-
Notifications
You must be signed in to change notification settings - Fork 840
[VFX] Update from vfx/staging #489
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
* Initial tests * Fix typo * Change the VFXPropertyAttribute class * Use VFXPropertyAttributes in VFXProperty * Refactor interface * Remove old VFXPropertyAttribute class * More fixes * Fix bug in DataAnchorController * Fix invalid cast typo
* Fix shader warnings in test projects * Update changelog
* Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review
* Remove AfterPostProcessing render queue for lit outputs * Remove render queue field from distortion outputs * Update changelog * Update HDRP changelog instead of VFX * Fix issue when converting outputs with invalid render queue # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md
Fixed Flipbook Texture Names
Fix exception when creating new category on new visual effect asset.
This reverts commit f26a487.
* Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md
* Fix color field height * changelog
* Squashed commit of the following: commit 4cd4cb244d720c87580c3386a75209532f2b8629 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:13:24 2020 +0200 Minor change to ease graphViz output view commit a6f9f78ecff57045899508f8a7bb03c9cc731c29 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:11:09 2020 +0200 Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue) Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags) Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior commit 7c11de30553cbc378926e3a1d6775f361921ad7a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:54:57 2020 +0200 *Update 007 SampleMesh to cover more cases commit 0baa1401f6fad276323d6369eb4330ef717c978f Merge: 40749ce2ba a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 31 18:04:49 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 40749ce2ba015f004c6e161d75c4063edefd0f3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:50:40 2020 +0100 *Reupdate Image (HDRP, there was an issue with shaderGraph) commit fa7ecbf9656db5316a60aadd450414b4d790e9ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:46:02 2020 +0100 *Update reference Image & .vfx (always in HDRP project) commit 7abaf9bbf27c587033ad621301778b15748793e4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 15:13:20 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh commit c5a7a3ed477af8732da0095091c080692c9c64b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 14:52:07 2020 +0100 Add graphic test to cover constant folding (TODO : Update all images) commit 27e3c7464d60659905f13f172c79a79a94b7ac56 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 13:37:38 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 commit 128101bc638d98d9628dc90be078450e1f706534 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 12:39:39 2020 +0100 Minor : forgot a punctation commit 8c395cd600dfd8301cf6c83d1354ba457e49e889 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 11:01:30 2020 +0100 *Update documentation from @Lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488 commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:33:39 2020 +0100 Fix documentation image link (bis) commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:24:13 2020 +0100 *Fix path in documentation commit 662d086481c228491536d1463dfe61198048a263 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:06:12 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790 commit 241ca5edf7451345ecce30da9310b19e24ee37d5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 08:21:56 2020 +0100 *Update documentation commit d89f307aca40f88bdda2dc0e9a0324556e296400 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 17:50:44 2020 +0100 *Update documentation commit 9f79d5a48e22881011ccf978217b21ce44ed9a37 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 15:59:56 2020 +0100 first draft of documentation commit f84300e560bfd3698e27da58a4e93236209ac513 Merge: 9c5bd4e887 c04b64c1b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 13:22:28 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f Merge: f8284406c8 ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:13:09 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit f8284406c8a99ceb442c13e20049ca14efd3cd7d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:12:08 2020 +0100 Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944 Split Texture & Buffer commit 39328fb09e1d470727becea05842cd48ceb7c5e2 Author: Tristan Genevet <tristan@unity3d.com> Date: Wed Mar 11 11:42:23 2020 +0100 Fix delegate set that must not be postponed commit 9ddac63551eea34f630ddea0380035728b97bf3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 17:48:44 2020 +0100 Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial) commit e04224320d5404e44c969e49470eec827622916f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:30:46 2020 +0100 Fix after merge commit fb7dbd291fc063640295b35a24caf87ddccef1f9 Merge: 302ae40d59 5bdcd30bd9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:15:42 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 302ae40d59ec0c3dd214405392853de8097373ca Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:48:54 2020 +0100 Fix build & behavior commit 61ce50e6dd9e08987bb7273f678e064edc01d110 Merge: 70c93148d4 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:18:17 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs commit 70c93148d49f776dc68a47c28053258f8a713f54 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Feb 12 09:04:23 2020 +0100 Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressing mode in Position (Mesh) too & Update Tooltips commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 17:18:28 2020 +0100 *Update reference image for HDRP (clear color isn't exactly the same) commit 65883b0f521cd1e1438890084593081400d594a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 16:09:18 2020 +0100 Fix Color Sampling test commit 3e7ab2cddca5556855280709d18395df1229be57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:54:25 2020 +0100 *Update Mesh Sampling vfx commit b46ffc745a55347e4d310e617afd1a40f2c2a804 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:47:06 2020 +0100 Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567 commit 03dff8383f4cc7acb383a630f0745871db2b7303 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:31:48 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555 Remove output count from the SampleMesh for consistency commit 0d6620339efc53b56906226e78b005ab06a0ab53 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:26:24 2020 +0100 *Update test using vertex mesh sampling commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:17:00 2020 +0100 *Use flag in inspector as @julienf suggested commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 11:22:36 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressingMode in Custom Sampling commit 00444271a0c3c1efda6373f16432cad3659d8238 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 10:29:07 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770 commit d4422c88b66f0cf67c561086798b176db69b3d1a Merge: a7052746e1 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:05:59 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit a7052746e10326979c3e4c4d69ddc4004bcad83b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:04:44 2020 +0100 Unexpected change in upm-ci-vfxmain.yml commit 3fa67e367aeda4f85025886d53729111a0d841e6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:57 2019 +0100 Update upm-ci-vfxmain.yml commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d Merge: 442c3cd4e0 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:28 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 08:59:41 2019 +0100 Fix experimental & add mesh vertex count output as suggested by @vlad commit 7e306fe26a8839a9d72f4625a61e91814b4105ce Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:13:04 2019 +0100 Update upm-ci-vfxmain.yml commit 31604a66ff6f0b2031681bf26ac7f59d047d493d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:12:46 2019 +0100 Revert upm-ci-vfxmain.yml commit 9f8cdafdbc98f084453894897b54858a67e75483 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:11:49 2019 +0100 Revert upm-ci-vfx_lwrp.yml commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573 Merge: 858f1a94ed 5b678082c5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:55:52 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 858f1a94edfc88756a43b41d4652624939a6ab57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:49:20 