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Upgrade partner/crazyhunter-10.x.x #4215
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… settings is disabled (#2518) * Bind black texture if opaque is disabled. * Fix decal issue * Same as generateMaxZ issue with decals but on RTR now. * Fix mb vel prep Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix bake mode of reflection probe custom * Update CHANGELOG.md
* Assume missing material version to be UniversalProjectSettings.materialVersionForUpgrade * Update change log Co-authored-by: Felipe Lira <felipedrl@gmail.com>
#2534) * Get the current pipeline asset, rather than the one in graphics settings * Update Changelog * changed addiional usages of graphics settings vs current asset * revert the shaderpreprocessor changes # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md Co-authored-by: Felipe Lira <felipedrl@gmail.com>
* Added parallax mapping to What's New. * Edited the reference to heightmap.
#2473) * Added the What's new 10.2 page, added known issues. Added the link to What's new on the landing page. * Added VFX Graph to the Particle known issue.
…the default frame settings. (#2533)
* Use proper matrix to compute camera motion vector * Add multiple modes of camera clamp * Change UX a bit * Doc * Upgrade guide + changelog * Fix the GC allocs * Doc update Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix orient in subblocks * Improve exception message * Fix suitableContext for subblocks not being serialized * Fix subgraph not being sanitized at import
Co-authored-by: Felipe Lira <felipedrl@gmail.com>
* [Yamato] Redo metafiles with utr flags (#2193) * replace all 2020.2 with 2020_2 in ymls * Revert manual underscore changes for versions * [Performance] New performance jobs (#2455) * Add build test jobs for Windows and Android * Add playmode editor job for Windows * Rename yamato jobs to reflect that the api comatibility level is using whatever the project default is * [Yamato] Fix cmd line args for graphics API (#2437) * delete "SetupProject" from URP project * Fix API and colorspace templates for job builder * update GTF to 7.6.0-preview Co-authored-by: tomzig16 <tzigmantavicius@gmail.com> * backport 2540 * add rest of python changes from clean master copy Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>
* space fixes in subblocks (no more conversion happens) * Nicify subgraph names * update changelog
* Removing some gamma space only code brings bloom closer aligned between linear and gamma colourspaces * Added changelog # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md
…debug views when rendergraph (#2545)
… but containing garbage (#2574)
…to reference documentaiton (#2575) * Refactored ray traced reflections doc * Refactored ambient occlusion doc * Simplified the ray-traced shadows documentation * Consolidated GI doc * Fixed some references to the wrong rt effect * Minor fixes * Added ssgi/rtgi disclaimer * Update Ray-Traced-Contact-Shadows.md * Update Ray-Traced-Contact-Shadows.md Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
…orld, paint custom color into them and sample this data in any Shader Graph. To be used as a global volumetric splat map. (#16) (cherry picked from commit f68dc61b5c92ccea7f249e7f58aab1583799ddcb)
… Graphics repo branch: 10.x.x/dots-deformations/motion-vectors backported to 10.3.1/dots-deformations/motion-vectors ac5b927
* Apply patch from partner/crazyhunter-10.x.x-dynamic-density-volumes from the main Graphics repo * Fix HLSL truncation warning in shader * Eliminate the possibility of a null atlas texture by always allocating a 1x1x1 texture at minimum * Change from one callback per volume to a single callback * Remove time parameter from PrepareDensityVolumeData * Address review comments https://github.com/bonfirestudios/unity-com.unity.render-pipelines.high-definition/pull/18 * Add UI to control density volume atlas size * Statically allocate the density volume atlas instead of growing it * Log error if density volumes exceed size of the atlas
….w in tangentOS output so mirrored normals produce correct normal maps
Probe Volumes: Force the lightmapper to free old additionalbakedata jobs in a few cases, such as when probe volumes are disabled, or when probe volumes are hidden. Previously, it looks like the lightmapper could hang onto this data until you quit. (#19) Probe Volumes: Lots of bugfixes and improvements to bilateral filtering modes. Octahedral Depth data now working (requires changes on the C++ side). Added support for comparing filtering the texel coordinates and then taking a single sample, vs taking 8x samples and then filtering the results. Ported over from unity graphics repo 3c3b091 Probe Volumes: Lots of bugfixes around baking. Reflection Probes and Density Volumes: now respect scene visibility toggles in regards to their contribution to the scene. TODO: Remove debug logging that was added! Backing up WIP work. SceneObjectIDMap: Fix bug where index from gameobject dictionary would get out of sync from entries after an insertion occurred to fill a hole. This resulted in a nasty bug where reflection probes would occasionally generate the same filename as eachother, would overwrite eachothers textures, and would point to the same texture after the bake completed. Probe Volume: Comment out log spam. Planning to clean it out completely in a follow up commit Probe Volume: Remove log spam from ProbeVolumeManager Added HDRP_STRIP_LEGACY_AMBIENT_PROBE_BAKING define for enabling legacy ambient probe bake feature stripping - requires custom build with backport of https://ono.unity3d.com/unity/unity/pull-request/123092/_/lighting/SRP-opt-out-skymanager Make HDBakedReflectionSystem public for baking API Co-authored-by: pastasfuture <nickb@bonfirestudios.com>
…ng modes. Octahedral Depth data now working (requires changes on the C++ side). Added support for comparing filtering the texel coordinates and then taking a single sample, vs taking 8x samples and then filtering the results. Ported over from unity graphics repo 3c3b091
…y attempt to get bake data if the inputs was set. Otherwise the lightmapper will error out.
…e atlas by extending IsDataAssigned() check to include a Length > 0 test
* Fixed the issue when the scene view camera moves on selecting the painting tool. * Use normalized values for color and opacity settings. Fixed the effect of opacity and hardness. * Added the brush color inversion while Ctrl is pressed, for quick erasing. * Replaced the Recreate Asset button with Resample Asset. The data is not lost after resizing or changing voxel density now. * Fixed a Mask Volume resampling error when old resolution has 1 on any axis. * Mask Volume: Use resolution from MaskVolumeAsset instead of MaskVolumeArtistParameters for rendering. Resolution in parameters is just for creating new assets or resampling to a new resolution. * Mask Volume: Use normal bias in painting. * Mask Volume: Use input pressure as opacity. * Mask Volume: Added inner radius and normal bias brush gizmos.
… "Resample Asset" button can process an empty asset and fill it with valid data now. (#23)
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Approving on behalf of the gfx-sdet team to remove the lock.
A note though:
Since a few months we are using an editor pinning system for our Yamato tests on the 10.x.x/release branch (= graphics branch for 2020.3). The yamato jobs are using the editor listed in this file. Each morning, a CRON job is picking the latest 2020.3 editor and rewriting the file. This won't happen on the partner/crazyhunter-10.x.x
branch, as no yamato trigger was configured. So expect the editor used for testing to be quite old as time goes by if this file is not updated regularly. This won't impact you if you don't use Yamato to run your tests. Feel free to ask gfx-sdets on Slack if you need more help/info. Thanks.
Purpose of this PR
Upgrade crazyhunter Graphics branch to 10.3.1 + changes made in Bonfire (mask volumes, probe volumes, density volumes and skinned mesh motion vectors).
Testing status
Tested in Bonfire test bed (https://github.com/Unity-Technologies/bonfire-testbed) with dots mono repo, crazyhunter branch.