Skip to content

[8.x.x] Merge 8.x.x/hd/staging [Skip CI] #1231

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 61 commits into from
Jul 9, 2020
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
Show all changes
61 commits
Select commit Hold shift + click to select a range
937e9c1
[10.x.x] Axf: add normal gradients and all mapping modes (uv, planar,…
slunity Jun 12, 2020
d094c5a
[10.x.x] Axf fix shininess exp to roughness, ssr transparent and alph…
slunity Jun 12, 2020
5f86be4
Update Light-Component.md (#682)
JordanL8 Jun 6, 2020
16f7161
push meta
sebastienlagarde Jul 7, 2020
7baef35
removed undesired change in AXF
sebastienlagarde Jul 7, 2020
fb33c79
Fix transparent movec scene view #698
FrancescoC-unity Jun 2, 2020
4ce96aa
Porting console fixes to staging (#699)
FrancescoC-unity Jun 4, 2020
fda10a8
Update HDRP-Camera.md (#706)
JordanL8 Jun 6, 2020
dbad64a
Pre warm RT Handle system so that reallocations are reduced. #713
FrancescoC-unity Jun 6, 2020
80ed29a
Update PlanarReflectionProbeCache.cs
sebastienlagarde Jul 7, 2020
cc93c2d
Update preview naming in raytrace component #753
sebastienlagarde Jun 7, 2020
644061c
Workaround for GetKernelThreadGroupSizes returning wrong data #760
FrancescoC-unity Jun 9, 2020
81f925d
Sanitize transparent motion vectors setting #761
adrien-de-tocqueville Jun 9, 2020
51ea72a
Standard terrain upgrader (#762)
remi-chapelain Jun 9, 2020
aedd7ba
Update Reflection-Probe (#790)
JordanL8 Jun 9, 2020
c8e4097
Fix reflection probe framesettings override #796
adrien-de-tocqueville Jun 10, 2020
88bde23
Force post process parent setting to be before child settings #799
FrancescoC-unity Jun 9, 2020
320605e
Fixed 1253367 by rebaking probe with missing baked texture. #818
fredericv-unity3d Jun 21, 2020
f23a6f7
Fix issue with blocky artifacts when decals affecting metallic are ap…
FrancescoC-unity Jun 10, 2020
b948613
Fixed blend distance editing (1248931) #838
fredericv-unity3d Jun 12, 2020
4fc7521
Fix API breaking change: Add Public quality to Raytracing volume effect
sebastienlagarde Jul 7, 2020
f8fc08a
Fix API breaking change: Add Public quality to Raytracing volume effe…
sebastienlagarde Jul 7, 2020
e4260ec
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Jul 7, 2020
02f56c7
Update HDR information. Also updated format and links. (#853)
JordanL8 Jun 11, 2020
8c920f4
Fix message for metal and ao (#859)
sebastienlagarde Jun 11, 2020
0e04f76
d Fix issue with the blue line of prefab modifications for Volume mod…
FrancescoC-unity Jun 11, 2020
9de5cb2
Recompute FOV when generating PixelCoord To WorldSpace View Direction…
FrancescoC-unity Jun 11, 2020
08b7f9e
Upgrade default legacy terrain to HDRP default TerrainLit (#883)
remi-chapelain Jun 12, 2020
8f01531
Editing volumes via script doc (#884)
JordanL8 Jun 15, 2020
f4e391d
Update HDRenderPipeline.cs (#994)
sebastienlagarde Jun 19, 2020
bf89377
Delete 9713_VirtualTexturing.meta
sebastienlagarde Jun 19, 2020
3b7f7fb
Fix SSAO with double sided material and normal mode to none #1043
FrancescoC-unity Jul 3, 2020
deacc88
Fix emissive mesh layer mask behaviour #1062
FrancescoC-unity Jul 2, 2020
e5e102f
Use the wide mode to force the UI drawing on a single line (1251235) …
fredericv-unity3d Jul 3, 2020
805e51c
Fix custom pass after post process buffer #1072
sebastienlagarde Jul 7, 2020
c9574da
Fix for area light baked data not updating when changing the gizmo #1075
FrancescoC-unity Jul 4, 2020
3d88d6b
Fixed an error when switch area light shape to disk while an emissiv…
fredericv-unity3d Jul 3, 2020
bf6e812
Have the PBR Sky not render black when below horizon #1116
FrancescoC-unity Jul 3, 2020
cc8ba57
Find the appropriate default frame settings per editor (case 1247631)…
fredericv-unity3d Jul 3, 2020
c122273
Fix taaFrameIndex and restore TAA tests for XR #534
fabien-unity May 18, 2020
2a79682
fix typo in the Render Pipeline Wizard #1037
fabien-unity Jun 29, 2020
cb7e9ad
Add light layer on indirect lighting controller #777
EvgeniiG Jun 16, 2020
3a00afa
[8.x.x Backport] Fix exposure white flash when enabling SSR (#842)
FrancescoC-unity Jul 7, 2020
ffdc83e
[8.x.x Backport] Fix transparent/opaque motion vector inconsistencies…
FrancescoC-unity Jul 7, 2020
4ab3b4f
[8.x.x Backport] Fix depth pyramid issues with dynamic resolution (#847)
FrancescoC-unity Jul 7, 2020
c87a238
[Backport 8.x.x] Fixed a serialization issue, preventing quality leve…
JulienIgnace-Unity Jul 7, 2020
5719763
[Backport 8.x.x] Fixed Look Dev with Light Theme (#1106)
JulienIgnace-Unity Jul 7, 2020
da56fbd
[Backport 8.x.x] Fixed decal duplication when editing a prefab in con…
JulienIgnace-Unity Jul 7, 2020
04ad6e9
Fix API breaking change in indirect controller
sebastienlagarde Jul 7, 2020
40cd33b
Fix area light gizmo not updating engine side light v2 #1156
FrancescoC-unity Jul 6, 2020
50e94b4
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Jul 7, 2020
54cb443
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Jul 8, 2020
f6cbe28
Add missing ClothObj.
sebastienlagarde Jul 8, 2020
9e4b936
HDRP: Default indirect Lighting controller Layers to Everything to ea…
sebastienlagarde Jul 8, 2020
c52ab11
Update HDRenderPipelineResources.asset
sebastienlagarde Jul 8, 2020
d0b7f95
Fixed logic of test on presence of HDRP asset that would wrongly trig…
eturquin Jun 10, 2020
0560e04
Merge branch '8.x.x/release' into 8.x.x/hd/staging
sebastienlagarde Jul 9, 2020
a294a18
Rename h to hlsl
FrancescoC-unity Jun 18, 2020
64b4aa0
Update cas include paths (#1227)
FrancescoC-unity Jul 9, 2020
1046768
Fix XR single-pass macros in tessellation shaders #1160
fabien-unity Jul 9, 2020
a9351ac
Hdrp/fix hierarchicalbox gizmo symetry and homothety mode ensuring fa…
RSlysz Jul 9, 2020
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions com.unity.render-pipelines.core/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -23,6 +23,7 @@ The version number for this package has increased due to a version update of a r
- Fix LookDev's undo/redo on EnvironmentLibrary (case 1234725)
- Fixed a wrong condition in CameraSwitcher, potentially causing out of bound exceptions.
- Fixed issue with blue line in prefabs for volume mode.
- Fix hierarchicalbox gizmo outside facing check in symetry or homothety mode no longer move the center

