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Aug 4, 2020
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ac93e17
[7.x.x Backport] Fixed a weird behavior in the scalable settings draw…
anisunity Apr 3, 2020
f4f74f1
Fixed an usage of a a compute buffer not bound (1229964) (#28)
sebastienlagarde Apr 7, 2020
5ddc5f7
Removed wrongly serialized fields in StaticLightingSky (#6441)
JulienIgnace-Unity Apr 3, 2020
5faae4d
Fix issues in the post process system with RenderTexture being invali…
sebastienlagarde Apr 7, 2020
3531a57
Update PostProcessSystem.cs
sebastienlagarde Apr 7, 2020
84b722d
Fixed an issue where changing the default volume profile from anothe…
JulienIgnace-Unity Apr 3, 2020
0cd0299
Hdrp/docs/glossary f number (#6523)
JordanL8 Apr 2, 2020
accff86
Clamp probes compression factor to 0 (#19)
FrancescoC-unity Apr 7, 2020
b754f52
path validation when creating new volume profile (#36)
sebastienlagarde Apr 7, 2020
aaf7bf5
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde Apr 8, 2020
bc7cc75
[Backport 7.x.x] Fix various leaks in HDRP (#120)
JulienIgnace-Unity Apr 15, 2020
359afb4
[7.x.x backport] Follow references when deleting unloading unused ass…
FrancescoC-unity Apr 15, 2020
9993a1c
[7.x.x Backport] Fixed an issue with the specularFGD term being used …
anisunity Apr 16, 2020
4f857b0
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde Apr 16, 2020
f4c7b7f
d Fix MSAA resolve when there is no motion vectors #1
adrien-de-tocqueville Apr 14, 2020
8cb689f
Fix issues causing planar probes to be broken with multiple cameras i…
FrancescoC-unity Apr 15, 2020
7d010f4
Pospow and SG triplanar fix #40
slunity Apr 8, 2020
4410bd1
Hdrp/fix/custom pass msaa rendering info #42
alelievr Apr 9, 2020
67e7c73
Added disocclusion and ghosting to the glossary (#75)
JordanL8 Apr 9, 2020
6e624d2
Update the scripting API for FrameSettings, FrameSettingsOverrideMask…
RSlysz Apr 16, 2020
bf34a59
fix switch shader compilation (#111)
sebastienlagarde Apr 14, 2020
417b5d1
Update SceneViewDrawMode.cs (#118)
sebastienlagarde Apr 14, 2020
dd03aa3
Fix culling of reflection probes that change position #121
pmavridis Apr 15, 2020
5111f69
Fix null reference when processing light probe #131
pmavridis Apr 15, 2020
61886f3
Fix black screen in XR when HDRP package is present but not used #137
fabien-unity Apr 15, 2020
9d9eb87
Fix default volume profile collapse #138
alelievr Apr 16, 2020
8c0e270
Fix for white flash happening when changing lighting condition (like …
sebastienlagarde Apr 16, 2020
5b4fce1
Added baked GI rp support caveat and made setting shadow filter quali…
JordanL8 Apr 16, 2020
ffc58cd
Update AxF-Shader.md (#152)
JordanL8 Apr 16, 2020
4f787c2
Bind missing buffer #159
victor-unity Apr 16, 2020
2b1b282
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde Apr 16, 2020
891160d
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde Apr 16, 2020
f3218d6
[Backport 7.x.x] Diffusion Profile and Material references in HDRP ma…
JulienIgnace-Unity Apr 20, 2020
976cd19
Catch and handle NRefactory parser exceptions #6392
sebastienlagarde Apr 24, 2020
ea70f9b
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde Apr 24, 2020
56ace1e
[7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)
sebastienlagarde Apr 27, 2020
4f14500
Fixed the indirect diffuse texture not being ignored when it should (…
