixed displacement mode not showing in the material UI

* Bump material version on HDRPProjectSettings

* Moved depth offset keyword to base unlit

* Fixed material multi-selection at several places

* Moved common.hlsl and shaderpass.cs.hlsl before define block in shadergraph

* Fixed depth offset displayed in material but disabled in SG

* update HDRP test material

* update DXR material

* Update 709_CameraExtendedCulling.png

Co-authored-by: Antoine Lelièvre <antoinel@unity3d.com>
* Fixed an issue where opening the look dev window with the light theme would make the window blink and eventually crash unity.

* Update changelog.

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed sorting criteria display bug in the draw renderers custom pass

* Fixed custom pass after post process not reading the correct color buffer

* Updated changelog

* Updated documentation

* Fix doc

* Updated changelog

* Updated doc

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…es (#1048)

* Avoid scaling the labe width twice in the HRDP quality window

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Mask layers to consider only the supported 8 bits

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Update emissive game object layer mask on validation

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
… mesh is displayed. (#1112)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* forgot to commit the build settings -_-

* Split the test scene to avoid timeouts.

* Forgot to update the build settings ... again

* add generated reference images from yamato

* Disable rendergraph for all scenes, and add fail flag for metal on lit tesselation

* Add vulkan linux to the display on platform script, and also rename "VukanWindows" to "VulkanWindows"

* fix import preset

* update mac reference images

* also apply texture import preset to reference images folder

* Fix shadergraph upgrade issues with depth pre and post pass

And also reduce number of shaders, as the setting is now exposed on the material

* update win dx11 image

Will generate the other images on yamato

* Update reference images from yamato results
…rding to the asset dependencies (1260271). (#1115)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
FrancescoC-unity and others added 15 commits July 3, 2020 15:40
* When integral is negative it means the AO is not computed as it should, so we decide to have no AO

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…1064)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Clamp distance between camera position and planet center

* changelog
* StopNaNs and guardbands to rendergraph

* Make fixed exposure rendergraph ready

* More steps toward final conversion

* Port most of remaining passes to RG

* Port CAS to Rendergraph ready stage.

* Enable more tests

* Explicit motion vector texture

* PR addressing (part 1)

* Rest of stuff from PR

* CAS + scene exposure fix

* Fixed an issue when PP is off
…getting rid of unwanted nans (1256923) (#1055)

* Fix an issue with the quality mode and perf mode on RTR and RTGI and getting rid of unwanted nans (1256923)

* Update GlobalIllumination.cs

* Update ScreenSpaceReflection.cs

* Update GlobalIllumination.cs

* Update ScreenSpaceReflection.cs

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…DRP asset (#1069)

* Fix unitialized ray tracing resources when project uses multiple HDRP assets

* Minor change in chanelog entry

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…1075)

* Update base light area size.

* changelog

* Better change.

* revert whitespace

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…g on them (1253088). (#1078)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix spaceship demo & animated texture

* Add changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
@sebastienlagarde
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Yamato is green: https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics/tree/HDRP%252Fstaging/.yamato%252F_abv.yml%2523all_project_ci_fast-trunk/2692995/job/pipeline

SG team have been auto added due to this PR:
#1073 . This PR allow to fix the error throw by preview windows with alpha test. Tested by our own QA.

Merging.

@sebastienlagarde sebastienlagarde merged commit 05f60d9 into master Jul 5, 2020
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