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[10.x.x] Merge Hdrp/staging [Skip CI] #1135
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* 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>
* 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>
* 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>
SG team have been auto added due to this PR: Merging. |
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Purpose of this PR
Testing status
Manual Tests: What did you do?
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?
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