2019 +0100 Restrict constant folding on mesh operation commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:04:40 2019 +0100 *Update ChangeLog.md commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 14:21:01 2019 +0100 Clean useless code commit 8e2e438886de3db5b8ba6c2613102a38947461aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 13:45:51 2019 +0100 Use name expression to compute vertex index commit 8349f56e96668f3656113850048e427859602583 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 09:03:17 2019 +0100 Rename "texture_" to "mesh_" when expression is actually a mesh Remove useless sampler for mesh commit 51f1e01943e4d221a7323363c39656b861a94fe7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 08:39:31 2019 +0100 Update Canvas to include test in graphicTest commit fff4b79856a215bc1d13cb08752f88e40549ddbb Merge: ca39c0d6ec efba8dad57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 07:49:14 2019 +0100 Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset commit ca39c0d6ece391081f786e10e96aa6007af6b18e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 19 11:22:36 2019 +0100 Remove shape test commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 15:02:58 2019 +0100 Temporary : change yamato target to graphics/vfx/fix/mesh-sampling commit aea552d59b018fbf7c217b37d8846e02bfefb349 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:59:04 2019 +0100 *Update player reference images commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:36:49 2019 +0100 Fix PositionMesh commit 05aec35f9a430497583f5b952fa97ce6784c676d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 17:01:52 2019 +0100 *Update graphicTest commit 052cb87133878404390365f0403b6faa44821133 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 15:30:46 2019 +0100 Fix mesh color sampling commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 11:41:59 2019 +0100 Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity commit 2ecdcc54480aa17665db6b980a5ba797539931e9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:28:19 2019 +0100 Add MeshVertexCount operator commit c5b144214270c741bc61a6bc0994c0c5098ba39a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:08:14 2019 +0100 Add a true embedded random in SampleMesh commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 12 18:35:35 2019 +0100 Fix unexpected cast int to uint commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 14:39:06 2019 +0100 Add WIP TODOPAUL commit 6ff729e50e85204a597c0628be601a2b8064cc3e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 13:55:20 2019 +0100 Use uint instead of int & remove RandInt commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:09:22 2019 +0100 *Update Shape.vfx commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:07:11 2019 +0100 Fix build commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:46:47 2019 +0100 Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae Merge: bd366e5cf8 d2bacd6482 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:43:23 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs # com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f Author: Richard Kettlewell <richardk@unity3d.com> Date: Wed Dec 12 12:53:50 2018 +0000 Fix mesh sampling stride and remove fmod when not needed commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:40:06 2018 +0000 color space fix commit 3df16fe0c60a235e3991249553ccf4167bd7d736 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:03:25 2018 +0000 Shape gfx test commit ceef2e0410503647eb1f997f217e9442fb50b823 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 12:32:36 2018 +0000 Remove baking prototype and fix channel offsets commit 39d518807d279fd328cc4408d5f85667f60e719b Author: Richard Kettlewell <richardk@unity3d.com> Date: Mon Dec 10 15:26:55 2018 +0000 Mesh sampling * Commit data files as lfs * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935 Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933 Use simpler & explicit definition of propagated flags * Fix several issue/comment Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765 * Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph * Fix tooltip issue from @LewisJordan Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386 Side note : use mode instead of "addressingMode" in PositionMesh as well. * Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553 * As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777 * Add composition for Position (Mesh) as suggested by @thomasi Co-authored-by: Tristan Genevet <tristan@unity3d.com>
* Updated experimental disclaimers * Removed link and added description instead.
* Support WRITE_MSAA_DEPTH Unlit template * Fix MSAA for lit output * *Update changelog * Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH TODO : Fix Sphere output as well * Fix typo in ParticlePoint * Factorize common fragment Lit & unlit for depth alike passes. * Fix particle hexadreon wrong depth with alpha clip * Revert "Fix particle hexadreon wrong depth with alpha clip" This reverts commit b16bd570440087984c2c8c48279bebb088f748e8.
* Allow an object slot to have null as its value * changelog
* Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog
# Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md
iTris666
approved these changes
May 14, 2020
sebastienlagarde
added a commit
that referenced
this pull request
May 31, 2020
…reviously submitter to be those of 9.x.x/release (#678) * [Shader Graph] Fix Export Dependencies (#68) * Adding hidden scriptable object to shadergraph assets so export correctly identifies dependent subgraphs/custom function scripts * Instead of creating a new scriptable object, adding object references to metadata * Adding export dependencies to subgraphs as well * Update CHANGELOG.md * add space * fix shadersubgraphmetadeata Co-authored-by: Alex Lindman <alexandral@unity3d.com> * [9.x.x] SubWindow open/close/toggle automated testing coverage (#333) * automation for open and closing shader graph windows over and over, toggling sub windows, sub windows locations being remembered, ect. * merge fix * now works with master! * address PR feedback from sai * add null check for blackboard selections when blackboard is hidden * update tests to check for correct value * adding more debug info * [skip ci] disable sub window remembered test Co-authored-by: zadi0648 <zackd44@gmail.com> Co-authored-by: Alex Lindman <alexandral@unity3d.com> Co-authored-by: Elizabeth LeGros <elizabeth.legros@unity3d.com> * [9.x.x] Core / hdrp: Move packing and dots instancing code to right location + Update DOTS Macro (#442) * Move code to there right location * Move dots intancing code to the right location * Update UnityInstancing.hlsl * Change the Hybrid V2 versions of UNITY_MATRIX_ macros to use the FROM_MACRO versions to avoid problems with other macros. * Replace ifdef'd UNITY_MATRIX_M with redefined GetRawUnityObjectToWorld for Hybrid V2 to clean up code and reduce corner cases. Co-authored-by: Jussi Knuuttila <jussi.knuuttila@unity3d.com> * Revert "[9.x.x] Core / hdrp: Move packing and dots instancing code to right location + Update DOTS Macro (#442)" (#454) This reverts commit b7dbd91bb652dc87e2b47d013e7066b4d97120f0. * Fix reorderable list issue (#349) * [universal] fix for case #1205224 Removed the reorderable list and replaced it with a normal list for the ui * Updated changelog Co-authored-by: Felipe Lira <felipedrl@gmail.com> * [Feature] Compute Deformation Node (#166) * [Feature] Create node for compute deformations. * [Feature] Adding some missing files for Compute Deformation node * Fix skinning nodes * Clean-up of LBS & Deform Compute SG nodes. * Moved LinearBlendSkinning node into Mesh Deformations folder * Both nodes add the shader properties automatically. * Add sub graph support for both nodes. * Add vertexID, bone weights and indices to AttributeData * Add correct semantic for vertexID * Add setup error to compute deform node if compute define is not enabled. * Remove warning about vector truncation from Compute Deform Node * [Documentation] Added documentation for LBS and Compute node * Get objects to visualize in gameobject mode. * Add setup error to CD and LBS nodes if Hybrid Renderer package is not installed * Update shadergraph changelog * Updated Compute-Deformation-Node and Linear-Blend-Skinning-Node * Add defines to SG nodes to remove supported features in Hybrid V1. * Updated Linear Blend Skinning Node * Add defines for LBS node to work with Hybrid