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Hdrp/deferred shadow quality multi compile #5
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Reopening this as migration did not happen |
@@ -10,7 +10,7 @@ | |||
#define FIXED_UNIFORM_BIAS (1.0f / 65536.0f) | |||
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// We can't use multi_compile for compute shaders so we force the shadow algorithm |
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remove this comment :)
@FrancescoC-unity . Various thing:
For QA:
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Note: build player time will increase but it should still faiirly manageable compare to lit.shader, and Juho is working on the stripping part. |
…ompile # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs
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In the High Definition Render Pipeline (HDRP), some features work differently between major versions of Unity. This document helps you upgrade HDRP from Unity 2020.1 to 2020.2. | ||
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## Shadows |
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Note, I named this generically Shadows as when the shadow caching rewrite lands I might need to add something here.
* Lighting quality volume settings (#4411) * Lighting quality volume settings * Compilation fix * Updated Ambient Occlusion and Contact Shadows quality settings and added SSR. * Indentation * Update changelog * Fixed AO and CA profiles * Fix runtime test profile * Update AO screenshots * Update GlobalLightingQualitySettings.cs * updqte to Since 2019.3 * Fixed additional @default occurences * Adding support for HDLit and HDUnlit for path tracing and adding a test scene for path tracing (#5130) * Adding support for HDLit and HDUnlit for path tracing and adding a test scene for path tracing * Update Lit.shader * Add support for transparent material for path tracing (#5123) * Fix on geom normal test. * Added glossy GGX transmittance. * Minor changes on mtl sampling. * Unlocked SSS, SSR, Motion Vectors and Distortion frame settings for reflections probes. (#5131) * Hdrp/fix lookdev volume (#5121) * Fix light probes * Add LookDev profile * Update CHANGELOG.md * Fix some build warnings * Change how method for specular occlusions is decided (#4616) * Change the spec occlusion to a drop down (to allow for setting it off) * Fix bugs * Fixup layered lit tessellation * Tiny cleanup * Update StackLit.hlsl * Add UI on TerrainLit * Update CHANGELOG.md * Reset material keyword * Update material for test * Update terrain test image * Hdrp/lookdev smallfixes (#5133) * Fix rotation of object using the one from source when instanciating in lookdev * Fix minSize of the LookDev window * Update CHANGELOG.md * Fix issue with shadow matte (spot was disabled) (#5134) * Reenable code for Spot * Update unit test * fix shadowmatte * Implement a new PBR sky UI (WIP) (#5114) * Replace horizon opacity with zenith opacity * Update ref img * Support colored aerosols to match volumetric fog * Shuffle planet UI * Add Earth preset * Color -> tint * Add exposure multiplers * Add spherical mode and camera altitude * Change aerosol defaults * Switch to SI units * Replace camera altitude with sea level * Update ref images * Add saturation parameters * Add alpha multiplier * Implement horizon and zenith tint * Celestial body stub * Implement sun flare * Tweak the flare * Implement surface texture support * Add surface and flare tints * Don't forget to set the macro * Update ref img for PBR sky tests * Changelog * Update 4076_PhysicalCamera-lensShift.unity * Fix for SSR reflections being clamped out with emissive values (#4685) * Start but hacky, just to have it in origin * Fix the problem with SSR * Fixup raytracing case * Update changelog * Moved ssr lighting pre exposure code to a function * Merge Hdrp/staging (#5126) * Fix zBufferParams with XR single-pass rendering (#4661) * fix zBufferParams with XR single-pass rendering * fix for local XR tests * Update Lit.hlsl * Custom pass improvements (#4750) * Added an API to control which field is visible in the default custom pass UI * Added after post process custom pass injection point * Fix objects not rendered in custom passes when moving * Fix intermediate render target leak * Fix a memory leak due to SerializeReference UI problem * Added API to get current buffers and fixed the common pass ui flags * Fix default custom pass ui length * Fix abstract custom passes class listed in + menu of custom pass volume * Moved GetRenderQueueRange to CustomPass.cs so we can access it in a custom C# pass * same * Fix custom passes rendered in previews * Added FadeDistance to the custom pass API and updated the template to use it * Update changelog * Add basic alpha composition (#4762) * Added basic alpha compositing * Update CHANGELOG.md * Run generate hlsl (#4764) * Add reflection fade distance (#4458) * Add reflection fade distance * Update CHANGELOG.md * Updated API docs * Update HDProbe.cs * Updated tooltip * Add planar reflection probe culling along visibility * Add reflection probe culling along visibility * Also cull application of texture when weight is null or too far from probe * Cleaning visibility computation * Reworked how matcap view is triggered to avoid having it in game view when scene lighting toggle is off (#4603) * Reworked how matcap view is triggered * Remove duplication of long lines * Update changelog * Make it work for deferred as well * Remove debug code * Assign the default volume profile when creating a new HDRP Asset. (#4712) * Assign the default volume profile when creating the HDRP Asset * Updated changelog * Added new fix for null default volume profile in HDRPAsset * Fixed issue with NPE for wizard * Fix planar probe fov 0 breaking projection matrix (#4713) * Fixed 0 scale on planar probe causing invalid projection matrix * Updated changelog * Fov clamp * Fixed typo * Fix animated preview (#4692) * Fix animated previews in shadergraph * Update changelog * Edited CHANGELOG.md * Fix bugs with shadow caching (#4725) * Somewhat working without full atlas, lots of debug code CLEANUP * Remove debug code. * Revert "Remove debug code." This reverts commit 5cbe1220634d99ce544b497fd77b7aa1027660f7. * Sort of ok , still not fully ok * Invalidate all the data when light is destroyed or edited out * Remove debug code * guards * Update CHANGELOG.md * Hdrp/persistent cameras for realtime probes (#4754) * wip persistent cameras for realtime probes * Refactored and added tests * Updated changelog * Fixed typo * Better behaviour when no normal map OS, but detail map is present (#4753) * Better behaviour when no normal map OS, but detail map * update changelog * I misunderstood parts of the code, it happened to work on the test case, but not on more complex shapes. * Cleanup a bit * Fix issue with matcap PR * Hdrp decal htile buffer (new) (#4752) * intermediate commit * temp commit * initial implementation of decal property mask buffer * intermediate commit * decal property mask buffer works on PC decal property mask buffer works on PC * undo accidental changes to this file * enable atomic support for metal * fix wave intrinsics path * fix compiler error for when texture atomis are not supported * Update HDRenderPipeline.Prepass.cs prepass works with decals * Rename TEXTURE_ATOMICS to BUFFER_ATOMICS_IN_PIXEL_SHADER * Update HDRenderPipeline.cs fix setting of decal mask buffer * Fix decals_3rt mode * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update HDRenderPipelineResources.asset * fix resizing of decal htile buffer * Update ShaderPassDecal.hlsl * Update CHANGELOG.md * Don't instantiate the reflection system in RuntimeInitializeOnLoadMethod callbacks (#4777) * Don't instantiate when assigning the reflection system * Updated changelog * Remove non ascii characters (#4773) * Remove non-ascii characters * Added tool file * Update GeometricTools.hlsl * Fix how HDRP assets as dependencies are found. (#4784) * Hdrp decals multiple select bug (#4792) * Handle cases when some decal projectors in selection have a null material * Update CHANGELOG.md * HDRP Wizard fixes (#4779) * Fix 1188198 and 1174426 Updated fix all action and moved fix all button on top * Updated changelog * Fixed an issue where fog color was not exposed correctly (#4785) * Fixed an issue where fog color was not pre-exposed correctly * Udpated HDRP test screenshots * Updated VFX test screenshot * Put exposure multiplier back outside of GetFogColor * Rename max environment light on screen by max reflection probe on screen (#4799) * Fixed EOL for HDRenderPipeline.cs (#4809) * Custom pass fixes (#4808) * Fix fade factor value 0 in custom passes * Fix custom pass priority order * Fix custom pass cleanup when destroying the volume object * Fix depth buffer allocation outside of custom pass support * Updated changelog * Hdrp/fix trunk change drawrange (#4820) * Update HDLightUI.cs * Update HDLightUI.cs * Replaced most instances of GraphicsSettings.renderPipelineAsset by GraphicsSettings.currentRenderPipeline (#4810) * replaced most instances of GraphicsSettings.renderPipelineAsset by GraphicsSettings.currentRenderPipeline # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs * Update changelog * cleanup various useless define (#4822) * Update various meta from graphic test. * Fix for Realtime GI not working when upgrading (#4825) * Change according to new API * Update changelog * Fix for Screen Space Shadows fallback texture not being an array when XR is off (#4824) * Fix fallback of screen space shadows * Update changelog * Add HDRP Yamato target for XR playmode (#4800) * fix XR layout override * add playmode XR target to HDRP Yamato config * disable XR tests on problematic scenes * Fix offset in reflections caused by precision error (#4774) * fix precision error in decals normal when should be 0 * Added fix to changelog * adjust precision for all decal surface normals * Update Decal.hlsl * Update Decal.hlsl * Hdrp/make light layer renamable (#4827) * Users can customize Light Layer display names inside of their HDRenderPipelineAsset. Cherry picked with removal of Cherry picked with removal of comments "custom" * fix namespace change * fix duplicate method * Make it compatible with scalability settings * Make multiedition support for light layer name fields * Transform LightLayers into collapsable sub header * Clean calls and remove duplicate code path * Update CHANGELOG.md * Update HDRP-Asset.md * Fixed pyramid lights bounding box (#4828) * Fixed pyramid lights bounding box * Fix failing test * Removed render graph debug (as it is not finished yet) (#4786) * Add Lane and Quad Swizzling intrinsics (#4747) * Quad swap * Lane swizzling and helpers to get quad communication as well * Hdrp/staging pt2 (#4781) * Removed dependency to surfaceData in PT Material. * Added support for point/spot lights. * Added support for Burley diffuse. * Added more convenient switch between Burley and Lambert, upped accum buffer to 32 bits. * Added distant lights, changed attr names from min/max to minimum/maximum. * Made Russian roulette more aggressive. * Added dir light eval, removed dependency to builtinData. * Merged recent staging * Added test on geo normal for mtl sampling * Added comment on super weird compiler bug * Cosmetic. * Turned out the weird compiler behaviour was a shader cache issue * Slight pt mtl refactor. * Changed how samples are counted to always start with lower dims of Sobol sequence. * Removed localToWorld matric from material data * Changed line ending in HDRenderPipeline.cs * Add explicit exposure for probe rendering (#4691) * Start but hacky, just to have it in origin * Fix the problem with SSR * Add manual exposure control for probe rendering * Untangle from SSR branch * Update ProbeSettings.cs * Docs * Rename exposure to range compression factor * Make the range compression factor in advanced settings * Avoid nans * Doc updates * Update changelog * Renaming things and add comments * Update the update docs * Hdrp/staging pt2a (#4830) * Removed dependency to surfaceData in PT Material. * Added support for point/spot lights. * Added support for Burley diffuse. * Added more convenient switch between Burley and Lambert, upped accum buffer to 32 bits. * Added distant lights, changed attr names from min/max to minimum/maximum. * Made Russian roulette more aggressive. * Added dir light eval, removed dependency to builtinData. * Merged recent staging * Added test on geo normal for mtl sampling * Added comment on super weird compiler bug * Cosmetic. * Turned out the weird compiler behaviour was a shader cache issue * Slight pt mtl refactor. * Changed how samples are counted to always start with lower dims of Sobol sequence. * Removed localToWorld matric from material data * Changed line ending in HDRenderPipeline.cs * Increased max local light count from 4 to 16. * Added changelog. * SSAO Improvements and non temporal version (Copy of 4787) (#4794) * hacky not working, bad, need to switch branch * Somewhat functional version, bad quality sadly for high perf. Now submitting to try and make the temporal better. * More messing around plus a fix on the gather blur * MESSINGAROUND, this is garbage, but need to diff. * Need a bit of cleanup, but part 1 is here. * Better ghosting handling and some UI changes. * minor cleaning * Warning for perf. * Mega debuggy first try and looking at different spatial blur * Almost there. * Some more final touches * Print warning when disabling motion vectors * update changelog * Revert temp change * Manual conflict resolving * Make temporal default * Fixing AO on Metal (#4798) * Hdrp/feature/custom pass doc and icons (#4807) * Add HDAdditionalLightData icon and CustomPass volume icons * Begin to add custom pass doc * Continue doc * More custom pass doc * Added first example in custom pass doc * One example left * Added scripting example * Update custom pass volume gizmo image * Fixed note about render state block in DrawRenderers * Only allowing ray tracing shader macro to 1 when the platform allows it (#4842) * Only allowing ray tracing shader macro to 1 when the platform allows it (solves the problem of deploying to a device with a previously set ray tracing project) * issue in declarting the _IndirectDiffuseTexture texture * Correcting a bug in the recursive rendering related to directional shadows (#4839) * use ShaderConfig.s_XrMaxViews to allocate view-dependent matrices (#4836) * Improving the diffuse denoiser when the pixel footprint is bigger than the filtering radius (#4835) * Use opacity instead of the scattering distance to parametrize the PBR sky (#4537) * Parametrize the sky using opacity towards the horizon * Update ref img * Clean * Refactor sky lighting system (#4778) * Main refactor commit (WIP) * Fix ambient probe transitions when just changing the sky parameters and not the renderer * Cleanup cached sky textures when not used anymore * Removed wrong shader destruction * Fixed various update issues * Fixed sky export * Updated procedural sky sample * Updated procedural sky in test project * Removed layer 31 from default scene view volume layer mask to avoid conflicts with lookdev * Post merge fix * Made HDCamera from realtime probes persistent to fix ambient probe issues. * Fixed Procedural Sky in VFX tests * Added new test for multiple skies * Updated 2008 screenshot * Update changelog * Removed commented code * EOL fix * Fix EOL * Custom post process doc (#4847) * Begin to write the custom post process doc * Finish V1 of the custom post process doc * Fix flickering by caching max shadow distance from volume (#4846) * Fixing issue related to refactor in the sky texture (#4850) * Fixing a problem with the world to tangent matrix build (#4854) Fixing a bug with time parameters in shader graph * Fixed some meta files (#4853) * Go inside the loop if we have planar probes but no light (#4859) * Fix a number of issues with prefab isolation mode. (#4851) * Volumes from the main scene are now excluded when in prefab isolation mode * Passed the correct SceneCullingMask to probe camera to get the right objects in planar reflections * Fixed compilation with latest changes * Fixed serialization issue * Update changelog * Fixed a GCAlloc issue * Fixed an issue with fog volume component upgrade not working properly (#4863) * Move RequestShadowMapRendering to public API (#4861) * Adding an automatic fix for the config package change for ray tracing (#4849) * Fix spot light shadow is aspect < 1 (#4856) * Fix spot shadow if aspect < 1 * Update CHANGELOG.md * Create Descriptors.meta * Delete AssetPostProcessors.meta * Hdrp/dxr stats (#4838) * Minor changes in the RT stats: use atomic counters with waveops * Revert "Minor changes in the RT stats: use atomic counters with waveops" This reverts commit 3dd45bc04a9dc5a62891c513fb4263c565449a6a. * Ray count statistics using array texture * Fix texture type in reduction shader * Changelog and docs * Fix AO in XR (#4868) * Fix default material values (#4867) * Fix grayscale example and image (#4866) * Updated doc by removing mention to raytracing tier 3. (#4870) * Updated doc by removing mention to raytracing tier 3. * Update Ray-Tracing-Getting-Started.md * Update Ray-Tracing-Getting-Started.md * Update Ray-Tracing-Getting-Started.md * Update Ray-Tracing-Getting-Started.md * Fix plurial issues in HDRP asset ui (#4869) * Fixed compilation issue with 19.3 (#4872) * Fix float vs real usage. * sky is not black when no sky is specified. (#4876) * Fix compil issue in HDUtils * Disable 2008_Light_Volumetrics and 2009_Multiple sky for XR test * Fix issue in volume manager with null reference after prefab isolation PR * Fix camera without HDAdditionalCameraData not rendering (#4881) * Fix camera without HDAdditionalCameraData not rendering * Updated changelog * Update several reference screenshots * Removing the usage of ENABLE_RAYTRACING except for the shader macro (#4873) * Removing the usage of ENABLE_RAYTRACING except for the shader macroqa * merge fix * Review corrections * Batch of fixes for custom pass (#4891) * Fix custom pass drawer not displaying fields between levels of inheritance * Added depth override control for DrawRenderers pass * Begin to fix the custom pass MSAA * Update HDRPFeatures doc * Update custom pass doc with MSAA * Fix custom pass with MSAA and added a warning for fetch&write in the same render target * Added doc to warn about multi-pass size effects * Add dirty for asset modified by wizard (#4884) * Modification 2205_LightLoopCullWOblique to contain specular term reflection on planar reflection probe (#4889) * Added specular term tests for scene * Update scene * Added extra lights to be more near the planar reflection * Update scene. Changed light intensities and rearranged the lights to make the test scene more clear * Updated light intensities for metallic&smooth surface * Added reference images * 2313_Shadow_Mask_Spotlight_Shapes test scene modification to include Pyramid light aspect ratios (#4886) * Updated scene with aspect ratios * Updated reference images * Hdrp/clean light types and add disc (#4772) * Update light type for runtime and scripting (missing migration) * missing meta * Add DiscAreaLight in runtime (missing radius control) * Fix HDEditorUtils enum helpers * update light type for editor part and clean unnecessary boxing * Clean other enumValueIndex that can lead to easy breaking of UI * Simplify Enum handling for SerializedProperty * add inlining * Fix type that can be used with Enum handling of SerializedProperties * Add missing lightUnit check on type change * Add data migration * Move the removal of AdditionalShadowData as a migration step * Fix migration call as OnValidate is called before Awake... * Add missing Disc support on GPULightType * Solve type Light underlying type when changing areaLightShape * Add Disc support in inspector * fix undo for areaLightshape * use built-in disc gizmo * Clean light type DXR part * Fix graphic test code and rename previous HDLightType into HDLightTypeAndShape * revert unwanted change on LightScriptEditor * Fix default HDAdditionalLightData type computation * cleaning * fix missing light unit change on spot shape change * Fix test 9500: There was unimplemented conversion unit when type changed. * cleaning * Add unit test on type retrieval * Update tests to add names * fix player compilation * Fix intensity for baked area lights * fix undo on light type or area shape change in inspector * Cleaning code (comment and names) * Update HDLightUI.cs * Fix type helper names * Update CHANGELOG.md * Fix code change due to recent LightExplorer changes * Update Light-Component.md * fix code after merge * Update test 2105 Baked Light Shape * Fix error at AreaLight creation from Hierarchy contextual menu * Remove unwanted volume profile creation * Clean unit tests * Remove unused ShadowRequest.lightType * Update EditorBuildSettings.asset * Fix AreaLighteLoop type * HDRP/Workaround on camera prefab reload loop (#4890) * Update SerializedHDCamera.cs * Update CHANGELOG.md * Update CHANGELOG.md * Ray Traced Contact Shadows (#4718) * Review corrections * Review corrections and updates * review corrections * merge issues * Hdrp/fix potential crash on light explorer and typos (#4894) * Fix potential crash in LightExplorer * Fixe Typos * Fix NaN issues with normals if scale of the Z is set to 0 (#4887) * Safe normalize the normals and don't renormalize with 0 length * Forgot one file * Update changelog * Add HDRenderPipeline tag to DXR subshaders (#4898) * Flag DXR subshader with RenderPipeline tag, so that no passes are loaded before the render pipeline is available * Add tag for DXR subshader in Unlit shader * Changelog update for DXR tag fix * Add tags to master node * Hdrp/fix test (#4901) * Removed unused meta * re-enable test 8205 * disable 2205 in XR test * Small UI fixes and some avoidance of self intersection (#4900) * Fix ambient probe backing first frame (#4895) * Add the pragma to avoid shader async compilation on sky * Update changelog * Add support lod crossfade shadergraph (#4897) * Added a support lod crossfade option in ShaderGraph master nodes * Updated changelog * Update CHANGELOG.md * Update TerrainLit.shader (#4904) * Fixing issue with contact shadows (#4909) * Changing and enabling the ForwardMSAAOnly Test (also changing the screenshots for the 3 platforms) (#4910) * Fix issue with migration code in HDAdditionalLightData (To check with Remi) * Replace constant depth bias with slope-scale bias for shadows (#4902) * Susbstitute constant bias with slope bias at rendering time * Add changelog * Update documentation * Cleanup a bit the doc * fix merge mistake * Reset bias post rendering of the shadow * Update tests * More tests * More tests... yamato keeps on giving me partial results for fails * Revert "More tests... yamato keeps on giving me partial results for fails" This reverts commit 522db4de58333f6b732766f2383a9dea0da2e5af. * Guess what, tests! * Update the upgrade docs * Update the update on the update docs :) * Reintroduce fixed bias in the shader API * Update Upgrading-from-2019.2-to-2019.3.md * add comment on the base bias * remove useless editor_sync_compilation in TerrainLit.shader * update reference screenshots * Material upgrader fix (#4914) * Fix bug 1186874 : transparency not beeing upgraded https://fogbugz.unity3d.com/f/cases/1186874/ * Update CHANGELOG.md * uss dont accespt none as invisible color. (#4916) * Stack lit and DXR Fixes (#4918) * Fixing a problem related to area light cookies for stack lit Adding a test for the stack lit cookie bug Allowing DXR in editor when the deployment platform is StandaloneWindows * Update Changelog * Fix the render queue not updated when switching between HDRP and a custom shader (#4915) * Fix the render queue not updated when switching between HDRP and a custom shader * Updated changelog * Fixing a problem in the culling for ray traced directional (front instead of back) (#4923) * Fix HDRP Shader Graph default values with SSS (#4924) * Fix the default stencil values when a material is created from a SSS shader + Fix HDRP access in SG window after domain reload breaking SG window * Added a warning in Surface Options material UI for SSS with transparency * Remove double message * Updated changelog * Fix vfx standalonetests (#4925) * Fixed VFX standalone tests - Removed Migrate called from OnValidate (was causing issues with UnityObject.Destroy() being called even though it's not allowed from there) - Restored commented out code from Seb in a earlier attempt to fix the issue. - Updated wrong screenshot for standalone * Temporarily commented an assert making test fail * Fix for terrain basemap * Oops :-) (#4929) * Fixed a number of issues with full screen debug modes not reseting correctly when setting another mutually exclusive mode (#4930) * Disabled test 8102 for XR (#4928) * Check if active inside the Dispatch() (#4939) * Fixed an issue where a texture containing garbage would be set for AO in some cases. (#4943) * Fix yet another issue with volumetrics and RTHandle scaling (#4946) * Fix yet another issue with volumetrics and RTHandle scaling * Update CHANGELOG.md * Fixed an issue where sky lighting might be updated uselessly (#4958) * Fixed an issue where sky lighting might be updated uselessly * Fixed EOL * Allow setting decal material to none (#4956) * Allow setting decal material to none * Dont remove null decals * Update CHANGELOG.md * Different bloom handling when low resolution (#4965) * fix XR multi-pass decals rendering (#4953) * Hdrp/fixes on light inspector (#4944) * Add limited prefab support for Type * Add limited prefab support for AreaLightShape * Add prefab support for AffectPhysicallyBasedSky for Directional * Add prefab support for ShadowMap Enable * Add prefab support for Intensity * Add prefab support for Shadowmask Mode * cleaning * Add prefab support for Scalability settings * Remove MoreOption when no change and hide field not supported in baking mode * Update PULL_REQUEST_TEMPLATE.md * Update CHANGELOG.md * Clean TernaryConditional * Update light documentation * Show RangeAttenuation for Spot and Point lights * Add XR single-pass setting to HDRP asset (#4954) * add XR single-pass setting into HDRP asset * renormalize file for EOL * Fixed an issue with cached point shadows causing an exception. (#4973) * StackLit: Fix a graphics test failure introduced by an engine-side change: remove dependency on a built-in texture resource (use the same but add it to the SRP repo and ref it from there) (#4988) Engine trunk changeset 451647:ab1c5cfce73f on 20191031 disabled compression on a built-in texture that was used in a test. * Fix HDRP scene view rendering with volumetrics and XR (#4955) * reduce volumetric slices with XR single-pass rendering * increase tolerance for XR automated tests * disable XR test for scene 5002 * remove unneeded protected that trigger exception on rider (#4974) * Make decals work with multiple cameras (#4972) * Make decals work with multiple cameras * Update CHANGELOG.md * Update CHANGELOG.md * Update docs and remove warning (#4989) * Re-enable optional clears of GBuffers (#4981) * re_enable optional clear of gbuffer * Update CHANGELOG.md * Hdrp/update lod test (#4966) * LOD test update * Re enable test * Disable test in XR * Adding penumbra Tint and a test for shadow tint and penumbra tint (#4921) * Adding penumbra Tint and a test for shadow tint and penumbra tint * review corrections * Add mention of config package and quality/default settings to upgrade doc (#5000) * Doc update * Update Upgrading-from-2019.2-to-2019.3.md * Update Upgrading-from-2019.2-to-2019.3.md * Update Upgrading-from-2019.2-to-2019.3.md * Update Upgrading-from-2019.2-to-2019.3.md * Update Upgrading-from-2019.2-to-2019.3.md * Update Upgrading-from-2019.2-to-2019.3.md * Update Upgrading-from-2019.2-to-2019.3.md * fix render target clears with XR single-pass rendering (#4993) * PCSS reparameterization (#4949) * Shadow softness via angular diameter for directional light * Remap min filter size to 0..1 (migration broken, needs fixing) * Remove shadow softness UI and drive it by light radius * Need to bump bias up when shadow softness is high since the filtering is very wide * a bit more tweak * Migrate settings * Update changelog and move to advanced the PCSS settings * Update the upgrade doc * capitalization * Update high quality shadow screenshot * Update test post staging merge * Update docs * Update comments * Update UI * Fixed file hierarchy of HDRP samples. (#5006) * Fixed file hierarchy of HDRP samples. * Update changelog * Changing the moment where the depth and normal history are copied (#5004) * Update shadow tint test (#5007) * Rename shadow tint test to 2317 * Update EditorBuildSettings.asset * update reference screenshots * update meta * Rename Luminance to Nits (#5008) * Rename Luminance to Nits * Fix light unit assignment * fix QualitySettings Panels * Update CHANGELOG.md * update documentation * Rename _EnableSkyLighting to _EnableSkyReflection * update documentation * Update CHANGELOG.md * add depth copy support (#4994) * fixing meta * fixing meta * Improve stability (#5023) * Decals layermask bug (#5015) * In Editor update decal data if parent object layer has changed. * Update CHANGELOG.md * dont serialize or initialize cached layer * Only cache projector mask in editor * Adding an optional bilateral pass to filter the volumetric lighting and a test scene for it (#5020) * Adding an optional bilateral pass to filter the volumetric lighting Adding a test scene for the volumetric filtering * Updating changelog * Disable the volumetric filtering test for XR * Merge branch 'master' into HDRP/staging * Change the title of the material update progress bar from "Updating Dependent materials" to "Checking material dependencies" (#5041) * Add specific settings for RTX2080 test projects (#4908) * using rtx2080 for hd tests * using the gamecode image * Moving project to CI * Move project to TestProjects * Adding yml file for DXR * Added volumes and updated scene settings to match new RT workflow (#4434) * Enable HDRP graphic test framework in the project - Add the HDRP test framework - Cleaned up a bit the assets hierarchy - Remove unnecessary volumes - Enabled Raytrace toggles - Replace scenes cameras by image comparison cameras - Add reference images * Add HDRP-config as local package and enable SHADEROPTIONS_RAYTRACING * updating image drivers * refactoring dxr file * Update upm-ci-hdrp_dxr.yml * using gamecode win10 image until new driver image is deployed * updating dxr file and putting hd vfx on 2080 * setting dxr image to gamecode win10 * adding linux * Enabled SS shadows in hd asset. Added these scenes that will in the future replace existing ones (101,102 and 102): - 1001_AmbientOcclusion - 1002_AmbientOcclusion_Denoiser - 2001_ScreenSpaceReflection - 2002_ScreenSpaceReflection_Denoiser - 3001_AreaShadows - 3002_AreaShadows_Denoiser - 4001_GlobalIllumination - 4002_GlobalIllumination_Denoiser - 4003_GlobalIllumination_SecondDenoiser - Note that reference images are not made yet, will do that in a separate commit * Added reference images, adjusted volume setting for 4003 scene. * Edited yamato testrun setup. - Removed DX11 - Removed Vulkan - Added DX12 * Fix rendering of previous scenes, prepare for PR to staging * Disable yamato while waiting for windows iamge update * Move back the Debug and crossfade test project to a local test folder * Remove weird "ad" file * revert yamato files to master * Enable DXR test on yamato * Added a multiplier for transmission for directional lights (#5040) * Added a multiplier for transmission for directional lights * Documentation update * Hdrp/fix whitelisted stylesheet error (#5038) * fix uss error that cannot be seen due to whitelisting of HDRP * Remove unneeded fix for Quality panel (due to wrong stylesheet importing) * Fix nullrefs in the material editor when entering play mode (#5037) * Rework XR automated tests for HDRP with XRLayout API (#5036) * add depth copy support * rework XR automated tests * swap test for performance * fixup changelog * update comment for RenderGraph todo * set XR threshold correctness on failing tests * disable test 8102 due to 3 minutes timeout * disable 8205 due to timeout * Hdrp/fix/unlit double sided settings view (#5026) * Fix the transparent Cull Mode option in HD unlit master node settings only visible if double sided is ticked * Updated changelog * Invalidating the history for directional, point and spot lights for ray traced screen space shadows when the light has moved (#5025) * Fix issue with contact shadow when max distance is close to far clip plane (#5029) * Fix issue with contact shadow when the max distance is higher than the far plane * Update changelog * Fixing the flickering in scene and game view for ray tracing (#5035) * Binding the Light Data related attributes in the global context of the command buffer as soon as they are ready Binding the Shadow Data related attributes in the global context of the command buffer as soon as they are ready Removing access to the contact shadow buffer in ray tracing Moving the indirect diffuse after the render shadow command * wrong type for contact shadow invalidation * Update changelog * SSS shadergraph preview (#5054) * Fix shadergraph main preview black object after switching to SSS in the master node settings * Updated changelog * Forgot eye master node * Custom pass fixes 3 (#5024) * Added another culling pass for custom passes so they can render hidden objects * Added two more injection points: AfterOpaqueDepthAndNormals and BeforePreRefraction * Fix custom pass shader template * Remove the default override material in DrawRenderers * Fix fullscreen shader for VR * Added a ShaderPass when the override material of DrawRenderers is null * Fix custom material tag rendering * Added support for lit objects in custom passes * Fix custom pass volume rendered when excluded from culling layer mask * Added a None option when binding rendering buffers * Changed custom pass volume filter camera culling mask to camera volume culling mask * Added injection points in doc * Fixed typos * Fixed Custom pass using wrong material index to draw material in builds * Added lazy allocation of custom buffers * Moved CreateGameObject to core editor utils and added custom pass volume to the volume create asset menu * Updated changelog * Renamed post process injection point to after opaque and sky + fixed doc * Fixed C# warning * Grey out the override depth toggle when there is no depth buffer bound * Remove Custom Pass Update and Culling for cameras that don't support them * Allow custom pass volume with same injection point and different cameras with volume culling mask * Update CHANGELOG.md * Changing the behavior for ray tracing in case a submesh has both opaque and transparent sub meshes (#5005) * Changing the behavior for ray tracing in case a submesh has both opaque and transparent sub meshes * Fixing an issue in ray tracing effects when the number of materials is lower than the number of submeshes * Hdrp/fix camera with prefab override workflow (#4987) * Add prefab override support on Perspective * Add prefab override support on Anti-Aliasing * Add partial prefab override support on ShutterSpeed and fix alignment * Allow user to do override on FrameSettings by Scripting API * Add missing required style to handle MultipleDifferentstate in small tickbox * Clean BitArray serialization * Update FrameSettings serialization with new BitArray * Fix FrameSettings override multi-edition and add partial support for prefab override * Add one big override for the whole FrameSettings box as there is no way to deal each bit separatly * Fix FrameSettings for ProjectSettings window * Update PULL_REQUEST_TEMPLATE.md * Clean box on FrameSettings blue bar computation * Fix display in pressets * Fix typos in error messages * Update serialization of bitarray * Update PULL_REQUEST_TEMPLATE.md * Add fast path on serialization of BitArray * Update CHANGELOG.md * Improve history buffer management (#4996) * Remove assert * Remove history buffers from cameras that do not support it * Invalidate on resize * Changelog * Rename * Fix comment * Revert * Remove if * Update 2103_GI_BakeMixed.png * Automated Playmode tests (#4977) * Adding test scene for ios, shutter speed, aperture settings to check * Added reference images, adjusted focus distance * Update reference images * Added additonal aperture test scenes * Update scenes, added reference images * Update reference images * Update ref image * Simplified iso-aperture-shutter scene * Update back to complex material * Vulkan reference images * Added 4038_Bloom test note: Test passes or fails depenging on current game view size locally. Due to RT bug. Use Set Game View button when running locally. * Disabled test scenes 4070 4038 * Also disabled test 4071 due to same bug * Set average correctness value threshold for physical gate fit and lens shift tests to 1e-08 Disabled rest of "physical camera settings" scenes using bloom * Editor build settings update for shadowTint scene rename * adding Shadow meta and updating editor build settings * Disable XR support for both tests * Fixing a bug related to denoising multiple light ray trace shadows (#5057) * Fixing a bug related to denoising multiple light ray trace shadows * Update Changelog * Sync shadergraph settings name (#5055) * Sync shader graph settings name with the material UI * Updated changelog * renamed more shadergraph names * disable physical camera test for XR * Spot lights missing from ray tracing indirect effects (#5067) * Hdrp/backplate (#4840) * ShadowMatte Shader (geometry which receive shadow only) * ShadowMatte improvement * Add Backplate for HDRISKy * Backplate attached to HDRISky with Shadow & Shadow Filter * HDRISky Backplate: Add Independent Rotation for Plate * Similar behavior for ShadowMatte & HDRISky Backplate * Update ProceduralSkyRenderer to fit with previous updates * Fix flicker shadow, Update documentation, add unit tests * rollback DefaultHDMaterial.mat * Update documentation and default behaviour for ShadowTint-Reset * update change log * Update Image Ref * end of line * update feature screenshots on the documentation to respect the dimension's guideline * Cleaner interface for the SkyRenderer * Remove ShadowMatte as a specific shader and convert it as ShaderGraph feature, UnlitMasterNode * Update Documentation * fix merge issue * fix Yamato: wrong merge * fix yamato merge /\!\ * Update min versoin to a11 (#4896) > Is this mean that this error will be here till Unity 2020.1.a11 will be released? > I'm getting this error with 2020.1.a9 (latest public version). Hi, as explain in the readme of this repository, master aim to work with our latest internal version, so it is expected that if you work with our master branch, thing will not work with public release. * Merge fix tentative * Merge with HDRP/staging Merge staging * merge ++ merge ++ * trigger trigger * remove irrelevant file * Update unit test, a render loop * update unit test * eol fix * trigger update * fix indentation & remove useless preprocessor * merge000 merge000 tmp + Support edit HDRIBackplate parameter from a GameObject (without Inspector) * Update CHANGELOG.md * Update shadow defines to enable shadow properlly * Revert "Merge branch 'HDRP/Backplate' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into HDRP/Backplate" This reverts commit cbeae62cca923654ca261be7483d7f9b3a629edc, reversing changes made to ec64ce09c529fa66ebf5a780430380c9b1f37068. * Merge merge * - Delete unused file * part 1. merge eol * Remove non-relevant doc ShadowMatte Shader, became an option in the Unlit Shader Graph MasterNode * fixes end of lines files * update meta from samples * update meta again * fix warning * Update documentation for HDRP Unlit MasterNode with the option "ShadowMatte" * Clean test scene * Update EditorBuildSettings.asset * Reenable the PreRenderSky for the HDRISkyRenderer * Update 8106_UnlitShadowMatte.png * Fixed CoreRP description (#5073) * Adding a new refraction mode and changing refraction UI (#4960) * Adding a new refraction mode and changing refraction UI * Fix for raytracing * Hdrp/fix/diffusion profile wizzard (#5069) * Fixed ui bug after fixing diffusion profiles from the wizard + copy profiles to user assets when fixing * updated changelog * Hdrp/fix/diffusion profile hash on creation (#5068) * Fix the hash collision when creating new diffusion profile assets * Updated changelog * Initial implementation of Area Light Barn Doors (#5058) * Initial implementation of Area Light Barn Doors * Wrapping the shader code for barn doorns with a shader config option Adding a line to the changelog * Disabling UI and Gizmo on shader config value * Fix shader config usage * remove duplicate framesettings RealtimePlanarReflection (#5079) * remove duplicate framesettings PlanarProbe * Update CHANGELOG.md * Update FrameSettings.cs * remove realtime reflection settings * Update FrameSettingsTest.cs * Fix most of the garbage collection in HDRP (#5081) * Begin to fix GC allocs * Removed GC alloc from skies * Fixed more garbage * Update CHANGELOG.md * Change GetBuiltinParameters to UpdateBuiltinParameters * Fix leak in box spotlight shadows (#4670) * Submitting to have a branch remotely and change PC * Whacky heuristics but it works * Update changelog * Cookie warning (#5086) * Added a warning for texture in texture mode cookie * Updated changelog * Removing usage of thickness multiplie in ray tracing code (#5087) Updating the refraction test scene and screenshot * Fix nullref when using particle lights (#5089) * FIx a nullref happening when using shuriken particle light module * Updated changelog * Remove debug log (#5088) * Hdrp/increase flexibility of wizard and small fixes (#5071) * Fix indentation steps * Fix texts overflowing from helpbox * Fix alignments * fix h1 and h2 style * Automate FixAll and UI drawing from one data source * Remove unecessary fix on quality settings (need to remove whitelisting) * Remove VR for Mac * Add ui logic for local configuration package * Finish UI logic for local package * Add local package dependance check and install * Update CHANGELOG.md * Simplify comments * Hdrp/planar reflection fov (#5053) * Use biggest FOV for planar reflection to be sure to capture all required pixels in viewer fov mode * Updated changelog * Updated planar tests * Updated test 2205 * Stretch the texture when capturing planar reflection probes instead of forcing aspect ratio of 1:1 * Store the aspect ratio when capturing a probe. Updated the UI preview * Offset the planar reflection gizmo slightly to avoid z-fights when creating a new planar reflection * Update tests * Fixed anamorphic projection support for sky * Fixed anamorphic projection support for sky * Updated 2211 * Fix contact shadow issue when MSAA is on (RTHandle scale not taken into account) (#5093) * Take into account RTHandle scale when MSAA is enabled in contact shadows * Update changelog * Add "Save context" to Shader Graph to update dependent materials only when needed (#5072) * First draft of save context to update materials when only when needed * Update com.unity.shadergraph/Editor/Data/Nodes/MasterNode.cs Co-Authored-By: Peter Bay Bastian <pbbastian@users.noreply.github.com> * Update com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs Co-Authored-By: Peter Bay Bastian <pbbastian@users.noreply.github.com> * Delete SaveContext.cs * Removed the SaveContext in ShaderGraph * Update CHANGELOG.md * Revert change on hash value causing issue * disable XR on skinned batcher * revert change on skysettings to get green yamato * Changed the way Sky Intensity is handled (#5032) * Changed the way Sky Intensity (on Sky volume components) is handled. - It's now a combo box where users can choose between Exposure, Multiplier or Lux (for HDRI sky only) instead of both multiplier and exposure being applied all the time. - Added a new menu item to convert old profiles. * Fix typo * Updated procedural sky sample code in HDRP and VFX tests * Fixed default case for upgrade * Updated the upgrade script and HDRP test profiles with sky intensity changes * Update changelog and upgrade guide * Fix EOL * Fixed HDRI sky since last merge * EOL * EOL * EOL... * Fix issues caused by box light leak fix PR (#5098) * Make sure pyramid doesn't deal with the safe zone clamp * Update test (safe zone eats a bit of the light range) * Fixed an issue In URP where sometime the camera is not passed to the volume system and causes a null ref exception (#5104) * Fixed an issue In URP where sometime the camera is not passed to the volume system and causes a null ref exception * Update changelog * Fix scene id map warnings (#5095) * Fix scene id map warning and hide static lighting sky from the add component menu * Updated changelog * Disabling the thickness multiplier test (#5105) Repositioning the reflection probe in the refraction test Updating the screenshot for the test * HDRP fix custom pass release (#5106) * Fix nullref when releasing HDRP with custom pass disabled * Updated changelog * update refractoin reference screenshots * Update more reference screenshots * update reference screenshots * Read stencil directly via SRV on depth buffer (#5090) * First pass commit to switch branch and compare some results. * Remove some dead code * Handle MSAA * Part 2 of MSAA fix up (forgot to stage) * still needed for HTile for now. * Missing cleanup * Miss cleanup of resolved buffer * Deal with render graph * Update changelog * Some cleanup of render graph and resources asset * Comment * Fix issue on resource binding * Small changes and actually be safe and resolve to a 2 channel texture * Comment update * Fix issues on other platforms * Fix nullref when path tracing is enabled (#5112) * Fix diffusion profile import (#5111) * Fix diffusion profile upgrade code freezing the editor * Updated changelog * Added comment * Fix builtin resource reloader (#5115) * Fix resource reloader for builtin resources * Updated changelog * Fix light unit reset (#5117) * Fix light unit reset when switching light type * Updated changelog * update DXR test with barndoor variable * Revert fix scene Id warning which casuse hand in graphic test * Update 1206_Lit_Transparent_Distortion.png * Hdrp/update deocumentation links (#5120) * Add missing documentation link on custom pass * remove unused and undocumented ShaderWindSettings * Update CHANGELOG.md * Fix build with HDRP in the project when it is not assigned in the graphic settings (#5119) * Fix a stackoverflow when stripping shader with an empty list of HDRP assets * Fixed HDRP build when HDRP is not in use * Updated changelog * Hdrp/backplate: Bugfixes (#5116) * ShadowMatte Shader (geometry which receive shadow only) * ShadowMatte improvement * Add Backplate for HDRISKy * Backplate attached to HDRISky with Shadow & Shadow Filter * HDRISky Backplate: Add Independent Rotation for Plate * Similar behavior for ShadowMatte & HDRISky Backplate * Update ProceduralSkyRenderer to fit with previous updates * Fix flicker shadow, Update documentation, add unit tests * rollback DefaultHDMaterial.mat * Update documentation and default behaviour for ShadowTint-Reset * update change log * Update Image Ref * end of line * update feature screenshots on the documentation to respect the dimension's guideline * Cleaner interface for the SkyRenderer * Remove ShadowMatte as a specific shader and convert it as ShaderGraph feature, UnlitMasterNode * Update Documentation * fix merge issue * fix Yamato: wrong merge * fix yamato merge /\!\ * Update min versoin to a11 (#4896) > Is this mean that this error will be here till Unity 2020.1.a11 will be released? > I'm getting this error with 2020.1.a9 (latest public version). Hi, as explain in the readme of this repository, master aim to work with our latest internal version, so it is expected that if you work with our master branch, thing will not work with public release. * Merge fix tentative * Merge with HDRP/staging Merge staging * merge ++ merge ++ * trigger trigger * remove irrelevant file * Update unit test, a render loop * update unit test * eol fix * trigger update * fix indentation & remove useless preprocessor * merge000 merge000 tmp + Support edit HDRIBackplate parameter from a GameObject (without Inspector) * Update CHANGELOG.md * Update shadow defines to enable shadow properlly * Revert "Merge branch 'HDRP/Backplate' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into HDRP/Backplate" This reverts commit cbeae62cca923654ca261be7483d7f9b3a629edc, reversing changes made to ec64ce09c529fa66ebf5a780430380c9b1f37068. * Merge merge * - Delete unused file * part 1. merge eol * Remove non-relevant doc ShadowMatte Shader, became an option in the Unlit Shader Graph MasterNode * fixes end of lines files * update meta from samples * update meta again * fix warning * Update documentation for HDRP Unlit MasterNode with the option "ShadowMatte" * Clean test scene * Update EditorBuildSettings.asset * Reenable the PreRenderSky for the HDRISkyRenderer * Rename Shadow Matte Enabler * Fix 'Ellipse shape type have dissolved edges' * fix 'Double dissolved triangles when using 0 in X or Y scale with backplate type Ellipse' * fix 'Inconsistent shadows when Point / Spot light shadow is enabled' 'Inconsistent shadows when Rectangular / spot shadow is enabled' * Merge EOL Merge with correct EOL * Merge again * Merge * merge * merge * trigger * Fixed an issue where ambient probe would be black for the first face of a baked reflection probe (#5113) * Implemented an API to access HDRP Color, Depth and Normal buffers (#5108) * Added API for accessing HDRP normal/depth and color buffer * Added HDRPCameraBinder for Visual Effect Graph (exploits Buffer Access to access any camera) * Fixed an issue where rendering done by users in EndCameraRendering would be executed before the main render loop. (#5118) * Hdrp/fix volume with prefab overrides (#5103) * fix prefab override on mode * fix alignment in preset on Profile * Update CHANGELOG.md * Hdrp/fix probes with prefab override workflow (#5092) * Remove MoreOptions that handled manipulation mode to put it in a drop down * Replaced popup manipulation mode per toggle as it makes more sens * Fix vector6 alignement and prefab override workflow on them * Fix prefab override for custom texture (and simplify some code) * Fix alignement issue between section and clean unused code * Fix MoreOptions and move RangeCompressionFactor to capture settings * Rename CustomSettings to RenderSettings * Fix prefab override for BlendDistance and BlendNormalDistance when in simplified controls * Remove unused GUIContents * Change Weight for a 0-1 slider * fix resync logic * fix prefab override for Mirror Rotation * move Show Chrome Gizmo to toolBar * Update CHANGELOG.md * Add information about version used in wizard (#5109) * Add information about version used in wizard * fix typo * Hdrp/fix density volume with prefab overrides (#5099) * Remove MoreOptions that handled manipulation mode to put it in a drop down * Replaced popup manipulation mode per toggle as it makes more sens * Fix vector6 alignement and prefab override workflow on them * Fix prefab override for custom texture (and simplify some code) * Fix alignement issue between section and clean unused code * Fix MoreOptions and move RangeCompressionFactor to capture settings * Rename CustomSettings to RenderSettings * Fix prefab override for BlendDistance and BlendNormalDistance when in simplified controls * Remove unused GUIContents * Change Weight for a 0-1 slider * fix resync logic * fix prefab override for Mirror Rotation * move Show Chrome Gizmo to toolBar * Update CHANGELOG.md * fix MoreOptions (move the manipulation into dedicated toggle) * fix prefab override on distanceFadeStart and distanceFadeEnd * Update CHANGELOG.md * Fix default value getter for structs (#5052) * Changed @default property to NewDefault() methods * Updated changelog * update message to say 2019.3 and not 2020.1 * Do not process lights beyond the specified limit (#4801) * Do not process lights beyond the specified limit * Fix light limit overflow handling * Changelog * Fix the shadow issue as well * Remove checks that are not needed anymore * increase threshold for XR distortion test 1206 * Lighting quality volume settings (#4411) * Lighting quality volume settings * Compilation fix * Updated Ambient Occlusion and Contact Shadows quality settings and added SSR. * Indentation * Update changelog * Fixed AO and CA profiles * Fix runtime test profile * Update AO screenshots * Update GlobalLightingQualitySettings.cs * updqte to Since 2019.3 * Fixed additional @default occurences * Adding support for HDLit and HDUnlit for path tracing and adding a test scene for path tracing (#5130) * Adding support for HDLit and HDUnlit for path tracing and adding a test scene for path tracing * Update Lit.shader * Add support for transparent material for path tracing (#5123) * Fix on geom normal test. * Added glossy GGX transmittance. * Minor changes on mtl sampling. * Unlocked SSS, SSR, Motion Vectors and Distortion frame settings for reflections probes. (#5131) * Hdrp/fix lookdev volume (#5121) * Fix light probes * Add LookDev profile * Update CHANGELOG.md * Fix some build warnings * Change how method for specular occlusions is decided (#4616) * Change the spec occlusion to a drop down (to allow for setting it off) * Fix bugs * Fixup layered lit tessellation * Tiny cleanup * Update StackLit.hlsl * Add UI on TerrainLit * Update CHANGELOG.md * Reset material keyword * Update material for test * Update terrain test image * Hdrp/lookdev smallfixes (#5133) * Fix rotation of object using the one from source when instanciating in lookdev * Fix minSize of the LookDev window * Update CHANGELOG.md * Fix issue with shadow matte (spot was disabled) (#5134) * Reenable code for Spot * Update unit test * fix shadowmatte * Fixed a typo in GLES3.hlsl (#5135) * update all material of project test + default material (#5137) * Fixed NaNs with GGX BTDF and IOR set to 1. (#5136) * Minor doc fix for debug window (#5159) * Update doc for Sky and Fog (#5154) * Update Sky documentation * Updated fog doc * Fix warning when loading template in PBR sky (#5162) * Remove unused definition of UNITY_MATRIX_V _ViewMatrix1 that cause warning * Update PhysicallyBasedSky.shader * Update PhysicallyBasedSky.shader * Hdrp/backplate - Enable AO for Backplate (#5158) * ShadowMatte Shader (geometry which receive shadow only) * ShadowMatte improvement * Add Backplate for HDRISKy * Backplate attached to HDRISky with Shadow & Shadow Filter * HDRISky Backplate: Add Independent Rotation for Plate * Similar behavior for ShadowMatte & HDRISky Backplate * Update ProceduralSkyRenderer to fit with previous updates * Fix flicker shadow, Update documentation, add unit tests * rollback DefaultHDMaterial.mat * Update documentation and default behaviour for ShadowTint-Reset * update change log * Update Image Ref * end of line * update feature screenshots on the documentation to respect the dimension's guideline * Cleaner interface for the SkyRenderer * Remove ShadowMatte as a specific shader and convert it as ShaderGraph feature, UnlitMasterNode * Update Documentation * fix merge issue * fix Yamato: wrong merge * fix yamato merge /\!\ * Update min versoin to a11 (#4896) > Is this mean that this error will be here till Unity 2020.1.a11 will be released? > I'm getting this error with 2020.1.a9 (latest public version). Hi, as explain in the readme of this repository, master aim to work with our latest internal version, so it is expected that if you work with our master branch, thing will not work with public release. * Merge fix tentative * Merge with HDRP/staging Merge staging * merge ++ merge ++ * trigger trigger * remove irrelevant file * Update unit test, a render loop * update unit test * eol fix * trigger update * fix indentation & remove useless preprocessor * merge000 merge000 tmp + Support edit HDRIBackplate parameter from a GameObject (without Inspector) * Update CHANGELOG.md * Update shadow defines to enable shadow properlly * Revert "Merge branch 'HDRP/Backplate' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into HDRP/Backplate" This reverts commit cbeae62cca923654ca261be7483d7f9b3a629edc, reversing changes made to ec64ce09c529fa66ebf5a780430380c9b1f37068. * Merge merge * - Delete unused file * part 1. merge eol * Remove non-relevant doc ShadowMatte Shader, became an option in the Unlit Shader Graph MasterNode * fixes end of lines files * update meta from samples * update meta again * fix warning * Update documentation for HDRP Unlit MasterNode with the option "ShadowMatte" * Clean test scene * Update EditorBuildSettings.asset * Reenable the PreRenderSky for the HDRISkyRenderer * Rename Shadow Matte Enabler * Fix 'Ellipse shape type have dissolved edges' * fix 'Double dissolved triangles when using 0 in X or Y scale with backplate type Ellipse' * fix 'Inconsistent shadows when Point / Spot light shadow is enabled' 'Inconsistent shadows when Rectangular / spot shadow is enabled' * Merge EOL Merge with correct EOL * Merge again * Merge * merge * merge * trigger * Reenable code for Spot * Update unit test * merge * Enable AO for Backplate * Update typo * less includes & rgb ao * Update refraction docs (#5171) * Update docs * Remove param inputs * Remove info * Remove white lines * Update light docs to mention the shadow softness in PCSS (#5173) * Fix local config package path (#5182) * Disable custom pass debug mode (#5199) * Disable custom passes when debug modes are enabled * Updated changelog * Added proper support for internal reflections. (#5196) * Added proper support for internal reflections. * Fixed issue with samples indexing. * Fix an issue that made PCSS dependent on Atlas resolution (not shadow map res) (#5194) * Fix issue with PCSS being dependent on shadow ATLAS resolution * More clarity * changelog * Preparation for further update of HDRP Render Graph (#5212) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * Refactoring the usage of intermediate buffers for ray tracing and correcting a bug related to indirect diffuse filtering (#5145) * Refactoring the usage of intermediate buffers for ray tracing and correcting a bug related to indirect diffuse filtering * Changelog * Making skinned mesh renderers work [2020.1] (#5107) * Making skinned mesh renderers work * Update changelog * Ray Traced Shadows Fixes (#5209) * Fixing ghosting issues when screenspaceshadowindexes change Fixing a bug whith histories when n>4 Including objects if their cast shadow is shadow only or double sided Only tracing rays for shadow if the point is inside the code for spotlight shadows Only tracing rays if the point is inside the range for point lights Creating a new test scene for ray traced shadows * Update changelog * Fix stencil read on Xbox (#5208) * Sometimes D3D11 is not defined on XBOX :( * Changelog * Fix reflection probe texture missing message (#5240) * Update HDReflectionProbeEditor.Preview.cs * Update HDReflectionProbeEditor.Preview.cs * Fixed compilation issue (#5242) * Fix the custom pass doc outline scripting example in VR (#5232) * Update EyeMasterNode.cs (#5261) * Fixing an inconsistency between ray tracing shadows and shadow maps for culling (#5235) * Fixing an inconsistency between ray tracing shadows and shadow maps for culling * update changelog * Recursive Rendering not working anymore (#5222) * Fix recursive rendering after refactor * update changelog * Hdrp/fix api documentation (#5236) * Fix missing documentations * fix copy past issue * Ray Traced Shadow Denoising Issues (#5270) * Wrong amount of history buffers allocated for ray traced shadows Wrong type for the history validation buffer * update changelog * Updated xml doc (#5271) * Core API documentation update. (#5263) * Updated HLSL gen API doc * HLSL gen attribute api doc * Misc classes API doc. * Various scripting API doc update. (#5264) * RTHandle Doc WIP * More RTHandle API doc * Updated CoreUtils API doc * Debug Window API doc * Debug Manager doc update * Documented the rest of the debug window ui classes. * Fix shader warning for XboxOne (#5245) * Fix shader warning for XboxOne * Update CHANGELOG.md * Update AmbientProbeConvolution.compute * Fixed Runtime Debug UI handlers (#5279) * Fixing spot light cookies not working in ray traced reflections and GI (#5274) * Fixing spot light cookies not working in ray traced reflections and GI * update changelog * API doc validation pass (#5291) * Restored wrongly removed SetRenderTarget API (#5292) * Remove leftover code for stencil handling (#5287) * Remove dead code * changelog * Fix an inverted handling of CoatSmoothness for SSR in StackLit. (was probably hidden by ForwardOnly SSR bug, see f209b45) (#5285) Fixes https://fogbugz.unity3d.com/f/cases/1201174/ * Updated missing API doc (#5273) * Renderer List api doc * Missing render graph API doc * Dynamic resolution Doc update (#5275) * Update online docs * Add API docs and update md docs * Update changelog * Re-add distortion inputs in material UI (#5230) * Re add missing distortion inputs in materials * Updated changelog * Fixed the title of the transparency inputs section in material UI * Make avg luminance 1 if NaN (#5218) * Bloom thresholding (#5210) * Added a threshold to bloom * Documentation update (bloom) * The second pass was deleted during a merge (#5282) * Fixing ray traced reflections exposure issue (#5269) * Fixed various issue with TAA / RTHandle init for history buffer + fix some typo (#5298) * fix issue with stencil buffer test in material classification * Rename DrawInstancedIndirect => DrawProceduralIndirect * fix complie issue in material classification * More fix * fix ident * fix comment * Remove gc alloc * fix typo * Fix issue with RTHandle system and scale value of previous RT for first frame * Force a reset history when enabling TAA mode on a camera * Update CHANGELOG.md * Hide unused settings in legacy Quality Settings panel (#5080) * Added optional LOD UI for quality settings * Update changelog * Update HDRenderPipeline.cs * fixed changelog * Fix compilation warning in HDShadowSampling.hlsl * Fix issue with vbufferparams not being initialized (#5295) * Init vbuffers even when reprojection is off * changelog * Forgot guard * RT Denoiser fixes (#5289) * Fixing denoising not working for reflections in tier1 Correcting artifacts in the diffuse denoiser (ao and gi) * update changelog * Implementing Ray Traced Color Shadows and Semi-Transparent Shadows (#4906) * Implementing Ray Traced Color Shadows and Semi-Transparent Shadows * Fixing issues due to other PRs * Update changelog * Review Fixes * Merge issues * merge issue * Fixing the visibility of methods (ray tracing) (#5307) * Fixing the visibility of methods (ray tracing) * update changelog * Diffusion profile list not saved (#5310) * Fix the diffusion profile list not saved when clicking the fix button in the material UI * Updated changelog * Fixing crash when bounce count is > 1 for ray traced indirect (#5306) * Fixing crash when bounce count is > 1 for ray traced indirect * update changelog * Scale PCSS filter size with light distance occluder (#5213) * Fix issue with PCSS being dependent on shadow ATLAS resolution * More clarity * changelog * Scale with distance v1 * Trying another fitting * Changelog * Fix warning and update comment. * Fixing exposure for path tracing (#5268) * Fix path tracing and exposure * update changelog * Fixing issue with package test validation (add "UNITY_INCLUDE_TESTS") * Move various API to internal * Fix AxF UI showing two times the advanced options (#5325) * Remove extra Advanced Options block * Changelog * Fixed an issue where cached sky contexts were being destroyed wrongly, breaking rendering in the LookDev (#5233) * Fixed an issue where cached sky contexts were being destroyed wrongly, breaking rendering in the LookDev * Update screenshot * Fixed an issue where HDRP LookDev volumes would always be active and break rendering in the scene view/game view. * Renaming based on review feedback. * Accessibility + doc * Fix issue with premature softness clamping (before distance scale) (#5317) * Fix issue with premature softness clamping in PCSS * changelog * More API doc update (#5329) * Core unsafe utils API doc. * PropertyFetcher API doc. * SerializedBitArray API DOC * Component Singleton API doc * Object Pool API Doc * Documentation API doc * Clear Flag API Doc * DynamicArray API doc * Removed EnvironmentLibrary base class * Hdrp/fix/fog affect transparency unlit master node (#5328) * Fix fog affect transparent on HD unlit master node * Updated changelog * Fix shader not included in build bug in custom pass doc example (#5327) * Improve a bit the custom post process template (#5…
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#pragma multi_compile _ SHADOWS_SHADOWMASK | |||
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#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH |
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you need to do this also for deferred.shader and tiledeferred.shader
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Ha! Yes I always forget about those two. Will do!
For QA: Please test also with deferredTile and deferred if thing work with shadow. |
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No issues found.�
- Made sure Forward Only Shadow Filtering still works
- In "Deferred Mode" and "Both" Lit Shader Modes checked that filtering quality low/medium/high correctly filters Directional Light, Point Light, Spot Light shadows in editor and player with "Deferred Tile" mode enabled and disabled
- Checked Shadowmask and Distanceshadowmask still works
- Checked Lighting Debug Modes
- Checked that Light Loop Debug, "Compute Light Evalution", "Compute Light Variants", "Compute Material Variants" does not cause any visual issues.
