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Feb 5, 2021
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b9da5fa
Hd/fix 1299116 tesselation cull (#3057)
kecho Jan 14, 2021
5b57f64
Change the source value for the ray tracing frame index iterator from…
anisunity Jan 14, 2021
b21345b
[HDRP] Added a RenderGraph pass that resets the camera size after the…
alelievr Jan 14, 2021
9581f38
Fix Light Intensity UI Prefab Override Application (1299563) (#3061)
johnpars Jan 14, 2021
525ebf5
Fix Undo/Redo Stability for Light Temperature (1304176, 1301076) (#3079)
johnpars Jan 14, 2021
8007c48
Fix labels style (#3046)
adrien-de-tocqueville Jan 14, 2021
2df0185
Fixed side effect on styles during compositor rendering. (#3081)
adrien-de-tocqueville Jan 14, 2021
bf833ce
[HDRP][Compositor] Fix size and spacing of compositor info boxes (#3101)
pmavridis Jan 14, 2021
7be5e6c
[HDRP][Compositor] Fix color picker UI glitch in the Graphics Composi…
pmavridis Jan 14, 2021
6413dc6
Fix 1299233 ies resize bug (#3094)
skhiat Jan 14, 2021
8998567
filter for xbone addded (#3116)
martint-unity Jan 15, 2021
027cb37
[Yamato] Enable cache server for standalone build jobs (#3106)
sophiaaar Jan 15, 2021
6429445
Fix undo redo on layered lit editor (#3059)
adrien-de-tocqueville Jan 15, 2021
d910dc8
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 15, 2021
9c216c8
[HDRP] Added Vulkan install in system requirements (#3122)
alelievr Jan 15, 2021
8dbde86
[HDRP] Fix issue with compositor related custom passes (#3055)
pmavridis Jan 15, 2021
a5a6590
Fixed some render texture leaks. (#3050)
JulienIgnace-Unity Jan 15, 2021
229f3e8
Hd/fix wizard runtime resources (#3123)
RSlysz Jan 15, 2021
0a42f9b
[HDRP] Fixed lookdev reload bug when viewing a scene object (#3108)
alelievr Jan 15, 2021
eb1d074
[HDRP] Fix error in Depth Of Field near radius blur calculation (#3131)
pmavridis Jan 15, 2021
22b5b7f
[HDRP] Fix GC allocs (#3136)
pmavridis Jan 15, 2021
8cd8fe6
Revert: Fix 1299233 ies resize bug (#3094)
sebastienlagarde Jan 15, 2021
9bcb75f
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 16, 2021
31defd2
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 16, 2021
6dffbc8
Hide light shadow near plane gizmo when shadows are disabled (#3114)
adrien-de-tocqueville Jan 16, 2021
9ba9620
Hd/fix backplate globalcubemap2 (#3111)
JulienIgnace-Unity Jan 18, 2021
b4214a4
[HDRP][Path Tracing] Added alpha channel to path traced results (#3127)
eturquin Jan 18, 2021
feb0fe0
Doc update (#3160)
JulienIgnace-Unity Jan 18, 2021
d315646
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 18, 2021
f9c97c1
Fix various shader warnings (#3158)
FrancescoC-unity Jan 18, 2021
316d6a6
Update Override-Screen-Space-GI.md
sebastienlagarde Jan 18, 2021
be8f685
Fixed shadow matte not working with ambient occlusion when MSAA is en…
sebastienlagarde Jan 18, 2021
44ba81f
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 18, 2021
4de9b07
Update HDLightUI.cs (#3203)
sebastienlagarde Jan 20, 2021
1557004
[HDRP] fix nullref when chaging RP from HDRP to URP (#3191)
alelievr Jan 20, 2021
acd6199
fix case 1307653 (#3205)
sebastienlagarde Jan 20, 2021
f18d053
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 21, 2021
abd7de7
Fix LookDev env library assignment after leaving playmode. (#3214)
JulienIgnace-Unity Jan 21, 2021
6349ef2
Update Hair Shader Preset Documentation (#3208)
johnpars Jan 21, 2021
cace53e
[HDRP] Fix locale diffusion profile shader property value in ShaderGr…
alelievr Jan 21, 2021
760837b
Fix error in the RTHandle scale of Depth Of Field when TAA is enabled…
pmavridis Jan 21, 2021
3f480bd
Reset to current quality settings after preprocess build in HDRP (#3218)
jenniferd-unity Jan 21, 2021
4c7dfb6
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 21, 2021
3b4b1fb
Have bilinear default (#3223)
FrancescoC-unity Jan 21, 2021
a890c49
Merge branch 'master' into hd/bugfix
sebastienlagarde Feb 1, 2021
4477283
Update CHANGELOG.md
sebastienlagarde Feb 1, 2021
3112950
Added missing character to the layered lit document (#3310)
JordanL8 Feb 1, 2021
ac55059
Fix needs of exposure for debug display "SSR Transparent" (#3308)
skhiat Feb 1, 2021
bc0aa7d
[HDRP] Fix GUI exception in material UI (#3315)
alelievr Feb 1, 2021
c34ba38
[HDRP] Update decal angle fade tooltip (#3322)
alelievr Feb 1, 2021
1f827f1
Mention in TAA doc that a certain use case will lead to problems. (#3…
FrancescoC-unity Feb 1, 2021
fe86016
Hide shadow resolution value (#3335)
adrien-de-tocqueville Feb 1, 2021
7a6ec1e
Bump timer of 2nd runtime test to make it work on all platforms. (#3…
FrancescoC-unity Feb 2, 2021
b84c14b
Fix light frustum planes (#3341)
adrien-de-tocqueville Feb 2, 2021
2cc4b51
Project skybox without perspective for ortho cameras (#2955)
adrien-de-tocqueville Feb 2, 2021
1c9a0ff
Fix non temporal SSAO issues with the rendergraph pass (#3351)
FrancescoC-unity Feb 2, 2021
b648896
Merge branch 'master' into hd/bugfix
sebastienlagarde Feb 2, 2021
4338bc4
Reset ambient probe upon switching to very different skies (#3340)
FrancescoC-unity Feb 2, 2021
0c56c5f
Fix white flash on camera cuts with volumetric (#3354)
FrancescoC-unity Feb 3, 2021
43e6d15
Fix issues with light layers issues when editing multiple lights (#3323)
FrancescoC-unity Feb 3, 2021
bd1934f
Maximum of reflection distance must be bound by the min of all dimens…
kecho Feb 3, 2021
e813067
Fixed debug panel reseting when going through enum items (#3370)
JulienIgnace-Unity Feb 3, 2021
317f976
Fix keywords with fbx importer (#3350)
adrien-de-tocqueville Feb 4, 2021
b480510
Fixed lightmaps not working properly with shader graphs in ray traced…
anisunity Feb 4, 2021
ff57004
revert: Reset ambient probe upon switching to very different skies (#…
sebastienlagarde Feb 4, 2021
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1,239 changes: 669 additions & 570 deletions TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials.unity