anisunity Apr 27, 2020
f1d45cf
[7.x.x Backport] Fix pre/post pass sg properties #82 (#85)
alelievr May 5, 2020
2f7ebef
Fixed a performance issue with stochastic ray traced area shadows. (#…
anisunity May 5, 2020
774383d
[Backport 7.x.x] Updated raytracing async compute warning. (#304)
JulienIgnace-Unity May 6, 2020
f5d67f1
[Backport 7.x.x] Fixed a null ref exception in static sky when the de…
JulienIgnace-Unity May 6, 2020
1731ded
[Backport 7.x.x] Fixed an error about procedural sky being logged by …
JulienIgnace-Unity May 6, 2020
6876810
[Backport 7.x.x] Fix flickering lighting in the scene and game view w…
JulienIgnace-Unity May 6, 2020
722d7b1
[7.x.x Backport] Fix issue with ambient probe not being correct with …
FrancescoC-unity May 6, 2020
c4bbd9f
[Backport 7.x.x] Fixed some gcalloc in the debug window (#464)
JulienIgnace-Unity May 14, 2020
b2117a4
[Backport 7.x.x] Hdrp/small ui update (#466)
JulienIgnace-Unity May 14, 2020
3903550
[Backport 7.x.x] PBR Sky renderer now shares its internal precomputat…
JulienIgnace-Unity May 14, 2020
762012c
[Backport 7.x.x] New tooltip for camera background and fixed exposure…
JulienIgnace-Unity May 14, 2020
eec0506
[Backport 7.x.x] Fixed asset preview being rendered white because of …
JulienIgnace-Unity May 14, 2020
5e4d82e
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde May 14, 2020
03dbd4d
Changed UI name, tooltip, and doc for maximum decals on screen (#232)
JordanL8 Apr 23, 2020
aac437e
Update Custom-Post-Process.md (#233)
JordanL8 Apr 24, 2020
fb68069
Update HDRP-Features.md (#235)
JordanL8 Apr 24, 2020
3216fdb
Hdrp/reflection probe scale perf #252
fredericv-unity3d May 7, 2020
122f942
HD: Switch to 1920x1080 default standalone resolution (#279)
aras-p Apr 27, 2020
f77e94a
Makes sure quaternion is normalized and valid before converting to ma…
eturquin May 14, 2020
2905dd0
Fix cookie srgb #297
alelievr May 6, 2020
e0c3e74
Updated forward and deferred rendering definitions (#350)
JordanL8 May 4, 2020
3795b34
Update Light-Component.md (#357)
JordanL8 May 14, 2020
a3dae38
Hd/add layer modification on generated emissive mesh for area light #364
RSlysz May 11, 2020
139c8c0
Update Look-Dev-Environment-Library.md (#365)
JordanL8 May 14, 2020
5fefa89
Update Volumetric-Lighting.md (#402)
JordanL8 May 11, 2020
e0ec69e
Hd/fix nullref while removing decal component #416
RSlysz May 12, 2020
2cb76f9
Fix issue with Uber Post process shader when alpha is enabled #422
FrancescoC-unity May 12, 2020
e457eba
Fix the bug (#430)
skhiat May 13, 2020
4a5c68b
Fix issue causing not all baked reflection probes to be deleted #441
FrancescoC-unity May 14, 2020
9f59d1d
Updated Decal Projector doc (#477)
JordanL8 May 14, 2020
51a5ed3
Look Dev docs refactor 2 #484
JordanL8 May 14, 2020
6529107
[7.x.x Backport] Fix issue with corrupted values with Layer Lit when …
FrancescoC-unity May 14, 2020
e69b21e
Fix Motion Vectors written by transparent when rendering with MSAA #315
FrancescoC-unity May 6, 2020
6abeb5c
Fix issue with the resolve of motion vectors (#421)
FrancescoC-unity May 13, 2020
a740363
Merge branch '7.x.x/hd/staging' of https://github.com/Unity-Technolog…
sebastienlagarde May 14, 2020
6e5663e
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde May 14, 2020
54e5fce
fix issue with ShowPrePassAndPostPass
sebastienlagarde May 12, 2020