…244) * Do code cleanup + bugfix shadow * Update Upgrading-from-2020.1-to-2020.2.md * Update LightLoopDef.hlsl
* Refreshed the GUIDs for additional post processing data to avoid conflicts with PPv2 (#6394) * First pass of light loop optimizations (still single threaded) (#6367) * Saving 10% off the PrepareLightForGPU * 18% decrease in cost with this * Around 12% cost shaving off GetLightData * Around 6.5% win here * Faster View matrix flip * Missing *=-1 * About 7% win in preprocess light data * Another small batch * Small cleanup for first optimization pass * Tiny bit more cleanup * Address review points * Add comment * changelog * Shadow cascade tooltip fix (when using the metric mode) (#6448) * fix tooltip and public API about shadow cascades * minor modifications in the text * Add default tooltips * Add assert in case we support more cascades in the future * Minor text edit * Changlog * Updated tooltip text * update TAA screenshots * Disable POM test and update ref images (#6445) * Focus on Decal uses the extends of the projectors (#6449) * Added Alpha To Mask for HDRP and ShaderGraph (#6297) * Added AlphaToMask render state * AlphaToMask * AlphaToMask test * Updated changelog * Updated LayeredLit and AxF test * Added reference images * Fix depth and motion vector passes for Unlit * AlphaToMask doc. Unified doc and fixed links for Alpha Clipping * Updated reference screenshots * Update CHANGELOG.md * Fix motion vector settings for test scenes * Block AlphaToMask state in deferred or not MSAA. Updated test screenshots * Fix MRT blend state Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Move scene view camera settings to camera settings window (#6390) * Move the HDRP scene view settings to the Editor camera settings widget * Changelog + tooltips * update upgrade guide * fix spelling Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed how the area light influence volume is computed to match rasterization. (#6454) * - Fixed how the area light influence volume is computed to match rasterization. * Fix issue in the axis order * Update DebugDisplay.cs (#6467) * Fix shadow tesselation culling (#6477) * Fix custom pass culling params * Fixed shadow tessellation culling * revert custom pass code * Adding 5 automated test scenes (#6483) * Sharing more code for light data building (RT) and building a more optimal atlas (#6370) * - Sharing GetLightData code between rasterization and ray tracing to avoid duplication and lack of features - Inject all lights at the same time (rasterization and ray tracing) into the cookie atlas to avoid waste of space. - Added a test scene to make sure it works properly * correcting debug mistake * Forgot to add the screenshot and to enable the test in the editor build settings * - Fixed usage of light size data that are not available at runtime. (#6489) * Hdrp /lookdev ui fixes (#6491) * Fix no environment text wraping * Add missing toolbar tooltips * Fix camera button-dropdown layout * Fix uss loss at domain reload * Update CHANGELOG.md * Fix custom pass depth copy (#6484) * Fixed the depth buffer copy made before custom pass after opaque and normal injection point * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Changed the diffusion profile warning on the material to an info and changed the message to be more precise. (#6479) * Fix issue with baked reflection probes constantly marked as dirty with auto-bake on (#6473) * Use different hash to prevent the perennial dirtying of baked probes. * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp /fix drag area width at left of light intensity (#6471) * Fix drag area width at left of light's intensity * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp /fix reset of HDAdditionalLightData (#6453) * fix type resolving issue when reseting HDAdditionalLightdata * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add option to disable XR rendering on the camera settings (#6372) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix unused leftover (#6497) * Split HDRP Test scene 1900 in two scene (#6498) * Fix custom pass test reference images (#6512) * Updated ref image for PT fog test (5005). (#6513) * Review corrections for previous PR (#6494) * Fixed an usage of a a compute buffer not bound (1229964) (#6476) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed scene selection pass not working proporly for meshes rendered with recursive rendering. (#6520) Fixing an issue with sub-surface scattering and updating screenshots * fix typo (#6500) * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. (#6493) * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. * Update changelog. * Additional fix for regular inspector * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. (#6480) * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. * Update changelog * Removed wrongly serialized fields in StaticLightingSky (#6441) * Removed unnecessarily serialized members in StaticLightingSky component. * Update changelog * Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6504) * Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). * Small fix to avoid overlapping Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix a compilation issue to to a backport that did not go well. (#9) * Fixed a regression in the ray traced indirect diffuse due to the new probe system. (#31) * Clamp probes compression factor to 0 (#19) * Clamp to positive * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * path validation when creating new volume profile (#36) * Validate whole path when creating new profile * Changelog Co-authored-by: pavlos.mavridis <pavlos.mavridis@unity3d.com> * Alpha to coverage frame setting (#33) * Added FrameSettingsField.AlphaToMask * Changelog + Documentation * Changed field index * Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint. (#41) * AxF: Add support for specular AA from geometric curvature. * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model. * AxF: Fix a typo that caused a bug for SVBRDF materials using precise Fresnel variants to always use full reflectance (1) for delta lights. * AxF: Fix ignored reflection hierarchy + proxy intersection for carpaint. Add comments about problems if two directions are differents. Also add an option (disabled for now) to have BRDFColor with base angle of dominant direction. Rename some variables to make clearer direction on top for bottom lobe. * AxF: Use get scalar roughness function to factor out code. * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model. * Add changelog entries. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement constant buffers for HDRP global variables. (#52) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Fixed color/depth pyramid debug * Cleanup * Small fix * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Add Performance framework package and HDRP performance tests (#45) * Added performance test project * Added new test scene system and memory p[rofiling * Added shader analysis package * Create symlink folder in library directory * Update editor window * Update shader analysis selection * Added CLI utility to execute shader analysis reports * Added example for the cli * Removed problematic HDRP graphic test packages * Add xml file to avoid IL2CPP stripping issues with test runner on the performance test(#5903) * Update memory profiling test sample count * Update shader graph support * Updated project settings * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Use background job API and improved progress reporting * Empty commit for Performance reports * Updated ui * Empty commit for Performance reports * Empty commit for Performance reports * Added filter on shader pass and variants * Added option to only generate shader variants * Empty commit for Performance reports * Increase garlic heap size * Begin to add build profiling * Added more build info * Working version of the shader compilation time reporting * wip * Removed useless cli * Added util functions to name test and sample groups * Renamed all markers and finished the build profiling * Update test framework package * Updated shader analysis tests * Updated API * Updated API and log command for compiler * Updated api * Use unknown metric instead of time one as workaround * Enable the CPU profiling API * Fix when deleting an analyzed shader * Load reference on enable * Added shader analysis package * Fixed PS4 test name * Fixed memory unit * Added more test scenes * Force performance tests to run on PS4 base * Fixed sample units and use the same SampleGroup for multiple frames in counter test * Begin to create the graphic perf test * Finished the first version of performance graphic test package * Fixed build tests * Increase static analysis timeout * More timeout * Removed Lit shader static analysis * Fix counters tests * Added performance settings window in project settings * Re-add Forward build test scene * Fixed shader analysis filter * PR fixes * Begin to write the doc * Finished V1 of the performance package doc * Added grafana image and doc description * Updated doc * Maybe fix yamayo tests * Update documentation for static analysis * Added note on core asmdef * Removed debug * Fixed total memory * Added tesselation counters test * Tessellation shadow test * Added per scene settings * Added naming convention doc * Fixed build issue on yamato * Compilation fix to revert * Begin to write the new doc page * Completed performance doc * Fixed build test * Added Lit in static analysis * Removed deferred static analysis Co-authored-by: Frédéric Vauchelles <fredericv@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com> * Hdrp/fix/custom pass msaa rendering info (#42) * Add an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Custom Pass AOV API (#50) * Very basic AOV support for custom pass * Updated AOV API for custom passes * Changelog * Update AOV API * API improvements * API documentation * API doc, factorize all push texture calls in RenderCustomPass * added default values and constructor for CustomPassAOVBuffers * fix merge conflicts * Fix GC alloc during rendering: use a for loop instead of findIndex+lambda Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 2) (#87) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Minor adjustments to TAA anti flicker (#97) * small adjust to taa antiflicker * Changelog * Add support for lighting decomposition debug mode (+ AOV) (#99) * Add lighting decomposition debug mode * fix compil issue with probe volumes * Fix usage of debug exposure in debug mode * Add Test 3001 + fix reflection when sky only * remode _DebugExposure after merge * remode _DebugExposure after merge * fix merge issue * add exposure compensation to Fixed exposure mode * Update ColorUtils.cs * Fix MSAA resolve when there is no motion vectors (#1) * Fix MSAA resolve when there is no motion vectors * Update CHANGELOG.md * Cleaned up code * use multi_compile * Added _ Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix switch shader compilation (#111) * DXR Automated tests shader graph optimizations (#116) * Split 902 scene into 5 scenes + SG optimizations * Deleting old image for splited scene * Fix various leaks in HDRP. (#113) * Fixed a number of leak in HDRP * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix compile error with XR SubsystemManager (#107) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update SceneViewDrawMode.cs (#118) * Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#114) * Follow references when unloading unneeded assets * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix culling of reflection probes that change position (#121) * Fix culling of reflection probes that change position * Avoid null reference * Avoid null reference - try 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix null reference when processing light probe (#131) * Hdrp/runtimetests/ps4 fix (#129) * Redo branch. Upgrade to 2020.1.0b5, reduce texture res, new HDRP asset. * Switch to HDRI, increase Garlic heap size to 4gb, turn on "Stop NaNs" on camera, decrease render target res. * Fix issues causing planar probes to be broken with multiple cameras in the scene (#4) * Set appropriate render datas before rendering cameras * changelog * update doc * comment update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix black screen in XR when HDRP package is present but not used (#137) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#18) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). * update ssr screenshot Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for rasterized area light shadows in StackLit + slight refactor (#39) * Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled. * Doc: remove note about area light shadows for stacklit. [skipci] Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110) * Fix for white flash happening when changing lighting condition (like teleport) (#140) * fix * Update PostProcessSystem.cs * Update CHANGELOG.md * Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection * Update CHANGELOG.md * adress PR feedback * Fix default volume profile collapse (#138) * Only re-create the volume profile editor when the asset is changed * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Bind missing buffer (#159) Bind buffer to make sure that something is bound Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162) * Fixed shader warning on Xbox for ResolveStencilBuffer.compute (#163) * fix warning * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Texture-weighted automatic exposure (#165) * Exposure weighted by texture * miss one in the renaming * Doc update * changelog * doc update * fix issue when disabling override * Update 3003_LightingMode.unity * Optimizing light loop part 2 (#2) * Saving 10% off the PrepareLightForGPU * 18% decrease in cost with this * Around 12% cost shaving off GetLightData * Around 6.5% win here * Faster View matrix flip * Missing *=-1 * About 7% win in preprocess light data * Another small batch * Small cleanup for first optimization pass * Tiny bit more cleanup * Make UpdateShadowRequests 12% cheaper * Address review points * A bit less than 20% win in ExtractPointLightData * Add comment * changelog * 25% reduction of ExtractPointLightData * 18% win in UpdateShadowRequest * Another around 11% win for UpdateShadowRequest * Move matrix multiply utils to core * less lighttype computation * Ooops * fixup changelog * Proper merge * Missing leftovers . * I'll manage to submit it all one day... Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for POM for emissive map (#51) * Add option to use Base UV Mapping for emission * Graphic test and doc * Changelog * Screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP Compositor Tool (#57) * HDRP compositor tool, first code drop documentation typo, move everything in compositor namespace documentation typo bugfix: dynamically add/remove properties when shadergraph changes UI bugfix: properly compute height of UI elements Missing tooltips, button to remove the compositor toggle layers now works when player is paused add chroma keying in the compositor test Changelog, workflow bugfix Use Unity's built'in icons AOV bugfixes AOV tooltip was wrong bugfix: disabling the compositor now disables all compositor cameras Proper monitoring of shadergraph changes Updated test image + minor changes Use better names for internal cameras Bugfix: selecting the same res for a layer Bugfix: deleting in-use texture layers from shadergraph now works Bugfix: setting AOV to none now works properly Use the term SubLayer in the UI Improve AOV tooltip Camera properties in layers are properly refreshed UI: Move checkbox for overrides on the left side of the label Remove default compositor camera when also deleting the compositor Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again Hdrp/docs/compositor (#6013) * Added docs review * Changed fodler for images Bugfixe: deleting layers Bugfix: reordering layers Bugfix: creating a new compositor fails Remove redundant check Fix wrong tooltip Bugfix when deleting camera stack layers Bugfix: handle window resize Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers Bugfix: more robust re-ordering (also moves children) Bugfix: mark scene dirty when adding a compositor Bugfix: display warning when alpha is configured properly Change video layer icon Bugfix: adding a layer filter does not reset the UI state Bugfix: do not show composition properties that are marked with hide-in-inspector Better / more clean layer injection implementation minor code clean up Clear color mode should only be editable on the first layer of a stack Bugfix: setup of custom render was not always called Bugfix: make sure additional camera data always exist in the layer/compositor camera Change test id to 9800 Fix typos mark scene dirty when removing or disabling the compositor Default composition shadergraph and profile are now cloned Serialized objects are now properly updated minor code change: range checks bugfix: error message appears at beginning remove layer list from the asset file add default camera layer when creating the compositor replace getter function with c-sharp property update asset in unit test * move compositor unit test images * remove leftover code * review feedback #1 * review feedback 2 * review feedback - custom clear shader * fix variable names that don't affect serialization * fix serialized variable names * bugfix: image layers and camera stacking * use enum utility functions * Use multicompile in motion blur + bug fix * Make some variables private * Update Compositor-User-Guide.md * Review feedback * fix muticompile for motion blur without alpha * Update to new constant buffer / shadergraph api * Player test image for the compositor * Properly fill camera entries for global constant buffer * Fix after rebase / function rename * Make bg red for better debugging qnd cqtch unity exception * Disable compositor test until we fix it on yamato Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * PBR shader gbuffer ztest (#43) * Fixed PBR shader rendering in deferred * Updated changelog * Enable Light Baking Cookies by default + Warning (#79) * Enable * Fix typo * Importance Sampling Pipeline (#84) * Multiple Importance Sampling for HDRI Sky (Ray Generation) * backup * Multiple helpers * Add RTHandleDeleter (delay in K frame the Release of a RTHandle) * Fix GPU Operation when texture are too small * Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ... * Helper manager to generate one marginal per slice mip (one per frame) * backup * Add SampleCubemapProjectionNode (Project cubemap to Geometry) * delete useless files * update * Cube To LatLong for CubeArray * Functional generation * Integration on ray tracer step * Store HDRI Integral * . * Integrate HDRI Sky * Update Importance Sampling * Update Algorithm with Hemisphere Path * Backup * Update merge * Update Merge 001 * Update Merge 002 * Update Merge 003 * Update Merge 004 * Update Merge 005 * Update Merge 006 * Update Merge 007 * Cleanup * Update Integration of HDRISky Upper Hemisphere * Remove useless dump images on disk * Fix change log issue * backup * Backup * Pre-Clean * Pre-Clean * Clean Up - remove file * Remove Debug Code * Update * Update ChangeLog * Clean Up * update * Clean up * Remove useless texture * Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter" * CleanUp * remove useless comment * Add variable (Atmospherical) + Rename/Comment * Move parameter to CS, Clean & move to private RTHandleDeleter * Revert "Importance Sampling Pipeline (#84)" This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11. * Reducing the number of variants for ray tracing when building a player (#94) * - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform. - Removed the dynamic lightmap multicompile. - Remove the LOD cross fade multi compile for ray tracing. - Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping. * fix merge * Update LayeredLit.shader * Update LayeredLit.shader Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 3003_LightingMode.unity * Fix compil issue with Enable BakeCookie * Enable Light Baking Cookies by default + Warning - part 3 #79 * Avoid building the mip chain a second time for SSR for transparent objects. (#93) * - Avoid building the mip chain a second time for SSR for transparent objects. * Update ScreenSpaceReflections.compute * fix merge issue Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Scalable volumetrics [skip ci] (#34) * Adaptive sampling works * Compute the PDF * URL * Fix stuff up (except for profile preview) * Attempt to fix previews * Fix transmission * Support quality levels * Clean shader * Remove 2 kernels * PURGE * Automatically adjust the number of samples at runtime * Changelog * Spaaaaace * Add comment * Spaaaaaace * Rename * Update ref img 1215, 1216, 1217 * Revert "Update ref img 1215, 1216, 1217" This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088. * Robust filter radius * Solve the NaN problem * Save 1x VGPR * Update SSS defaults * Add migration steps * Volume resolution WIP * Shorter names FTW * Comment * Dynamic slice count works * Dynamic res works * Changelog * Stretch the limits * Fix bug (order matters) * Comments * Remove volumetric quality presets * Changelog * Reorder * Solve the mystery of RTs going NULL * More robust bad history detection * Update test scenes for High Quality * More bug fixes * More accurate comment * Do not reinvent the wheel * Fix broken test 1351 * Attempt to migrate HQ SSS settings * Remove all branches * Optimize a bit * 7x WF * Fix the rounding error * Fix the rounding error * Remove garbage allocation * Fix typos * Copy the SSS value * Revert HDRP asset changes * Fix default UI value * Pass the right asset * Update ref img 1215 * update reference screenshots * Update CHANGELOG.md * Update CHANGELOG.md * Switch to RTHandles * Rename textures used by the fog filtering pass * Fix reprojection * Fix shader warning + typo+ * fix another shader warning Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fixed runtime test for Yamato (#177) * Revert "Hdrp/runtimetests/ps4 fix (#129)" This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba. * Update runtime test to use way less memory to be able to run on console * Fixed screenshots and test * Fix HDRP Wizard windows not compatible with "preview" package version (#178) * Fix async compute throwing errors because of global constant buffers. (#130) * Replaced commands incompatible with async compute in light list build process. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136) * Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly. * Update changelog * Removed useless test * Updated changelog message to add more info * Refactoring to share the code for light list building better between probe volumes and lights. (#156) * Refactoring to share the code for light list building better between probe volumes and lights. * Remove commented code * Fixed constant buffer update * Fixed kernel used for cluster generation * Fixed cluster kernel for oblique projection * Restored a resize test for XR * Removed unexpected Shuriken folder in Test Project * Add range attenuation to box-shaped spotlights [Skip CI] (#101) * Added range attenuation to box-shaped spotlights * Update tests * Update CHANGELOG.md * Remove file duplication * Added box range attenuation test * Clarify documentation * Update screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/decal transparent mip selection 1222437 (#96) * Improve MIP selection for decals to transparent * Add change logs * Communize Helper (ComputeTextureLOD{Bias?}(...) * Update * Rename * Comment * fix white space and 0.f Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix cookie atlas alloc for cone spot lights (#187) * Fix unneeded cookie texture allocation for cone stop lights * Updated changelog * Fix cone spot light cookie * update template (#189) * Hdrp/combine material samples with shader samples [Skip CI] (#117) * Fix MaterialBalls having same guid issue material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned * Merge material samples and shader samples Merge shader samples into material samples * Update scene visuals update frame prefab with new visual style update scene to suit visual style * Fix spelling and grammatical errors alterates -> alters - this one isn't technically an error but alterates isn't used in common English oder -> order accross -> across * Create fabric scene create scene and rendering settings * Add fabric ball prefab with fabric mesh Add fabric ball prefab with fabric mesh * Add threadmaps to project Add threadmaps to project * Add materials to project Add materials to project Linen Nylon Satin Velvet Wool * Add scenes for hair and fabric and create prefabs for lighting and hair display Add scenes for hair and fabric Create prefabs for lighting and hair display Fix Decal prefab * Update scene and fix errors with materials that don't use threadmaps Update scene and fix errors with materials that don't use threadmaps * Update fabric materials and textures Update fabric materials and textures * Clean up project and add additional materials Add ShotSilk material Modify materials Rename textures Cleanup changes Add information to fabric scene * Update and organize scenes Update and organize scenes * Update Fabric scene , fix spelling errors and change to american spelling Update Fabric scene , fix spelling errors and change to american spelling * Update information in fabric scene * Update scene lighting Update scene lighting * Align lighting and rendering across scenes, remove old sample scene Create prefabs for common elements Change sky gradient Remove unused settings Remove old sample scene * Update textures and meshes Update denim color to tga file format to conform with other files Update cloth mesh to have better normals Update scene after changes to prefab * Update cloth mesh Update cloth mesh * Update scene text and cloth mesh Update scene text and cloth mesh * Update Changelog Update Changelog * Fix bug with material ball and parallax occlusion mapping due to mesh tangents Fix bug with material ball and parallax occlusion mapping due to mesh tangents * Remove shader samples from package json and update material samples description Remove shader samples from package json and update material samples description * Update sample content documentation * Update scene text * Move files in mesh folder to appropriate folders and remove additional material ball prefab * Add micro shadows * Update 1301_StackLitSG.png * Change guid reference in MaterialSamples scene Co-authored-by: Sean Puller <sean.puller@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * DisplayInfo attribute. (#172) * Added DisplayInfo attribute for generic display info. * Implemented volume parameter sorting for default inspector. * Update changelog * Named parameters for tuples in Volume Component Editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Compute Buffer management for render graph (#194) * Added import and usage of Compute Buffer API to render graph. * Missing clear of Compute buffer write/read lists. * Another missing clear. * Light loop compute buffers WIP # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs * Reverted Render Graph debug registering by default. * Post merge fixes * RenderPass debugger visualization and fixed null profiling sampler * Missing using directive. * Post merge fix * Use new light list build ouptut for deferred lighting pass * Use new light list build ouptut for contact shadow pass * Use new light list build ouptut for volumetric passes * Simplify the tooltip (#188) * Added MovedFrom attribute (#182) * Contact shadow min distance + fix scalarization code (#150) * Min distance * editor update * Update doc * Changelog * fix some ui issues * Update docs according to UI changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * TAA docs update (#132) * update docs * pr review * Added indentation as dashed * Hdrp/deferred shadow quality multi compile (#5) * shadow mask * Changelog * Have shadow quality as multi_compile * make old API obsolete * Update comment * Comment on pre processor * Update docs * Change shader versions of deferred Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/path traced dof (#164) * Path traced DoF implementation * Move focus distance from volume to physical camera * Small fixes * Small fixes in math * Small fixes in math 2 * Compile error * Make new functions private * Cosmetic changes * Move viewport matrix function to utils * Keep focus distance in the volume * Do not enable in scene view camera * Changelog * Review feedback * Use scale and bias instead of matrix mul for the viewport transform * Bugfix: post process DoF should still be executed for non-physical mode * Typo * avoid null reference when physical params is null * remove redundant check * Update HDRenderPipelineAsset.asset (#210) * Fixed volume debug menu in playmode (#149) * Refresh widgets in play mode. Added doc. Reduced refresh rate * Changelog * Added some code doc * Fix refresh rate and scroll over hidden volumes in play mode Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added a new test scene for physical camera DoF in Pathtracer (#211) * Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215) * fix bug 1238155 * Update CHANGELOG.md * Update HDRenderPipeline.cs * Update HDRenderPipelineAsset.cs * Fix warning in PCSS code when using Vulkan (#229) * Fix warning * changelog * Fix decal register + obsolete cookie API (#195) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Fix decal shader * Fixed HDRP cookie * Update HDLightUI.cs * correctly fix decal * Update CHANGELOG.md * Update ColorAdjustments.cs * Update ShaderVariablesDecal.hlsl * fix compil on 2020.1 * Update HDRP_Test_Def.asset * add test for 3RT decal * update decal test * Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244) * Do code cleanup + bugfix shadow * Update Upgrading-from-2020.1-to-2020.2.md * Update LightLoopDef.hlsl * Fixed issues with path traced SSS and accumulation. (#257) * Add missing documentation for AOV API params (#254) * Hdrp/public static sky (#253) * Made the static lighting sky public so that users can change it by script for baking purpose. * Update changelog * Update HDAdditionalLightData.Migration.cs (#269) * Add missing docs attributes (#271) * Fixed an error about procedural sky being logged by mistake. (#273) * Fixed an error about procedural sky being logged by mistake. * Update changelog * Fix quality settings UI and shadow mask UI (#122) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update CHANGELOG.md * Update HDRenderPipeline.cs * fix typo * fix typo 2 * Updated raytracing async compute warning. (#274) * Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a null ref exception in static sky when the default volume profile is invalid. (#278) * Fixed a null ref exception in static sky when the default volume profile is invalid. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added SubScenes cache to be compatible with HDRP/staging (#287) * Update 2002_Light_DynamicMix.unity (#292) * Update HDCubemapInspector.cs (#296) * increase tolerance for test 5008 in VR due to recent changes (#311) * Upate screenshot for HDRP DXR Test (#312) * Fix SSS code doc (#319) * Fix issue with screen-space shadows not enabled with RT off (#139) * Fix issue with screen_space shadows not enabled with RT off * Proper fix: only keep directional screen space shadows with RT off * Fix shadow debug mode * cosmetic changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a performance issue with stochastic ray traced area shadows. (#300) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix bad merge of the light loop optimization PR (an optimization was undone) (#321) * Don't compute light type * Typo * Camera override API (#170) * Added the API to override camera rendering * Updated changelog * Fixed compilation issue * Factorized protection function * Fixed camera override in scene view * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fixed camera override with dynamic resolution and moved it to internal Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix cookie srgb (#297) * Fixed srgb flag not updating the cookie atlas * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix flickering lighting in the scene and game view when lookdev is open. (#290) * Fixed flickering of the game/scene view when lookdev is running. * Update changelog. * Added a function to reset the reference size of RTHandle systems. (#299) * Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. * Update changelog * Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291) * render until ambient probe is ready * changelog * remove comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Motion Vectors written by transparent when rendering with MSAA (#315) * Add resolve if needed of transparent movec * rename * rendergraph * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/reflection probe scale perf (#252) * Use IEnumerable as interface for HDProbeSystem * Added a perf test for probe registration * Use HashSet instead of List to store HDProbes * Updated planar reflection to use a HashSet * Updated changelog * Fix invalid length check * Fixed build of planar probe array * Fixed GC alloc issue Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [9.x.x] Axf measurements into tilings (#289) * AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support. On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material. This removes old materialU/V tiling and flakes tiling (AxF is still in preview though). Update test scene to move old tiling property values into new properties so results don't change. Update documentation. * AxF measurements into tilings: Add changelog entry. * AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings. * Update the AlphaToMask test for AxF. * Update all other editor and player platform references to match. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * fix 9402screenshots on vulkan * Update HDRP graphic test framework with Test Broken / TestFilter script (#393) * Update hdrp testing framework * Update hdrp testing framework 2 * Update TestFilterGenerator.cs * revert change on shader graph * Hd/add layer modification on generated emissive mesh for area light (#364) * Add Layer modification of EmissiveMesh generated by area light Add Layer handling on Generated Emissive Mesh * Update CHANGELOG.md * Add "same as Light" hability for layer and make it default * Add destruction on move in hierarchy and retrieve existing to secure the NotEditable * Add sync on Static too * Also the copy the static drop down Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Disable async compute for D3D12 [Hold] (#301) * disable async on d3d12 * Change doc * Hd/fix nullref while removing decal component (#416) * fix nullref on DecalComponent removed from contextual menu * Update CHANGELOG.md * Added a flow map parameter to HDRI Sky (#44) * Added uv distorsion for HDRISky cubemap * Editable flow strength * Better parameter name. Smooth flow on cube edges * Added a graphic test. Updated Changelog * Updated documentation * Added screenshots * Wait frames for test * Wait more * Update screenshots again... * Static test * Static screenshots * use multi_compile * Renamed all parameters * Procedural distortion * Update doc * Set all keywords * Revert to old behaviour * doc * update test * remove useless variable * doc * Fix lat long and procedural flow * replace trig functions. Correct wind dir * Dropdown and upper hemisphere fix * Updated doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with Uber Post process shader when alpha is enabled (#422) * Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * replace fbx by the one from URP with no import errors (#427) * Fix the bug (#430) * Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418) * Saturate vertex color to avoid negative values. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Renamed variables (#436) * Fix issue with the resolve of motion vectors (#421) * Hd/fix targets used in ongui in decalcomponent (#413) * Fix Reset not resetting to default * Delay MaterialEditor recreation to when possible * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implemented ray traced reflections for transparent objects. (#47) * Implementation of ray traced reflections for transparent objects * fix issue with ShowPrePassAndPostPass * Change label for transparent SSR + change default value to false * fix material not setup properly Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix custom pass graphic tests (#359) * FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test * Replaced canvas by a quad (more stable for graphic test) * disable vulkan test as it is failing, need investigation Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Save scene-view camera settings in Editor prefs (#440) * Sceneview camera settings are now saved in Editor prefs * cosmetic changes * add comment * Small refactor to allow easily adding more prefs in the future * fix comment * fix comment 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue when switching back to custom sensor type in physical camera (#417) * Fix issue when switching back to custom sensor type in physical camera * make if comparison more explicit * make if comparison more safe * Per-camera history for the custom settings using a static dictionary * Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix a null ref exception when running playmode tests (#360) * fix a null ref exception when running playmode tests with the render pipeline debug window opened * use empty array Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed some gcalloc in the debug window (#445) * Fixed some GCAlloc in the debug window * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update reference screenshot dx12 * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443) * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) * Fix an issue with thin refraction SG and updating screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Create Shaders.meta * Hdrp/small ui update (#423) * Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. * Update changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update settings for DXR * Update SetToCameraNearPlane.cs * Add an option to disable shadow bias * Don't query cull results if we don't have them (#449) * test with a guard * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update screenshot (#463) * Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12 * Update TestCaseFilters.asset * Revert "Disable async compute for D3D12 [Hold] (#301)" (#469) This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16. * Revert "Add an option to disable shadow bias" This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c. * PBR Sky renderer now shares its internal precomputation table between different instances. (#250) * PBR Sky renderer now shares its internal precomputation table between different instances. * Update changelog * Doc update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Makes sure quaternion is normalized and valid before converting to ma… (#331) * Makes sure quaternion is normalized and valid before converting to matrix. * Updated Changelo. * Revert "Updated Changelo." This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2. * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * New tooltip for camera background and fixed exposure when switching the background mode. (#415) * Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue causing not all baked reflection probes to be deleted (#441) * Clear the queue once filled up and push elements that failed to be pushed. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed asset preview being rendered white because of static lighting sky. (#462) * Fixed an issue where asset preview could be rendered white because of static lighting sky. Also fixed an issue where static lighting was not updated when removing the static lighting sky profile. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed null reference exception in LookDev when setting the SRP to None (#447) * Fixed null reference exception in LookDev when setting the SRP to None * Review feedback * Review feedback 2 * Fix show cookie atlas debug mode (#475) * Fix the show cookie atlas debug mode not displaying correctly * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Enable DXR playmode test (#472) * Update upm-ci-hdrp_dxr.yml * add hdrp dxr playmode test to all hdrp ci * Update upm-ci-hdrp.yml * Update upm-ci-hdrp.yml * change planar atlas size to 1024 * Update upm-ci-hdrp.yml * Update 802_SubSurfaceScatteringForward.png * update scene * update 5001 lighting * fix exposure for 5001 path tracing test * update player screenshots * disable 5001 path tracing as it fail on yamato * Fix few multi-editing issues with Emission UI (#473) * Working but not nice * Remove unecessary cruft * tiny changes * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Re-enable cubemap thumbnail gen only for d3d11 (#487) * re-enable thumbnail gen only for d3d11 * Update changelog * try enable metal * Update changelog and comment * Check reflection probe null pointer before use. (case 1244047) (#456) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove max atlas probe alloc size in HDRP asset (#458) * Fixed max alloc planar size not taking in account the max cache size * Removed the max cache clamp on texture atlases * Hd/fix undo environmentlibrary lookdev (#490) * fix undo redo for environment library * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix vulkan test * SSGI Implementation (#95) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Change Sky in 5001 PT Test to HDRI Sky + update image (#502) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 802_SubSurfaceScatteringForward.unity * fix vulkan warring and wrong meta * Update upm-ci-hdrp.yml * Fix merge issue with Test filter * Use path relative to package for depth of field (#523) * Use absolute paths for dof include * changelog * Fix Light overlap (#444) * Added the light overlap volume code * Updated changelog * Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode * Fixed documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed API breakage. (#524) * [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532) * AOV documentation * minor change in the comments * Accumulation documentation * minor improvements * Rewrite the AOV script. Now it is stand-alone. * Typo * Add path traced DoF documentation * Reviewed AOV doc * Reviewed accumulation doc * Reviewed path-traced dof doc * Add missing OnDestroy in example script Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Restore some XR HDRP tests (#382) * restored XR tests * revert and split changes for temporal effects in another branch * fix XR tests using volumetrics * 8103 is still acting randomly * try to set timeout to 30s to confirm it's working * set timeout to 5 min per test for HDRP instead of default 3 min Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix taaFrameIndex and restore TAA tests for XR (#534) * fix taaFrameIndex and temporal effects with the test suite * increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty * update ref images * set waitFrames for HDRP runtime test scene * reset camera before waiting * update reference images from Yamato * revert change to 001-HDTemplate * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488) * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) * Add missing inverse exposure multiplier * Add support for batchmode (#542) * Update 9301_MotionVectorsOff-Forward-Dynamic.png * Fix custom pass prefabs (#419) * Fix custom pass integration with prefabs * Updated changelog * Fixed prefab highlight not updated when adding/removing custom passes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * Reverted volumetric lighting changes and now render graph version uses the shared textures. * Clone in the Asset folder when the original volume profile is in a re… (#508) * Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961) * Added changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529) * Custom Pass API (part 1) (#155) * Begin to write the new custom pass API * Begin to add custom pass utils shader * Begin to add custom pass API test scenes * Fixes for the Gaussian blur of the custom pass API * Fix blur release * Added custom pass copy test and fixed blur * Added more custom pass documentation * Added custom pass API graphic test reference image * Added more obsolete things * fix function visibility * Updated changelog * Added custom pass API test scene * Fixed custom pass API doc * Moved obsolete execute function into the new one * Updated custom clear pass to use the new API * Updated custom pass API test reference image * update reference screenshots * Fixed various scale issues in the blur custom pass API and updated reference screenshot * Disable custom pass API test because it's unstable Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 3) (#98) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Converted raytracing lightloop variables to constant buffer. * Converted RayTracing global variables to constant buffer. * Removed obsolete comment * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Post merge fix * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Post merge fix * Removed useless constant * Crash fix * Post merge fix * Update 501_RecursiveRendering.png Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Hd/fix wizard defaultvolumeprofile creation (#565) * Fix Wizard check on default volume profile * Update CHANGELOG.md * Small TAA Anti-flicker changes (#555) * tweaks * Change default so that is just high quality. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix central depth sampling in TAA (#564) * Fix sampling of central depth * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Render Graph Async Compute (#552) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies. * Implementation of async resource synchronization. * Fixed synchronization (only partial fix) * Added default profiling sampler for render graph passes not providing one. * Async WIP * Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async. * Post merge fix * Cleanup * Removed comment. * Disabled async contact shadows again. * Small cleanup * Change exposure compensation in the default volume p…
* Refreshed the GUIDs for additional post processing data to avoid conflicts with PPv2 (#6394) * First pass of light loop optimizations (still single threaded) (#6367) * Saving 10% off the PrepareLightForGPU * 18% decrease in cost with this * Around 12% cost shaving off GetLightData * Around 6.5% win here * Faster View matrix flip * Missing *=-1 * About 7% win in preprocess light data * Another small batch * Small cleanup for first optimization pass * Tiny bit more cleanup * Address review points * Add comment * changelog * Shadow cascade tooltip fix (when using the metric mode) (#6448) * fix tooltip and public API about shadow cascades * minor modifications in the text * Add default tooltips * Add assert in case we support more cascades in the future * Minor text edit * Changlog * Updated tooltip text * update TAA screenshots * Disable POM test and update ref images (#6445) * Focus on Decal uses the extends of the projectors (#6449) * Added Alpha To Mask for HDRP and ShaderGraph (#6297) * Added AlphaToMask render state * AlphaToMask * AlphaToMask test * Updated changelog * Updated LayeredLit and AxF test * Added reference images * Fix depth and motion vector passes for Unlit * AlphaToMask doc. Unified doc and fixed links for Alpha Clipping * Updated reference screenshots * Update CHANGELOG.md * Fix motion vector settings for test scenes * Block AlphaToMask state in deferred or not MSAA. Updated test screenshots * Fix MRT blend state Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Move scene view camera settings to camera settings window (#6390) * Move the HDRP scene view settings to the Editor camera settings widget * Changelog + tooltips * update upgrade guide * fix spelling Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed how the area light influence volume is computed to match rasterization. (#6454) * - Fixed how the area light influence volume is computed to match rasterization. * Fix issue in the axis order * Update DebugDisplay.cs (#6467) * Fix shadow tesselation culling (#6477) * Fix custom pass culling params * Fixed shadow tessellation culling * revert custom pass code * Adding 5 automated test scenes (#6483) * Sharing more code for light data building (RT) and building a more optimal atlas (#6370) * - Sharing GetLightData code between rasterization and ray tracing to avoid duplication and lack of features - Inject all lights at the same time (rasterization and ray tracing) into the cookie atlas to avoid waste of space. - Added a test scene to make sure it works properly * correcting debug mistake * Forgot to add the screenshot and to enable the test in the editor build settings * - Fixed usage of light size data that are not available at runtime. (#6489) * Hdrp /lookdev ui fixes (#6491) * Fix no environment text wraping * Add missing toolbar tooltips * Fix camera button-dropdown layout * Fix uss loss at domain reload * Update CHANGELOG.md * Fix custom pass depth copy (#6484) * Fixed the depth buffer copy made before custom pass after opaque and normal injection point * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Changed the diffusion profile warning on the material to an info and changed the message to be more precise. (#6479) * Fix issue with baked reflection probes constantly marked as dirty with auto-bake on (#6473) * Use different hash to prevent the perennial dirtying of baked probes. * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp /fix drag area width at left of light intensity (#6471) * Fix drag area width at left of light's intensity * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp /fix reset of HDAdditionalLightData (#6453) * fix type resolving issue when reseting HDAdditionalLightdata * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add option to disable XR rendering on the camera settings (#6372) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix unused leftover (#6497) * Split HDRP Test scene 1900 in two scene (#6498) * Fix custom pass test reference images (#6512) * Updated ref image for PT fog test (5005). (#6513) * Review corrections for previous PR (#6494) * Fixed an usage of a a compute buffer not bound (1229964) (#6476) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed scene selection pass not working proporly for meshes rendered with recursive rendering. (#6520) Fixing an issue with sub-surface scattering and updating screenshots * fix typo (#6500) * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. (#6493) * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. * Update changelog. * Additional fix for regular inspector * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. (#6480) * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. * Update changelog * Removed wrongly serialized fields in StaticLightingSky (#6441) * Removed unnecessarily serialized members in StaticLightingSky component. * Update changelog * Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6504) * Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). * Small fix to avoid overlapping Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix a compilation issue to to a backport that did not go well. (#9) * Fixed a regression in the ray traced indirect diffuse due to the new probe system. (#31) * Clamp probes compression factor to 0 (#19) * Clamp to positive * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * path validation when creating new volume profile (#36) * Validate whole path when creating new profile * Changelog Co-authored-by: pavlos.mavridis <pavlos.mavridis@unity3d.com> * Alpha to coverage frame setting (#33) * Added FrameSettingsField.AlphaToMask * Changelog + Documentation * Changed field index * Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint. (#41) * AxF: Add support for specular AA from geometric curvature. * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model. * AxF: Fix a typo that caused a bug for SVBRDF materials using precise Fresnel variants to always use full reflectance (1) for delta lights. * AxF: Fix ignored reflection hierarchy + proxy intersection for carpaint. Add comments about problems if two directions are differents. Also add an option (disabled for now) to have BRDFColor with base angle of dominant direction. Rename some variables to make clearer direction on top for bottom lobe. * AxF: Use get scalar roughness function to factor out code. * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model. * Add changelog entries. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement constant buffers for HDRP global variables. (#52) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Fixed color/depth pyramid debug * Cleanup * Small fix * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Add Performance framework package and HDRP performance tests (#45) * Added performance test project * Added new test scene system and memory p[rofiling * Added shader analysis package * Create symlink folder in library directory * Update editor window * Update shader analysis selection * Added CLI utility to execute shader analysis reports * Added example for the cli * Removed problematic HDRP graphic test packages * Add xml file to avoid IL2CPP stripping issues with test runner on the performance test(#5903) * Update memory profiling test sample count * Update shader graph support * Updated project settings * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Use background job API and improved progress reporting * Empty commit for Performance reports * Updated ui * Empty commit for Performance reports * Empty commit for Performance reports * Added filter on shader pass and variants * Added option to only generate shader variants * Empty commit for Performance reports * Increase garlic heap size * Begin to add build profiling * Added more build info * Working version of the shader compilation time reporting * wip * Removed useless cli * Added util functions to name test and sample groups * Renamed all markers and finished the build profiling * Update test framework package * Updated shader analysis tests * Updated API * Updated API and log command for compiler * Updated api * Use unknown metric instead of time one as workaround * Enable the CPU profiling API * Fix when deleting an analyzed shader * Load reference on enable * Added shader analysis package * Fixed PS4 test name * Fixed memory unit * Added more test scenes * Force performance tests to run on PS4 base * Fixed sample units and use the same SampleGroup for multiple frames in counter test * Begin to create the graphic perf test * Finished the first version of performance graphic test package * Fixed build tests * Increase static analysis timeout * More timeout * Removed Lit shader static analysis * Fix counters tests * Added performance settings window in project settings * Re-add Forward build test scene * Fixed shader analysis filter * PR fixes * Begin to write the doc * Finished V1 of the performance package doc * Added grafana image and doc description * Updated doc * Maybe fix yamayo tests * Update documentation for static analysis * Added note on core asmdef * Removed debug * Fixed total memory * Added tesselation counters test * Tessellation shadow test * Added per scene settings * Added naming convention doc * Fixed build issue on yamato * Compilation fix to revert * Begin to write the new doc page * Completed performance doc * Fixed build test * Added Lit in static analysis * Removed deferred static analysis Co-authored-by: Frédéric Vauchelles <fredericv@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com> * Hdrp/fix/custom pass msaa rendering info (#42) * Add an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Custom Pass AOV API (#50) * Very basic AOV support for custom pass * Updated AOV API for custom passes * Changelog * Update AOV API * API improvements * API documentation * API doc, factorize all push texture calls in RenderCustomPass * added default values and constructor for CustomPassAOVBuffers * fix merge conflicts * Fix GC alloc during rendering: use a for loop instead of findIndex+lambda Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 2) (#87) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Minor adjustments to TAA anti flicker (#97) * small adjust to taa antiflicker * Changelog * Add support for lighting decomposition debug mode (+ AOV) (#99) * Add lighting decomposition debug mode * fix compil issue with probe volumes * Fix usage of debug exposure in debug mode * Add Test 3001 + fix reflection when sky only * remode _DebugExposure after merge * remode _DebugExposure after merge * fix merge issue * add exposure compensation to Fixed exposure mode * Update ColorUtils.cs * Fix MSAA resolve when there is no motion vectors (#1) * Fix MSAA resolve when there is no motion vectors * Update CHANGELOG.md * Cleaned up code * use multi_compile * Added _ Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix switch shader compilation (#111) * DXR Automated tests shader graph optimizations (#116) * Split 902 scene into 5 scenes + SG optimizations * Deleting old image for splited scene * Fix various leaks in HDRP. (#113) * Fixed a number of leak in HDRP * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix compile error with XR SubsystemManager (#107) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update SceneViewDrawMode.cs (#118) * Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#114) * Follow references when unloading unneeded assets * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix culling of reflection probes that change position (#121) * Fix culling of reflection probes that change position * Avoid null reference * Avoid null reference - try 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix null reference when processing light probe (#131) * Hdrp/runtimetests/ps4 fix (#129) * Redo branch. Upgrade to 2020.1.0b5, reduce texture res, new HDRP asset. * Switch to HDRI, increase Garlic heap size to 4gb, turn on "Stop NaNs" on camera, decrease render target res. * Fix issues causing planar probes to be broken with multiple cameras in the scene (#4) * Set appropriate render datas before rendering cameras * changelog * update doc * comment update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix black screen in XR when HDRP package is present but not used (#137) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#18) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). * update ssr screenshot Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for rasterized area light shadows in StackLit + slight refactor (#39) * Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled. * Doc: remove note about area light shadows for stacklit. [skipci] Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110) * Fix for white flash happening when changing lighting condition (like teleport) (#140) * fix * Update PostProcessSystem.cs * Update CHANGELOG.md * Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection * Update CHANGELOG.md * adress PR feedback * Fix default volume profile collapse (#138) * Only re-create the volume profile editor when the asset is changed * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Bind missing buffer (#159) Bind buffer to make sure that something is bound Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162) * Fixed shader warning on Xbox for ResolveStencilBuffer.compute (#163) * fix warning * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Texture-weighted automatic exposure (#165) * Exposure weighted by texture * miss one in the renaming * Doc update * changelog * doc update * fix issue when disabling override * Update 3003_LightingMode.unity * Optimizing light loop part 2 (#2) * Saving 10% off the PrepareLightForGPU * 18% decrease in cost with this * Around 12% cost shaving off GetLightData * Around 6.5% win here * Faster View matrix flip * Missing *=-1 * About 7% win in preprocess light data * Another small batch * Small cleanup for first optimization pass * Tiny bit more cleanup * Make UpdateShadowRequests 12% cheaper * Address review points * A bit less than 20% win in ExtractPointLightData * Add comment * changelog * 25% reduction of ExtractPointLightData * 18% win in UpdateShadowRequest * Another around 11% win for UpdateShadowRequest * Move matrix multiply utils to core * less lighttype computation * Ooops * fixup changelog * Proper merge * Missing leftovers . * I'll manage to submit it all one day... Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for POM for emissive map (#51) * Add option to use Base UV Mapping for emission * Graphic test and doc * Changelog * Screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP Compositor Tool (#57) * HDRP compositor tool, first code drop documentation typo, move everything in compositor namespace documentation typo bugfix: dynamically add/remove properties when shadergraph changes UI bugfix: properly compute height of UI elements Missing tooltips, button to remove the compositor toggle layers now works when player is paused add chroma keying in the compositor test Changelog, workflow bugfix Use Unity's built'in icons AOV bugfixes AOV tooltip was wrong bugfix: disabling the compositor now disables all compositor cameras Proper monitoring of shadergraph changes Updated test image + minor changes Use better names for internal cameras Bugfix: selecting the same res for a layer Bugfix: deleting in-use texture layers from shadergraph now works Bugfix: setting AOV to none now works properly Use the term SubLayer in the UI Improve AOV tooltip Camera properties in layers are properly refreshed UI: Move checkbox for overrides on the left side of the label Remove default compositor camera when also deleting the compositor Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again Hdrp/docs/compositor (#6013) * Added docs review * Changed fodler for images Bugfixe: deleting layers Bugfix: reordering layers Bugfix: creating a new compositor fails Remove redundant check Fix wrong tooltip Bugfix when deleting camera stack layers Bugfix: handle window resize Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers Bugfix: more robust re-ordering (also moves children) Bugfix: mark scene dirty when adding a compositor Bugfix: display warning when alpha is configured properly Change video layer icon Bugfix: adding a layer filter does not reset the UI state Bugfix: do not show composition properties that are marked with hide-in-inspector Better / more clean layer injection implementation minor code clean up Clear color mode should only be editable on the first layer of a stack Bugfix: setup of custom render was not always called Bugfix: make sure additional camera data always exist in the layer/compositor camera Change test id to 9800 Fix typos mark scene dirty when removing or disabling the compositor Default composition shadergraph and profile are now cloned Serialized objects are now properly updated minor code change: range checks bugfix: error message appears at beginning remove layer list from the asset file add default camera layer when creating the compositor replace getter function with c-sharp property update asset in unit test * move compositor unit test images * remove leftover code * review feedback #1 * review feedback 2 * review feedback - custom clear shader * fix variable names that don't affect serialization * fix serialized variable names * bugfix: image layers and camera stacking * use enum utility functions * Use multicompile in motion blur + bug fix * Make some variables private * Update Compositor-User-Guide.md * Review feedback * fix muticompile for motion blur without alpha * Update to new constant buffer / shadergraph api * Player test image for the compositor * Properly fill camera entries for global constant buffer * Fix after rebase / function rename * Make bg red for better debugging qnd cqtch unity exception * Disable compositor test until we fix it on yamato Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * PBR shader gbuffer ztest (#43) * Fixed PBR shader rendering in deferred * Updated changelog * Enable Light Baking Cookies by default + Warning (#79) * Enable * Fix typo * Importance Sampling Pipeline (#84) * Multiple Importance Sampling for HDRI Sky (Ray Generation) * backup * Multiple helpers * Add RTHandleDeleter (delay in K frame the Release of a RTHandle) * Fix GPU Operation when texture are too small * Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ... * Helper manager to generate one marginal per slice mip (one per frame) * backup * Add SampleCubemapProjectionNode (Project cubemap to Geometry) * delete useless files * update * Cube To LatLong for CubeArray * Functional generation * Integration on ray tracer step * Store HDRI Integral * . * Integrate HDRI Sky * Update Importance Sampling * Update Algorithm with Hemisphere Path * Backup * Update merge * Update Merge 001 * Update Merge 002 * Update Merge 003 * Update Merge 004 * Update Merge 005 * Update Merge 006 * Update Merge 007 * Cleanup * Update Integration of HDRISky Upper Hemisphere * Remove useless dump images on disk * Fix change log issue * backup * Backup * Pre-Clean * Pre-Clean * Clean Up - remove file * Remove Debug Code * Update * Update ChangeLog * Clean Up * update * Clean up * Remove useless texture * Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter" * CleanUp * remove useless comment * Add variable (Atmospherical) + Rename/Comment * Move parameter to CS, Clean & move to private RTHandleDeleter * Revert "Importance Sampling Pipeline (#84)" This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11. * Reducing the number of variants for ray tracing when building a player (#94) * - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform. - Removed the dynamic lightmap multicompile. - Remove the LOD cross fade multi compile for ray tracing. - Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping. * fix merge * Update LayeredLit.shader * Update LayeredLit.shader Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 3003_LightingMode.unity * Fix compil issue with Enable BakeCookie * Enable Light Baking Cookies by default + Warning - part 3 #79 * Avoid building the mip chain a second time for SSR for transparent objects. (#93) * - Avoid building the mip chain a second time for SSR for transparent objects. * Update ScreenSpaceReflections.compute * fix merge issue Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Scalable volumetrics [skip ci] (#34) * Adaptive sampling works * Compute the PDF * URL * Fix stuff up (except for profile preview) * Attempt to fix previews * Fix transmission * Support quality levels * Clean shader * Remove 2 kernels * PURGE * Automatically adjust the number of samples at runtime * Changelog * Spaaaaace * Add comment * Spaaaaaace * Rename * Update ref img 1215, 1216, 1217 * Revert "Update ref img 1215, 1216, 1217" This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088. * Robust filter radius * Solve the NaN problem * Save 1x VGPR * Update SSS defaults * Add migration steps * Volume resolution WIP * Shorter names FTW * Comment * Dynamic slice count works * Dynamic res works * Changelog * Stretch the limits * Fix bug (order matters) * Comments * Remove volumetric quality presets * Changelog * Reorder * Solve the mystery of RTs going NULL * More robust bad history detection * Update test scenes for High Quality * More bug fixes * More accurate comment * Do not reinvent the wheel * Fix broken test 1351 * Attempt to migrate HQ SSS settings * Remove all branches * Optimize a bit * 7x WF * Fix the rounding error * Fix the rounding error * Remove garbage allocation * Fix typos * Copy the SSS value * Revert HDRP asset changes * Fix default UI value * Pass the right asset * Update ref img 1215 * update reference screenshots * Update CHANGELOG.md * Update CHANGELOG.md * Switch to RTHandles * Rename textures used by the fog filtering pass * Fix reprojection * Fix shader warning + typo+ * fix another shader warning Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fixed runtime test for Yamato (#177) * Revert "Hdrp/runtimetests/ps4 fix (#129)" This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba. * Update runtime test to use way less memory to be able to run on console * Fixed screenshots and test * Fix HDRP Wizard windows not compatible with "preview" package version (#178) * Fix async compute throwing errors because of global constant buffers. (#130) * Replaced commands incompatible with async compute in light list build process. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136) * Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly. * Update changelog * Removed useless test * Updated changelog message to add more info * Refactoring to share the code for light list building better between probe volumes and lights. (#156) * Refactoring to share the code for light list building better between probe volumes and lights. * Remove commented code * Fixed constant buffer update * Fixed kernel used for cluster generation * Fixed cluster kernel for oblique projection * Restored a resize test for XR * Removed unexpected Shuriken folder in Test Project * Add range attenuation to box-shaped spotlights [Skip CI] (#101) * Added range attenuation to box-shaped spotlights * Update tests * Update CHANGELOG.md * Remove file duplication * Added box range attenuation test * Clarify documentation * Update screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/decal transparent mip selection 1222437 (#96) * Improve MIP selection for decals to transparent * Add change logs * Communize Helper (ComputeTextureLOD{Bias?}(...) * Update * Rename * Comment * fix white space and 0.f Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix cookie atlas alloc for cone spot lights (#187) * Fix unneeded cookie texture allocation for cone stop lights * Updated changelog * Fix cone spot light cookie * update template (#189) * Hdrp/combine material samples with shader samples [Skip CI] (#117) * Fix MaterialBalls having same guid issue material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned * Merge material samples and shader samples Merge shader samples into material samples * Update scene visuals update frame prefab with new visual style update scene to suit visual style * Fix spelling and grammatical errors alterates -> alters - this one isn't technically an error but alterates isn't used in common English oder -> order accross -> across * Create fabric scene create scene and rendering settings * Add fabric ball prefab with fabric mesh Add fabric ball prefab with fabric mesh * Add threadmaps to project Add threadmaps to project * Add materials to project Add materials to project Linen Nylon Satin Velvet Wool * Add scenes for hair and fabric and create prefabs for lighting and hair display Add scenes for hair and fabric Create prefabs for lighting and hair display Fix Decal prefab * Update scene and fix errors with materials that don't use threadmaps Update scene and fix errors with materials that don't use threadmaps * Update fabric materials and textures Update fabric materials and textures * Clean up project and add additional materials Add ShotSilk material Modify materials Rename textures Cleanup changes Add information to fabric scene * Update and organize scenes Update and organize scenes * Update Fabric scene , fix spelling errors and change to american spelling Update Fabric scene , fix spelling errors and change to american spelling * Update information in fabric scene * Update scene lighting Update scene lighting * Align lighting and rendering across scenes, remove old sample scene Create prefabs for common elements Change sky gradient Remove unused settings Remove old sample scene * Update textures and meshes Update denim color to tga file format to conform with other files Update cloth mesh to have better normals Update scene after changes to prefab * Update cloth mesh Update cloth mesh * Update scene text and cloth mesh Update scene text and cloth mesh * Update Changelog Update Changelog * Fix bug with material ball and parallax occlusion mapping due to mesh tangents Fix bug with material ball and parallax occlusion mapping due to mesh tangents * Remove shader samples from package json and update material samples description Remove shader samples from package json and update material samples description * Update sample content documentation * Update scene text * Move files in mesh folder to appropriate folders and remove additional material ball prefab * Add micro shadows * Update 1301_StackLitSG.png * Change guid reference in MaterialSamples scene Co-authored-by: Sean Puller <sean.puller@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * DisplayInfo attribute. (#172) * Added DisplayInfo attribute for generic display info. * Implemented volume parameter sorting for default inspector. * Update changelog * Named parameters for tuples in Volume Component Editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Compute Buffer management for render graph (#194) * Added import and usage of Compute Buffer API to render graph. * Missing clear of Compute buffer write/read lists. * Another missing clear. * Light loop compute buffers WIP # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs * Reverted Render Graph debug registering by default. * Post merge fixes * RenderPass debugger visualization and fixed null profiling sampler * Missing using directive. * Post merge fix * Use new light list build ouptut for deferred lighting pass * Use new light list build ouptut for contact shadow pass * Use new light list build ouptut for volumetric passes * Simplify the tooltip (#188) * Added MovedFrom attribute (#182) * Contact shadow min distance + fix scalarization code (#150) * Min distance * editor update * Update doc * Changelog * fix some ui issues * Update docs according to UI changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * TAA docs update (#132) * update docs * pr review * Added indentation as dashed * Hdrp/deferred shadow quality multi compile (#5) * shadow mask * Changelog * Have shadow quality as multi_compile * make old API obsolete * Update comment * Comment on pre processor * Update docs * Change shader versions of deferred Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/path traced dof (#164) * Path traced DoF implementation * Move focus distance from volume to physical camera * Small fixes * Small fixes in math * Small fixes in math 2 * Compile error * Make new functions private * Cosmetic changes * Move viewport matrix function to utils * Keep focus distance in the volume * Do not enable in scene view camera * Changelog * Review feedback * Use scale and bias instead of matrix mul for the viewport transform * Bugfix: post process DoF should still be executed for non-physical mode * Typo * avoid null reference when physical params is null * remove redundant check * Update HDRenderPipelineAsset.asset (#210) * Fixed volume debug menu in playmode (#149) * Refresh widgets in play mode. Added doc. Reduced refresh rate * Changelog * Added some code doc * Fix refresh rate and scroll over hidden volumes in play mode Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added a new test scene for physical camera DoF in Pathtracer (#211) * Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215) * fix bug 1238155 * Update CHANGELOG.md * Update HDRenderPipeline.cs * Update HDRenderPipelineAsset.cs * Fix warning in PCSS code when using Vulkan (#229) * Fix warning * changelog * Fix decal register + obsolete cookie API (#195) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Fix decal shader * Fixed HDRP cookie * Update HDLightUI.cs * correctly fix decal * Update CHANGELOG.md * Update ColorAdjustments.cs * Update ShaderVariablesDecal.hlsl * fix compil on 2020.1 * Update HDRP_Test_Def.asset * add test for 3RT decal * update decal test * Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244) * Do code cleanup + bugfix shadow * Update Upgrading-from-2020.1-to-2020.2.md * Update LightLoopDef.hlsl * Fixed issues with path traced SSS and accumulation. (#257) * Add missing documentation for AOV API params (#254) * Hdrp/public static sky (#253) * Made the static lighting sky public so that users can change it by script for baking purpose. * Update changelog * Update HDAdditionalLightData.Migration.cs (#269) * Add missing docs attributes (#271) * Fixed an error about procedural sky being logged by mistake. (#273) * Fixed an error about procedural sky being logged by mistake. * Update changelog * Fix quality settings UI and shadow mask UI (#122) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update CHANGELOG.md * Update HDRenderPipeline.cs * fix typo * fix typo 2 * Updated raytracing async compute warning. (#274) * Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a null ref exception in static sky when the default volume profile is invalid. (#278) * Fixed a null ref exception in static sky when the default volume profile is invalid. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added SubScenes cache to be compatible with HDRP/staging (#287) * Update 2002_Light_DynamicMix.unity (#292) * Update HDCubemapInspector.cs (#296) * increase tolerance for test 5008 in VR due to recent changes (#311) * Upate screenshot for HDRP DXR Test (#312) * Fix SSS code doc (#319) * Fix issue with screen-space shadows not enabled with RT off (#139) * Fix issue with screen_space shadows not enabled with RT off * Proper fix: only keep directional screen space shadows with RT off * Fix shadow debug mode * cosmetic changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a performance issue with stochastic ray traced area shadows. (#300) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix bad merge of the light loop optimization PR (an optimization was undone) (#321) * Don't compute light type * Typo * Camera override API (#170) * Added the API to override camera rendering * Updated changelog * Fixed compilation issue * Factorized protection function * Fixed camera override in scene view * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fixed camera override with dynamic resolution and moved it to internal Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix cookie srgb (#297) * Fixed srgb flag not updating the cookie atlas * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix flickering lighting in the scene and game view when lookdev is open. (#290) * Fixed flickering of the game/scene view when lookdev is running. * Update changelog. * Added a function to reset the reference size of RTHandle systems. (#299) * Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. * Update changelog * Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291) * render until ambient probe is ready * changelog * remove comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Motion Vectors written by transparent when rendering with MSAA (#315) * Add resolve if needed of transparent movec * rename * rendergraph * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/reflection probe scale perf (#252) * Use IEnumerable as interface for HDProbeSystem * Added a perf test for probe registration * Use HashSet instead of List to store HDProbes * Updated planar reflection to use a HashSet * Updated changelog * Fix invalid length check * Fixed build of planar probe array * Fixed GC alloc issue Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [9.x.x] Axf measurements into tilings (#289) * AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support. On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material. This removes old materialU/V tiling and flakes tiling (AxF is still in preview though). Update test scene to move old tiling property values into new properties so results don't change. Update documentation. * AxF measurements into tilings: Add changelog entry. * AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings. * Update the AlphaToMask test for AxF. * Update all other editor and player platform references to match. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * fix 9402screenshots on vulkan * Update HDRP graphic test framework with Test Broken / TestFilter script (#393) * Update hdrp testing framework * Update hdrp testing framework 2 * Update TestFilterGenerator.cs * revert change on shader graph * Hd/add layer modification on generated emissive mesh for area light (#364) * Add Layer modification of EmissiveMesh generated by area light Add Layer handling on Generated Emissive Mesh * Update CHANGELOG.md * Add "same as Light" hability for layer and make it default * Add destruction on move in hierarchy and retrieve existing to secure the NotEditable * Add sync on Static too * Also the copy the static drop down Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Disable async compute for D3D12 [Hold] (#301) * disable async on d3d12 * Change doc * Hd/fix nullref while removing decal component (#416) * fix nullref on DecalComponent removed from contextual menu * Update CHANGELOG.md * Added a flow map parameter to HDRI Sky (#44) * Added uv distorsion for HDRISky cubemap * Editable flow strength * Better parameter name. Smooth flow on cube edges * Added a graphic test. Updated Changelog * Updated documentation * Added screenshots * Wait frames for test * Wait more * Update screenshots again... * Static test * Static screenshots * use multi_compile * Renamed all parameters * Procedural distortion * Update doc * Set all keywords * Revert to old behaviour * doc * update test * remove useless variable * doc * Fix lat long and procedural flow * replace trig functions. Correct wind dir * Dropdown and upper hemisphere fix * Updated doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with Uber Post process shader when alpha is enabled (#422) * Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * replace fbx by the one from URP with no import errors (#427) * Fix the bug (#430) * Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418) * Saturate vertex color to avoid negative values. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Renamed variables (#436) * Fix issue with the resolve of motion vectors (#421) * Hd/fix targets used in ongui in decalcomponent (#413) * Fix Reset not resetting to default * Delay MaterialEditor recreation to when possible * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implemented ray traced reflections for transparent objects. (#47) * Implementation of ray traced reflections for transparent objects * fix issue with ShowPrePassAndPostPass * Change label for transparent SSR + change default value to false * fix material not setup properly Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix custom pass graphic tests (#359) * FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test * Replaced canvas by a quad (more stable for graphic test) * disable vulkan test as it is failing, need investigation Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Save scene-view camera settings in Editor prefs (#440) * Sceneview camera settings are now saved in Editor prefs * cosmetic changes * add comment * Small refactor to allow easily adding more prefs in the future * fix comment * fix comment 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue when switching back to custom sensor type in physical camera (#417) * Fix issue when switching back to custom sensor type in physical camera * make if comparison more explicit * make if comparison more safe * Per-camera history for the custom settings using a static dictionary * Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix a null ref exception when running playmode tests (#360) * fix a null ref exception when running playmode tests with the render pipeline debug window opened * use empty array Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed some gcalloc in the debug window (#445) * Fixed some GCAlloc in the debug window * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update reference screenshot dx12 * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443) * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) * Fix an issue with thin refraction SG and updating screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Create Shaders.meta * Hdrp/small ui update (#423) * Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. * Update changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update settings for DXR * Update SetToCameraNearPlane.cs * Add an option to disable shadow bias * Don't query cull results if we don't have them (#449) * test with a guard * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update screenshot (#463) * Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12 * Update TestCaseFilters.asset * Revert "Disable async compute for D3D12 [Hold] (#301)" (#469) This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16. * Revert "Add an option to disable shadow bias" This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c. * PBR Sky renderer now shares its internal precomputation table between different instances. (#250) * PBR Sky renderer now shares its internal precomputation table between different instances. * Update changelog * Doc update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Makes sure quaternion is normalized and valid before converting to ma… (#331) * Makes sure quaternion is normalized and valid before converting to matrix. * Updated Changelo. * Revert "Updated Changelo." This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2. * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * New tooltip for camera background and fixed exposure when switching the background mode. (#415) * Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue causing not all baked reflection probes to be deleted (#441) * Clear the queue once filled up and push elements that failed to be pushed. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed asset preview being rendered white because of static lighting sky. (#462) * Fixed an issue where asset preview could be rendered white because of static lighting sky. Also fixed an issue where static lighting was not updated when removing the static lighting sky profile. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed null reference exception in LookDev when setting the SRP to None (#447) * Fixed null reference exception in LookDev when setting the SRP to None * Review feedback * Review feedback 2 * Fix show cookie atlas debug mode (#475) * Fix the show cookie atlas debug mode not displaying correctly * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Enable DXR playmode test (#472) * Update upm-ci-hdrp_dxr.yml * add hdrp dxr playmode test to all hdrp ci * Update upm-ci-hdrp.yml * Update upm-ci-hdrp.yml * change planar atlas size to 1024 * Update upm-ci-hdrp.yml * Update 802_SubSurfaceScatteringForward.png * update scene * update 5001 lighting * fix exposure for 5001 path tracing test * update player screenshots * disable 5001 path tracing as it fail on yamato * Fix few multi-editing issues with Emission UI (#473) * Working but not nice * Remove unecessary cruft * tiny changes * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Re-enable cubemap thumbnail gen only for d3d11 (#487) * re-enable thumbnail gen only for d3d11 * Update changelog * try enable metal * Update changelog and comment * Check reflection probe null pointer before use. (case 1244047) (#456) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove max atlas probe alloc size in HDRP asset (#458) * Fixed max alloc planar size not taking in account the max cache size * Removed the max cache clamp on texture atlases * Hd/fix undo environmentlibrary lookdev (#490) * fix undo redo for environment library * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix vulkan test * SSGI Implementation (#95) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Change Sky in 5001 PT Test to HDRI Sky + update image (#502) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 802_SubSurfaceScatteringForward.unity * fix vulkan warring and wrong meta * Update upm-ci-hdrp.yml * Fix merge issue with Test filter * Use path relative to package for depth of field (#523) * Use absolute paths for dof include * changelog * Fix Light overlap (#444) * Added the light overlap volume code * Updated changelog * Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode * Fixed documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed API breakage. (#524) * [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532) * AOV documentation * minor change in the comments * Accumulation documentation * minor improvements * Rewrite the AOV script. Now it is stand-alone. * Typo * Add path traced DoF documentation * Reviewed AOV doc * Reviewed accumulation doc * Reviewed path-traced dof doc * Add missing OnDestroy in example script Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Restore some XR HDRP tests (#382) * restored XR tests * revert and split changes for temporal effects in another branch * fix XR tests using volumetrics * 8103 is still acting randomly * try to set timeout to 30s to confirm it's working * set timeout to 5 min per test for HDRP instead of default 3 min Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix taaFrameIndex and restore TAA tests for XR (#534) * fix taaFrameIndex and temporal effects with the test suite * increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty * update ref images * set waitFrames for HDRP runtime test scene * reset camera before waiting * update reference images from Yamato * revert change to 001-HDTemplate * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488) * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) * Add missing inverse exposure multiplier * Add support for batchmode (#542) * Update 9301_MotionVectorsOff-Forward-Dynamic.png * Fix custom pass prefabs (#419) * Fix custom pass integration with prefabs * Updated changelog * Fixed prefab highlight not updated when adding/removing custom passes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * Reverted volumetric lighting changes and now render graph version uses the shared textures. * Clone in the Asset folder when the original volume profile is in a re… (#508) * Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961) * Added changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529) * Custom Pass API (part 1) (#155) * Begin to write the new custom pass API * Begin to add custom pass utils shader * Begin to add custom pass API test scenes * Fixes for the Gaussian blur of the custom pass API * Fix blur release * Added custom pass copy test and fixed blur * Added more custom pass documentation * Added custom pass API graphic test reference image * Added more obsolete things * fix function visibility * Updated changelog * Added custom pass API test scene * Fixed custom pass API doc * Moved obsolete execute function into the new one * Updated custom clear pass to use the new API * Updated custom pass API test reference image * update reference screenshots * Fixed various scale issues in the blur custom pass API and updated reference screenshot * Disable custom pass API test because it's unstable Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 3) (#98) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Converted raytracing lightloop variables to constant buffer. * Converted RayTracing global variables to constant buffer. * Removed obsolete comment * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Post merge fix * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Post merge fix * Removed useless constant * Crash fix * Post merge fix * Update 501_RecursiveRendering.png Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Hd/fix wizard defaultvolumeprofile creation (#565) * Fix Wizard check on default volume profile * Update CHANGELOG.md * Small TAA Anti-flicker changes (#555) * tweaks * Change default so that is just high quality. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix central depth sampling in TAA (#564) * Fix sampling of central depth * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Render Graph Async Compute (#552) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies. * Implementation of async resource synchronization. * Fixed synchronization (only partial fix) * Added default profiling sampler for render graph passes not providing one. * Async WIP * Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async. * Post merge fix * Cleanup * Removed comment. * Disabled async contact shadows again. * Small cleanup * Change exposure compensation in the default volume profile to 0. (#388) * Change profile (And add missing setting) * changelog * Upgrade guide Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Histogram guided auto-exposure + debug modes (#372) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * review fixups * Review feedback * Bad merge fixup Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Refactor shadow caching system (#554) * Very debuggy code just start nothing functional or usable yet. * remove old cached stuff (not finished, need switch branch) * revert wrongful commit * A bit of restructuring * A good point as any to sync up * sync * Move from old repo... * fix regression * Handle case in which shadow doesn't fit * leftover not committed * Fix some issues with culling of point lights from the * preliminary support for cascaded shadows * Fix some issue with the directional * Subshadow update * Add some guards, some debug and the new C++ api for infinite bounds * Some UI for the resolution * Fix merge issues * Update debug cs.hlsl * Render graph stuff and some leftover removal * micro cleanup * Fix behaviour when defragging and excess lights are there * Public API * Remove dbg names * Bug on debug view of area atlas * Missing field on new PCSS signature for directional * More public API * Refresh cached shadows on resolution changes. * merge conflicts patchup * Fix missing shadows on normal shadows * Small cleanup and turning positive the doesn'tHavePlacement * Fix case on switching light type and issue with non-rectangle area lights * tentative fix for error on build * Debug logging * update naming of debug * Fix issue with double inclusion * DOCS * upgrade guide * post merge fixups * leftover comment * changelog * Doc changes in upgrade guide * have print debug info only in editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update reference screenshots * VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest * Fixed light layers not correctly disabled when the lightl…