## [8.0.1] - 2020-02-25

Expand Down
99 changes: 88 additions & 11 deletions com.unity.render-pipelines.core/Editor/Gizmo/HierarchicalBox.cs
Original file line number Diff line number Diff line change
Expand Up @@ -244,9 +244,7 @@ public void DrawHandle()

for (int i = 0, count = m_ControlIDs.Length; i < count; ++i)
m_ControlIDs[i] = GUIUtility.GetControlID("HierarchicalBox".GetHashCode() + i, FocusType.Passive);

EditorGUI.BeginChangeCheck();


var leftPosition = center + size.x * .5f * Vector3.left;
var rightPosition = center + size.x * .5f * Vector3.right;
var topPosition = center + size.y * .5f * Vector3.up;
Expand All @@ -256,6 +254,8 @@ public void DrawHandle()

var theChangedFace = NamedFace.None;

EditorGUI.BeginChangeCheck();

EditorGUI.BeginChangeCheck();
Slider1D(m_ControlIDs[(int)NamedFace.Left], ref leftPosition, Vector3.left, EditorSnapSettings.scale, GetHandleColor(NamedFace.Left));
if (EditorGUI.EndChangeCheck())
Expand Down Expand Up @@ -338,6 +338,27 @@ public void DrawHandle()
case NamedFace.Front: backPosition.z += delta; break;
case NamedFace.Back: frontPosition.z -= delta; break;
}

//ensure that the box face are still facing outside
switch (theChangedFace)
{
case NamedFace.Left:
case NamedFace.Right:
if (rightPosition.x < leftPosition.x)
rightPosition.x = leftPosition.x = center.x;
break;
case NamedFace.Top:
case NamedFace.Bottom:
if (topPosition.y < bottomPosition.y)
topPosition.y = bottomPosition.y = center.y;
break;
case NamedFace.Front:
case NamedFace.Back:
if (frontPosition.z < backPosition.z)
frontPosition.z = backPosition.z = center.z;
break;
}

}

if (useHomothety)
Expand Down Expand Up @@ -367,21 +388,77 @@ public void DrawHandle()
topPosition.y -= halfDelta;
break;
}