a5b8bac
fix compilation issue in rendergraph
sebastienlagarde May 15, 2020
2f5ea1c
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde May 15, 2020
7b84523
Fixed null reference exception in LookDev when setting the SRP to Non…
pmavridis May 15, 2020
fe2ad48
Check reflection probe null pointer before use. (case 1244047) #456
fredericv-unity3d May 15, 2020
acf8f95
Remove max atlas probe alloc size in HDRP asset (#458)
alelievr May 15, 2020
69b807c
Fix few multi-editing issues with Emission UI #473
FrancescoC-unity May 15, 2020
ffb2425
Re-enable cubemap thumbnail gen only for d3d11 #487
FrancescoC-unity May 15, 2020
daa66ea
Hd/fix undo environmentlibrary lookdev #490
RSlysz May 15, 2020
d31417e
Added system requirements and frame settings api docs (#510)
JordanL8 May 15, 2020
566a1f1
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde May 18, 2020
b5c6f7f
hide exposure compensation for fixed exposure (#535)
sebastienlagarde May 18, 2020
60ff03d
[9.x.x] Fix Microshadow not working properly with LightLayers enabled…
sebastienlagarde May 18, 2020
8d58f81
Use path relative to package for depth of field #523
FrancescoC-unity May 18, 2020
402a718
Fix taaFrameIndex and restore TAA tests for XR #534
fabien-unity May 18, 2020
f409041
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde May 18, 2020
4f52829
Fix an issue in reading the gbuffer for ray traced subsurface scatter…
anisunity May 18, 2020
6102466
fix DXR manifest
sebastienlagarde May 18, 2020
9174314
update reference screenshots
sebastienlagarde May 18, 2020
7e75729
[Backport 7.x.x] Fixed an issue where manipulating the color wheels i…
JulienIgnace-Unity Jun 19, 2020
1f836e7
[Backport 7.x.x] Fixed an issue where static sky lighting would not b…
JulienIgnace-Unity Jun 19, 2020
714a7b1
[Backport 7.x.x] Add defines guards around shadows hlsl files (#1091)
FrancescoC-unity Jul 2, 2020
df7cc1d
[Backport 7.x.x] Fix issue with light layers > 7 in the deferred pat…
FrancescoC-unity Jul 2, 2020
5e5ecd9
[Backport 7.x.x] Fix decal being duplicated in prefab isolation mode.…
JulienIgnace-Unity Jul 2, 2020
2320843
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde Jul 6, 2020
97503ad
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde Aug 3, 2020
10df775
Revert "[Backport 7.x.x] Fix decal being duplicated in prefab isolati…
sebastienlagarde Aug 3, 2020
f6f01b7
Update CHANGELOG.md
sebastienlagarde Aug 3, 2020
94cbe52
Hdrp/docs/volumetric lighting format fix (#628)
JordanL8 Jun 6, 2020
ea96697
Adds mention of fidelityfx-cas as requested by AMD (#629)
JordanL8 Jun 6, 2020
b022e24
Update Light-Component.md (#682)
JordanL8 Jun 6, 2020
a7c6a70
Fix transparent movec scene view #698
FrancescoC-unity Jun 2, 2020
97e9106
Update HDRP-Camera.md (#706)
JordanL8 Jun 6, 2020
692c603
Update Reflection-Probe (#790)
JordanL8 Jun 9, 2020
95ed2dd
Fix reflection probe framesettings override #796
adrien-de-tocqueville Jun 10, 2020
cb4b02b
Workaround for GetKernelThreadGroupSizes returning wrong data #760
FrancescoC-unity Jun 9, 2020
8db013d
Sanitize transparent motion vectors setting #761
adrien-de-tocqueville Jun 9, 2020
4f41fa4
Fix issue with blocky artifacts when decals affecting metallic are ap…
FrancescoC-unity Jun 10, 2020
0c3fed7
Force post process parent setting to be before child settings #799
FrancescoC-unity Jun 9, 2020