Renderer prior to data protocol change (pre 0.5.0) * Added link to Hybrid Renderer. Updated Ports table. * Added missing input port entries in Ports table * Move LinearBlendSkinning node into 'Mesh Deformation' group. * Add defines for material property to work with hybrid renderer v2 pre 0.5.0 * Update shader graph define to 0.5.0 * Update compute deformation node define to be hybrid renderer 0.5.0 * Bump ShaderGraph importer version * Update hybrid renderer version define to include preview version 4 and above * Added punctuation. * Updated TableOfContents.md * Update Node error messages * Add 'package' to error message. * Use float3 for deformed mesh tangents instead of float4 * [Clean Up] Rename Input and Output slots for LBS and Compute Deform node * Update guid to objectId * Update hybrid renderer assembly define for Shader Graph Co-authored-by: hedvig <hedvig.axelsson@unity3d.com> Co-authored-by: Sven Santema <svens@unity3d.com> Co-authored-by: Sharlene Tan <sharlenet@unity3d.com> Co-authored-by: svens-unity <55388940+svens-unity@users.noreply.github.com> * DOC-1664 Added: Customizing URP: Using the beginCameraRendering event. (#383) * Update Light-Component.md (#357) * Update Look-Dev-Environment-Library.md (#365) * Updated Decal Projector doc (#477) Updated Limitations section and added a disclaimer about decal shader stripping. * Look Dev docs refactor 2 (#484) * Added core docs * Updated HDRP docs. * Update Look-Dev-Environment-Library.md * Update TableOfContents.md * Remove bellevue QA from SG codeowners as this was causing unnecessary friction. (#491) * [skip ci] [Shader Graph] Bump Searcher Version (#452) * bump searcher version to 4.2 * Update CHANGELOG.md * Fixes for issue with Default shader and material not available when Models are imported at project startup. (#339) * Replaced usages of Shader.find with code loading the corresponding shader using GUIDs. * Updated Changelog. * made GetShaderGUID internal, Added Tests for GetShaderGUID and GetShaderPath * Added entry to URP changelog, removed entry added by mistake from HDRP changelog. * Fix manifest to be accurate for 20.1 * [VFX] Update from vfx/staging (#489) * [9.x.x] updated terrain scene and reference images. (#460) * updated terrain scene and reference images. * Reverted non OSX Metal images This reverts commit 1cba18b4665fbb520e36f65654d71e00d8a2cb9c. * Fix NaN cause when a 0-length normal is generated and then normalized (#437) * Avoid to normalize 0-length normals * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [9.x.x][Yamato] Remove references to trunk and master (#505) * remove references to trunk or master * update metafile * remove player-connection-ip flag from Android (#509) * [9.x.x] Merge Hdrp/staging [Skip CI] (#366) (#521) * [9.x.x] Disable unstable test on vulkan HDRP * Auto bumped package versions: com.unity.render-pipelines.core: 9.0.0-preview.29 com.unity.render-pipelines.high-definition-config: 9.0.0-preview.31 com.unity.render-pipelines.high-definition: 9.0.0-preview.29 com.unity.render-pipelines.lightweight: 9.0.0-preview.30 com.unity.render-pipelines.universal: 9.0.0-preview.30 com.unity.shadergraph: 9.0.0-preview.30 com.unity.visualeffectgraph: 9.0.0-preview.29 * Update changelog to have the correct version * Auto bumped package versions: com.unity.render-pipelines.core: 9.0.0-preview.30 com.unity.render-pipelines.high-definition-config: 9.0.0-preview.32 com.unity.render-pipelines.high-definition: 9.0.0-preview.30 com.unity.render-pipelines.lightweight: 9.0.0-preview.31 com.unity.render-pipelines.universal: 9.0.0-preview.31 com.unity.shadergraph: 9.0.0-preview.31 com.unity.visualeffectgraph: 9.0.0-preview.30 * [9.x.x] [Packages] Fix promotion jobs [skip ci] (#530) * update dependency of promotion job * add publish as a dependency * [9.x.x backport] backporting https://github.com/Unity-Technologies/Graphics/pull/525 (#528) * [9.x.x backport] Merge Hdrp/staging [Skip CI] (#544) (#545) * [9.x.x] Merge Hdrp/staging [Skip CI] (#544) * Delete 4052_TAA.png.orig * [10.x.x] Update threashold of HDRP DXR 802 deferred SSS test * Update 801_SubSurfaceScatteringDeferred.unity * update vulkan reference screenshots 4052 / 9301 * Update upm-ci-hdrp.yml * [9.x.x Backport] Merge Hdrp/staging [Skip CI] (#560) (#561) * [9.x.x] Merge Hdrp/staging [Skip CI] (#560) * Update upm-ci-hdrp_dxr.yml * [9.x.x backport] Merge Hdrp/staging [Skip CI] (#582) (#586) * Enable "MSAA Within Forward" Camera Frame Setting by default when new Render Pipeline asset is created (#348) * Fixing merge issue for SSR transparent * Fix universal and yamato after merge. * fixuniversal after merge * renormalize files * Update 9801_ShurikenLightModule.unity * Make isEditorCameraPreview and sky public (#6147) * Update HDAdditionalCameraData.cs * Update SkySettings.cs * Update 9801_ShurikenLightModule.unity * Update HDAdditionalCameraData.cs * Update 9801_ShurikenLightModule.unity * Fixing ray tracing tests (#6158) * Fixed transparent SSR for shader graph. (#6163) * - Fixed transparent SSR for shader graph. * changelog * Added old graphics tests and modifications (#6143) * Update scenes * update blendstates * added OSX reference images * win reference images * fix lit light difference * Update blendstates-c-lit-unlit * disable check memory alloc due to ref probe issues * update ref images * rename test 1709 to 1711 * rename test 1709 to 1711 - bis Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with blend mode and with keyword (#6164) * Fixed an issue with emissive light meshes not being in the RAS (#6174) * Hdrp/pt8 (#6090) * Added support for anisotropy. * Tidied the code up, plus moved to correlated G term for aniso GGX. * Added anisotropic refractive sampling. * Disable path tracing for the shading graph preview camera. * Added support for alpha culling. * Fixed issue with transmission rays. * Updated Changelog. * Added support for punctual and directional light cookies. * Updated Changelog. * Added support for area light cookies. * Fixed bug with area cookies atlas not being properly generated when rebuilding library. * Made sure maxDepth > minDepth always, and added support for AO from mask. * Added support for transparent shadows. * Updated Changelog. * Toggling path tracing on/off does not reset iteration anymore. * Reverted change on enable, was causing minor issues. * Made sure we don't have transparent behaviour when shader is set to opaque. * Minor changes. * Tweaks on transparency behaviour. * Updated changelog. * Added path-tracing specific payload. * Added support for iridescence. * Updated Changelog. * Added multiple scattering compensation for specular. * Added Path tracing test. * PT test part 2. * Updated Changelog. * Added proper area light range attenuation. * Fixed issue with alpha clipping in ray-tracing. * Cosmetic. * Fix on the rect area light range. * In the editor, dragging manipulators around now resets accumulation. * Added material dirtiness tracking. * Does not apply intensity clamping to camera rays. * Reste PT iteration when saving a shader graph. * Added dirtiness tracking for acceleration structure and lights. * Added support for bg color. * Minor change to progress bar display. * Minor change to iteration counter, so that it never goes over the max. * Updated path tracing test. * Added finer estimates of lights during global pdf computation. * Refined light estimates during light list creation. * Updated PT test after changes to light sampling. * Minor change on samples count dirtiness handling. * Cosmetic, plus include guards. * Separated the path intersection structure from the ray tracing one. * Cosmetic, plus taking SSS weight into account to reduce diffuse. * Added SSS support for path tracing, and made some minor changes to the ray-traced version. * Minor code refactor. * ... * ... * Post-merge cleansing. * Fixed minor issues in CreateMaterialData(). * Fixed issue with test framework and resolution change. * Avoid error msg on null instance in PathTracing.cs. * Pathtracer new automated scenes (#6053) * Add global GI automated test scene * Adding transparency test scene * Update max samples of transparency scene to 32 * Added area light test scene / Updating reference image * Transparency scene settings + ref image * Scene added to build (Editor build settings) * Update tranparency image ref * Updating scene to 1 spp and ref image Also moving the asset to common assets folder * Re-added support for unlit shader graph. Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com> * Update RTSSS Screenshots (#6177) * Fix DX12 and DXR Player build and Updating the test screenshots for DXR player tests (#6130) * Fix DX12 and DXR Player build Updating the test screenshots for DXR player tests * fix shader graph case Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update CHANGELOG.md * Fix shader compilation issue with Vulkan and Raytracing (#6181) * update path tracing and 1219 test * Fix hdasset migration code not being called after a package upgrade (#6179) * Fix the HDRP asset migration code not being called after a package upgrade * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix custom pass out of bounds (#6176) * Fix draw renderers custom pass out of bound exception * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix PBR master node (#6182) * Fix PBR shader render states * Updated changelog * Fix some typos in the debug menu (#6097) * fix some typos * Revert typo fix that break public API * Changelog * Add regenerated shader includes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed ray traced point and spot lights shadows not rejecting history when semi-transparent or colored. (#6108) * Fixed ray traced point and spot lights shadows not rejecting history when semi-transparent or colored. * Removing unwanted skip closest hit Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Diffuse Shadow Denoiser Improvement. (#5851) * - Added a new mode that improves the filtering of ray traced shadows (directional, point and spot) based on the distance to the occluder. Added new test scenes to test the denoiser improvement * Update changelog * Fix an issue with the shadow denoiser grabiing data outside of the screen * changing light parameter to internal * Fixed a warning due to StaticLightingSky when reloading domain in some cases. (#6193) * Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. (#6211) * Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. * Update com.unity.render-pipelines.high-definition/CHANGELOG.md Co-Authored-By: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com> * Update documentation to mention more explicitely the lack of support of vertex animation (#6207) * Update documentation to mention more explicitely the lack of support of vertex animation * Update Ray-Tracing-Getting-Started.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Make subsection in decal debug menu to specify "affect transparents" (#6200) * Make subsection in decal debug menu * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added coverage for Enabled GPU Instanced material (#6183) For light layers automated test * Support cookie on light backing for Disc Area Light (#6138) * Added support for light cookies in the baking backends. * Updated light conversion script to reflect the latest changes made to the API. * Added support for directional light cookie sizes. * Added support for cookies on rectangular area lights. * Enable Area::Disc Light on backing with cookie * Update ChangeLog * Update CHANGELOG.md Co-authored-by: uygar <uygar@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp /lookdev/fix crash on adding volume as viewed game object (#6129) * Update Volume's Layer when moving them to LookDev's stage * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add smoothness remark (#6226) * Removed unexpected file * Removed legacy VR code from HDRP (#5923) * Removed legacy VR code * do not set CullingOptions.Stereo with xrsdk * re-add and tag previous function signature as obsolete Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Improve light clipping and culling #2 (#4711) * Improve area light culling * Simplify * Clip box lights at the attenuation range * Save 1x ALU * Add missing feature flags * Chanelog Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Hdrp/fix/decal material ui errors (#6225) * Fixed error in the console when switching shader to decal in the material UI * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix z-fighting in sceneview when scene lighting is off (#6213) * Do not override the depth state of transparent materials in RenderDebugView * Changelog * Changelog - add case number Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Mention default post processing in default volumes. (#6232) * Fix cubemap inspector so that thumbnail for cubemap work (#6231) * Fix for missing thumbnail on cubemaps * Changelog * Better default angles Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix ray tracing with VR single-pass (#6242) * - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. (#6198) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update location of reference screenshots after merge * Added debug exposure to light hierarchy debug. (#6215) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * - Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. (#6251) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/pt9 (#6184) * Added support for anisotropy. * Tidied the code up, plus moved to correlated G term for aniso GGX. * Added anisotropic refractive sampling. * Disable path tracing for the shading graph preview camera. * Added support for alpha culling. * Fixed issue with transmission rays. * Updated Changelog. * Added support for punctual and directional light cookies. * Updated Changelog. * Added support for area light cookies. * Fixed bug with area cookies atlas not being properly generated when rebuilding library. * Made sure maxDepth > minDepth always, and added support for AO from mask. * Added support for transparent shadows. * Updated Changelog. * Toggling path tracing on/off does not reset iteration anymore. * Reverted change on enable, was causing minor issues. * Made sure we don't have transparent behaviour when shader is set to opaque. * Minor changes. * Tweaks on transparency behaviour. * Updated changelog. * Added path-tracing specific payload. * Added support for iridescence. * Updated Changelog. * Added multiple scattering compensation for specular. * Added Path tracing test. * PT test part 2. * Updated Changelog. * Added proper area light range attenuation. * Fixed issue with alpha clipping in ray-tracing. * Cosmetic. * Fix on the rect area light range. * In the editor, dragging manipulators around now resets accumulation. * Added material dirtiness tracking. * Does not apply intensity clamping to camera rays. * Reste PT iteration when saving a shader graph. * Added dirtiness tracking for acceleration structure and lights. * Added support for bg color. * Minor change to progress bar display. * Minor change to iteration counter, so that it never goes over the max. * Updated path tracing test. * Added finer estimates of lights during global pdf computation. * Refined light estimates during light list creation. * Updated PT test after changes to light sampling. * Minor change on samples count dirtiness handling. * Cosmetic, plus include guards. * Separated the path intersection structure from the ray tracing one. * Cosmetic, plus taking SSS weight into account to reduce diffuse. * Added SSS support for path tracing, and made some minor changes to the ray-traced version. * Minor code refactor. * ... * ... * Post-merge cleansing. * Fixed minor issues in CreateMaterialData(). * Fixed issue with test framework and resolution change. * Avoid error msg on null instance in PathTracing.cs. * Pathtracer new automated scenes (#6053) * Add global GI automated test scene * Adding transparency test scene * Update max samples of transparency scene to 32 * Added area light test scene / Updating reference image * Transparency scene settings + ref image * Scene added to build (Editor build settings) * Update tranparency image ref * Updating scene to 1 spp and ref image Also moving the asset to common assets folder * Fog support WIP... * Added support for fog attenuation. * Cosmetic. * Set a maxSampleCount to 1 for tests only in play mode. * Updated Changelog. * Cosmetic. * Take min and max depth into account for fog color. * Make sure we are inside the light cluster when buidling light list. * Simplified signature of RenderPathTracing() func, replaced RaytracingFrameIndex with RaytracingSampleIndex. * Taking max fog distance into account. * Fog max dist part2. * Added a new test scene for the fog * move reference screenshots Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Hdrp/volume debug (#6058) * New widget DebugUI.Table * Opened some Volume related API * New volume debug panel * Fixed a bug when debugging editor cameras * Fixed table border color. Updated documentation * Handles inactive and