* Added Alpha To Mask for HDRP and ShaderGraph (#6297) * Added AlphaToMask render state * AlphaToMask * AlphaToMask test * Updated changelog * Updated LayeredLit and AxF test * Added reference images * Fix depth and motion vector passes for Unlit * AlphaToMask doc. Unified doc and fixed links for Alpha Clipping * Updated reference screenshots * Update CHANGELOG.md * Fix motion vector settings for test scenes * Block AlphaToMask state in deferred or not MSAA. Updated test screenshots * Fix MRT blend state Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Move scene view camera settings to camera settings window (#6390) * Move the HDRP scene view settings to the Editor camera settings widget * Changelog + tooltips * update upgrade guide * fix spelling Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed how the area light influence volume is computed to match rasterization. (#6454) * - Fixed how the area light influence volume is computed to match rasterization. * Fix issue in the axis order * Update DebugDisplay.cs (#6467) * Fix shadow tesselation culling (#6477) * Fix custom pass culling params * Fixed shadow tessellation culling * revert custom pass code * Adding 5 automated test scenes (#6483) * Sharing more code for light data building (RT) and building a more optimal atlas (#6370) * - Sharing GetLightData code between rasterization and ray tracing to avoid duplication and lack of features - Inject all lights at the same time (rasterization and ray tracing) into the cookie atlas to avoid waste of space. - Added a test scene to make sure it works properly * correcting debug mistake * Forgot to add the screenshot and to enable the test in the editor build settings * - Fixed usage of light size data that are not available at runtime. (#6489) * Hdrp /lookdev ui fixes (#6491) * Fix no environment text wraping * Add missing toolbar tooltips * Fix camera button-dropdown layout * Fix uss loss at domain reload * Update CHANGELOG.md * Fix custom pass depth copy (#6484) * Fixed the depth buffer copy made before custom pass after opaque and normal injection point * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Changed the diffusion profile warning on the material to an info and changed the message to be more precise. (#6479) * Fix issue with baked reflection probes constantly marked as dirty with auto-bake on (#6473) * Use different hash to prevent the perennial dirtying of baked probes. * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp /fix drag area width at left of light intensity (#6471) * Fix drag area width at left of light's intensity * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp /fix reset of HDAdditionalLightData (#6453) * fix type resolving issue when reseting HDAdditionalLightdata * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add option to disable XR rendering on the camera settings (#6372) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix unused leftover (#6497) * Split HDRP Test scene 1900 in two scene (#6498) * Fix custom pass test reference images (#6512) * Updated ref image for PT fog test (5005). (#6513) * Review corrections for previous PR (#6494) * Fixed an usage of a a compute buffer not bound (1229964) (#6476) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed scene selection pass not working proporly for meshes rendered with recursive rendering. (#6520) Fixing an issue with sub-surface scattering and updating screenshots * fix typo (#6500) * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. (#6493) * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. * Update changelog. * Additional fix for regular inspector * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. (#6480) * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. * Update changelog * Removed wrongly serialized fields in StaticLightingSky (#6441) * Removed unnecessarily serialized members in StaticLightingSky component. * Update changelog * Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6504) * Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). * Small fix to avoid overlapping Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix a compilation issue to to a backport that did not go well. (#9) * Fixed a regression in the ray traced indirect diffuse due to the new probe system. (#31) * Clamp probes compression factor to 0 (#19) * Clamp to positive * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * path validation when creating new volume profile (#36) * Validate whole path when creating new profile * Changelog Co-authored-by: pavlos.mavridis <pavlos.mavridis@unity3d.com> * Alpha to coverage frame setting (#33) * Added FrameSettingsField.AlphaToMask * Changelog + Documentation * Changed field index * Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint. (#41) * AxF: Add support for specular AA from geometric curvature. * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model. * AxF: Fix a typo that caused a bug for SVBRDF materials using precise Fresnel variants to always use full reflectance (1) for delta lights. * AxF: Fix ignored reflection hierarchy + proxy intersection for carpaint. Add comments about problems if two directions are differents. Also add an option (disabled for now) to have BRDFColor with base angle of dominant direction. Rename some variables to make clearer direction on top for bottom lobe. * AxF: Use get scalar roughness function to factor out code. * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model. * Add changelog entries. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement constant buffers for HDRP global variables. (#52) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Fixed color/depth pyramid debug * Cleanup * Small fix * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Add Performance framework package and HDRP performance tests (#45) * Added performance test project * Added new test scene system and memory p[rofiling * Added shader analysis package * Create symlink folder in library directory * Update editor window * Update shader analysis selection * Added CLI utility to execute shader analysis reports * Added example for the cli * Removed problematic HDRP graphic test packages * Add xml file to avoid IL2CPP stripping issues with test runner on the performance test(#5903) * Update memory profiling test sample count * Update shader graph support * Updated project settings * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Use background job API and improved progress reporting * Empty commit for Performance reports * Updated ui * Empty commit for Performance reports * Empty commit for Performance reports * Added filter on shader pass and variants * Added option to only generate shader variants * Empty commit for Performance reports * Increase garlic heap size * Begin to add build profiling * Added more build info * Working version of the shader compilation time reporting * wip * Removed useless cli * Added util functions to name test and sample groups * Renamed all markers and finished the build profiling * Update test framework package * Updated shader analysis tests * Updated API * Updated API and log command for compiler * Updated api * Use unknown metric instead of time one as workaround * Enable the CPU profiling API * Fix when deleting an analyzed shader * Load reference on enable * Added shader analysis package * Fixed PS4 test name * Fixed memory unit * Added more test scenes * Force performance tests to run on PS4 base * Fixed sample units and use the same SampleGroup for multiple frames in counter test * Begin to create the graphic perf test * Finished the first version of performance graphic test package * Fixed build tests * Increase static analysis timeout * More timeout * Removed Lit shader static analysis * Fix counters tests * Added performance settings window in project settings * Re-add Forward build test scene * Fixed shader analysis filter * PR fixes * Begin to write the doc * Finished V1 of the performance package doc * Added grafana image and doc description * Updated doc * Maybe fix yamayo tests * Update documentation for static analysis * Added note on core asmdef * Removed debug * Fixed total memory * Added tesselation counters test * Tessellation shadow test * Added per scene settings * Added naming convention doc * Fixed build issue on yamato * Compilation fix to revert * Begin to write the new doc page * Completed performance doc * Fixed build test * Added Lit in static analysis * Removed deferred static analysis Co-authored-by: Frédéric Vauchelles <fredericv@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com> * Hdrp/fix/custom pass msaa rendering info (#42) * Add an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Custom Pass AOV API (#50) * Very basic AOV support for custom pass * Updated AOV API for custom passes * Changelog * Update AOV API * API improvements * API documentation * API doc, factorize all push texture calls in RenderCustomPass * added default values and constructor for CustomPassAOVBuffers * fix merge conflicts * Fix GC alloc during rendering: use a for loop instead of findIndex+lambda Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 2) (#87) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Minor adjustments to TAA anti flicker (#97) * small adjust to taa antiflicker * Changelog * Add support for lighting decomposition debug mode (+ AOV) (#99) * Add lighting decomposition debug mode * fix compil issue with probe volumes * Fix usage of debug exposure in debug mode * Add Test 3001 + fix reflection when sky only * remode _DebugExposure after merge * remode _DebugExposure after merge * fix merge issue * add exposure compensation to Fixed exposure mode * Update ColorUtils.cs * Fix MSAA resolve when there is no motion vectors (#1) * Fix MSAA resolve when there is no motion vectors * Update CHANGELOG.md * Cleaned up code * use multi_compile * Added _ Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix switch shader compilation (#111) * DXR Automated tests shader graph optimizations (#116) * Split 902 scene into 5 scenes + SG optimizations * Deleting old image for splited scene * Fix various leaks in HDRP. (#113) * Fixed a number of leak in HDRP * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix compile error with XR SubsystemManager (#107) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update SceneViewDrawMode.cs (#118) * Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#114) * Follow references when unloading unneeded assets * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix culling of reflection probes that change position (#121) * Fix culling of reflection probes that change position * Avoid null reference * Avoid null reference - try 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix null reference when processing light probe (#131) * Hdrp/runtimetests/ps4 fix (#129) * Redo branch. Upgrade to 2020.1.0b5, reduce texture res, new HDRP asset. * Switch to HDRI, increase Garlic heap size to 4gb, turn on "Stop NaNs" on camera, decrease render target res. * Fix issues causing planar probes to be broken with multiple cameras in the scene (#4) * Set appropriate render datas before rendering cameras * changelog * update doc * comment update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix black screen in XR when HDRP package is present but not used (#137) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#18) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). * update ssr screenshot Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for rasterized area light shadows in StackLit + slight refactor (#39) * Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled. * Doc: remove note about area light shadows for stacklit. [skipci] Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110) * Fix for white flash happening when changing lighting condition (like teleport) (#140) * fix * Update PostProcessSystem.cs * Update CHANGELOG.md * Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection * Update CHANGELOG.md * adress PR feedback * Fix default volume profile collapse (#138) * Only re-create the volume profile editor when the asset is changed * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Bind missing buffer (#159) Bind buffer to make sure that something is bound Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162) * Fixed shader warning on Xbox for ResolveStencilBuffer.compute (#163) * fix warning * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Texture-weighted automatic exposure (#165) * Exposure weighted by texture * miss one in the renaming * Doc update * changelog * doc update * fix issue when disabling override * Update 3003_LightingMode.unity * Optimizing light loop part 2 (#2) * Saving 10% off the PrepareLightForGPU * 18% decrease in cost with this * Around 12% cost shaving off GetLightData * Around 6.5% win here * Faster View matrix flip * Missing *=-1 * About 7% win in preprocess light data * Another small batch * Small cleanup for first optimization pass * Tiny bit more cleanup * Make UpdateShadowRequests 12% cheaper * Address review points * A bit less than 20% win in ExtractPointLightData * Add comment * changelog * 25% reduction of ExtractPointLightData * 18% win in UpdateShadowRequest * Another around 11% win for UpdateShadowRequest * Move matrix multiply utils to core * less lighttype computation * Ooops * fixup changelog * Proper merge * Missing leftovers . * I'll manage to submit it all one day... Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for POM for emissive map (#51) * Add option to use Base UV Mapping for emission * Graphic test and doc * Changelog * Screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP Compositor Tool (#57) * HDRP compositor tool, first code drop documentation typo, move everything in compositor namespace documentation typo bugfix: dynamically add/remove properties when shadergraph changes UI bugfix: properly compute height of UI elements Missing tooltips, button to remove the compositor toggle layers now works when player is paused add chroma keying in the compositor test Changelog, workflow bugfix Use Unity's built'in icons AOV bugfixes AOV tooltip was wrong bugfix: disabling the compositor now disables all compositor cameras Proper monitoring of shadergraph changes Updated test image + minor changes Use better names for internal cameras Bugfix: selecting the same res for a layer Bugfix: deleting in-use texture layers from shadergraph now works Bugfix: setting AOV to none now works properly Use the term SubLayer in the UI Improve AOV tooltip Camera properties in layers are properly refreshed UI: Move checkbox for overrides on the left side of the label Remove default compositor camera when also deleting the compositor Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again Hdrp/docs/compositor (#6013) * Added docs review * Changed fodler for images Bugfixe: deleting layers Bugfix: reordering layers Bugfix: creating a new compositor fails Remove redundant check Fix wrong tooltip Bugfix when deleting camera stack layers Bugfix: handle window resize Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers Bugfix: more robust re-ordering (also moves children) Bugfix: mark scene dirty when adding a compositor Bugfix: display warning when alpha is configured properly Change video layer icon Bugfix: adding a layer filter does not reset the UI state Bugfix: do not show composition properties that are marked with hide-in-inspector Better / more clean layer injection implementation minor code clean up Clear color mode should only be editable on the first layer of a stack Bugfix: setup of custom render was not always called Bugfix: make sure additional camera data always exist in the layer/compositor camera Change test id to 9800 Fix typos mark scene dirty when removing or disabling the compositor Default composition shadergraph and profile are now cloned Serialized objects are now properly updated minor code change: range checks bugfix: error message appears at beginning remove layer list from the asset file add default camera layer when creating the compositor replace getter function with c-sharp property update asset in unit test * move compositor unit test images * remove leftover code * review feedback #1 * review feedback 2 * review feedback - custom clear shader * fix variable names that don't affect serialization * fix serialized variable names * bugfix: image layers and camera stacking * use enum utility functions * Use multicompile in motion blur + bug fix * Make some variables private * Update Compositor-User-Guide.md * Review feedback * fix muticompile for motion blur without alpha * Update to new constant buffer / shadergraph api * Player test image for the compositor * Properly fill camera entries for global constant buffer * Fix after rebase / function rename * Make bg red for better debugging qnd cqtch unity exception * Disable compositor test until we fix it on yamato Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * PBR shader gbuffer ztest (#43) * Fixed PBR shader rendering in deferred * Updated changelog * Enable Light Baking Cookies by default + Warning (#79) * Enable * Fix typo * Importance Sampling Pipeline (#84) * Multiple Importance Sampling for HDRI Sky (Ray Generation) * backup * Multiple helpers * Add RTHandleDeleter (delay in K frame the Release of a RTHandle) * Fix GPU Operation when texture are too small * Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ... * Helper manager to generate one marginal per slice mip (one per frame) * backup * Add SampleCubemapProjectionNode (Project cubemap to Geometry) * delete useless files * update * Cube To LatLong for CubeArray * Functional generation * Integration on ray tracer step * Store HDRI Integral * . * Integrate HDRI Sky * Update Importance Sampling * Update Algorithm with Hemisphere Path * Backup * Update merge * Update Merge 001 * Update Merge 002 * Update Merge 003 * Update Merge 004 * Update Merge 005 * Update Merge 006 * Update Merge 007 * Cleanup * Update Integration of HDRISky Upper Hemisphere * Remove useless dump images on disk * Fix change log issue * backup * Backup * Pre-Clean * Pre-Clean * Clean Up - remove file * Remove Debug Code * Update * Update ChangeLog * Clean Up * update * Clean up * Remove useless texture * Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter" * CleanUp * remove useless comment * Add variable (Atmospherical) + Rename/Comment * Move parameter to CS, Clean & move to private RTHandleDeleter * Revert "Importance Sampling Pipeline (#84)" This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11. * Reducing the number of variants for ray tracing when building a player (#94) * - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform. - Removed the dynamic lightmap multicompile. - Remove the LOD cross fade multi compile for ray tracing. - Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping. * fix merge * Update LayeredLit.shader * Update LayeredLit.shader Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 3003_LightingMode.unity * Fix compil issue with Enable BakeCookie * Enable Light Baking Cookies by default + Warning - part 3 #79 * Avoid building the mip chain a second time for SSR for transparent objects. (#93) * - Avoid building the mip chain a second time for SSR for transparent objects. * Update ScreenSpaceReflections.compute * fix merge issue Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Scalable volumetrics [skip ci] (#34) * Adaptive sampling works * Compute the PDF * URL * Fix stuff up (except for profile preview) * Attempt to fix previews * Fix transmission * Support quality levels * Clean shader * Remove 2 kernels * PURGE * Automatically adjust the number of samples at runtime * Changelog * Spaaaaace * Add comment * Spaaaaaace * Rename * Update ref img 1215, 1216, 1217 * Revert "Update ref img 1215, 1216, 1217" This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088. * Robust filter radius * Solve the NaN problem * Save 1x VGPR * Update SSS defaults * Add migration steps * Volume resolution WIP * Shorter names FTW * Comment * Dynamic slice count works * Dynamic res works * Changelog * Stretch the limits * Fix bug (order matters) * Comments * Remove volumetric quality presets * Changelog * Reorder * Solve the mystery of RTs going NULL * More robust bad history detection * Update test scenes for High Quality * More bug fixes * More accurate comment * Do not reinvent the wheel * Fix broken test 1351 * Attempt to migrate HQ SSS settings * Remove all branches * Optimize a bit * 7x WF * Fix the rounding error * Fix the rounding error * Remove garbage allocation * Fix typos * Copy the SSS value * Revert HDRP asset changes * Fix default UI value * Pass the right asset * Update ref img 1215 * update reference screenshots * Update CHANGELOG.md * Update CHANGELOG.md * Switch to RTHandles * Rename textures used by the fog filtering pass * Fix reprojection * Fix shader warning + typo+ * fix another shader warning Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fixed runtime test for Yamato (#177) * Revert "Hdrp/runtimetests/ps4 fix (#129)" This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba. * Update runtime test to use way less memory to be able to run on console * Fixed screenshots and test * Fix HDRP Wizard windows not compatible with "preview" package version (#178) * Fix async compute throwing errors because of global constant buffers. (#130) * Replaced commands incompatible with async compute in light list build process. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136) * Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly. * Update changelog * Removed useless test * Updated changelog message to add more info * Refactoring to share the code for light list building better between probe volumes and lights. (#156) * Refactoring to share the code for light list building better between probe volumes and lights. * Remove commented code * Fixed constant buffer update * Fixed kernel used for cluster generation * Fixed cluster kernel for oblique projection * Restored a resize test for XR * Removed unexpected Shuriken folder in Test Project * Add range attenuation to box-shaped spotlights [Skip CI] (#101) * Added range attenuation to box-shaped spotlights * Update tests * Update CHANGELOG.md * Remove file duplication * Added box range attenuation test * Clarify documentation * Update screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/decal transparent mip selection 1222437 (#96) * Improve MIP selection for decals to transparent * Add change logs * Communize Helper (ComputeTextureLOD{Bias?}(...) * Update * Rename * Comment * fix white space and 0.f Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix cookie atlas alloc for cone spot lights (#187) * Fix unneeded cookie texture allocation for cone stop lights * Updated changelog * Fix cone spot light cookie * update template (#189) * Hdrp/combine material samples with shader samples [Skip CI] (#117) * Fix MaterialBalls having same guid issue material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned * Merge material samples and shader samples Merge shader samples into material samples * Update scene visuals update frame prefab with new visual style update scene to suit visual style * Fix spelling and grammatical errors alterates -> alters - this one isn't technically an error but alterates isn't used in common English oder -> order accross -> across * Create fabric scene create scene and rendering settings * Add fabric ball prefab with fabric mesh Add fabric ball prefab with fabric mesh * Add threadmaps to project Add threadmaps to project * Add materials to project Add materials to project Linen Nylon Satin Velvet Wool * Add scenes for hair and fabric and create prefabs for lighting and hair display Add scenes for hair and fabric Create prefabs for lighting and hair display Fix Decal prefab * Update scene and fix errors with materials that don't use threadmaps Update scene and fix errors with materials that don't use threadmaps * Update fabric materials and textures Update fabric materials and textures * Clean up project and add additional materials Add ShotSilk material Modify materials Rename textures Cleanup changes Add information to fabric scene * Update and organize scenes Update and organize scenes * Update Fabric scene , fix spelling errors and change to american spelling Update Fabric scene , fix spelling errors and change to american spelling * Update information in fabric scene * Update scene lighting Update scene lighting * Align lighting and rendering across scenes, remove old sample scene Create prefabs for common elements Change sky gradient Remove unused settings Remove old sample scene * Update textures and meshes Update denim color to tga file format to conform with other files Update cloth mesh to have better normals Update scene after changes to prefab * Update cloth mesh Update cloth mesh * Update scene text and cloth mesh Update scene text and cloth mesh * Update Changelog Update Changelog * Fix bug with material ball and parallax occlusion mapping due to mesh tangents Fix bug with material ball and parallax occlusion mapping due to mesh tangents * Remove shader samples from package json and update material samples description Remove shader samples from package json and update material samples description * Update sample content documentation * Update scene text * Move files in mesh folder to appropriate folders and remove additional material ball prefab * Add micro shadows * Update 1301_StackLitSG.png * Change guid reference in MaterialSamples scene Co-authored-by: Sean Puller <sean.puller@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * DisplayInfo attribute. (#172) * Added DisplayInfo attribute for generic display info. * Implemented volume parameter sorting for default inspector. * Update changelog * Named parameters for tuples in Volume Component Editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Compute Buffer management for render graph (#194) * Added import and usage of Compute Buffer API to render graph. * Missing clear of Compute buffer write/read lists. * Another missing clear. * Light loop compute buffers WIP # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs * Reverted Render Graph debug registering by default. * Post merge fixes * RenderPass debugger visualization and fixed null profiling sampler * Missing using directive. * Post merge fix * Use new light list build ouptut for deferred lighting pass * Use new light list build ouptut for contact shadow pass * Use new light list build ouptut for volumetric passes * Simplify the tooltip (#188) * Added MovedFrom attribute (#182) * Contact shadow min distance + fix scalarization code (#150) * Min distance * editor update * Update doc * Changelog * fix some ui issues * Update docs according to UI changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * TAA docs update (#132) * update docs * pr review * Added indentation as dashed * Hdrp/deferred shadow quality multi compile (#5) * shadow mask * Changelog * Have shadow quality as multi_compile * make old API obsolete * Update comment * Comment on pre processor * Update docs * Change shader versions of deferred Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/path traced dof (#164) * Path traced DoF implementation * Move focus distance from volume to physical camera * Small fixes * Small fixes in math * Small fixes in math 2 * Compile error * Make new functions private * Cosmetic changes * Move viewport matrix function to utils * Keep focus distance in the volume * Do not enable in scene view camera * Changelog * Review feedback * Use scale and bias instead of matrix mul for the viewport transform * Bugfix: post process DoF should still be executed for non-physical mode * Typo * avoid null reference when physical params is null * remove redundant check * Update HDRenderPipelineAsset.asset (#210) * Fixed volume debug menu in playmode (#149) * Refresh widgets in play mode. Added doc. Reduced refresh rate * Changelog * Added some code doc * Fix refresh rate and scroll over hidden volumes in play mode Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added a new test scene for physical camera DoF in Pathtracer (#211) * Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215) * fix bug 1238155 * Update CHANGELOG.md * Update HDRenderPipeline.cs * Update HDRenderPipelineAsset.cs * Fix warning in PCSS code when using Vulkan (#229) * Fix warning * changelog * Fix decal register + obsolete cookie API (#195) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Fix decal shader * Fixed HDRP cookie * Update HDLightUI.cs * correctly fix decal * Update CHANGELOG.md * Update ColorAdjustments.cs * Update ShaderVariablesDecal.hlsl * fix compil on 2020.1 * Update HDRP_Test_Def.asset * add test for 3RT decal * update decal test * Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244) * Do code cleanup + bugfix shadow * Update Upgrading-from-2020.1-to-2020.2.md * Update LightLoopDef.hlsl * Fixed issues with path traced SSS and accumulation. (#257) * Add missing documentation for AOV API params (#254) * Hdrp/public static sky (#253) * Made the static lighting sky public so that users can change it by script for baking purpose. * Update changelog * Update HDAdditionalLightData.Migration.cs (#269) * Add missing docs attributes (#271) * Fixed an error about procedural sky being logged by mistake. (#273) * Fixed an error about procedural sky being logged by mistake. * Update changelog * Fix quality settings UI and shadow mask UI (#122) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update CHANGELOG.md * Update HDRenderPipeline.cs * fix typo * fix typo 2 * Updated raytracing async compute warning. (#274) * Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a null ref exception in static sky when the default volume profile is invalid. (#278) * Fixed a null ref exception in static sky when the default volume profile is invalid. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added SubScenes cache to be compatible with HDRP/staging (#287) * Update 2002_Light_DynamicMix.unity (#292) * Update HDCubemapInspector.cs (#296) * increase tolerance for test 5008 in VR due to recent changes (#311) * Upate screenshot for HDRP DXR Test (#312) * Fix SSS code doc (#319) * Fix issue with screen-space shadows not enabled with RT off (#139) * Fix issue with screen_space shadows not enabled with RT off * Proper fix: only keep directional screen space shadows with RT off * Fix shadow debug mode * cosmetic changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a performance issue with stochastic ray traced area shadows. (#300) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix bad merge of the light loop optimization PR (an optimization was undone) (#321) * Don't compute light type * Typo * Camera override API (#170) * Added the API to override camera rendering * Updated changelog * Fixed compilation issue * Factorized protection function * Fixed camera override in scene view * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fixed camera override with dynamic resolution and moved it to internal Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix cookie srgb (#297) * Fixed srgb flag not updating the cookie atlas * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix flickering lighting in the scene and game view when lookdev is open. (#290) * Fixed flickering of the game/scene view when lookdev is running. * Update changelog. * Added a function to reset the reference size of RTHandle systems. (#299) * Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. * Update changelog * Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291) * render until ambient probe is ready * changelog * remove comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Motion Vectors written by transparent when rendering with MSAA (#315) * Add resolve if needed of transparent movec * rename * rendergraph * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/reflection probe scale perf (#252) * Use IEnumerable as interface for HDProbeSystem * Added a perf test for probe registration * Use HashSet instead of List to store HDProbes * Updated planar reflection to use a HashSet * Updated changelog * Fix invalid length check * Fixed build of planar probe array * Fixed GC alloc issue Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [9.x.x] Axf measurements into tilings (#289) * AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support. On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material. This removes old materialU/V tiling and flakes tiling (AxF is still in preview though). Update test scene to move old tiling property values into new properties so results don't change. Update documentation. * AxF measurements into tilings: Add changelog entry. * AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings. * Update the AlphaToMask test for AxF. * Update all other editor and player platform references to match. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * fix 9402screenshots on vulkan * Update HDRP graphic test framework with Test Broken / TestFilter script (#393) * Update hdrp testing framework * Update hdrp testing framework 2 * Update TestFilterGenerator.cs * revert change on shader graph * Hd/add layer modification on generated emissive mesh for area light (#364) * Add Layer modification of EmissiveMesh generated by area light Add Layer handling on Generated Emissive Mesh * Update CHANGELOG.md * Add "same as Light" hability for layer and make it default * Add destruction on move in hierarchy and retrieve existing to secure the NotEditable * Add sync on Static too * Also the copy the static drop down Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Disable async compute for D3D12 [Hold] (#301) * disable async on d3d12 * Change doc * Hd/fix nullref while removing decal component (#416) * fix nullref on DecalComponent removed from contextual menu * Update CHANGELOG.md * Added a flow map parameter to HDRI Sky (#44) * Added uv distorsion for HDRISky cubemap * Editable flow strength * Better parameter name. Smooth flow on cube edges * Added a graphic test. Updated Changelog * Updated documentation * Added screenshots * Wait frames for test * Wait more * Update screenshots again... * Static test * Static screenshots * use multi_compile * Renamed all parameters * Procedural distortion * Update doc * Set all keywords * Revert to old behaviour * doc * update test * remove useless variable * doc * Fix lat long and procedural flow * replace trig functions. Correct wind dir * Dropdown and upper hemisphere fix * Updated doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with Uber Post process shader when alpha is enabled (#422) * Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * replace fbx by the one from URP with no import errors (#427) * Fix the bug (#430) * Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418) * Saturate vertex color to avoid negative values. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Renamed variables (#436) * Fix issue with the resolve of motion vectors (#421) * Hd/fix targets used in ongui in decalcomponent (#413) * Fix Reset not resetting to default * Delay MaterialEditor recreation to when possible * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implemented ray traced reflections for transparent objects. (#47) * Implementation of ray traced reflections for transparent objects * fix issue with ShowPrePassAndPostPass * Change label for transparent SSR + change default value to false * fix material not setup properly Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix custom pass graphic tests (#359) * FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test * Replaced canvas by a quad (more stable for graphic test) * disable vulkan test as it is failing, need investigation Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Save scene-view camera settings in Editor prefs (#440) * Sceneview camera settings are now saved in Editor prefs * cosmetic changes * add comment * Small refactor to allow easily adding more prefs in the future * fix comment * fix comment 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue when switching back to custom sensor type in physical camera (#417) * Fix issue when switching back to custom sensor type in physical camera * make if comparison more explicit * make if comparison more safe * Per-camera history for the custom settings using a static dictionary * Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix a null ref exception when running playmode tests (#360) * fix a null ref exception when running playmode tests with the render pipeline debug window opened * use empty array Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed some gcalloc in the debug window (#445) * Fixed some GCAlloc in the debug window * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update reference screenshot dx12 * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443) * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) * Fix an issue with thin refraction SG and updating screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Create Shaders.meta * Hdrp/small ui update (#423) * Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. * Update changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update settings for DXR * Update SetToCameraNearPlane.cs * Add an option to disable shadow bias * Don't query cull results if we don't have them (#449) * test with a guard * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update screenshot (#463) * Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12 * Update TestCaseFilters.asset * Revert "Disable async compute for D3D12 [Hold] (#301)" (#469) This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16. * Revert "Add an option to disable shadow bias" This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c. * PBR Sky renderer now shares its internal precomputation table between different instances. (#250) * PBR Sky renderer now shares its internal precomputation table between different instances. * Update changelog * Doc update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Makes sure quaternion is normalized and valid before converting to ma… (#331) * Makes sure quaternion is normalized and valid before converting to matrix. * Updated Changelo. * Revert "Updated Changelo." This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2. * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * New tooltip for camera background and fixed exposure when switching the background mode. (#415) * Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue causing not all baked reflection probes to be deleted (#441) * Clear the queue once filled up and push elements that failed to be pushed. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed asset preview being rendered white because of static lighting sky. (#462) * Fixed an issue where asset preview could be rendered white because of static lighting sky. Also fixed an issue where static lighting was not updated when removing the static lighting sky profile. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed null reference exception in LookDev when setting the SRP to None (#447) * Fixed null reference exception in LookDev when setting the SRP to None * Review feedback * Review feedback 2 * Fix show cookie atlas debug mode (#475) * Fix the show cookie atlas debug mode not displaying correctly * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Enable DXR playmode test (#472) * Update upm-ci-hdrp_dxr.yml * add hdrp dxr playmode test to all hdrp ci * Update upm-ci-hdrp.yml * Update upm-ci-hdrp.yml * change planar atlas size to 1024 * Update upm-ci-hdrp.yml * Update 802_SubSurfaceScatteringForward.png * update scene * update 5001 lighting * fix exposure for 5001 path tracing test * update player screenshots * disable 5001 path tracing as it fail on yamato * Fix few multi-editing issues with Emission UI (#473) * Working but not nice * Remove unecessary cruft * tiny changes * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Re-enable cubemap thumbnail gen only for d3d11 (#487) * re-enable thumbnail gen only for d3d11 * Update changelog * try enable metal * Update changelog and comment * Check reflection probe null pointer before use. (case 1244047) (#456) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove max atlas probe alloc size in HDRP asset (#458) * Fixed max alloc planar size not taking in account the max cache size * Removed the max cache clamp on texture atlases * Hd/fix undo environmentlibrary lookdev (#490) * fix undo redo for environment library * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix vulkan test * SSGI Implementation (#95) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Change Sky in 5001 PT Test to HDRI Sky + update image (#502) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 802_SubSurfaceScatteringForward.unity * fix vulkan warring and wrong meta * Update upm-ci-hdrp.yml * Fix merge issue with Test filter * Use path relative to package for depth of field (#523) * Use absolute paths for dof include * changelog * Fix Light overlap (#444) * Added the light overlap volume code * Updated changelog * Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode * Fixed documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed API breakage. (#524) * [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532) * AOV documentation * minor change in the comments * Accumulation documentation * minor improvements * Rewrite the AOV script. Now it is stand-alone. * Typo * Add path traced DoF documentation * Reviewed AOV doc * Reviewed accumulation doc * Reviewed path-traced dof doc * Add missing OnDestroy in example script Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Restore some XR HDRP tests (#382) * restored XR tests * revert and split changes for temporal effects in another branch * fix XR tests using volumetrics * 8103 is still acting randomly * try to set timeout to 30s to confirm it's working * set timeout to 5 min per test for HDRP instead of default 3 min Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix taaFrameIndex and restore TAA tests for XR (#534) * fix taaFrameIndex and temporal effects with the test suite * increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty * update ref images * set waitFrames for HDRP runtime test scene * reset camera before waiting * update reference images from Yamato * revert change to 001-HDTemplate * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488) * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) * Add missing inverse exposure multiplier * Add support for batchmode (#542) * Update 9301_MotionVectorsOff-Forward-Dynamic.png * Fix custom pass prefabs (#419) * Fix custom pass integration with prefabs * Updated changelog * Fixed prefab highlight not updated when adding/removing custom passes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * Reverted volumetric lighting changes and now render graph version uses the shared textures. * Clone in the Asset folder when the original volume profile is in a re… (#508) * Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961) * Added changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529) * Custom Pass API (part 1) (#155) * Begin to write the new custom pass API * Begin to add custom pass utils shader * Begin to add custom pass API test scenes * Fixes for the Gaussian blur of the custom pass API * Fix blur release * Added custom pass copy test and fixed blur * Added more custom pass documentation * Added custom pass API graphic test reference image * Added more obsolete things * fix function visibility * Updated changelog * Added custom pass API test scene * Fixed custom pass API doc * Moved obsolete execute function into the new one * Updated custom clear pass to use the new API * Updated custom pass API test reference image * update reference screenshots * Fixed various scale issues in the blur custom pass API and updated reference screenshot * Disable custom pass API test because it's unstable Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 3) (#98) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Converted raytracing lightloop variables to constant buffer. * Converted RayTracing global variables to constant buffer. * Removed obsolete comment * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Post merge fix * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Post merge fix * Removed useless constant * Crash fix * Post merge fix * Update 501_RecursiveRendering.png Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Hd/fix wizard defaultvolumeprofile creation (#565) * Fix Wizard check on default volume profile * Update CHANGELOG.md * Small TAA Anti-flicker changes (#555) * tweaks * Change default so that is just high quality. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix central depth sampling in TAA (#564) * Fix sampling of central depth * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Render Graph Async Compute (#552) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies. * Implementation of async resource synchronization. * Fixed synchronization (only partial fix) * Added default profiling sampler for render graph passes not providing one. * Async WIP * Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async. * Post merge fix * Cleanup * Removed comment. * Disabled async contact shadows again. * Small cleanup * Change exposure compensation in the default volume profile to 0. (#388) * Change profile (And add missing setting) * changelog * Upgrade guide Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Histogram guided auto-exposure + debug modes (#372) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fi…
* Hdrp /fix reset of HDAdditionalLightData (#6453) * fix type resolving issue when reseting HDAdditionalLightdata * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add option to disable XR rendering on the camera settings (#6372) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix unused leftover (#6497) * Split HDRP Test scene 1900 in two scene (#6498) * Fix custom pass test reference images (#6512) * Updated ref image for PT fog test (5005). (#6513) * Review corrections for previous PR (#6494) * Fixed an usage of a a compute buffer not bound (1229964) (#6476) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed scene selection pass not working proporly for meshes rendered with recursive rendering. (#6520) Fixing an issue with sub-surface scattering and updating screenshots * fix typo (#6500) * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. (#6493) * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. * Update changelog. * Additional fix for regular inspector * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. (#6480) * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. * Update changelog * Removed wrongly serialized fields in StaticLightingSky (#6441) * Removed unnecessarily serialized members in StaticLightingSky component. * Update changelog * Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6504) * Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). * Small fix to avoid overlapping Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix a compilation issue to to a backport that did not go well. (#9) * Fixed a regression in the ray traced indirect diffuse due to the new probe system. (#31) * Clamp probes compression factor to 0 (#19) * Clamp to positive * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * path validation when creating new volume profile (#36) * Validate whole path when creating new profile * Changelog Co-authored-by: pavlos.mavridis <pavlos.mavridis@unity3d.com> * Alpha to coverage frame setting (#33) * Added FrameSettingsField.AlphaToMask * Changelog + Documentation * Changed field index * Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint. (#41) * AxF: Add support for specular AA from geometric curvature. * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model. * AxF: Fix a typo that caused a bug for SVBRDF materials using precise Fresnel variants to always use full reflectance (1) for delta lights. * AxF: Fix ignored reflection hierarchy + proxy intersection for carpaint. Add comments about problems if two directions are differents. Also add an option (disabled for now) to have BRDFColor with base angle of dominant direction. Rename some variables to make clearer direction on top for bottom lobe. * AxF: Use get scalar roughness function to factor out code. * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model. * Add changelog entries. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement constant buffers for HDRP global variables. (#52) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Fixed color/depth pyramid debug * Cleanup * Small fix * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Add Performance framework package and HDRP performance tests (#45) * Added performance test project * Added new test scene system and memory p[rofiling * Added shader analysis package * Create symlink folder in library directory * Update editor window * Update shader analysis selection * Added CLI utility to execute shader analysis reports * Added example for the cli * Removed problematic HDRP graphic test packages * Add xml file to avoid IL2CPP stripping issues with test runner on the performance test(#5903) * Update memory profiling test sample count * Update shader graph support * Updated project settings * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Use background job API and improved progress reporting * Empty commit for Performance reports * Updated ui * Empty commit for Performance reports * Empty commit for Performance reports * Added filter on shader pass and variants * Added option to only generate shader variants * Empty commit for Performance reports * Increase garlic heap size * Begin to add build profiling * Added more build info * Working version of the shader compilation time reporting * wip * Removed useless cli * Added util functions to name test and sample groups * Renamed all markers and finished the build profiling * Update test framework package * Updated shader analysis tests * Updated API * Updated API and log command for compiler * Updated api * Use unknown metric instead of time one as workaround * Enable the CPU profiling API * Fix when deleting an analyzed shader * Load reference on enable * Added shader analysis package * Fixed PS4 test name * Fixed memory unit * Added more test scenes * Force performance tests to run on PS4 base * Fixed sample units and use the same SampleGroup for multiple frames in counter test * Begin to create the graphic perf test * Finished the first version of performance graphic test package * Fixed build tests * Increase static analysis timeout * More timeout * Removed Lit shader static analysis * Fix counters tests * Added performance settings window in project settings * Re-add Forward build test scene * Fixed shader analysis filter * PR fixes * Begin to write the doc * Finished V1 of the performance package doc * Added grafana image and doc description * Updated doc * Maybe fix yamayo tests * Update documentation for static analysis * Added note on core asmdef * Removed debug * Fixed total memory * Added tesselation counters test * Tessellation shadow test * Added per scene settings * Added naming convention doc * Fixed build issue on yamato * Compilation fix to revert * Begin to write the new doc page * Completed performance doc * Fixed build test * Added Lit in static analysis * Removed deferred static analysis Co-authored-by: Frédéric Vauchelles <fredericv@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com> * Hdrp/fix/custom pass msaa rendering info (#42) * Add an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Custom Pass AOV API (#50) * Very basic AOV support for custom pass * Updated AOV API for custom passes * Changelog * Update AOV API * API improvements * API documentation * API doc, factorize all push texture calls in RenderCustomPass * added default values and constructor for CustomPassAOVBuffers * fix merge conflicts * Fix GC alloc during rendering: use a for loop instead of findIndex+lambda Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 2) (#87) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Minor adjustments to TAA anti flicker (#97) * small adjust to taa antiflicker * Changelog * Add support for lighting decomposition debug mode (+ AOV) (#99) * Add lighting decomposition debug mode * fix compil issue with probe volumes * Fix usage of debug exposure in debug mode * Add Test 3001 + fix reflection when sky only * remode _DebugExposure after merge * remode _DebugExposure after merge * fix merge issue * add exposure compensation to Fixed exposure mode * Update ColorUtils.cs * Fix MSAA resolve when there is no motion vectors (#1) * Fix MSAA resolve when there is no motion vectors * Update CHANGELOG.md * Cleaned up code * use multi_compile * Added _ Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix switch shader compilation (#111) * DXR Automated tests shader graph optimizations (#116) * Split 902 scene into 5 scenes + SG optimizations * Deleting old image for splited scene * Fix various leaks in HDRP. (#113) * Fixed a number of leak in HDRP * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix compile error with XR SubsystemManager (#107) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update SceneViewDrawMode.cs (#118) * Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#114) * Follow references when unloading unneeded assets * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix culling of reflection probes that change position (#121) * Fix culling of reflection probes that change position * Avoid null reference * Avoid null reference - try 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix null reference when processing light probe (#131) * Hdrp/runtimetests/ps4 fix (#129) * Redo branch. Upgrade to 2020.1.0b5, reduce texture res, new HDRP asset. * Switch to HDRI, increase Garlic heap size to 4gb, turn on "Stop NaNs" on camera, decrease render target res. * Fix issues causing planar probes to be broken with multiple cameras in the scene (#4) * Set appropriate render datas before rendering cameras * changelog * update doc * comment update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix black screen in XR when HDRP package is present but not used (#137) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#18) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). * update ssr screenshot Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for rasterized area light shadows in StackLit + slight refactor (#39) * Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled. * Doc: remove note about area light shadows for stacklit. [skipci] Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110) * Fix for white flash happening when changing lighting condition (like teleport) (#140) * fix * Update PostProcessSystem.cs * Update CHANGELOG.md * Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection * Update CHANGELOG.md * adress PR feedback * Fix default volume profile collapse (#138) * Only re-create the volume profile editor when the asset is changed * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Bind missing buffer (#159) Bind buffer to make sure that something is bound Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162) * Fixed shader warning on Xbox for ResolveStencilBuffer.compute (#163) * fix warning * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Texture-weighted automatic exposure (#165) * Exposure weighted by texture * miss one in the renaming * Doc update * changelog * doc update * fix issue when disabling override * Update 3003_LightingMode.unity * Optimizing light loop part 2 (#2) * Saving 10% off the PrepareLightForGPU * 18% decrease in cost with this * Around 12% cost shaving off GetLightData * Around 6.5% win here * Faster View matrix flip * Missing *=-1 * About 7% win in preprocess light data * Another small batch * Small cleanup for first optimization pass * Tiny bit more cleanup * Make UpdateShadowRequests 12% cheaper * Address review points * A bit less than 20% win in ExtractPointLightData * Add comment * changelog * 25% reduction of ExtractPointLightData * 18% win in UpdateShadowRequest * Another around 11% win for UpdateShadowRequest * Move matrix multiply utils to core * less lighttype computation * Ooops * fixup changelog * Proper merge * Missing leftovers . * I'll manage to submit it all one day... Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for POM for emissive map (#51) * Add option to use Base UV Mapping for emission * Graphic test and doc * Changelog * Screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP Compositor Tool (#57) * HDRP compositor tool, first code drop documentation typo, move everything in compositor namespace documentation typo bugfix: dynamically add/remove properties when shadergraph changes UI bugfix: properly compute height of UI elements Missing tooltips, button to remove the compositor toggle layers now works when player is paused add chroma keying in the compositor test Changelog, workflow bugfix Use Unity's built'in icons AOV bugfixes AOV tooltip was wrong bugfix: disabling the compositor now disables all compositor cameras Proper monitoring of shadergraph changes Updated test image + minor changes Use better names for internal cameras Bugfix: selecting the same res for a layer Bugfix: deleting in-use texture layers from shadergraph now works Bugfix: setting AOV to none now works properly Use the term SubLayer in the UI Improve AOV tooltip Camera properties in layers are properly refreshed UI: Move checkbox for overrides on the left side of the label Remove default compositor camera when also deleting the compositor Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again Hdrp/docs/compositor (#6013) * Added docs review * Changed fodler for images Bugfixe: deleting layers Bugfix: reordering layers Bugfix: creating a new compositor fails Remove redundant check Fix wrong tooltip Bugfix when deleting camera stack layers Bugfix: handle window resize Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers Bugfix: more robust re-ordering (also moves children) Bugfix: mark scene dirty when adding a compositor Bugfix: display warning when alpha is configured properly Change video layer icon Bugfix: adding a layer filter does not reset the UI state Bugfix: do not show composition properties that are marked with hide-in-inspector Better / more clean layer injection implementation minor code clean up Clear color mode should only be editable on the first layer of a stack Bugfix: setup of custom render was not always called Bugfix: make sure additional camera data always exist in the layer/compositor camera Change test id to 9800 Fix typos mark scene dirty when removing or disabling the compositor Default composition shadergraph and profile are now cloned Serialized objects are now properly updated minor code change: range checks bugfix: error message appears at beginning remove layer list from the asset file add default camera layer when creating the compositor replace getter function with c-sharp property update asset in unit test * move compositor unit test images * remove leftover code * review feedback #1 * review feedback 2 * review feedback - custom clear shader * fix variable names that don't affect serialization * fix serialized variable names * bugfix: image layers and camera stacking * use enum utility functions * Use multicompile in motion blur + bug fix * Make some variables private * Update Compositor-User-Guide.md * Review feedback * fix muticompile for motion blur without alpha * Update to new constant buffer / shadergraph api * Player test image for the compositor * Properly fill camera entries for global constant buffer * Fix after rebase / function rename * Make bg red for better debugging qnd cqtch unity exception * Disable compositor test until we fix it on yamato Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * PBR shader gbuffer ztest (#43) * Fixed PBR shader rendering in deferred * Updated changelog * Enable Light Baking Cookies by default + Warning (#79) * Enable * Fix typo * Importance Sampling Pipeline (#84) * Multiple Importance Sampling for HDRI Sky (Ray Generation) * backup * Multiple helpers * Add RTHandleDeleter (delay in K frame the Release of a RTHandle) * Fix GPU Operation when texture are too small * Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ... * Helper manager to generate one marginal per slice mip (one per frame) * backup * Add SampleCubemapProjectionNode (Project cubemap to Geometry) * delete useless files * update * Cube To LatLong for CubeArray * Functional generation * Integration on ray tracer step * Store HDRI Integral * . * Integrate HDRI Sky * Update Importance Sampling * Update Algorithm with Hemisphere Path * Backup * Update merge * Update Merge 001 * Update Merge 002 * Update Merge 003 * Update Merge 004 * Update Merge 005 * Update Merge 006 * Update Merge 007 * Cleanup * Update Integration of HDRISky Upper Hemisphere * Remove useless dump images on disk * Fix change log issue * backup * Backup * Pre-Clean * Pre-Clean * Clean Up - remove file * Remove Debug Code * Update * Update ChangeLog * Clean Up * update * Clean up * Remove useless texture * Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter" * CleanUp * remove useless comment * Add variable (Atmospherical) + Rename/Comment * Move parameter to CS, Clean & move to private RTHandleDeleter * Revert "Importance Sampling Pipeline (#84)" This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11. * Reducing the number of variants for ray tracing when building a player (#94) * - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform. - Removed the dynamic lightmap multicompile. - Remove the LOD cross fade multi compile for ray tracing. - Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping. * fix merge * Update LayeredLit.shader * Update LayeredLit.shader Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 3003_LightingMode.unity * Fix compil issue with Enable BakeCookie * Enable Light Baking Cookies by default + Warning - part 3 #79 * Avoid building the mip chain a second time for SSR for transparent objects. (#93) * - Avoid building the mip chain a second time for SSR for transparent objects. * Update ScreenSpaceReflections.compute * fix merge issue Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Scalable volumetrics [skip ci] (#34) * Adaptive sampling works * Compute the PDF * URL * Fix stuff up (except for profile preview) * Attempt to fix previews * Fix transmission * Support quality levels * Clean shader * Remove 2 kernels * PURGE * Automatically adjust the number of samples at runtime * Changelog * Spaaaaace * Add comment * Spaaaaaace * Rename * Update ref img 1215, 1216, 1217 * Revert "Update ref img 1215, 1216, 1217" This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088. * Robust filter radius * Solve the NaN problem * Save 1x VGPR * Update SSS defaults * Add migration steps * Volume resolution WIP * Shorter names FTW * Comment * Dynamic slice count works * Dynamic res works * Changelog * Stretch the limits * Fix bug (order matters) * Comments * Remove volumetric quality presets * Changelog * Reorder * Solve the mystery of RTs going NULL * More robust bad history detection * Update test scenes for High Quality * More bug fixes * More accurate comment * Do not reinvent the wheel * Fix broken test 1351 * Attempt to migrate HQ SSS settings * Remove all branches * Optimize a bit * 7x WF * Fix the rounding error * Fix the rounding error * Remove garbage allocation * Fix typos * Copy the SSS value * Revert HDRP asset changes * Fix default UI value * Pass the right asset * Update ref img 1215 * update reference screenshots * Update CHANGELOG.md * Update CHANGELOG.md * Switch to RTHandles * Rename textures used by the fog filtering pass * Fix reprojection * Fix shader warning + typo+ * fix another shader warning Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fixed runtime test for Yamato (#177) * Revert "Hdrp/runtimetests/ps4 fix (#129)" This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba. * Update runtime test to use way less memory to be able to run on console * Fixed screenshots and test * Fix HDRP Wizard windows not compatible with "preview" package version (#178) * Fix async compute throwing errors because of global constant buffers. (#130) * Replaced commands incompatible with async compute in light list build process. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136) * Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly. * Update changelog * Removed useless test * Updated changelog message to add more info * Refactoring to share the code for light list building better between probe volumes and lights. (#156) * Refactoring to share the code for light list building better between probe volumes and lights. * Remove commented code * Fixed constant buffer update * Fixed kernel used for cluster generation * Fixed cluster kernel for oblique projection * Restored a resize test for XR * Removed unexpected Shuriken folder in Test Project * Add range attenuation to box-shaped spotlights [Skip CI] (#101) * Added range attenuation to box-shaped spotlights * Update tests * Update CHANGELOG.md * Remove file duplication * Added box range attenuation test * Clarify documentation * Update screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/decal transparent mip selection 1222437 (#96) * Improve MIP selection for decals to transparent * Add change logs * Communize Helper (ComputeTextureLOD{Bias?}(...) * Update * Rename * Comment * fix white space and 0.f Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix cookie atlas alloc for cone spot lights (#187) * Fix unneeded cookie texture allocation for cone stop lights * Updated changelog * Fix cone spot light cookie * update template (#189) * Hdrp/combine material samples with shader samples [Skip CI] (#117) * Fix MaterialBalls having same guid issue material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned * Merge material samples and shader samples Merge shader samples into material samples * Update scene visuals update frame prefab with new visual style update scene to suit visual style * Fix spelling and grammatical errors alterates -> alters - this one isn't technically an error but alterates isn't used in common English oder -> order accross -> across * Create fabric scene create scene and rendering settings * Add fabric ball prefab with fabric mesh Add fabric ball prefab with fabric mesh * Add threadmaps to project Add threadmaps to project * Add materials to project Add materials to project Linen Nylon Satin Velvet Wool * Add scenes for hair and fabric and create prefabs for lighting and hair display Add scenes for hair and fabric Create prefabs for lighting and hair display Fix Decal prefab * Update scene and fix errors with materials that don't use threadmaps Update scene and fix errors with materials that don't use threadmaps * Update fabric materials and textures Update fabric materials and textures * Clean up project and add additional materials Add ShotSilk material Modify materials Rename textures Cleanup changes Add information to fabric scene * Update and organize scenes Update and organize scenes * Update Fabric scene , fix spelling errors and change to american spelling Update Fabric scene , fix spelling errors and change to american spelling * Update information in fabric scene * Update scene lighting Update scene lighting * Align lighting and rendering across scenes, remove old sample scene Create prefabs for common elements Change sky gradient Remove unused settings Remove old sample scene * Update textures and meshes Update denim color to tga file format to conform with other files Update cloth mesh to have better normals Update scene after changes to prefab * Update cloth mesh Update cloth mesh * Update scene text and cloth mesh Update scene text and cloth mesh * Update Changelog Update Changelog * Fix bug with material ball and parallax occlusion mapping due to mesh tangents Fix bug with material ball and parallax occlusion mapping due to mesh tangents * Remove shader samples from package json and update material samples description Remove shader samples from package json and update material samples description * Update sample content documentation * Update scene text * Move files in mesh folder to appropriate folders and remove additional material ball prefab * Add micro shadows * Update 1301_StackLitSG.png * Change guid reference in MaterialSamples scene Co-authored-by: Sean Puller <sean.puller@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * DisplayInfo attribute. (#172) * Added DisplayInfo attribute for generic display info. * Implemented volume parameter sorting for default inspector. * Update changelog * Named parameters for tuples in Volume Component Editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Compute Buffer management for render graph (#194) * Added import and usage of Compute Buffer API to render graph. * Missing clear of Compute buffer write/read lists. * Another missing clear. * Light loop compute buffers WIP # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs * Reverted Render Graph debug registering by default. * Post merge fixes * RenderPass debugger visualization and fixed null profiling sampler * Missing using directive. * Post merge fix * Use new light list build ouptut for deferred lighting pass * Use new light list build ouptut for contact shadow pass * Use new light list build ouptut for volumetric passes * Simplify the tooltip (#188) * Added MovedFrom attribute (#182) * Contact shadow min distance + fix scalarization code (#150) * Min distance * editor update * Update doc * Changelog * fix some ui issues * Update docs according to UI changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * TAA docs update (#132) * update docs * pr review * Added indentation as dashed * Hdrp/deferred shadow quality multi compile (#5) * shadow mask * Changelog * Have shadow quality as multi_compile * make old API obsolete * Update comment * Comment on pre processor * Update docs * Change shader versions of deferred Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/path traced dof (#164) * Path traced DoF implementation * Move focus distance from volume to physical camera * Small fixes * Small fixes in math * Small fixes in math 2 * Compile error * Make new functions private * Cosmetic changes * Move viewport matrix function to utils * Keep focus distance in the volume * Do not enable in scene view camera * Changelog * Review feedback * Use scale and bias instead of matrix mul for the viewport transform * Bugfix: post process DoF should still be executed for non-physical mode * Typo * avoid null reference when physical params is null * remove redundant check * Update HDRenderPipelineAsset.asset (#210) * Fixed volume debug menu in playmode (#149) * Refresh widgets in play mode. Added doc. Reduced refresh rate * Changelog * Added some code doc * Fix refresh rate and scroll over hidden volumes in play mode Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added a new test scene for physical camera DoF in Pathtracer (#211) * Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215) * fix bug 1238155 * Update CHANGELOG.md * Update HDRenderPipeline.cs * Update HDRenderPipelineAsset.cs * Fix warning in PCSS code when using Vulkan (#229) * Fix warning * changelog * Fix decal register + obsolete cookie API (#195) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Fix decal shader * Fixed HDRP cookie * Update HDLightUI.cs * correctly fix decal * Update CHANGELOG.md * Update ColorAdjustments.cs * Update ShaderVariablesDecal.hlsl * fix compil on 2020.1 * Update HDRP_Test_Def.asset * add test for 3RT decal * update decal test * Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244) * Do code cleanup + bugfix shadow * Update Upgrading-from-2020.1-to-2020.2.md * Update LightLoopDef.hlsl * Fixed issues with path traced SSS and accumulation. (#257) * Add missing documentation for AOV API params (#254) * Hdrp/public static sky (#253) * Made the static lighting sky public so that users can change it by script for baking purpose. * Update changelog * Update HDAdditionalLightData.Migration.cs (#269) * Add missing docs attributes (#271) * Fixed an error about procedural sky being logged by mistake. (#273) * Fixed an error about procedural sky being logged by mistake. * Update changelog * Fix quality settings UI and shadow mask UI (#122) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update CHANGELOG.md * Update HDRenderPipeline.cs * fix typo * fix typo 2 * Updated raytracing async compute warning. (#274) * Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a null ref exception in static sky when the default volume profile is invalid. (#278) * Fixed a null ref exception in static sky when the default volume profile is invalid. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added SubScenes cache to be compatible with HDRP/staging (#287) * Update 2002_Light_DynamicMix.unity (#292) * Update HDCubemapInspector.cs (#296) * increase tolerance for test 5008 in VR due to recent changes (#311) * Upate screenshot for HDRP DXR Test (#312) * Fix SSS code doc (#319) * Fix issue with screen-space shadows not enabled with RT off (#139) * Fix issue with screen_space shadows not enabled with RT off * Proper fix: only keep directional screen space shadows with RT off * Fix shadow debug mode * cosmetic changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a performance issue with stochastic ray traced area shadows. (#300) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix bad merge of the light loop optimization PR (an optimization was undone) (#321) * Don't compute light type * Typo * Camera override API (#170) * Added the API to override camera rendering * Updated changelog * Fixed compilation issue * Factorized protection function * Fixed camera override in scene view * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fixed camera override with dynamic resolution and moved it to internal Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix cookie srgb (#297) * Fixed srgb flag not updating the cookie atlas * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix flickering lighting in the scene and game view when lookdev is open. (#290) * Fixed flickering of the game/scene view when lookdev is running. * Update changelog. * Added a function to reset the reference size of RTHandle systems. (#299) * Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. * Update changelog * Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291) * render until ambient probe is ready * changelog * remove comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Motion Vectors written by transparent when rendering with MSAA (#315) * Add resolve if needed of transparent movec * rename * rendergraph * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/reflection probe scale perf (#252) * Use IEnumerable as interface for HDProbeSystem * Added a perf test for probe registration * Use HashSet instead of List to store HDProbes * Updated planar reflection to use a HashSet * Updated changelog * Fix invalid length check * Fixed build of planar probe array * Fixed GC alloc issue Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [9.x.x] Axf measurements into tilings (#289) * AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support. On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material. This removes old materialU/V tiling and flakes tiling (AxF is still in preview though). Update test scene to move old tiling property values into new properties so results don't change. Update documentation. * AxF measurements into tilings: Add changelog entry. * AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings. * Update the AlphaToMask test for AxF. * Update all other editor and player platform references to match. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * fix 9402screenshots on vulkan * Update HDRP graphic test framework with Test Broken / TestFilter script (#393) * Update hdrp testing framework * Update hdrp testing framework 2 * Update TestFilterGenerator.cs * revert change on shader graph * Hd/add layer modification on generated emissive mesh for area light (#364) * Add Layer modification of EmissiveMesh generated by area light Add Layer handling on Generated Emissive Mesh * Update CHANGELOG.md * Add "same as Light" hability for layer and make it default * Add destruction on move in hierarchy and retrieve existing to secure the NotEditable * Add sync on Static too * Also the copy the static drop down Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Disable async compute for D3D12 [Hold] (#301) * disable async on d3d12 * Change doc * Hd/fix nullref while removing decal component (#416) * fix nullref on DecalComponent removed from contextual menu * Update CHANGELOG.md * Added a flow map parameter to HDRI Sky (#44) * Added uv distorsion for HDRISky cubemap * Editable flow strength * Better parameter name. Smooth flow on cube edges * Added a graphic test. Updated Changelog * Updated documentation * Added screenshots * Wait frames for test * Wait more * Update screenshots again... * Static test * Static screenshots * use multi_compile * Renamed all parameters * Procedural distortion * Update doc * Set all keywords * Revert to old behaviour * doc * update test * remove useless variable * doc * Fix lat long and procedural flow * replace trig functions. Correct wind dir * Dropdown and upper hemisphere fix * Updated doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with Uber Post process shader when alpha is enabled (#422) * Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * replace fbx by the one from URP with no import errors (#427) * Fix the bug (#430) * Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418) * Saturate vertex color to avoid negative values. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Renamed variables (#436) * Fix issue with the resolve of motion vectors (#421) * Hd/fix targets used in ongui in decalcomponent (#413) * Fix Reset not resetting to default * Delay MaterialEditor recreation to when possible * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implemented ray traced reflections for transparent objects. (#47) * Implementation of ray traced reflections for transparent objects * fix issue with ShowPrePassAndPostPass * Change label for transparent SSR + change default value to false * fix material not setup properly Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix custom pass graphic tests (#359) * FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test * Replaced canvas by a quad (more stable for graphic test) * disable vulkan test as it is failing, need investigation Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Save scene-view camera settings in Editor prefs (#440) * Sceneview camera settings are now saved in Editor prefs * cosmetic changes * add comment * Small refactor to allow easily adding more prefs in the future * fix comment * fix comment 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue when switching back to custom sensor type in physical camera (#417) * Fix issue when switching back to custom sensor type in physical camera * make if comparison more explicit * make if comparison more safe * Per-camera history for the custom settings using a static dictionary * Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix a null ref exception when running playmode tests (#360) * fix a null ref exception when running playmode tests with the render pipeline debug window opened * use empty array Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed some gcalloc in the debug window (#445) * Fixed some GCAlloc in the debug window * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update reference screenshot dx12 * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443) * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) * Fix an issue with thin refraction SG and updating screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Create Shaders.meta * Hdrp/small ui update (#423) * Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. * Update changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update settings for DXR * Update SetToCameraNearPlane.cs * Add an option to disable shadow bias * Don't query cull results if we don't have them (#449) * test with a guard * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update screenshot (#463) * Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12 * Update TestCaseFilters.asset * Revert "Disable async compute for D3D12 [Hold] (#301)" (#469) This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16. * Revert "Add an option to disable shadow bias" This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c. * PBR Sky renderer now shares its internal precomputation table between different instances. (#250) * PBR Sky renderer now shares its internal precomputation table between different instances. * Update changelog * Doc update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Makes sure quaternion is normalized and valid before converting to ma… (#331) * Makes sure quaternion is normalized and valid before converting to matrix. * Updated Changelo. * Revert "Updated Changelo." This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2. * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * New tooltip for camera background and fixed exposure when switching the background mode. (#415) * Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue causing not all baked reflection probes to be deleted (#441) * Clear the queue once filled up and push elements that failed to be pushed. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed asset preview being rendered white because of static lighting sky. (#462) * Fixed an issue where asset preview could be rendered white because of static lighting sky. Also fixed an issue where static lighting was not updated when removing the static lighting sky profile. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed null reference exception in LookDev when setting the SRP to None (#447) * Fixed null reference exception in LookDev when setting the SRP to None * Review feedback * Review feedback 2 * Fix show cookie atlas debug mode (#475) * Fix the show cookie atlas debug mode not displaying correctly * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Enable DXR playmode test (#472) * Update upm-ci-hdrp_dxr.yml * add hdrp dxr playmode test to all hdrp ci * Update upm-ci-hdrp.yml * Update upm-ci-hdrp.yml * change planar atlas size to 1024 * Update upm-ci-hdrp.yml * Update 802_SubSurfaceScatteringForward.png * update scene * update 5001 lighting * fix exposure for 5001 path tracing test * update player screenshots * disable 5001 path tracing as it fail on yamato * Fix few multi-editing issues with Emission UI (#473) * Working but not nice * Remove unecessary cruft * tiny changes * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Re-enable cubemap thumbnail gen only for d3d11 (#487) * re-enable thumbnail gen only for d3d11 * Update changelog * try enable metal * Update changelog and comment * Check reflection probe null pointer before use. (case 1244047) (#456) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove max atlas probe alloc size in HDRP asset (#458) * Fixed max alloc planar size not taking in account the max cache size * Removed the max cache clamp on texture atlases * Hd/fix undo environmentlibrary lookdev (#490) * fix undo redo for environment library * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix vulkan test * SSGI Implementation (#95) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Change Sky in 5001 PT Test to HDRI Sky + update image (#502) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 802_SubSurfaceScatteringForward.unity * fix vulkan warring and wrong meta * Update upm-ci-hdrp.yml * Fix merge issue with Test filter * Use path relative to package for depth of field (#523) * Use absolute paths for dof include * changelog * Fix Light overlap (#444) * Added the light overlap volume code * Updated changelog * Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode * Fixed documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed API breakage. (#524) * [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532) * AOV documentation * minor change in the comments * Accumulation documentation * minor improvements * Rewrite the AOV script. Now it is stand-alone. * Typo * Add path traced DoF documentation * Reviewed AOV doc * Reviewed accumulation doc * Reviewed path-traced dof doc * Add missing OnDestroy in example script Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Restore some XR HDRP tests (#382) * restored XR tests * revert and split changes for temporal effects in another branch * fix XR tests using volumetrics * 8103 is still acting randomly * try to set timeout to 30s to confirm it's working * set timeout to 5 min per test for HDRP instead of default 3 min Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix taaFrameIndex and restore TAA tests for XR (#534) * fix taaFrameIndex and temporal effects with the test suite * increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty * update ref images * set waitFrames for HDRP runtime test scene * reset camera before waiting * update reference images from Yamato * revert change to 001-HDTemplate * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488) * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) * Add missing inverse exposure multiplier * Add support for batchmode (#542) * Update 9301_MotionVectorsOff-Forward-Dynamic.png * Fix custom pass prefabs (#419) * Fix custom pass integration with prefabs * Updated changelog * Fixed prefab highlight not updated when adding/removing custom passes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * Reverted volumetric lighting changes and now render graph version uses the shared textures. * Clone in the Asset folder when the original volume profile is in a re… (#508) * Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961) * Added changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529) * Custom Pass API (part 1) (#155) * Begin to write the new custom pass API * Begin to add custom pass utils shader * Begin to add custom pass API test scenes * Fixes for the Gaussian blur of the custom pass API * Fix blur release * Added custom pass copy test and fixed blur * Added more custom pass documentation * Added custom pass API graphic test reference image * Added more obsolete things * fix function visibility * Updated changelog * Added custom pass API test scene * Fixed custom pass API doc * Moved obsolete execute function into the new one * Updated custom clear pass to use the new API * Updated custom pass API test reference image * update reference screenshots * Fixed various scale issues in the blur custom pass API and updated reference screenshot * Disable custom pass API test because it's unstable Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 3) (#98) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Converted raytracing lightloop variables to constant buffer. * Converted RayTracing global variables to constant buffer. * Removed obsolete comment * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Post merge fix * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Post merge fix * Removed useless constant * Crash fix * Post merge fix * Update 501_RecursiveRendering.png Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Hd/fix wizard defaultvolumeprofile creation (#565) * Fix Wizard check on default volume profile * Update CHANGELOG.md * Small TAA Anti-flicker changes (#555) * tweaks * Change default so that is just high quality. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix central depth sampling in TAA (#564) * Fix sampling of central depth * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Render Graph Async Compute (#552) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies. * Implementation of async resource synchronization. * Fixed synchronization (only partial fix) * Added default profiling sampler for render graph passes not providing one. * Async WIP * Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async. * Post merge fix * Cleanup * Removed comment. * Disabled async contact shadows again. * Small cleanup * Change exposure compensation in the default volume profile to 0. (#388) * Change profile (And add missing setting) * changelog * Upgrade guide Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Histogram guided auto-exposure + debug modes (#372) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * review fixups * Review feedback * Bad merge fixup Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Refactor shadow caching system (#554) * Very debuggy code just start nothing functional or usable yet. * remove old cached stuff (not finished, need switch branch) * revert wrongful commit * A bit of restructuring * A good point as any to sync up * sync * Move from old repo... * fix regression * Handle case in which shadow doesn't fit * leftover not committed * Fix some issues with culling of point lights from the * preliminary support for cascaded shadows * Fix some issue with the directional * Subshadow update * Add some guards, some debug and the new C++ api for infinite bounds * Some UI for the resolution * Fix merge issues * Update debug cs.hlsl * Render graph stuff and some leftover removal * micro cleanup * Fix behaviour when defragging and excess lights are there * Public API * Remove dbg names * Bug on debug view of area atlas * Missing field on new PCSS signature for directional * More public API * Refresh cached shadows on resolution changes. * merge conflicts patchup * Fix missing shadows on normal shadows * Small cleanup and turning positive the doesn'tHavePlacement * Fix case on switching light type and issue with non-rectangle area lights * tentative fix for error on build * Debug logging * update naming of debug * Fix issue with double inclusion * DOCS * upgrade guide * post merge fixups * leftover comment * changelog * Doc changes in upgrade guide * have print debug info only in editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update reference screenshots * VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest * Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584) * remove useless code for cookie * Hdrp/fix camera switcher (#591) * Fixed a wrong condition in camera switcher, potentially causing out of bound exceptions. * update changelog. * fix issue that prevents PS4 from building (#596) * Removed experimental namespace for ray tracing code. (#612) * Hdrp/multi view pt (#518) * Multiview (scene + game) path tracing accumulation. * Cosmetic. * Modifications to address comments in PR. * Updated PT fog test. * Updated Changelog. * Fixed issue with unlit shader graphs in path-traced mode. * Update CHANGELOG.md * Update HDUnlitSubTarget.cs Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix Look Dev default profile not updating correctly (#630) * Fixed an issue where editing the lookdev default profile would not reflect directly …