b94cfdf
Fixed logic of test on presence of HDRP asset that would wrongly trig…
eturquin Jun 10, 2020
1798e28
Fix warning in HDAdditionalLightData OnValidate #885
pmavridis Jun 16, 2020
fb4d3dd
Revert "Fix warning in HDAdditionalLightData OnValidate #885"
sebastienlagarde Aug 3, 2020
04cf5dc
Fix warning in HDAdditionalLightData OnValidate #885
sebastienlagarde Aug 3, 2020
717172a
Fix warning in HDAdditionalLightData OnValidate #885 - fix merge issue
sebastienlagarde Aug 3, 2020
509f623
Editing volumes via script doc (#884)
JordanL8 Jun 15, 2020
e4591bc
Fix message for metal and ao (#859)
sebastienlagarde Jun 11, 2020
836e154
Update HDR information. Also updated format and links. (#853)
JordanL8 Jun 11, 2020
1bf01cd
Fix issue with the blue line of prefab modifications for Volume mode …
FrancescoC-unity Jun 11, 2020
93e565c
Recompute FOV when generating PixelCoord To WorldSpace View Direction…
FrancescoC-unity Jun 11, 2020
79b8543
Rename h to hlsl
FrancescoC-unity Jun 18, 2020
be55ef1
Change extensions of CAS includes from h to hlsl #961
sebastienlagarde Aug 3, 2020
97db210
Fix SSAO with double sided material and normal mode to none #1043
sebastienlagarde Aug 3, 2020
35890ea
fix typo in the Render Pipeline Wizard #1037
sebastienlagarde Aug 3, 2020
1dc3c93
Fix emissive mesh layer mask behaviour #1062
FrancescoC-unity Jul 2, 2020
59cd632
Fix for area light baked data not updating when changing the gizmo #1075
FrancescoC-unity Jul 4, 2020
10d194d
Fixed an error when switch area light shape to disk while an emissive…
fredericv-unity3d Jul 3, 2020
5f20dd3
Have the PBR Sky not render black when below horizon #1116
FrancescoC-unity Jul 3, 2020
e0d3974
Fix area light gizmo not updating engine side light v2 #1156
FrancescoC-unity Jul 6, 2020
93a820d
Fix XR single-pass macros in tessellation shaders #1160
fabien-unity Jul 9, 2020
e535c1d
Update Override-Micro-Shadows.md (#1236)
JordanL8 Jul 10, 2020
f9ffcbe
Added disclaimer to volumes (#1247)
JordanL8 Jul 10, 2020
468c4c3
Fix XR Display providers not getting zNear and zFar updated on them. …
robinb-u3d Jul 16, 2020
5a88bf6
Moved requirements in toc to make it consistent with URP/VFX #1352
JordanL8 Jul 23, 2020
59a28c4
Docs quality fixes #1445
JordanL8 Jul 29, 2020
047f40e
Added enable Volume snippet #1477
JordanL8 Jul 31, 2020
79a9f19
Update Volume-Override-Enable-Override.md
JordanL8 Jul 31, 2020
8f3ce7c
Porting console fixes to staging (#699)
FrancescoC-unity Jun 4, 2020
0a734dc
Fix some NaNs issues on consoles - fix
sebastienlagarde Aug 3, 2020
6abf9cc
[7.x.x Backport] Fix exposure white flash when enabling SSR (#845)
FrancescoC-unity Aug 3, 2020
5b58fbe
[7.x.x Backport] Fix depth pyramid issues with dynamic resolution (#…
FrancescoC-unity Aug 3, 2020
5126c89
[Backport 7.x.x] Fixed Look Dev with Light Theme (#1101)
JulienIgnace-Unity Aug 3, 2020
8f968eb
[Backport 7.x.x] Fixed a serialization issue, preventing quality leve…
JulienIgnace-Unity Aug 3, 2020
fa55e6b
[Backport 7.x.x] Fixed an issue where look dev lighting would go blac…
JulienIgnace-Unity Aug 3, 2020
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28 changes: 15 additions & 13 deletions com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,7 @@ public interface IViewDisplayer
/// <summary>Callback on update requested</summary>
event Action OnUpdateRequested;
}