removed components * Don't show deprecated volume components. Sort by name * Revert unwanted modification * Handle disabled volumes * Hides volumes that don't affect the final value * Code documentation * Add range check * Fix player build * Fix volume influence detection * Refresh display when components changes * Fix error on player build * Reduce popping * Use editor camera as anchor point * Select all layers for the scene camera * Un-open profileRef API * Remove ref to profileRef * Proper component name, show text for non supported parameters * Fix profile duplication when using volume debug menu * Updated unsupported parameters message. Show a name as fallback if it exists Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixing HDRP_DXR_TEST not having local package at right location (#6107) * Clearer naming of tile and cluster categories for environment lights (#6227) * Rename Environment to Probes * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). (#6267) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix for Fogbugz 1214609 - HDRP Wizard addively increases the Light Intesity instead of setting it (#6266) * Fixed an issue where a dynamic sky changing any frame may not update the ambient probe. (#6235) * Fixed an issue where a dynamic sky changing any frame may not update the ambient probe. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add XR setting to control camera jitter for temporal effects (#6259) * add XR setting to control camera jitter for temporal effects * cleanup unused code path * revert changes to scenes * Deprecate Utilities namespace (#6219) * (case 1204677) Copied namespace Utility to UnityEngine.Rendering and made it obsolete. * Updated changelog * Updated comment * Updated comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove deprecated namespace Utilities. [Requires #6219] (#6220) * (case 1204677) Copied namespace Utility to UnityEngine.Rendering and made it obsolete. * Updated changelog * Updated comment * Removal of deprecated API * Updated changelog * Remove deprecated api Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix issue on thumbnail generation so that no error on new project and thumbnail are generated at first import (#6265) * Fix issue with static preview for cubemap being called without a material initialized * Fix the issue preventing thumbnail to be preserved upon reimport on load * Comment * changelog * Change asset swap to legacy method * comment and white line removal * Fix for baked probe import cycle * Added comment * Oops missing a file Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add custom pass opaque rendering error message (#6330) * Added an error message when rendering opaque objects with an HDRP asset in DeferredOnly mode * Updated custom pass doc * Updated changelog * Fix issue of debug display variant with shader graph not compiling (#6325) * move #define DEBUG_DISPLAY into debugdisplay.hlsl * fix builtindata * fix includes * fix shader * fix XR culling with multiple cameras (#6314) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix XR single-pass with Mock HMD plugin (#6313) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix sRGB mismatch with XR SDK (#6311) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Partial fix LookDev opened when CoreRP package reimported (#6291) * Fix null texture usage happening on CoreRP upgrade * Partially fix garbage collected stylesheet issue. (Need more work on UIElement side, see case 1228706 ) * Update CHANGELOG.md * Clean log Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/fix default volume switch (#6250) * Fixed an issue where default volume would not update when switching profile. * Update changelog * Fixed an issue when setting the default volume for the first time where the hdrp asset would not be dirtied Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Reflection probe cameras are now created with the correct type (#6245) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed an issue where AO override would not override specular occlusion. (#6222) * Fixed an issue where AO override would not override specular occlusion. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed an issue where Volume inspector might not refresh correctly in some cases. (#6252) * Fixed an issue where Volume inspector might not refresh correctly in some cases. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * render XR mirror view only for camera with no RT (#6306) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Split set rendering feature set and API validity check (#6301) * Split set rendering feature set and API validity check * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/probe scale 1219246 (#6288) * Fix when scale down < 0 all direction of box Influence Volume * Update Change log * Hdrp/fix/particle light shadows (#6111) * Tried to fix particle light shadows * Fixed particle shadows * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Recording of accumulation motion blur and path tracing (#6114) * Pt and accumulation motion blur recording Fix merge issues Fix merge issues #2 Bugfix: accumulation with one sample Chengelog Don't set the fixed-time in the subframe manager - should be set in the recorder Properly set and reset the fixed time Updated documentation Small fix to make physics simulation work with scaled time / accumulation mb Post rebase fixes and disable accumulation when using only one sub-frame * Fix post merge issues * hdrp resources asset file * remove duplicate code * Move most compute shaders to use multi_compile API (#6307) * Squashed commit of the following: commit ed9e485efc69a7949e34f0512666d522470dc73e Author: FrancescoC-Unity <francescoc@unity3d.com> Date: Fri Mar 20 11:47:59 2020 +0100 Revert "Squashed commit of the following:" This reverts commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6. commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6 Author: FrancescoC-Unity <francescoc@unity3d.com> Date: Fri Mar 20 10:39:28 2020 +0100 Squashed commit of the following: commit 0e1815814ce8204cfa42ae3050ba655fe769c550 Merge: ac6809ec032 2b018dfe8a9 Author: Sebastien Lagarde <sebastien@unity3d.com> Date: Thu Mar 19 18:19:45 2020 +0100 Merge branch 'master' into HDRP/staging commit 2b018dfe8a9f5f304e4b95d6279dda60f632c9dc Author: sebastienlagarde <sebastien@unity3d.com> Date: Thu Mar 19 18:19:02 2020 +0100 Merge Hdrp/staging (#6293) * Custom pass cleanup (#5507) * Fix custom pass cleanup issue with multiple volumes * Updated changelog * Delay discard of fragments during decal projection (#5283) * Delay discard of fragments during decal projection Metal Shading Language declares that fragment discard invalidates derivatives for the rest of the quad, so we need to reorder when we discard during decal projection, or we get artifacts along the edges of the projection (any partial quads get bad partial derivatives regardless of whether they are computed implicitly or explicitly). * Better re-arrangement of decal code * Update TerrainLitPasses.hlsl * Update TerrainLitPasses.hlsl * Update TerrainLitPasses.hlsl * Update ShaderPassDecal.hlsl Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixing unnecessary memory allocations in the ray tracing cluster build and Updating the screen shots for the ray tracing tests (#5465) * Fixing unnecessary memory allocations in the ray tracing cluster build Updating the screen shots for the ray tracing tests * Update test scene and screenshots * - Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes. - Update and disable some tests that still need to be updated * Add a counter for ray tracing frame index and update screenshots * Fixing the Area Shadows Denoiser Test Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Change the default volume used by the ray tracing tests to make them work again (#5510) * Change the default volume used for the ray tracing tests, fixes the tests back. * Fix access to the ray tracing frame index in ray tracing ambient occlusion (doesn't change behavior) * Missing term in the ray tracing frame index access (#5511) * Fix colum headers (#5517) * Fix colum headers * Update CHANGELOG.md * Rename post formats (#5505) * Renamed the post processing format to the new convention * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed the first frame flash with auto exposure (#5491) * Fixed flashes with low and high exposure scenes when Automatic Exposure is in use * Moved postfx history reset to per-camera reset Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update