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11 changes: 11 additions & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -13,10 +13,20 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Added a history rejection criterion based on if the pixel was moving in world space (case 1302392).

### Fixed
- Fixed an exception when opening the color picker in the material UI (case 1307143).
- Fixed lights shadow frustum near and far planes.
- Fixed various issues with non-temporal SSAO and rendergraph.
- Fixed white flashes on camera cuts on volumetric fog.
- Fixed light layer issue when performing editing on multiple lights.
- Fixed an issue where selection in a debug panel would reset when cycling through enum items.
- Fixed material keywords with fbx importer.
- Fixed lightmaps not working properly with shader graphs in ray traced reflections (case 1305335).
- Fixed skybox for ortho cameras.

### Changed
- Removed the material pass probe volumes evaluation mode.
- Unifying the history validation pass so that it is only done once for the whole frame and not per effect.
- Updated the tooltip for the Decal Angle Fade property (requires to enable Decal Layers in both HDRP asset and Frame settings) (case 1308048).

## [11.0.0] - 2020-10-21

Expand All @@ -42,6 +52,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed compilation issues on platforms that don't support XR.
- Fixed issue with compute shader stripping for probe volumes variants.
- Fixed issue with an empty index buffer not being released.
- Fixed issue when debug full screen 'Transparent Screen Space Reflection' do not take in consideration debug exposure

### Changed
- Removed the material pass probe volumes evaluation mode.
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Expand Up @@ -43,6 +43,12 @@ To select TAA for a Camera:
1. Select the Camera in the Scene view or Hierarchy and view it in the Inspector.
2. In the General section, select Temporal Anti-aliasing (TAA) from the Anti-aliasing drop-down.

When using the same Camera GameObject for multiple Game Views TAA may not work as expected due to limitations of the history buffer system. Multiple game views using different Cameras will however work as expected.

### Limitations
In the Editor, if multiple Game views use the same Camera, TAA may not work as expected due to limitations of the history buffer system. However, if you use multiple Game views, where each Game view uses a unique Camera, TAA works as expected.