partial class DisplayWindow : EditorWindow, IViewDisplayer
{
static partial class Style
Expand Down Expand Up @@ -82,7 +82,7 @@ internal static readonly (Texture2D icon, string tooltip) k_LayoutStackIcon =
internal const string k_CameraMenuSync1On2 = "Align Camera 1 with Camera 2";
internal const string k_CameraMenuSync2On1 = "Align Camera 2 with Camera 1";
internal const string k_CameraMenuReset = "Reset Cameras";

internal const string k_EnvironmentSidePanelName = "Environment";
internal const string k_DebugSidePanelName = "Debug";

Expand Down Expand Up @@ -127,7 +127,7 @@ internal static readonly (Texture2D icon, string tooltip) k_LayoutStackIcon =
Label m_NoEnvironment2;

Image[] m_Views = new Image[2];

LayoutContext layout
=> LookDev.currentContext.layout;

Expand All @@ -143,7 +143,7 @@ Layout viewLayout
}
}
}

SidePanel sidePanel
{
get => layout.showedSidePanel;
Expand Down Expand Up @@ -218,7 +218,7 @@ event Action IViewDisplayer.OnUpdateRequested

void OnEnable()
{
//Stylesheet
//Stylesheet
// Try to load stylesheet. Timing can be odd while upgrading packages (case 1219692).
// In this case, it will be fixed in OnGUI. Though it can spawn error while reimporting assets.
// Waiting for filter on stylesheet (case 1228706) to remove last error.
Expand Down Expand Up @@ -486,7 +486,7 @@ Rect IViewDisplayer.GetRect(ViewCompositionIndex index)
throw new ArgumentException("Unknown ViewCompositionIndex: " + index);
}
}

Vector2 m_LastFirstViewSize = new Vector2();
Vector2 m_LastSecondViewSize = new Vector2();
void IViewDisplayer.SetTexture(ViewCompositionIndex index, Texture texture)
Expand Down Expand Up @@ -532,7 +532,7 @@ void IViewDisplayer.SetTexture(ViewCompositionIndex index, Texture texture)
throw new ArgumentException("Unknown ViewCompositionIndex: " + index);
}
}

void IViewDisplayer.Repaint() => Repaint();

void ApplyLayout(Layout value)
Expand Down Expand Up @@ -627,19 +627,21 @@ IStyle GetEnvironmentContenairDraggerStyle()

void OnGUI()
{
//Stylesheet
//Stylesheet
// [case 1219692] if LookDev is open while reimporting CoreRP package,
// stylesheet can be null. In this case, we can have a null stylesheet
// registered as it got destroyed. Reloading it. As we cannot just
// registered as it got destroyed. Reloading it. As we cannot just
// remove a null entry, we must filter and reconstruct the while list.
if (styleSheet == null || styleSheet.Equals(null)
|| (!EditorGUIUtility.isProSkin && (styleSheetLight == null || styleSheetLight.Equals(null))))
{
// While (case 1228706) is still on going, we sill close and reopen the look dev.
// This will prevent spawning error at frame.
LookDev.Close();
LookDev.Open();
return;
// Note 2: This actually causes the lookdev to break completely with light theme.
// Until the actual issue is fixed, we'll comment this fix out as it only concerns an upgrade problem.
//LookDev.Close();
//LookDev.Open();
//return;

// Following lines is the correct fix if UIElement filter garbage collected Stylesheet.

