-
Notifications
You must be signed in to change notification settings - Fork 844
Fix issue with Eye shader and area light #4310
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
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
It appears that you made a non-draft PR! |
Merged
sebastienlagarde
added a commit
that referenced
this pull request
Apr 30, 2021
* Fix null exception on Raytracing SSS volume component (#4322) * Add null check * changelog * Fix issue with Eye shader and area light (#4310) * Fix Ray Tracing Light Cluster debug mode (#4327) * Remove unneeded position from input layout of light cluster * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Skip adding the LOD's renderer to the checked renderer if it's null (#4313) * Skip adding the LOD's renderer to the checked renderer if it's null * changelog * Add LODgroup missing renderer to "check scene content for ray tracing" * formatting test * formatting Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update doc of transparent motion vectors to specify TAA of object behind will be impacted (#4325) * Update doc * Fix doc * Fixed Look Dev breaking when docked and rendered at zero size. (#4331) * Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. * Update changelog # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Added a bit about scaling issues when dealing with history buffers (#4333) * Updated troubleshooting custom pass doc * Update Custom-Pass-Troubleshooting.md * Fixed an issue where runtime debug window UI would leak game objects. (#4337) * Fixed an issue where runtime debug window UI would leak game objects. * Update changelog * Updated documentation to support #4313 (#4336) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero (#4342) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * updated tooltip (#4334) * Doc for custom matrix for fog (#4352) * [Fogbugz 1324000] Fixing unlit emissive reflections (#4340) * Fix ray tracing unlit emissive exposure. Changelog * Automated tests coverage * update scenes Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Fogbugz 1329173] Fixing wrong pyramid color dimensions when hardware DRS is on. (#4346) * Fixing bad pyramid color source texture size. DRS hanlder must be queried since the mip levels depend on the source hardware resolution * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix RTHandle scale bias [1329977] (#4320) * Fix RTHandle scale bias * Add changelog * Fix history sacle * Fix Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed emission material properties not being animable (#4366) * Fixed emission material properties not being animable * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix fog precision (#4364) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix erroneous tile coordinate calculations in contact shadows (#4335) * Fix wrong tile coord calculations * Changelog * Update test scene for contact shadow to cover data * update references screenshots Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [HDRP]Fix history buffer allocation for AOVs when the request does not come in first frame (#4361) * Fix history buffer allocation for AOVs when the request does not come in first frame * Add a break in the for loop Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix for volumetric clouds performing Read and Write on same texture [Unsupported on some platforms] (#4356) * Fix for usage of camera color RW when not supported. * Re-enable on metal * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update TestCaseFilters.asset * update metal screenshots * missing meta * [Fogbugz 1330769] Fixing bloom bicubic filtering for DRS (#4370) * Fixing bloom bicubic filtering for DRS, bicubic was using the wrong dimensions / texel sizes * Adding better comment to explain offseting of bicubic texture offset fix * update reference screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
sebastienlagarde
added a commit
that referenced
this pull request
Apr 30, 2021
* Added define for new reflection probe API update (case 1290521) * Updated changelog * Fix null exception on Raytracing SSS volume component (#4322) * Add null check * changelog * Fix issue with Eye shader and area light (#4310) * Fix Ray Tracing Light Cluster debug mode (#4327) * Remove unneeded position from input layout of light cluster * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Skip adding the LOD's renderer to the checked renderer if it's null (#4313) * Skip adding the LOD's renderer to the checked renderer if it's null * changelog * Add LODgroup missing renderer to "check scene content for ray tracing" * formatting test * formatting Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update doc of transparent motion vectors to specify TAA of object behind will be impacted (#4325) * Update doc * Fix doc * Fixed Look Dev breaking when docked and rendered at zero size. (#4331) * Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. * Update changelog # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Added a bit about scaling issues when dealing with history buffers (#4333) * Updated troubleshooting custom pass doc * Update Custom-Pass-Troubleshooting.md * Fixed an issue where runtime debug window UI would leak game objects. (#4337) * Fixed an issue where runtime debug window UI would leak game objects. * Update changelog * Updated documentation to support #4313 (#4336) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero (#4342) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * updated tooltip (#4334) * Doc for custom matrix for fog (#4352) * [Fogbugz 1324000] Fixing unlit emissive reflections (#4340) * Fix ray tracing unlit emissive exposure. Changelog * Automated tests coverage * update scenes Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Fogbugz 1329173] Fixing wrong pyramid color dimensions when hardware DRS is on. (#4346) * Fixing bad pyramid color source texture size. DRS hanlder must be queried since the mip levels depend on the source hardware resolution * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Purpose of this PR
Somone reported weird artifacts with area lights and eye materials at cornea, weird discontinuities with diffuse.
This PR fix the malformed basis on diffuse area lighting,
Testing status
Describe what manual/automated tests were performed for this PR
Comments to reviewers
Notes for the reviewers you have assigned.