* Hdrp /fix reset of HDAdditionalLightData (#6453) * fix type resolving issue when reseting HDAdditionalLightdata * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add option to disable XR rendering on the camera settings (#6372) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix unused leftover (#6497) * Split HDRP Test scene 1900 in two scene (#6498) * Fix custom pass test reference images (#6512) * Updated ref image for PT fog test (5005). (#6513) * Review corrections for previous PR (#6494) * Fixed an usage of a a compute buffer not bound (1229964) (#6476) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed scene selection pass not working proporly for meshes rendered with recursive rendering. (#6520) Fixing an issue with sub-surface scattering and updating screenshots * fix typo (#6500) * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. (#6493) * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. * Update changelog. * Additional fix for regular inspector * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. (#6480) * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. * Update changelog * Removed wrongly serialized fields in StaticLightingSky (#6441) * Removed unnecessarily serialized members in StaticLightingSky component. * Update changelog * Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6504) * Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). * Small fix to avoid overlapping Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix a compilation issue to to a backport that did not go well. (#9) * Fixed a regression in the ray traced indirect diffuse due to the new probe system. (#31) * Clamp probes compression factor to 0 (#19) * Clamp to positive * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * path validation when creating new volume profile (#36) * Validate whole path when creating new profile * Changelog Co-authored-by: pavlos.mavridis <pavlos.mavridis@unity3d.com> * Alpha to coverage frame setting (#33) * Added FrameSettingsField.AlphaToMask * Changelog + Documentation * Changed field index * Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint. (#41) * AxF: Add support for specular AA from geometric curvature. * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model. * AxF: Fix a typo that caused a bug for SVBRDF materials using precise Fresnel variants to always use full reflectance (1) for delta lights. * AxF: Fix ignored reflection hierarchy + proxy intersection for carpaint. Add comments about problems if two directions are differents. Also add an option (disabled for now) to have BRDFColor with base angle of dominant direction. Rename some variables to make clearer direction on top for bottom lobe. * AxF: Use get scalar roughness function to factor out code. * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model. * Add changelog entries. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement constant buffers for HDRP global variables. (#52) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Fixed color/depth pyramid debug * Cleanup * Small fix * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Add Performance framework package and HDRP performance tests (#45) * Added performance test project * Added new test scene system and memory p[rofiling * Added shader analysis package * Create symlink folder in library directory * Update editor window * Update shader analysis selection * Added CLI utility to execute shader analysis reports * Added example for the cli * Removed problematic HDRP graphic test packages * Add xml file to avoid IL2CPP stripping issues with test runner on the performance test(#5903) * Update memory profiling test sample count * Update shader graph support * Updated project settings * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Use background job API and improved progress reporting * Empty commit for Performance reports * Updated ui * Empty commit for Performance reports * Empty commit for Performance reports * Added filter on shader pass and variants * Added option to only generate shader variants * Empty commit for Performance reports * Increase garlic heap size * Begin to add build profiling * Added more build info * Working version of the shader compilation time reporting * wip * Removed useless cli * Added util functions to name test and sample groups * Renamed all markers and finished the build profiling * Update test framework package * Updated shader analysis tests * Updated API * Updated API and log command for compiler * Updated api * Use unknown metric instead of time one as workaround * Enable the CPU profiling API * Fix when deleting an analyzed shader * Load reference on enable * Added shader analysis package * Fixed PS4 test name * Fixed memory unit * Added more test scenes * Force performance tests to run on PS4 base * Fixed sample units and use the same SampleGroup for multiple frames in counter test * Begin to create the graphic perf test * Finished the first version of performance graphic test package * Fixed build tests * Increase static analysis timeout * More timeout * Removed Lit shader static analysis * Fix counters tests * Added performance settings window in project settings * Re-add Forward build test scene * Fixed shader analysis filter * PR fixes * Begin to write the doc * Finished V1 of the performance package doc * Added grafana image and doc description * Updated doc * Maybe fix yamayo tests * Update documentation for static analysis * Added note on core asmdef * Removed debug * Fixed total memory * Added tesselation counters test * Tessellation shadow test * Added per scene settings * Added naming convention doc * Fixed build issue on yamato * Compilation fix to revert * Begin to write the new doc page * Completed performance doc * Fixed build test * Added Lit in static analysis * Removed deferred static analysis Co-authored-by: Frédéric Vauchelles <fredericv@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com> * Hdrp/fix/custom pass msaa rendering info (#42) * Add an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Custom Pass AOV API (#50) * Very basic AOV support for custom pass * Updated AOV API for custom passes * Changelog * Update AOV API * API improvements * API documentation * API doc, factorize all push texture calls in RenderCustomPass * added default values and constructor for CustomPassAOVBuffers * fix merge conflicts * Fix GC alloc during rendering: use a for loop instead of findIndex+lambda Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 2) (#87) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Minor adjustments to TAA anti flicker (#97) * small adjust to taa antiflicker * Changelog * Add support for lighting decomposition debug mode (+ AOV) (#99) * Add lighting decomposition debug mode * fix compil issue with probe volumes * Fix usage of debug exposure in debug mode * Add Test 3001 + fix reflection when sky only * remode _DebugExposure after merge * remode _DebugExposure after merge * fix merge issue * add exposure compensation to Fixed exposure mode * Update ColorUtils.cs * Fix MSAA resolve when there is no motion vectors (#1) * Fix MSAA resolve when there is no motion vectors * Update CHANGELOG.md * Cleaned up code * use multi_compile * Added _ Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix switch shader compilation (#111) * DXR Automated tests shader graph optimizations (#116) * Split 902 scene into 5 scenes + SG optimizations * Deleting old image for splited scene * Fix various leaks in HDRP. (#113) * Fixed a number of leak in HDRP * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix compile error with XR SubsystemManager (#107) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update SceneViewDrawMode.cs (#118) * Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#114) * Follow references when unloading unneeded assets * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix culling of reflection probes that change position (#121) * Fix culling of reflection probes that change position * Avoid null reference * Avoid null reference - try 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix null reference when processing light probe (#131) * Hdrp/runtimetests/ps4 fix (#129) * Redo branch. Upgrade to 2020.1.0b5, reduce texture res, new HDRP asset. * Switch to HDRI, increase Garlic heap size to 4gb, turn on "Stop NaNs" on camera, decrease render target res. * Fix issues causing planar probes to be broken with multiple cameras in the scene (#4) * Set appropriate render datas before rendering cameras * changelog * update doc * comment update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix black screen in XR when HDRP package is present but not used (#137) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#18) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). * update ssr screenshot Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for rasterized area light shadows in StackLit + slight refactor (#39) * Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled. * Doc: remove note about area light shadows for stacklit. [skipci] Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110) * Fix for white flash happening when changing lighting condition (like teleport) (#140) * fix * Update PostProcessSystem.cs * Update CHANGELOG.md * Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection * Update CHANGELOG.md * adress PR feedback * Fix default volume profile collapse (#138) * Only re-create the volume profile editor when the asset is changed * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Bind missing buffer (#159) Bind buffer to make sure that something is bound Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162) * Fixed shader warning on Xbox for ResolveStencilBuffer.compute (#163) * fix warning * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Texture-weighted automatic exposure (#165) * Exposure weighted by texture * miss one in the renaming * Doc update * changelog * doc update * fix issue when disabling override * Update 3003_LightingMode.unity * Optimizing light loop part 2 (#2) * Saving 10% off the PrepareLightForGPU * 18% decrease in cost with this * Around 12% cost shaving off GetLightData * Around 6.5% win here * Faster View matrix flip * Missing *=-1 * About 7% win in preprocess light data * Another small batch * Small cleanup for first optimization pass * Tiny bit more cleanup * Make UpdateShadowRequests 12% cheaper * Address review points * A bit less than 20% win in ExtractPointLightData * Add comment * changelog * 25% reduction of ExtractPointLightData * 18% win in UpdateShadowRequest * Another around 11% win for UpdateShadowRequest * Move matrix multiply utils to core * less lighttype computation * Ooops * fixup changelog * Proper merge * Missing leftovers . * I'll manage to submit it all one day... Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for POM for emissive map (#51) * Add option to use Base UV Mapping for emission * Graphic test and doc * Changelog * Screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP Compositor Tool (#57) * HDRP compositor tool, first code drop documentation typo, move everything in compositor namespace documentation typo bugfix: dynamically add/remove properties when shadergraph changes UI bugfix: properly compute height of UI elements Missing tooltips, button to remove the compositor toggle layers now works when player is paused add chroma keying in the compositor test Changelog, workflow bugfix Use Unity's built'in icons AOV bugfixes AOV tooltip was wrong bugfix: disabling the compositor now disables all compositor cameras Proper monitoring of shadergraph changes Updated test image + minor changes Use better names for internal cameras Bugfix: selecting the same res for a layer Bugfix: deleting in-use texture layers from shadergraph now works Bugfix: setting AOV to none now works properly Use the term SubLayer in the UI Improve AOV tooltip Camera properties in layers are properly refreshed UI: Move checkbox for overrides on the left side of the label Remove default compositor camera when also deleting the compositor Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again Hdrp/docs/compositor (#6013) * Added docs review * Changed fodler for images Bugfixe: deleting layers Bugfix: reordering layers Bugfix: creating a new compositor fails Remove redundant check Fix wrong tooltip Bugfix when deleting camera stack layers Bugfix: handle window resize Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers Bugfix: more robust re-ordering (also moves children) Bugfix: mark scene dirty when adding a compositor Bugfix: display warning when alpha is configured properly Change video layer icon Bugfix: adding a layer filter does not reset the UI state Bugfix: do not show composition properties that are marked with hide-in-inspector Better / more clean layer injection implementation minor code clean up Clear color mode should only be editable on the first layer of a stack Bugfix: setup of custom render was not always called Bugfix: make sure additional camera data always exist in the layer/compositor camera Change test id to 9800 Fix typos mark scene dirty when removing or disabling the compositor Default composition shadergraph and profile are now cloned Serialized objects are now properly updated minor code change: range checks bugfix: error message appears at beginning remove layer list from the asset file add default camera layer when creating the compositor replace getter function with c-sharp property update asset in unit test * move compositor unit test images * remove leftover code * review feedback #1 * review feedback 2 * review feedback - custom clear shader * fix variable names that don't affect serialization * fix serialized variable names * bugfix: image layers and camera stacking * use enum utility functions * Use multicompile in motion blur + bug fix * Make some variables private * Update Compositor-User-Guide.md * Review feedback * fix muticompile for motion blur without alpha * Update to new constant buffer / shadergraph api * Player test image for the compositor * Properly fill camera entries for global constant buffer * Fix after rebase / function rename * Make bg red for better debugging qnd cqtch unity exception * Disable compositor test until we fix it on yamato Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * PBR shader gbuffer ztest (#43) * Fixed PBR shader rendering in deferred * Updated changelog * Enable Light Baking Cookies by default + Warning (#79) * Enable * Fix typo * Importance Sampling Pipeline (#84) * Multiple Importance Sampling for HDRI Sky (Ray Generation) * backup * Multiple helpers * Add RTHandleDeleter (delay in K frame the Release of a RTHandle) * Fix GPU Operation when texture are too small * Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ... * Helper manager to generate one marginal per slice mip (one per frame) * backup * Add SampleCubemapProjectionNode (Project cubemap to Geometry) * delete useless files * update * Cube To LatLong for CubeArray * Functional generation * Integration on ray tracer step * Store HDRI Integral * . * Integrate HDRI Sky * Update Importance Sampling * Update Algorithm with Hemisphere Path * Backup * Update merge * Update Merge 001 * Update Merge 002 * Update Merge 003 * Update Merge 004 * Update Merge 005 * Update Merge 006 * Update Merge 007 * Cleanup * Update Integration of HDRISky Upper Hemisphere * Remove useless dump images on disk * Fix change log issue * backup * Backup * Pre-Clean * Pre-Clean * Clean Up - remove file * Remove Debug Code * Update * Update ChangeLog * Clean Up * update * Clean up * Remove useless texture * Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter" * CleanUp * remove useless comment * Add variable (Atmospherical) + Rename/Comment * Move parameter to CS, Clean & move to private RTHandleDeleter * Revert "Importance Sampling Pipeline (#84)" This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11. * Reducing the number of variants for ray tracing when building a player (#94) * - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform. - Removed the dynamic lightmap multicompile. - Remove the LOD cross fade multi compile for ray tracing. - Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping. * fix merge * Update LayeredLit.shader * Update LayeredLit.shader Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 3003_LightingMode.unity * Fix compil issue with Enable BakeCookie * Enable Light Baking Cookies by default + Warning - part 3 #79 * Avoid building the mip chain a second time for SSR for transparent objects. (#93) * - Avoid building the mip chain a second time for SSR for transparent objects. * Update ScreenSpaceReflections.compute * fix merge issue Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Scalable volumetrics [skip ci] (#34) * Adaptive sampling works * Compute the PDF * URL * Fix stuff up (except for profile preview) * Attempt to fix previews * Fix transmission * Support quality levels * Clean shader * Remove 2 kernels * PURGE * Automatically adjust the number of samples at runtime * Changelog * Spaaaaace * Add comment * Spaaaaaace * Rename * Update ref img 1215, 1216, 1217 * Revert "Update ref img 1215, 1216, 1217" This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088. * Robust filter radius * Solve the NaN problem * Save 1x VGPR * Update SSS defaults * Add migration steps * Volume resolution WIP * Shorter names FTW * Comment * Dynamic slice count works * Dynamic res works * Changelog * Stretch the limits * Fix bug (order matters) * Comments * Remove volumetric quality presets * Changelog * Reorder * Solve the mystery of RTs going NULL * More robust bad history detection * Update test scenes for High Quality * More bug fixes * More accurate comment * Do not reinvent the wheel * Fix broken test 1351 * Attempt to migrate HQ SSS settings * Remove all branches * Optimize a bit * 7x WF * Fix the rounding error * Fix the rounding error * Remove garbage allocation * Fix typos * Copy the SSS value * Revert HDRP asset changes * Fix default UI value * Pass the right asset * Update ref img 1215 * update reference screenshots * Update CHANGELOG.md * Update CHANGELOG.md * Switch to RTHandles * Rename textures used by the fog filtering pass * Fix reprojection * Fix shader warning + typo+ * fix another shader warning Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fixed runtime test for Yamato (#177) * Revert "Hdrp/runtimetests/ps4 fix (#129)" This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba. * Update runtime test to use way less memory to be able to run on console * Fixed screenshots and test * Fix HDRP Wizard windows not compatible with "preview" package version (#178) * Fix async compute throwing errors because of global constant buffers. (#130) * Replaced commands incompatible with async compute in light list build process. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136) * Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly. * Update changelog * Removed useless test * Updated changelog message to add more info * Refactoring to share the code for light list building better between probe volumes and lights. (#156) * Refactoring to share the code for light list building better between probe volumes and lights. * Remove commented code * Fixed constant buffer update * Fixed kernel used for cluster generation * Fixed cluster kernel for oblique projection * Restored a resize test for XR * Removed unexpected Shuriken folder in Test Project * Add range attenuation to box-shaped spotlights [Skip CI] (#101) * Added range attenuation to box-shaped spotlights * Update tests * Update CHANGELOG.md * Remove file duplication * Added box range attenuation test * Clarify documentation * Update screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/decal transparent mip selection 1222437 (#96) * Improve MIP selection for decals to transparent * Add change logs * Communize Helper (ComputeTextureLOD{Bias?}(...) * Update * Rename * Comment * fix white space and 0.f Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix cookie atlas alloc for cone spot lights (#187) * Fix unneeded cookie texture allocation for cone stop lights * Updated changelog * Fix cone spot light cookie * update template (#189) * Hdrp/combine material samples with shader samples [Skip CI] (#117) * Fix MaterialBalls having same guid issue material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned * Merge material samples and shader samples Merge shader samples into material samples * Update scene visuals update frame prefab with new visual style update scene to suit visual style * Fix spelling and grammatical errors alterates -> alters - this one isn't technically an error but alterates isn't used in common English oder -> order accross -> across * Create fabric scene create scene and rendering settings * Add fabric ball prefab with fabric mesh Add fabric ball prefab with fabric mesh * Add threadmaps to project Add threadmaps to project * Add materials to project Add materials to project Linen Nylon Satin Velvet Wool * Add scenes for hair and fabric and create prefabs for lighting and hair display Add scenes for hair and fabric Create prefabs for lighting and hair display Fix Decal prefab * Update scene and fix errors with materials that don't use threadmaps Update scene and fix errors with materials that don't use threadmaps * Update fabric materials and textures Update fabric materials and textures * Clean up project and add additional materials Add ShotSilk material Modify materials Rename textures Cleanup changes Add information to fabric scene * Update and organize scenes Update and organize scenes * Update Fabric scene , fix spelling errors and change to american spelling Update Fabric scene , fix spelling errors and change to american spelling * Update information in fabric scene * Update scene lighting Update scene lighting * Align lighting and rendering across scenes, remove old sample scene Create prefabs for common elements Change sky gradient Remove unused settings Remove old sample scene * Update textures and meshes Update denim color to tga file format to conform with other files Update cloth mesh to have better normals Update scene after changes to prefab * Update cloth mesh Update cloth mesh * Update scene text and cloth mesh Update scene text and cloth mesh * Update Changelog Update Changelog * Fix bug with material ball and parallax occlusion mapping due to mesh tangents Fix bug with material ball and parallax occlusion mapping due to mesh tangents * Remove shader samples from package json and update material samples description Remove shader samples from package json and update material samples description * Update sample content documentation * Update scene text * Move files in mesh folder to appropriate folders and remove additional material ball prefab * Add micro shadows * Update 1301_StackLitSG.png * Change guid reference in MaterialSamples scene Co-authored-by: Sean Puller <sean.puller@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * DisplayInfo attribute. (#172) * Added DisplayInfo attribute for generic display info. * Implemented volume parameter sorting for default inspector. * Update changelog * Named parameters for tuples in Volume Component Editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Compute Buffer management for render graph (#194) * Added import and usage of Compute Buffer API to render graph. * Missing clear of Compute buffer write/read lists. * Another missing clear. * Light loop compute buffers WIP # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs * Reverted Render Graph debug registering by default. * Post merge fixes * RenderPass debugger visualization and fixed null profiling sampler * Missing using directive. * Post merge fix * Use new light list build ouptut for deferred lighting pass * Use new light list build ouptut for contact shadow pass * Use new light list build ouptut for volumetric passes * Simplify the tooltip (#188) * Added MovedFrom attribute (#182) * Contact shadow min distance + fix scalarization code (#150) * Min distance * editor update * Update doc * Changelog * fix some ui issues * Update docs according to UI changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * TAA docs update (#132) * update docs * pr review * Added indentation as dashed * Hdrp/deferred shadow quality multi compile (#5) * shadow mask * Changelog * Have shadow quality as multi_compile * make old API obsolete * Update comment * Comment on pre processor * Update docs * Change shader versions of deferred Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/path traced dof (#164) * Path traced DoF implementation * Move focus distance from volume to physical camera * Small fixes * Small fixes in math * Small fixes in math 2 * Compile error * Make new functions private * Cosmetic changes * Move viewport matrix function to utils * Keep focus distance in the volume * Do not enable in scene view camera * Changelog * Review feedback * Use scale and bias instead of matrix mul for the viewport transform * Bugfix: post process DoF should still be executed for non-physical mode * Typo * avoid null reference when physical params is null * remove redundant check * Update HDRenderPipelineAsset.asset (#210) * Fixed volume debug menu in playmode (#149) * Refresh widgets in play mode. Added doc. Reduced refresh rate * Changelog * Added some code doc * Fix refresh rate and scroll over hidden volumes in play mode Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added a new test scene for physical camera DoF in Pathtracer (#211) * Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215) * fix bug 1238155 * Update CHANGELOG.md * Update HDRenderPipeline.cs * Update HDRenderPipelineAsset.cs * Fix warning in PCSS code when using Vulkan (#229) * Fix warning * changelog * Fix decal register + obsolete cookie API (#195) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Fix decal shader * Fixed HDRP cookie * Update HDLightUI.cs * correctly fix decal * Update CHANGELOG.md * Update ColorAdjustments.cs * Update ShaderVariablesDecal.hlsl * fix compil on 2020.1 * Update HDRP_Test_Def.asset * add test for 3RT decal * update decal test * Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244) * Do code cleanup + bugfix shadow * Update Upgrading-from-2020.1-to-2020.2.md * Update LightLoopDef.hlsl * Fixed issues with path traced SSS and accumulation. (#257) * Add missing documentation for AOV API params (#254) * Hdrp/public static sky (#253) * Made the static lighting sky public so that users can change it by script for baking purpose. * Update changelog * Update HDAdditionalLightData.Migration.cs (#269) * Add missing docs attributes (#271) * Fixed an error about procedural sky being logged by mistake. (#273) * Fixed an error about procedural sky being logged by mistake. * Update changelog * Fix quality settings UI and shadow mask UI (#122) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update CHANGELOG.md * Update HDRenderPipeline.cs * fix typo * fix typo 2 * Updated raytracing async compute warning. (#274) * Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a null ref exception in static sky when the default volume profile is invalid. (#278) * Fixed a null ref exception in static sky when the default volume profile is invalid. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added SubScenes cache to be compatible with HDRP/staging (#287) * Update 2002_Light_DynamicMix.unity (#292) * Update HDCubemapInspector.cs (#296) * increase tolerance for test 5008 in VR due to recent changes (#311) * Upate screenshot for HDRP DXR Test (#312) * Fix SSS code doc (#319) * Fix issue with screen-space shadows not enabled with RT off (#139) * Fix issue with screen_space shadows not enabled with RT off * Proper fix: only keep directional screen space shadows with RT off * Fix shadow debug mode * cosmetic changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a performance issue with stochastic ray traced area shadows. (#300) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix bad merge of the light loop optimization PR (an optimization was undone) (#321) * Don't compute light type * Typo * Camera override API (#170) * Added the API to override camera rendering * Updated changelog * Fixed compilation issue * Factorized protection function * Fixed camera override in scene view * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fixed camera override with dynamic resolution and moved it to internal Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix cookie srgb (#297) * Fixed srgb flag not updating the cookie atlas * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix flickering lighting in the scene and game view when lookdev is open. (#290) * Fixed flickering of the game/scene view when lookdev is running. * Update changelog. * Added a function to reset the reference size of RTHandle systems. (#299) * Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. * Update changelog * Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291) * render until ambient probe is ready * changelog * remove comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Motion Vectors written by transparent when rendering with MSAA (#315) * Add resolve if needed of transparent movec * rename * rendergraph * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/reflection probe scale perf (#252) * Use IEnumerable as interface for HDProbeSystem * Added a perf test for probe registration * Use HashSet instead of List to store HDProbes * Updated planar reflection to use a HashSet * Updated changelog * Fix invalid length check * Fixed build of planar probe array * Fixed GC alloc issue Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [9.x.x] Axf measurements into tilings (#289) * AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support. On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material. This removes old materialU/V tiling and flakes tiling (AxF is still in preview though). Update test scene to move old tiling property values into new properties so results don't change. Update documentation. * AxF measurements into tilings: Add changelog entry. * AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings. * Update the AlphaToMask test for AxF. * Update all other editor and player platform references to match. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * fix 9402screenshots on vulkan * Update HDRP graphic test framework with Test Broken / TestFilter script (#393) * Update hdrp testing framework * Update hdrp testing framework 2 * Update TestFilterGenerator.cs * revert change on shader graph * Hd/add layer modification on generated emissive mesh for area light (#364) * Add Layer modification of EmissiveMesh generated by area light Add Layer handling on Generated Emissive Mesh * Update CHANGELOG.md * Add "same as Light" hability for layer and make it default * Add destruction on move in hierarchy and retrieve existing to secure the NotEditable * Add sync on Static too * Also the copy the static drop down Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Disable async compute for D3D12 [Hold] (#301) * disable async on d3d12 * Change doc * Hd/fix nullref while removing decal component (#416) * fix nullref on DecalComponent removed from contextual menu * Update CHANGELOG.md * Added a flow map parameter to HDRI Sky (#44) * Added uv distorsion for HDRISky cubemap * Editable flow strength * Better parameter name. Smooth flow on cube edges * Added a graphic test. Updated Changelog * Updated documentation * Added screenshots * Wait frames for test * Wait more * Update screenshots again... * Static test * Static screenshots * use multi_compile * Renamed all parameters * Procedural distortion * Update doc * Set all keywords * Revert to old behaviour * doc * update test * remove useless variable * doc * Fix lat long and procedural flow * replace trig functions. Correct wind dir * Dropdown and upper hemisphere fix * Updated doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with Uber Post process shader when alpha is enabled (#422) * Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * replace fbx by the one from URP with no import errors (#427) * Fix the bug (#430) * Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418) * Saturate vertex color to avoid negative values. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Renamed variables (#436) * Fix issue with the resolve of motion vectors (#421) * Hd/fix targets used in ongui in decalcomponent (#413) * Fix Reset not resetting to default * Delay MaterialEditor recreation to when possible * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implemented ray traced reflections for transparent objects. (#47) * Implementation of ray traced reflections for transparent objects * fix issue with ShowPrePassAndPostPass * Change label for transparent SSR + change default value to false * fix material not setup properly Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix custom pass graphic tests (#359) * FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test * Replaced canvas by a quad (more stable for graphic test) * disable vulkan test as it is failing, need investigation Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Save scene-view camera settings in Editor prefs (#440) * Sceneview camera settings are now saved in Editor prefs * cosmetic changes * add comment * Small refactor to allow easily adding more prefs in the future * fix comment * fix comment 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue when switching back to custom sensor type in physical camera (#417) * Fix issue when switching back to custom sensor type in physical camera * make if comparison more explicit * make if comparison more safe * Per-camera history for the custom settings using a static dictionary * Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix a null ref exception when running playmode tests (#360) * fix a null ref exception when running playmode tests with the render pipeline debug window opened * use empty array Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed some gcalloc in the debug window (#445) * Fixed some GCAlloc in the debug window * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update reference screenshot dx12 * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443) * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) * Fix an issue with thin refraction SG and updating screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Create Shaders.meta * Hdrp/small ui update (#423) * Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. * Update changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update settings for DXR * Update SetToCameraNearPlane.cs * Add an option to disable shadow bias * Don't query cull results if we don't have them (#449) * test with a guard * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update screenshot (#463) * Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12 * Update TestCaseFilters.asset * Revert "Disable async compute for D3D12 [Hold] (#301)" (#469) This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16. * Revert "Add an option to disable shadow bias" This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c. * PBR Sky renderer now shares its internal precomputation table between different instances. (#250) * PBR Sky renderer now shares its internal precomputation table between different instances. * Update changelog * Doc update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Makes sure quaternion is normalized and valid before converting to ma… (#331) * Makes sure quaternion is normalized and valid before converting to matrix. * Updated Changelo. * Revert "Updated Changelo." This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2. * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * New tooltip for camera background and fixed exposure when switching the background mode. (#415) * Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue causing not all baked reflection probes to be deleted (#441) * Clear the queue once filled up and push elements that failed to be pushed. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed asset preview being rendered white because of static lighting sky. (#462) * Fixed an issue where asset preview could be rendered white because of static lighting sky. Also fixed an issue where static lighting was not updated when removing the static lighting sky profile. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed null reference exception in LookDev when setting the SRP to None (#447) * Fixed null reference exception in LookDev when setting the SRP to None * Review feedback * Review feedback 2 * Fix show cookie atlas debug mode (#475) * Fix the show cookie atlas debug mode not displaying correctly * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Enable DXR playmode test (#472) * Update upm-ci-hdrp_dxr.yml * add hdrp dxr playmode test to all hdrp ci * Update upm-ci-hdrp.yml * Update upm-ci-hdrp.yml * change planar atlas size to 1024 * Update upm-ci-hdrp.yml * Update 802_SubSurfaceScatteringForward.png * update scene * update 5001 lighting * fix exposure for 5001 path tracing test * update player screenshots * disable 5001 path tracing as it fail on yamato * Fix few multi-editing issues with Emission UI (#473) * Working but not nice * Remove unecessary cruft * tiny changes * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Re-enable cubemap thumbnail gen only for d3d11 (#487) * re-enable thumbnail gen only for d3d11 * Update changelog * try enable metal * Update changelog and comment * Check reflection probe null pointer before use. (case 1244047) (#456) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove max atlas probe alloc size in HDRP asset (#458) * Fixed max alloc planar size not taking in account the max cache size * Removed the max cache clamp on texture atlases * Hd/fix undo environmentlibrary lookdev (#490) * fix undo redo for environment library * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix vulkan test * SSGI Implementation (#95) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Change Sky in 5001 PT Test to HDRI Sky + update image (#502) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 802_SubSurfaceScatteringForward.unity * fix vulkan warring and wrong meta * Update upm-ci-hdrp.yml * Fix merge issue with Test filter * Use path relative to package for depth of field (#523) * Use absolute paths for dof include * changelog * Fix Light overlap (#444) * Added the light overlap volume code * Updated changelog * Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode * Fixed documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed API breakage. (#524) * [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532) * AOV documentation * minor change in the comments * Accumulation documentation * minor improvements * Rewrite the AOV script. Now it is stand-alone. * Typo * Add path traced DoF documentation * Reviewed AOV doc * Reviewed accumulation doc * Reviewed path-traced dof doc * Add missing OnDestroy in example script Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Restore some XR HDRP tests (#382) * restored XR tests * revert and split changes for temporal effects in another branch * fix XR tests using volumetrics * 8103 is still acting randomly * try to set timeout to 30s to confirm it's working * set timeout to 5 min per test for HDRP instead of default 3 min Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix taaFrameIndex and restore TAA tests for XR (#534) * fix taaFrameIndex and temporal effects with the test suite * increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty * update ref images * set waitFrames for HDRP runtime test scene * reset camera before waiting * update reference images from Yamato * revert change to 001-HDTemplate * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488) * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) * Add missing inverse exposure multiplier * Add support for batchmode (#542) * Update 9301_MotionVectorsOff-Forward-Dynamic.png * Fix custom pass prefabs (#419) * Fix custom pass integration with prefabs * Updated changelog * Fixed prefab highlight not updated when adding/removing custom passes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * Reverted volumetric lighting changes and now render graph version uses the shared textures. * Clone in the Asset folder when the original volume profile is in a re… (#508) * Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961) * Added changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529) * Custom Pass API (part 1) (#155) * Begin to write the new custom pass API * Begin to add custom pass utils shader * Begin to add custom pass API test scenes * Fixes for the Gaussian blur of the custom pass API * Fix blur release * Added custom pass copy test and fixed blur * Added more custom pass documentation * Added custom pass API graphic test reference image * Added more obsolete things * fix function visibility * Updated changelog * Added custom pass API test scene * Fixed custom pass API doc * Moved obsolete execute function into the new one * Updated custom clear pass to use the new API * Updated custom pass API test reference image * update reference screenshots * Fixed various scale issues in the blur custom pass API and updated reference screenshot * Disable custom pass API test because it's unstable Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 3) (#98) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Converted raytracing lightloop variables to constant buffer. * Converted RayTracing global variables to constant buffer. * Removed obsolete comment * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Post merge fix * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Post merge fix * Removed useless constant * Crash fix * Post merge fix * Update 501_RecursiveRendering.png Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Hd/fix wizard defaultvolumeprofile creation (#565) * Fix Wizard check on default volume profile * Update CHANGELOG.md * Small TAA Anti-flicker changes (#555) * tweaks * Change default so that is just high quality. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix central depth sampling in TAA (#564) * Fix sampling of central depth * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Render Graph Async Compute (#552) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies. * Implementation of async resource synchronization. * Fixed synchronization (only partial fix) * Added default profiling sampler for render graph passes not providing one. * Async WIP * Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async. * Post merge fix * Cleanup * Removed comment. * Disabled async contact shadows again. * Small cleanup * Change exposure compensation in the default volume profile to 0. (#388) * Change profile (And add missing setting) * changelog * Upgrade guide Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Histogram guided auto-exposure + debug modes (#372) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * review fixups * Review feedback * Bad merge fixup Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Refactor shadow caching system (#554) * Very debuggy code just start nothing functional or usable yet. * remove old cached stuff (not finished, need switch branch) * revert wrongful commit * A bit of restructuring * A good point as any to sync up * sync * Move from old repo... * fix regression * Handle case in which shadow doesn't fit * leftover not committed * Fix some issues with culling of point lights from the * preliminary support for cascaded shadows * Fix some issue with the directional * Subshadow update * Add some guards, some debug and the new C++ api for infinite bounds * Some UI for the resolution * Fix merge issues * Update debug cs.hlsl * Render graph stuff and some leftover removal * micro cleanup * Fix behaviour when defragging and excess lights are there * Public API * Remove dbg names * Bug on debug view of area atlas * Missing field on new PCSS signature for directional * More public API * Refresh cached shadows on resolution changes. * merge conflicts patchup * Fix missing shadows on normal shadows * Small cleanup and turning positive the doesn'tHavePlacement * Fix case on switching light type and issue with non-rectangle area lights * tentative fix for error on build * Debug logging * update naming of debug * Fix issue with double inclusion * DOCS * upgrade guide * post merge fixups * leftover comment * changelog * Doc changes in upgrade guide * have print debug info only in editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update reference screenshots * VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest * Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584) * remove useless code for cookie * Hdrp/fix camera switcher (#591) * Fixed a wrong condition in camera switcher, potentially causing out of bound exceptions. * update changelog. * fix issue that prevents PS4 from building (#596) * Removed experimental namespace for ray tracing code. (#612) * Hdrp/multi view pt (#518) * Multiview (scene + game) path tracing accumulation. * Cosmetic. * Modifications to address comments in PR. * Updated PT fog test. * Updated Changelog. * Fixed issue with unlit shader graphs in path-traced mode. * Update CHANGELOG.md * Update HDUnlitSubTarget.cs Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix Look Dev default profile not updating correctly (#630) * Fixed an issue where editing the lookdev default profile would not reflect directly …
* Hdrp /fix reset of HDAdditionalLightData (#6453) * fix type resolving issue when reseting HDAdditionalLightdata * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add option to disable XR rendering on the camera settings (#6372) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix unused leftover (#6497) * Split HDRP Test scene 1900 in two scene (#6498) * Fix custom pass test reference images (#6512) * Updated ref image for PT fog test (5005). (#6513) * Review corrections for previous PR (#6494) * Fixed an usage of a a compute buffer not bound (1229964) (#6476) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed scene selection pass not working proporly for meshes rendered with recursive rendering. (#6520) Fixing an issue with sub-surface scattering and updating screenshots * fix typo (#6500) * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. (#6493) * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. * Update changelog. * Additional fix for regular inspector * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. (#6480) * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. * Update changelog * Removed wrongly serialized fields in StaticLightingSky (#6441) * Removed unnecessarily serialized members in StaticLightingSky component. * Update changelog * Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6504) * Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). * Small fix to avoid overlapping Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix a compilation issue to to a backport that did not go well. (#9) * Fixed a regression in the ray traced indirect diffuse due to the new probe system. (#31) * Clamp probes compression factor to 0 (#19) * Clamp to positive * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * path validation when creating new volume profile (#36) * Validate whole path when creating new profile * Changelog Co-authored-by: pavlos.mavridis <pavlos.mavridis@unity3d.com> * Alpha to coverage frame setting (#33) * Added FrameSettingsField.AlphaToMask * Changelog + Documentation * Changed field index * Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint. (#41) * AxF: Add support for specular AA from geometric curvature. * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model. * AxF: Fix a typo that caused a bug for SVBRDF materials using precise Fresnel variants to always use full reflectance (1) for delta lights. * AxF: Fix ignored reflection hierarchy + proxy intersection for carpaint. Add comments about problems if two directions are differents. Also add an option (disabled for now) to have BRDFColor with base angle of dominant direction. Rename some variables to make clearer direction on top for bottom lobe. * AxF: Use get scalar roughness function to factor out code. * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model. * Add changelog entries. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement constant buffers for HDRP global variables. (#52) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Fixed color/depth pyramid debug * Cleanup * Small fix * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Add Performance framework package and HDRP performance tests (#45) * Added performance test project * Added new test scene system and memory p[rofiling * Added shader analysis package * Create symlink folder in library directory * Update editor window * Update shader analysis selection * Added CLI utility to execute shader analysis reports * Added example for the cli * Removed problematic HDRP graphic test packages * Add xml file to avoid IL2CPP stripping issues with test runner on the performance test(#5903) * Update memory profiling test sample count * Update shader graph support * Updated project settings * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Use background job API and improved progress reporting * Empty commit for Performance reports * Updated ui * Empty commit for Performance reports * Empty commit for Performance reports * Added filter on shader pass and variants * Added option to only generate shader variants * Empty commit for Performance reports * Increase garlic heap size * Begin to add build profiling * Added more build info * Working version of the shader compilation time reporting * wip * Removed useless cli * Added util functions to name test and sample groups * Renamed all markers and finished the build profiling * Update test framework package * Updated shader analysis tests * Updated API * Updated API and log command for compiler * Updated api * Use unknown metric instead of time one as workaround * Enable the CPU profiling API * Fix when deleting an analyzed shader * Load reference on enable * Added shader analysis package * Fixed PS4 test name * Fixed memory unit * Added more test scenes * Force performance tests to run on PS4 base * Fixed sample units and use the same SampleGroup for multiple frames in counter test * Begin to create the graphic perf test * Finished the first version of performance graphic test package * Fixed build tests * Increase static analysis timeout * More timeout * Removed Lit shader static analysis * Fix counters tests * Added performance settings window in project settings * Re-add Forward build test scene * Fixed shader analysis filter * PR fixes * Begin to write the doc * Finished V1 of the performance package doc * Added grafana image and doc description * Updated doc * Maybe fix yamayo tests * Update documentation for static analysis * Added note on core asmdef * Removed debug * Fixed total memory * Added tesselation counters test * Tessellation shadow test * Added per scene settings * Added naming convention doc * Fixed build issue on yamato * Compilation fix to revert * Begin to write the new doc page * Completed performance doc * Fixed build test * Added Lit in static analysis * Removed deferred static analysis Co-authored-by: Frédéric Vauchelles <fredericv@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com> * Hdrp/fix/custom pass msaa rendering info (#42) * Add an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Custom Pass AOV API (#50) * Very basic AOV support for custom pass * Updated AOV API for custom passes * Changelog * Update AOV API * API improvements * API documentation * API doc, factorize all push texture calls in RenderCustomPass * added default values and constructor for CustomPassAOVBuffers * fix merge conflicts * Fix GC alloc during rendering: use a for loop instead of findIndex+lambda Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 2) (#87) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Minor adjustments to TAA anti flicker (#97) * small adjust to taa antiflicker * Changelog * Add support for lighting decomposition debug mode (+ AOV) (#99) * Add lighting decomposition debug mode * fix compil issue with probe volumes * Fix usage of debug exposure in debug mode * Add Test 3001 + fix reflection when sky only * remode _DebugExposure after merge * remode _DebugExposure after merge * fix merge issue * add exposure compensation to Fixed exposure mode * Update ColorUtils.cs * Fix MSAA resolve when there is no motion vectors (#1) * Fix MSAA resolve when there is no motion vectors * Update CHANGELOG.md * Cleaned up code * use multi_compile * Added _ Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix switch shader compilation (#111) * DXR Automated tests shader graph optimizations (#116) * Split 902 scene into 5 scenes + SG optimizations * Deleting old image for splited scene * Fix various leaks in HDRP. (#113) * Fixed a number of leak in HDRP * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix compile error with XR SubsystemManager (#107) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update SceneViewDrawMode.cs (#118) * Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#114) * Follow references when unloading unneeded assets * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix culling of reflection probes that change position (#121) * Fix culling of reflection probes that change position * Avoid null reference * Avoid null reference - try 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix null reference when processing light probe (#131) * Hdrp/runtimetests/ps4 fix (#129) * Redo branch. Upgrade to 2020.1.0b5, reduce texture res, new HDRP asset. * Switch to HDRI, increase Garlic heap size to 4gb, turn on "Stop NaNs" on camera, decrease render target res. * Fix issues causing planar probes to be broken with multiple cameras in the scene (#4) * Set appropriate render datas before rendering cameras * changelog * update doc * comment update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix black screen in XR when HDRP package is present but not used (#137) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#18) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). * update ssr screenshot Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for rasterized area light shadows in StackLit + slight refactor (#39) * Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled. * Doc: remove note about area light shadows for stacklit. [skipci] Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110) * Fix for white flash happening when changing lighting condition (like teleport) (#140) * fix * Update PostProcessSystem.cs * Update CHANGELOG.md * Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection * Update CHANGELOG.md * adress PR feedback * Fix default volume profile collapse (#138) * Only re-create the volume profile editor when the asset is changed * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Bind missing buffer (#159) Bind buffer to make sure that something is bound Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162) * Fixed shader warning on Xbox for ResolveStencilBuffer.compute (#163) * fix warning * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Texture-weighted automatic exposure (#165) * Exposure weighted by texture * miss one in the renaming * Doc update * changelog * doc update * fix issue when disabling override * Update 3003_LightingMode.unity * Optimizing light loop part 2 (#2) * Saving 10% off the PrepareLightForGPU * 18% decrease in cost with this * Around 12% cost shaving off GetLightData * Around 6.5% win here * Faster View matrix flip * Missing *=-1 * About 7% win in preprocess light data * Another small batch * Small cleanup for first optimization pass * Tiny bit more cleanup * Make UpdateShadowRequests 12% cheaper * Address review points * A bit less than 20% win in ExtractPointLightData * Add comment * changelog * 25% reduction of ExtractPointLightData * 18% win in UpdateShadowRequest * Another around 11% win for UpdateShadowRequest * Move matrix multiply utils to core * less lighttype computation * Ooops * fixup changelog * Proper merge * Missing leftovers . * I'll manage to submit it all one day... Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for POM for emissive map (#51) * Add option to use Base UV Mapping for emission * Graphic test and doc * Changelog * Screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP Compositor Tool (#57) * HDRP compositor tool, first code drop documentation typo, move everything in compositor namespace documentation typo bugfix: dynamically add/remove properties when shadergraph changes UI bugfix: properly compute height of UI elements Missing tooltips, button to remove the compositor toggle layers now works when player is paused add chroma keying in the compositor test Changelog, workflow bugfix Use Unity's built'in icons AOV bugfixes AOV tooltip was wrong bugfix: disabling the compositor now disables all compositor cameras Proper monitoring of shadergraph changes Updated test image + minor changes Use better names for internal cameras Bugfix: selecting the same res for a layer Bugfix: deleting in-use texture layers from shadergraph now works Bugfix: setting AOV to none now works properly Use the term SubLayer in the UI Improve AOV tooltip Camera properties in layers are properly refreshed UI: Move checkbox for overrides on the left side of the label Remove default compositor camera when also deleting the compositor Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again Hdrp/docs/compositor (#6013) * Added docs review * Changed fodler for images Bugfixe: deleting layers Bugfix: reordering layers Bugfix: creating a new compositor fails Remove redundant check Fix wrong tooltip Bugfix when deleting camera stack layers Bugfix: handle window resize Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers Bugfix: more robust re-ordering (also moves children) Bugfix: mark scene dirty when adding a compositor Bugfix: display warning when alpha is configured properly Change video layer icon Bugfix: adding a layer filter does not reset the UI state Bugfix: do not show composition properties that are marked with hide-in-inspector Better / more clean layer injection implementation minor code clean up Clear color mode should only be editable on the first layer of a stack Bugfix: setup of custom render was not always called Bugfix: make sure additional camera data always exist in the layer/compositor camera Change test id to 9800 Fix typos mark scene dirty when removing or disabling the compositor Default composition shadergraph and profile are now cloned Serialized objects are now properly updated minor code change: range checks bugfix: error message appears at beginning remove layer list from the asset file add default camera layer when creating the compositor replace getter function with c-sharp property update asset in unit test * move compositor unit test images * remove leftover code * review feedback #1 * review feedback 2 * review feedback - custom clear shader * fix variable names that don't affect serialization * fix serialized variable names * bugfix: image layers and camera stacking * use enum utility functions * Use multicompile in motion blur + bug fix * Make some variables private * Update Compositor-User-Guide.md * Review feedback * fix muticompile for motion blur without alpha * Update to new constant buffer / shadergraph api * Player test image for the compositor * Properly fill camera entries for global constant buffer * Fix after rebase / function rename * Make bg red for better debugging qnd cqtch unity exception * Disable compositor test until we fix it on yamato Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * PBR shader gbuffer ztest (#43) * Fixed PBR shader rendering in deferred * Updated changelog * Enable Light Baking Cookies by default + Warning (#79) * Enable * Fix typo * Importance Sampling Pipeline (#84) * Multiple Importance Sampling for HDRI Sky (Ray Generation) * backup * Multiple helpers * Add RTHandleDeleter (delay in K frame the Release of a RTHandle) * Fix GPU Operation when texture are too small * Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ... * Helper manager to generate one marginal per slice mip (one per frame) * backup * Add SampleCubemapProjectionNode (Project cubemap to Geometry) * delete useless files * update * Cube To LatLong for CubeArray * Functional generation * Integration on ray tracer step * Store HDRI Integral * . * Integrate HDRI Sky * Update Importance Sampling * Update Algorithm with Hemisphere Path * Backup * Update merge * Update Merge 001 * Update Merge 002 * Update Merge 003 * Update Merge 004 * Update Merge 005 * Update Merge 006 * Update Merge 007 * Cleanup * Update Integration of HDRISky Upper Hemisphere * Remove useless dump images on disk * Fix change log issue * backup * Backup * Pre-Clean * Pre-Clean * Clean Up - remove file * Remove Debug Code * Update * Update ChangeLog * Clean Up * update * Clean up * Remove useless texture * Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter" * CleanUp * remove useless comment * Add variable (Atmospherical) + Rename/Comment * Move parameter to CS, Clean & move to private RTHandleDeleter * Revert "Importance Sampling Pipeline (#84)" This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11. * Reducing the number of variants for ray tracing when building a player (#94) * - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform. - Removed the dynamic lightmap multicompile. - Remove the LOD cross fade multi compile for ray tracing. - Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping. * fix merge * Update LayeredLit.shader * Update LayeredLit.shader Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 3003_LightingMode.unity * Fix compil issue with Enable BakeCookie * Enable Light Baking Cookies by default + Warning - part 3 #79 * Avoid building the mip chain a second time for SSR for transparent objects. (#93) * - Avoid building the mip chain a second time for SSR for transparent objects. * Update ScreenSpaceReflections.compute * fix merge issue Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Scalable volumetrics [skip ci] (#34) * Adaptive sampling works * Compute the PDF * URL * Fix stuff up (except for profile preview) * Attempt to fix previews * Fix transmission * Support quality levels * Clean shader * Remove 2 kernels * PURGE * Automatically adjust the number of samples at runtime * Changelog * Spaaaaace * Add comment * Spaaaaaace * Rename * Update ref img 1215, 1216, 1217 * Revert "Update ref img 1215, 1216, 1217" This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088. * Robust filter radius * Solve the NaN problem * Save 1x VGPR * Update SSS defaults * Add migration steps * Volume resolution WIP * Shorter names FTW * Comment * Dynamic slice count works * Dynamic res works * Changelog * Stretch the limits * Fix bug (order matters) * Comments * Remove volumetric quality presets * Changelog * Reorder * Solve the mystery of RTs going NULL * More robust bad history detection * Update test scenes for High Quality * More bug fixes * More accurate comment * Do not reinvent the wheel * Fix broken test 1351 * Attempt to migrate HQ SSS settings * Remove all branches * Optimize a bit * 7x WF * Fix the rounding error * Fix the rounding error * Remove garbage allocation * Fix typos * Copy the SSS value * Revert HDRP asset changes * Fix default UI value * Pass the right asset * Update ref img 1215 * update reference screenshots * Update CHANGELOG.md * Update CHANGELOG.md * Switch to RTHandles * Rename textures used by the fog filtering pass * Fix reprojection * Fix shader warning + typo+ * fix another shader warning Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fixed runtime test for Yamato (#177) * Revert "Hdrp/runtimetests/ps4 fix (#129)" This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba. * Update runtime test to use way less memory to be able to run on console * Fixed screenshots and test * Fix HDRP Wizard windows not compatible with "preview" package version (#178) * Fix async compute throwing errors because of global constant buffers. (#130) * Replaced commands incompatible with async compute in light list build process. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136) * Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly. * Update changelog * Removed useless test * Updated changelog message to add more info * Refactoring to share the code for light list building better between probe volumes and lights. (#156) * Refactoring to share the code for light list building better between probe volumes and lights. * Remove commented code * Fixed constant buffer update * Fixed kernel used for cluster generation * Fixed cluster kernel for oblique projection * Restored a resize test for XR * Removed unexpected Shuriken folder in Test Project * Add range attenuation to box-shaped spotlights [Skip CI] (#101) * Added range attenuation to box-shaped spotlights * Update tests * Update CHANGELOG.md * Remove file duplication * Added box range attenuation test * Clarify documentation * Update screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/decal transparent mip selection 1222437 (#96) * Improve MIP selection for decals to transparent * Add change logs * Communize Helper (ComputeTextureLOD{Bias?}(...) * Update * Rename * Comment * fix white space and 0.f Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix cookie atlas alloc for cone spot lights (#187) * Fix unneeded cookie texture allocation for cone stop lights * Updated changelog * Fix cone spot light cookie * update template (#189) * Hdrp/combine material samples with shader samples [Skip CI] (#117) * Fix MaterialBalls having same guid issue material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned * Merge material samples and shader samples Merge shader samples into material samples * Update scene visuals update frame prefab with new visual style update scene to suit visual style * Fix spelling and grammatical errors alterates -> alters - this one isn't technically an error but alterates isn't used in common English oder -> order accross -> across * Create fabric scene create scene and rendering settings * Add fabric ball prefab with fabric mesh Add fabric ball prefab with fabric mesh * Add threadmaps to project Add threadmaps to project * Add materials to project Add materials to project Linen Nylon Satin Velvet Wool * Add scenes for hair and fabric and create prefabs for lighting and hair display Add scenes for hair and fabric Create prefabs for lighting and hair display Fix Decal prefab * Update scene and fix errors with materials that don't use threadmaps Update scene and fix errors with materials that don't use threadmaps * Update fabric materials and textures Update fabric materials and textures * Clean up project and add additional materials Add ShotSilk material Modify materials Rename textures Cleanup changes Add information to fabric scene * Update and organize scenes Update and organize scenes * Update Fabric scene , fix spelling errors and change to american spelling Update Fabric scene , fix spelling errors and change to american spelling * Update information in fabric scene * Update scene lighting Update scene lighting * Align lighting and rendering across scenes, remove old sample scene Create prefabs for common elements Change sky gradient Remove unused settings Remove old sample scene * Update textures and meshes Update denim color to tga file format to conform with other files Update cloth mesh to have better normals Update scene after changes to prefab * Update cloth mesh Update cloth mesh * Update scene text and cloth mesh Update scene text and cloth mesh * Update Changelog Update Changelog * Fix bug with material ball and parallax occlusion mapping due to mesh tangents Fix bug with material ball and parallax occlusion mapping due to mesh tangents * Remove shader samples from package json and update material samples description Remove shader samples from package json and update material samples description * Update sample content documentation * Update scene text * Move files in mesh folder to appropriate folders and remove additional material ball prefab * Add micro shadows * Update 1301_StackLitSG.png * Change guid reference in MaterialSamples scene Co-authored-by: Sean Puller <sean.puller@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * DisplayInfo attribute. (#172) * Added DisplayInfo attribute for generic display info. * Implemented volume parameter sorting for default inspector. * Update changelog * Named parameters for tuples in Volume Component Editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Compute Buffer management for render graph (#194) * Added import and usage of Compute Buffer API to render graph. * Missing clear of Compute buffer write/read lists. * Another missing clear. * Light loop compute buffers WIP # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs * Reverted Render Graph debug registering by default. * Post merge fixes * RenderPass debugger visualization and fixed null profiling sampler * Missing using directive. * Post merge fix * Use new light list build ouptut for deferred lighting pass * Use new light list build ouptut for contact shadow pass * Use new light list build ouptut for volumetric passes * Simplify the tooltip (#188) * Added MovedFrom attribute (#182) * Contact shadow min distance + fix scalarization code (#150) * Min distance * editor update * Update doc * Changelog * fix some ui issues * Update docs according to UI changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * TAA docs update (#132) * update docs * pr review * Added indentation as dashed * Hdrp/deferred shadow quality multi compile (#5) * shadow mask * Changelog * Have shadow quality as multi_compile * make old API obsolete * Update comment * Comment on pre processor * Update docs * Change shader versions of deferred Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/path traced dof (#164) * Path traced DoF implementation * Move focus distance from volume to physical camera * Small fixes * Small fixes in math * Small fixes in math 2 * Compile error * Make new functions private * Cosmetic changes * Move viewport matrix function to utils * Keep focus distance in the volume * Do not enable in scene view camera * Changelog * Review feedback * Use scale and bias instead of matrix mul for the viewport transform * Bugfix: post process DoF should still be executed for non-physical mode * Typo * avoid null reference when physical params is null * remove redundant check * Update HDRenderPipelineAsset.asset (#210) * Fixed volume debug menu in playmode (#149) * Refresh widgets in play mode. Added doc. Reduced refresh rate * Changelog * Added some code doc * Fix refresh rate and scroll over hidden volumes in play mode Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added a new test scene for physical camera DoF in Pathtracer (#211) * Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215) * fix bug 1238155 * Update CHANGELOG.md * Update HDRenderPipeline.cs * Update HDRenderPipelineAsset.cs * Fix warning in PCSS code when using Vulkan (#229) * Fix warning * changelog * Fix decal register + obsolete cookie API (#195) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Fix decal shader * Fixed HDRP cookie * Update HDLightUI.cs * correctly fix decal * Update CHANGELOG.md * Update ColorAdjustments.cs * Update ShaderVariablesDecal.hlsl * fix compil on 2020.1 * Update HDRP_Test_Def.asset * add test for 3RT decal * update decal test * Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244) * Do code cleanup + bugfix shadow * Update Upgrading-from-2020.1-to-2020.2.md * Update LightLoopDef.hlsl * Fixed issues with path traced SSS and accumulation. (#257) * Add missing documentation for AOV API params (#254) * Hdrp/public static sky (#253) * Made the static lighting sky public so that users can change it by script for baking purpose. * Update changelog * Update HDAdditionalLightData.Migration.cs (#269) * Add missing docs attributes (#271) * Fixed an error about procedural sky being logged by mistake. (#273) * Fixed an error about procedural sky being logged by mistake. * Update changelog * Fix quality settings UI and shadow mask UI (#122) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update CHANGELOG.md * Update HDRenderPipeline.cs * fix typo * fix typo 2 * Updated raytracing async compute warning. (#274) * Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a null ref exception in static sky when the default volume profile is invalid. (#278) * Fixed a null ref exception in static sky when the default volume profile is invalid. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added SubScenes cache to be compatible with HDRP/staging (#287) * Update 2002_Light_DynamicMix.unity (#292) * Update HDCubemapInspector.cs (#296) * increase tolerance for test 5008 in VR due to recent changes (#311) * Upate screenshot for HDRP DXR Test (#312) * Fix SSS code doc (#319) * Fix issue with screen-space shadows not enabled with RT off (#139) * Fix issue with screen_space shadows not enabled with RT off * Proper fix: only keep directional screen space shadows with RT off * Fix shadow debug mode * cosmetic changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a performance issue with stochastic ray traced area shadows. (#300) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix bad merge of the light loop optimization PR (an optimization was undone) (#321) * Don't compute light type * Typo * Camera override API (#170) * Added the API to override camera rendering * Updated changelog * Fixed compilation issue * Factorized protection function * Fixed camera override in scene view * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fixed camera override with dynamic resolution and moved it to internal Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix cookie srgb (#297) * Fixed srgb flag not updating the cookie atlas * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix flickering lighting in the scene and game view when lookdev is open. (#290) * Fixed flickering of the game/scene view when lookdev is running. * Update changelog. * Added a function to reset the reference size of RTHandle systems. (#299) * Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. * Update changelog * Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291) * render until ambient probe is ready * changelog * remove comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Motion Vectors written by transparent when rendering with MSAA (#315) * Add resolve if needed of transparent movec * rename * rendergraph * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/reflection probe scale perf (#252) * Use IEnumerable as interface for HDProbeSystem * Added a perf test for probe registration * Use HashSet instead of List to store HDProbes * Updated planar reflection to use a HashSet * Updated changelog * Fix invalid length check * Fixed build of planar probe array * Fixed GC alloc issue Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [9.x.x] Axf measurements into tilings (#289) * AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support. On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material. This removes old materialU/V tiling and flakes tiling (AxF is still in preview though). Update test scene to move old tiling property values into new properties so results don't change. Update documentation. * AxF measurements into tilings: Add changelog entry. * AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings. * Update the AlphaToMask test for AxF. * Update all other editor and player platform references to match. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * fix 9402screenshots on vulkan * Update HDRP graphic test framework with Test Broken / TestFilter script (#393) * Update hdrp testing framework * Update hdrp testing framework 2 * Update TestFilterGenerator.cs * revert change on shader graph * Hd/add layer modification on generated emissive mesh for area light (#364) * Add Layer modification of EmissiveMesh generated by area light Add Layer handling on Generated Emissive Mesh * Update CHANGELOG.md * Add "same as Light" hability for layer and make it default * Add destruction on move in hierarchy and retrieve existing to secure the NotEditable * Add sync on Static too * Also the copy the static drop down Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Disable async compute for D3D12 [Hold] (#301) * disable async on d3d12 * Change doc * Hd/fix nullref while removing decal component (#416) * fix nullref on DecalComponent removed from contextual menu * Update CHANGELOG.md * Added a flow map parameter to HDRI Sky (#44) * Added uv distorsion for HDRISky cubemap * Editable flow strength * Better parameter name. Smooth flow on cube edges * Added a graphic test. Updated Changelog * Updated documentation * Added screenshots * Wait frames for test * Wait more * Update screenshots again... * Static test * Static screenshots * use multi_compile * Renamed all parameters * Procedural distortion * Update doc * Set all keywords * Revert to old behaviour * doc * update test * remove useless variable * doc * Fix lat long and procedural flow * replace trig functions. Correct wind dir * Dropdown and upper hemisphere fix * Updated doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with Uber Post process shader when alpha is enabled (#422) * Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * replace fbx by the one from URP with no import errors (#427) * Fix the bug (#430) * Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418) * Saturate vertex color to avoid negative values. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Renamed variables (#436) * Fix issue with the resolve of motion vectors (#421) * Hd/fix targets used in ongui in decalcomponent (#413) * Fix Reset not resetting to default * Delay MaterialEditor recreation to when possible * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implemented ray traced reflections for transparent objects. (#47) * Implementation of ray traced reflections for transparent objects * fix issue with ShowPrePassAndPostPass * Change label for transparent SSR + change default value to false * fix material not setup properly Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix custom pass graphic tests (#359) * FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test * Replaced canvas by a quad (more stable for graphic test) * disable vulkan test as it is failing, need investigation Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Save scene-view camera settings in Editor prefs (#440) * Sceneview camera settings are now saved in Editor prefs * cosmetic changes * add comment * Small refactor to allow easily adding more prefs in the future * fix comment * fix comment 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue when switching back to custom sensor type in physical camera (#417) * Fix issue when switching back to custom sensor type in physical camera * make if comparison more explicit * make if comparison more safe * Per-camera history for the custom settings using a static dictionary * Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix a null ref exception when running playmode tests (#360) * fix a null ref exception when running playmode tests with the render pipeline debug window opened * use empty array Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed some gcalloc in the debug window (#445) * Fixed some GCAlloc in the debug window * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update reference screenshot dx12 * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443) * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) * Fix an issue with thin refraction SG and updating screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Create Shaders.meta * Hdrp/small ui update (#423) * Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. * Update changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update settings for DXR * Update SetToCameraNearPlane.cs * Add an option to disable shadow bias * Don't query cull results if we don't have them (#449) * test with a guard * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update screenshot (#463) * Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12 * Update TestCaseFilters.asset * Revert "Disable async compute for D3D12 [Hold] (#301)" (#469) This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16. * Revert "Add an option to disable shadow bias" This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c. * PBR Sky renderer now shares its internal precomputation table between different instances. (#250) * PBR Sky renderer now shares its internal precomputation table between different instances. * Update changelog * Doc update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Makes sure quaternion is normalized and valid before converting to ma… (#331) * Makes sure quaternion is normalized and valid before converting to matrix. * Updated Changelo. * Revert "Updated Changelo." This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2. * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * New tooltip for camera background and fixed exposure when switching the background mode. (#415) * Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue causing not all baked reflection probes to be deleted (#441) * Clear the queue once filled up and push elements that failed to be pushed. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed asset preview being rendered white because of static lighting sky. (#462) * Fixed an issue where asset preview could be rendered white because of static lighting sky. Also fixed an issue where static lighting was not updated when removing the static lighting sky profile. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed null reference exception in LookDev when setting the SRP to None (#447) * Fixed null reference exception in LookDev when setting the SRP to None * Review feedback * Review feedback 2 * Fix show cookie atlas debug mode (#475) * Fix the show cookie atlas debug mode not displaying correctly * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Enable DXR playmode test (#472) * Update upm-ci-hdrp_dxr.yml * add hdrp dxr playmode test to all hdrp ci * Update upm-ci-hdrp.yml * Update upm-ci-hdrp.yml * change planar atlas size to 1024 * Update upm-ci-hdrp.yml * Update 802_SubSurfaceScatteringForward.png * update scene * update 5001 lighting * fix exposure for 5001 path tracing test * update player screenshots * disable 5001 path tracing as it fail on yamato * Fix few multi-editing issues with Emission UI (#473) * Working but not nice * Remove unecessary cruft * tiny changes * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Re-enable cubemap thumbnail gen only for d3d11 (#487) * re-enable thumbnail gen only for d3d11 * Update changelog * try enable metal * Update changelog and comment * Check reflection probe null pointer before use. (case 1244047) (#456) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove max atlas probe alloc size in HDRP asset (#458) * Fixed max alloc planar size not taking in account the max cache size * Removed the max cache clamp on texture atlases * Hd/fix undo environmentlibrary lookdev (#490) * fix undo redo for environment library * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix vulkan test * SSGI Implementation (#95) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Change Sky in 5001 PT Test to HDRI Sky + update image (#502) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 802_SubSurfaceScatteringForward.unity * fix vulkan warring and wrong meta * Update upm-ci-hdrp.yml * Fix merge issue with Test filter * Use path relative to package for depth of field (#523) * Use absolute paths for dof include * changelog * Fix Light overlap (#444) * Added the light overlap volume code * Updated changelog * Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode * Fixed documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed API breakage. (#524) * [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532) * AOV documentation * minor change in the comments * Accumulation documentation * minor improvements * Rewrite the AOV script. Now it is stand-alone. * Typo * Add path traced DoF documentation * Reviewed AOV doc * Reviewed accumulation doc * Reviewed path-traced dof doc * Add missing OnDestroy in example script Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Restore some XR HDRP tests (#382) * restored XR tests * revert and split changes for temporal effects in another branch * fix XR tests using volumetrics * 8103 is still acting randomly * try to set timeout to 30s to confirm it's working * set timeout to 5 min per test for HDRP instead of default 3 min Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix taaFrameIndex and restore TAA tests for XR (#534) * fix taaFrameIndex and temporal effects with the test suite * increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty * update ref images * set waitFrames for HDRP runtime test scene * reset camera before waiting * update reference images from Yamato * revert change to 001-HDTemplate * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488) * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) * Add missing inverse exposure multiplier * Add support for batchmode (#542) * Update 9301_MotionVectorsOff-Forward-Dynamic.png * Fix custom pass prefabs (#419) * Fix custom pass integration with prefabs * Updated changelog * Fixed prefab highlight not updated when adding/removing custom passes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * Reverted volumetric lighting changes and now render graph version uses the shared textures. * Clone in the Asset folder when the original volume profile is in a re… (#508) * Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961) * Added changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529) * Custom Pass API (part 1) (#155) * Begin to write the new custom pass API * Begin to add custom pass utils shader * Begin to add custom pass API test scenes * Fixes for the Gaussian blur of the custom pass API * Fix blur release * Added custom pass copy test and fixed blur * Added more custom pass documentation * Added custom pass API graphic test reference image * Added more obsolete things * fix function visibility * Updated changelog * Added custom pass API test scene * Fixed custom pass API doc * Moved obsolete execute function into the new one * Updated custom clear pass to use the new API * Updated custom pass API test reference image * update reference screenshots * Fixed various scale issues in the blur custom pass API and updated reference screenshot * Disable custom pass API test because it's unstable Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 3) (#98) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Converted raytracing lightloop variables to constant buffer. * Converted RayTracing global variables to constant buffer. * Removed obsolete comment * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Post merge fix * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Post merge fix * Removed useless constant * Crash fix * Post merge fix * Update 501_RecursiveRendering.png Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Hd/fix wizard defaultvolumeprofile creation (#565) * Fix Wizard check on default volume profile * Update CHANGELOG.md * Small TAA Anti-flicker changes (#555) * tweaks * Change default so that is just high quality. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix central depth sampling in TAA (#564) * Fix sampling of central depth * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Render Graph Async Compute (#552) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies. * Implementation of async resource synchronization. * Fixed synchronization (only partial fix) * Added default profiling sampler for render graph passes not providing one. * Async WIP * Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async. * Post merge fix * Cleanup * Removed comment. * Disabled async contact shadows again. * Small cleanup * Change exposure compensation in the default volume profile to 0. (#388) * Change profile (And add missing setting) * changelog * Upgrade guide Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Histogram guided auto-exposure + debug modes (#372) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * review fixups * Review feedback * Bad merge fixup Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Refactor shadow caching system (#554) * Very debuggy code just start nothing functional or usable yet. * remove old cached stuff (not finished, need switch branch) * revert wrongful commit * A bit of restructuring * A good point as any to sync up * sync * Move from old repo... * fix regression * Handle case in which shadow doesn't fit * leftover not committed * Fix some issues with culling of point lights from the * preliminary support for cascaded shadows * Fix some issue with the directional * Subshadow update * Add some guards, some debug and the new C++ api for infinite bounds * Some UI for the resolution * Fix merge issues * Update debug cs.hlsl * Render graph stuff and some leftover removal * micro cleanup * Fix behaviour when defragging and excess lights are there * Public API * Remove dbg names * Bug on debug view of area atlas * Missing field on new PCSS signature for directional * More public API * Refresh cached shadows on resolution changes. * merge conflicts patchup * Fix missing shadows on normal shadows * Small cleanup and turning positive the doesn'tHavePlacement * Fix case on switching light type and issue with non-rectangle area lights * tentative fix for error on build * Debug logging * update naming of debug * Fix issue with double inclusion * DOCS * upgrade guide * post merge fixups * leftover comment * changelog * Doc changes in upgrade guide * have print debug info only in editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update reference screenshots * VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest * Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584) * remove useless code for cookie * Hdrp/fix camera switcher (#591) * Fixed a wrong condition in camera switcher, potentially causing out of bound exceptions. * update changelog. * fix issue that prevents PS4 from building (#596) * Removed experimental namespace for ray tracing code. (#612) * Hdrp/multi view pt (#518) * Multiview (scene + game) path tracing accumulation. * Cosmetic. * Modifications to address comments in PR. * Updated PT fog test. * Updated Changelog. * Fixed issue with unlit shader graphs in path-traced mode. * Update CHANGELOG.md * Update HDUnlitSubTarget.cs Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix Look Dev default profile not updating correctly (#630) * Fixed an issue where editing the lookdev default profile would not reflect di…
* Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint. (#41) * AxF: Add support for specular AA from geometric curvature. * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model. * AxF: Fix a typo that caused a bug for SVBRDF materials using precise Fresnel variants to always use full reflectance (1) for delta lights. * AxF: Fix ignored reflection hierarchy + proxy intersection for carpaint. Add comments about problems if two directions are differents. Also add an option (disabled for now) to have BRDFColor with base angle of dominant direction. Rename some variables to make clearer direction on top for bottom lobe. * AxF: Use get scalar roughness function to factor out code. * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model. * Add changelog entries. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement constant buffers for HDRP global variables. (#52) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Fixed color/depth pyramid debug * Cleanup * Small fix * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Add Performance framework package and HDRP performance tests (#45) * Added performance test project * Added new test scene system and memory p[rofiling * Added shader analysis package * Create symlink folder in library directory * Update editor window * Update shader analysis selection * Added CLI utility to execute shader analysis reports * Added example for the cli * Removed problematic HDRP graphic test packages * Add xml file to avoid IL2CPP stripping issues with test runner on the performance test(#5903) * Update memory profiling test sample count * Update shader graph support * Updated project settings * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Use background job API and improved progress reporting * Empty commit for Performance reports * Updated ui * Empty commit for Performance reports * Empty commit for Performance reports * Added filter on shader pass and variants * Added option to only generate shader variants * Empty commit for Performance reports * Increase garlic heap size * Begin to add build profiling * Added more build info * Working version of the shader compilation time reporting * wip * Removed useless cli * Added util functions to name test and sample groups * Renamed all markers and finished the build profiling * Update test framework package * Updated shader analysis tests * Updated API * Updated API and log command for compiler * Updated api * Use unknown metric instead of time one as workaround * Enable the CPU profiling API * Fix when deleting an analyzed shader * Load reference on enable * Added shader analysis package * Fixed PS4 test name * Fixed memory unit * Added more test scenes * Force performance tests to run on PS4 base * Fixed sample units and use the same SampleGroup for multiple frames in counter test * Begin to create the graphic perf test * Finished the first version of performance graphic test package * Fixed build tests * Increase static analysis timeout * More timeout * Removed Lit shader static analysis * Fix counters tests * Added performance settings window in project settings * Re-add Forward build test scene * Fixed shader analysis filter * PR fixes * Begin to write the doc * Finished V1 of the performance package doc * Added grafana image and doc description * Updated doc * Maybe fix yamayo tests * Update documentation for static analysis * Added note on core asmdef * Removed debug * Fixed total memory * Added tesselation counters test * Tessellation shadow test * Added per scene settings * Added naming convention doc * Fixed build issue on yamato * Compilation fix to revert * Begin to write the new doc page * Completed performance doc * Fixed build test * Added Lit in static analysis * Removed deferred static analysis Co-authored-by: Frédéric Vauchelles <fredericv@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com> * Hdrp/fix/custom pass msaa rendering info (#42) * Add an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Custom Pass AOV API (#50) * Very basic AOV support for custom pass * Updated AOV API for custom passes * Changelog * Update AOV API * API improvements * API documentation * API doc, factorize all push texture calls in RenderCustomPass * added default values and constructor for CustomPassAOVBuffers * fix merge conflicts * Fix GC alloc during rendering: use a for loop instead of findIndex+lambda Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 2) (#87) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Minor adjustments to TAA anti flicker (#97) * small adjust to taa antiflicker * Changelog * Add support for lighting decomposition debug mode (+ AOV) (#99) * Add lighting decomposition debug mode * fix compil issue with probe volumes * Fix usage of debug exposure in debug mode * Add Test 3001 + fix reflection when sky only * remode _DebugExposure after merge * remode _DebugExposure after merge * fix merge issue * add exposure compensation to Fixed exposure mode * Update ColorUtils.cs * Fix MSAA resolve when there is no motion vectors (#1) * Fix MSAA resolve when there is no motion vectors * Update CHANGELOG.md * Cleaned up code * use multi_compile * Added _ Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix switch shader compilation (#111) * DXR Automated tests shader graph optimizations (#116) * Split 902 scene into 5 scenes + SG optimizations * Deleting old image for splited scene * Fix various leaks in HDRP. (#113) * Fixed a number of leak in HDRP * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix compile error with XR SubsystemManager (#107) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update SceneViewDrawMode.cs (#118) * Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#114) * Follow references when unloading unneeded assets * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix culling of reflection probes that change position (#121) * Fix culling of reflection probes that change position * Avoid null reference * Avoid null reference - try 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix null reference when processing light probe (#131) * Hdrp/runtimetests/ps4 fix (#129) * Redo branch. Upgrade to 2020.1.0b5, reduce texture res, new HDRP asset. * Switch to HDRI, increase Garlic heap size to 4gb, turn on "Stop NaNs" on camera, decrease render target res. * Fix issues causing planar probes to be broken with multiple cameras in the scene (#4) * Set appropriate render datas before rendering cameras * changelog * update doc * comment update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix black screen in XR when HDRP package is present but not used (#137) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#18) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). * update ssr screenshot Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for rasterized area light shadows in StackLit + slight refactor (#39) * Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled. * Doc: remove note about area light shadows for stacklit. [skipci] Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110) * Fix for white flash happening when changing lighting condition (like teleport) (#140) * fix * Update PostProcessSystem.cs * Update CHANGELOG.md * Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection * Update CHANGELOG.md * adress PR feedback * Fix default volume profile collapse (#138) * Only re-create the volume profile editor when the asset is changed * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Bind missing buffer (#159) Bind buffer to make sure that something is bound Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162) * Fixed shader warning on Xbox for ResolveStencilBuffer.compute (#163) * fix warning * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Texture-weighted automatic exposure (#165) * Exposure weighted by texture * miss one in the renaming * Doc update * changelog * doc update * fix issue when disabling override * Update 3003_LightingMode.unity * Optimizing light loop part 2 (#2) * Saving 10% off the PrepareLightForGPU * 18% decrease in cost with this * Around 12% cost shaving off GetLightData * Around 6.5% win here * Faster View matrix flip * Missing *=-1 * About 7% win in preprocess light data * Another small batch * Small cleanup for first optimization pass * Tiny bit more cleanup * Make UpdateShadowRequests 12% cheaper * Address review points * A bit less than 20% win in ExtractPointLightData * Add comment * changelog * 25% reduction of ExtractPointLightData * 18% win in UpdateShadowRequest * Another around 11% win for UpdateShadowRequest * Move matrix multiply utils to core * less lighttype computation * Ooops * fixup changelog * Proper merge * Missing leftovers . * I'll manage to submit it all one day... Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for POM for emissive map (#51) * Add option to use Base UV Mapping for emission * Graphic test and doc * Changelog * Screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP Compositor Tool (#57) * HDRP compositor tool, first code drop documentation typo, move everything in compositor namespace documentation typo bugfix: dynamically add/remove properties when shadergraph changes UI bugfix: properly compute height of UI elements Missing tooltips, button to remove the compositor toggle layers now works when player is paused add chroma keying in the compositor test Changelog, workflow bugfix Use Unity's built'in icons AOV bugfixes AOV tooltip was wrong bugfix: disabling the compositor now disables all compositor cameras Proper monitoring of shadergraph changes Updated test image + minor changes Use better names for internal cameras Bugfix: selecting the same res for a layer Bugfix: deleting in-use texture layers from shadergraph now works Bugfix: setting AOV to none now works properly Use the term SubLayer in the UI Improve AOV tooltip Camera properties in layers are properly refreshed UI: Move checkbox for overrides on the left side of the label Remove default compositor camera when also deleting the compositor Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again Hdrp/docs/compositor (#6013) * Added docs review * Changed fodler for images Bugfixe: deleting layers Bugfix: reordering layers Bugfix: creating a new compositor fails Remove redundant check Fix wrong tooltip Bugfix when deleting camera stack layers Bugfix: handle window resize Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers Bugfix: more robust re-ordering (also moves children) Bugfix: mark scene dirty when adding a compositor Bugfix: display warning when alpha is configured properly Change video layer icon Bugfix: adding a layer filter does not reset the UI state Bugfix: do not show composition properties that are marked with hide-in-inspector Better / more clean layer injection implementation minor code clean up Clear color mode should only be editable on the first layer of a stack Bugfix: setup of custom render was not always called Bugfix: make sure additional camera data always exist in the layer/compositor camera Change test id to 9800 Fix typos mark scene dirty when removing or disabling the compositor Default composition shadergraph and profile are now cloned Serialized objects are now properly updated minor code change: range checks bugfix: error message appears at beginning remove layer list from the asset file add default camera layer when creating the compositor replace getter function with c-sharp property update asset in unit test * move compositor unit test images * remove leftover code * review feedback #1 * review feedback 2 * review feedback - custom clear shader * fix variable names that don't affect serialization * fix serialized variable names * bugfix: image layers and camera stacking * use enum utility functions * Use multicompile in motion blur + bug fix * Make some variables private * Update Compositor-User-Guide.md * Review feedback * fix muticompile for motion blur without alpha * Update to new constant buffer / shadergraph api * Player test image for the compositor * Properly fill camera entries for global constant buffer * Fix after rebase / function rename * Make bg red for better debugging qnd cqtch unity exception * Disable compositor test until we fix it on yamato Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * PBR shader gbuffer ztest (#43) * Fixed PBR shader rendering in deferred * Updated changelog * Enable Light Baking Cookies by default + Warning (#79) * Enable * Fix typo * Importance Sampling Pipeline (#84) * Multiple Importance Sampling for HDRI Sky (Ray Generation) * backup * Multiple helpers * Add RTHandleDeleter (delay in K frame the Release of a RTHandle) * Fix GPU Operation when texture are too small * Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ... * Helper manager to generate one marginal per slice mip (one per frame) * backup * Add SampleCubemapProjectionNode (Project cubemap to Geometry) * delete useless files * update * Cube To LatLong for CubeArray * Functional generation * Integration on ray tracer step * Store HDRI Integral * . * Integrate HDRI Sky * Update Importance Sampling * Update Algorithm with Hemisphere Path * Backup * Update merge * Update Merge 001 * Update Merge 002 * Update Merge 003 * Update Merge 004 * Update Merge 005 * Update Merge 006 * Update Merge 007 * Cleanup * Update Integration of HDRISky Upper Hemisphere * Remove useless dump images on disk * Fix change log issue * backup * Backup * Pre-Clean * Pre-Clean * Clean Up - remove file * Remove Debug Code * Update * Update ChangeLog * Clean Up * update * Clean up * Remove useless texture * Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter" * CleanUp * remove useless comment * Add variable (Atmospherical) + Rename/Comment * Move parameter to CS, Clean & move to private RTHandleDeleter * Revert "Importance Sampling Pipeline (#84)" This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11. * Reducing the number of variants for ray tracing when building a player (#94) * - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform. - Removed the dynamic lightmap multicompile. - Remove the LOD cross fade multi compile for ray tracing. - Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping. * fix merge * Update LayeredLit.shader * Update LayeredLit.shader Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 3003_LightingMode.unity * Fix compil issue with Enable BakeCookie * Enable Light Baking Cookies by default + Warning - part 3 #79 * Avoid building the mip chain a second time for SSR for transparent objects. (#93) * - Avoid building the mip chain a second time for SSR for transparent objects. * Update ScreenSpaceReflections.compute * fix merge issue Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Scalable volumetrics [skip ci] (#34) * Adaptive sampling works * Compute the PDF * URL * Fix stuff up (except for profile preview) * Attempt to fix previews * Fix transmission * Support quality levels * Clean shader * Remove 2 kernels * PURGE * Automatically adjust the number of samples at runtime * Changelog * Spaaaaace * Add comment * Spaaaaaace * Rename * Update ref img 1215, 1216, 1217 * Revert "Update ref img 1215, 1216, 1217" This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088. * Robust filter radius * Solve the NaN problem * Save 1x VGPR * Update SSS defaults * Add migration steps * Volume resolution WIP * Shorter names FTW * Comment * Dynamic slice count works * Dynamic res works * Changelog * Stretch the limits * Fix bug (order matters) * Comments * Remove volumetric quality presets * Changelog * Reorder * Solve the mystery of RTs going NULL * More robust bad history detection * Update test scenes for High Quality * More bug fixes * More accurate comment * Do not reinvent the wheel * Fix broken test 1351 * Attempt to migrate HQ SSS settings * Remove all branches * Optimize a bit * 7x WF * Fix the rounding error * Fix the rounding error * Remove garbage allocation * Fix typos * Copy the SSS value * Revert HDRP asset changes * Fix default UI value * Pass the right asset * Update ref img 1215 * update reference screenshots * Update CHANGELOG.md * Update CHANGELOG.md * Switch to RTHandles * Rename textures used by the fog filtering pass * Fix reprojection * Fix shader warning + typo+ * fix another shader warning Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fixed runtime test for Yamato (#177) * Revert "Hdrp/runtimetests/ps4 fix (#129)" This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba. * Update runtime test to use way less memory to be able to run on console * Fixed screenshots and test * Fix HDRP Wizard windows not compatible with "preview" package version (#178) * Fix async compute throwing errors because of global constant buffers. (#130) * Replaced commands incompatible with async compute in light list build process. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136) * Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly. * Update changelog * Removed useless test * Updated changelog message to add more info * Refactoring to share the code for light list building better between probe volumes and lights. (#156) * Refactoring to share the code for light list building better between probe volumes and lights. * Remove commented code * Fixed constant buffer update * Fixed kernel used for cluster generation * Fixed cluster kernel for oblique projection * Restored a resize test for XR * Removed unexpected Shuriken folder in Test Project * Add range attenuation to box-shaped spotlights [Skip CI] (#101) * Added range attenuation to box-shaped spotlights * Update tests * Update CHANGELOG.md * Remove file duplication * Added box range attenuation test * Clarify documentation * Update screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/decal transparent mip selection 1222437 (#96) * Improve MIP selection for decals to transparent * Add change logs * Communize Helper (ComputeTextureLOD{Bias?}(...) * Update * Rename * Comment * fix white space and 0.f Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix cookie atlas alloc for cone spot lights (#187) * Fix unneeded cookie texture allocation for cone stop lights * Updated changelog * Fix cone spot light cookie * update template (#189) * Hdrp/combine material samples with shader samples [Skip CI] (#117) * Fix MaterialBalls having same guid issue material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned * Merge material samples and shader samples Merge shader samples into material samples * Update scene visuals update frame prefab with new visual style update scene to suit visual style * Fix spelling and grammatical errors alterates -> alters - this one isn't technically an error but alterates isn't used in common English oder -> order accross -> across * Create fabric scene create scene and rendering settings * Add fabric ball prefab with fabric mesh Add fabric ball prefab with fabric mesh * Add threadmaps to project Add threadmaps to project * Add materials to project Add materials to project Linen Nylon Satin Velvet Wool * Add scenes for hair and fabric and create prefabs for lighting and hair display Add scenes for hair and fabric Create prefabs for lighting and hair display Fix Decal prefab * Update scene and fix errors with materials that don't use threadmaps Update scene and fix errors with materials that don't use threadmaps * Update fabric materials and textures Update fabric materials and textures * Clean up project and add additional materials Add ShotSilk material Modify materials Rename textures Cleanup changes Add information to fabric scene * Update and organize scenes Update and organize scenes * Update Fabric scene , fix spelling errors and change to american spelling Update Fabric scene , fix spelling errors and change to american spelling * Update information in fabric scene * Update scene lighting Update scene lighting * Align lighting and rendering across scenes, remove old sample scene Create prefabs for common elements Change sky gradient Remove unused settings Remove old sample scene * Update textures and meshes Update denim color to tga file format to conform with other files Update cloth mesh to have better normals Update scene after changes to prefab * Update cloth mesh Update cloth mesh * Update scene text and cloth mesh Update scene text and cloth mesh * Update Changelog Update Changelog * Fix bug with material ball and parallax occlusion mapping due to mesh tangents Fix bug with material ball and parallax occlusion mapping due to mesh tangents * Remove shader samples from package json and update material samples description Remove shader samples from package json and update material samples description * Update sample content documentation * Update scene text * Move files in mesh folder to appropriate folders and remove additional material ball prefab * Add micro shadows * Update 1301_StackLitSG.png * Change guid reference in MaterialSamples scene Co-authored-by: Sean Puller <sean.puller@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * DisplayInfo attribute. (#172) * Added DisplayInfo attribute for generic display info. * Implemented volume parameter sorting for default inspector. * Update changelog * Named parameters for tuples in Volume Component Editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Compute Buffer management for render graph (#194) * Added import and usage of Compute Buffer API to render graph. * Missing clear of Compute buffer write/read lists. * Another missing clear. * Light loop compute buffers WIP # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs * Reverted Render Graph debug registering by default. * Post merge fixes * RenderPass debugger visualization and fixed null profiling sampler * Missing using directive. * Post merge fix * Use new light list build ouptut for deferred lighting pass * Use new light list build ouptut for contact shadow pass * Use new light list build ouptut for volumetric passes * Simplify the tooltip (#188) * Added MovedFrom attribute (#182) * Contact shadow min distance + fix scalarization code (#150) * Min distance * editor update * Update doc * Changelog * fix some ui issues * Update docs according to UI changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * TAA docs update (#132) * update docs * pr review * Added indentation as dashed * Hdrp/deferred shadow quality multi compile (#5) * shadow mask * Changelog * Have shadow quality as multi_compile * make old API obsolete * Update comment * Comment on pre processor * Update docs * Change shader versions of deferred Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/path traced dof (#164) * Path traced DoF implementation * Move focus distance from volume to physical camera * Small fixes * Small fixes in math * Small fixes in math 2 * Compile error * Make new functions private * Cosmetic changes * Move viewport matrix function to utils * Keep focus distance in the volume * Do not enable in scene view camera * Changelog * Review feedback * Use scale and bias instead of matrix mul for the viewport transform * Bugfix: post process DoF should still be executed for non-physical mode * Typo * avoid null reference when physical params is null * remove redundant check * Update HDRenderPipelineAsset.asset (#210) * Fixed volume debug menu in playmode (#149) * Refresh widgets in play mode. Added doc. Reduced refresh rate * Changelog * Added some code doc * Fix refresh rate and scroll over hidden volumes in play mode Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added a new test scene for physical camera DoF in Pathtracer (#211) * Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215) * fix bug 1238155 * Update CHANGELOG.md * Update HDRenderPipeline.cs * Update HDRenderPipelineAsset.cs * Fix warning in PCSS code when using Vulkan (#229) * Fix warning * changelog * Fix decal register + obsolete cookie API (#195) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Fix decal shader * Fixed HDRP cookie * Update HDLightUI.cs * correctly fix decal * Update CHANGELOG.md * Update ColorAdjustments.cs * Update ShaderVariablesDecal.hlsl * fix compil on 2020.1 * Update HDRP_Test_Def.asset * add test for 3RT decal * update decal test * Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244) * Do code cleanup + bugfix shadow * Update Upgrading-from-2020.1-to-2020.2.md * Update LightLoopDef.hlsl * Fixed issues with path traced SSS and accumulation. (#257) * Add missing documentation for AOV API params (#254) * Hdrp/public static sky (#253) * Made the static lighting sky public so that users can change it by script for baking purpose. * Update changelog * Update HDAdditionalLightData.Migration.cs (#269) * Add missing docs attributes (#271) * Fixed an error about procedural sky being logged by mistake. (#273) * Fixed an error about procedural sky being logged by mistake. * Update changelog * Fix quality settings UI and shadow mask UI (#122) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update CHANGELOG.md * Update HDRenderPipeline.cs * fix typo * fix typo 2 * Updated raytracing async compute warning. (#274) * Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a null ref exception in static sky when the default volume profile is invalid. (#278) * Fixed a null ref exception in static sky when the default volume profile is invalid. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added SubScenes cache to be compatible with HDRP/staging (#287) * Update 2002_Light_DynamicMix.unity (#292) * Update HDCubemapInspector.cs (#296) * increase tolerance for test 5008 in VR due to recent changes (#311) * Upate screenshot for HDRP DXR Test (#312) * Fix SSS code doc (#319) * Fix issue with screen-space shadows not enabled with RT off (#139) * Fix issue with screen_space shadows not enabled with RT off * Proper fix: only keep directional screen space shadows with RT off * Fix shadow debug mode * cosmetic changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a performance issue with stochastic ray traced area shadows. (#300) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix bad merge of the light loop optimization PR (an optimization was undone) (#321) * Don't compute light type * Typo * Camera override API (#170) * Added the API to override camera rendering * Updated changelog * Fixed compilation issue * Factorized protection function * Fixed camera override in scene view * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fixed camera override with dynamic resolution and moved it to internal Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix cookie srgb (#297) * Fixed srgb flag not updating the cookie atlas * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix flickering lighting in the scene and game view when lookdev is open. (#290) * Fixed flickering of the game/scene view when lookdev is running. * Update changelog. * Added a function to reset the reference size of RTHandle systems. (#299) * Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. * Update changelog * Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291) * render until ambient probe is ready * changelog * remove comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Motion Vectors written by transparent when rendering with MSAA (#315) * Add resolve if needed of transparent movec * rename * rendergraph * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/reflection probe scale perf (#252) * Use IEnumerable as interface for HDProbeSystem * Added a perf test for probe registration * Use HashSet instead of List to store HDProbes * Updated planar reflection to use a HashSet * Updated changelog * Fix invalid length check * Fixed build of planar probe array * Fixed GC alloc issue Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [9.x.x] Axf measurements into tilings (#289) * AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support. On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material. This removes old materialU/V tiling and flakes tiling (AxF is still in preview though). Update test scene to move old tiling property values into new properties so results don't change. Update documentation. * AxF measurements into tilings: Add changelog entry. * AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings. * Update the AlphaToMask test for AxF. * Update all other editor and player platform references to match. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * fix 9402screenshots on vulkan * Update HDRP graphic test framework with Test Broken / TestFilter script (#393) * Update hdrp testing framework * Update hdrp testing framework 2 * Update TestFilterGenerator.cs * revert change on shader graph * Hd/add layer modification on generated emissive mesh for area light (#364) * Add Layer modification of EmissiveMesh generated by area light Add Layer handling on Generated Emissive Mesh * Update CHANGELOG.md * Add "same as Light" hability for layer and make it default * Add destruction on move in hierarchy and retrieve existing to secure the NotEditable * Add sync on Static too * Also the copy the static drop down Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Disable async compute for D3D12 [Hold] (#301) * disable async on d3d12 * Change doc * Hd/fix nullref while removing decal component (#416) * fix nullref on DecalComponent removed from contextual menu * Update CHANGELOG.md * Added a flow map parameter to HDRI Sky (#44) * Added uv distorsion for HDRISky cubemap * Editable flow strength * Better parameter name. Smooth flow on cube edges * Added a graphic test. Updated Changelog * Updated documentation * Added screenshots * Wait frames for test * Wait more * Update screenshots again... * Static test * Static screenshots * use multi_compile * Renamed all parameters * Procedural distortion * Update doc * Set all keywords * Revert to old behaviour * doc * update test * remove useless variable * doc * Fix lat long and procedural flow * replace trig functions. Correct wind dir * Dropdown and upper hemisphere fix * Updated doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with Uber Post process shader when alpha is enabled (#422) * Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * replace fbx by the one from URP with no import errors (#427) * Fix the bug (#430) * Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418) * Saturate vertex color to avoid negative values. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Renamed variables (#436) * Fix issue with the resolve of motion vectors (#421) * Hd/fix targets used in ongui in decalcomponent (#413) * Fix Reset not resetting to default * Delay MaterialEditor recreation to when possible * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implemented ray traced reflections for transparent objects. (#47) * Implementation of ray traced reflections for transparent objects * fix issue with ShowPrePassAndPostPass * Change label for transparent SSR + change default value to false * fix material not setup properly Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix custom pass graphic tests (#359) * FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test * Replaced canvas by a quad (more stable for graphic test) * disable vulkan test as it is failing, need investigation Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Save scene-view camera settings in Editor prefs (#440) * Sceneview camera settings are now saved in Editor prefs * cosmetic changes * add comment * Small refactor to allow easily adding more prefs in the future * fix comment * fix comment 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue when switching back to custom sensor type in physical camera (#417) * Fix issue when switching back to custom sensor type in physical camera * make if comparison more explicit * make if comparison more safe * Per-camera history for the custom settings using a static dictionary * Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix a null ref exception when running playmode tests (#360) * fix a null ref exception when running playmode tests with the render pipeline debug window opened * use empty array Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed some gcalloc in the debug window (#445) * Fixed some GCAlloc in the debug window * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update reference screenshot dx12 * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443) * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) * Fix an issue with thin refraction SG and updating screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Create Shaders.meta * Hdrp/small ui update (#423) * Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. * Update changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update settings for DXR * Update SetToCameraNearPlane.cs * Add an option to disable shadow bias * Don't query cull results if we don't have them (#449) * test with a guard * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update screenshot (#463) * Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12 * Update TestCaseFilters.asset * Revert "Disable async compute for D3D12 [Hold] (#301)" (#469) This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16. * Revert "Add an option to disable shadow bias" This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c. * PBR Sky renderer now shares its internal precomputation table between different instances. (#250) * PBR Sky renderer now shares its internal precomputation table between different instances. * Update changelog * Doc update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Makes sure quaternion is normalized and valid before converting to ma… (#331) * Makes sure quaternion is normalized and valid before converting to matrix. * Updated Changelo. * Revert "Updated Changelo." This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2. * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * New tooltip for camera background and fixed exposure when switching the background mode. (#415) * Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue causing not all baked reflection probes to be deleted (#441) * Clear the queue once filled up and push elements that failed to be pushed. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed asset preview being rendered white because of static lighting sky. (#462) * Fixed an issue where asset preview could be rendered white because of static lighting sky. Also fixed an issue where static lighting was not updated when removing the static lighting sky profile. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed null reference exception in LookDev when setting the SRP to None (#447) * Fixed null reference exception in LookDev when setting the SRP to None * Review feedback * Review feedback 2 * Fix show cookie atlas debug mode (#475) * Fix the show cookie atlas debug mode not displaying correctly * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Enable DXR playmode test (#472) * Update upm-ci-hdrp_dxr.yml * add hdrp dxr playmode test to all hdrp ci * Update upm-ci-hdrp.yml * Update upm-ci-hdrp.yml * change planar atlas size to 1024 * Update upm-ci-hdrp.yml * Update 802_SubSurfaceScatteringForward.png * update scene * update 5001 lighting * fix exposure for 5001 path tracing test * update player screenshots * disable 5001 path tracing as it fail on yamato * Fix few multi-editing issues with Emission UI (#473) * Working but not nice * Remove unecessary cruft * tiny changes * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Re-enable cubemap thumbnail gen only for d3d11 (#487) * re-enable thumbnail gen only for d3d11 * Update changelog * try enable metal * Update changelog and comment * Check reflection probe null pointer before use. (case 1244047) (#456) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove max atlas probe alloc size in HDRP asset (#458) * Fixed max alloc planar size not taking in account the max cache size * Removed the max cache clamp on texture atlases * Hd/fix undo environmentlibrary lookdev (#490) * fix undo redo for environment library * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix vulkan test * SSGI Implementation (#95) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Change Sky in 5001 PT Test to HDRI Sky + update image (#502) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 802_SubSurfaceScatteringForward.unity * fix vulkan warring and wrong meta * Update upm-ci-hdrp.yml * Fix merge issue with Test filter * Use path relative to package for depth of field (#523) * Use absolute paths for dof include * changelog * Fix Light overlap (#444) * Added the light overlap volume code * Updated changelog * Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode * Fixed documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed API breakage. (#524) * [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532) * AOV documentation * minor change in the comments * Accumulation documentation * minor improvements * Rewrite the AOV script. Now it is stand-alone. * Typo * Add path traced DoF documentation * Reviewed AOV doc * Reviewed accumulation doc * Reviewed path-traced dof doc * Add missing OnDestroy in example script Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Restore some XR HDRP tests (#382) * restored XR tests * revert and split changes for temporal effects in another branch * fix XR tests using volumetrics * 8103 is still acting randomly * try to set timeout to 30s to confirm it's working * set timeout to 5 min per test for HDRP instead of default 3 min Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix taaFrameIndex and restore TAA tests for XR (#534) * fix taaFrameIndex and temporal effects with the test suite * increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty * update ref images * set waitFrames for HDRP runtime test scene * reset camera before waiting * update reference images from Yamato * revert change to 001-HDTemplate * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488) * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) * Add missing inverse exposure multiplier * Add support for batchmode (#542) * Update 9301_MotionVectorsOff-Forward-Dynamic.png * Fix custom pass prefabs (#419) * Fix custom pass integration with prefabs * Updated changelog * Fixed prefab highlight not updated when adding/removing custom passes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * Reverted volumetric lighting changes and now render graph version uses the shared textures. * Clone in the Asset folder when the original volume profile is in a re… (#508) * Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961) * Added changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529) * Custom Pass API (part 1) (#155) * Begin to write the new custom pass API * Begin to add custom pass utils shader * Begin to add custom pass API test scenes * Fixes for the Gaussian blur of the custom pass API * Fix blur release * Added custom pass copy test and fixed blur * Added more custom pass documentation * Added custom pass API graphic test reference image * Added more obsolete things * fix function visibility * Updated changelog * Added custom pass API test scene * Fixed custom pass API doc * Moved obsolete execute function into the new one * Updated custom clear pass to use the new API * Updated custom pass API test reference image * update reference screenshots * Fixed various scale issues in the blur custom pass API and updated reference screenshot * Disable custom pass API test because it's unstable Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 3) (#98) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Converted raytracing lightloop variables to constant buffer. * Converted RayTracing global variables to constant buffer. * Removed obsolete comment * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Post merge fix * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Post merge fix * Removed useless constant * Crash fix * Post merge fix * Update 501_RecursiveRendering.png Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Hd/fix wizard defaultvolumeprofile creation (#565) * Fix Wizard check on default volume profile * Update CHANGELOG.md * Small TAA Anti-flicker changes (#555) * tweaks * Change default so that is just high quality. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix central depth sampling in TAA (#564) * Fix sampling of central depth * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Render Graph Async Compute (#552) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies. * Implementation of async resource synchronization. * Fixed synchronization (only partial fix) * Added default profiling sampler for render graph passes not providing one. * Async WIP * Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async. * Post merge fix * Cleanup * Removed comment. * Disabled async contact shadows again. * Small cleanup * Change exposure compensation in the default volume profile to 0. (#388) * Change profile (And add missing setting) * changelog * Upgrade guide Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Histogram guided auto-exposure + debug modes (#372) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * review fixups * Review feedback * Bad merge fixup Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Refactor shadow caching system (#554) * Very debuggy code just start nothing functional or usable yet. * remove old cached stuff (not finished, need switch branch) * revert wrongful commit * A bit of restructuring * A good point as any to sync up * sync * Move from old repo... * fix regression * Handle case in which shadow doesn't fit * leftover not committed * Fix some issues with culling of point lights from the * preliminary support for cascaded shadows * Fix some issue with the directional * Subshadow update * Add some guards, some debug and the new C++ api for infinite bounds * Some UI for the resolution * Fix merge issues * Update debug cs.hlsl * Render graph stuff and some leftover removal * micro cleanup * Fix behaviour when defragging and excess lights are there * Public API * Remove dbg names * Bug on debug view of area atlas * Missing field on new PCSS signature for directional * More public API * Refresh cached shadows on resolution changes. * merge conflicts patchup * Fix missing shadows on normal shadows * Small cleanup and turning positive the doesn'tHavePlacement * Fix case on switching light type and issue with non-rectangle area lights * tentative fix for error on build * Debug logging * update naming of debug * Fix issue with double inclusion * DOCS * upgrade guide * post merge fixups * leftover comment * changelog * Doc changes in upgrade guide * have print debug info only in editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update reference screenshots * VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest * Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584) * remove useless code for cookie * Hdrp/fix camera switcher (#591) * Fixed a wrong condition in camera switcher, potentially causing out of bound exceptions. * update changelog. * fix issue that prevents PS4 from building (#596) * Removed experimental namespace for ray tracing code. (#612) * Hdrp/multi view pt (#518) * Multiview (scene + game) path tracing accumulation. * Cosmetic. * Modifications to address comments in PR. * Updated PT fog test. * Updated Changelog. * Fixed issue with unlit shader graphs in path-traced mode. * Update CHANGELOG.md * Update HDUnlitSubTarget.cs Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix Look Dev default profile not updating correctly (#630) * Fixed an issue where editing the lookdev default profile would not reflect directly in the lookdev window. * Update changelog * Fix Unlit.template in shadergraph (#637) * Remove unused unlitpass.template * Update Lit.hlsl * re-add unlit pass * Fixed a bug where the light list is not cleared but still used when resizing the RT (case 1250630) (#609) * - Fixed a bug where the light list is not cleared but still used when resizing the RT. * add changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Histogram view improvements (#589) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * review fixups * print exposure values in debug view * commit but it is nothing, need to switch branch * Add option to center histogram around exposure (fixed tonemap curve) * change color of text * fixup debug display merge issue * fixup merge issues * fixup issue with tonemap curve Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 9702_CustomPass_API.png.meta * Fix warning (#663) * add shader macros for XR single-pass (#687) * Adding 2 SG Pathtracer test scenes (#624) * New unlit pt scene * Add scene for PT Lit * Removing collider from the meshes * Renaming * Adding screenshots for PT scenes * Changing threshold for SSS deferred tests for stability * updating screenshot after staging being merged * Slightly increasing threshold for 5007 and 902 unlit scenes Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Render Graph Unit Tests (#607) * Render Graph Unit test WIP Fixed pruning of passes with no output. * Render Graph tests WIP * Increase max limit in UX of lights (#702) * Raise the max for lights * Update CHANGELOG.md * Fix null reference in volume debug menu (#705) * Update reference image for "502_RecursiveRenderingDisabled" (#704) * Update …
* Implement Constant Buffers for HDRP (part 2) (#87) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Minor adjustments to TAA anti flicker (#97) * small adjust to taa antiflicker * Changelog * Add support for lighting decomposition debug mode (+ AOV) (#99) * Add lighting decomposition debug mode * fix compil issue with probe volumes * Fix usage of debug exposure in debug mode * Add Test 3001 + fix reflection when sky only * remode _DebugExposure after merge * remode _DebugExposure after merge * fix merge issue * add exposure compensation to Fixed exposure mode * Update ColorUtils.cs * Fix MSAA resolve when there is no motion vectors (#1) * Fix MSAA resolve when there is no motion vectors * Update CHANGELOG.md * Cleaned up code * use multi_compile * Added _ Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix switch shader compilation (#111) * DXR Automated tests shader graph optimizations (#116) * Split 902 scene into 5 scenes + SG optimizations * Deleting old image for splited scene * Fix various leaks in HDRP. (#113) * Fixed a number of leak in HDRP * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix compile error with XR SubsystemManager (#107) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update SceneViewDrawMode.cs (#118) * Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#114) * Follow references when unloading unneeded assets * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix culling of reflection probes that change position (#121) * Fix culling of reflection probes that change position * Avoid null reference * Avoid null reference - try 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix null reference when processing light probe (#131) * Hdrp/runtimetests/ps4 fix (#129) * Redo branch. Upgrade to 2020.1.0b5, reduce texture res, new HDRP asset. * Switch to HDRI, increase Garlic heap size to 4gb, turn on "Stop NaNs" on camera, decrease render target res. * Fix issues causing planar probes to be broken with multiple cameras in the scene (#4) * Set appropriate render datas before rendering cameras * changelog * update doc * comment update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix black screen in XR when HDRP package is present but not used (#137) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#18) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). * update ssr screenshot Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for rasterized area light shadows in StackLit + slight refactor (#39) * Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled. * Doc: remove note about area light shadows for stacklit. [skipci] Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110) * Fix for white flash happening when changing lighting condition (like teleport) (#140) * fix * Update PostProcessSystem.cs * Update CHANGELOG.md * Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection * Update CHANGELOG.md * adress PR feedback * Fix default volume profile collapse (#138) * Only re-create the volume profile editor when the asset is changed * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Bind missing buffer (#159) Bind buffer to make sure that something is bound Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162) * Fixed shader warning on Xbox for ResolveStencilBuffer.compute (#163) * fix warning * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Texture-weighted automatic exposure (#165) * Exposure weighted by texture * miss one in the renaming * Doc update * changelog * doc update * fix issue when disabling override * Update 3003_LightingMode.unity * Optimizing light loop part 2 (#2) * Saving 10% off the PrepareLightForGPU * 18% decrease in cost with this * Around 12% cost shaving off GetLightData * Around 6.5% win here * Faster View matrix flip * Missing *=-1 * About 7% win in preprocess light data * Another small batch * Small cleanup for first optimization pass * Tiny bit more cleanup * Make UpdateShadowRequests 12% cheaper * Address review points * A bit less than 20% win in ExtractPointLightData * Add comment * changelog * 25% reduction of ExtractPointLightData * 18% win in UpdateShadowRequest * Another around 11% win for UpdateShadowRequest * Move matrix multiply utils to core * less lighttype computation * Ooops * fixup changelog * Proper merge * Missing leftovers . * I'll manage to submit it all one day... Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for POM for emissive map (#51) * Add option to use Base UV Mapping for emission * Graphic test and doc * Changelog * Screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP Compositor Tool (#57) * HDRP compositor tool, first code drop documentation typo, move everything in compositor namespace documentation typo bugfix: dynamically add/remove properties when shadergraph changes UI bugfix: properly compute height of UI elements Missing tooltips, button to remove the compositor toggle layers now works when player is paused add chroma keying in the compositor test Changelog, workflow bugfix Use Unity's built'in icons AOV bugfixes AOV tooltip was wrong bugfix: disabling the compositor now disables all compositor cameras Proper monitoring of shadergraph changes Updated test image + minor changes Use better names for internal cameras Bugfix: selecting the same res for a layer Bugfix: deleting in-use texture layers from shadergraph now works Bugfix: setting AOV to none now works properly Use the term SubLayer in the UI Improve AOV tooltip Camera properties in layers are properly refreshed UI: Move checkbox for overrides on the left side of the label Remove default compositor camera when also deleting the compositor Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again Hdrp/docs/compositor (#6013) * Added docs review * Changed fodler for images Bugfixe: deleting layers Bugfix: reordering layers Bugfix: creating a new compositor fails Remove redundant check Fix wrong tooltip Bugfix when deleting camera stack layers Bugfix: handle window resize Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers Bugfix: more robust re-ordering (also moves children) Bugfix: mark scene dirty when adding a compositor Bugfix: display warning when alpha is configured properly Change video layer icon Bugfix: adding a layer filter does not reset the UI state Bugfix: do not show composition properties that are marked with hide-in-inspector Better / more clean layer injection implementation minor code clean up Clear color mode should only be editable on the first layer of a stack Bugfix: setup of custom render was not always called Bugfix: make sure additional camera data always exist in the layer/compositor camera Change test id to 9800 Fix typos mark scene dirty when removing or disabling the compositor Default composition shadergraph and profile are now cloned Serialized objects are now properly updated minor code change: range checks bugfix: error message appears at beginning remove layer list from the asset file add default camera layer when creating the compositor replace getter function with c-sharp property update asset in unit test * move compositor unit test images * remove leftover code * review feedback #1 * review feedback 2 * review feedback - custom clear shader * fix variable names that don't affect serialization * fix serialized variable names * bugfix: image layers and camera stacking * use enum utility functions * Use multicompile in motion blur + bug fix * Make some variables private * Update Compositor-User-Guide.md * Review feedback * fix muticompile for motion blur without alpha * Update to new constant buffer / shadergraph api * Player test image for the compositor * Properly fill camera entries for global constant buffer * Fix after rebase / function rename * Make bg red for better debugging qnd cqtch unity exception * Disable compositor test until we fix it on yamato Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * PBR shader gbuffer ztest (#43) * Fixed PBR shader rendering in deferred * Updated changelog * Enable Light Baking Cookies by default + Warning (#79) * Enable * Fix typo * Importance Sampling Pipeline (#84) * Multiple Importance Sampling for HDRI Sky (Ray Generation) * backup * Multiple helpers * Add RTHandleDeleter (delay in K frame the Release of a RTHandle) * Fix GPU Operation when texture are too small * Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ... * Helper manager to generate one marginal per slice mip (one per frame) * backup * Add SampleCubemapProjectionNode (Project cubemap to Geometry) * delete useless files * update * Cube To LatLong for CubeArray * Functional generation * Integration on ray tracer step * Store HDRI Integral * . * Integrate HDRI Sky * Update Importance Sampling * Update Algorithm with Hemisphere Path * Backup * Update merge * Update Merge 001 * Update Merge 002 * Update Merge 003 * Update Merge 004 * Update Merge 005 * Update Merge 006 * Update Merge 007 * Cleanup * Update Integration of HDRISky Upper Hemisphere * Remove useless dump images on disk * Fix change log issue * backup * Backup * Pre-Clean * Pre-Clean * Clean Up - remove file * Remove Debug Code * Update * Update ChangeLog * Clean Up * update * Clean up * Remove useless texture * Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter" * CleanUp * remove useless comment * Add variable (Atmospherical) + Rename/Comment * Move parameter to CS, Clean & move to private RTHandleDeleter * Revert "Importance Sampling Pipeline (#84)" This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11. * Reducing the number of variants for ray tracing when building a player (#94) * - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform. - Removed the dynamic lightmap multicompile. - Remove the LOD cross fade multi compile for ray tracing. - Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping. * fix merge * Update LayeredLit.shader * Update LayeredLit.shader Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 3003_LightingMode.unity * Fix compil issue with Enable BakeCookie * Enable Light Baking Cookies by default + Warning - part 3 #79 * Avoid building the mip chain a second time for SSR for transparent objects. (#93) * - Avoid building the mip chain a second time for SSR for transparent objects. * Update ScreenSpaceReflections.compute * fix merge issue Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Scalable volumetrics [skip ci] (#34) * Adaptive sampling works * Compute the PDF * URL * Fix stuff up (except for profile preview) * Attempt to fix previews * Fix transmission * Support quality levels * Clean shader * Remove 2 kernels * PURGE * Automatically adjust the number of samples at runtime * Changelog * Spaaaaace * Add comment * Spaaaaaace * Rename * Update ref img 1215, 1216, 1217 * Revert "Update ref img 1215, 1216, 1217" This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088. * Robust filter radius * Solve the NaN problem * Save 1x VGPR * Update SSS defaults * Add migration steps * Volume resolution WIP * Shorter names FTW * Comment * Dynamic slice count works * Dynamic res works * Changelog * Stretch the limits * Fix bug (order matters) * Comments * Remove volumetric quality presets * Changelog * Reorder * Solve the mystery of RTs going NULL * More robust bad history detection * Update test scenes for High Quality * More bug fixes * More accurate comment * Do not reinvent the wheel * Fix broken test 1351 * Attempt to migrate HQ SSS settings * Remove all branches * Optimize a bit * 7x WF * Fix the rounding error * Fix the rounding error * Remove garbage allocation * Fix typos * Copy the SSS value * Revert HDRP asset changes * Fix default UI value * Pass the right asset * Update ref img 1215 * update reference screenshots * Update CHANGELOG.md * Update CHANGELOG.md * Switch to RTHandles * Rename textures used by the fog filtering pass * Fix reprojection * Fix shader warning + typo+ * fix another shader warning Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fixed runtime test for Yamato (#177) * Revert "Hdrp/runtimetests/ps4 fix (#129)" This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba. * Update runtime test to use way less memory to be able to run on console * Fixed screenshots and test * Fix HDRP Wizard windows not compatible with "preview" package version (#178) * Fix async compute throwing errors because of global constant buffers. (#130) * Replaced commands incompatible with async compute in light list build process. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136) * Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly. * Update changelog * Removed useless test * Updated changelog message to add more info * Refactoring to share the code for light list building better between probe volumes and lights. (#156) * Refactoring to share the code for light list building better between probe volumes and lights. * Remove commented code * Fixed constant buffer update * Fixed kernel used for cluster generation * Fixed cluster kernel for oblique projection * Restored a resize test for XR * Removed unexpected Shuriken folder in Test Project * Add range attenuation to box-shaped spotlights [Skip CI] (#101) * Added range attenuation to box-shaped spotlights * Update tests * Update CHANGELOG.md * Remove file duplication * Added box range attenuation test * Clarify documentation * Update screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/decal transparent mip selection 1222437 (#96) * Improve MIP selection for decals to transparent * Add change logs * Communize Helper (ComputeTextureLOD{Bias?}(...) * Update * Rename * Comment * fix white space and 0.f Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix cookie atlas alloc for cone spot lights (#187) * Fix unneeded cookie texture allocation for cone stop lights * Updated changelog * Fix cone spot light cookie * update template (#189) * Hdrp/combine material samples with shader samples [Skip CI] (#117) * Fix MaterialBalls having same guid issue material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned * Merge material samples and shader samples Merge shader samples into material samples * Update scene visuals update frame prefab with new visual style update scene to suit visual style * Fix spelling and grammatical errors alterates -> alters - this one isn't technically an error but alterates isn't used in common English oder -> order accross -> across * Create fabric scene create scene and rendering settings * Add fabric ball prefab with fabric mesh Add fabric ball prefab with fabric mesh * Add threadmaps to project Add threadmaps to project * Add materials to project Add materials to project Linen Nylon Satin Velvet Wool * Add scenes for hair and fabric and create prefabs for lighting and hair display Add scenes for hair and fabric Create prefabs for lighting and hair display Fix Decal prefab * Update scene and fix errors with materials that don't use threadmaps Update scene and fix errors with materials that don't use threadmaps * Update fabric materials and textures Update fabric materials and textures * Clean up project and add additional materials Add ShotSilk material Modify materials Rename textures Cleanup changes Add information to fabric scene * Update and organize scenes Update and organize scenes * Update Fabric scene , fix spelling errors and change to american spelling Update Fabric scene , fix spelling errors and change to american spelling * Update information in fabric scene * Update scene lighting Update scene lighting * Align lighting and rendering across scenes, remove old sample scene Create prefabs for common elements Change sky gradient Remove unused settings Remove old sample scene * Update textures and meshes Update denim color to tga file format to conform with other files Update cloth mesh to have better normals Update scene after changes to prefab * Update cloth mesh Update cloth mesh * Update scene text and cloth mesh Update scene text and cloth mesh * Update Changelog Update Changelog * Fix bug with material ball and parallax occlusion mapping due to mesh tangents Fix bug with material ball and parallax occlusion mapping due to mesh tangents * Remove shader samples from package json and update material samples description Remove shader samples from package json and update material samples description * Update sample content documentation * Update scene text * Move files in mesh folder to appropriate folders and remove additional material ball prefab * Add micro shadows * Update 1301_StackLitSG.png * Change guid reference in MaterialSamples scene Co-authored-by: Sean Puller <sean.puller@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * DisplayInfo attribute. (#172) * Added DisplayInfo attribute for generic display info. * Implemented volume parameter sorting for default inspector. * Update changelog * Named parameters for tuples in Volume Component Editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Compute Buffer management for render graph (#194) * Added import and usage of Compute Buffer API to render graph. * Missing clear of Compute buffer write/read lists. * Another missing clear. * Light loop compute buffers WIP # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs * Reverted Render Graph debug registering by default. * Post merge fixes * RenderPass debugger visualization and fixed null profiling sampler * Missing using directive. * Post merge fix * Use new light list build ouptut for deferred lighting pass * Use new light list build ouptut for contact shadow pass * Use new light list build ouptut for volumetric passes * Simplify the tooltip (#188) * Added MovedFrom attribute (#182) * Contact shadow min distance + fix scalarization code (#150) * Min distance * editor update * Update doc * Changelog * fix some ui issues * Update docs according to UI changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * TAA docs update (#132) * update docs * pr review * Added indentation as dashed * Hdrp/deferred shadow quality multi compile (#5) * shadow mask * Changelog * Have shadow quality as multi_compile * make old API obsolete * Update comment * Comment on pre processor * Update docs * Change shader versions of deferred Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/path traced dof (#164) * Path traced DoF implementation * Move focus distance from volume to physical camera * Small fixes * Small fixes in math * Small fixes in math 2 * Compile error * Make new functions private * Cosmetic changes * Move viewport matrix function to utils * Keep focus distance in the volume * Do not enable in scene view camera * Changelog * Review feedback * Use scale and bias instead of matrix mul for the viewport transform * Bugfix: post process DoF should still be executed for non-physical mode * Typo * avoid null reference when physical params is null * remove redundant check * Update HDRenderPipelineAsset.asset (#210) * Fixed volume debug menu in playmode (#149) * Refresh widgets in play mode. Added doc. Reduced refresh rate * Changelog * Added some code doc * Fix refresh rate and scroll over hidden volumes in play mode Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added a new test scene for physical camera DoF in Pathtracer (#211) * Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215) * fix bug 1238155 * Update CHANGELOG.md * Update HDRenderPipeline.cs * Update HDRenderPipelineAsset.cs * Fix warning in PCSS code when using Vulkan (#229) * Fix warning * changelog * Fix decal register + obsolete cookie API (#195) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Fix decal shader * Fixed HDRP cookie * Update HDLightUI.cs * correctly fix decal * Update CHANGELOG.md * Update ColorAdjustments.cs * Update ShaderVariablesDecal.hlsl * fix compil on 2020.1 * Update HDRP_Test_Def.asset * add test for 3RT decal * update decal test * Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244) * Do code cleanup + bugfix shadow * Update Upgrading-from-2020.1-to-2020.2.md * Update LightLoopDef.hlsl * Fixed issues with path traced SSS and accumulation. (#257) * Add missing documentation for AOV API params (#254) * Hdrp/public static sky (#253) * Made the static lighting sky public so that users can change it by script for baking purpose. * Update changelog * Update HDAdditionalLightData.Migration.cs (#269) * Add missing docs attributes (#271) * Fixed an error about procedural sky being logged by mistake. (#273) * Fixed an error about procedural sky being logged by mistake. * Update changelog * Fix quality settings UI and shadow mask UI (#122) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update CHANGELOG.md * Update HDRenderPipeline.cs * fix typo * fix typo 2 * Updated raytracing async compute warning. (#274) * Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a null ref exception in static sky when the default volume profile is invalid. (#278) * Fixed a null ref exception in static sky when the default volume profile is invalid. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added SubScenes cache to be compatible with HDRP/staging (#287) * Update 2002_Light_DynamicMix.unity (#292) * Update HDCubemapInspector.cs (#296) * increase tolerance for test 5008 in VR due to recent changes (#311) * Upate screenshot for HDRP DXR Test (#312) * Fix SSS code doc (#319) * Fix issue with screen-space shadows not enabled with RT off (#139) * Fix issue with screen_space shadows not enabled with RT off * Proper fix: only keep directional screen space shadows with RT off * Fix shadow debug mode * cosmetic changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a performance issue with stochastic ray traced area shadows. (#300) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix bad merge of the light loop optimization PR (an optimization was undone) (#321) * Don't compute light type * Typo * Camera override API (#170) * Added the API to override camera rendering * Updated changelog * Fixed compilation issue * Factorized protection function * Fixed camera override in scene view * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fixed camera override with dynamic resolution and moved it to internal Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix cookie srgb (#297) * Fixed srgb flag not updating the cookie atlas * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix flickering lighting in the scene and game view when lookdev is open. (#290) * Fixed flickering of the game/scene view when lookdev is running. * Update changelog. * Added a function to reset the reference size of RTHandle systems. (#299) * Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. * Update changelog * Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291) * render until ambient probe is ready * changelog * remove comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Motion Vectors written by transparent when rendering with MSAA (#315) * Add resolve if needed of transparent movec * rename * rendergraph * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/reflection probe scale perf (#252) * Use IEnumerable as interface for HDProbeSystem * Added a perf test for probe registration * Use HashSet instead of List to store HDProbes * Updated planar reflection to use a HashSet * Updated changelog * Fix invalid length check * Fixed build of planar probe array * Fixed GC alloc issue Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [9.x.x] Axf measurements into tilings (#289) * AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support. On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material. This removes old materialU/V tiling and flakes tiling (AxF is still in preview though). Update test scene to move old tiling property values into new properties so results don't change. Update documentation. * AxF measurements into tilings: Add changelog entry. * AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings. * Update the AlphaToMask test for AxF. * Update all other editor and player platform references to match. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * fix 9402screenshots on vulkan * Update HDRP graphic test framework with Test Broken / TestFilter script (#393) * Update hdrp testing framework * Update hdrp testing framework 2 * Update TestFilterGenerator.cs * revert change on shader graph * Hd/add layer modification on generated emissive mesh for area light (#364) * Add Layer modification of EmissiveMesh generated by area light Add Layer handling on Generated Emissive Mesh * Update CHANGELOG.md * Add "same as Light" hability for layer and make it default * Add destruction on move in hierarchy and retrieve existing to secure the NotEditable * Add sync on Static too * Also the copy the static drop down Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Disable async compute for D3D12 [Hold] (#301) * disable async on d3d12 * Change doc * Hd/fix nullref while removing decal component (#416) * fix nullref on DecalComponent removed from contextual menu * Update CHANGELOG.md * Added a flow map parameter to HDRI Sky (#44) * Added uv distorsion for HDRISky cubemap * Editable flow strength * Better parameter name. Smooth flow on cube edges * Added a graphic test. Updated Changelog * Updated documentation * Added screenshots * Wait frames for test * Wait more * Update screenshots again... * Static test * Static screenshots * use multi_compile * Renamed all parameters * Procedural distortion * Update doc * Set all keywords * Revert to old behaviour * doc * update test * remove useless variable * doc * Fix lat long and procedural flow * replace trig functions. Correct wind dir * Dropdown and upper hemisphere fix * Updated doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with Uber Post process shader when alpha is enabled (#422) * Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * replace fbx by the one from URP with no import errors (#427) * Fix the bug (#430) * Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418) * Saturate vertex color to avoid negative values. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Renamed variables (#436) * Fix issue with the resolve of motion vectors (#421) * Hd/fix targets used in ongui in decalcomponent (#413) * Fix Reset not resetting to default * Delay MaterialEditor recreation to when possible * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implemented ray traced reflections for transparent objects. (#47) * Implementation of ray traced reflections for transparent objects * fix issue with ShowPrePassAndPostPass * Change label for transparent SSR + change default value to false * fix material not setup properly Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix custom pass graphic tests (#359) * FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test * Replaced canvas by a quad (more stable for graphic test) * disable vulkan test as it is failing, need investigation Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Save scene-view camera settings in Editor prefs (#440) * Sceneview camera settings are now saved in Editor prefs * cosmetic changes * add comment * Small refactor to allow easily adding more prefs in the future * fix comment * fix comment 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue when switching back to custom sensor type in physical camera (#417) * Fix issue when switching back to custom sensor type in physical camera * make if comparison more explicit * make if comparison more safe * Per-camera history for the custom settings using a static dictionary * Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix a null ref exception when running playmode tests (#360) * fix a null ref exception when running playmode tests with the render pipeline debug window opened * use empty array Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed some gcalloc in the debug window (#445) * Fixed some GCAlloc in the debug window * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update reference screenshot dx12 * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443) * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) * Fix an issue with thin refraction SG and updating screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Create Shaders.meta * Hdrp/small ui update (#423) * Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. * Update changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update settings for DXR * Update SetToCameraNearPlane.cs * Add an option to disable shadow bias * Don't query cull results if we don't have them (#449) * test with a guard * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update screenshot (#463) * Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12 * Update TestCaseFilters.asset * Revert "Disable async compute for D3D12 [Hold] (#301)" (#469) This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16. * Revert "Add an option to disable shadow bias" This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c. * PBR Sky renderer now shares its internal precomputation table between different instances. (#250) * PBR Sky renderer now shares its internal precomputation table between different instances. * Update changelog * Doc update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Makes sure quaternion is normalized and valid before converting to ma… (#331) * Makes sure quaternion is normalized and valid before converting to matrix. * Updated Changelo. * Revert "Updated Changelo." This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2. * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * New tooltip for camera background and fixed exposure when switching the background mode. (#415) * Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue causing not all baked reflection probes to be deleted (#441) * Clear the queue once filled up and push elements that failed to be pushed. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed asset preview being rendered white because of static lighting sky. (#462) * Fixed an issue where asset preview could be rendered white because of static lighting sky. Also fixed an issue where static lighting was not updated when removing the static lighting sky profile. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed null reference exception in LookDev when setting the SRP to None (#447) * Fixed null reference exception in LookDev when setting the SRP to None * Review feedback * Review feedback 2 * Fix show cookie atlas debug mode (#475) * Fix the show cookie atlas debug mode not displaying correctly * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Enable DXR playmode test (#472) * Update upm-ci-hdrp_dxr.yml * add hdrp dxr playmode test to all hdrp ci * Update upm-ci-hdrp.yml * Update upm-ci-hdrp.yml * change planar atlas size to 1024 * Update upm-ci-hdrp.yml * Update 802_SubSurfaceScatteringForward.png * update scene * update 5001 lighting * fix exposure for 5001 path tracing test * update player screenshots * disable 5001 path tracing as it fail on yamato * Fix few multi-editing issues with Emission UI (#473) * Working but not nice * Remove unecessary cruft * tiny changes * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Re-enable cubemap thumbnail gen only for d3d11 (#487) * re-enable thumbnail gen only for d3d11 * Update changelog * try enable metal * Update changelog and comment * Check reflection probe null pointer before use. (case 1244047) (#456) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove max atlas probe alloc size in HDRP asset (#458) * Fixed max alloc planar size not taking in account the max cache size * Removed the max cache clamp on texture atlases * Hd/fix undo environmentlibrary lookdev (#490) * fix undo redo for environment library * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix vulkan test * SSGI Implementation (#95) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Change Sky in 5001 PT Test to HDRI Sky + update image (#502) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 802_SubSurfaceScatteringForward.unity * fix vulkan warring and wrong meta * Update upm-ci-hdrp.yml * Fix merge issue with Test filter * Use path relative to package for depth of field (#523) * Use absolute paths for dof include * changelog * Fix Light overlap (#444) * Added the light overlap volume code * Updated changelog * Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode * Fixed documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed API breakage. (#524) * [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532) * AOV documentation * minor change in the comments * Accumulation documentation * minor improvements * Rewrite the AOV script. Now it is stand-alone. * Typo * Add path traced DoF documentation * Reviewed AOV doc * Reviewed accumulation doc * Reviewed path-traced dof doc * Add missing OnDestroy in example script Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Restore some XR HDRP tests (#382) * restored XR tests * revert and split changes for temporal effects in another branch * fix XR tests using volumetrics * 8103 is still acting randomly * try to set timeout to 30s to confirm it's working * set timeout to 5 min per test for HDRP instead of default 3 min Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix taaFrameIndex and restore TAA tests for XR (#534) * fix taaFrameIndex and temporal effects with the test suite * increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty * update ref images * set waitFrames for HDRP runtime test scene * reset camera before waiting * update reference images from Yamato * revert change to 001-HDTemplate * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488) * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) * Add missing inverse exposure multiplier * Add support for batchmode (#542) * Update 9301_MotionVectorsOff-Forward-Dynamic.png * Fix custom pass prefabs (#419) * Fix custom pass integration with prefabs * Updated changelog * Fixed prefab highlight not updated when adding/removing custom passes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * Reverted volumetric lighting changes and now render graph version uses the shared textures. * Clone in the Asset folder when the original volume profile is in a re… (#508) * Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961) * Added changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529) * Custom Pass API (part 1) (#155) * Begin to write the new custom pass API * Begin to add custom pass utils shader * Begin to add custom pass API test scenes * Fixes for the Gaussian blur of the custom pass API * Fix blur release * Added custom pass copy test and fixed blur * Added more custom pass documentation * Added custom pass API graphic test reference image * Added more obsolete things * fix function visibility * Updated changelog * Added custom pass API test scene * Fixed custom pass API doc * Moved obsolete execute function into the new one * Updated custom clear pass to use the new API * Updated custom pass API test reference image * update reference screenshots * Fixed various scale issues in the blur custom pass API and updated reference screenshot * Disable custom pass API test because it's unstable Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 3) (#98) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Converted raytracing lightloop variables to constant buffer. * Converted RayTracing global variables to constant buffer. * Removed obsolete comment * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Post merge fix * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Post merge fix * Removed useless constant * Crash fix * Post merge fix * Update 501_RecursiveRendering.png Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Hd/fix wizard defaultvolumeprofile creation (#565) * Fix Wizard check on default volume profile * Update CHANGELOG.md * Small TAA Anti-flicker changes (#555) * tweaks * Change default so that is just high quality. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix central depth sampling in TAA (#564) * Fix sampling of central depth * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Render Graph Async Compute (#552) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies. * Implementation of async resource synchronization. * Fixed synchronization (only partial fix) * Added default profiling sampler for render graph passes not providing one. * Async WIP * Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async. * Post merge fix * Cleanup * Removed comment. * Disabled async contact shadows again. * Small cleanup * Change exposure compensation in the default volume profile to 0. (#388) * Change profile (And add missing setting) * changelog * Upgrade guide Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Histogram guided auto-exposure + debug modes (#372) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * review fixups * Review feedback * Bad merge fixup Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Refactor shadow caching system (#554) * Very debuggy code just start nothing functional or usable yet. * remove old cached stuff (not finished, need switch branch) * revert wrongful commit * A bit of restructuring * A good point as any to sync up * sync * Move from old repo... * fix regression * Handle case in which shadow doesn't fit * leftover not committed * Fix some issues with culling of point lights from the * preliminary support for cascaded shadows * Fix some issue with the directional * Subshadow update * Add some guards, some debug and the new C++ api for infinite bounds * Some UI for the resolution * Fix merge issues * Update debug cs.hlsl * Render graph stuff and some leftover removal * micro cleanup * Fix behaviour when defragging and excess lights are there * Public API * Remove dbg names * Bug on debug view of area atlas * Missing field on new PCSS signature for directional * More public API * Refresh cached shadows on resolution changes. * merge conflicts patchup * Fix missing shadows on normal shadows * Small cleanup and turning positive the doesn'tHavePlacement * Fix case on switching light type and issue with non-rectangle area lights * tentative fix for error on build * Debug logging * update naming of debug * Fix issue with double inclusion * DOCS * upgrade guide * post merge fixups * leftover comment * changelog * Doc changes in upgrade guide * have print debug info only in editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update reference screenshots * VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest * Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584) * remove useless code for cookie * Hdrp/fix camera switcher (#591) * Fixed a wrong condition in camera switcher, potentially causing out of bound exceptions. * update changelog. * fix issue that prevents PS4 from building (#596) * Removed experimental namespace for ray tracing code. (#612) * Hdrp/multi view pt (#518) * Multiview (scene + game) path tracing accumulation. * Cosmetic. * Modifications to address comments in PR. * Updated PT fog test. * Updated Changelog. * Fixed issue with unlit shader graphs in path-traced mode. * Update CHANGELOG.md * Update HDUnlitSubTarget.cs Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix Look Dev default profile not updating correctly (#630) * Fixed an issue where editing the lookdev default profile would not reflect directly in the lookdev window. * Update changelog * Fix Unlit.template in shadergraph (#637) * Remove unused unlitpass.template * Update Lit.hlsl * re-add unlit pass * Fixed a bug where the light list is not cleared but still used when resizing the RT (case 1250630) (#609) * - Fixed a bug where the light list is not cleared but still used when resizing the RT. * add changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Histogram view improvements (#589) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * review fixups * print exposure values in debug view * commit but it is nothing, need to switch branch * Add option to center histogram around exposure (fixed tonemap curve) * change color of text * fixup debug display merge issue * fixup merge issues * fixup issue with tonemap curve Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 9702_CustomPass_API.png.meta * Fix warning (#663) * add shader macros for XR single-pass (#687) * Adding 2 SG Pathtracer test scenes (#624) * New unlit pt scene * Add scene for PT Lit * Removing collider from the meshes * Renaming * Adding screenshots for PT scenes * Changing threshold for SSS deferred tests for stability * updating screenshot after staging being merged * Slightly increasing threshold for 5007 and 902 unlit scenes Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Render Graph Unit Tests (#607) * Render Graph Unit test WIP Fixed pruning of passes with no output. * Render Graph tests WIP * Increase max limit in UX of lights (#702) * Raise the max for lights * Update CHANGELOG.md * Fix null reference in volume debug menu (#705) * Update reference image for "502_RecursiveRenderingDisabled" (#704) * Update screenshot for 502 recursive rendering disabled test scene * upgrade shader material * Fix transparent movec scene view (#698) * Disable transparent movec when object motion vectors are disabled * changelog * Port (#599) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Custom Pass API part 2 (#227) * Begin to write the new custom pass API * Begin to add custom pass utils shader * Begin to add custom pass API test scenes * Fixes for the Gaussian blur of the custom pass API * Fix blur release * Added custom pass copy test and fixed blur * Added more custom pass documentation * Added custom pass API graphic test reference image * Added more obsolete things * fix function visibility * Added the API to override camera rendering * Updated changelog * Updated changelog * Fixed compilation issue * Added custom pass API test scene * Begin to add custom pass override test * Factorized protection function * Update custom pass test scene * Fixed custom pass API doc * Begin to add camera override tests * Fixed camera override in scene view * Finished RenderFrom API fucntions * Fixed XR disable class * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fix MSAA for before pre refraction and added errors for fullscreen MSAA operations * Finished to fix the RenderFrom* functions * Moved obsolete execute function into the new one * Update reference images * Added all the API doc * Updated changelog * revert mats * Updated custom clear pass to use the new API * Fixed depth buffer random read/write error * Disable custom pass blur test part * Revert camera pixel rect changes * Rename multi-pass to single pass * Disable custom pass test on vulkan and XR Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix line that got lost in merge (#729) * Porting console fixes to staging (#699) * Path tracer: added support for transparency on the Unlit shader. (#717) * Added support for transparency in Unlit. * Updated Changelog. * Update capture for 5007_PathTracing Unlit Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP Compositor related fixes (#730) * Fixes for the compositor test * Enable the compoositor test in build settings * Avoid gc alloc, hide internal components from vomume menu * Vulkan and DX12 screens, adjust compositor UI refresh * Fixed a vulkan and metal warning in the SSGI compute shader. (#715) * - Fixed a vulkan and metal warning in the SSGI compute shader. * - Fixed an exception due to the color pyramid not allocated when SSGI is enabled. - Fixed an issue with the first depth history mip was incorrectly copied. * Fix path traced DoF focusing issue (#732) * Remove mip padding from PlanarReflectionProbeCache.cs * Disable 9702 test nor working + 9041 XR (instable) * Hdrp/pt pass no bsdf data (#710) * Removed direct use of BSDFData in path tracing pass. * Updated changelog. * Fixed float3 typo... * fix metal 9800 reference screnshots * update meta file and testcasefilter * Pre warm RT Handle system so that reallocations are reduced. (#713) * Pre warm rt handle system and initialize to screen width/height * changelog * not all was pushed Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Various fixes for Graphics tests with Render Graph (#725) * WIP for enabling valid graphics tests with Render Graph. Fixed a lot of gcalloc. * Fixed more GCAlloc and added an option for a test to not be run if render graph is enabled. * First batch of disabled tests. * Fixed decal rendering * Implemented ColorGrading and Uber Post (fixes a lot of small diff due to Color Grading not being 100% neutral) * Revert "First batch of disabled tests." This reverts commit 505924b6967041787c0698b4ede1d158686f990e. * Temp "texture not bound" error fix until bloom is implemented. * Fixed an error when using a stale invalid renderer list handle. Reduced error message spam when encountering an execution error. * Add some debug info to compiled passes and removed wrong refCount++ on passes. * Added possibility to disallow pass pruning Fixed a number of pass pruning issues. * Small fixes * temporarily removed pruning of passes without product * Fixed HDRP asset for test 5009 * Implement alpha copy for post processes * Small render graph error fix for motion vector pass. * Disabled for render graph tests that are currently broken. * Updated yamato with new render graph configurations * Fixed lens distortion * Reenabled 4021 * Revert "Reenabled 4021" This reverts commit 76a7c003456f40c5e84dd454a9c291b2b57ade64. * Revert "Updated yamato with new render graph configurations" This reverts commit 7b8acc08944df4b11244ee97a1877cee91d55be9. * Revert "Disabled for render graph tests that are currently broken." This reverts commit 84467f6956c1f14d0d0d302bdf6f8d220c5f9026. * Reverted HDRP test framework files (will go to another PR) * Revert "Fixed HDRP asset for test 5009" This reverts commit 95952b08e785daef2bbf7788849c5f661b9eb1fc. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Various fix and improvements for ray traced effects (#597) * Adding a minimal lit used for RTGI in peformance mode Dispatch binned rays in 1D instead of 2D Fix an issue with the half resolution Mode for RTGI Only read the geometric attributes that are required using the share pass info and shader graph defines Fix an issue with the color intensity of emissive for performance rtgi * Correct bug with shadow history rejection * reduce the exponential accumulation value a bit Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Procedural metering mask that follows target (#723) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * start of procedural mask * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * Some basic version of procedural working * need to switch branch * Exposure target and threshold. * fix merge mess * Fixes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * - Added presets quality settings for RTAO and RTGI. (#724) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix compilation issue in HDRaytracingIndirectDiffuse * fix shader warning in exposure * Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). (#648) * - Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). * Simplifying the culling override. * Update 708_ShadowExtendedCulling.png Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Removed reference image for player (unused) in HDRP Test * Update preview naming (#753) * Cloud layer volume override (#461) * Added uv distorsion …
* Add isHidden flag for Blocks * Add Universal SpriteColor block for upgrades (happy-json) * Add isHidden flag for Blocks * UpdateActiveBlocks on block deletion * Fix requirements from Blocks * Update HDRenderPipelineAsset.asset (#210) * Improve block requirement handling * Fix preview target * Fixed volume debug menu in playmode (#149) * Refresh widgets in play mode. Added doc. Reduced refresh rate * Changelog * Added some code doc * Fix refresh rate and scroll over hidden volumes in play mode Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix fragment normal block descriptors * Fix Sprite normals * Fix Sprite normals * Fixup after merge * Handle SaveContext call on HDRP when no asset assigned * Update data to new serialization * Fix issue after merge * Update change log * Added a new test scene for physical camera DoF in Pathtracer (#211) * Fix issue when creating new graphs * Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215) * fix bug 1238155 * Update CHANGELOG.md * Update HDRenderPipeline.cs * Update HDRenderPipelineAsset.cs * fix some issues with creating new shadergraphs * fix uncaught merge issue * Bump com.unity.testframework.graphics version * Upgrade path for Unlit and PBR * Bump test dependencies * fix UTP reporter version * Upgrade path for HDUnlit * Fix block map for multiple target upgrades * Fix warning in PCSS code when using Vulkan (#229) * Fix warning * changelog * next utp reporter version * Upgrade path for HDLit * Upgrade path for Decal * Upgrade path for Eye * Copy more default values in MaterialSlot * Fix decal register + obsolete cookie API (#195) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Fix decal shader * Fixed HDRP cookie * Update HDLightUI.cs * correctly fix decal * Update CHANGELOG.md * Update ColorAdjustments.cs * Update ShaderVariablesDecal.hlsl * fix compil on 2020.1 * Update HDRP_Test_Def.asset * add test for 3RT decal * update decal test * Upgrade path for Fabric * Upgrade path for Hair * Upgrade path for StackLit * Fix for missing SlotMask bits on HDLit * Add missing Vertex blocks for Decal * Fix Block requirements for custom descs (mainline) * Fix HairStrandDirection field (master) * Fix shader property upgrade issue * Implement Undo core and URP targets * Implement Undo HDRP targets * Fixup after merge * Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244) * Do code cleanup + bugfix shadow * Update Upgrading-from-2020.1-to-2020.2.md * Update LightLoopDef.hlsl * Fixed issues with path traced SSS and accumulation. (#257) * Add missing documentation for AOV API params (#254) * Hdrp/public static sky (#253) * Made the static lighting sky public so that users can change it by script for baking purpose. * Update changelog * Update HDAdditionalLightData.Migration.cs (#269) * Cretae per-pipeline menu items * Fix HairStrandDirection field * Fix color property upgrade * Remove old master node and target classes * Revert old Pragma.OnlyRenderers change * Add display names to blocks * Add missing docs attributes (#271) * Fixed an error about procedural sky being logged by mistake. (#273) * Fixed an error about procedural sky being logged by mistake. * Update changelog * Fix quality settings UI and shadow mask UI (#122) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update CHANGELOG.md * Update HDRenderPipeline.cs * fix typo * fix typo 2 * Validate HD naming conventions * Define StackLit lobe A conceptually the same as Lit lobe * Updated raytracing async compute warning. (#274) * Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove unnecessary descriptor null checks * Move SpriteMask block to URP namespace * Add paths for block descriptors via attribute * Fixed a null ref exception in static sky when the default volume profile is invalid. (#278) * Fixed a null ref exception in static sky when the default volume profile is invalid. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Auto add/remove blocks when changing target settings * Added SubScenes cache to be compatible with HDRP/staging (#287) * Fix up after merge * Fix drawing master from upstream node changes * Fix up PreviewManager after merge * Fix up after merge * Fix target initiailization * Support upgrading blockmaps from multiple targets * merge of cross pipeline mvp into stack master v2 upgrade hdrp * fixing bugs * remove old function * fixing some test code * Shadergraph/bugfix 1186867 (#65) * Adding in check for error in graph to allow warnings to not break graphs and subgraphs * Adding changelog * retry to push changelog * readd of update to changelog * Adding graphics test for warnings and errors * Edited CHANGELOG.md * removing graphics test for shadergraph since it relies on a graph outputting an error and was more to teach me how to add a graphics test in the first place * update code Co-authored-by: Elizabeth LeGros <elizabeth.legros> Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com> * more bugfix, one on creation of minimalgraphdata and updating some testcode calls which used guid instead of objectid * Minor fixes * working on node updates and unknown node types * replace unkown node with known node * Add contextual menu for Context separators * Rename PassDescriptor block masks * Fix SG test project * Bump importers * Add upgrade path for VFX * Fix VFX tests * handling unknown json types * Changes to get branch to compile * Moved target and subtarget settings to Internal Inspector * Remove temporary inspector * Fix HDLit clip threshold * Re-enable HD shader stripping for SG shaders * Fix HD SG vertex modification * Various HDRP test fixes * Remove excess changes * fixing various upgrade bugs * maybe fixed validity/activity??? * [skip ci] fixing window handling issues with preview and BB, code cleanup [skip ci] * [Skip CI] Fix upgrade of AlphaClip / AlphaTest * [Skip CI] Fix condition for HDRP transparent cull mode GUI * [Skip CI] Fix shadeBaseUsingRefractedAngles GUI * [Skip CI] Fix StackLit debug GUI conditional * [Skip CI] Revert some unecessary changes * [Skip CI] Fix sub window layout serialization * [Skip CI] Fix compiling of downstream BlockNode * [Skip CI] Pass connected nodes to GetFields (Fix HD test 1202) * [Skip CI] Hotfix for previews * [Skip CI] Fix Unlit zWrite upgrade for HDRP (Fix HD test 8104) * [skip ci] Inspector: Fixed bug 1244134 and property visible in inspector after deletion * Fixed bug 1244134 with precision settings on nodes * Fixed 8105_b test material data * [Skip CI] Add unit tests * Fix 8104 materials * Upgraded HDRP Test material version * [Skip CI] Revert HDRP DXR test 902 reference * [Skip CI] Fix HD DXR tests 101, 102, 103 and 900 * [Skip CI] Fix HD test 8103 - Wrong condition for depth post pass * Updated HDRP Runtime Tests materials * Updated DXR test materials * Updated perf and template materials * Updated HDRP Hybrid materials * created active state to deal with weird isactive states * removing some logic from grapheditorview that really belongs at graph level and grabbing fix for searcher * Added behavior to hide inspector when nothing is selected * code cleanup and test case fixing * removed IHasSettings and moved subgraph/custom node settings to inspector * Adding more types to HDRP target allowed nodes and fixing serialization helper bug * fixing some vfx serialization issues and adding another node to the HDTarget * Started to re-organize the HDRP subtargets * Sg/stack master v2 upgrade hdrp fix preview (#398) * WIP : converted to tracking most things by preview instead of node * Fix for softlock when a non-compiling node exists on a graph * WIP : Fixed issues with Master Preview transform Optimized property collection and timed node treatment * Subgraph Previews working Master node preview redraws when resized Better early out of render code * Moved preview mode computation to unified UpdateTopology() Cleaned up code * making diffusion profile material slot mark dependency on the asset and changing minimalgraphdata to acess serialized slots on legacy graphs to take this into account * Fix for Default Block Node slots not affecting initial preview renders * Fix for previews not rendering. Also a bit of code cleanup * fixes for node property drawers, selection with undo/redo and inspector and reordering targets * Fix for Virtual Texture usage * Fixing issues with PBR passes referencing old sigular Normal rather than NormalWS/TS/OS * fix function signature * removed reference to old IHasSettings interface * Fix for Duplicate Node and Copy/Paste exceptions that soft lock the graph * Fix for redirect nodes * fixing issue where orphaned edges would try and update active trees on deleted nodes * Properly handle ShaderGraph failure when subgraph doesn't exist. * Fix for issues after deleting a subgraph used by a graph. Also cleaned up error messages generated by the asset importer dependencies in the case that the subgraphs never existed in the project. * Disallow dragging block nodes into groups * Continue to clean HDRP subtargets * fixing bug where changing active targets after load would not update node activity/validity * fixing bug where material slots did not properly update on add/remove of edges * Fixing 3 small issues in PreviewManager: VT Textures were not set in URP preview Occasional error spew from mismatched preview pass count Incorrect profiling marker name * make target property gui context a visual element * fixing a PBR upgrade issue that would not set correct surface settings when upgrading a transparent master node * Merge HDRP/staging into shader stack branch (#580) * [9.x.x] Merge Hdrp/staging [Skip CI] (#366) * 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 * Disabling the GetDefaultRenderer() test for now until it is redone. (#5924) * [Yamato] [skip ci] Setting up master to run on 2020.1 (#5936) * added 2020.1 and fast to editors * added 2020.1/staging and fast to the rest of the files * [CI] Bors setup (#5841) * Create bors.toml * Update bors.toml * Update bors.toml * Update upm-ci-projects.yml * Create testcommit * Update bors.toml * adding trying trigger * add staging trigger * Delete testcommit * use squash merge * updating job that bors will run * [skip ci] update job that bors will run * Fixed MAD and RCP definitions in OpenGL. (#5922) Co-authored-by: Martin Thorzen <35328557+martint-unity@users.noreply.github.com> Co-authored-by: Marc Templin <marctem@users.noreply.github.com> Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com> Co-authored-by: Zachary Diller <zackd44@gmail.com> Co-authored-by: thomas-zeng <49886741+thomas-zeng@users.noreply.github.com> Co-authored-by: Felipe Lira <felipedrl@gmail.com> Co-authored-by: Elvar Örn Unnþórsson <ellioman@ellioman.com> Co-authored-by: Liis Kivistik <kivistik.liis@gmail.com> Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com> * Fix whitespace * Misc fixes for the sky (#5974) * Static lighting sky now takes the default volume into account. * Fixed a leak in the PBR sky renderer. * Added a tooltip to the Ambient Mode parameter in the Visual Environment volume component. * Update changelog * Fixed null ref * Fixed an issue where having ambient mode set to dynamic might prevent the sky from being included in baking. * Forces an update of static sky when changing it in the Environment panel. * Fixed a problem with static sky when multiple skies are rendered at the same time. * Revert probes renderer PR (#5990) * Re-enable the probes section of renderers as it was not supposed to be disabled * Updated changelog * Fix a leak in the sky system. (#5967) * Fixed a cubemap leak when rendering previews for the first time. Also changed the debug name of the cubemap used for static lighting. * Update changelog. * Fixed an assert getting fired for the wrong reason. * Added a new light layer debug mode (#5942) * Moved lighting debug settings in containers * Light layers debug mode * Categories for Lighting Debug Panel Documentation * Light layers debug mode documentation * DebugUI.BitField now uses correct display names * Added unit test scene * Added changelog * Revert "Added changelog" This reverts commit a148fc2f97ef5288123f8f16485ba35f57b80f5e. * Updated CHANGELOG * Disable light layer debug mode after testing * reset all debug display settings * Renamed Shadow Layers option * Editable layer color. Defaults to color blind friendly colors * Fix when enabling an exclusive setting * Updated screenshots with new colors * Simplified variable API * Renamed class * Fix division by 0. Updated doc Co-authored-by: Adrien <adrien.detocqueville@gmail.com> * Hdrp/ssr toggle (#5996) * Added an "enable" checkbox to the SSR volume component. * Update changelog * Fix build when not in editor (#6024) * Fixed SSR in scene 1710 (#6028) * Fix merge error * Removed MSAA Buffers allocation when lit shader mode is set to "deferred only" (#6012) * Removed MSAA Buffers allocation when lit shader mode is set to "deferred only". * Removed MSAA SSS Buffer allocation when deferred only. * Invalid cast for realtime reflection probes (case 1220504) (#6026) * Invalid cast for realtime reflection probes (case 1220504) * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Aov Buffers tests (#6023) * Deactivate Preview Camera for HDCameraEditor to prevent it from rende… (#6022) * Deactivate Preview Camera for HDCameraEditor to prevent it from rendering in the render loop (case 1105163) * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Disable reflection probes section (#5994) * Disable reflection probes in the renderer components * Updated changelog * Remove version guard for terrainDetailUnsupported Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Integrate first skeleton of post process in render graph. (#5856) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Fix DXR Tests (#6073) * Made ssr enable parameter true by default. (#6076) * Add comment (#6056) * Hdrp /tests/shuriken light module (#6021) * Add shurikent light module test * Fixed Simulate * Fix texts and image ratio Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/pt7 (#5831) * 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. * Hdrp/rendergraph cleanup (#6083) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * post merge fix * Removed useless comment. * Missing doc * Hdrp /fix light prefab infinite reload on inspector gui (#6054) * fix infinite reload loop for light prefab * Update CHANGELOG.md * Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap (#6027) * Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap. * Update changelog. # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Fixed sampling of the sky texture in a more general way (not just fog) updated tests screenshots as well. * Missing screenshot * Fixed the issue properly by generating 7 mips of convolution. * Reverted screenshots * Reverted useless change. * Fix culling group was not disposed error in the build (#5880) * Fix culling group was not disposed error in build * Fix culling was not disposed error in build * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Material Samples : Revert correct GUIDs (#5875) * Revert correct GUID Change the GUID of the prefab to the correct one referenced in the scene * Fix fern material GUID * Hdrp/light multiplier (#6077) * Allow the light dimmer to get values higher than one * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update documentation typo (#5860) * Add warning and workaround instructions if XR single-pass is enabled after the first frame with XR SDK (#5853) * added warning and workaround instructions if XR single-pass is enabled after the first frame with XR SDK * edit VR doc * Updated CHANGELOG.md * Updated VR-Overview.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com> * Remove info box on Visual Environment and replaced it with info on documentation (#6099) * Remove info box and update documentation * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 9801_ShurikenLightModule.png * Add missing exposure and mipmap sliders to the planar reflection probe preview (#5847) * Added planar reflection probe preview mip and exposure sliders * Updated changelog * Disable mip map as we don't have them anymore * Re-edited changelog * Use SRP macros in shader Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix upgrade cookie planar size (#6104) * Fixed the size of the planar reflection / cookie atlas after an upgrade of the HDRP asset * Updated changelog * 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, …