Expand Down Expand Up @@ -689,7 +691,7 @@ void OnGUI()
}

// [case 1245086] Guard in case the SRP asset is set to null (or to a not supported SRP) when the lookdev window is already open
// Note: After an editor reload, we might get a null OnUpdateRequestedInternal and null SRP for a couple of frames, hence the check.
// Note: After an editor reload, we might get a null OnUpdateRequestedInternal and null SRP for a couple of frames, hence the check.
if (!LookDev.supported && OnUpdateRequestedInternal !=null)
{
// Print an error and close the Lookdev window (to avoid spamming the console)
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,6 @@ public void Dispose()
return;
disposed = true;

stage?.Dispose();
stage = null;
updater = null;
output?.Release();
Expand Down
8 changes: 7 additions & 1 deletion com.unity.render-pipelines.core/Editor/LookDev/Stage.cs
Original file line number Diff line number Diff line change
Expand Up @@ -196,7 +196,7 @@ static void InitAddedObjectsRecursively(GameObject go)
var lineRenderer = go.GetComponent<LineRenderer>();
if (lineRenderer != null)
lineRenderer.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;

var volumes = go.GetComponents<UnityEngine.Rendering.Volume>();
foreach (var volume in volumes)
volume.UpdateLayer(); //force update of layer now as the Update can be called after we unregister volume from manager
Expand Down Expand Up @@ -273,6 +273,7 @@ class StageCache : IDisposable

Stage[] m_Stages;
Context m_Contexts;
IDataProvider m_CurrentDataProvider;

public Stage this[ViewIndex index]
=> m_Stages[(int)index];
Expand Down Expand Up @@ -310,6 +311,8 @@ Stage InitStage(ViewIndex index, IDataProvider dataProvider)
}

dataProvider.FirstInitScene(stage.runtimeInterface);

m_CurrentDataProvider = dataProvider;
return stage;
}

Expand Down Expand Up @@ -345,7 +348,10 @@ void CleanUp()
if (!disposedValue)
{
foreach (Stage stage in m_Stages)
{
m_CurrentDataProvider.Cleanup(stage.runtimeInterface);
stage.Dispose();
}

disposedValue = true;
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -199,10 +199,10 @@ public void OnGUI()

// Even if the asset is not dirty, the list of component may have been changed by another inspector.
// In this case, only the hash will tell us that we need to refresh.
if (asset.isDirty || asset.GetHashCode() != m_CurrentHashCode)
if (asset.isDirty || asset.GetComponentListHashCode() != m_CurrentHashCode)
{
RefreshEditors();
m_CurrentHashCode = asset.GetHashCode();
m_CurrentHashCode = asset.GetComponentListHashCode();
asset.isDirty = false;
}

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -59,7 +59,7 @@ public override void OnInspectorGUI()
EditorGUI.BeginProperty(lineRect, label, m_IsGlobal);
{
EditorGUI.BeginChangeCheck();
isGlobal = EditorGUILayout.Popup(label, isGlobal, m_Modes);
isGlobal = EditorGUI.Popup(lineRect, label, isGlobal, m_Modes);
if (EditorGUI.EndChangeCheck())
m_IsGlobal.boolValue = isGlobal == 0;
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -46,6 +46,12 @@ public interface IDataProvider
/// </summary>
/// <param name="stage">Access element of the LookDev's scene</param>
void OnEndRendering(StageRuntimeInterface stage);

/// <summary>
/// Callback called to do any necessary cleanup.
/// </summary>
/// <param name="SRI">Access element of the LookDev's scene</param>
void Cleanup(StageRuntimeInterface SRI);
}

