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Merge Hdrp/staging #2085
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…r reflection function
…pling-when-filtered
…c-volumetric-sampling-when-filtered Skip biquadratic resampling if volumetric fog filtering is on (saves 0.4ms)
Moving function to internal and adding doc for missing param in planar reflection function
Adding few missing docs
#1782) * Optimize ALU of grain and dithering * changelog * Fix when res is smaller than grain texture Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…acing shaders (#1651) * Added new DXR test (6000_VertexFormats) for testing a few vertex attribute formats. * Deleted unused material
…f depth buffer for low res transparents (#1800) * Skip redundant mip0 of depth pyramid * changelog * Fix register on ps * Reuse minDepth * Make sure in rendergraph the copy of the depth buffer happens. * Wrong naming Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Add some more margin * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…pilation (#1847) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Refresh the library field too * Add the refresh on Repaint * Changelog * Guard for null * Revert "Add the refresh on Repaint" This reverts commit 072c8e5. Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix serialization issue * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Added a way to check the normals through the material views. * Adding the information in the documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* AxF UI - Remove possibility to select main BRDF as BTF since it is unsupported (could be handy to show it if it was imported as such, but for now we safely ignore since importer doesn't produce a material with that mode selected) Also prevent compilation error even if selected. * AxF UI - Add a bit of tooltips (even if for some fields engine editor bug doesn't show them), group advanced surface inputs into their own foldable UI block, make clearer the tiling/offset vector meaning. * AxF UI - Remove UI parts that were moved into the main mapping section. * AxF - Update the documentation to reflect UI changes. * AxF new UI - Add missing file
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Have contact shadow on high quality. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…package when installing a new one. (#1921) * When trying to install the local configuration package, if another one is already present the user is now asked whether they want to keep it or not. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…o active SRP anymore. (#1925) * Fixed an exception thrown when closing the lookdev because there is no active SRP anymore. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
#1937) * Fixed an exception thrown when closing the lookdev because there is no active SRP anymore. * Update changelog * Fixed an issue where entering playmode would close the LookDev window. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Added Simple Earth Mode to PBR Sky * Update doc * update doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ph mode. (#1971) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix nan in pbr sky * use safepositivepow Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…Domain Reload (#1985) * Ensure stylesheet are loaded before applying them on Domain Reload * Added changelog description * Fix for upgrade package workflow Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix accumulation on DX11 * Remove left-over line of code * minor bugfix Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix issue with screen space UI not drawing on the graphics compositor * Revert minor code change * Remove debug/log messages * Hide internal compositor data from inspector Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…of directional lights(case 1279849). (#1991) Removed the max clamp value for the RTR, RTAO and RTGI's ray length (case 1279849). Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…on is very high. (#2068) * Fix issue when we need more than 65535 * Changelog * Push rest of file * Missing offset Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…nd "Collapse All" for volume components. (#2071) * Added context options "Move to Top", "Move to Bottom", "Expand All" and "Collapse All" for volume components. * Fixing the expansion state after moving * Update CHANGELOG.md * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Current LOD bias and max values for scene view rendering is now using the default frame settings. This makes LODGroup UI consistent with what is happening on screen. * LOD Meshes are now properly stripped depending on the Max LOD value stored in all HDRP assets of a build. * Added a section about LOD management in the feature comparison with builtin to explain the differences and that the QualitySettings lod APIs aren't supported anymore. * Update changelog * Updated doc with review feedback. Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Added support for box and pyramid point lights. * Updated changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
… and plain regions (#1972) * Add controls for the transition between post processed and plain image parts * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix bilinear sampling uv and remove upsampling guard bands * Added high quality prefiltering option * Changelog & doc * Use predeclared samplers and addback guard bands * Use appropriate overload Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…more (#2079) * Test that a material is non-decal before adding corresp. mesh to the RT AS. * Updated changelog. * Update HDRaytracingManager.cs Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Enable LOD cross fade * Changelog * Make changes only for mesh decals * Update DecalData.hlsl * Update DecalSurfaceOptionsUIBlock.cs * do some cleanup and move ComputeFadeMaskSeed in ShaderVariablesFunctions.hlsl * update documentation * Update ShaderVariablesFunctions.hlsl Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…sitor (#1912) * Fix camera stacking for AOVs in the graphics compositor * Fix null reference exception when closing the compositor window * RenderGraph implementation for AOV stacking and misc improvements * Update HDRenderPipelineResources.asset Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
The SDETS request for this PR was due to the change to render graph by default and already approved. |
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