* Added support for rasterized area light shadows in StackLit + slight refactor (#39) * Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled. * Doc: remove note about area light shadows for stacklit. [skipci] Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110) * Fix for white flash happening when changing lighting condition (like teleport) (#140) * fix * Update PostProcessSystem.cs * Update CHANGELOG.md * Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection * Update CHANGELOG.md * adress PR feedback * Fix default volume profile collapse (#138) * Only re-create the volume profile editor when the asset is changed * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Bind missing buffer (#159) Bind buffer to make sure that something is bound Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162) * Fixed shader warning on Xbox for ResolveStencilBuffer.compute (#163) * fix warning * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Texture-weighted automatic exposure (#165) * Exposure weighted by texture * miss one in the renaming * Doc update * changelog * doc update * fix issue when disabling override * Update 3003_LightingMode.unity * Optimizing light loop part 2 (#2) * Saving 10% off the PrepareLightForGPU * 18% decrease in cost with this * Around 12% cost shaving off GetLightData * Around 6.5% win here * Faster View matrix flip * Missing *=-1 * About 7% win in preprocess light data * Another small batch * Small cleanup for first optimization pass * Tiny bit more cleanup * Make UpdateShadowRequests 12% cheaper * Address review points * A bit less than 20% win in ExtractPointLightData * Add comment * changelog * 25% reduction of ExtractPointLightData * 18% win in UpdateShadowRequest * Another around 11% win for UpdateShadowRequest * Move matrix multiply utils to core * less lighttype computation * Ooops * fixup changelog * Proper merge * Missing leftovers . * I'll manage to submit it all one day... Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for POM for emissive map (#51) * Add option to use Base UV Mapping for emission * Graphic test and doc * Changelog * Screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP Compositor Tool (#57) * HDRP compositor tool, first code drop documentation typo, move everything in compositor namespace documentation typo bugfix: dynamically add/remove properties when shadergraph changes UI bugfix: properly compute height of UI elements Missing tooltips, button to remove the compositor toggle layers now works when player is paused add chroma keying in the compositor test Changelog, workflow bugfix Use Unity's built'in icons AOV bugfixes AOV tooltip was wrong bugfix: disabling the compositor now disables all compositor cameras Proper monitoring of shadergraph changes Updated test image + minor changes Use better names for internal cameras Bugfix: selecting the same res for a layer Bugfix: deleting in-use texture layers from shadergraph now works Bugfix: setting AOV to none now works properly Use the term SubLayer in the UI Improve AOV tooltip Camera properties in layers are properly refreshed UI: Move checkbox for overrides on the left side of the label Remove default compositor camera when also deleting the compositor Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again Hdrp/docs/compositor (#6013) * Added docs review * Changed fodler for images Bugfixe: deleting layers Bugfix: reordering layers Bugfix: creating a new compositor fails Remove redundant check Fix wrong tooltip Bugfix when deleting camera stack layers Bugfix: handle window resize Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers Bugfix: more robust re-ordering (also moves children) Bugfix: mark scene dirty when adding a compositor Bugfix: display warning when alpha is configured properly Change video layer icon Bugfix: adding a layer filter does not reset the UI state Bugfix: do not show composition properties that are marked with hide-in-inspector Better / more clean layer injection implementation minor code clean up Clear color mode should only be editable on the first layer of a stack Bugfix: setup of custom render was not always called Bugfix: make sure additional camera data always exist in the layer/compositor camera Change test id to 9800 Fix typos mark scene dirty when removing or disabling the compositor Default composition shadergraph and profile are now cloned Serialized objects are now properly updated minor code change: range checks bugfix: error message appears at beginning remove layer list from the asset file add default camera layer when creating the compositor replace getter function with c-sharp property update asset in unit test * move compositor unit test images * remove leftover code * review feedback #1 * review feedback 2 * review feedback - custom clear shader * fix variable names that don't affect serialization * fix serialized variable names * bugfix: image layers and camera stacking * use enum utility functions * Use multicompile in motion blur + bug fix * Make some variables private * Update Compositor-User-Guide.md * Review feedback * fix muticompile for motion blur without alpha * Update to new constant buffer / shadergraph api * Player test image for the compositor * Properly fill camera entries for global constant buffer * Fix after rebase / function rename * Make bg red for better debugging qnd cqtch unity exception * Disable compositor test until we fix it on yamato Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * PBR shader gbuffer ztest (#43) * Fixed PBR shader rendering in deferred * Updated changelog * Enable Light Baking Cookies by default + Warning (#79) * Enable * Fix typo * Importance Sampling Pipeline (#84) * Multiple Importance Sampling for HDRI Sky (Ray Generation) * backup * Multiple helpers * Add RTHandleDeleter (delay in K frame the Release of a RTHandle) * Fix GPU Operation when texture are too small * Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ... * Helper manager to generate one marginal per slice mip (one per frame) * backup * Add SampleCubemapProjectionNode (Project cubemap to Geometry) * delete useless files * update * Cube To LatLong for CubeArray * Functional generation * Integration on ray tracer step * Store HDRI Integral * . * Integrate HDRI Sky * Update Importance Sampling * Update Algorithm with Hemisphere Path * Backup * Update merge * Update Merge 001 * Update Merge 002 * Update Merge 003 * Update Merge 004 * Update Merge 005 * Update Merge 006 * Update Merge 007 * Cleanup * Update Integration of HDRISky Upper Hemisphere * Remove useless dump images on disk * Fix change log issue * backup * Backup * Pre-Clean * Pre-Clean * Clean Up - remove file * Remove Debug Code * Update * Update ChangeLog * Clean Up * update * Clean up * Remove useless texture * Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter" * CleanUp * remove useless comment * Add variable (Atmospherical) + Rename/Comment * Move parameter to CS, Clean & move to private RTHandleDeleter * Revert "Importance Sampling Pipeline (#84)" This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11. * Reducing the number of variants for ray tracing when building a player (#94) * - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform. - Removed the dynamic lightmap multicompile. - Remove the LOD cross fade multi compile for ray tracing. - Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping. * fix merge * Update LayeredLit.shader * Update LayeredLit.shader Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 3003_LightingMode.unity * Fix compil issue with Enable BakeCookie * Enable Light Baking Cookies by default + Warning - part 3 #79 * Avoid building the mip chain a second time for SSR for transparent objects. (#93) * - Avoid building the mip chain a second time for SSR for transparent objects. * Update ScreenSpaceReflections.compute * fix merge issue Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Scalable volumetrics [skip ci] (#34) * Adaptive sampling works * Compute the PDF * URL * Fix stuff up (except for profile preview) * Attempt to fix previews * Fix transmission * Support quality levels * Clean shader * Remove 2 kernels * PURGE * Automatically adjust the number of samples at runtime * Changelog * Spaaaaace * Add comment * Spaaaaaace * Rename * Update ref img 1215, 1216, 1217 * Revert "Update ref img 1215, 1216, 1217" This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088. * Robust filter radius * Solve the NaN problem * Save 1x VGPR * Update SSS defaults * Add migration steps * Volume resolution WIP * Shorter names FTW * Comment * Dynamic slice count works * Dynamic res works * Changelog * Stretch the limits * Fix bug (order matters) * Comments * Remove volumetric quality presets * Changelog * Reorder * Solve the mystery of RTs going NULL * More robust bad history detection * Update test scenes for High Quality * More bug fixes * More accurate comment * Do not reinvent the wheel * Fix broken test 1351 * Attempt to migrate HQ SSS settings * Remove all branches * Optimize a bit * 7x WF * Fix the rounding error * Fix the rounding error * Remove garbage allocation * Fix typos * Copy the SSS value * Revert HDRP asset changes * Fix default UI value * Pass the right asset * Update ref img 1215 * update reference screenshots * Update CHANGELOG.md * Update CHANGELOG.md * Switch to RTHandles * Rename textures used by the fog filtering pass * Fix reprojection * Fix shader warning + typo+ * fix another shader warning Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fixed runtime test for Yamato (#177) * Revert "Hdrp/runtimetests/ps4 fix (#129)" This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba. * Update runtime test to use way less memory to be able to run on console * Fixed screenshots and test * Fix HDRP Wizard windows not compatible with "preview" package version (#178) * Fix async compute throwing errors because of global constant buffers. (#130) * Replaced commands incompatible with async compute in light list build process. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136) * Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly. * Update changelog * Removed useless test * Updated changelog message to add more info * Refactoring to share the code for light list building better between probe volumes and lights. (#156) * Refactoring to share the code for light list building better between probe volumes and lights. * Remove commented code * Fixed constant buffer update * Fixed kernel used for cluster generation * Fixed cluster kernel for oblique projection * Restored a resize test for XR * Removed unexpected Shuriken folder in Test Project * Add range attenuation to box-shaped spotlights [Skip CI] (#101) * Added range attenuation to box-shaped spotlights * Update tests * Update CHANGELOG.md * Remove file duplication * Added box range attenuation test * Clarify documentation * Update screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/decal transparent mip selection 1222437 (#96) * Improve MIP selection for decals to transparent * Add change logs * Communize Helper (ComputeTextureLOD{Bias?}(...) * Update * Rename * Comment * fix white space and 0.f Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix cookie atlas alloc for cone spot lights (#187) * Fix unneeded cookie texture allocation for cone stop lights * Updated changelog * Fix cone spot light cookie * update template (#189) * Hdrp/combine material samples with shader samples [Skip CI] (#117) * Fix MaterialBalls having same guid issue material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned * Merge material samples and shader samples Merge shader samples into material samples * Update scene visuals update frame prefab with new visual style update scene to suit visual style * Fix spelling and grammatical errors alterates -> alters - this one isn't technically an error but alterates isn't used in common English oder -> order accross -> across * Create fabric scene create scene and rendering settings * Add fabric ball prefab with fabric mesh Add fabric ball prefab with fabric mesh * Add threadmaps to project Add threadmaps to project * Add materials to project Add materials to project Linen Nylon Satin Velvet Wool * Add scenes for hair and fabric and create prefabs for lighting and hair display Add scenes for hair and fabric Create prefabs for lighting and hair display Fix Decal prefab * Update scene and fix errors with materials that don't use threadmaps Update scene and fix errors with materials that don't use threadmaps * Update fabric materials and textures Update fabric materials and textures * Clean up project and add additional materials Add ShotSilk material Modify materials Rename textures Cleanup changes Add information to fabric scene * Update and organize scenes Update and organize scenes * Update Fabric scene , fix spelling errors and change to american spelling Update Fabric scene , fix spelling errors and change to american spelling * Update information in fabric scene * Update scene lighting Update scene lighting * Align lighting and rendering across scenes, remove old sample scene Create prefabs for common elements Change sky gradient Remove unused settings Remove old sample scene * Update textures and meshes Update denim color to tga file format to conform with other files Update cloth mesh to have better normals Update scene after changes to prefab * Update cloth mesh Update cloth mesh * Update scene text and cloth mesh Update scene text and cloth mesh * Update Changelog Update Changelog * Fix bug with material ball and parallax occlusion mapping due to mesh tangents Fix bug with material ball and parallax occlusion mapping due to mesh tangents * Remove shader samples from package json and update material samples description Remove shader samples from package json and update material samples description * Update sample content documentation * Update scene text * Move files in mesh folder to appropriate folders and remove additional material ball prefab * Add micro shadows * Update 1301_StackLitSG.png * Change guid reference in MaterialSamples scene Co-authored-by: Sean Puller <sean.puller@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * DisplayInfo attribute. (#172) * Added DisplayInfo attribute for generic display info. * Implemented volume parameter sorting for default inspector. * Update changelog * Named parameters for tuples in Volume Component Editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Compute Buffer management for render graph (#194) * Added import and usage of Compute Buffer API to render graph. * Missing clear of Compute buffer write/read lists. * Another missing clear. * Light loop compute buffers WIP # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs * Reverted Render Graph debug registering by default. * Post merge fixes * RenderPass debugger visualization and fixed null profiling sampler * Missing using directive. * Post merge fix * Use new light list build ouptut for deferred lighting pass * Use new light list build ouptut for contact shadow pass * Use new light list build ouptut for volumetric passes * Simplify the tooltip (#188) * Added MovedFrom attribute (#182) * Contact shadow min distance + fix scalarization code (#150) * Min distance * editor update * Update doc * Changelog * fix some ui issues * Update docs according to UI changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * TAA docs update (#132) * update docs * pr review * Added indentation as dashed * Hdrp/deferred shadow quality multi compile (#5) * shadow mask * Changelog * Have shadow quality as multi_compile * make old API obsolete * Update comment * Comment on pre processor * Update docs * Change shader versions of deferred Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/path traced dof (#164) * Path traced DoF implementation * Move focus distance from volume to physical camera * Small fixes * Small fixes in math * Small fixes in math 2 * Compile error * Make new functions private * Cosmetic changes * Move viewport matrix function to utils * Keep focus distance in the volume * Do not enable in scene view camera * Changelog * Review feedback * Use scale and bias instead of matrix mul for the viewport transform * Bugfix: post process DoF should still be executed for non-physical mode * Typo * avoid null reference when physical params is null * remove redundant check * Update HDRenderPipelineAsset.asset (#210) * Fixed volume debug menu in playmode (#149) * Refresh widgets in play mode. Added doc. Reduced refresh rate * Changelog * Added some code doc * Fix refresh rate and scroll over hidden volumes in play mode Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added a new test scene for physical camera DoF in Pathtracer (#211) * Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215) * fix bug 1238155 * Update CHANGELOG.md * Update HDRenderPipeline.cs * Update HDRenderPipelineAsset.cs * Fix warning in PCSS code when using Vulkan (#229) * Fix warning * changelog * Fix decal register + obsolete cookie API (#195) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Fix decal shader * Fixed HDRP cookie * Update HDLightUI.cs * correctly fix decal * Update CHANGELOG.md * Update ColorAdjustments.cs * Update ShaderVariablesDecal.hlsl * fix compil on 2020.1 * Update HDRP_Test_Def.asset * add test for 3RT decal * update decal test * Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244) * Do code cleanup + bugfix shadow * Update Upgrading-from-2020.1-to-2020.2.md * Update LightLoopDef.hlsl * Fixed issues with path traced SSS and accumulation. (#257) * Add missing documentation for AOV API params (#254) * Hdrp/public static sky (#253) * Made the static lighting sky public so that users can change it by script for baking purpose. * Update changelog * Update HDAdditionalLightData.Migration.cs (#269) * Add missing docs attributes (#271) * Fixed an error about procedural sky being logged by mistake. (#273) * Fixed an error about procedural sky being logged by mistake. * Update changelog * Fix quality settings UI and shadow mask UI (#122) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update CHANGELOG.md * Update HDRenderPipeline.cs * fix typo * fix typo 2 * Updated raytracing async compute warning. (#274) * Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a null ref exception in static sky when the default volume profile is invalid. (#278) * Fixed a null ref exception in static sky when the default volume profile is invalid. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added SubScenes cache to be compatible with HDRP/staging (#287) * Update 2002_Light_DynamicMix.unity (#292) * Update HDCubemapInspector.cs (#296) * increase tolerance for test 5008 in VR due to recent changes (#311) * Upate screenshot for HDRP DXR Test (#312) * Fix SSS code doc (#319) * Fix issue with screen-space shadows not enabled with RT off (#139) * Fix issue with screen_space shadows not enabled with RT off * Proper fix: only keep directional screen space shadows with RT off * Fix shadow debug mode * cosmetic changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a performance issue with stochastic ray traced area shadows. (#300) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix bad merge of the light loop optimization PR (an optimization was undone) (#321) * Don't compute light type * Typo * Camera override API (#170) * Added the API to override camera rendering * Updated changelog * Fixed compilation issue * Factorized protection function * Fixed camera override in scene view * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fixed camera override with dynamic resolution and moved it to internal Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix cookie srgb (#297) * Fixed srgb flag not updating the cookie atlas * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix flickering lighting in the scene and game view when lookdev is open. (#290) * Fixed flickering of the game/scene view when lookdev is running. * Update changelog. * Added a function to reset the reference size of RTHandle systems. (#299) * Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. * Update changelog * Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291) * render until ambient probe is ready * changelog * remove comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Motion Vectors written by transparent when rendering with MSAA (#315) * Add resolve if needed of transparent movec * rename * rendergraph * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/reflection probe scale perf (#252) * Use IEnumerable as interface for HDProbeSystem * Added a perf test for probe registration * Use HashSet instead of List to store HDProbes * Updated planar reflection to use a HashSet * Updated changelog * Fix invalid length check * Fixed build of planar probe array * Fixed GC alloc issue Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [9.x.x] Axf measurements into tilings (#289) * AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support. On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material. This removes old materialU/V tiling and flakes tiling (AxF is still in preview though). Update test scene to move old tiling property values into new properties so results don't change. Update documentation. * AxF measurements into tilings: Add changelog entry. * AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings. * Update the AlphaToMask test for AxF. * Update all other editor and player platform references to match. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * fix 9402screenshots on vulkan * Update HDRP graphic test framework with Test Broken / TestFilter script (#393) * Update hdrp testing framework * Update hdrp testing framework 2 * Update TestFilterGenerator.cs * revert change on shader graph * Hd/add layer modification on generated emissive mesh for area light (#364) * Add Layer modification of EmissiveMesh generated by area light Add Layer handling on Generated Emissive Mesh * Update CHANGELOG.md * Add "same as Light" hability for layer and make it default * Add destruction on move in hierarchy and retrieve existing to secure the NotEditable * Add sync on Static too * Also the copy the static drop down Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Disable async compute for D3D12 [Hold] (#301) * disable async on d3d12 * Change doc * Hd/fix nullref while removing decal component (#416) * fix nullref on DecalComponent removed from contextual menu * Update CHANGELOG.md * Added a flow map parameter to HDRI Sky (#44) * Added uv distorsion for HDRISky cubemap * Editable flow strength * Better parameter name. Smooth flow on cube edges * Added a graphic test. Updated Changelog * Updated documentation * Added screenshots * Wait frames for test * Wait more * Update screenshots again... * Static test * Static screenshots * use multi_compile * Renamed all parameters * Procedural distortion * Update doc * Set all keywords * Revert to old behaviour * doc * update test * remove useless variable * doc * Fix lat long and procedural flow * replace trig functions. Correct wind dir * Dropdown and upper hemisphere fix * Updated doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with Uber Post process shader when alpha is enabled (#422) * Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * replace fbx by the one from URP with no import errors (#427) * Fix the bug (#430) * Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418) * Saturate vertex color to avoid negative values. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Renamed variables (#436) * Fix issue with the resolve of motion vectors (#421) * Hd/fix targets used in ongui in decalcomponent (#413) * Fix Reset not resetting to default * Delay MaterialEditor recreation to when possible * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implemented ray traced reflections for transparent objects. (#47) * Implementation of ray traced reflections for transparent objects * fix issue with ShowPrePassAndPostPass * Change label for transparent SSR + change default value to false * fix material not setup properly Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix custom pass graphic tests (#359) * FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test * Replaced canvas by a quad (more stable for graphic test) * disable vulkan test as it is failing, need investigation Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Save scene-view camera settings in Editor prefs (#440) * Sceneview camera settings are now saved in Editor prefs * cosmetic changes * add comment * Small refactor to allow easily adding more prefs in the future * fix comment * fix comment 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue when switching back to custom sensor type in physical camera (#417) * Fix issue when switching back to custom sensor type in physical camera * make if comparison more explicit * make if comparison more safe * Per-camera history for the custom settings using a static dictionary * Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix a null ref exception when running playmode tests (#360) * fix a null ref exception when running playmode tests with the render pipeline debug window opened * use empty array Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed some gcalloc in the debug window (#445) * Fixed some GCAlloc in the debug window * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update reference screenshot dx12 * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443) * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) * Fix an issue with thin refraction SG and updating screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Create Shaders.meta * Hdrp/small ui update (#423) * Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. * Update changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update settings for DXR * Update SetToCameraNearPlane.cs * Add an option to disable shadow bias * Don't query cull results if we don't have them (#449) * test with a guard * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update screenshot (#463) * Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12 * Update TestCaseFilters.asset * Revert "Disable async compute for D3D12 [Hold] (#301)" (#469) This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16. * Revert "Add an option to disable shadow bias" This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c. * PBR Sky renderer now shares its internal precomputation table between different instances. (#250) * PBR Sky renderer now shares its internal precomputation table between different instances. * Update changelog * Doc update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Makes sure quaternion is normalized and valid before converting to ma… (#331) * Makes sure quaternion is normalized and valid before converting to matrix. * Updated Changelo. * Revert "Updated Changelo." This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2. * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * New tooltip for camera background and fixed exposure when switching the background mode. (#415) * Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue causing not all baked reflection probes to be deleted (#441) * Clear the queue once filled up and push elements that failed to be pushed. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed asset preview being rendered white because of static lighting sky. (#462) * Fixed an issue where asset preview could be rendered white because of static lighting sky. Also fixed an issue where static lighting was not updated when removing the static lighting sky profile. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed null reference exception in LookDev when setting the SRP to None (#447) * Fixed null reference exception in LookDev when setting the SRP to None * Review feedback * Review feedback 2 * Fix show cookie atlas debug mode (#475) * Fix the show cookie atlas debug mode not displaying correctly * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Enable DXR playmode test (#472) * Update upm-ci-hdrp_dxr.yml * add hdrp dxr playmode test to all hdrp ci * Update upm-ci-hdrp.yml * Update upm-ci-hdrp.yml * change planar atlas size to 1024 * Update upm-ci-hdrp.yml * Update 802_SubSurfaceScatteringForward.png * update scene * update 5001 lighting * fix exposure for 5001 path tracing test * update player screenshots * disable 5001 path tracing as it fail on yamato * Fix few multi-editing issues with Emission UI (#473) * Working but not nice * Remove unecessary cruft * tiny changes * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Re-enable cubemap thumbnail gen only for d3d11 (#487) * re-enable thumbnail gen only for d3d11 * Update changelog * try enable metal * Update changelog and comment * Check reflection probe null pointer before use. (case 1244047) (#456) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove max atlas probe alloc size in HDRP asset (#458) * Fixed max alloc planar size not taking in account the max cache size * Removed the max cache clamp on texture atlases * Hd/fix undo environmentlibrary lookdev (#490) * fix undo redo for environment library * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix vulkan test * SSGI Implementation (#95) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Change Sky in 5001 PT Test to HDRI Sky + update image (#502) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 802_SubSurfaceScatteringForward.unity * fix vulkan warring and wrong meta * Update upm-ci-hdrp.yml * Fix merge issue with Test filter * Use path relative to package for depth of field (#523) * Use absolute paths for dof include * changelog * Fix Light overlap (#444) * Added the light overlap volume code * Updated changelog * Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode * Fixed documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed API breakage. (#524) * [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532) * AOV documentation * minor change in the comments * Accumulation documentation * minor improvements * Rewrite the AOV script. Now it is stand-alone. * Typo * Add path traced DoF documentation * Reviewed AOV doc * Reviewed accumulation doc * Reviewed path-traced dof doc * Add missing OnDestroy in example script Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Restore some XR HDRP tests (#382) * restored XR tests * revert and split changes for temporal effects in another branch * fix XR tests using volumetrics * 8103 is still acting randomly * try to set timeout to 30s to confirm it's working * set timeout to 5 min per test for HDRP instead of default 3 min Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix taaFrameIndex and restore TAA tests for XR (#534) * fix taaFrameIndex and temporal effects with the test suite * increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty * update ref images * set waitFrames for HDRP runtime test scene * reset camera before waiting * update reference images from Yamato * revert change to 001-HDTemplate * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488) * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) * Add missing inverse exposure multiplier * Add support for batchmode (#542) * Update 9301_MotionVectorsOff-Forward-Dynamic.png * Fix custom pass prefabs (#419) * Fix custom pass integration with prefabs * Updated changelog * Fixed prefab highlight not updated when adding/removing custom passes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * Reverted volumetric lighting changes and now render graph version uses the shared textures. * Clone in the Asset folder when the original volume profile is in a re… (#508) * Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961) * Added changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529) * Custom Pass API (part 1) (#155) * Begin to write the new custom pass API * Begin to add custom pass utils shader * Begin to add custom pass API test scenes * Fixes for the Gaussian blur of the custom pass API * Fix blur release * Added custom pass copy test and fixed blur * Added more custom pass documentation * Added custom pass API graphic test reference image * Added more obsolete things * fix function visibility * Updated changelog * Added custom pass API test scene * Fixed custom pass API doc * Moved obsolete execute function into the new one * Updated custom clear pass to use the new API * Updated custom pass API test reference image * update reference screenshots * Fixed various scale issues in the blur custom pass API and updated reference screenshot * Disable custom pass API test because it's unstable Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 3) (#98) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Converted raytracing lightloop variables to constant buffer. * Converted RayTracing global variables to constant buffer. * Removed obsolete comment * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Post merge fix * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Post merge fix * Removed useless constant * Crash fix * Post merge fix * Update 501_RecursiveRendering.png Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Hd/fix wizard defaultvolumeprofile creation (#565) * Fix Wizard check on default volume profile * Update CHANGELOG.md * Small TAA Anti-flicker changes (#555) * tweaks * Change default so that is just high quality. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix central depth sampling in TAA (#564) * Fix sampling of central depth * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Render Graph Async Compute (#552) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies. * Implementation of async resource synchronization. * Fixed synchronization (only partial fix) * Added default profiling sampler for render graph passes not providing one. * Async WIP * Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async. * Post merge fix * Cleanup * Removed comment. * Disabled async contact shadows again. * Small cleanup * Change exposure compensation in the default volume profile to 0. (#388) * Change profile (And add missing setting) * changelog * Upgrade guide Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Histogram guided auto-exposure + debug modes (#372) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * review fixups * Review feedback * Bad merge fixup Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Refactor shadow caching system (#554) * Very debuggy code just start nothing functional or usable yet. * remove old cached stuff (not finished, need switch branch) * revert wrongful commit * A bit of restructuring * A good point as any to sync up * sync * Move from old repo... * fix regression * Handle case in which shadow doesn't fit * leftover not committed * Fix some issues with culling of point lights from the * preliminary support for cascaded shadows * Fix some issue with the directional * Subshadow update * Add some guards, some debug and the new C++ api for infinite bounds * Some UI for the resolution * Fix merge issues * Update debug cs.hlsl * Render graph stuff and some leftover removal * micro cleanup * Fix behaviour when defragging and excess lights are there * Public API * Remove dbg names * Bug on debug view of area atlas * Missing field on new PCSS signature for directional * More public API * Refresh cached shadows on resolution changes. * merge conflicts patchup * Fix missing shadows on normal shadows * Small cleanup and turning positive the doesn'tHavePlacement * Fix case on switching light type and issue with non-rectangle area lights * tentative fix for error on build * Debug logging * update naming of debug * Fix issue with double inclusion * DOCS * upgrade guide * post merge fixups * leftover comment * changelog * Doc changes in upgrade guide * have print debug info only in editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update reference screenshots * VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest * Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584) * remove useless code for cookie * Hdrp/fix camera switcher (#591) * Fixed a wrong condition in camera switcher, potentially causing out of bound exceptions. * update changelog. * fix issue that prevents PS4 from building (#596) * Removed experimental namespace for ray tracing code. (#612) * Hdrp/multi view pt (#518) * Multiview (scene + game) path tracing accumulation. * Cosmetic. * Modifications to address comments in PR. * Updated PT fog test. * Updated Changelog. * Fixed issue with unlit shader graphs in path-traced mode. * Update CHANGELOG.md * Update HDUnlitSubTarget.cs Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix Look Dev default profile not updating correctly (#630) * Fixed an issue where editing the lookdev default profile would not reflect directly in the lookdev window. * Update changelog * Fix Unlit.template in shadergraph (#637) * Remove unused unlitpass.template * Update Lit.hlsl * re-add unlit pass * Fixed a bug where the light list is not cleared but still used when resizing the RT (case 1250630) (#609) * - Fixed a bug where the light list is not cleared but still used when resizing the RT. * add changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Histogram view improvements (#589) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * review fixups * print exposure values in debug view * commit but it is nothing, need to switch branch * Add option to center histogram around exposure (fixed tonemap curve) * change color of text * fixup debug display merge issue * fixup merge issues * fixup issue with tonemap curve Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 9702_CustomPass_API.png.meta * Fix warning (#663) * add shader macros for XR single-pass (#687) * Adding 2 SG Pathtracer test scenes (#624) * New unlit pt scene * Add scene for PT Lit * Removing collider from the meshes * Renaming * Adding screenshots for PT scenes * Changing threshold for SSS deferred tests for stability * updating screenshot after staging being merged * Slightly increasing threshold for 5007 and 902 unlit scenes Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Render Graph Unit Tests (#607) * Render Graph Unit test WIP Fixed pruning of passes with no output. * Render Graph tests WIP * Increase max limit in UX of lights (#702) * Raise the max for lights * Update CHANGELOG.md * Fix null reference in volume debug menu (#705) * Update reference image for "502_RecursiveRenderingDisabled" (#704) * Update screenshot for 502 recursive rendering disabled test scene * upgrade shader material * Fix transparent movec scene view (#698) * Disable transparent movec when object motion vectors are disabled * changelog * Port (#599) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Custom Pass API part 2 (#227) * Begin to write the new custom pass API * Begin to add custom pass utils shader * Begin to add custom pass API test scenes * Fixes for the Gaussian blur of the custom pass API * Fix blur release * Added custom pass copy test and fixed blur * Added more custom pass documentation * Added custom pass API graphic test reference image * Added more obsolete things * fix function visibility * Added the API to override camera rendering * Updated changelog * Updated changelog * Fixed compilation issue * Added custom pass API test scene * Begin to add custom pass override test * Factorized protection function * Update custom pass test scene * Fixed custom pass API doc * Begin to add camera override tests * Fixed camera override in scene view * Finished RenderFrom API fucntions * Fixed XR disable class * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fix MSAA for before pre refraction and added errors for fullscreen MSAA operations * Finished to fix the RenderFrom* functions * Moved obsolete execute function into the new one * Update reference images * Added all the API doc * Updated changelog * revert mats * Updated custom clear pass to use the new API * Fixed depth buffer random read/write error * Disable custom pass blur test part * Revert camera pixel rect changes * Rename multi-pass to single pass * Disable custom pass test on vulkan and XR Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix line that got lost in merge (#729) * Porting console fixes to staging (#699) * Path tracer: added support for transparency on the Unlit shader. (#717) * Added support for transparency in Unlit. * Updated Changelog. * Update capture for 5007_PathTracing Unlit Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP Compositor related fixes (#730) * Fixes for the compositor test * Enable the compoositor test in build settings * Avoid gc alloc, hide internal components from vomume menu * Vulkan and DX12 screens, adjust compositor UI refresh * Fixed a vulkan and metal warning in the SSGI compute shader. (#715) * - Fixed a vulkan and metal warning in the SSGI compute shader. * - Fixed an exception due to the color pyramid not allocated when SSGI is enabled. - Fixed an issue with the first depth history mip was incorrectly copied. * Fix path traced DoF focusing issue (#732) * Remove mip padding from PlanarReflectionProbeCache.cs * Disable 9702 test nor working + 9041 XR (instable) * Hdrp/pt pass no bsdf data (#710) * Removed direct use of BSDFData in path tracing pass. * Updated changelog. * Fixed float3 typo... * fix metal 9800 reference screnshots * update meta file and testcasefilter * Pre warm RT Handle system so that reallocations are reduced. (#713) * Pre warm rt handle system and initialize to screen width/height * changelog * not all was pushed Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Various fixes for Graphics tests with Render Graph (#725) * WIP for enabling valid graphics tests with Render Graph. Fixed a lot of gcalloc. * Fixed more GCAlloc and added an option for a test to not be run if render graph is enabled. * First batch of disabled tests. * Fixed decal rendering * Implemented ColorGrading and Uber Post (fixes a lot of small diff due to Color Grading not being 100% neutral) * Revert "First batch of disabled tests." This reverts commit 505924b6967041787c0698b4ede1d158686f990e. * Temp "texture not bound" error fix until bloom is implemented. * Fixed an error when using a stale invalid renderer list handle. Reduced error message spam when encountering an execution error. * Add some debug info to compiled passes and removed wrong refCount++ on passes. * Added possibility to disallow pass pruning Fixed a number of pass pruning issues. * Small fixes * temporarily removed pruning of passes without product * Fixed HDRP asset for test 5009 * Implement alpha copy for post processes * Small render graph error fix for motion vector pass. * Disabled for render graph tests that are currently broken. * Updated yamato with new render graph configurations * Fixed lens distortion * Reenabled 4021 * Revert "Reenabled 4021" This reverts commit 76a7c003456f40c5e84dd454a9c291b2b57ade64. * Revert "Updated yamato with new render graph configurations" This reverts commit 7b8acc08944df4b11244ee97a1877cee91d55be9. * Revert "Disabled for render graph tests that are currently broken." This reverts commit 84467f6956c1f14d0d0d302bdf6f8d220c5f9026. * Reverted HDRP test framework files (will go to another PR) * Revert "Fixed HDRP asset for test 5009" This reverts commit 95952b08e785daef2bbf7788849c5f661b9eb1fc. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Various fix and improvements for ray traced effects (#597) * Adding a minimal lit used for RTGI in peformance mode Dispatch binned rays in 1D instead of 2D Fix an issue with the half resolution Mode for RTGI Only read the geometric attributes that are required using the share pass info and shader graph defines Fix an issue with the color intensity of emissive for performance rtgi * Correct bug with shadow history rejection * reduce the exponential accumulation value a bit Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Procedural metering mask that follows target (#723) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * start of procedural mask * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * Some basic version of procedural working * need to switch branch * Exposure target and threshold. * fix merge mess * Fixes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * - Added presets quality settings for RTAO and RTGI. (#724) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix compilation issue in HDRaytracingIndirectDiffuse * fix shader warning in exposure * Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). (#648) * - Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). * Simplifying the culling override. * Update 708_ShadowExtendedCulling.png Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Removed reference image for player (unused) in HDRP Test * Update preview naming (#753) * Cloud layer volume override (#461) * Added uv distorsion for HDRISky cubemap * Editable flow strength * Better parameter name. Smooth flow on cube edges * Added a graphic test. Updated Changelog * Updated documentation * Added screenshots * Wait frames for test * Wait more * Update screenshots again... * Static test * Static screenshots * use multi_compile * Renamed all parameters * Procedural distortion * Update doc * Set all keywords * Revert to old behaviour * doc * update test * remove useless variable * doc * CloudLayer HDRI * CloudLayer Gradient * CloudLayer Physically Based * Documentation * Add clouds to Static Lighting Sky * Fix spherical conversion * Fix procedural flow * Fix lat long and procedural flow * replace trig functions. Correct wind dir * sync with hdri flow * Renamed variables * Allow full sphere coverage for procedural flowmap * Added missing doc * Fix cloud reset and unrelated warnings in hdri sky shader * Try different blending method * Fixes + test another blending * Tint and intensity parameters. Fix static sky used by lightmapper * Added graphic test. Updated doc * Updated tests using a disabled static sky If a sky override is used for static lighting and is disabled in the volume, it is not used anymore * Update LocalAmbientOcclusionNoisy.asset * update linux screenshots * Update CloudLayer.cs * update OSX screenshots Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Introduce LightLoop output structure (#754) * Add concept of LightLoop Output * update upgrade guide * Update Upgrading-from-2020.1-to-2020.2.md * update upgrade guide * Fix lightloop-output (#755) * Fix rendering when XrMaxViews is different than 2 (#733) * Use a fixed size for xr related fields in cbuffers * changelog * Update local shader config * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Improve transition between LOD for lit and layeredLit tessellation (#517) * Forest scale for tessellation change * Forest scale for tessellation change * Update Upgrading-from-2019.3-to-2020.1.md * Update Upgrading-from-2019.3-to-2020.1.md * fix ray tracing with XR single-pass (#769) * Revert "fix ray tracing with XR single-pass (#769)" This reverts commit 3e366334444febf450568b47ada2c00e4164ba12. * reviewed new additions to 2019.3 - 2020.1 and 2020.1 - 2020.2 upgrade guides (#766) * Probe Volumes: Update SampleBakedGI() API (#759) * Probe Volumes: Update SampleBakedGI() and supporting internal functions signature in order to evaluate lighting along front and back facing normals at the same time. * Add some comment Co-authored-by: pastasfuture <pastasfuture@gmail.com> * Initial implementation for the new planar reflection filtering (#337) * Initial implementation for the new planar reflection filtering * Small improvement and "proper" support of oblique projection * quality improvement to the filtering. * Update PlanarReflectionFiltering.compute * review corrections * Update planar filter for all material (was not replaced) + update screenshots * Update IBLFilterGGX.cs * fix shader warning on vulkan * update references screenshots * Fixes for the plane normal and number of mips to be computed * Fix shift that was to the right in the blurred version * update references screenshots * fix shader warning * Some cleanup * change to fast Atan Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fast memory support (#772) * temp, gonna revert this, but have to merge staging. * again, need to switch branch, nothing functional * ESRAM support * changelog * Add guards * Standard terrain upgrader (#762) * Add render graph specific pipeline to HDRP tests. (#728) * Added an option to ignore tests when render graph is enabled. * Disabled for render graph tests that are currently broken. * Reenabled 4021 * Updated yamato script to add the RenderGraph pipeline. * Fixed HDRP asset for test 5009 * Revert unrelated yml files changes due to old configuration (#714) * Fixed an issue with not unregistering render graph debug. Disabled test 9401 for render graph after merge conflict. * Disabled 9800 for render graph * Revert hdrp asset for 5009 Co-authored-by: Theo Penavaire <theo.penavaire@gmail.com> * Added CPU and GPU timings for ray tracing effects. (#774) * Added CPU and GPU timings for ray tracing effects. * Only displaying the counters if ray tracing is supported on the asset. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Workaround for GetKernelThreadGroupSizes returning wrong data (#760) * Hard code group size * changelog * Add comment * Fixed the distanced based denoising being exposed for area lights (1251558). (#782) * Fix test project * Fix an issue with Fast memory code trying to access deleted resources when rendergraph is enabled (#791) * Fix issue accessing already released targets for rendergraph * changelog * Sanitize transparent motion vectors setting (#761) * Sanitize transparent motion vectors setting * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert "Add render graph specific pipeline to HDRP tests. (#728)" This reverts commit 4bcb4364fdd24a7d3205b46a5ce0ed63fe63cb5e. Co-authored-by: slunity <37302815+slunity@users.noreply.github.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: victor-unity <50244023+victor-unity@users.noreply.github.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Sean Puller <43151199+SeanPuller@users.…
* Texture-weighted automatic exposure (#165) * Exposure weighted by texture * miss one in the renaming * Doc update * changelog * doc update * fix issue when disabling override * Update 3003_LightingMode.unity * Optimizing light loop part 2 (#2) * Saving 10% off the PrepareLightForGPU * 18% decrease in cost with this * Around 12% cost shaving off GetLightData * Around 6.5% win here * Faster View matrix flip * Missing *=-1 * About 7% win in preprocess light data * Another small batch * Small cleanup for first optimization pass * Tiny bit more cleanup * Make UpdateShadowRequests 12% cheaper * Address review points * A bit less than 20% win in ExtractPointLightData * Add comment * changelog * 25% reduction of ExtractPointLightData * 18% win in UpdateShadowRequest * Another around 11% win for UpdateShadowRequest * Move matrix multiply utils to core * less lighttype computation * Ooops * fixup changelog * Proper merge * Missing leftovers . * I'll manage to submit it all one day... Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for POM for emissive map (#51) * Add option to use Base UV Mapping for emission * Graphic test and doc * Changelog * Screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP Compositor Tool (#57) * HDRP compositor tool, first code drop documentation typo, move everything in compositor namespace documentation typo bugfix: dynamically add/remove properties when shadergraph changes UI bugfix: properly compute height of UI elements Missing tooltips, button to remove the compositor toggle layers now works when player is paused add chroma keying in the compositor test Changelog, workflow bugfix Use Unity's built'in icons AOV bugfixes AOV tooltip was wrong bugfix: disabling the compositor now disables all compositor cameras Proper monitoring of shadergraph changes Updated test image + minor changes Use better names for internal cameras Bugfix: selecting the same res for a layer Bugfix: deleting in-use texture layers from shadergraph now works Bugfix: setting AOV to none now works properly Use the term SubLayer in the UI Improve AOV tooltip Camera properties in layers are properly refreshed UI: Move checkbox for overrides on the left side of the label Remove default compositor camera when also deleting the compositor Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again Hdrp/docs/compositor (#6013) * Added docs review * Changed fodler for images Bugfixe: deleting layers Bugfix: reordering layers Bugfix: creating a new compositor fails Remove redundant check Fix wrong tooltip Bugfix when deleting camera stack layers Bugfix: handle window resize Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers Bugfix: more robust re-ordering (also moves children) Bugfix: mark scene dirty when adding a compositor Bugfix: display warning when alpha is configured properly Change video layer icon Bugfix: adding a layer filter does not reset the UI state Bugfix: do not show composition properties that are marked with hide-in-inspector Better / more clean layer injection implementation minor code clean up Clear color mode should only be editable on the first layer of a stack Bugfix: setup of custom render was not always called Bugfix: make sure additional camera data always exist in the layer/compositor camera Change test id to 9800 Fix typos mark scene dirty when removing or disabling the compositor Default composition shadergraph and profile are now cloned Serialized objects are now properly updated minor code change: range checks bugfix: error message appears at beginning remove layer list from the asset file add default camera layer when creating the compositor replace getter function with c-sharp property update asset in unit test * move compositor unit test images * remove leftover code * review feedback #1 * review feedback 2 * review feedback - custom clear shader * fix variable names that don't affect serialization * fix serialized variable names * bugfix: image layers and camera stacking * use enum utility functions * Use multicompile in motion blur + bug fix * Make some variables private * Update Compositor-User-Guide.md * Review feedback * fix muticompile for motion blur without alpha * Update to new constant buffer / shadergraph api * Player test image for the compositor * Properly fill camera entries for global constant buffer * Fix after rebase / function rename * Make bg red for better debugging qnd cqtch unity exception * Disable compositor test until we fix it on yamato Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * PBR shader gbuffer ztest (#43) * Fixed PBR shader rendering in deferred * Updated changelog * Enable Light Baking Cookies by default + Warning (#79) * Enable * Fix typo * Importance Sampling Pipeline (#84) * Multiple Importance Sampling for HDRI Sky (Ray Generation) * backup * Multiple helpers * Add RTHandleDeleter (delay in K frame the Release of a RTHandle) * Fix GPU Operation when texture are too small * Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ... * Helper manager to generate one marginal per slice mip (one per frame) * backup * Add SampleCubemapProjectionNode (Project cubemap to Geometry) * delete useless files * update * Cube To LatLong for CubeArray * Functional generation * Integration on ray tracer step * Store HDRI Integral * . * Integrate HDRI Sky * Update Importance Sampling * Update Algorithm with Hemisphere Path * Backup * Update merge * Update Merge 001 * Update Merge 002 * Update Merge 003 * Update Merge 004 * Update Merge 005 * Update Merge 006 * Update Merge 007 * Cleanup * Update Integration of HDRISky Upper Hemisphere * Remove useless dump images on disk * Fix change log issue * backup * Backup * Pre-Clean * Pre-Clean * Clean Up - remove file * Remove Debug Code * Update * Update ChangeLog * Clean Up * update * Clean up * Remove useless texture * Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter" * CleanUp * remove useless comment * Add variable (Atmospherical) + Rename/Comment * Move parameter to CS, Clean & move to private RTHandleDeleter * Revert "Importance Sampling Pipeline (#84)" This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11. * Reducing the number of variants for ray tracing when building a player (#94) * - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform. - Removed the dynamic lightmap multicompile. - Remove the LOD cross fade multi compile for ray tracing. - Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping. * fix merge * Update LayeredLit.shader * Update LayeredLit.shader Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 3003_LightingMode.unity * Fix compil issue with Enable BakeCookie * Enable Light Baking Cookies by default + Warning - part 3 #79 * Avoid building the mip chain a second time for SSR for transparent objects. (#93) * - Avoid building the mip chain a second time for SSR for transparent objects. * Update ScreenSpaceReflections.compute * fix merge issue Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Scalable volumetrics [skip ci] (#34) * Adaptive sampling works * Compute the PDF * URL * Fix stuff up (except for profile preview) * Attempt to fix previews * Fix transmission * Support quality levels * Clean shader * Remove 2 kernels * PURGE * Automatically adjust the number of samples at runtime * Changelog * Spaaaaace * Add comment * Spaaaaaace * Rename * Update ref img 1215, 1216, 1217 * Revert "Update ref img 1215, 1216, 1217" This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088. * Robust filter radius * Solve the NaN problem * Save 1x VGPR * Update SSS defaults * Add migration steps * Volume resolution WIP * Shorter names FTW * Comment * Dynamic slice count works * Dynamic res works * Changelog * Stretch the limits * Fix bug (order matters) * Comments * Remove volumetric quality presets * Changelog * Reorder * Solve the mystery of RTs going NULL * More robust bad history detection * Update test scenes for High Quality * More bug fixes * More accurate comment * Do not reinvent the wheel * Fix broken test 1351 * Attempt to migrate HQ SSS settings * Remove all branches * Optimize a bit * 7x WF * Fix the rounding error * Fix the rounding error * Remove garbage allocation * Fix typos * Copy the SSS value * Revert HDRP asset changes * Fix default UI value * Pass the right asset * Update ref img 1215 * update reference screenshots * Update CHANGELOG.md * Update CHANGELOG.md * Switch to RTHandles * Rename textures used by the fog filtering pass * Fix reprojection * Fix shader warning + typo+ * fix another shader warning Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fixed runtime test for Yamato (#177) * Revert "Hdrp/runtimetests/ps4 fix (#129)" This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba. * Update runtime test to use way less memory to be able to run on console * Fixed screenshots and test * Fix HDRP Wizard windows not compatible with "preview" package version (#178) * Fix async compute throwing errors because of global constant buffers. (#130) * Replaced commands incompatible with async compute in light list build process. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136) * Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly. * Update changelog * Removed useless test * Updated changelog message to add more info * Refactoring to share the code for light list building better between probe volumes and lights. (#156) * Refactoring to share the code for light list building better between probe volumes and lights. * Remove commented code * Fixed constant buffer update * Fixed kernel used for cluster generation * Fixed cluster kernel for oblique projection * Restored a resize test for XR * Removed unexpected Shuriken folder in Test Project * Add range attenuation to box-shaped spotlights [Skip CI] (#101) * Added range attenuation to box-shaped spotlights * Update tests * Update CHANGELOG.md * Remove file duplication * Added box range attenuation test * Clarify documentation * Update screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/decal transparent mip selection 1222437 (#96) * Improve MIP selection for decals to transparent * Add change logs * Communize Helper (ComputeTextureLOD{Bias?}(...) * Update * Rename * Comment * fix white space and 0.f Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix cookie atlas alloc for cone spot lights (#187) * Fix unneeded cookie texture allocation for cone stop lights * Updated changelog * Fix cone spot light cookie * update template (#189) * Hdrp/combine material samples with shader samples [Skip CI] (#117) * Fix MaterialBalls having same guid issue material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned * Merge material samples and shader samples Merge shader samples into material samples * Update scene visuals update frame prefab with new visual style update scene to suit visual style * Fix spelling and grammatical errors alterates -> alters - this one isn't technically an error but alterates isn't used in common English oder -> order accross -> across * Create fabric scene create scene and rendering settings * Add fabric ball prefab with fabric mesh Add fabric ball prefab with fabric mesh * Add threadmaps to project Add threadmaps to project * Add materials to project Add materials to project Linen Nylon Satin Velvet Wool * Add scenes for hair and fabric and create prefabs for lighting and hair display Add scenes for hair and fabric Create prefabs for lighting and hair display Fix Decal prefab * Update scene and fix errors with materials that don't use threadmaps Update scene and fix errors with materials that don't use threadmaps * Update fabric materials and textures Update fabric materials and textures * Clean up project and add additional materials Add ShotSilk material Modify materials Rename textures Cleanup changes Add information to fabric scene * Update and organize scenes Update and organize scenes * Update Fabric scene , fix spelling errors and change to american spelling Update Fabric scene , fix spelling errors and change to american spelling * Update information in fabric scene * Update scene lighting Update scene lighting * Align lighting and rendering across scenes, remove old sample scene Create prefabs for common elements Change sky gradient Remove unused settings Remove old sample scene * Update textures and meshes Update denim color to tga file format to conform with other files Update cloth mesh to have better normals Update scene after changes to prefab * Update cloth mesh Update cloth mesh * Update scene text and cloth mesh Update scene text and cloth mesh * Update Changelog Update Changelog * Fix bug with material ball and parallax occlusion mapping due to mesh tangents Fix bug with material ball and parallax occlusion mapping due to mesh tangents * Remove shader samples from package json and update material samples description Remove shader samples from package json and update material samples description * Update sample content documentation * Update scene text * Move files in mesh folder to appropriate folders and remove additional material ball prefab * Add micro shadows * Update 1301_StackLitSG.png * Change guid reference in MaterialSamples scene Co-authored-by: Sean Puller <sean.puller@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * DisplayInfo attribute. (#172) * Added DisplayInfo attribute for generic display info. * Implemented volume parameter sorting for default inspector. * Update changelog * Named parameters for tuples in Volume Component Editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Compute Buffer management for render graph (#194) * Added import and usage of Compute Buffer API to render graph. * Missing clear of Compute buffer write/read lists. * Another missing clear. * Light loop compute buffers WIP # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs * Reverted Render Graph debug registering by default. * Post merge fixes * RenderPass debugger visualization and fixed null profiling sampler * Missing using directive. * Post merge fix * Use new light list build ouptut for deferred lighting pass * Use new light list build ouptut for contact shadow pass * Use new light list build ouptut for volumetric passes * Simplify the tooltip (#188) * Added MovedFrom attribute (#182) * Contact shadow min distance + fix scalarization code (#150) * Min distance * editor update * Update doc * Changelog * fix some ui issues * Update docs according to UI changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * TAA docs update (#132) * update docs * pr review * Added indentation as dashed * Hdrp/deferred shadow quality multi compile (#5) * shadow mask * Changelog * Have shadow quality as multi_compile * make old API obsolete * Update comment * Comment on pre processor * Update docs * Change shader versions of deferred Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/path traced dof (#164) * Path traced DoF implementation * Move focus distance from volume to physical camera * Small fixes * Small fixes in math * Small fixes in math 2 * Compile error * Make new functions private * Cosmetic changes * Move viewport matrix function to utils * Keep focus distance in the volume * Do not enable in scene view camera * Changelog * Review feedback * Use scale and bias instead of matrix mul for the viewport transform * Bugfix: post process DoF should still be executed for non-physical mode * Typo * avoid null reference when physical params is null * remove redundant check * Update HDRenderPipelineAsset.asset (#210) * Fixed volume debug menu in playmode (#149) * Refresh widgets in play mode. Added doc. Reduced refresh rate * Changelog * Added some code doc * Fix refresh rate and scroll over hidden volumes in play mode Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added a new test scene for physical camera DoF in Pathtracer (#211) * Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215) * fix bug 1238155 * Update CHANGELOG.md * Update HDRenderPipeline.cs * Update HDRenderPipelineAsset.cs * Fix warning in PCSS code when using Vulkan (#229) * Fix warning * changelog * Fix decal register + obsolete cookie API (#195) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Fix decal shader * Fixed HDRP cookie * Update HDLightUI.cs * correctly fix decal * Update CHANGELOG.md * Update ColorAdjustments.cs * Update ShaderVariablesDecal.hlsl * fix compil on 2020.1 * Update HDRP_Test_Def.asset * add test for 3RT decal * update decal test * Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244) * Do code cleanup + bugfix shadow * Update Upgrading-from-2020.1-to-2020.2.md * Update LightLoopDef.hlsl * Fixed issues with path traced SSS and accumulation. (#257) * Add missing documentation for AOV API params (#254) * Hdrp/public static sky (#253) * Made the static lighting sky public so that users can change it by script for baking purpose. * Update changelog * Update HDAdditionalLightData.Migration.cs (#269) * Add missing docs attributes (#271) * Fixed an error about procedural sky being logged by mistake. (#273) * Fixed an error about procedural sky being logged by mistake. * Update changelog * Fix quality settings UI and shadow mask UI (#122) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update CHANGELOG.md * Update HDRenderPipeline.cs * fix typo * fix typo 2 * Updated raytracing async compute warning. (#274) * Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a null ref exception in static sky when the default volume profile is invalid. (#278) * Fixed a null ref exception in static sky when the default volume profile is invalid. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added SubScenes cache to be compatible with HDRP/staging (#287) * Update 2002_Light_DynamicMix.unity (#292) * Update HDCubemapInspector.cs (#296) * increase tolerance for test 5008 in VR due to recent changes (#311) * Upate screenshot for HDRP DXR Test (#312) * Fix SSS code doc (#319) * Fix issue with screen-space shadows not enabled with RT off (#139) * Fix issue with screen_space shadows not enabled with RT off * Proper fix: only keep directional screen space shadows with RT off * Fix shadow debug mode * cosmetic changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a performance issue with stochastic ray traced area shadows. (#300) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix bad merge of the light loop optimization PR (an optimization was undone) (#321) * Don't compute light type * Typo * Camera override API (#170) * Added the API to override camera rendering * Updated changelog * Fixed compilation issue * Factorized protection function * Fixed camera override in scene view * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fixed camera override with dynamic resolution and moved it to internal Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix cookie srgb (#297) * Fixed srgb flag not updating the cookie atlas * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix flickering lighting in the scene and game view when lookdev is open. (#290) * Fixed flickering of the game/scene view when lookdev is running. * Update changelog. * Added a function to reset the reference size of RTHandle systems. (#299) * Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. * Update changelog * Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291) * render until ambient probe is ready * changelog * remove comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Motion Vectors written by transparent when rendering with MSAA (#315) * Add resolve if needed of transparent movec * rename * rendergraph * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/reflection probe scale perf (#252) * Use IEnumerable as interface for HDProbeSystem * Added a perf test for probe registration * Use HashSet instead of List to store HDProbes * Updated planar reflection to use a HashSet * Updated changelog * Fix invalid length check * Fixed build of planar probe array * Fixed GC alloc issue Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [9.x.x] Axf measurements into tilings (#289) * AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support. On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material. This removes old materialU/V tiling and flakes tiling (AxF is still in preview though). Update test scene to move old tiling property values into new properties so results don't change. Update documentation. * AxF measurements into tilings: Add changelog entry. * AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings. * Update the AlphaToMask test for AxF. * Update all other editor and player platform references to match. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * fix 9402screenshots on vulkan * Update HDRP graphic test framework with Test Broken / TestFilter script (#393) * Update hdrp testing framework * Update hdrp testing framework 2 * Update TestFilterGenerator.cs * revert change on shader graph * Hd/add layer modification on generated emissive mesh for area light (#364) * Add Layer modification of EmissiveMesh generated by area light Add Layer handling on Generated Emissive Mesh * Update CHANGELOG.md * Add "same as Light" hability for layer and make it default * Add destruction on move in hierarchy and retrieve existing to secure the NotEditable * Add sync on Static too * Also the copy the static drop down Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Disable async compute for D3D12 [Hold] (#301) * disable async on d3d12 * Change doc * Hd/fix nullref while removing decal component (#416) * fix nullref on DecalComponent removed from contextual menu * Update CHANGELOG.md * Added a flow map parameter to HDRI Sky (#44) * Added uv distorsion for HDRISky cubemap * Editable flow strength * Better parameter name. Smooth flow on cube edges * Added a graphic test. Updated Changelog * Updated documentation * Added screenshots * Wait frames for test * Wait more * Update screenshots again... * Static test * Static screenshots * use multi_compile * Renamed all parameters * Procedural distortion * Update doc * Set all keywords * Revert to old behaviour * doc * update test * remove useless variable * doc * Fix lat long and procedural flow * replace trig functions. Correct wind dir * Dropdown and upper hemisphere fix * Updated doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with Uber Post process shader when alpha is enabled (#422) * Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * replace fbx by the one from URP with no import errors (#427) * Fix the bug (#430) * Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418) * Saturate vertex color to avoid negative values. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Renamed variables (#436) * Fix issue with the resolve of motion vectors (#421) * Hd/fix targets used in ongui in decalcomponent (#413) * Fix Reset not resetting to default * Delay MaterialEditor recreation to when possible * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implemented ray traced reflections for transparent objects. (#47) * Implementation of ray traced reflections for transparent objects * fix issue with ShowPrePassAndPostPass * Change label for transparent SSR + change default value to false * fix material not setup properly Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix custom pass graphic tests (#359) * FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test * Replaced canvas by a quad (more stable for graphic test) * disable vulkan test as it is failing, need investigation Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Save scene-view camera settings in Editor prefs (#440) * Sceneview camera settings are now saved in Editor prefs * cosmetic changes * add comment * Small refactor to allow easily adding more prefs in the future * fix comment * fix comment 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue when switching back to custom sensor type in physical camera (#417) * Fix issue when switching back to custom sensor type in physical camera * make if comparison more explicit * make if comparison more safe * Per-camera history for the custom settings using a static dictionary * Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix a null ref exception when running playmode tests (#360) * fix a null ref exception when running playmode tests with the render pipeline debug window opened * use empty array Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed some gcalloc in the debug window (#445) * Fixed some GCAlloc in the debug window * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update reference screenshot dx12 * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443) * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) * Fix an issue with thin refraction SG and updating screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Create Shaders.meta * Hdrp/small ui update (#423) * Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. * Update changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update settings for DXR * Update SetToCameraNearPlane.cs * Add an option to disable shadow bias * Don't query cull results if we don't have them (#449) * test with a guard * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update screenshot (#463) * Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12 * Update TestCaseFilters.asset * Revert "Disable async compute for D3D12 [Hold] (#301)" (#469) This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16. * Revert "Add an option to disable shadow bias" This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c. * PBR Sky renderer now shares its internal precomputation table between different instances. (#250) * PBR Sky renderer now shares its internal precomputation table between different instances. * Update changelog * Doc update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Makes sure quaternion is normalized and valid before converting to ma… (#331) * Makes sure quaternion is normalized and valid before converting to matrix. * Updated Changelo. * Revert "Updated Changelo." This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2. * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * New tooltip for camera background and fixed exposure when switching the background mode. (#415) * Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue causing not all baked reflection probes to be deleted (#441) * Clear the queue once filled up and push elements that failed to be pushed. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed asset preview being rendered white because of static lighting sky. (#462) * Fixed an issue where asset preview could be rendered white because of static lighting sky. Also fixed an issue where static lighting was not updated when removing the static lighting sky profile. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed null reference exception in LookDev when setting the SRP to None (#447) * Fixed null reference exception in LookDev when setting the SRP to None * Review feedback * Review feedback 2 * Fix show cookie atlas debug mode (#475) * Fix the show cookie atlas debug mode not displaying correctly * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Enable DXR playmode test (#472) * Update upm-ci-hdrp_dxr.yml * add hdrp dxr playmode test to all hdrp ci * Update upm-ci-hdrp.yml * Update upm-ci-hdrp.yml * change planar atlas size to 1024 * Update upm-ci-hdrp.yml * Update 802_SubSurfaceScatteringForward.png * update scene * update 5001 lighting * fix exposure for 5001 path tracing test * update player screenshots * disable 5001 path tracing as it fail on yamato * Fix few multi-editing issues with Emission UI (#473) * Working but not nice * Remove unecessary cruft * tiny changes * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Re-enable cubemap thumbnail gen only for d3d11 (#487) * re-enable thumbnail gen only for d3d11 * Update changelog * try enable metal * Update changelog and comment * Check reflection probe null pointer before use. (case 1244047) (#456) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove max atlas probe alloc size in HDRP asset (#458) * Fixed max alloc planar size not taking in account the max cache size * Removed the max cache clamp on texture atlases * Hd/fix undo environmentlibrary lookdev (#490) * fix undo redo for environment library * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix vulkan test * SSGI Implementation (#95) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Change Sky in 5001 PT Test to HDRI Sky + update image (#502) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 802_SubSurfaceScatteringForward.unity * fix vulkan warring and wrong meta * Update upm-ci-hdrp.yml * Fix merge issue with Test filter * Use path relative to package for depth of field (#523) * Use absolute paths for dof include * changelog * Fix Light overlap (#444) * Added the light overlap volume code * Updated changelog * Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode * Fixed documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed API breakage. (#524) * [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532) * AOV documentation * minor change in the comments * Accumulation documentation * minor improvements * Rewrite the AOV script. Now it is stand-alone. * Typo * Add path traced DoF documentation * Reviewed AOV doc * Reviewed accumulation doc * Reviewed path-traced dof doc * Add missing OnDestroy in example script Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Restore some XR HDRP tests (#382) * restored XR tests * revert and split changes for temporal effects in another branch * fix XR tests using volumetrics * 8103 is still acting randomly * try to set timeout to 30s to confirm it's working * set timeout to 5 min per test for HDRP instead of default 3 min Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix taaFrameIndex and restore TAA tests for XR (#534) * fix taaFrameIndex and temporal effects with the test suite * increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty * update ref images * set waitFrames for HDRP runtime test scene * reset camera before waiting * update reference images from Yamato * revert change to 001-HDTemplate * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488) * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) * Add missing inverse exposure multiplier * Add support for batchmode (#542) * Update 9301_MotionVectorsOff-Forward-Dynamic.png * Fix custom pass prefabs (#419) * Fix custom pass integration with prefabs * Updated changelog * Fixed prefab highlight not updated when adding/removing custom passes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * Reverted volumetric lighting changes and now render graph version uses the shared textures. * Clone in the Asset folder when the original volume profile is in a re… (#508) * Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961) * Added changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529) * Custom Pass API (part 1) (#155) * Begin to write the new custom pass API * Begin to add custom pass utils shader * Begin to add custom pass API test scenes * Fixes for the Gaussian blur of the custom pass API * Fix blur release * Added custom pass copy test and fixed blur * Added more custom pass documentation * Added custom pass API graphic test reference image * Added more obsolete things * fix function visibility * Updated changelog * Added custom pass API test scene * Fixed custom pass API doc * Moved obsolete execute function into the new one * Updated custom clear pass to use the new API * Updated custom pass API test reference image * update reference screenshots * Fixed various scale issues in the blur custom pass API and updated reference screenshot * Disable custom pass API test because it's unstable Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 3) (#98) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Converted raytracing lightloop variables to constant buffer. * Converted RayTracing global variables to constant buffer. * Removed obsolete comment * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Post merge fix * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Post merge fix * Removed useless constant * Crash fix * Post merge fix * Update 501_RecursiveRendering.png Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Hd/fix wizard defaultvolumeprofile creation (#565) * Fix Wizard check on default volume profile * Update CHANGELOG.md * Small TAA Anti-flicker changes (#555) * tweaks * Change default so that is just high quality. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix central depth sampling in TAA (#564) * Fix sampling of central depth * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Render Graph Async Compute (#552) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies. * Implementation of async resource synchronization. * Fixed synchronization (only partial fix) * Added default profiling sampler for render graph passes not providing one. * Async WIP * Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async. * Post merge fix * Cleanup * Removed comment. * Disabled async contact shadows again. * Small cleanup * Change exposure compensation in the default volume profile to 0. (#388) * Change profile (And add missing setting) * changelog * Upgrade guide Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Histogram guided auto-exposure + debug modes (#372) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * review fixups * Review feedback * Bad merge fixup Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Refactor shadow caching system (#554) * Very debuggy code just start nothing functional or usable yet. * remove old cached stuff (not finished, need switch branch) * revert wrongful commit * A bit of restructuring * A good point as any to sync up * sync * Move from old repo... * fix regression * Handle case in which shadow doesn't fit * leftover not committed * Fix some issues with culling of point lights from the * preliminary support for cascaded shadows * Fix some issue with the directional * Subshadow update * Add some guards, some debug and the new C++ api for infinite bounds * Some UI for the resolution * Fix merge issues * Update debug cs.hlsl * Render graph stuff and some leftover removal * micro cleanup * Fix behaviour when defragging and excess lights are there * Public API * Remove dbg names * Bug on debug view of area atlas * Missing field on new PCSS signature for directional * More public API * Refresh cached shadows on resolution changes. * merge conflicts patchup * Fix missing shadows on normal shadows * Small cleanup and turning positive the doesn'tHavePlacement * Fix case on switching light type and issue with non-rectangle area lights * tentative fix for error on build * Debug logging * update naming of debug * Fix issue with double inclusion * DOCS * upgrade guide * post merge fixups * leftover comment * changelog * Doc changes in upgrade guide * have print debug info only in editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update reference screenshots * VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest * Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584) * remove useless code for cookie * Hdrp/fix camera switcher (#591) * Fixed a wrong condition in camera switcher, potentially causing out of bound exceptions. * update changelog. * fix issue that prevents PS4 from building (#596) * Removed experimental namespace for ray tracing code. (#612) * Hdrp/multi view pt (#518) * Multiview (scene + game) path tracing accumulation. * Cosmetic. * Modifications to address comments in PR. * Updated PT fog test. * Updated Changelog. * Fixed issue with unlit shader graphs in path-traced mode. * Update CHANGELOG.md * Update HDUnlitSubTarget.cs Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix Look Dev default profile not updating correctly (#630) * Fixed an issue where editing the lookdev default profile would not reflect directly in the lookdev window. * Update changelog * Fix Unlit.template in shadergraph (#637) * Remove unused unlitpass.template * Update Lit.hlsl * re-add unlit pass * Fixed a bug where the light list is not cleared but still used when resizing the RT (case 1250630) (#609) * - Fixed a bug where the light list is not cleared but still used when resizing the RT. * add changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Histogram view improvements (#589) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * review fixups * print exposure values in debug view * commit but it is nothing, need to switch branch * Add option to center histogram around exposure (fixed tonemap curve) * change color of text * fixup debug display merge issue * fixup merge issues * fixup issue with tonemap curve Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 9702_CustomPass_API.png.meta * Fix warning (#663) * add shader macros for XR single-pass (#687) * Adding 2 SG Pathtracer test scenes (#624) * New unlit pt scene * Add scene for PT Lit * Removing collider from the meshes * Renaming * Adding screenshots for PT scenes * Changing threshold for SSS deferred tests for stability * updating screenshot after staging being merged * Slightly increasing threshold for 5007 and 902 unlit scenes Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Render Graph Unit Tests (#607) * Render Graph Unit test WIP Fixed pruning of passes with no output. * Render Graph tests WIP * Increase max limit in UX of lights (#702) * Raise the max for lights * Update CHANGELOG.md * Fix null reference in volume debug menu (#705) * Update reference image for "502_RecursiveRenderingDisabled" (#704) * Update screenshot for 502 recursive rendering disabled test scene * upgrade shader material * Fix transparent movec scene view (#698) * Disable transparent movec when object motion vectors are disabled * changelog * Port (#599) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Custom Pass API part 2 (#227) * Begin to write the new custom pass API * Begin to add custom pass utils shader * Begin to add custom pass API test scenes * Fixes for the Gaussian blur of the custom pass API * Fix blur release * Added custom pass copy test and fixed blur * Added more custom pass documentation * Added custom pass API graphic test reference image * Added more obsolete things * fix function visibility * Added the API to override camera rendering * Updated changelog * Updated changelog * Fixed compilation issue * Added custom pass API test scene * Begin to add custom pass override test * Factorized protection function * Update custom pass test scene * Fixed custom pass API doc * Begin to add camera override tests * Fixed camera override in scene view * Finished RenderFrom API fucntions * Fixed XR disable class * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fix MSAA for before pre refraction and added errors for fullscreen MSAA operations * Finished to fix the RenderFrom* functions * Moved obsolete execute function into the new one * Update reference images * Added all the API doc * Updated changelog * revert mats * Updated custom clear pass to use the new API * Fixed depth buffer random read/write error * Disable custom pass blur test part * Revert camera pixel rect changes * Rename multi-pass to single pass * Disable custom pass test on vulkan and XR Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix line that got lost in merge (#729) * Porting console fixes to staging (#699) * Path tracer: added support for transparency on the Unlit shader. (#717) * Added support for transparency in Unlit. * Updated Changelog. * Update capture for 5007_PathTracing Unlit Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP Compositor related fixes (#730) * Fixes for the compositor test * Enable the compoositor test in build settings * Avoid gc alloc, hide internal components from vomume menu * Vulkan and DX12 screens, adjust compositor UI refresh * Fixed a vulkan and metal warning in the SSGI compute shader. (#715) * - Fixed a vulkan and metal warning in the SSGI compute shader. * - Fixed an exception due to the color pyramid not allocated when SSGI is enabled. - Fixed an issue with the first depth history mip was incorrectly copied. * Fix path traced DoF focusing issue (#732) * Remove mip padding from PlanarReflectionProbeCache.cs * Disable 9702 test nor working + 9041 XR (instable) * Hdrp/pt pass no bsdf data (#710) * Removed direct use of BSDFData in path tracing pass. * Updated changelog. * Fixed float3 typo... * fix metal 9800 reference screnshots * update meta file and testcasefilter * Pre warm RT Handle system so that reallocations are reduced. (#713) * Pre warm rt handle system and initialize to screen width/height * changelog * not all was pushed Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Various fixes for Graphics tests with Render Graph (#725) * WIP for enabling valid graphics tests with Render Graph. Fixed a lot of gcalloc. * Fixed more GCAlloc and added an option for a test to not be run if render graph is enabled. * First batch of disabled tests. * Fixed decal rendering * Implemented ColorGrading and Uber Post (fixes a lot of small diff due to Color Grading not being 100% neutral) * Revert "First batch of disabled tests." This reverts commit 505924b6967041787c0698b4ede1d158686f990e. * Temp "texture not bound" error fix until bloom is implemented. * Fixed an error when using a stale invalid renderer list handle. Reduced error message spam when encountering an execution error. * Add some debug info to compiled passes and removed wrong refCount++ on passes. * Added possibility to disallow pass pruning Fixed a number of pass pruning issues. * Small fixes * temporarily removed pruning of passes without product * Fixed HDRP asset for test 5009 * Implement alpha copy for post processes * Small render graph error fix for motion vector pass. * Disabled for render graph tests that are currently broken. * Updated yamato with new render graph configurations * Fixed lens distortion * Reenabled 4021 * Revert "Reenabled 4021" This reverts commit 76a7c003456f40c5e84dd454a9c291b2b57ade64. * Revert "Updated yamato with new render graph configurations" This reverts commit 7b8acc08944df4b11244ee97a1877cee91d55be9. * Revert "Disabled for render graph tests that are currently broken." This reverts commit 84467f6956c1f14d0d0d302bdf6f8d220c5f9026. * Reverted HDRP test framework files (will go to another PR) * Revert "Fixed HDRP asset for test 5009" This reverts commit 95952b08e785daef2bbf7788849c5f661b9eb1fc. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Various fix and improvements for ray traced effects (#597) * Adding a minimal lit used for RTGI in peformance mode Dispatch binned rays in 1D instead of 2D Fix an issue with the half resolution Mode for RTGI Only read the geometric attributes that are required using the share pass info and shader graph defines Fix an issue with the color intensity of emissive for performance rtgi * Correct bug with shadow history rejection * reduce the exponential accumulation value a bit Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Procedural metering mask that follows target (#723) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * start of procedural mask * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * Some basic version of procedural working * need to switch branch * Exposure target and threshold. * fix merge mess * Fixes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * - Added presets quality settings for RTAO and RTGI. (#724) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix compilation issue in HDRaytracingIndirectDiffuse * fix shader warning in exposure * Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). (#648) * - Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). * Simplifying the culling override. * Update 708_ShadowExtendedCulling.png Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Removed reference image for player (unused) in HDRP Test * Update preview naming (#753) * Cloud layer volume override (#461) * Added uv distorsion for HDRISky cubemap * Editable flow strength * Better parameter name. Smooth flow on cube edges * Added a graphic test. Updated Changelog * Updated documentation * Added screenshots * Wait frames for test * Wait more * Update screenshots again... * Static test * Static screenshots * use multi_compile * Renamed all parameters * Procedural distortion * Update doc * Set all keywords * Revert to old behaviour * doc * update test * remove useless variable * doc * CloudLayer HDRI * CloudLayer Gradient * CloudLayer Physically Based * Documentation * Add clouds to Static Lighting Sky * Fix spherical conversion * Fix procedural flow * Fix lat long and procedural flow * replace trig functions. Correct wind dir * sync with hdri flow * Renamed variables * Allow full sphere coverage for procedural flowmap * Added missing doc * Fix cloud reset and unrelated warnings in hdri sky shader * Try different blending method * Fixes + test another blending * Tint and intensity parameters. Fix static sky used by lightmapper * Added graphic test. Updated doc * Updated tests using a disabled static sky If a sky override is used for static lighting and is disabled in the volume, it is not used anymore * Update LocalAmbientOcclusionNoisy.asset * update linux screenshots * Update CloudLayer.cs * update OSX screenshots Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Introduce LightLoop output structure (#754) * Add concept of LightLoop Output * update upgrade guide * Update Upgrading-from-2020.1-to-2020.2.md * update upgrade guide * Fix lightloop-output (#755) * Fix rendering when XrMaxViews is different than 2 (#733) * Use a fixed size for xr related fields in cbuffers * changelog * Update local shader config * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Improve transition between LOD for lit and layeredLit tessellation (#517) * Forest scale for tessellation change * Forest scale for tessellation change * Update Upgrading-from-2019.3-to-2020.1.md * Update Upgrading-from-2019.3-to-2020.1.md * fix ray tracing with XR single-pass (#769) * Revert "fix ray tracing with XR single-pass (#769)" This reverts commit 3e366334444febf450568b47ada2c00e4164ba12. * reviewed new additions to 2019.3 - 2020.1 and 2020.1 - 2020.2 upgrade guides (#766) * Probe Volumes: Update SampleBakedGI() API (#759) * Probe Volumes: Update SampleBakedGI() and supporting internal functions signature in order to evaluate lighting along front and back facing normals at the same time. * Add some comment Co-authored-by: pastasfuture <pastasfuture@gmail.com> * Initial implementation for the new planar reflection filtering (#337) * Initial implementation for the new planar reflection filtering * Small improvement and "proper" support of oblique projection * quality improvement to the filtering. * Update PlanarReflectionFiltering.compute * review corrections * Update planar filter for all material (was not replaced) + update screenshots * Update IBLFilterGGX.cs * fix shader warning on vulkan * update references screenshots * Fixes for the plane normal and number of mips to be computed * Fix shift that was to the right in the blurred version * update references screenshots * fix shader warning * Some cleanup * change to fast Atan Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fast memory support (#772) * temp, gonna revert this, but have to merge staging. * again, need to switch branch, nothing functional * ESRAM support * changelog * Add guards * Standard terrain upgrader (#762) * Add render graph specific pipeline to HDRP tests. (#728) * Added an option to ignore tests when render graph is enabled. * Disabled for render graph tests that are currently broken. * Reenabled 4021 * Updated yamato script to add the RenderGraph pipeline. * Fixed HDRP asset for test 5009 * Revert unrelated yml files changes due to old configuration (#714) * Fixed an issue with not unregistering render graph debug. Disabled test 9401 for render graph after merge conflict. * Disabled 9800 for render graph * Revert hdrp asset for 5009 Co-authored-by: Theo Penavaire <theo.penavaire@gmail.com> * Added CPU and GPU timings for ray tracing effects. (#774) * Added CPU and GPU timings for ray tracing effects. * Only displaying the counters if ray tracing is supported on the asset. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Workaround for GetKernelThreadGroupSizes returning wrong data (#760) * Hard code group size * changelog * Add comment * Fixed the distanced based denoising being exposed for area lights (1251558). (#782) * Fix test project * Fix an issue with Fast memory code trying to access deleted resources when rendergraph is enabled (#791) * Fix issue accessing already released targets for rendergraph * changelog * Sanitize transparent motion vectors setting (#761) * Sanitize transparent motion vectors setting * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert "Add render graph specific pipeline to HDRP tests. (#728)" This reverts commit 4bcb4364fdd24a7d3205b46a5ce0ed63fe63cb5e. * Increased path tracing roughness range. (#763) * Increased path tracing roughness range. * Updated failing tests reference images. * Update Upgrading-from-2020.1-to-2020.2.md (#798) * Force post process parent setting to be before child settings (#799) * Force post process parent setting to be before child * changelog * Fix exposure white flash when enabling SSGI or SSR (#801) * Inform post process that history have been nuked * changelog * Various fixes related to SSGI and RTGI (#803) * Added support to combine RTSSS and RTGI The ray traced indrect diffuse and RTGI were combined wrongly with the rest of the lighting. Fixed an exception happening when using RTSSS without using RTShadows Changing the default SSGI radius for the all configurations Update screenshots for GI scenes * changelog update Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Sean Puller <43151199+SeanPuller@users.noreply.github.com> Co-authored-by: Sean Puller <sean.puller@unity3d.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: TomasKiniulis <50582134+TomasKiniulis@users.noreply.github.com> Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Co-authored-by: slunity <37302815+slunity@users.noreply.github.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Evgenii <evgenii@unity3d.com> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: pastasfuture <pastasfuture@gmail.com> Co-authored-by: Theo Penav…
* Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215) * fix bug 1238155 * Update CHANGELOG.md * Update HDRenderPipeline.cs * Update HDRenderPipelineAsset.cs * Fix warning in PCSS code when using Vulkan (#229) * Fix warning * changelog * Fix decal register + obsolete cookie API (#195) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Fix decal shader * Fixed HDRP cookie * Update HDLightUI.cs * correctly fix decal * Update CHANGELOG.md * Update ColorAdjustments.cs * Update ShaderVariablesDecal.hlsl * fix compil on 2020.1 * Update HDRP_Test_Def.asset * add test for 3RT decal * update decal test * Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244) * Do code cleanup + bugfix shadow * Update Upgrading-from-2020.1-to-2020.2.md * Update LightLoopDef.hlsl * Fixed issues with path traced SSS and accumulation. (#257) * Add missing documentation for AOV API params (#254) * Hdrp/public static sky (#253) * Made the static lighting sky public so that users can change it by script for baking purpose. * Update changelog * Update HDAdditionalLightData.Migration.cs (#269) * Add missing docs attributes (#271) * Fixed an error about procedural sky being logged by mistake. (#273) * Fixed an error about procedural sky being logged by mistake. * Update changelog * Fix quality settings UI and shadow mask UI (#122) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update CHANGELOG.md * Update HDRenderPipeline.cs * fix typo * fix typo 2 * Updated raytracing async compute warning. (#274) * Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a null ref exception in static sky when the default volume profile is invalid. (#278) * Fixed a null ref exception in static sky when the default volume profile is invalid. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added SubScenes cache to be compatible with HDRP/staging (#287) * Update 2002_Light_DynamicMix.unity (#292) * Update HDCubemapInspector.cs (#296) * increase tolerance for test 5008 in VR due to recent changes (#311) * Upate screenshot for HDRP DXR Test (#312) * Fix SSS code doc (#319) * Fix issue with screen-space shadows not enabled with RT off (#139) * Fix issue with screen_space shadows not enabled with RT off * Proper fix: only keep directional screen space shadows with RT off * Fix shadow debug mode * cosmetic changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a performance issue with stochastic ray traced area shadows. (#300) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix bad merge of the light loop optimization PR (an optimization was undone) (#321) * Don't compute light type * Typo * Camera override API (#170) * Added the API to override camera rendering * Updated changelog * Fixed compilation issue * Factorized protection function * Fixed camera override in scene view * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fixed camera override with dynamic resolution and moved it to internal Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix cookie srgb (#297) * Fixed srgb flag not updating the cookie atlas * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix flickering lighting in the scene and game view when lookdev is open. (#290) * Fixed flickering of the game/scene view when lookdev is running. * Update changelog. * Added a function to reset the reference size of RTHandle systems. (#299) * Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. * Update changelog * Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291) * render until ambient probe is ready * changelog * remove comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Motion Vectors written by transparent when rendering with MSAA (#315) * Add resolve if needed of transparent movec * rename * rendergraph * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/reflection probe scale perf (#252) * Use IEnumerable as interface for HDProbeSystem * Added a perf test for probe registration * Use HashSet instead of List to store HDProbes * Updated planar reflection to use a HashSet * Updated changelog * Fix invalid length check * Fixed build of planar probe array * Fixed GC alloc issue Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [9.x.x] Axf measurements into tilings (#289) * AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support. On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material. This removes old materialU/V tiling and flakes tiling (AxF is still in preview though). Update test scene to move old tiling property values into new properties so results don't change. Update documentation. * AxF measurements into tilings: Add changelog entry. * AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings. * Update the AlphaToMask test for AxF. * Update all other editor and player platform references to match. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * fix 9402screenshots on vulkan * Update HDRP graphic test framework with Test Broken / TestFilter script (#393) * Update hdrp testing framework * Update hdrp testing framework 2 * Update TestFilterGenerator.cs * revert change on shader graph * Hd/add layer modification on generated emissive mesh for area light (#364) * Add Layer modification of EmissiveMesh generated by area light Add Layer handling on Generated Emissive Mesh * Update CHANGELOG.md * Add "same as Light" hability for layer and make it default * Add destruction on move in hierarchy and retrieve existing to secure the NotEditable * Add sync on Static too * Also the copy the static drop down Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Disable async compute for D3D12 [Hold] (#301) * disable async on d3d12 * Change doc * Hd/fix nullref while removing decal component (#416) * fix nullref on DecalComponent removed from contextual menu * Update CHANGELOG.md * Added a flow map parameter to HDRI Sky (#44) * Added uv distorsion for HDRISky cubemap * Editable flow strength * Better parameter name. Smooth flow on cube edges * Added a graphic test. Updated Changelog * Updated documentation * Added screenshots * Wait frames for test * Wait more * Update screenshots again... * Static test * Static screenshots * use multi_compile * Renamed all parameters * Procedural distortion * Update doc * Set all keywords * Revert to old behaviour * doc * update test * remove useless variable * doc * Fix lat long and procedural flow * replace trig functions. Correct wind dir * Dropdown and upper hemisphere fix * Updated doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with Uber Post process shader when alpha is enabled (#422) * Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * replace fbx by the one from URP with no import errors (#427) * Fix the bug (#430) * Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418) * Saturate vertex color to avoid negative values. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Renamed variables (#436) * Fix issue with the resolve of motion vectors (#421) * Hd/fix targets used in ongui in decalcomponent (#413) * Fix Reset not resetting to default * Delay MaterialEditor recreation to when possible * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implemented ray traced reflections for transparent objects. (#47) * Implementation of ray traced reflections for transparent objects * fix issue with ShowPrePassAndPostPass * Change label for transparent SSR + change default value to false * fix material not setup properly Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix custom pass graphic tests (#359) * FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test * Replaced canvas by a quad (more stable for graphic test) * disable vulkan test as it is failing, need investigation Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Save scene-view camera settings in Editor prefs (#440) * Sceneview camera settings are now saved in Editor prefs * cosmetic changes * add comment * Small refactor to allow easily adding more prefs in the future * fix comment * fix comment 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue when switching back to custom sensor type in physical camera (#417) * Fix issue when switching back to custom sensor type in physical camera * make if comparison more explicit * make if comparison more safe * Per-camera history for the custom settings using a static dictionary * Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix a null ref exception when running playmode tests (#360) * fix a null ref exception when running playmode tests with the render pipeline debug window opened * use empty array Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed some gcalloc in the debug window (#445) * Fixed some GCAlloc in the debug window * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update reference screenshot dx12 * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443) * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) * Fix an issue with thin refraction SG and updating screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Create Shaders.meta * Hdrp/small ui update (#423) * Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. * Update changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update settings for DXR * Update SetToCameraNearPlane.cs * Add an option to disable shadow bias * Don't query cull results if we don't have them (#449) * test with a guard * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update screenshot (#463) * Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12 * Update TestCaseFilters.asset * Revert "Disable async compute for D3D12 [Hold] (#301)" (#469) This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16. * Revert "Add an option to disable shadow bias" This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c. * PBR Sky renderer now shares its internal precomputation table between different instances. (#250) * PBR Sky renderer now shares its internal precomputation table between different instances. * Update changelog * Doc update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Makes sure quaternion is normalized and valid before converting to ma… (#331) * Makes sure quaternion is normalized and valid before converting to matrix. * Updated Changelo. * Revert "Updated Changelo." This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2. * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * New tooltip for camera background and fixed exposure when switching the background mode. (#415) * Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue causing not all baked reflection probes to be deleted (#441) * Clear the queue once filled up and push elements that failed to be pushed. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed asset preview being rendered white because of static lighting sky. (#462) * Fixed an issue where asset preview could be rendered white because of static lighting sky. Also fixed an issue where static lighting was not updated when removing the static lighting sky profile. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed null reference exception in LookDev when setting the SRP to None (#447) * Fixed null reference exception in LookDev when setting the SRP to None * Review feedback * Review feedback 2 * Fix show cookie atlas debug mode (#475) * Fix the show cookie atlas debug mode not displaying correctly * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Enable DXR playmode test (#472) * Update upm-ci-hdrp_dxr.yml * add hdrp dxr playmode test to all hdrp ci * Update upm-ci-hdrp.yml * Update upm-ci-hdrp.yml * change planar atlas size to 1024 * Update upm-ci-hdrp.yml * Update 802_SubSurfaceScatteringForward.png * update scene * update 5001 lighting * fix exposure for 5001 path tracing test * update player screenshots * disable 5001 path tracing as it fail on yamato * Fix few multi-editing issues with Emission UI (#473) * Working but not nice * Remove unecessary cruft * tiny changes * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Re-enable cubemap thumbnail gen only for d3d11 (#487) * re-enable thumbnail gen only for d3d11 * Update changelog * try enable metal * Update changelog and comment * Check reflection probe null pointer before use. (case 1244047) (#456) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove max atlas probe alloc size in HDRP asset (#458) * Fixed max alloc planar size not taking in account the max cache size * Removed the max cache clamp on texture atlases * Hd/fix undo environmentlibrary lookdev (#490) * fix undo redo for environment library * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix vulkan test * SSGI Implementation (#95) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Change Sky in 5001 PT Test to HDRI Sky + update image (#502) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 802_SubSurfaceScatteringForward.unity * fix vulkan warring and wrong meta * Update upm-ci-hdrp.yml * Fix merge issue with Test filter * Use path relative to package for depth of field (#523) * Use absolute paths for dof include * changelog * Fix Light overlap (#444) * Added the light overlap volume code * Updated changelog * Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode * Fixed documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed API breakage. (#524) * [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532) * AOV documentation * minor change in the comments * Accumulation documentation * minor improvements * Rewrite the AOV script. Now it is stand-alone. * Typo * Add path traced DoF documentation * Reviewed AOV doc * Reviewed accumulation doc * Reviewed path-traced dof doc * Add missing OnDestroy in example script Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Restore some XR HDRP tests (#382) * restored XR tests * revert and split changes for temporal effects in another branch * fix XR tests using volumetrics * 8103 is still acting randomly * try to set timeout to 30s to confirm it's working * set timeout to 5 min per test for HDRP instead of default 3 min Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix taaFrameIndex and restore TAA tests for XR (#534) * fix taaFrameIndex and temporal effects with the test suite * increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty * update ref images * set waitFrames for HDRP runtime test scene * reset camera before waiting * update reference images from Yamato * revert change to 001-HDTemplate * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488) * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) * Add missing inverse exposure multiplier * Add support for batchmode (#542) * Update 9301_MotionVectorsOff-Forward-Dynamic.png * Fix custom pass prefabs (#419) * Fix custom pass integration with prefabs * Updated changelog * Fixed prefab highlight not updated when adding/removing custom passes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * Reverted volumetric lighting changes and now render graph version uses the shared textures. * Clone in the Asset folder when the original volume profile is in a re… (#508) * Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961) * Added changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529) * Custom Pass API (part 1) (#155) * Begin to write the new custom pass API * Begin to add custom pass utils shader * Begin to add custom pass API test scenes * Fixes for the Gaussian blur of the custom pass API * Fix blur release * Added custom pass copy test and fixed blur * Added more custom pass documentation * Added custom pass API graphic test reference image * Added more obsolete things * fix function visibility * Updated changelog * Added custom pass API test scene * Fixed custom pass API doc * Moved obsolete execute function into the new one * Updated custom clear pass to use the new API * Updated custom pass API test reference image * update reference screenshots * Fixed various scale issues in the blur custom pass API and updated reference screenshot * Disable custom pass API test because it's unstable Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 3) (#98) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Converted raytracing lightloop variables to constant buffer. * Converted RayTracing global variables to constant buffer. * Removed obsolete comment * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Post merge fix * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Post merge fix * Removed useless constant * Crash fix * Post merge fix * Update 501_RecursiveRendering.png Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Hd/fix wizard defaultvolumeprofile creation (#565) * Fix Wizard check on default volume profile * Update CHANGELOG.md * Small TAA Anti-flicker changes (#555) * tweaks * Change default so that is just high quality. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix central depth sampling in TAA (#564) * Fix sampling of central depth * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Render Graph Async Compute (#552) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies. * Implementation of async resource synchronization. * Fixed synchronization (only partial fix) * Added default profiling sampler for render graph passes not providing one. * Async WIP * Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async. * Post merge fix * Cleanup * Removed comment. * Disabled async contact shadows again. * Small cleanup * Change exposure compensation in the default volume profile to 0. (#388) * Change profile (And add missing setting) * changelog * Upgrade guide Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Histogram guided auto-exposure + debug modes (#372) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * review fixups * Review feedback * Bad merge fixup Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Refactor shadow caching system (#554) * Very debuggy code just start nothing functional or usable yet. * remove old cached stuff (not finished, need switch branch) * revert wrongful commit * A bit of restructuring * A good point as any to sync up * sync * Move from old repo... * fix regression * Handle case in which shadow doesn't fit * leftover not committed * Fix some issues with culling of point lights from the * preliminary support for cascaded shadows * Fix some issue with the directional * Subshadow update * Add some guards, some debug and the new C++ api for infinite bounds * Some UI for the resolution * Fix merge issues * Update debug cs.hlsl * Render graph stuff and some leftover removal * micro cleanup * Fix behaviour when defragging and excess lights are there * Public API * Remove dbg names * Bug on debug view of area atlas * Missing field on new PCSS signature for directional * More public API * Refresh cached shadows on resolution changes. * merge conflicts patchup * Fix missing shadows on normal shadows * Small cleanup and turning positive the doesn'tHavePlacement * Fix case on switching light type and issue with non-rectangle area lights * tentative fix for error on build * Debug logging * update naming of debug * Fix issue with double inclusion * DOCS * upgrade guide * post merge fixups * leftover comment * changelog * Doc changes in upgrade guide * have print debug info only in editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update reference screenshots * VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest * Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584) * remove useless code for cookie * Hdrp/fix camera switcher (#591) * Fixed a wrong condition in camera switcher, potentially causing out of bound exceptions. * update changelog. * fix issue that prevents PS4 from building (#596) * Removed experimental namespace for ray tracing code. (#612) * Hdrp/multi view pt (#518) * Multiview (scene + game) path tracing accumulation. * Cosmetic. * Modifications to address comments in PR. * Updated PT fog test. * Updated Changelog. * Fixed issue with unlit shader graphs in path-traced mode. * Update CHANGELOG.md * Update HDUnlitSubTarget.cs Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix Look Dev default profile not updating correctly (#630) * Fixed an issue where editing the lookdev default profile would not reflect directly in the lookdev window. * Update changelog * Fix Unlit.template in shadergraph (#637) * Remove unused unlitpass.template * Update Lit.hlsl * re-add unlit pass * Fixed a bug where the light list is not cleared but still used when resizing the RT (case 1250630) (#609) * - Fixed a bug where the light list is not cleared but still used when resizing the RT. * add changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Histogram view improvements (#589) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * review fixups * print exposure values in debug view * commit but it is nothing, need to switch branch * Add option to center histogram around exposure (fixed tonemap curve) * change color of text * fixup debug display merge issue * fixup merge issues * fixup issue with tonemap curve Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 9702_CustomPass_API.png.meta * Fix warning (#663) * add shader macros for XR single-pass (#687) * Adding 2 SG Pathtracer test scenes (#624) * New unlit pt scene * Add scene for PT Lit * Removing collider from the meshes * Renaming * Adding screenshots for PT scenes * Changing threshold for SSS deferred tests for stability * updating screenshot after staging being merged * Slightly increasing threshold for 5007 and 902 unlit scenes Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Render Graph Unit Tests (#607) * Render Graph Unit test WIP Fixed pruning of passes with no output. * Render Graph tests WIP * Increase max limit in UX of lights (#702) * Raise the max for lights * Update CHANGELOG.md * Fix null reference in volume debug menu (#705) * Update reference image for "502_RecursiveRenderingDisabled" (#704) * Update screenshot for 502 recursive rendering disabled test scene * upgrade shader material * Fix transparent movec scene view (#698) * Disable transparent movec when object motion vectors are disabled * changelog * Port (#599) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Custom Pass API part 2 (#227) * Begin to write the new custom pass API * Begin to add custom pass utils shader * Begin to add custom pass API test scenes * Fixes for the Gaussian blur of the custom pass API * Fix blur release * Added custom pass copy test and fixed blur * Added more custom pass documentation * Added custom pass API graphic test reference image * Added more obsolete things * fix function visibility * Added the API to override camera rendering * Updated changelog * Updated changelog * Fixed compilation issue * Added custom pass API test scene * Begin to add custom pass override test * Factorized protection function * Update custom pass test scene * Fixed custom pass API doc * Begin to add camera override tests * Fixed camera override in scene view * Finished RenderFrom API fucntions * Fixed XR disable class * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fix MSAA for before pre refraction and added errors for fullscreen MSAA operations * Finished to fix the RenderFrom* functions * Moved obsolete execute function into the new one * Update reference images * Added all the API doc * Updated changelog * revert mats * Updated custom clear pass to use the new API * Fixed depth buffer random read/write error * Disable custom pass blur test part * Revert camera pixel rect changes * Rename multi-pass to single pass * Disable custom pass test on vulkan and XR Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix line that got lost in merge (#729) * Porting console fixes to staging (#699) * Path tracer: added support for transparency on the Unlit shader. (#717) * Added support for transparency in Unlit. * Updated Changelog. * Update capture for 5007_PathTracing Unlit Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP Compositor related fixes (#730) * Fixes for the compositor test * Enable the compoositor test in build settings * Avoid gc alloc, hide internal components from vomume menu * Vulkan and DX12 screens, adjust compositor UI refresh * Fixed a vulkan and metal warning in the SSGI compute shader. (#715) * - Fixed a vulkan and metal warning in the SSGI compute shader. * - Fixed an exception due to the color pyramid not allocated when SSGI is enabled. - Fixed an issue with the first depth history mip was incorrectly copied. * Fix path traced DoF focusing issue (#732) * Remove mip padding from PlanarReflectionProbeCache.cs * Disable 9702 test nor working + 9041 XR (instable) * Hdrp/pt pass no bsdf data (#710) * Removed direct use of BSDFData in path tracing pass. * Updated changelog. * Fixed float3 typo... * fix metal 9800 reference screnshots * update meta file and testcasefilter * Pre warm RT Handle system so that reallocations are reduced. (#713) * Pre warm rt handle system and initialize to screen width/height * changelog * not all was pushed Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Various fixes for Graphics tests with Render Graph (#725) * WIP for enabling valid graphics tests with Render Graph. Fixed a lot of gcalloc. * Fixed more GCAlloc and added an option for a test to not be run if render graph is enabled. * First batch of disabled tests. * Fixed decal rendering * Implemented ColorGrading and Uber Post (fixes a lot of small diff due to Color Grading not being 100% neutral) * Revert "First batch of disabled tests." This reverts commit 505924b6967041787c0698b4ede1d158686f990e. * Temp "texture not bound" error fix until bloom is implemented. * Fixed an error when using a stale invalid renderer list handle. Reduced error message spam when encountering an execution error. * Add some debug info to compiled passes and removed wrong refCount++ on passes. * Added possibility to disallow pass pruning Fixed a number of pass pruning issues. * Small fixes * temporarily removed pruning of passes without product * Fixed HDRP asset for test 5009 * Implement alpha copy for post processes * Small render graph error fix for motion vector pass. * Disabled for render graph tests that are currently broken. * Updated yamato with new render graph configurations * Fixed lens distortion * Reenabled 4021 * Revert "Reenabled 4021" This reverts commit 76a7c003456f40c5e84dd454a9c291b2b57ade64. * Revert "Updated yamato with new render graph configurations" This reverts commit 7b8acc08944df4b11244ee97a1877cee91d55be9. * Revert "Disabled for render graph tests that are currently broken." This reverts commit 84467f6956c1f14d0d0d302bdf6f8d220c5f9026. * Reverted HDRP test framework files (will go to another PR) * Revert "Fixed HDRP asset for test 5009" This reverts commit 95952b08e785daef2bbf7788849c5f661b9eb1fc. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Various fix and improvements for ray traced effects (#597) * Adding a minimal lit used for RTGI in peformance mode Dispatch binned rays in 1D instead of 2D Fix an issue with the half resolution Mode for RTGI Only read the geometric attributes that are required using the share pass info and shader graph defines Fix an issue with the color intensity of emissive for performance rtgi * Correct bug with shadow history rejection * reduce the exponential accumulation value a bit Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Procedural metering mask that follows target (#723) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * start of procedural mask * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * Some basic version of procedural working * need to switch branch * Exposure target and threshold. * fix merge mess * Fixes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * - Added presets quality settings for RTAO and RTGI. (#724) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix compilation issue in HDRaytracingIndirectDiffuse * fix shader warning in exposure * Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). (#648) * - Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). * Simplifying the culling override. * Update 708_ShadowExtendedCulling.png Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Removed reference image for player (unused) in HDRP Test * Update preview naming (#753) * Cloud layer volume override (#461) * Added uv distorsion for HDRISky cubemap * Editable flow strength * Better parameter name. Smooth flow on cube edges * Added a graphic test. Updated Changelog * Updated documentation * Added screenshots * Wait frames for test * Wait more * Update screenshots again... * Static test * Static screenshots * use multi_compile * Renamed all parameters * Procedural distortion * Update doc * Set all keywords * Revert to old behaviour * doc * update test * remove useless variable * doc * CloudLayer HDRI * CloudLayer Gradient * CloudLayer Physically Based * Documentation * Add clouds to Static Lighting Sky * Fix spherical conversion * Fix procedural flow * Fix lat long and procedural flow * replace trig functions. Correct wind dir * sync with hdri flow * Renamed variables * Allow full sphere coverage for procedural flowmap * Added missing doc * Fix cloud reset and unrelated warnings in hdri sky shader * Try different blending method * Fixes + test another blending * Tint and intensity parameters. Fix static sky used by lightmapper * Added graphic test. Updated doc * Updated tests using a disabled static sky If a sky override is used for static lighting and is disabled in the volume, it is not used anymore * Update LocalAmbientOcclusionNoisy.asset * update linux screenshots * Update CloudLayer.cs * update OSX screenshots Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Introduce LightLoop output structure (#754) * Add concept of LightLoop Output * update upgrade guide * Update Upgrading-from-2020.1-to-2020.2.md * update upgrade guide * Fix lightloop-output (#755) * Fix rendering when XrMaxViews is different than 2 (#733) * Use a fixed size for xr related fields in cbuffers * changelog * Update local shader config * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Improve transition between LOD for lit and layeredLit tessellation (#517) * Forest scale for tessellation change * Forest scale for tessellation change * Update Upgrading-from-2019.3-to-2020.1.md * Update Upgrading-from-2019.3-to-2020.1.md * fix ray tracing with XR single-pass (#769) * Revert "fix ray tracing with XR single-pass (#769)" This reverts commit 3e366334444febf450568b47ada2c00e4164ba12. * reviewed new additions to 2019.3 - 2020.1 and 2020.1 - 2020.2 upgrade guides (#766) * Probe Volumes: Update SampleBakedGI() API (#759) * Probe Volumes: Update SampleBakedGI() and supporting internal functions signature in order to evaluate lighting along front and back facing normals at the same time. * Add some comment Co-authored-by: pastasfuture <pastasfuture@gmail.com> * Initial implementation for the new planar reflection filtering (#337) * Initial implementation for the new planar reflection filtering * Small improvement and "proper" support of oblique projection * quality improvement to the filtering. * Update PlanarReflectionFiltering.compute * review corrections * Update planar filter for all material (was not replaced) + update screenshots * Update IBLFilterGGX.cs * fix shader warning on vulkan * update references screenshots * Fixes for the plane normal and number of mips to be computed * Fix shift that was to the right in the blurred version * update references screenshots * fix shader warning * Some cleanup * change to fast Atan Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fast memory support (#772) * temp, gonna revert this, but have to merge staging. * again, need to switch branch, nothing functional * ESRAM support * changelog * Add guards * Standard terrain upgrader (#762) * Add render graph specific pipeline to HDRP tests. (#728) * Added an option to ignore tests when render graph is enabled. * Disabled for render graph tests that are currently broken. * Reenabled 4021 * Updated yamato script to add the RenderGraph pipeline. * Fixed HDRP asset for test 5009 * Revert unrelated yml files changes due to old configuration (#714) * Fixed an issue with not unregistering render graph debug. Disabled test 9401 for render graph after merge conflict. * Disabled 9800 for render graph * Revert hdrp asset for 5009 Co-authored-by: Theo Penavaire <theo.penavaire@gmail.com> * Added CPU and GPU timings for ray tracing effects. (#774) * Added CPU and GPU timings for ray tracing effects. * Only displaying the counters if ray tracing is supported on the asset. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Workaround for GetKernelThreadGroupSizes returning wrong data (#760) * Hard code group size * changelog * Add comment * Fixed the distanced based denoising being exposed for area lights (1251558). (#782) * Fix test project * Fix an issue with Fast memory code trying to access deleted resources when rendergraph is enabled (#791) * Fix issue accessing already released targets for rendergraph * changelog * Sanitize transparent motion vectors setting (#761) * Sanitize transparent motion vectors setting * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert "Add render graph specific pipeline to HDRP tests. (#728)" This reverts commit 4bcb4364fdd24a7d3205b46a5ce0ed63fe63cb5e. * Increased path tracing roughness range. (#763) * Increased path tracing roughness range. * Updated failing tests reference images. * Update Upgrading-from-2020.1-to-2020.2.md (#798) * Force post process parent setting to be before child settings (#799) * Force post process parent setting to be before child * changelog * Fix exposure white flash when enabling SSGI or SSR (#801) * Inform post process that history have been nuked * changelog * Various fixes related to SSGI and RTGI (#803) * Added support to combine RTSSS and RTGI The ray traced indrect diffuse and RTGI were combined wrongly with the rest of the lighting. Fixed an exception happening when using RTSSS without using RTShadows Changing the default SSGI radius for the all configurations Update screenshots for GI scenes * changelog update * [Draft] Lighting/probevolumes cleanup (#756) * Simplify EvaluateProbeVolumes interface and builtin SampleBakedGI code * Fix clearing of uninitialized GI * Added ProbeVolumesEncodingMode to ShaderOptions in ShaderConfig to allow users to configure their project to store and sample probe volumes as SH0 terms, SH1 terms, or SH2 terms, for different performance / quality tradeoffs. Data pipeline for this seems to be working now (though only properly verified with SH1 at the moment). Next step is to update sampling / evaluation code to handle SH0, and SH2 variants. * Probe Volumes: SH0, SH1, and SH2 evaluation based on ShaderConfig fully working now. Lots of additional cleanup tasks as well. * Probe Volumes: Instead of specifying AtlasWidth, AtlasHeight and AtlasDepth for probe volume atlas on HDRenderPipelineAsset, have user simply specify AtlasResolution and use for all axes. Same treatment for AtlasOctahedralDepth. * Probe Volumes: HDRenderPipelineAsset: Add memory usage information to UI and ensure we never allocate the ProbeVolumeAtlas or OctahedralDepthAtlas to be larger than k_MaxCacheSize * Probe Volumes: Bugfix for Probe Volume UI: Only display Additive blendmode warning if additive blend support is disabled in ShaderConfig * Probe Volumes: Bugfix: DataIsAssigned function needed in build as well. * Probe Volumes: Accumulate SH coefficients, and evaluate SH at normal after accumulation. This allows us to avoid 2x accumulations, 1 for forward normal, and 1 for backward (transmission) normal. Light loop mode is tooled up to do single evaluation. Material Pass mode still accumulates twice, because SampleBakedGI() is called twice. Need to modify SampleBakedGI() signature to take both normals and internally accumulate front and back lighting. * Probe Volumes: Rename EvaluateProbeVolumes() to AccumulateProbeVolumes() to make it clear that evaluation happens in a following EvaluateProbeVolumeCoefficients() function. * Probe Volumes: Major cleanup to AccumulateProbeVolumes(), pulling out the majority of the logic into self contained supporting functions. * Probe Volumes: Add ShaderConfig.s_ProbeVolumesBilaterialFilteringMode and strip out octahedral depth logic and memory allocations when not in use. * Probe Volumes: Do not allocate or bake octahedral depth data in ProbeVolumeAsset if ShaderConfig does not enable octahedral depth bilateral filtering. * Probe Volumes: Always allocate and pass octahedralDepth array into GetAdditionalBakedProbes() because the API call without the octahedralDepth argument has been flagged as obsolete. In the future, we should remove this unnecessary allocation. * Probe Volumes: Explicit ProbeVolumeAccumulateSphericalHarmonicsL0, L1, and L2 variants exist so we can choose to sample any order we want in any atlas configuration. i.e: sample L0 for vfx with L2 atlas. Upsampling is lossy, but supported, i.e: sample L2 in L0 atlas. Atlas coefficient layout was changed to accomodate this, and ProbeVolumeAccumulate function was moved to its own include so that each order variant can be generated with the preprocessor. * Probe Volumes: Add simple method for configuring what order of SH Probe Volumes is sampled at per shader (via a define before include). * Probe Volumes: Fix to ProbeVolumeUI string names * Probe Volumes: Move LightLoop::CreateBoxVolumeDataAndBound out parameters to end of args to match HDRP convention. * Probe Volumes: Remove redundant include from DebugDisplayProbeVolume.shader * Probe Volumes: Only support SH1 and SH2 atlas (SH0 was not needed). Change / cleanup payload data layout. Now SH0 and SH1 terms are stored in one float array, and SH2 quadratic terms are stored in seperate float array. This allows us to always bake and serialize SH2, but conditionally upload only SH0 and SH1 terms if user only requests SH1 atlas. This will also make it easier for SH2 terms to be stripped from the build in the future. * Probe Volumes: Wrap supporting accumulation, evaluation, and fallback function calls into ProbeVolumeEvaluateSphericalHarmonics() function to hide static branches around SH order from LightLoop and SampleBakedGI. * Probe Volumes: Update SampleBakedGI() API (#759) * Probe Volumes: Update SampleBakedGI() and supporting internal functions signature in order to evaluate lighting along front and back facing normals at the same time. * Add some comment Co-authored-by: pastasfuture <pastasfuture@gmail.com> * Probe Volumes: Fix DebugViewTiles shader after updates to ProbeVolumeGetCountAndStart() * Probe Volumes: Set ShaderConfig evaluation mode to be disabled by default. * Probe Volumes: Update EvaluateOctahedralDepth function name to match surrounding code convention. * Probe Volumes: Fix up ShaderVariablesGlobal after naming conflict from pulling in lastest. Co-authored-by: Tobias Alexander Franke <tobias@unity3d.com> Co-authored-by: pastasfuture <pastasfuture@gmail.com> * update DXR Test project * Fix transparent/opaque motion vector inconsistencies by allowing camera-only transparent motion vectors (#788) * Allow camera only transparent motion vectors * Changelog * revert old way of doing it. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Made VT settings classes internal rather than private/public (#805) Co-authored-by: Nico Leyman <Nicolas@GraphineSoftware.com> * update test filter * fix shad variables globals after merge * Update ShaderVariablesGlobal.cs.hlsl * Update LightingDebug.cs.hlsl * Fix reflection probe framesettings override (#796) * Fix reflection probe framsettings override * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix artifacts in volumetric lighting near opaque geometry (#493) * Add view bias to volumetrics * Implement geometry-distance-aware volume rendering * Comment * Fix the flickering issue * Clean * Fix * Changelog * Implement lookup bias for volumetrics * Update CHANGELOG.md * update test filter * fix refernce screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed WRITE_NORMAL_BUFFER macro redefinition and generated interpolators in ShadowCaster and META pass (#816) * update reference screenshots * Hdrp/fix/cookie area light update (#828) * Fixed area light cookie not used when a spot cookie is assigned * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with dynamic resolution and CAS + issue with dynamic resolution updating while not in playmode (#827) * Make sure update of dynamic res happens only in game view and not when playing. * changelog * Allow forced res to still be valid while not playing Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed logic of test on presence of HDRP asset that would wrongly trigger (#824) a warning message when not in batch mode. * Fix raytracing keyword & static render state leak (#829) * Fix raytracing keyword value * Fix static render state being modified and causing side effects * Fix issue with blocky artifacts when decals affecting metallic are applied on specular color workflow (#823) * specular color needs to be weighted back with the blend factor. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update HDShaderPasses.cs * Add custom post process before TAA injection point (#817) * Added custom post process before TAA injection point * Updated custom pp graphic test * Added before TAA post process in HDRP default settings * Re-enabling the bloom test (#809) * Re-enabling the bloom test * Moving the test at the proper position Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> * Fix depth pyramid issues with dynamic resolution (#806) * Recompute the mip info before generating the mipchain * changelog * avoid compute mipchain if not needed Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix decal being duplicated in prefab isolation mode. (#789) * Fixed decals being duplicated in prefab isolation mode. * Update changelog. * Fix decals in the player. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed an issue where rendering preview with MSAA might generate render graph errors. (#800) * Fixed an issue where rendering preview with MSAA might generate render graph errors. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix compile issue on PS4 for PlanarReflectionFiltering.compute (#830) * Fix compile issue for PS4. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix compilation issue * IES Light Support (Point, Spot & Rectangular Lights) (#459) * IES Importe & Generate 2D/Cube/Equirectangular Textues * Enable PreviewGUI for IES Light, Split Core & HDRP * IES Point sampling enable Octahedral * missing file * spaces * for test * Cut of push Yamato generation * Wrong merge: Missing file * Missing file * wip * Octahedral Tilling * Cleaner & introduce IESObject * missing dead code * Allow only Power of 2 textures, update when resize * Clean code, + change log + Area Light * remove useless code * minor update * Merge * Cleanup * Remove useless log * Unify code + cleanup * Update documentation * Disable IES for Directionnal Lights * Fix when we update the spot angle baked * Update documentation & rename UI * com * Fix error for Area/Rectangular lights * Minor typo + move internal (WIP) * minor * minor * fix Pyramid + Box light & Add support of IES for them * Unreachable code fix * fix HDRPTest for Box lights * Add missing public doc * Last missing doc issues - fix * Remove all CGAlloc; Remove IES + Cookie for emissive mesh of area light(+Update doc) * Remove useless code, typo * Update versions in manifests (#647) * update manifests * Update manifest.json * update hdrp runtime [skip ci] * update testing packages [skip ci] * remove unused references * Update reference to support octahedral for animated texture * Update GI Support (HDRP Test valid) * Update image reference * Add migration message for Cookies * Fix message * Typo in light-component.md * Forgot an "and" * Typo in display emissive mesh property * Update documentation to clarify the case for light baking + IES cases * Switch from slider to ComboBox for IES Resolution * Rewording sentence on cookie/ies baking tooltip * Used same sentence from elsewhere for coherence * Fix compilation issue after merge * Update Vulkan reference images * Update OSX Metal reference image for CubeCookie * Formating, type & convention * Formating & code convention * Fix warning message * Update upgrading 2020.1 to 2020.2 doc * Update light loop for fetching * Update Upgrading-from-2020.1-to-2020.2.md * Update Upgrading-from-2020.1-to-2020.2.md * Update LightCookieManager.cs * Update HDRenderPipelineAsset.Migration.cs * Fix DXR Text * Fix Yamato XR * update reference screenshots * update reference screenshots * fix for Yamato OSXEditor/Metal Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com> Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com> * Revert "Re-enabling the bloom test (#809)" This reverts commit cc9a6498c9213174f27b14d5aa5f081667346d99. * Update reference screenshots for IES * fix shader warning in DepthTAA.shader * Update 2313_Shadow_Mask_Spotlight_Shapes.unity * Update VFX reference screenshots * Update 4060_CustomPostProcess.unity * Update HDSRP_ Test reference screenshots * Update TestCaseFilters.asset Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: TomasKiniulis <50582134+TomasKiniulis@users.noreply.github.com> Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: slunity <37302815+slunity@users.noreply.github.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com> Co-authored-by: Evgenii <evgenii@unity3d.com> Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: pastasfuture <pastasfuture@gmail.com> Co-authored-by: Theo Penavaire <theo.penavaire@gmail.com> Co-authored-by: Tobias Alexander Franke <tobias@unity3d.com> Co-authored-by: NicoLeyman <49522355+NicoLeyman@users.noreply.github.com> Co-authored-by: Nico Leyman <Nicolas@GraphineSoftware.com> Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>
* Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent
* property attributes not serialized (#253) * 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 * Remove shader warnings (#261) * Fix shader warnings in test projects * Update changelog * Vfx/feature/filter enum (#243) * Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review * Remove raytracing enumerator filter as it was removed from HDRP enum * Remove irrelevant render queues from some HDRP outputs (#263) * 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 * Update CHANGELOG.md * Fix exception when creating new category on new visual effect asset. * Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205) * Fix to graft : support for flag enum in inspector * *Update changelog * Revert "Fix Enum Flag" (#15) * "Fix Enum Flag" (#16) This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241. * Fix for Initial Event field height, (#17) * Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md * Vfx/fix colorfield height (#19) * Fix color field height * changelog * Mesh Sampling (revival) (#1) * 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> * Update experimental disclaimers (#367) * Updated experimental disclaimers * Removed link and added description instead. * [HDRP] MSAA & MotionVector (#12) * 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 (#25) * Allow an object slot to have null as its value * changelog * Vfx/fix/prevent capacity change locked (#24) * Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog * *Update all vfx (had to do it manually...) * Restore missing enty in hdrp changelog (bad resolve conflict from me) * Fix 1233044 - capacity cannot be zero (#21) * Prevent capacity from being 0 * Fix strip capacity as well * Vfx/fix/param order (#22) * Fix for dragged parameters order when there are categories * changelog Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix minor issue with VFXPreviousPositionBinder.cs (#23) Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/fix/sgoperator create context drag (#28) * Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot. * changelog * Vfx/fix/context no blocks (#27) * Don't show block windows when context cant have blocks (output mesh ) * changelog * PropertyBinder : Minor Fixes (#29) * Fix for binder when null asset & fix for binder while resetting * Call ClearPropertyBinders while resetting * Add Update Modes & Time Access (revival) (#4) * Squashed commit of the following: commit d77638ba4188bfb03c81130b82cacb2a719f03be Merge: 49eaeadff7 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 09:46:59 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 14:53:09 2020 +0100 Update UX for new time access (#260) https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280 See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z commit 78d5d9938d9896d517efa89662764afd44ef12fc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 16:03:26 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060 commit bc7e715b0e41b55126fdf171b7459b680e3e3824 Merge: 9a82a52bfe ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 14:52:03 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88 Merge: f56986d415 66df0debfc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 09:17:53 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit f56986d4157f140ca84b039d97c8b7064a18214e Merge: 047820690f 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:25:07 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 047820690fa496bd43d3a60df16dd0932502c7cb Merge: d6d17dfbbc e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:56:39 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:59:15 2020 +0100 Squashed commit of the following: commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 13:37:05 2020 +0100 Use implicit block for old position backup commit e786cf3ade7d7515da4569dde9455881af02f282 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Sun Jan 12 15:05:03 2020 +0100 WIP : Add option to skip zero delta per update context commit e864fae742120fbfebabb26b605ddedfd184b02b Merge: 4eecc0b90b fb12af4c28 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:47:57 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 16:08:07 2020 +0100 Rename ProcessEveryFrame in ExactFixedTimeStep commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 16:21:50 2020 +0100 Fix ManagerMaxDeltaTime (was GameDeltaTime) commit eaebe2649e93a5083fd62c91ac92185794b908e5 Merge: 98e7dcfcdc 276c02f29a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:42:08 2020 +0100 Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes commit 98e7dcfcdceb710c252e4d1a257815a724539e68 Merge: 248004d55a 0737eb535c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:26:54 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 248004d55a7b96c6532cd3c197e175b751d6f3fe Merge: 2bbadae355 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 9 13:12:50 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 2bbadae355bb3c4a308b8d4e020e96127fa94818 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:07:46 2019 +0100 Add tooltip to VFXTime.cs commit 9dc7ea790327b44ffde94bbf783d588e74c50174 Merge: bf48ba84eb 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:29:13 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit bf48ba84ebfd1472d041966ba4be627e3a1ef427 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:26:30 2019 +0100 *Update changelog.md commit b5d76d5d5d65584fde771213d9a01adc6dd9b856 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 16:10:19 2019 +0100 Add operator to enable time accesses commit 1a2fe7b8dc5072dd49d985f045f276385e08287f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 11:25:52 2019 +0100 Add built-in expression (but not listed) commit b0d0e64ee04036adf48f4481bfd22eace649bac3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:37:50 2019 +0100 Add some header commit 490a441046a227bb1cc1b98418d0559da17d3771 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:36:57 2019 +0100 Add tooltip & text content commit 621c5b2b78545800b2e94921b9314ef860992059 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:09:32 2019 +0100 *Add custom inspector to edit update flags efficiently * Fix build (VFXPropertyAttribute.Create isn't needed anymore) * Fix editor test * Read Attribute in Spawn Context (#6) * Squashed commit of the following: commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 11:14:14 2020 +0200 *Update image reference (having issue with standalone, not sure of the result) commit 275c22de35f08ada783c96c625b12475f0c42337 Merge: 85254f1ec4 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 09:59:48 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # com.unity.visualeffectgraph/CHANGELOG.md commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 16:21:39 2020 +0100 *Update image reference due to fix with grapicTest update commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf Merge: d8db341bfb 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 11:51:43 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset commit d8db341bfbd9257e1a5285d200e3eabe24857b01 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:57:38 2020 +0100 *Apply Formatting commit f80441dd6b30ef726d46ae2fe32bcf05d208b760 Merge: b3d858ffe1 01f176355a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:32:49 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7 Merge: 0bce44dc9a 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:18:58 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # .yamato/upm-ci-vfx_lwrp.yml # .yamato/upm-ci-vfxmain.yml # com.unity.visualeffectgraph/CHANGELOG.md commit 0bce44dc9a694bf36b849efb894e999fa9dc959e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:20:03 2020 +0100 *Fix build commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df Merge: 2130ea0ef2 e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 09:47:09 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 2130ea0ef2186ecdc5692878940d5d6635dca31b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:09:13 2020 +0100 *Update tooltips (thanks @vlad) commit f8cdb95f5d2075848e530d997551b69de43f39e0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:01:44 2020 +0100 Rename SpawnerState in SpawnState commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 13:54:24 2020 +0100 Improve ReadAttribute test to cover NewLoop state commit 2c515bfde823bfbce87df8a1444e19e5c2327e32 Merge: a9efee24ff bff1b74b59 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 16:32:45 2019 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit a9efee24ff84131c53dc2ba93f1985b02217e3d7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:54:25 2019 +0100 *Update comment commit 6b17879881555cd72b3af4463fd907423f92ad7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:53:11 2019 +0100 Throws an exception while detecting unexpected expression flag commit cbad9212075ec6776cf9d892185dd6ee64f8fab2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:43:33 2019 +0100 Reorder spawner state operator commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:35:30 2019 +0100 Fix issue "Cannot plug in attribute-derived nodes into a spawner block." commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:58:30 2019 +0100 *Update changelog commit 61bd2e5871f23002dd1add024858efdef5e09372 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:46:52 2019 +0100 Update _CCCC test & Rename Spawner State library name commit 4942912123d795023aacb0363c8e462a2da29943 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 16:58:17 2019 +0100 Fix test & clean useless code in VFXExpression.Initialize commit e6d6c593eb27c612a225340615dabe7692f76a00 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:22:31 2019 +0100 Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose commit f00f740b775f67e9378072744513f3ff920f470d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:16:39 2019 +0100 Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change) commit b7d8e238dd7e05bf99114a980c8584da7985dcf8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:45:56 2019 +0100 Clean test data & add reference images commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:17:51 2019 +0100 Move graphicTest to common files commit fa21846e7787fec9068c5a18a33dc568df3f7cc9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 11:53:18 2019 +0100 Separate cleanly per event attribute expressions commit 80e5259674a011e864e65f13c77ce06f92f33b7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 08:38:41 2019 +0100 New test for chaining & read attributes commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 18:47:20 2019 +0100 Add read attribute for loop settings (context evaluation) commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 15:30:56 2019 +0100 Clean expression patching commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 11:45:06 2019 +0100 Clarify compatibility code for spawner order & random implication commit 0dcf774f623fb93eb7bc19b06407b88669472443 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 18:42:30 2019 +0100 Add tricky case in test vfx & fix compatibility code TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 16:49:42 2019 +0100 *Up local test commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 15:22:03 2019 +0100 Detect & Compute partial evaluation commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:16:29 2019 +0100 Add spawner State Operator & SpawnCount (even if it's actually an attribute) commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:04:04 2019 +0100 Add spawner state accessor commit adb1d6d66172f2d187b577facaf7b2aea4677d13 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 11:24:20 2019 +0100 Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling commit d43ad0e1395d0e51f3583ce9627a72006356e117 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 2 16:19:05 2019 +0100 Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute commit 8a25b5fbed33569529d30379fce2acd4da7de88d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 29 16:14:32 2019 +0100 Backup test asset (temporarily) commit dcb3efaf885dbbdec317f5a42ace9ace336fded9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 16:37:48 2019 +0100 WIP : experimenting new concept of Read Attribute expression * Merge with vfx/staging * Update VFX * Misc small fixes (#36) * Fix strips outputs, spawnIndex and default metallic value * Increase threshold in particle strip unlit test * Test for Override resetted (#26) * *WIP* add test * Actually add a more legit "prefab" test * Prepare fix later fix of 1206890 : can't change the C++ without updating this test * Fix editor test (todo : graft this change to master to anticipate the C++ change) * Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20) * New Test : total time is sum of delta time (#7) * *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249 * [Fix] Disable reset option (#41) * Disable reset option * Add repro case 1251533 * Fix minor issue with PreviousPropertyBinder (bis) (#31) * Fix minor issue with VFXPreviousPositionBinder.cs * Fix exception in OnEnable Note : I didn't try it locally yet. * Actual fix of VFXPreviousPositionBinder.cs Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix culture issues when generating attributes defines in shaders (#40) * [PropertyBinder] Move Update to LateUpdate (#38) * Fix issue with VFXPropertyBinder : we should use late update instead of Update * *Update 23_ParameterBinder reference image * Call resyncslots on shadergraph dependent models. (#10) * Call resyncslots on shadergraph dependent models. * missing call to checkgraphbeforeimport * indentation * fix slot not updated if only the attributes change * Do the same for models having subgraphs than for models having shadergraphs. * Fix based on PR review * Update CHANGELOG.md * update vfx and settings * Renable 009_MultiCamera in URP project * Easy Wins (Small Workflow / Cosmetic fixes) (#37) * Properties now exposed by default in blackboard * Dissociated Colors for bool/int/uint * Added Degrees / Radians conversion subgraphs in samples * De-nicified attribute name (conserve case) in Set Custom Attribute title * Changed the default "No Asset" message when opening the visual effect graph window. * Subgraphs are not in hardcoded categories anymore + Updated Serialization * Added Documentation for setting Subgraph Menu Categories Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/docs/compatability disclaimer (#43) * Added compatability disc * Updated format. * Save a specific vfx asset and its sugraphs only (#35) * Save graph asset works * Update CHANGELOG.md * Update VisualEffectGraphWindow.md * Update VisualEffectGraphWindow.md * Fix for block copy not dirtying the scene. * Remove some unecessary compilation (not all) (#46) * New TransformVector4 and GetTextureDimensions operators (#18) * Vfx/feature/new operators 2 (#266) * Add TransformVector4 operator * Remove unused code * Fix warning * Refactor dynamic type operator * Samll fix to previous commit * Add texture dimensions operator and expressions * Add tooltips * Add changelog entry * Fix merge compilation * Modify point cache test * Prevent textures from being constant folded * Move modified test to correct folder * Output Event (#5) * Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent * *Fix build VisualEffect.OutputEventArgs => VFXOutputEventArgs Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5 * Vfx/feature/enum parameter (#8) * Restart of enum parameters * more work * more work * Still more work. * reorderable list looks good. * Adding and removing values works. * dragging item works. * Enum values show in the inspector. * fixes for rebase * Enumvalue works on subgraphs. * notify enum name change. * Added documentation for blackboard value filtering. * no value per enum * only uint can now avec enum values. * don't nicify enum values. * Update Blackboard.md * Update VFXBlackboard.uss * sanitize parameter already having range * Clamp enum value works. * Changing switch testValue to uint. * value appearing as menu if mode is enum. * Update CHANGELOG.md * Mutli editor of different values of enum parameter works. * cpoy paste enumValues and min/max when copying parameter. * Copy parameter mode when converting to subgraph. * fix * Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt. * Vfx/docs/new operator docs (#50) * Added documentation for new operators * Changed bullet format. * Fix creation of StringPropertyRM (#51) * Fix creation of StringPropertyRM * Update CHANGELOG.md * Fix input of event emitting block beeing to small because of output * Multi-mesh output, LODs and compute culling (#14) * Implement multi mesh * Add LOD + lit mesh output support * Small fix + optim * Fix crash with multi mesh + sorting * Fix shader compilation with single mesh and compute culling * implement multi sorting * Add globalSort parameter * Fix camera absolute mode * Fix URP shader compilation * Add frustum culling to LOD * Add frustum culling setting * filter out implicit settings and add tooltips * Add radius scale + tooltips * Add a graphics test * Update change log + lod and multi mesh as experimental features * Forgot a file * Small changes based on QA review * Simulate headers on enum values in SlotContainerEditor (#49) * Simulate headers on enum values in SlotContainerEditor * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com> * Update VFX * Fix for blackboard scrollable element hidden by resize. * Disable LOD test for XR * Fix test threshold that was reset to 0... * Ignoer graphviz folder * Target Gameobject windows resize doesn't go too far above scrollbars * Missing or incorrect unit in uss. * fix for reference image "VFX/Execution" not updated to new path ( warning when adding output) * Change description in package.json to reflect VFX is not out of preview with URP and mobile Co-authored-by: Tristan Genevet <tristan@unity3d.com> Co-authored-by: Thomas Iché <peeweek@gmail.com> Co-authored-by: Thomas Iché <thomasi@unity3d.com> Co-authored-by: Paul Demeulenaere <pauld@unity3d.com> Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk> Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
* property attributes not serialized (#253) * 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 * Remove shader warnings (#261) * Fix shader warnings in test projects * Update changelog * Vfx/feature/filter enum (#243) * Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review * Remove raytracing enumerator filter as it was removed from HDRP enum * Remove irrelevant render queues from some HDRP outputs (#263) * 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 * Update CHANGELOG.md * Fix exception when creating new category on new visual effect asset. * Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205) * Fix to graft : support for flag enum in inspector * *Update changelog * Revert "Fix Enum Flag" (#15) * "Fix Enum Flag" (#16) This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241. * Fix for Initial Event field height, (#17) * Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md * Vfx/fix colorfield height (#19) * Fix color field height * changelog * Mesh Sampling (revival) (#1) * 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> * Update experimental disclaimers (#367) * Updated experimental disclaimers * Removed link and added description instead. * [HDRP] MSAA & MotionVector (#12) * 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 (#25) * Allow an object slot to have null as its value * changelog * Vfx/fix/prevent capacity change locked (#24) * Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog * *Update all vfx (had to do it manually...) * Restore missing enty in hdrp changelog (bad resolve conflict from me) * Fix 1233044 - capacity cannot be zero (#21) * Prevent capacity from being 0 * Fix strip capacity as well * Vfx/fix/param order (#22) * Fix for dragged parameters order when there are categories * changelog Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix minor issue with VFXPreviousPositionBinder.cs (#23) Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/fix/sgoperator create context drag (#28) * Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot. * changelog * Vfx/fix/context no blocks (#27) * Don't show block windows when context cant have blocks (output mesh ) * changelog * PropertyBinder : Minor Fixes (#29) * Fix for binder when null asset & fix for binder while resetting * Call ClearPropertyBinders while resetting * Add Update Modes & Time Access (revival) (#4) * Squashed commit of the following: commit d77638ba4188bfb03c81130b82cacb2a719f03be Merge: 49eaeadff7 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 09:46:59 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 14:53:09 2020 +0100 Update UX for new time access (#260) https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280 See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z commit 78d5d9938d9896d517efa89662764afd44ef12fc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 16:03:26 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060 commit bc7e715b0e41b55126fdf171b7459b680e3e3824 Merge: 9a82a52bfe ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 14:52:03 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88 Merge: f56986d415 66df0debfc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 09:17:53 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit f56986d4157f140ca84b039d97c8b7064a18214e Merge: 047820690f 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:25:07 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 047820690fa496bd43d3a60df16dd0932502c7cb Merge: d6d17dfbbc e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:56:39 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:59:15 2020 +0100 Squashed commit of the following: commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 13:37:05 2020 +0100 Use implicit block for old position backup commit e786cf3ade7d7515da4569dde9455881af02f282 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Sun Jan 12 15:05:03 2020 +0100 WIP : Add option to skip zero delta per update context commit e864fae742120fbfebabb26b605ddedfd184b02b Merge: 4eecc0b90b fb12af4c28 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:47:57 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 16:08:07 2020 +0100 Rename ProcessEveryFrame in ExactFixedTimeStep commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 16:21:50 2020 +0100 Fix ManagerMaxDeltaTime (was GameDeltaTime) commit eaebe2649e93a5083fd62c91ac92185794b908e5 Merge: 98e7dcfcdc 276c02f29a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:42:08 2020 +0100 Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes commit 98e7dcfcdceb710c252e4d1a257815a724539e68 Merge: 248004d55a 0737eb535c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:26:54 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 248004d55a7b96c6532cd3c197e175b751d6f3fe Merge: 2bbadae355 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 9 13:12:50 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 2bbadae355bb3c4a308b8d4e020e96127fa94818 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:07:46 2019 +0100 Add tooltip to VFXTime.cs commit 9dc7ea790327b44ffde94bbf783d588e74c50174 Merge: bf48ba84eb 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:29:13 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit bf48ba84ebfd1472d041966ba4be627e3a1ef427 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:26:30 2019 +0100 *Update changelog.md commit b5d76d5d5d65584fde771213d9a01adc6dd9b856 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 16:10:19 2019 +0100 Add operator to enable time accesses commit 1a2fe7b8dc5072dd49d985f045f276385e08287f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 11:25:52 2019 +0100 Add built-in expression (but not listed) commit b0d0e64ee04036adf48f4481bfd22eace649bac3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:37:50 2019 +0100 Add some header commit 490a441046a227bb1cc1b98418d0559da17d3771 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:36:57 2019 +0100 Add tooltip & text content commit 621c5b2b78545800b2e94921b9314ef860992059 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:09:32 2019 +0100 *Add custom inspector to edit update flags efficiently * Fix build (VFXPropertyAttribute.Create isn't needed anymore) * Fix editor test * Read Attribute in Spawn Context (#6) * Squashed commit of the following: commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 11:14:14 2020 +0200 *Update image reference (having issue with standalone, not sure of the result) commit 275c22de35f08ada783c96c625b12475f0c42337 Merge: 85254f1ec4 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 09:59:48 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # com.unity.visualeffectgraph/CHANGELOG.md commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 16:21:39 2020 +0100 *Update image reference due to fix with grapicTest update commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf Merge: d8db341bfb 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 11:51:43 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset commit d8db341bfbd9257e1a5285d200e3eabe24857b01 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:57:38 2020 +0100 *Apply Formatting commit f80441dd6b30ef726d46ae2fe32bcf05d208b760 Merge: b3d858ffe1 01f176355a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:32:49 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7 Merge: 0bce44dc9a 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:18:58 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # .yamato/upm-ci-vfx_lwrp.yml # .yamato/upm-ci-vfxmain.yml # com.unity.visualeffectgraph/CHANGELOG.md commit 0bce44dc9a694bf36b849efb894e999fa9dc959e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:20:03 2020 +0100 *Fix build commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df Merge: 2130ea0ef2 e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 09:47:09 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 2130ea0ef2186ecdc5692878940d5d6635dca31b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:09:13 2020 +0100 *Update tooltips (thanks @vlad) commit f8cdb95f5d2075848e530d997551b69de43f39e0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:01:44 2020 +0100 Rename SpawnerState in SpawnState commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 13:54:24 2020 +0100 Improve ReadAttribute test to cover NewLoop state commit 2c515bfde823bfbce87df8a1444e19e5c2327e32 Merge: a9efee24ff bff1b74b59 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 16:32:45 2019 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit a9efee24ff84131c53dc2ba93f1985b02217e3d7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:54:25 2019 +0100 *Update comment commit 6b17879881555cd72b3af4463fd907423f92ad7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:53:11 2019 +0100 Throws an exception while detecting unexpected expression flag commit cbad9212075ec6776cf9d892185dd6ee64f8fab2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:43:33 2019 +0100 Reorder spawner state operator commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:35:30 2019 +0100 Fix issue "Cannot plug in attribute-derived nodes into a spawner block." commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:58:30 2019 +0100 *Update changelog commit 61bd2e5871f23002dd1add024858efdef5e09372 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:46:52 2019 +0100 Update _CCCC test & Rename Spawner State library name commit 4942912123d795023aacb0363c8e462a2da29943 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 16:58:17 2019 +0100 Fix test & clean useless code in VFXExpression.Initialize commit e6d6c593eb27c612a225340615dabe7692f76a00 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:22:31 2019 +0100 Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose commit f00f740b775f67e9378072744513f3ff920f470d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:16:39 2019 +0100 Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change) commit b7d8e238dd7e05bf99114a980c8584da7985dcf8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:45:56 2019 +0100 Clean test data & add reference images commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:17:51 2019 +0100 Move graphicTest to common files commit fa21846e7787fec9068c5a18a33dc568df3f7cc9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 11:53:18 2019 +0100 Separate cleanly per event attribute expressions commit 80e5259674a011e864e65f13c77ce06f92f33b7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 08:38:41 2019 +0100 New test for chaining & read attributes commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 18:47:20 2019 +0100 Add read attribute for loop settings (context evaluation) commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 15:30:56 2019 +0100 Clean expression patching commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 11:45:06 2019 +0100 Clarify compatibility code for spawner order & random implication commit 0dcf774f623fb93eb7bc19b06407b88669472443 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 18:42:30 2019 +0100 Add tricky case in test vfx & fix compatibility code TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 16:49:42 2019 +0100 *Up local test commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 15:22:03 2019 +0100 Detect & Compute partial evaluation commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:16:29 2019 +0100 Add spawner State Operator & SpawnCount (even if it's actually an attribute) commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:04:04 2019 +0100 Add spawner state accessor commit adb1d6d66172f2d187b577facaf7b2aea4677d13 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 11:24:20 2019 +0100 Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling commit d43ad0e1395d0e51f3583ce9627a72006356e117 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 2 16:19:05 2019 +0100 Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute commit 8a25b5fbed33569529d30379fce2acd4da7de88d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 29 16:14:32 2019 +0100 Backup test asset (temporarily) commit dcb3efaf885dbbdec317f5a42ace9ace336fded9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 16:37:48 2019 +0100 WIP : experimenting new concept of Read Attribute expression * Merge with vfx/staging * Update VFX * Misc small fixes (#36) * Fix strips outputs, spawnIndex and default metallic value * Increase threshold in particle strip unlit test * Test for Override resetted (#26) * *WIP* add test * Actually add a more legit "prefab" test * Prepare fix later fix of 1206890 : can't change the C++ without updating this test * Fix editor test (todo : graft this change to master to anticipate the C++ change) * Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20) * New Test : total time is sum of delta time (#7) * *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249 * [Fix] Disable reset option (#41) * Disable reset option * Add repro case 1251533 * Fix minor issue with PreviousPropertyBinder (bis) (#31) * Fix minor issue with VFXPreviousPositionBinder.cs * Fix exception in OnEnable Note : I didn't try it locally yet. * Actual fix of VFXPreviousPositionBinder.cs Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix culture issues when generating attributes defines in shaders (#40) * [PropertyBinder] Move Update to LateUpdate (#38) * Fix issue with VFXPropertyBinder : we should use late update instead of Update * *Update 23_ParameterBinder reference image * Call resyncslots on shadergraph dependent models. (#10) * Call resyncslots on shadergraph dependent models. * missing call to checkgraphbeforeimport * indentation * fix slot not updated if only the attributes change * Do the same for models having subgraphs than for models having shadergraphs. * Fix based on PR review * Update CHANGELOG.md * update vfx and settings * Renable 009_MultiCamera in URP project * Easy Wins (Small Workflow / Cosmetic fixes) (#37) * Properties now exposed by default in blackboard * Dissociated Colors for bool/int/uint * Added Degrees / Radians conversion subgraphs in samples * De-nicified attribute name (conserve case) in Set Custom Attribute title * Changed the default "No Asset" message when opening the visual effect graph window. * Subgraphs are not in hardcoded categories anymore + Updated Serialization * Added Documentation for setting Subgraph Menu Categories Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/docs/compatability disclaimer (#43) * Added compatability disc * Updated format. * Save a specific vfx asset and its sugraphs only (#35) * Save graph asset works * Update CHANGELOG.md * Update VisualEffectGraphWindow.md * Update VisualEffectGraphWindow.md * Fix for block copy not dirtying the scene. * Remove some unecessary compilation (not all) (#46) * New TransformVector4 and GetTextureDimensions operators (#18) * Vfx/feature/new operators 2 (#266) * Add TransformVector4 operator * Remove unused code * Fix warning * Refactor dynamic type operator * Samll fix to previous commit * Add texture dimensions operator and expressions * Add tooltips * Add changelog entry * Fix merge compilation * Modify point cache test * Prevent textures from being constant folded * Move modified test to correct folder * Output Event (#5) * Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent * *Fix build VisualEffect.OutputEventArgs => VFXOutputEventArgs Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5 * Vfx/feature/enum parameter (#8) * Restart of enum parameters * more work * more work * Still more work. * reorderable list looks good. * Adding and removing values works. * dragging item works. * Enum values show in the inspector. * fixes for rebase * Enumvalue works on subgraphs. * notify enum name change. * Added documentation for blackboard value filtering. * no value per enum * only uint can now avec enum values. * don't nicify enum values. * Update Blackboard.md * Update VFXBlackboard.uss * sanitize parameter already having range * Clamp enum value works. * Changing switch testValue to uint. * value appearing as menu if mode is enum. * Update CHANGELOG.md * Mutli editor of different values of enum parameter works. * cpoy paste enumValues and min/max when copying parameter. * Copy parameter mode when converting to subgraph. * fix * Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt. * Vfx/docs/new operator docs (#50) * Added documentation for new operators * Changed bullet format. * Fix creation of StringPropertyRM (#51) * Fix creation of StringPropertyRM * Update CHANGELOG.md * Fix input of event emitting block beeing to small because of output * Multi-mesh output, LODs and compute culling (#14) * Implement multi mesh * Add LOD + lit mesh output support * Small fix + optim * Fix crash with multi mesh + sorting * Fix shader compilation with single mesh and compute culling * implement multi sorting * Add globalSort parameter * Fix camera absolute mode * Fix URP shader compilation * Add frustum culling to LOD * Add frustum culling setting * filter out implicit settings and add tooltips * Add radius scale + tooltips * Add a graphics test * Update change log + lod and multi mesh as experimental features * Forgot a file * Small changes based on QA review * Simulate headers on enum values in SlotContainerEditor (#49) * Simulate headers on enum values in SlotContainerEditor * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com> * Update VFX * Fix for blackboard scrollable element hidden by resize. * Disable LOD test for XR * Fix test threshold that was reset to 0... * Ignoer graphviz folder * Target Gameobject windows resize doesn't go too far above scrollbars * Missing or incorrect unit in uss. * fix for reference image "VFX/Execution" not updated to new path ( warning when adding output) * Change description in package.json to reflect VFX is not out of preview with URP and mobile * Simplify linear drag (#67) * Simplify linear drag * Fix warning * Enable m_CachingShaderPreprocessor (#65) * *Enable m_CachingShaderPreprocessor * Try enabling vulkan * Unify m_APIs in URP & HDRP * Fix for node window staying when clicking elsewhere (#68) * Fix for node window stayting when clicking elsewhere * Update CHANGELOG.md * Prevent resourcehistory from beeing set to null by serialization (#66) * Vfx/docs/system requirements (#69) * Added system requirements documentation. * Corrected phrasing * Added toc entry * Reorganised toc entry Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix position of block creation window (#72) * Fix Missing System Seed Builtin (#70) * Add missing system seed variant * Add test to cover all builtin expression are available through operator (avoid regression) * *Update changelog.md * Fix inconsistant case * Fix indentation * Fix Prefab Highlight for initial event name toggle & override (#71) * Fix prefab blue highlight * *Update changelog.md * Add test for Mesh Stripping (#59) * *Add test data * Enable StripUnusedMeshComponents: 1 * Enable mesh stripping in HDRP project * *Add reference images * Call recreateCopy after recusion test not before. (#52) * Call recreateCopy after recusion test not before. * Update CHANGELOG.md * Uniquify create visual effect gameobject name. Standard behaviour. (#75) * Uniquify create visual effect gameobject name. Standard behaviour. * Update CHANGELOG.md * Use the AssetDatabase.FindAsset to find VFXResources asset (#48) * Use the AssetDatabase.FindAsset to find VFXResources asset * Update CHANGELOG.md * Search VFXResource only if necessary. * LoadUserResourcesIfNeeded * Fix changelog merge * Added feature: User can specify a directory that holds their VFX template assets (#34) Added feature: User can specify a directory that holds their VFX template assets Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu. ## How to use The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems  Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.  This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.  Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:  * Vfx/fix/1246989 normals and scale (#81) * Fix normal for lit mesh and non uniform scales * Use inverse transpose in planar primitives * Fix planar primitive with non uniform scale in local * Add gfx test * Add comment * Update changelog * Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76) * Fix Texture2DArray and Cubemap exposition from sg in output mesh context * Add case to changelog * Temporarily deactivate non uniform scale test (Some files were lost :() * [Test] Enable test to cover properly reset override behavior (#80) * Renable test to cover issue 1206890 * Fix newly introduced test : Exepcted value is original after reset override & handle correctly color * int and uint support in Compare (#53) * Add int and uint to Compare node and condition expression * minor fixes * Change SerializeType so that tests are correct against System.Type and null * Fix switch * Update changelog * Added render pipeline compatability table (#87) Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix square complexity on parameter to serialized property matching (#78) * Fix square complexity on parameter to serialized property matching * Update CHANGELOG.md * Fix vfx view not beeing framed at launch (#79) * Fix vfx view not beeing framed at launch * safer implementation * Update CHANGELOG.md * Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84) * Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null * Update CHANGELOG.md * SampleSDF operator (#88) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Fix Shadow compilation using shaderGraph (URP/HDRP) (#77) * *Prepare a proper way to test different shadow cases * prepare a shadow graph unlit (modifying alpha) * Add reference data for shadow test * Minimal data for reproduce issue 1259511 * Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define * *Update ShadowMaterial * *Update ShaderGraphShadow.vfx * *Move shader to common testing asset * Add equivalent test for URP * Add graphicTest for URP * *Update reference images * Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting * Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence * Fix incorrect block listing * *Update changelog.md * Fix pass selection for lit effect * Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution * Voluntary add disabled branch on shadow unlit to cover alphaTreshold case * *Minor comment * Fix return alpha clipping (missing actual alpha test enabled) * *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging) * VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.' # Conflicts: # com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template * Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset * *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f) * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288 It was a bad merge Co-authored-by: pastasfuture <pastasfuture@gmail.com> * Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96) * Fix missing type copy in reduce Tested locally on a PS4 * Add expection to detect unsupported value type * Fix 1154328 - infinite recompile with rand (#93) * Change the way rand expression equality is handled * Refactor a bit * Add editor test * World to Viewport Point & Viewport to World Point operators + Test (#98) * World to Viewport Point & Viewport to World Point operators + Test First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator. Includes a test scene for these 2 operators. * Update CHANGELOG.md Update Changelog * Added documentation md files. Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Make null ( not deserializable ) objects part of undo state (#86) * Fix compile loop in vfxoperator (#61) * Update to visual studio package 2.0.2 (#74) * Fix SDF Operators and blocks from PR #88 (#94) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Remove the use of inverse transpose for the "normals" * Restore the Inverse Transpose and modify Collision code * Restore Conform and Collide previous behavior + direction points to the surface * add documentation * Consistent distance and normal handling + ref images * Cleaning + World space stick distance and radius + references * Max scale through expression evaluated on GPU (if needed) * Max3 on CPU * Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91) * Simpler update to use now available ByteAddressBuffer * Temp Workaround a GPU hang We should isolate properly this code. * Proper fix of OOB FetchBuffer * *Update changelog.md * Update assets * Update URP tests assets * More update to assets * Remove old gfx tests images ref * Fix changelog * Fix Construct Matrix on GPU (#102) * Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU * *Update changelog.md * Output Event Helpers (#58) * Base Commit * Moved Files down one folder * Updated Package Configuration, CHANGELOG and documentation * Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour * Small fixes and checks * Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check * Small Fixes * Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly * Other custom Editors + Helpbox * Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in Prefab Spawn * Removed Rerouting Helpers as CopyValuesFrom is broken at the moment. * Fixed ASMDEFs / class accessibility * Updated Documentation * Fixed Class Accessibility for ExposedPropertyDrawer * Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer) Co-authored-by: Thomas ICHÉ <peeweek@gmail.com> * Add support for Gradient sampling with and without gradient mode #100 * Fix changelog * Fix case 1279294 : Invalid Random per component behavior in spawn context (#107) * Revert "Output Event Helpers" (#110) * Revert "Output Event Helpers (#58)" This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78. * Revert "Fix changelog" This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137. * Fix changelog (missing revert) * Fix changelog : Unexpected carriage return * Point cache: Binary format corrupted due to an extra byte offset (#108) * Point cache header, wait for new line character only (/n) and skip carriage return(/r) An extra trailing new line character was causing an invalid offset in binary point cache files. * Update Changelog * Remove unnecessary files * Fix InvalidCastException when using byte properties in point cache files (#109) * Change casting to byte We were trying to cast an object containing a byte to an int. Also, a better normalization would be dividing by 255. * Update CHANGELOG.md * update asset and scripts * Remov…