/// <summary>
Expand Down
13 changes: 13 additions & 0 deletions com.unity.render-pipelines.core/Runtime/Volume/VolumeProfile.cs
Original file line number Diff line number Diff line change
Expand Up @@ -297,5 +297,18 @@ public override int GetHashCode()
return hash;
}
}

internal int GetComponentListHashCode()
{
unchecked
{
int hash = 17;

for (int i = 0; i < components.Count; i++)
hash = hash * 23 + components[i].GetType().GetHashCode();

return hash;
}
}
}
}
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
#ifndef SHADOW_SAMPLING_TENT_INCLUDED
#define SHADOW_SAMPLING_TENT_INCLUDED
// ------------------------------------------------------------------
// PCF Filtering Tent Functions
// ------------------------------------------------------------------
Expand Down Expand Up @@ -242,3 +244,4 @@ void SampleShadow_ComputeSamples_Tent_7x7(real4 shadowMapTexture_TexelSize, real
fetchesWeights[14] = fetchesWeightsU.z * fetchesWeightsV.w;
fetchesWeights[15] = fetchesWeightsU.w * fetchesWeightsV.w;
}
#endif
30 changes: 29 additions & 1 deletion com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# Changelog
# Changelog
All notable changes to this package will be documented in this file.

The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
Expand All @@ -8,6 +8,34 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.

### Fixed
- Fixed a bug where connections to the `Normal` slot on *Stack Lit Master* node would be lost when changing normal space.
- Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time.
- Fixed an issue where static sky lighting would not be updated for a new scene until it's reloaded at least once.
- Fixed missing include guards in shadow hlsl files.
- Fixed issue with light layers bigger than 8 (and above the supported range).
- Fixed issues with scene view and transparent motion vectors.
- Fix reflection probe frame settings override
- Workaround an issue caused by GetKernelThreadGroupSizes failing to retrieve correct group size.
- Fixed transparent motion vector framesetting not sanitized.
- Fix issue causing blocky artifacts when decals affect metallic and are applied on material with specular color workflow.
- Fixed wrong order of post process frame settings.
- Fixed warning in HDAdditionalLightData OnValidate (cases 1250864, 1244578)
- Fixed issue with blue line in prefabs for volume mode.
- Fix issue that caused sky to incorrectly render when using a custom projection matrix.
- Fixed issue with completely black AO on double sided materials when normal mode is set to None.
- Fixed issue with culling layer mask of area light's emissive mesh
- Fixed for area light not updating baked light result when modifying with gizmo.
- Fixed errors when switching area light to disk shape while an area emissive mesh was displayed.
- PBR Sky now doesn't go black when going below sea level, but it instead freezes calculation as if on the horizon.
- Fixed XR single-pass macros in tessellation shaders.
- Fixed XR Display providers not getting zNear and zFar plane distances passed to them when in HDRP.
- Fixed issue with white flash when enabling SSR.
- Fixed issue with depth pyramid generation and dynamic resolution.
- Fixed an issue where opening the look dev window with the light theme would make the window blink and eventually crash unity.
- Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change.
- Fixed an issue where look dev lighting would go black when a new scene is loaded.

### Changed
- Changed extensions of shader CAS include files.

## [7.4.1] - 2020-06-03

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# Diffusion Profile

The High Definition Render Pipeline (HDRP) stores most [subsurface scattering](Subsurface-Scattering.html) settings in a __Diffusion Profile__ Asset. You can assign a __Diffusion Profile__ Asset directly to Materials that use Subsurface Scattering.
The High Definition Render Pipeline (HDRP) stores most [subsurface scattering](Subsurface-Scattering.md) settings in a __Diffusion Profile__ Asset. You can assign a __Diffusion Profile__ Asset directly to Materials that use Subsurface Scattering.

To create a Diffusion Profile, navigate to __Assets > Create > Rendering > Diffusion Profile__. To use it, open your HDRP Asset and add it to the __Diffusion Profile List__ property.
To create a Diffusion Profile, navigate to __Assets > Create > Rendering > Diffusion Profile__.

* To use it by default, open your HDRP Asset and, in the **Material** section, add it to the __Diffusion Profile List__.
* To use it in a particular [Volume](Volumes.md), select a Volume with a [Diffusion Profile Override](Override-Diffusion-Profile.md) and add it to the **Diffusion Profile List** .