//ensure that the box face are still facing outside
switch (theChangedFace)
{
case NamedFace.Left:
if (rightPosition.x < leftPosition.x)
leftPosition.x = rightPosition.x;
if (topPosition.y < bottomPosition.y)
topPosition.y = bottomPosition.y = center.y;
if (frontPosition.z < backPosition.z)
frontPosition.z = backPosition.z = center.z;
break;
case NamedFace.Right:
if (rightPosition.x < leftPosition.x)
rightPosition.x = leftPosition.x;
if (topPosition.y < bottomPosition.y)
topPosition.y = bottomPosition.y = center.y;
if (frontPosition.z < backPosition.z)
frontPosition.z = backPosition.z = center.z;
break;
case NamedFace.Top:
if (topPosition.y < bottomPosition.y)
topPosition.y = bottomPosition.y;
if (rightPosition.x < leftPosition.x)
rightPosition.x = leftPosition.x = center.x;
if (frontPosition.z < backPosition.z)
frontPosition.z = backPosition.z = center.z;
break;
case NamedFace.Bottom:
if (topPosition.y < bottomPosition.y)
bottomPosition.y = topPosition.y;
if (rightPosition.x < leftPosition.x)
rightPosition.x = leftPosition.x = center.x;
if (frontPosition.z < backPosition.z)
frontPosition.z = backPosition.z = center.z;
break;
case NamedFace.Front:
if (frontPosition.z < backPosition.z)
frontPosition.z = backPosition.z;
if (rightPosition.x < leftPosition.x)
rightPosition.x = leftPosition.x = center.x;
if (topPosition.y < bottomPosition.y)
topPosition.y = bottomPosition.y = center.y;
break;
case NamedFace.Back:
if (frontPosition.z < backPosition.z)
backPosition.z = frontPosition.z;
if (rightPosition.x < leftPosition.x)
rightPosition.x = leftPosition.x = center.x;
if (topPosition.y < bottomPosition.y)
topPosition.y = bottomPosition.y = center.y;
break;
}
}

var max = new Vector3(rightPosition.x, topPosition.y, frontPosition.z);
var min = new Vector3(leftPosition.x, bottomPosition.y, backPosition.z);

//ensure that the box face are still facing outside
for (int axis = 0; axis < 3; ++axis)
if (!useSymetry && !useHomothety)
{
if (min[axis] > max[axis])
//ensure that the box face are still facing outside
for (int axis = 0; axis < 3; ++axis)
{
// Control IDs in m_ControlIDs[0-3[ are for positive axes
if (GUIUtility.hotControl == m_ControlIDs[axis])
max[axis] = min[axis];
else
min[axis] = max[axis];
if (min[axis] > max[axis])
{
// Control IDs in m_ControlIDs[0-3[ are for positive axes
if (GUIUtility.hotControl == m_ControlIDs[axis])
max[axis] = min[axis];
else
min[axis] = max[axis];
}
}
}

Expand Down
2 changes: 2 additions & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -75,6 +75,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change.
- Fixed an issue where opening the look dev window with the light theme would make the window blink and eventually crash unity.
- Fixed culling for decals when used in prefabs and edited in context.
- Fixed XR single-pass macros in tessellation shaders.
- Fixed regression where moving face of the probe gizmo was not moving its position anymore.

### Changed
- Shadowmask and realtime reflection probe property are hide in Quality settings
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -102,19 +102,23 @@ public static void DrawHandles_EditInfluenceNormal(SerializedInfluenceVolume ser
break;
}
}

static void DrawBoxHandle(SerializedInfluenceVolume serialized, Editor owner, Transform transform, HierarchicalBox box)
{
using (new Handles.DrawingScope(Matrix4x4.TRS(Vector3.zero, transform.rotation, Vector3.one)))
{
box.center = Quaternion.Inverse(transform.rotation)*transform.position;
box.center = Quaternion.Inverse(transform.rotation) * transform.position;
box.size = serialized.boxSize.vector3Value;

EditorGUI.BeginChangeCheck();
box.DrawHull(true);
box.DrawHandle();
if (EditorGUI.EndChangeCheck())
{
var newPosition = transform.rotation * box.center;
Undo.RecordObject(transform, "Moving Influence");
transform.position = newPosition;

// Clamp blend distances
var blendPositive = serialized.boxBlendDistancePositive.vector3Value;
var blendNegative = serialized.boxBlendDistanceNegative.vector3Value;
Expand Down
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#pragma kernel KMain
#pragma kernel KMain
#pragma kernel KInitialize

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
Expand All @@ -7,7 +7,7 @@
#define A_GPU 1
#define A_HLSL 1

#include "ffx_a.h"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_a.hlsl"
// two elements:
// [0] = const0
// [1] = const1
Expand Down Expand Up @@ -42,7 +42,7 @@ void WritePix(AU2 gxy, AF4 casPix)
_OutputTexture[COORD_TEXTURE2D_X(gxy)] = casPix;
}

#include "ffx_cas.h"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_cas.hlsl"


[numthreads(64, 1, 1)]
Expand Down

This file was deleted.

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

This file was deleted.

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

This file was deleted.

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Original file line number Diff line number Diff line change
Expand Up @@ -45,8 +45,6 @@ struct PackedVaryingsToDS
#ifdef VARYINGS_NEED_PASS
PackedVaryingsPassToDS vpass;
#endif

UNITY_VERTEX_OUTPUT_STEREO
};

PackedVaryingsToDS PackVaryingsToDS(VaryingsToDS input)
Expand All @@ -57,7 +55,6 @@ PackedVaryingsToDS PackVaryingsToDS(VaryingsToDS input)
output.vpass = PackVaryingsPassToDS(input.vpass);
#endif

UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
return output;
}

Expand Down