<a name="SMAA"></a>

## Subpixel morphological anti-aliasing (SMAA)
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Expand Up @@ -40,7 +40,7 @@ To create a new Layered Lit Material, navigate to your Project's Asset window, r
| **Property** | **Description** |
| -------------------------------------------- | ------------------------------------------------------------ |
| **Layer Count** | Use the slider to set the number of layers this Material uses. You can set up to four layers. |
| **Layer Mask** | Assign a Texture to the field to manage the visibility of each layer. If you do not assign a Texture, the Material uses the maximum value for every channel.<br />&#8226; Alpha channel for the **Main Layer**.<br />&#8226; Red channel for **Layer 1**.<br />&#8226; Green channel for **Layer 2**.<br />&#8226; Blue channel for **Layer** |
| **Layer Mask** | Assign a Texture to the field to manage the visibility of each layer. If you do not assign a Texture, the Material uses the maximum value for every channel.<br />&#8226; Alpha channel for the **Main Layer**.<br />&#8226; Red channel for **Layer 1**.<br />&#8226; Green channel for **Layer 2**.<br />&#8226; Blue channel for **Layer 3**. |
| **BlendMask UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses to map the **Layer Mask**.<br />&#8226; Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.<br />&#8226; **Planar:** A planar projection from top to bottom.<br />&#8226; **Triplanar**: A planar projection in three directions:X-axis: Left to rightY-axis: Top to bottomZ-axis: Front to back Unity blends these three projections together to produce the final result. |
| **World Scale** | Set the world-space size of the Texture in meters. If you set this to **1**, then HDRP maps the Texture to 1 meter in world space.If you set this to **2**, then HDRP maps the Texture to 0.5 meters in world space.This property only appears when you select **Planar** or **Triplanar** from the **BlendMask UV Mapping** drop-down. |
| **Tiling** | Set an **X** and **Y** tile rate for the **Layer Mask** UV. HDRP uses the **X** and **Y** values to tile the Texture assigned to the **Layer Mask** across the Material’s surface, in object space. |
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Original file line number Diff line number Diff line change
Expand Up @@ -42,12 +42,6 @@ public void OnPreprocessMaterialDescription(MaterialDescription description, Mat

material.shader = shader;

material.SetShaderPassEnabled("DistortionVectors", false);
material.SetShaderPassEnabled("TransparentDepthPrepass", false);
material.SetShaderPassEnabled("TransparentDepthPostpass", false);
material.SetShaderPassEnabled("TransparentBackface", false);
material.SetShaderPassEnabled("MOTIONVECTORS", false);

Vector4 vectorProperty;
float floatProperty;
TexturePropertyDescription textureProperty;
Expand Down Expand Up @@ -78,17 +72,10 @@ public void OnPreprocessMaterialDescription(MaterialDescription description, Mat

if (isTransparent)
{
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.SetInt("_ZWrite", 0);
material.SetFloat("_BlendMode", (float)BlendMode.Alpha);
material.SetFloat("_EnableBlendModePreserveSpecularLighting", 1.0f);
material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
material.EnableKeyword("_ENABLE_FOG_ON_TRANSPARENT");
material.EnableKeyword("_ALPHATEST_ON");
material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
material.SetFloat("_SurfaceType", 1.0f);
material.SetFloat("_SurfaceType", (float)SurfaceType.Transparent);
material.SetFloat("_Cutoff", .0f);
material.SetFloat("_AlphaCutoffEnable", 1.0f);
material.SetFloat("_AlphaCutoff", .0f);
Expand All @@ -97,12 +84,12 @@ public void OnPreprocessMaterialDescription(MaterialDescription description, Mat
}
else
{
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_ZWrite", 1);
material.renderQueue = -1;
}

if (description.TryGetProperty("ReflectionFactor", out floatProperty))
material.SetFloat("_Metallic", floatProperty);

if (description.TryGetProperty("DiffuseColor", out textureProperty) && textureProperty.texture != null)
{
Color diffuseColor = new Color(1.0f, 1.0f, 1.0f, 1.0f);
Expand All @@ -125,23 +112,17 @@ public void OnPreprocessMaterialDescription(MaterialDescription description, Mat
if (description.TryGetProperty("Bump", out textureProperty) && textureProperty.texture != null)
{
SetMaterialTextureProperty("_BumpMap", material, textureProperty);
material.EnableKeyword("_NORMALMAP_TANGENT_SPACE");

if (description.TryGetProperty("BumpFactor", out floatProperty))
material.SetFloat("_BumpScale", floatProperty);
}
else if (description.TryGetProperty("NormalMap", out textureProperty) && textureProperty.texture != null)
{
SetMaterialTextureProperty("_BumpMap", material, textureProperty);
material.EnableKeyword("_NORMALMAP_TANGENT_SPACE");

if (description.TryGetProperty("BumpFactor", out floatProperty))
material.SetFloat("_BumpScale", floatProperty);
}
else
{
material.DisableKeyword("_NORMALMAP");
}

if (description.TryGetProperty("EmissiveColor", out textureProperty))
{
Expand Down Expand Up @@ -183,6 +164,8 @@ public void OnPreprocessMaterialDescription(MaterialDescription description, Mat

RemapColorCurves(description, clips, "EmissiveColor", "_EmissionColor");
RemapColorCurves(description, clips, "EmissiveColor", "_EmissiveColor");

HDShaderUtils.ResetMaterialKeywords(material);
}

static void RemapTransparencyCurves(MaterialDescription description, AnimationClip[] clips)
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