## Properties

| Property| Description |
|:---|:---|
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## Subsurface Scattering only
### Subsurface Scattering only

| Property| Description |
|:---|:---|
| **Texturing Mode** | Use the drop-down to select when HDRP applies the albedo of the Material.<br />&#8226; **Post-Scatter**: HDRP applies the albedo to the Material after the subsurface scattering pass pass. This means that the contents of the albedo texture are not blurred. Use this mode for scanned data and photographs that already contain some blur due to subsurface scattering. <br />&#8226; **Pre- and Post-Scatter**: Albedo is partially applied twice, before and after the subsurface scattering pass pass. Effectively, this blurs the albedo, resulting in a softer, more natural look. |



## Transmission only
### Transmission only

| Property| Description |
|:---|:---|
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## Profile Previews
### Profile Previews

| Property| Description |
|:---|:---|
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# Dynamic resolution

Dynamic resolution reduces the workload on the GPU, which helps maintain a stable target frame rate. The High Definition Render Pipeline (HDRP) uses dynamic resolution to lower the resolution of the render targets that the main rendering passes use. HDRP will use hardware dynamic resolution when supported by the platform, otherwise it will use a software version.
Dynamic resolution reduces the workload on the GPU, which helps maintain a stable target frame rate. The High Definition Render Pipeline (HDRP) uses dynamic resolution to lower the resolution of the render targets that the main rendering passes use. To do this, HDRP uses hardware dynamic resolution, if the platform supports it, otherwise it uses a software version. The main difference is that, for hardware dynamic resolution, the hardware treats the render targets up until the back buffer as being of the scaled size. This means that is is faster to clear the render targets.

To use dynamic resolution in your Project, you must enable dynamic resolution in your [HDRP Asset)(HDRP-Asset.html). In the Inspector for your HDRP Asset, navigate to **Rendering** **> Dynamic Resolution** and enable the **Enable** checkbox. For information on how to customize the rest of the HDRP Asset’s global dynamic resolution properties, see the dynamic resolution section of the [HDRP Asset documentation](HDRP-Asset.html#DynamicResolution).
Moreover, each camera that needs to perform dynamic resolution needs to have the checkbox **General > Allow Dynamic Resolution** set on the camera component.

When you enable dynamic resolution, HDRP allocates render targets to accommodate the maximum resolution possible. Then, HDRP rescales the viewport accordingly, so it can render at varying resolutions. At the end of each frame, HDRP upscales the result of the scaled rendering to match the back buffer resolution. To do this, HDRP uses the method defined in the **Upscale Filter**.
When you enable dynamic resolution, HDRP allocates render targets to accommodate the maximum resolution possible. Then, HDRP rescales the viewport accordingly, so it can render at varying resolutions. At the end of each frame, HDRP upscales the result of the scaled rendering to match the back buffer resolution. Regardless of which method HDRP uses to process dynamic resolution, either hardware or software, it still uses a software method to upscale the result. The method HDRP uses is defined in the **Upscale Filter**.

![](Images/DynamicResolution1.png)

## Using dynamic resolution

To use dynamic resolution in your Project, you must enable dynamic resolution in your [HDRP Asset](HDRP-Asset.md) and then enable it for each [Camera](HDRP-Camera.md) you want to use it with. To do this:

1. In the Inspector for your HDRP Asset, go to **Rendering** **> Dynamic Resolution** and enable the **Enable** checkbox. For information on how to customize the rest of the HDRP Asset’s global dynamic resolution properties, see the dynamic resolution section of the [HDRP Asset documentation](HDRP-Asset.md#DynamicResolution).
2. For every [Camera](HDRP-Camera.md) you want to perform dynamic resolution, go to the **General** section and enable **Allow Dynamic Resolution**.

Dynamic resolution is not automatic, so you need to manually call the `DynamicResolutionHandler.SetDynamicResScaler(PerformDynamicRes scaler, DynamicResScalePolicyType scalerType)` function.

The policy type can be one of the following:
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