DefaultSettingsVolumeProfile.asset * Hdrp/small enhencements for DXR (#5493) * Add Warning for DXR and AsyncExecution in FrameSettings * move restarting at end of all fix in wizard for DXR * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/update default scenes (#5485) * Replace default scenes with scene prepared for scene-template * Update of DefaultSettingsProfile * Update DXR scene * Add ScreenSpaceShadow to Camera's default FrameSettings * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Refactoring pre-existing materials to share code between rasterization and ray tracing (#5441) * Refactoring pre-existing materials to share code between rasterization and ray tracing Update the test scene * update changelog * Changing the color of an unlit in the reflection test scene * review corrections * Fixing unlit shader graph * Fix specular AA related issue * Update the reflection test * Fix an issue with debug display for ray tracing shaders Always use ray tracing frame index 0 for ray tracing tests Update tests screenshots Update ray traced reflection test scene Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/staging thin (#5509) * Adding a REFRACTION_THIN model. * Fixed thin distance. * ... and fixed it. * Updated changelog, removed unused REFRACTION attrs from Fabric template. * Added a REFRACTION_THIN_DISTANCE macro. * Finished support for thin refraction. * Fixed LitTesselation (was missing thin refraction model). * fix issue when merging Refactoring of DoAlphaTest * Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. (#5555) * Fixing the area shadow denoised test (#5544) * Fix leak in Sky when matcap view (#5556) * skip pre render sky in matcap view * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix compilation issues of ApplyExposure on platforms that don't support VR (#5575) * Fix * changelog * Remove Preview from physically based sky * HDRP asset migration (#5580) * Initialize the HDRP asset version to the latest one so new assets are not migrated * Updated changelog * Hdrp/remove wind resources (#5578) * Remove wind resources Remove wind resources no longer used and containing big files * Update changelog * revert: Hdrp/update default scenes (#5485) * Fix issue with missing texture in test * Disable POM test in 1708 SG_OnSG as it is unstable * Add missing texture in runtime test * update caption for geometric normal debug in forward * add missing texture to runtime test * Create Textures.meta * fix SG on decal SG * Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. (#5577) * Fixed a null reference exception in the probe UI when no HDRP asset is present. (#5582) * Fixed a null reference exception in the probe UI when no HDRP asset is present. * Indentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix custom pass outline (#5590) * Fixed custom pass outline resolution screen resolution dependent * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. (#5596) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix decal orientation when created from script. (#5592) * Fixed all migration classes to default to latest version so that Decals created by script to get migrated. Fixed decal created through context menu so that they get the proper rotation convention. * Update changelog * Moved the GetEnumLastValue to TypeInfo class * Updated super old test scenes to the proper latest version for decals Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Refactor of HDCamera (accesibility mostly) [Skip CI] (#5548) * Refactor of HDCamera - Made internal/private APIs that should not have been public - Fixed naming convention for private members - Moved everything by accessibility for clarity (public, internal, then private) * Added Doc and returned some API public. * Fix visibility of Density Volumes in reflections [Skip CI] (#5589) * Oblique projection frustum fix, first try * HDCamera frustum now recalculates near and far plane to avoid issues with oblique projection matrices. * Update changelog * Added comments * Indentation * Fixed camera relative position of frustum * Indentation * Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. (#5597) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix ray tracing tests and add a test scene for lights and cookies in ray tracing (#5604) * expose StartSinglePass() and StopSinglePass() as public interface for XRPass (#5605) * Add missing custom pass API documentation (#5530) * Add missing custom pass API documentation * Fix doc spells and grammar * Stencil Refactor and Material migration fixes (#5581) * Remove leftover code * commit to switch machine * Remove hard coded stencil values in shaders * clear stencil * tmp commit, start of splitting decal in dbuffer and normal patchup * Make decal patching up run after GBuffer * Remove hardcoded value for SSS split lighting * Tmp commit to switch branch * Finalize build coarse stencil (with debug leftover and render graph NOT handled) * The AA bits (the easy one :-) ) * split in two enums * Distortion vectors bit sorted * SSR bit * Motion vector bit * decals bit * Lighting bits * Use HTile for SSR * HTile SSS -> Incomplete, verify and test. * SSS fixes, but still not working (probably not HTile related, but main stencil) * Make decal patch normal work and remove stencil bit * some leftover fixes * was commited by mistake * Update materials * Revert "Update materials" This reverts commit 4a0de82ef51750b77546020d77ad6b5d773e60af. * Fix issues with MSAA and with migration * Forgot this out * update materials and maps * default materials * don't have SSR on unlit * Fix some leftovers * Renaming * Revert "update materials and maps" This reverts commit 103f1cb71d8fffa49b0c2ef57f1b41b36d0a3dbf. * Revert "default materials" This reverts commit 978740acd825562717a01437dcc0c74fc4cfefb0. * Fix migration * white line * Fix migration * Add render queue overide to the material placer. Also add PackageInfo.cs to HDRP, so the graphic tests can call it's internal methods and objects. * Default material post migration * com.unity.testing.hdrp post reimport * Updated materials from test * Disable tests that are to be updated or not needed anymore * Fix VFX issues (To be fixed better by @PaulDemeulenaere ) * Lit hardcoded default was off * Update VFX Test materials ( @PaulDemeulenaere for awareness ) * Fix issue with stencil in TAA * Revert lighting data * revert light map data * Revert other lighting asset * Cleanup post processor. * Update DXR test material * Update commnets * Early (need testing) new migration workflow * Revert "Early (need testing) new migration workflow" This reverts commit 2db025002d66165dd00e90f5f5d3c944ed53f361. * Update post processor * Add manual option to migrate * Add dialog box Co-authored-by: RemyUnity <32760367+RemyUnity@users.noreply.github.com> * Push updated hdrp version in test project (#5617) * Push m_LastMaterialVersion update * Dont open dialog on yamato * Update test projects with recent stencil refector PR (#5618) * Update runtime test project * Create HDRPProjectSettings.asset * update DXR project * Revert "update caption for geometric normal debug in forward" This reverts commit 150d68279b891529be272b37f374c36b879646f4. * Run reimport during update (to avoid unwanted extra dialog during dialog box) (#5620) * Make user stencil bits public (#5616) * Expose bits to user * Update documentation * Update HDStencilUsage.cs Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement history rejection based on object velocity (#5532) * Implement history rejection based on object velocity * Update changelog * Fix an issue with ambient occlusion denoising being broken after adding the history rejection feature Adding the GPU Light type for history validation and rejection Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed initial state of material created through the context menu. (#5603) * Fixed an issue where materials newly created from the contextual menu would have an invalid state, causing various problems until it was edited. * Forgot DecalUI (for non shader graph decals) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update HDLightUI.Skin.cs * Cookie and planar atlas (#5518) * Added support for cookie atlas * Begin to move planar reflection into atlas * Added texture atlas for planar reflection probe plus a limit to on screen planar probes * Removed debug log * Fixed planar probe atlas scale issue and useless mipmap generation of the atlas * Refactor Texture2D atlas * Move ScaleBias for planar probes to a separate list * Fix cookie mode for directional lights * Added error log for non square cookie textures in the atlas * Fix merge * Fixed cookie atlas * Trying to fix area light cookies * Fixed area light cookie * Disable mipmap for non area light cookies * Added cookie atlas format control + fixed size warnings in HDRP cookie ui * Add resolution in Capture Settings reflection probe drawer * Removed warnings * Added the point light cookie texture array in the debug menu * Fix cookies in ray tracing + celestial body texture * Update dynamic light cookie screenshot * Update Animated cookie test + fix reflection probe texture format * Fix area light cookie * Update HDRP asset cookie and planar atlas sizes * Increase cookie atlas size for area light test * Simplify code * Fix cookie mip clamp * Fixed compilation and CG alloc * Added atlas layouting when there is no more space * Fix directional light cookie * Updated reference image of cookie area lights * Fix hardcoded format and cookie layout * Remove useless mip update * Fix area light cookie x flip * Added the debug exposure option for debug planar reflection atlas * reverted the fix for area light cookie x flip * Tried to simplify the code of the atlas * Update reference image * Added an error when max planar reflection probe on screen is reached * Fixed space parenthesis * Fixed mipmap not updated properly and area light cookie convolution temp texture format * Fixed atlas reset mips * Update tooltip and fixed cookie insertion order when there is no more space in the atlas * Enable exposure on cookie atlas debug * Fix debug overlap * Update reference image * Added migration code for the cookie atlas size and fixed point light cookie debug exposure * Added planar atlas size upgrade code * Updated planar reflection atlas message * Fixed resolution dependent cookie mip maps * Updated changelog * Fixed cookies for ray tracing * Fix cookie in the ray tracing light loop requested without being reserved * Clamp UV when doing the area light convolution * Update reference images * Remove debug symbols * Fixed area light convolution UV limit * Fixed half pixel clamp and updated reference images * Fixed planar reflection mip map edge bleeding and update reference images * Updated more image reference * Updated DXR cookie test scene * Fix default material transparent created with ZWrite enabled (#5621) * Fixed transparent material craeted with ZWrite enabled * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/fix decal gizmo mouseover (#5626) * Remove controlID on projection direction of DecalProjector that conflict with other handles * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/smallfixes lookdev (#5619) * Fix zoom being stuck around 0 * fix crash forbiding view manipulation while using directly hdri without passing by an environment * Fix hitch in FPS displacement mode * Fix when user destroy the EnvironmentLibrary being used. * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Mask was never set for some debug pixel deferred shaders [Skip CI] (#5627) * Mask was never set * changelog * Added comments Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed an issue where creating decals at runtime could cause a null reference exception. (#5594) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Make APIs internal when they should be - 1 - [Skip CI] (#5531) * First pass of making APIs internal when they should be. * Indentation * Compilation fixes + review feedback. * Make APIs internal when they should be - 2 - [Skip CI] (#5533) * First pass of making APIs internal when they should be. * Indentation * WIP * Missing file * More * Revert some changes based on review feedback * Compilation fix * Compilation fixes + review feedback. * Updated HDUtils accessibility * More editor internals. * Better (not hardcoded) stencil handling in VFX (#5624) * Stencil update for vfx * Fix issues * fix missing templates * Avoid displaying material upgrader dialog on new project (#5631) * Don't run dialog on new project creation * skip only on first creation * Check file existence before showing dialog * typo * Push test materials after ZWrite PR (#5632) * Update HDRP_Test project * Update DXR test assets * Update run time tests * Discard invalid pixels when doing deferred lighting in compute (for camera stacking) (#5339) * Discard invalid pixels when doing deferred lighting in compute (as required for camera stacking) Small comment modification Update changelog * Use stencil buffer (instead of normals) to discard pixels in deferred compute * Remove not required if statement when binding the stencil * Small fixes to API visibility. (#5637) * Fixed some more public APIs to internal. * Made hasCustomRender public again. * Moved the tier defining from the asset to the concerned volume components. (#5519) * Alpha post-processing bugfixes and improvements (#5512) * Bug fix for post processing alpha with chrommatic aberation + minor fixes * Avoid double blending in DOF * Unit tests for alpha post-processing (TAA/DoF) Vulkan test images Vulkan meta files * Fix runtime tests (#5639) * Update runtime test screenshots * Update planar resolution * Add test (#5641) * fix material and project settings for VFX (#5642) * Revert change to GBuffer (normalbuffer usage) as it broke the raytracing code * Fix various issues with time and animated materials (#5480) * Fix various issues with time and animated materials * Changelog * Add getters * Only update time once per frame * Fix animation in reflection * Fix null ref exception * Re-applied code after impossible merge. * Comment change * Remove commented code. Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix graphic test (#5651) * renaming test 1901 -> 1451 and 1709 -> 1710 * Update EditorBuildSettings.asset * Update 1710_Decals_Normal_Patch.png * update screenshots * update scene backgroud * Update manifest.json * Update decal patch screenshots * update 4052_TAA * Changing the tier system for a preset mode system and removing unnecessary options (#5646) * Changing from a tier management to a "mode" management for reflection and GI and removing the ability to enable/disable deferred and ray bining (they are now implied by performance mode) * Update the scene scenes * Update changelog * Fixing an instability with the light shadows in ray tracing * Update to light explorer (#5615) - Fixed SkyType display when no Visual Environment is present - Changed fog display to reflect the updated fog system - Changed Global to "Mode" as it is in Volume UI now. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 1710_Decals_Normal_Patch.png * disable TAA test for XR * Hdrp/add documentation tool (#5655) * Add the documentation tool to HDRP test project * Fixed window serialization * Update the documentation for the diffusion profile (#5654) * Update the documentation for the diffusion profile * Update Diffusion-Profile.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add missing hdlight api (useVolumetrics) (#5652) * Add missing API to the HDAdditionalLightData * Updated changelog * Global Settings API doc. (#5649) * Fog Volume Component API doc. (#5645) * Debug Display API doc. (#5643) * Color picker API doc. * FullScreen Debug API doc. * Decal debug API doc * False Color debug API doc * Lighting Debug API doc * Material Debug API doc. * DebugDisplaySettings API doc. * Restored contact shadow fade debug. * API documentation for sky related classes. (#5640) * API documentation for sky related classes. * Document the PBR sky * Hdrp/small wizard fixes for dxr (#5633) * Add ScreenSpaceShadow to Camera's default FrameSettings * Forbid to atmpt creating default scene if the hdrpAsset is not right (we depend on its resources) * Update CHANGELOG.md * Add OS and Hardware check in wizard for DXR * Update CHANGELOG.md * Fixe typos * Add missing check on Shadows * Update Documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Documentation (#5613) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix custom pass disable stencil (#5545) * Disable the strencil in custom passes when overwriting the depth and not writing into it * Updated changelog * Rephrase doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add option to exclude camera motion contribution from motion blur (#5656) * Remove camera component from motion blur if desired * changelog * Documentation update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Semi-transparent Shadows for Point and Spot lights (#5490) * Make the shadow behavior for transparent and transmissive objects more intuitive. * Update changelog * Implementing semi transparent ray traced shadows for point and spot light Adding a test scene for both cases Moving contact shadow ray tracing code to a seperate file Changing the direction of contact shadow rays to be coherent with the other shadows * update changelog * Update the test scenes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix shader warning in termporal AA * Support semi-transparent shadows for unlit shader and unlit shader graph (#5663) * Not doing ray tracing when the stencil bit is off for ssr (#5665) adding a test case for it * Restored serialization of deprecated parameters to fix migration. (#5666) * Shadow Atlas is no longer allocated for area lights when they are disabled in the shader config file. (#5662) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Updated HDRP documentation (#5664) * Updated HDRP asset doc * Update the upgrade guide for cookies and planars * Added warning in the material sorting priority doc for depth write * Added a section about surface option properties for ShaderGraphs * Fix link name * Alpha output documentation (#5658) * Update documentation for HDRI-Sky-Backplate (AO) (#5670) * Avoid MRT Clear on PS4 [Skip CI] (#5675) * Avoid MRT Clear on PS4 * changelog * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Change name of option (#5681) * More code share between inspector materials (#5635) * Share stencil code for inspector materials (Akin to what happens in shadergraph) * changelog * Add comment and fix issue * Better handling of setting state (if not available, don't write it) * Update BaseLitGUI.cs Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Expose alpha cutoff material for ShaderGraphs (#5667) * Expose alpha clip to material UI for ShaderGraphs * Updated changelog * Replace #if by #ifdef * Fix debug menu bitfield (#5683) * Fixed runtime debug menu bitfield controls * Updated changelog * Hdrp/update default scenes (#5634) * Replace default scenes with scene prepared for scene-template * Update of DefaultSettingsProfile * Update DXR scene * fix missing profile in default scene dxr * Update CHANGELOG.md * Fix missing HDRI Sky references in DXR new scene * Fixed VFX Tests Default volume profile * Changed Default Volume settings to an empty one. * Missing volume asset files + update manifest and meta Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * - Fixed the radius value used for ray traced directional light. (#5682) - Fixed compilation issues with the layered lit in ray tracing shaders. - Changed the way the length parameter is used for ray traced contact shadows. - Added contact shadow test scenes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fixed XR autotests viewport size rounding (#5684) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Material samples bis (#5686) * Add ball * update Material samples #5638 * Update CHANGELOG.md * Remove unused version property from Material * Updating the documentation for ray tracing (#5680) * Updating the documentation for ray tracing * review corrections * Fix mip slider reflectionprobe (#5689) * Remove the slider knob when the reflection probe preview has no mipmap * Updated changelog * edit VR documentation (#5685) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Better directional PCSS blur handling (#5688) * Use correct penumbra calculation for directional. * Update visual test * Need cleaning uo * Cleaning * screenshot update * Small cleanup * typo leftover * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 001-HDTemplate.png * Adding the initial implementation of sub-surface scattering (#5625) * Initial implementation of ray traced sub surface scattering Added a test scene for ray traced sub surface scaterring * Update changelog * Updating the tests * Update 8103_PrePostPass.unity * Remove unnecessary skip of material upgrade dialog box. (#5692) * Remove unnecessary skip of material upgrade dialog box. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix warning after metal fixup (#5704) * Various API doc update. (#5705) * Various doc + FrameSettings WIP * Finished frame settings API doc and added various other missing doc. Also made internal wrongly public API in HDRP * Fix density volume blend distance (#5698) * Fixed adjusting positive axis of Blend Distance slides the negative axis * Updated changelog * edit VR doc (#5699) * Hdrp/wizard update vr installation (#5706) * Add installatation checker in UsedPackageRetriever * Add PackageInstaller * Add better control on the displayed HelpBox * Update VR fixes * fix typo * Move Install Config Package Button above with HDRP Package info * Update CHANGELOG.md * Update documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Removing unused alpha threshold depth prepass and post pass for fabric shader graph (#5711) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix default volume profiles location (#5710) * Ray traced reflection smoothness fade and fallback fixes. (#5700) * Fix fall back for ray traced reflections when denoising is enabled Make Smoothness Fade start work with ray traced reflections Fix the blend of reflections based on the weight Add the contact shadow test scenes back * Change the name of the weight function and add it to all shading models Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix iridescence color space (#5691) * Fix iridescence color space * Fixed compilation and updated test screenshots * fix test Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix Terrain Detail Mesh (stop to spam) [Require C++ PR] (#5690) * disable support of Terrain Detail Fix for error spam issue in HDRP: https://fogbugz.unity3d.com/f/cases/1211848/ * Update CHANGELOG.md * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * [Waiting for C++] Disable probes in renderers (#5648) * Disable probes section in the Renderer editors * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Merge Hdrp/fix/case 1210058 to master (#5612) * Fix for 1210058 - NaNs at certain view angles Issue is caused by NaNs/INFs when computing basis on extremely thin (subpixel-width) geometry. Putting some safeguards fixes the issue * Update CHANGELOG.md to reflect 1210058 fix. * Updated fix for issue #1210058 Overwrite the UVs to fix the derivatives. * Updated fix for issue #1210058 Make sure the UVs are zero if unused to fix the derivatives. * Undo last.change -- UV fix addresses NaNs Zeroing the unused UV1 channel on the material seems to do the trick. * Changelog adjustments to be moved Current version puts everything in HDRP, so there is no change in core. * Update CHANGELOG.md Reflect fix for NaNs * Fixed UV1 for lightmaps and detail maps. * update comment * Update NormalSurfaceGradient.hlsl Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Minor code cleanup * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluter, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering. (#5732) * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering. * udpate changelog * Implementation of ScreenSpaceReflections for Transparent materials (#4968) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix HDRP duplicated frame settings (#5850) * - Added a fallback for ray traced area light shadows in case the material is forward or the lit mode is forward. (#5749) - Fixed a bug related to ray traced area light shadow history. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix cookie index usage (#5871) * Hdrp/merge staging (#5943) * fix case 1205791 custom mesh issue (#5551) * fic case 1205791 custom mesh issue * Updated changelog * Added a call to Dirty() (#5420) * Added a call to Dirty() * Updated changelog Co-authored-by: Marc Templin <marctem@users.noreply.github.com> * Fix shadergraph analytics. (#5912) * Fix analytics. * Added changelog * Fix for case 1200161 Save as subgraph issue (#5503) * Fix for case 1200161 * Edited CHANGELOG.md * Added comment to the code Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com> Co-authored-by: Marc Templin <marctem@users.noreply.github.com> * fix for unreported keyword bug (#5863) * Fixed fogbugz case 1197958 (#5671) * * Fixed fogbugz case 1197958. * * Updated CHANGELOG.md. * * Added spacing. * Added #if ENABLE_VR && ENABLE_VR_MODULE guard to XR code. * Added Logic to Inject render pass to base renderer (#5901) * Moved render pass injection code from Forward Renderer to ScriptableRenderer to be able to use for all renderers. * added changelog …
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
Fixed :
Added :