* Add alembic test to HDRP_DXR_Tests * Update alembic reference images * Use Yamato reference images * XR test updated reference image * Revert reference image for WindowsEditor. It looks like playmode_XR has a different result than playmode and playmode_Rendergraph * Modify alembic test to confirm alembic works with ray tracing by viewing alembic mesh via ray traced reflection * Set XR threshold multiplier to 1.5, based on other tests that have to wait for frame * Update WindowsEditor reference image * updated most prefabs to not be prefab variants unecesssarily, updated diffusion profile for bamboo leaves, fixed wood normal map, rebaked, added new "medium" bake settings * [CI] Updated .ymls to new revision * Expose PointCacheAsset textures (#2030) Currently there's no pCache property in vfx graph, this change exposes textures to make them usable instead of pCache. More: https://forum.unity.com/threads/expose-point-cache-as-blackboard-attribute.856603/#post-6355635 * Fixed links and images Fixed issues in the ToC, links in all docs and images in all docs. * Fix Static-shader-analysis.md links. Changed file name of Static-shader-analysis.md and fixed links. * removed useless -preview.1 * Toc name change Also amended links. * TableOfContents name change. * Universal/fixing changelog (#2090) * removing duplicate Added sections * removed accidental added text * Fixed the dates issue * Moved fixed to the right section * Updated fontainbleau compatability and added relevant links * Fix clear coat chagelog issues. (#2095) * Renamed UI `Vector1` to `Float` / Renamed enum `Float` precision to `Single` (V2) (#1979) * rename precision from float to single * rename vector 1 to float * rename vector1 in the documentation * Update Compositor-User-Guide.md * Update Upgrade-Guide-10-0-x.md * fix precision test * add search synonym to upgraded node * update precision test graph * Fixed extra whitespaces and minor rewording * Rename also all enum which a Vector1 inside to get correct string conversion as float * Renamed Float.md and updated links to it * Revert "Rename also all enum which a Vector1 inside to get correct string conversion as float" This reverts commit 3d5fe9b48a1c2b7642b40327c5fea7a259016638. * rename property type to have correct type display * Update DiffusionProfileShaderProperty.cs * Fix blackboard info name after merge of Antoie PR * rename the uss color mode to keep correct banding color Co-authored-by: Alex Lindman <alexandral@unity3d.com> Co-authored-by: Sharlene Tan <sharlenet@unity3d.com> * VFX Staging to Master for 10.1 (#1945) * property attributes not serialized (#253) * 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 * Remove shader warnings (#261) * Fix shader warnings in test projects * Update changelog * Vfx/feature/filter enum (#243) * Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review * Remove raytracing enumerator filter as it was removed from HDRP enum * Remove irrelevant render queues from some HDRP outputs (#263) * 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 * Update CHANGELOG.md * Fix exception when creating new category on new visual effect asset. * Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205) * Fix to graft : support for flag enum in inspector * *Update changelog * Revert "Fix Enum Flag" (#15) * "Fix Enum Flag" (#16) This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241. * Fix for Initial Event field height, (#17) * Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md * Vfx/fix colorfield height (#19) * Fix color field height * changelog * Mesh Sampling (revival) (#1) * 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> * Update experimental disclaimers (#367) * Updated experimental disclaimers * Removed link and added description instead. * [HDRP] MSAA & MotionVector (#12) * 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 (#25) * Allow an object slot to have null as its value * changelog * Vfx/fix/prevent capacity change locked (#24) * Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog * *Update all vfx (had to do it manually...) * Restore missing enty in hdrp changelog (bad resolve conflict from me) * Fix 1233044 - capacity cannot be zero (#21) * Prevent capacity from being 0 * Fix strip capacity as well * Vfx/fix/param order (#22) * Fix for dragged parameters order when there are categories * changelog Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix minor issue with VFXPreviousPositionBinder.cs (#23) Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/fix/sgoperator create context drag (#28) * Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot. * changelog * Vfx/fix/context no blocks (#27) * Don't show block windows when context cant have blocks (output mesh ) * changelog * PropertyBinder : Minor Fixes (#29) * Fix for binder when null asset & fix for binder while resetting * Call ClearPropertyBinders while resetting * Add Update Modes & Time Access (revival) (#4) * Squashed commit of the following: commit d77638ba4188bfb03c81130b82cacb2a719f03be Merge: 49eaeadff7 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 09:46:59 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 14:53:09 2020 +0100 Update UX for new time access (#260) https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280 See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z commit 78d5d9938d9896d517efa89662764afd44ef12fc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 16:03:26 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060 commit bc7e715b0e41b55126fdf171b7459b680e3e3824 Merge: 9a82a52bfe ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 14:52:03 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88 Merge: f56986d415 66df0debfc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 09:17:53 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit f56986d4157f140ca84b039d97c8b7064a18214e Merge: 047820690f 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:25:07 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 047820690fa496bd43d3a60df16dd0932502c7cb Merge: d6d17dfbbc e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:56:39 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:59:15 2020 +0100 Squashed commit of the following: commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 13:37:05 2020 +0100 Use implicit block for old position backup commit e786cf3ade7d7515da4569dde9455881af02f282 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Sun Jan 12 15:05:03 2020 +0100 WIP : Add option to skip zero delta per update context commit e864fae742120fbfebabb26b605ddedfd184b02b Merge: 4eecc0b90b fb12af4c28 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:47:57 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 16:08:07 2020 +0100 Rename ProcessEveryFrame in ExactFixedTimeStep commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 16:21:50 2020 +0100 Fix ManagerMaxDeltaTime (was GameDeltaTime) commit eaebe2649e93a5083fd62c91ac92185794b908e5 Merge: 98e7dcfcdc 276c02f29a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:42:08 2020 +0100 Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes commit 98e7dcfcdceb710c252e4d1a257815a724539e68 Merge: 248004d55a 0737eb535c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:26:54 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 248004d55a7b96c6532cd3c197e175b751d6f3fe Merge: 2bbadae355 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 9 13:12:50 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 2bbadae355bb3c4a308b8d4e020e96127fa94818 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:07:46 2019 +0100 Add tooltip to VFXTime.cs commit 9dc7ea790327b44ffde94bbf783d588e74c50174 Merge: bf48ba84eb 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:29:13 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit bf48ba84ebfd1472d041966ba4be627e3a1ef427 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:26:30 2019 +0100 *Update changelog.md commit b5d76d5d5d65584fde771213d9a01adc6dd9b856 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 16:10:19 2019 +0100 Add operator to enable time accesses commit 1a2fe7b8dc5072dd49d985f045f276385e08287f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 11:25:52 2019 +0100 Add built-in expression (but not listed) commit b0d0e64ee04036adf48f4481bfd22eace649bac3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:37:50 2019 +0100 Add some header commit 490a441046a227bb1cc1b98418d0559da17d3771 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:36:57 2019 +0100 Add tooltip & text content commit 621c5b2b78545800b2e94921b9314ef860992059 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:09:32 2019 +0100 *Add custom inspector to edit update flags efficiently * Fix build (VFXPropertyAttribute.Create isn't needed anymore) * Fix editor test * Read Attribute in Spawn Context (#6) * Squashed commit of the following: commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 11:14:14 2020 +0200 *Update image reference (having issue with standalone, not sure of the result) commit 275c22de35f08ada783c96c625b12475f0c42337 Merge: 85254f1ec4 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 09:59:48 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # com.unity.visualeffectgraph/CHANGELOG.md commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 16:21:39 2020 +0100 *Update image reference due to fix with grapicTest update commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf Merge: d8db341bfb 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 11:51:43 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset commit d8db341bfbd9257e1a5285d200e3eabe24857b01 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:57:38 2020 +0100 *Apply Formatting commit f80441dd6b30ef726d46ae2fe32bcf05d208b760 Merge: b3d858ffe1 01f176355a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:32:49 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7 Merge: 0bce44dc9a 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:18:58 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # .yamato/upm-ci-vfx_lwrp.yml # .yamato/upm-ci-vfxmain.yml # com.unity.visualeffectgraph/CHANGELOG.md commit 0bce44dc9a694bf36b849efb894e999fa9dc959e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:20:03 2020 +0100 *Fix build commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df Merge: 2130ea0ef2 e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 09:47:09 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 2130ea0ef2186ecdc5692878940d5d6635dca31b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:09:13 2020 +0100 *Update tooltips (thanks @vlad) commit f8cdb95f5d2075848e530d997551b69de43f39e0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:01:44 2020 +0100 Rename SpawnerState in SpawnState commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 13:54:24 2020 +0100 Improve ReadAttribute test to cover NewLoop state commit 2c515bfde823bfbce87df8a1444e19e5c2327e32 Merge: a9efee24ff bff1b74b59 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 16:32:45 2019 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit a9efee24ff84131c53dc2ba93f1985b02217e3d7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:54:25 2019 +0100 *Update comment commit 6b17879881555cd72b3af4463fd907423f92ad7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:53:11 2019 +0100 Throws an exception while detecting unexpected expression flag commit cbad9212075ec6776cf9d892185dd6ee64f8fab2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:43:33 2019 +0100 Reorder spawner state operator commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:35:30 2019 +0100 Fix issue "Cannot plug in attribute-derived nodes into a spawner block." commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:58:30 2019 +0100 *Update changelog commit 61bd2e5871f23002dd1add024858efdef5e09372 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:46:52 2019 +0100 Update _CCCC test & Rename Spawner State library name commit 4942912123d795023aacb0363c8e462a2da29943 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 16:58:17 2019 +0100 Fix test & clean useless code in VFXExpression.Initialize commit e6d6c593eb27c612a225340615dabe7692f76a00 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:22:31 2019 +0100 Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose commit f00f740b775f67e9378072744513f3ff920f470d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:16:39 2019 +0100 Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change) commit b7d8e238dd7e05bf99114a980c8584da7985dcf8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:45:56 2019 +0100 Clean test data & add reference images commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:17:51 2019 +0100 Move graphicTest to common files commit fa21846e7787fec9068c5a18a33dc568df3f7cc9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 11:53:18 2019 +0100 Separate cleanly per event attribute expressions commit 80e5259674a011e864e65f13c77ce06f92f33b7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 08:38:41 2019 +0100 New test for chaining & read attributes commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 18:47:20 2019 +0100 Add read attribute for loop settings (context evaluation) commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 15:30:56 2019 +0100 Clean expression patching commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 11:45:06 2019 +0100 Clarify compatibility code for spawner order & random implication commit 0dcf774f623fb93eb7bc19b06407b88669472443 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 18:42:30 2019 +0100 Add tricky case in test vfx & fix compatibility code TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 16:49:42 2019 +0100 *Up local test commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 15:22:03 2019 +0100 Detect & Compute partial evaluation commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:16:29 2019 +0100 Add spawner State Operator & SpawnCount (even if it's actually an attribute) commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:04:04 2019 +0100 Add spawner state accessor commit adb1d6d66172f2d187b577facaf7b2aea4677d13 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 11:24:20 2019 +0100 Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling commit d43ad0e1395d0e51f3583ce9627a72006356e117 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 2 16:19:05 2019 +0100 Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute commit 8a25b5fbed33569529d30379fce2acd4da7de88d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 29 16:14:32 2019 +0100 Backup test asset (temporarily) commit dcb3efaf885dbbdec317f5a42ace9ace336fded9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 16:37:48 2019 +0100 WIP : experimenting new concept of Read Attribute expression * Merge with vfx/staging * Update VFX * Misc small fixes (#36) * Fix strips outputs, spawnIndex and default metallic value * Increase threshold in particle strip unlit test * Test for Override resetted (#26) * *WIP* add test * Actually add a more legit "prefab" test * Prepare fix later fix of 1206890 : can't change the C++ without updating this test * Fix editor test (todo : graft this change to master to anticipate the C++ change) * Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20) * New Test : total time is sum of delta time (#7) * *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249 * [Fix] Disable reset option (#41) * Disable reset option * Add repro case 1251533 * Fix minor issue with PreviousPropertyBinder (bis) (#31) * Fix minor issue with VFXPreviousPositionBinder.cs * Fix exception in OnEnable Note : I didn't try it locally yet. * Actual fix of VFXPreviousPositionBinder.cs Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix culture issues when generating attributes defines in shaders (#40) * [PropertyBinder] Move Update to LateUpdate (#38) * Fix issue with VFXPropertyBinder : we should use late update instead of Update * *Update 23_ParameterBinder reference image * Call resyncslots on shadergraph dependent models. (#10) * Call resyncslots on shadergraph dependent models. * missing call to checkgraphbeforeimport * indentation * fix slot not updated if only the attributes change * Do the same for models having subgraphs than for models having shadergraphs. * Fix based on PR review * Update CHANGELOG.md * update vfx and settings * Renable 009_MultiCamera in URP project * Easy Wins (Small Workflow / Cosmetic fixes) (#37) * Properties now exposed by default in blackboard * Dissociated Colors for bool/int/uint * Added Degrees / Radians conversion subgraphs in samples * De-nicified attribute name (conserve case) in Set Custom Attribute title * Changed the default "No Asset" message when opening the visual effect graph window. * Subgraphs are not in hardcoded categories anymore + Updated Serialization * Added Documentation for setting Subgraph Menu Categories Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/docs/compatability disclaimer (#43) * Added compatability disc * Updated format. * Save a specific vfx asset and its sugraphs only (#35) * Save graph asset works * Update CHANGELOG.md * Update VisualEffectGraphWindow.md * Update VisualEffectGraphWindow.md * Fix for block copy not dirtying the scene. * Remove some unecessary compilation (not all) (#46) * New TransformVector4 and GetTextureDimensions operators (#18) * Vfx/feature/new operators 2 (#266) * Add TransformVector4 operator * Remove unused code * Fix warning * Refactor dynamic type operator * Samll fix to previous commit * Add texture dimensions operator and expressions * Add tooltips * Add changelog entry * Fix merge compilation * Modify point cache test * Prevent textures from being constant folded * Move modified test to correct folder * Output Event (#5) * Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent * *Fix build VisualEffect.OutputEventArgs => VFXOutputEventArgs Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5 * Vfx/feature/enum parameter (#8) * Restart of enum parameters * more work * more work * Still more work. * reorderable list looks good. * Adding and removing values works. * dragging item works. * Enum values show in the inspector. * fixes for rebase * Enumvalue works on subgraphs. * notify enum name change. * Added documentation for blackboard value filtering. * no value per enum * only uint can now avec enum values. * don't nicify enum values. * Update Blackboard.md * Update VFXBlackboard.uss * sanitize parameter already having range * Clamp enum value works. * Changing switch testValue to uint. * value appearing as menu if mode is enum. * Update CHANGELOG.md * Mutli editor of different values of enum parameter works. * cpoy paste enumValues and min/max when copying parameter. * Copy parameter mode when converting to subgraph. * fix * Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt. * Vfx/docs/new operator docs (#50) * Added documentation for new operators * Changed bullet format. * Fix creation of StringPropertyRM (#51) * Fix creation of StringPropertyRM * Update CHANGELOG.md * Fix input of event emitting block beeing to small because of output * Multi-mesh output, LODs and compute culling (#14) * Implement multi mesh * Add LOD + lit mesh output support * Small fix + optim * Fix crash with multi mesh + sorting * Fix shader compilation with single mesh and compute culling * implement multi sorting * Add globalSort parameter * Fix camera absolute mode * Fix URP shader compilation * Add frustum culling to LOD * Add frustum culling setting * filter out implicit settings and add tooltips * Add radius scale + tooltips * Add a graphics test * Update change log + lod and multi mesh as experimental features * Forgot a file * Small changes based on QA review * Simulate headers on enum values in SlotContainerEditor (#49) * Simulate headers on enum values in SlotContainerEditor * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com> * Update VFX * Fix for blackboard scrollable element hidden by resize. * Disable LOD test for XR * Fix test threshold that was reset to 0... * Ignoer graphviz folder * Target Gameobject windows resize doesn't go too far above scrollbars * Missing or incorrect unit in uss. * fix for reference image "VFX/Execution" not updated to new path ( warning when adding output) * Change description in package.json to reflect VFX is not out of preview with URP and mobile * Simplify linear drag (#67) * Simplify linear drag * Fix warning * Enable m_CachingShaderPreprocessor (#65) * *Enable m_CachingShaderPreprocessor * Try enabling vulkan * Unify m_APIs in URP & HDRP * Fix for node window staying when clicking elsewhere (#68) * Fix for node window stayting when clicking elsewhere * Update CHANGELOG.md * Prevent resourcehistory from beeing set to null by serialization (#66) * Vfx/docs/system requirements (#69) * Added system requirements documentation. * Corrected phrasing * Added toc entry * Reorganised toc entry Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix position of block creation window (#72) * Fix Missing System Seed Builtin (#70) * Add missing system seed variant * Add test to cover all builtin expression are available through operator (avoid regression) * *Update changelog.md * Fix inconsistant case * Fix indentation * Fix Prefab Highlight for initial event name toggle & override (#71) * Fix prefab blue highlight * *Update changelog.md * Add test for Mesh Stripping (#59) * *Add test data * Enable StripUnusedMeshComponents: 1 * Enable mesh stripping in HDRP project * *Add reference images * Call recreateCopy after recusion test not before. (#52) * Call recreateCopy after recusion test not before. * Update CHANGELOG.md * Uniquify create visual effect gameobject name. Standard behaviour. (#75) * Uniquify create visual effect gameobject name. Standard behaviour. * Update CHANGELOG.md * Use the AssetDatabase.FindAsset to find VFXResources asset (#48) * Use the AssetDatabase.FindAsset to find VFXResources asset * Update CHANGELOG.md * Search VFXResource only if necessary. * LoadUserResourcesIfNeeded * Fix changelog merge * Added feature: User can specify a directory that holds their VFX template assets (#34) Added feature: User can specify a directory that holds their VFX template assets Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu. ## How to use The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems  Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.  This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.  Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:  * Vfx/fix/1246989 normals and scale (#81) * Fix normal for lit mesh and non uniform scales * Use inverse transpose in planar primitives * Fix planar primitive with non uniform scale in local * Add gfx test * Add comment * Update changelog * Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76) * Fix Texture2DArray and Cubemap exposition from sg in output mesh context * Add case to changelog * Temporarily deactivate non uniform scale test (Some files were lost :() * [Test] Enable test to cover properly reset override behavior (#80) * Renable test to cover issue 1206890 * Fix newly introduced test : Exepcted value is original after reset override & handle correctly color * int and uint support in Compare (#53) * Add int and uint to Compare node and condition expression * minor fixes * Change SerializeType so that tests are correct against System.Type and null * Fix switch * Update changelog * Added render pipeline compatability table (#87) Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix square complexity on parameter to serialized property matching (#78) * Fix square complexity on parameter to serialized property matching * Update CHANGELOG.md * Fix vfx view not beeing framed at launch (#79) * Fix vfx view not beeing framed at launch * safer implementation * Update CHANGELOG.md * Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84) * Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null * Update CHANGELOG.md * SampleSDF operator (#88) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Fix Shadow compilation using shaderGraph (URP/HDRP) (#77) * *Prepare a proper way to test different shadow cases * prepare a shadow graph unlit (modifying alpha) * Add reference data for shadow test * Minimal data for reproduce issue 1259511 * Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define * *Update ShadowMaterial * *Update ShaderGraphShadow.vfx * *Move shader to common testing asset * Add equivalent test for URP * Add graphicTest for URP * *Update reference images * Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting * Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence * Fix incorrect block listing * *Update changelog.md * Fix pass selection for lit effect * Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution * Voluntary add disabled branch on shadow unlit to cover alphaTreshold case * *Minor comment * Fix return alpha clipping (missing actual alpha test enabled) * *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging) * VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.' # Conflicts: # com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template * Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset * *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f) * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288 It was a bad merge Co-authored-by: pastasfuture <pastasfuture@gmail.com> * Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96) * Fix missing type copy in reduce Tested locally on a PS4 * Add expection to detect unsupported value type * Fix 1154328 - infinite recompile with rand (#93) * Change the way rand expression equality is handled * Refactor a bit * Add editor test * World to Viewport Point & Viewport to World Point operators + Test (#98) * World to Viewport Point & Viewport to World Point operators + Test First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator. Includes a test scene for these 2 operators. * Update CHANGELOG.md Update Changelog * Added documentation md files. Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Make null ( not deserializable ) objects part of undo state (#86) * Fix compile loop in vfxoperator (#61) * Update to visual studio package 2.0.2 (#74) * Fix SDF Operators and blocks from PR #88 (#94) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Remove the use of inverse transpose for the "normals" * Restore the Inverse Transpose and modify Collision code * Restore Conform and Collide previous behavior + direction points to the surface * add documentation * Consistent distance and normal handling + ref images * Cleaning + World space stick …
* property attributes not serialized (#253) * 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 * Remove shader warnings (#261) * Fix shader warnings in test projects * Update changelog * Vfx/feature/filter enum (#243) * Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review * Remove raytracing enumerator filter as it was removed from HDRP enum * Remove irrelevant render queues from some HDRP outputs (#263) * 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 * Update CHANGELOG.md * Fix exception when creating new category on new visual effect asset. * Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205) * Fix to graft : support for flag enum in inspector * *Update changelog * Revert "Fix Enum Flag" (#15) * "Fix Enum Flag" (#16) This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241. * Fix for Initial Event field height, (#17) * Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md * Vfx/fix colorfield height (#19) * Fix color field height * changelog * Mesh Sampling (revival) (#1) * 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> * Update experimental disclaimers (#367) * Updated experimental disclaimers * Removed link and added description instead. * [HDRP] MSAA & MotionVector (#12) * 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 (#25) * Allow an object slot to have null as its value * changelog * Vfx/fix/prevent capacity change locked (#24) * Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog * *Update all vfx (had to do it manually...) * Restore missing enty in hdrp changelog (bad resolve conflict from me) * Fix 1233044 - capacity cannot be zero (#21) * Prevent capacity from being 0 * Fix strip capacity as well * Vfx/fix/param order (#22) * Fix for dragged parameters order when there are categories * changelog Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix minor issue with VFXPreviousPositionBinder.cs (#23) Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/fix/sgoperator create context drag (#28) * Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot. * changelog * Vfx/fix/context no blocks (#27) * Don't show block windows when context cant have blocks (output mesh ) * changelog * PropertyBinder : Minor Fixes (#29) * Fix for binder when null asset & fix for binder while resetting * Call ClearPropertyBinders while resetting * Add Update Modes & Time Access (revival) (#4) * Squashed commit of the following: commit d77638ba4188bfb03c81130b82cacb2a719f03be Merge: 49eaeadff7 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 09:46:59 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 14:53:09 2020 +0100 Update UX for new time access (#260) https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280 See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z commit 78d5d9938d9896d517efa89662764afd44ef12fc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 16:03:26 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060 commit bc7e715b0e41b55126fdf171b7459b680e3e3824 Merge: 9a82a52bfe ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 14:52:03 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88 Merge: f56986d415 66df0debfc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 09:17:53 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit f56986d4157f140ca84b039d97c8b7064a18214e Merge: 047820690f 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:25:07 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 047820690fa496bd43d3a60df16dd0932502c7cb Merge: d6d17dfbbc e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:56:39 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:59:15 2020 +0100 Squashed commit of the following: commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 13:37:05 2020 +0100 Use implicit block for old position backup commit e786cf3ade7d7515da4569dde9455881af02f282 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Sun Jan 12 15:05:03 2020 +0100 WIP : Add option to skip zero delta per update context commit e864fae742120fbfebabb26b605ddedfd184b02b Merge: 4eecc0b90b fb12af4c28 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:47:57 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 16:08:07 2020 +0100 Rename ProcessEveryFrame in ExactFixedTimeStep commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 16:21:50 2020 +0100 Fix ManagerMaxDeltaTime (was GameDeltaTime) commit eaebe2649e93a5083fd62c91ac92185794b908e5 Merge: 98e7dcfcdc 276c02f29a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:42:08 2020 +0100 Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes commit 98e7dcfcdceb710c252e4d1a257815a724539e68 Merge: 248004d55a 0737eb535c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:26:54 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 248004d55a7b96c6532cd3c197e175b751d6f3fe Merge: 2bbadae355 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 9 13:12:50 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 2bbadae355bb3c4a308b8d4e020e96127fa94818 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:07:46 2019 +0100 Add tooltip to VFXTime.cs commit 9dc7ea790327b44ffde94bbf783d588e74c50174 Merge: bf48ba84eb 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:29:13 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit bf48ba84ebfd1472d041966ba4be627e3a1ef427 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:26:30 2019 +0100 *Update changelog.md commit b5d76d5d5d65584fde771213d9a01adc6dd9b856 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 16:10:19 2019 +0100 Add operator to enable time accesses commit 1a2fe7b8dc5072dd49d985f045f276385e08287f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 11:25:52 2019 +0100 Add built-in expression (but not listed) commit b0d0e64ee04036adf48f4481bfd22eace649bac3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:37:50 2019 +0100 Add some header commit 490a441046a227bb1cc1b98418d0559da17d3771 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:36:57 2019 +0100 Add tooltip & text content commit 621c5b2b78545800b2e94921b9314ef860992059 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:09:32 2019 +0100 *Add custom inspector to edit update flags efficiently * Fix build (VFXPropertyAttribute.Create isn't needed anymore) * Fix editor test * Read Attribute in Spawn Context (#6) * Squashed commit of the following: commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 11:14:14 2020 +0200 *Update image reference (having issue with standalone, not sure of the result) commit 275c22de35f08ada783c96c625b12475f0c42337 Merge: 85254f1ec4 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 09:59:48 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # com.unity.visualeffectgraph/CHANGELOG.md commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 16:21:39 2020 +0100 *Update image reference due to fix with grapicTest update commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf Merge: d8db341bfb 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 11:51:43 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset commit d8db341bfbd9257e1a5285d200e3eabe24857b01 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:57:38 2020 +0100 *Apply Formatting commit f80441dd6b30ef726d46ae2fe32bcf05d208b760 Merge: b3d858ffe1 01f176355a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:32:49 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7 Merge: 0bce44dc9a 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:18:58 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # .yamato/upm-ci-vfx_lwrp.yml # .yamato/upm-ci-vfxmain.yml # com.unity.visualeffectgraph/CHANGELOG.md commit 0bce44dc9a694bf36b849efb894e999fa9dc959e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:20:03 2020 +0100 *Fix build commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df Merge: 2130ea0ef2 e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 09:47:09 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 2130ea0ef2186ecdc5692878940d5d6635dca31b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:09:13 2020 +0100 *Update tooltips (thanks @vlad) commit f8cdb95f5d2075848e530d997551b69de43f39e0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:01:44 2020 +0100 Rename SpawnerState in SpawnState commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 13:54:24 2020 +0100 Improve ReadAttribute test to cover NewLoop state commit 2c515bfde823bfbce87df8a1444e19e5c2327e32 Merge: a9efee24ff bff1b74b59 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 16:32:45 2019 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit a9efee24ff84131c53dc2ba93f1985b02217e3d7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:54:25 2019 +0100 *Update comment commit 6b17879881555cd72b3af4463fd907423f92ad7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:53:11 2019 +0100 Throws an exception while detecting unexpected expression flag commit cbad9212075ec6776cf9d892185dd6ee64f8fab2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:43:33 2019 +0100 Reorder spawner state operator commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:35:30 2019 +0100 Fix issue "Cannot plug in attribute-derived nodes into a spawner block." commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:58:30 2019 +0100 *Update changelog commit 61bd2e5871f23002dd1add024858efdef5e09372 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:46:52 2019 +0100 Update _CCCC test & Rename Spawner State library name commit 4942912123d795023aacb0363c8e462a2da29943 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 16:58:17 2019 +0100 Fix test & clean useless code in VFXExpression.Initialize commit e6d6c593eb27c612a225340615dabe7692f76a00 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:22:31 2019 +0100 Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose commit f00f740b775f67e9378072744513f3ff920f470d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:16:39 2019 +0100 Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change) commit b7d8e238dd7e05bf99114a980c8584da7985dcf8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:45:56 2019 +0100 Clean test data & add reference images commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:17:51 2019 +0100 Move graphicTest to common files commit fa21846e7787fec9068c5a18a33dc568df3f7cc9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 11:53:18 2019 +0100 Separate cleanly per event attribute expressions commit 80e5259674a011e864e65f13c77ce06f92f33b7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 08:38:41 2019 +0100 New test for chaining & read attributes commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 18:47:20 2019 +0100 Add read attribute for loop settings (context evaluation) commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 15:30:56 2019 +0100 Clean expression patching commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 11:45:06 2019 +0100 Clarify compatibility code for spawner order & random implication commit 0dcf774f623fb93eb7bc19b06407b88669472443 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 18:42:30 2019 +0100 Add tricky case in test vfx & fix compatibility code TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 16:49:42 2019 +0100 *Up local test commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 15:22:03 2019 +0100 Detect & Compute partial evaluation commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:16:29 2019 +0100 Add spawner State Operator & SpawnCount (even if it's actually an attribute) commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:04:04 2019 +0100 Add spawner state accessor commit adb1d6d66172f2d187b577facaf7b2aea4677d13 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 11:24:20 2019 +0100 Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling commit d43ad0e1395d0e51f3583ce9627a72006356e117 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 2 16:19:05 2019 +0100 Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute commit 8a25b5fbed33569529d30379fce2acd4da7de88d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 29 16:14:32 2019 +0100 Backup test asset (temporarily) commit dcb3efaf885dbbdec317f5a42ace9ace336fded9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 16:37:48 2019 +0100 WIP : experimenting new concept of Read Attribute expression * Merge with vfx/staging * Update VFX * Misc small fixes (#36) * Fix strips outputs, spawnIndex and default metallic value * Increase threshold in particle strip unlit test * Test for Override resetted (#26) * *WIP* add test * Actually add a more legit "prefab" test * Prepare fix later fix of 1206890 : can't change the C++ without updating this test * Fix editor test (todo : graft this change to master to anticipate the C++ change) * Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20) * New Test : total time is sum of delta time (#7) * *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249 * [Fix] Disable reset option (#41) * Disable reset option * Add repro case 1251533 * Fix minor issue with PreviousPropertyBinder (bis) (#31) * Fix minor issue with VFXPreviousPositionBinder.cs * Fix exception in OnEnable Note : I didn't try it locally yet. * Actual fix of VFXPreviousPositionBinder.cs Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix culture issues when generating attributes defines in shaders (#40) * [PropertyBinder] Move Update to LateUpdate (#38) * Fix issue with VFXPropertyBinder : we should use late update instead of Update * *Update 23_ParameterBinder reference image * Call resyncslots on shadergraph dependent models. (#10) * Call resyncslots on shadergraph dependent models. * missing call to checkgraphbeforeimport * indentation * fix slot not updated if only the attributes change * Do the same for models having subgraphs than for models having shadergraphs. * Fix based on PR review * Update CHANGELOG.md * update vfx and settings * Renable 009_MultiCamera in URP project * Easy Wins (Small Workflow / Cosmetic fixes) (#37) * Properties now exposed by default in blackboard * Dissociated Colors for bool/int/uint * Added Degrees / Radians conversion subgraphs in samples * De-nicified attribute name (conserve case) in Set Custom Attribute title * Changed the default "No Asset" message when opening the visual effect graph window. * Subgraphs are not in hardcoded categories anymore + Updated Serialization * Added Documentation for setting Subgraph Menu Categories Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/docs/compatability disclaimer (#43) * Added compatability disc * Updated format. * Save a specific vfx asset and its sugraphs only (#35) * Save graph asset works * Update CHANGELOG.md * Update VisualEffectGraphWindow.md * Update VisualEffectGraphWindow.md * Fix for block copy not dirtying the scene. * Remove some unecessary compilation (not all) (#46) * New TransformVector4 and GetTextureDimensions operators (#18) * Vfx/feature/new operators 2 (#266) * Add TransformVector4 operator * Remove unused code * Fix warning * Refactor dynamic type operator * Samll fix to previous commit * Add texture dimensions operator and expressions * Add tooltips * Add changelog entry * Fix merge compilation * Modify point cache test * Prevent textures from being constant folded * Move modified test to correct folder * Output Event (#5) * Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent * *Fix build VisualEffect.OutputEventArgs => VFXOutputEventArgs Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5 * Vfx/feature/enum parameter (#8) * Restart of enum parameters * more work * more work * Still more work. * reorderable list looks good. * Adding and removing values works. * dragging item works. * Enum values show in the inspector. * fixes for rebase * Enumvalue works on subgraphs. * notify enum name change. * Added documentation for blackboard value filtering. * no value per enum * only uint can now avec enum values. * don't nicify enum values. * Update Blackboard.md * Update VFXBlackboard.uss * sanitize parameter already having range * Clamp enum value works. * Changing switch testValue to uint. * value appearing as menu if mode is enum. * Update CHANGELOG.md * Mutli editor of different values of enum parameter works. * cpoy paste enumValues and min/max when copying parameter. * Copy parameter mode when converting to subgraph. * fix * Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt. * Vfx/docs/new operator docs (#50) * Added documentation for new operators * Changed bullet format. * Fix creation of StringPropertyRM (#51) * Fix creation of StringPropertyRM * Update CHANGELOG.md * Fix input of event emitting block beeing to small because of output * Multi-mesh output, LODs and compute culling (#14) * Implement multi mesh * Add LOD + lit mesh output support * Small fix + optim * Fix crash with multi mesh + sorting * Fix shader compilation with single mesh and compute culling * implement multi sorting * Add globalSort parameter * Fix camera absolute mode * Fix URP shader compilation * Add frustum culling to LOD * Add frustum culling setting * filter out implicit settings and add tooltips * Add radius scale + tooltips * Add a graphics test * Update change log + lod and multi mesh as experimental features * Forgot a file * Small changes based on QA review * Simulate headers on enum values in SlotContainerEditor (#49) * Simulate headers on enum values in SlotContainerEditor * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com> * Update VFX * Fix for blackboard scrollable element hidden by resize. * Disable LOD test for XR * Fix test threshold that was reset to 0... * Ignoer graphviz folder * Target Gameobject windows resize doesn't go too far above scrollbars * Missing or incorrect unit in uss. * fix for reference image "VFX/Execution" not updated to new path ( warning when adding output) * Change description in package.json to reflect VFX is not out of preview with URP and mobile * Simplify linear drag (#67) * Simplify linear drag * Fix warning * Enable m_CachingShaderPreprocessor (#65) * *Enable m_CachingShaderPreprocessor * Try enabling vulkan * Unify m_APIs in URP & HDRP * Fix for node window staying when clicking elsewhere (#68) * Fix for node window stayting when clicking elsewhere * Update CHANGELOG.md * Prevent resourcehistory from beeing set to null by serialization (#66) * Vfx/docs/system requirements (#69) * Added system requirements documentation. * Corrected phrasing * Added toc entry * Reorganised toc entry Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix position of block creation window (#72) * Fix Missing System Seed Builtin (#70) * Add missing system seed variant * Add test to cover all builtin expression are available through operator (avoid regression) * *Update changelog.md * Fix inconsistant case * Fix indentation * Fix Prefab Highlight for initial event name toggle & override (#71) * Fix prefab blue highlight * *Update changelog.md * Add test for Mesh Stripping (#59) * *Add test data * Enable StripUnusedMeshComponents: 1 * Enable mesh stripping in HDRP project * *Add reference images * Call recreateCopy after recusion test not before. (#52) * Call recreateCopy after recusion test not before. * Update CHANGELOG.md * Uniquify create visual effect gameobject name. Standard behaviour. (#75) * Uniquify create visual effect gameobject name. Standard behaviour. * Update CHANGELOG.md * Use the AssetDatabase.FindAsset to find VFXResources asset (#48) * Use the AssetDatabase.FindAsset to find VFXResources asset * Update CHANGELOG.md * Search VFXResource only if necessary. * LoadUserResourcesIfNeeded * Fix changelog merge * Added feature: User can specify a directory that holds their VFX template assets (#34) Added feature: User can specify a directory that holds their VFX template assets Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu. ## How to use The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems  Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.  This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.  Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:  * Vfx/fix/1246989 normals and scale (#81) * Fix normal for lit mesh and non uniform scales * Use inverse transpose in planar primitives * Fix planar primitive with non uniform scale in local * Add gfx test * Add comment * Update changelog * Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76) * Fix Texture2DArray and Cubemap exposition from sg in output mesh context * Add case to changelog * Temporarily deactivate non uniform scale test (Some files were lost :() * [Test] Enable test to cover properly reset override behavior (#80) * Renable test to cover issue 1206890 * Fix newly introduced test : Exepcted value is original after reset override & handle correctly color * int and uint support in Compare (#53) * Add int and uint to Compare node and condition expression * minor fixes * Change SerializeType so that tests are correct against System.Type and null * Fix switch * Update changelog * Added render pipeline compatability table (#87) Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix square complexity on parameter to serialized property matching (#78) * Fix square complexity on parameter to serialized property matching * Update CHANGELOG.md * Fix vfx view not beeing framed at launch (#79) * Fix vfx view not beeing framed at launch * safer implementation * Update CHANGELOG.md * Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84) * Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null * Update CHANGELOG.md * SampleSDF operator (#88) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Fix Shadow compilation using shaderGraph (URP/HDRP) (#77) * *Prepare a proper way to test different shadow cases * prepare a shadow graph unlit (modifying alpha) * Add reference data for shadow test * Minimal data for reproduce issue 1259511 * Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define * *Update ShadowMaterial * *Update ShaderGraphShadow.vfx * *Move shader to common testing asset * Add equivalent test for URP * Add graphicTest for URP * *Update reference images * Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting * Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence * Fix incorrect block listing * *Update changelog.md * Fix pass selection for lit effect * Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution * Voluntary add disabled branch on shadow unlit to cover alphaTreshold case * *Minor comment * Fix return alpha clipping (missing actual alpha test enabled) * *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging) * VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.' # Conflicts: # com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template * Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset * *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f) * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288 It was a bad merge Co-authored-by: pastasfuture <pastasfuture@gmail.com> * Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96) * Fix missing type copy in reduce Tested locally on a PS4 * Add expection to detect unsupported value type * Fix 1154328 - infinite recompile with rand (#93) * Change the way rand expression equality is handled * Refactor a bit * Add editor test * World to Viewport Point & Viewport to World Point operators + Test (#98) * World to Viewport Point & Viewport to World Point operators + Test First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator. Includes a test scene for these 2 operators. * Update CHANGELOG.md Update Changelog * Added documentation md files. Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Make null ( not deserializable ) objects part of undo state (#86) * Fix compile loop in vfxoperator (#61) * Update to visual studio package 2.0.2 (#74) * Fix SDF Operators and blocks from PR #88 (#94) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Remove the use of inverse transpose for the "normals" * Restore the Inverse Transpose and modify Collision code * Restore Conform and Collide previous behavior + direction points to the surface * add documentation * Consistent distance and normal handling + ref images * Cleaning + World space stick distance and radius + references * Max scale through expression evaluated on GPU (if needed) * Max3 on CPU * Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91) * Simpler update to use now available ByteAddressBuffer * Temp Workaround a GPU hang We should isolate properly this code. * Proper fix of OOB FetchBuffer * *Update changelog.md * Update assets * Update URP tests assets * More update to assets * Remove old gfx tests images ref * Fix changelog * Fix Construct Matrix on GPU (#102) * Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU * *Update changelog.md * Output Event Helpers (#58) * Base Commit * Moved Files down one folder * Updated Package Configuration, CHANGELOG and documentation * Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour * Small fixes and checks * Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check * Small Fixes * Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly * Other custom Editors + Helpbox * Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in Prefab Spawn * Removed Rerouting Helpers as CopyValuesFrom is broken at the moment. * Fixed ASMDEFs / class accessibility * Updated Documentation * Fixed Class Accessibility for ExposedPropertyDrawer * Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer) Co-authored-by: Thomas ICHÉ <peeweek@gmail.com> * Add support for Gradient sampling with and without gradient mode #100 * Fix changelog * Fix case 1279294 : Invalid Random per component behavior in spawn context (#107) * Revert "Output Event Helpers" (#110) * Revert "Output Event Helpers (#58)" This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78. * Revert "Fix changelog" This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137. * Fix changelog (missing revert) * Fix changelog : Unexpected carriage return * Point cache: Binary format corrupted due to an extra byte offset (#108) * Point cache header, wait for new line character only (/n) and skip carriage return(/r) An extra trailing new line character was causing an invalid offset in binary point cache files. * Update Changelog * Remove unnecessary files * Fix InvalidCastException when using byte properties in point cache files (#109) * Change casting to byte We were trying to cast an object containing a byte to an int. Also, a better normalization would be dividing by 255. * Update CHANGELOG.md * update asset and scripts * Remove unwanted fil…
* property attributes not serialized (#253) * 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 * Remove shader warnings (#261) * Fix shader warnings in test projects * Update changelog * Vfx/feature/filter enum (#243) * Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review * Remove raytracing enumerator filter as it was removed from HDRP enum * Remove irrelevant render queues from some HDRP outputs (#263) * 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 * Update CHANGELOG.md * Fix exception when creating new category on new visual effect asset. * Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205) * Fix to graft : support for flag enum in inspector * *Update changelog * Revert "Fix Enum Flag" (#15) * "Fix Enum Flag" (#16) This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241. * Fix for Initial Event field height, (#17) * Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md * Vfx/fix colorfield height (#19) * Fix color field height * changelog * Mesh Sampling (revival) (#1) * 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> * Update experimental disclaimers (#367) * Updated experimental disclaimers * Removed link and added description instead. * [HDRP] MSAA & MotionVector (#12) * 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 (#25) * Allow an object slot to have null as its value * changelog * Vfx/fix/prevent capacity change locked (#24) * Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog * *Update all vfx (had to do it manually...) * Restore missing enty in hdrp changelog (bad resolve conflict from me) * Fix 1233044 - capacity cannot be zero (#21) * Prevent capacity from being 0 * Fix strip capacity as well * Vfx/fix/param order (#22) * Fix for dragged parameters order when there are categories * changelog Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix minor issue with VFXPreviousPositionBinder.cs (#23) Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/fix/sgoperator create context drag (#28) * Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot. * changelog * Vfx/fix/context no blocks (#27) * Don't show block windows when context cant have blocks (output mesh ) * changelog * PropertyBinder : Minor Fixes (#29) * Fix for binder when null asset & fix for binder while resetting * Call ClearPropertyBinders while resetting * Add Update Modes & Time Access (revival) (#4) * Squashed commit of the following: commit d77638ba4188bfb03c81130b82cacb2a719f03be Merge: 49eaeadff7 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 09:46:59 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 14:53:09 2020 +0100 Update UX for new time access (#260) https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280 See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z commit 78d5d9938d9896d517efa89662764afd44ef12fc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 16:03:26 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060 commit bc7e715b0e41b55126fdf171b7459b680e3e3824 Merge: 9a82a52bfe ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 14:52:03 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88 Merge: f56986d415 66df0debfc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 09:17:53 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit f56986d4157f140ca84b039d97c8b7064a18214e Merge: 047820690f 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:25:07 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 047820690fa496bd43d3a60df16dd0932502c7cb Merge: d6d17dfbbc e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:56:39 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:59:15 2020 +0100 Squashed commit of the following: commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 13:37:05 2020 +0100 Use implicit block for old position backup commit e786cf3ade7d7515da4569dde9455881af02f282 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Sun Jan 12 15:05:03 2020 +0100 WIP : Add option to skip zero delta per update context commit e864fae742120fbfebabb26b605ddedfd184b02b Merge: 4eecc0b90b fb12af4c28 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:47:57 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 16:08:07 2020 +0100 Rename ProcessEveryFrame in ExactFixedTimeStep commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 16:21:50 2020 +0100 Fix ManagerMaxDeltaTime (was GameDeltaTime) commit eaebe2649e93a5083fd62c91ac92185794b908e5 Merge: 98e7dcfcdc 276c02f29a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:42:08 2020 +0100 Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes commit 98e7dcfcdceb710c252e4d1a257815a724539e68 Merge: 248004d55a 0737eb535c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:26:54 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 248004d55a7b96c6532cd3c197e175b751d6f3fe Merge: 2bbadae355 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 9 13:12:50 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 2bbadae355bb3c4a308b8d4e020e96127fa94818 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:07:46 2019 +0100 Add tooltip to VFXTime.cs commit 9dc7ea790327b44ffde94bbf783d588e74c50174 Merge: bf48ba84eb 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:29:13 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit bf48ba84ebfd1472d041966ba4be627e3a1ef427 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:26:30 2019 +0100 *Update changelog.md commit b5d76d5d5d65584fde771213d9a01adc6dd9b856 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 16:10:19 2019 +0100 Add operator to enable time accesses commit 1a2fe7b8dc5072dd49d985f045f276385e08287f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 11:25:52 2019 +0100 Add built-in expression (but not listed) commit b0d0e64ee04036adf48f4481bfd22eace649bac3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:37:50 2019 +0100 Add some header commit 490a441046a227bb1cc1b98418d0559da17d3771 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:36:57 2019 +0100 Add tooltip & text content commit 621c5b2b78545800b2e94921b9314ef860992059 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:09:32 2019 +0100 *Add custom inspector to edit update flags efficiently * Fix build (VFXPropertyAttribute.Create isn't needed anymore) * Fix editor test * Read Attribute in Spawn Context (#6) * Squashed commit of the following: commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 11:14:14 2020 +0200 *Update image reference (having issue with standalone, not sure of the result) commit 275c22de35f08ada783c96c625b12475f0c42337 Merge: 85254f1ec4 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 09:59:48 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # com.unity.visualeffectgraph/CHANGELOG.md commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 16:21:39 2020 +0100 *Update image reference due to fix with grapicTest update commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf Merge: d8db341bfb 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 11:51:43 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset commit d8db341bfbd9257e1a5285d200e3eabe24857b01 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:57:38 2020 +0100 *Apply Formatting commit f80441dd6b30ef726d46ae2fe32bcf05d208b760 Merge: b3d858ffe1 01f176355a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:32:49 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7 Merge: 0bce44dc9a 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:18:58 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # .yamato/upm-ci-vfx_lwrp.yml # .yamato/upm-ci-vfxmain.yml # com.unity.visualeffectgraph/CHANGELOG.md commit 0bce44dc9a694bf36b849efb894e999fa9dc959e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:20:03 2020 +0100 *Fix build commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df Merge: 2130ea0ef2 e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 09:47:09 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 2130ea0ef2186ecdc5692878940d5d6635dca31b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:09:13 2020 +0100 *Update tooltips (thanks @vlad) commit f8cdb95f5d2075848e530d997551b69de43f39e0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:01:44 2020 +0100 Rename SpawnerState in SpawnState commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 13:54:24 2020 +0100 Improve ReadAttribute test to cover NewLoop state commit 2c515bfde823bfbce87df8a1444e19e5c2327e32 Merge: a9efee24ff bff1b74b59 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 16:32:45 2019 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit a9efee24ff84131c53dc2ba93f1985b02217e3d7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:54:25 2019 +0100 *Update comment commit 6b17879881555cd72b3af4463fd907423f92ad7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:53:11 2019 +0100 Throws an exception while detecting unexpected expression flag commit cbad9212075ec6776cf9d892185dd6ee64f8fab2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:43:33 2019 +0100 Reorder spawner state operator commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:35:30 2019 +0100 Fix issue "Cannot plug in attribute-derived nodes into a spawner block." commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:58:30 2019 +0100 *Update changelog commit 61bd2e5871f23002dd1add024858efdef5e09372 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:46:52 2019 +0100 Update _CCCC test & Rename Spawner State library name commit 4942912123d795023aacb0363c8e462a2da29943 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 16:58:17 2019 +0100 Fix test & clean useless code in VFXExpression.Initialize commit e6d6c593eb27c612a225340615dabe7692f76a00 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:22:31 2019 +0100 Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose commit f00f740b775f67e9378072744513f3ff920f470d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:16:39 2019 +0100 Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change) commit b7d8e238dd7e05bf99114a980c8584da7985dcf8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:45:56 2019 +0100 Clean test data & add reference images commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:17:51 2019 +0100 Move graphicTest to common files commit fa21846e7787fec9068c5a18a33dc568df3f7cc9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 11:53:18 2019 +0100 Separate cleanly per event attribute expressions commit 80e5259674a011e864e65f13c77ce06f92f33b7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 08:38:41 2019 +0100 New test for chaining & read attributes commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 18:47:20 2019 +0100 Add read attribute for loop settings (context evaluation) commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 15:30:56 2019 +0100 Clean expression patching commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 11:45:06 2019 +0100 Clarify compatibility code for spawner order & random implication commit 0dcf774f623fb93eb7bc19b06407b88669472443 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 18:42:30 2019 +0100 Add tricky case in test vfx & fix compatibility code TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 16:49:42 2019 +0100 *Up local test commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 15:22:03 2019 +0100 Detect & Compute partial evaluation commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:16:29 2019 +0100 Add spawner State Operator & SpawnCount (even if it's actually an attribute) commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:04:04 2019 +0100 Add spawner state accessor commit adb1d6d66172f2d187b577facaf7b2aea4677d13 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 11:24:20 2019 +0100 Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling commit d43ad0e1395d0e51f3583ce9627a72006356e117 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 2 16:19:05 2019 +0100 Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute commit 8a25b5fbed33569529d30379fce2acd4da7de88d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 29 16:14:32 2019 +0100 Backup test asset (temporarily) commit dcb3efaf885dbbdec317f5a42ace9ace336fded9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 16:37:48 2019 +0100 WIP : experimenting new concept of Read Attribute expression * Merge with vfx/staging * Update VFX * Misc small fixes (#36) * Fix strips outputs, spawnIndex and default metallic value * Increase threshold in particle strip unlit test * Test for Override resetted (#26) * *WIP* add test * Actually add a more legit "prefab" test * Prepare fix later fix of 1206890 : can't change the C++ without updating this test * Fix editor test (todo : graft this change to master to anticipate the C++ change) * Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20) * New Test : total time is sum of delta time (#7) * *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249 * [Fix] Disable reset option (#41) * Disable reset option * Add repro case 1251533 * Fix minor issue with PreviousPropertyBinder (bis) (#31) * Fix minor issue with VFXPreviousPositionBinder.cs * Fix exception in OnEnable Note : I didn't try it locally yet. * Actual fix of VFXPreviousPositionBinder.cs Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix culture issues when generating attributes defines in shaders (#40) * [PropertyBinder] Move Update to LateUpdate (#38) * Fix issue with VFXPropertyBinder : we should use late update instead of Update * *Update 23_ParameterBinder reference image * Call resyncslots on shadergraph dependent models. (#10) * Call resyncslots on shadergraph dependent models. * missing call to checkgraphbeforeimport * indentation * fix slot not updated if only the attributes change * Do the same for models having subgraphs than for models having shadergraphs. * Fix based on PR review * Update CHANGELOG.md * update vfx and settings * Renable 009_MultiCamera in URP project * Easy Wins (Small Workflow / Cosmetic fixes) (#37) * Properties now exposed by default in blackboard * Dissociated Colors for bool/int/uint * Added Degrees / Radians conversion subgraphs in samples * De-nicified attribute name (conserve case) in Set Custom Attribute title * Changed the default "No Asset" message when opening the visual effect graph window. * Subgraphs are not in hardcoded categories anymore + Updated Serialization * Added Documentation for setting Subgraph Menu Categories Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/docs/compatability disclaimer (#43) * Added compatability disc * Updated format. * Save a specific vfx asset and its sugraphs only (#35) * Save graph asset works * Update CHANGELOG.md * Update VisualEffectGraphWindow.md * Update VisualEffectGraphWindow.md * Fix for block copy not dirtying the scene. * Remove some unecessary compilation (not all) (#46) * New TransformVector4 and GetTextureDimensions operators (#18) * Vfx/feature/new operators 2 (#266) * Add TransformVector4 operator * Remove unused code * Fix warning * Refactor dynamic type operator * Samll fix to previous commit * Add texture dimensions operator and expressions * Add tooltips * Add changelog entry * Fix merge compilation * Modify point cache test * Prevent textures from being constant folded * Move modified test to correct folder * Output Event (#5) * Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent * *Fix build VisualEffect.OutputEventArgs => VFXOutputEventArgs Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5 * Vfx/feature/enum parameter (#8) * Restart of enum parameters * more work * more work * Still more work. * reorderable list looks good. * Adding and removing values works. * dragging item works. * Enum values show in the inspector. * fixes for rebase * Enumvalue works on subgraphs. * notify enum name change. * Added documentation for blackboard value filtering. * no value per enum * only uint can now avec enum values. * don't nicify enum values. * Update Blackboard.md * Update VFXBlackboard.uss * sanitize parameter already having range * Clamp enum value works. * Changing switch testValue to uint. * value appearing as menu if mode is enum. * Update CHANGELOG.md * Mutli editor of different values of enum parameter works. * cpoy paste enumValues and min/max when copying parameter. * Copy parameter mode when converting to subgraph. * fix * Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt. * Vfx/docs/new operator docs (#50) * Added documentation for new operators * Changed bullet format. * Fix creation of StringPropertyRM (#51) * Fix creation of StringPropertyRM * Update CHANGELOG.md * Fix input of event emitting block beeing to small because of output * Multi-mesh output, LODs and compute culling (#14) * Implement multi mesh * Add LOD + lit mesh output support * Small fix + optim * Fix crash with multi mesh + sorting * Fix shader compilation with single mesh and compute culling * implement multi sorting * Add globalSort parameter * Fix camera absolute mode * Fix URP shader compilation * Add frustum culling to LOD * Add frustum culling setting * filter out implicit settings and add tooltips * Add radius scale + tooltips * Add a graphics test * Update change log + lod and multi mesh as experimental features * Forgot a file * Small changes based on QA review * Simulate headers on enum values in SlotContainerEditor (#49) * Simulate headers on enum values in SlotContainerEditor * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com> * Update VFX * Fix for blackboard scrollable element hidden by resize. * Disable LOD test for XR * Fix test threshold that was reset to 0... * Ignoer graphviz folder * Target Gameobject windows resize doesn't go too far above scrollbars * Missing or incorrect unit in uss. * fix for reference image "VFX/Execution" not updated to new path ( warning when adding output) * Change description in package.json to reflect VFX is not out of preview with URP and mobile * Simplify linear drag (#67) * Simplify linear drag * Fix warning * Enable m_CachingShaderPreprocessor (#65) * *Enable m_CachingShaderPreprocessor * Try enabling vulkan * Unify m_APIs in URP & HDRP * Fix for node window staying when clicking elsewhere (#68) * Fix for node window stayting when clicking elsewhere * Update CHANGELOG.md * Prevent resourcehistory from beeing set to null by serialization (#66) * Vfx/docs/system requirements (#69) * Added system requirements documentation. * Corrected phrasing * Added toc entry * Reorganised toc entry Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix position of block creation window (#72) * Fix Missing System Seed Builtin (#70) * Add missing system seed variant * Add test to cover all builtin expression are available through operator (avoid regression) * *Update changelog.md * Fix inconsistant case * Fix indentation * Fix Prefab Highlight for initial event name toggle & override (#71) * Fix prefab blue highlight * *Update changelog.md * Add test for Mesh Stripping (#59) * *Add test data * Enable StripUnusedMeshComponents: 1 * Enable mesh stripping in HDRP project * *Add reference images * Call recreateCopy after recusion test not before. (#52) * Call recreateCopy after recusion test not before. * Update CHANGELOG.md * Uniquify create visual effect gameobject name. Standard behaviour. (#75) * Uniquify create visual effect gameobject name. Standard behaviour. * Update CHANGELOG.md * Use the AssetDatabase.FindAsset to find VFXResources asset (#48) * Use the AssetDatabase.FindAsset to find VFXResources asset * Update CHANGELOG.md * Search VFXResource only if necessary. * LoadUserResourcesIfNeeded * Fix changelog merge * Added feature: User can specify a directory that holds their VFX template assets (#34) Added feature: User can specify a directory that holds their VFX template assets Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu. ## How to use The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems  Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.  This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.  Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:  * Vfx/fix/1246989 normals and scale (#81) * Fix normal for lit mesh and non uniform scales * Use inverse transpose in planar primitives * Fix planar primitive with non uniform scale in local * Add gfx test * Add comment * Update changelog * Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76) * Fix Texture2DArray and Cubemap exposition from sg in output mesh context * Add case to changelog * Temporarily deactivate non uniform scale test (Some files were lost :() * [Test] Enable test to cover properly reset override behavior (#80) * Renable test to cover issue 1206890 * Fix newly introduced test : Exepcted value is original after reset override & handle correctly color * int and uint support in Compare (#53) * Add int and uint to Compare node and condition expression * minor fixes * Change SerializeType so that tests are correct against System.Type and null * Fix switch * Update changelog * Added render pipeline compatability table (#87) Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix square complexity on parameter to serialized property matching (#78) * Fix square complexity on parameter to serialized property matching * Update CHANGELOG.md * Fix vfx view not beeing framed at launch (#79) * Fix vfx view not beeing framed at launch * safer implementation * Update CHANGELOG.md * Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84) * Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null * Update CHANGELOG.md * SampleSDF operator (#88) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Fix Shadow compilation using shaderGraph (URP/HDRP) (#77) * *Prepare a proper way to test different shadow cases * prepare a shadow graph unlit (modifying alpha) * Add reference data for shadow test * Minimal data for reproduce issue 1259511 * Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define * *Update ShadowMaterial * *Update ShaderGraphShadow.vfx * *Move shader to common testing asset * Add equivalent test for URP * Add graphicTest for URP * *Update reference images * Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting * Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence * Fix incorrect block listing * *Update changelog.md * Fix pass selection for lit effect * Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution * Voluntary add disabled branch on shadow unlit to cover alphaTreshold case * *Minor comment * Fix return alpha clipping (missing actual alpha test enabled) * *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging) * VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.' # Conflicts: # com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template * Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset * *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f) * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288 It was a bad merge Co-authored-by: pastasfuture <pastasfuture@gmail.com> * Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96) * Fix missing type copy in reduce Tested locally on a PS4 * Add expection to detect unsupported value type * Fix 1154328 - infinite recompile with rand (#93) * Change the way rand expression equality is handled * Refactor a bit * Add editor test * World to Viewport Point & Viewport to World Point operators + Test (#98) * World to Viewport Point & Viewport to World Point operators + Test First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator. Includes a test scene for these 2 operators. * Update CHANGELOG.md Update Changelog * Added documentation md files. Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Make null ( not deserializable ) objects part of undo state (#86) * Fix compile loop in vfxoperator (#61) * Update to visual studio package 2.0.2 (#74) * Fix SDF Operators and blocks from PR #88 (#94) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Remove the use of inverse transpose for the "normals" * Restore the Inverse Transpose and modify Collision code * Restore Conform and Collide previous behavior + direction points to the surface * add documentation * Consistent distance and normal handling + ref images * Cleaning + World space stick distance and radius + references * Max scale through expression evaluated on GPU (if needed) * Max3 on CPU * Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91) * Simpler update to use now available ByteAddressBuffer * Temp Workaround a GPU hang We should isolate properly this code. * Proper fix of OOB FetchBuffer * *Update changelog.md * Update assets * Update URP tests assets * More update to assets * Remove old gfx tests images ref * Fix changelog * Fix Construct Matrix on GPU (#102) * Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU * *Update changelog.md * Output Event Helpers (#58) * Base Commit * Moved Files down one folder * Updated Package Configuration, CHANGELOG and documentation * Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour * Small fixes and checks * Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check * Small Fixes * Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly * Other custom Editors + Helpbox * Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in Prefab Spawn * Removed Rerouting Helpers as CopyValuesFrom is broken at the moment. * Fixed ASMDEFs / class accessibility * Updated Documentation * Fixed Class Accessibility for ExposedPropertyDrawer * Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer) Co-authored-by: Thomas ICHÉ <peeweek@gmail.com> * Add support for Gradient sampling with and without gradient mode #100 * Fix changelog * Fix case 1279294 : Invalid Random per component behavior in spawn context (#107) * Revert "Output Event Helpers" (#110) * Revert "Output Event Helpers (#58)" This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78. * Revert "Fix changelog" This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137. * Fix changelog (missing revert) * Fix changelog : Unexpected carriage return * Point cache: Binary format corrupted due to an extra byte offset (#108) * Point cache header, wait for new line character only (/n) and skip carriage return(/r) An extra trailing new line character was causing an invalid offset in binary point cache files. * Update Changelog * Remove unnecessary files * Fix InvalidCastException when using byte properties in point cache files (#109) * Change casting to byte We were trying to cast an object containing a byte to an int. Also, a better normalization would be dividing by 255. * Update CHANGELOG.md * update asset and scr…
* property attributes not serialized (#253) * 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 * Remove shader warnings (#261) * Fix shader warnings in test projects * Update changelog * Vfx/feature/filter enum (#243) * Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review * Remove raytracing enumerator filter as it was removed from HDRP enum * Remove irrelevant render queues from some HDRP outputs (#263) * 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 * Update CHANGELOG.md * Fix exception when creating new category on new visual effect asset. * Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205) * Fix to graft : support for flag enum in inspector * *Update changelog * Revert "Fix Enum Flag" (#15) * "Fix Enum Flag" (#16) This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241. * Fix for Initial Event field height, (#17) * Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md * Vfx/fix colorfield height (#19) * Fix color field height * changelog * Mesh Sampling (revival) (#1) * 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> * Update experimental disclaimers (#367) * Updated experimental disclaimers * Removed link and added description instead. * [HDRP] MSAA & MotionVector (#12) * 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 (#25) * Allow an object slot to have null as its value * changelog * Vfx/fix/prevent capacity change locked (#24) * Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog * *Update all vfx (had to do it manually...) * Restore missing enty in hdrp changelog (bad resolve conflict from me) * Fix 1233044 - capacity cannot be zero (#21) * Prevent capacity from being 0 * Fix strip capacity as well * Vfx/fix/param order (#22) * Fix for dragged parameters order when there are categories * changelog Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix minor issue with VFXPreviousPositionBinder.cs (#23) Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/fix/sgoperator create context drag (#28) * Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot. * changelog * Vfx/fix/context no blocks (#27) * Don't show block windows when context cant have blocks (output mesh ) * changelog * PropertyBinder : Minor Fixes (#29) * Fix for binder when null asset & fix for binder while resetting * Call ClearPropertyBinders while resetting * Add Update Modes & Time Access (revival) (#4) * Squashed commit of the following: commit d77638ba4188bfb03c81130b82cacb2a719f03be Merge: 49eaeadff7 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 09:46:59 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 14:53:09 2020 +0100 Update UX for new time access (#260) https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280 See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z commit 78d5d9938d9896d517efa89662764afd44ef12fc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 16:03:26 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060 commit bc7e715b0e41b55126fdf171b7459b680e3e3824 Merge: 9a82a52bfe ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 14:52:03 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88 Merge: f56986d415 66df0debfc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 09:17:53 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit f56986d4157f140ca84b039d97c8b7064a18214e Merge: 047820690f 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:25:07 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 047820690fa496bd43d3a60df16dd0932502c7cb Merge: d6d17dfbbc e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:56:39 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:59:15 2020 +0100 Squashed commit of the following: commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 13:37:05 2020 +0100 Use implicit block for old position backup commit e786cf3ade7d7515da4569dde9455881af02f282 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Sun Jan 12 15:05:03 2020 +0100 WIP : Add option to skip zero delta per update context commit e864fae742120fbfebabb26b605ddedfd184b02b Merge: 4eecc0b90b fb12af4c28 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:47:57 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 16:08:07 2020 +0100 Rename ProcessEveryFrame in ExactFixedTimeStep commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 16:21:50 2020 +0100 Fix ManagerMaxDeltaTime (was GameDeltaTime) commit eaebe2649e93a5083fd62c91ac92185794b908e5 Merge: 98e7dcfcdc 276c02f29a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:42:08 2020 +0100 Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes commit 98e7dcfcdceb710c252e4d1a257815a724539e68 Merge: 248004d55a 0737eb535c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:26:54 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 248004d55a7b96c6532cd3c197e175b751d6f3fe Merge: 2bbadae355 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 9 13:12:50 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 2bbadae355bb3c4a308b8d4e020e96127fa94818 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:07:46 2019 +0100 Add tooltip to VFXTime.cs commit 9dc7ea790327b44ffde94bbf783d588e74c50174 Merge: bf48ba84eb 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:29:13 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit bf48ba84ebfd1472d041966ba4be627e3a1ef427 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:26:30 2019 +0100 *Update changelog.md commit b5d76d5d5d65584fde771213d9a01adc6dd9b856 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 16:10:19 2019 +0100 Add operator to enable time accesses commit 1a2fe7b8dc5072dd49d985f045f276385e08287f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 11:25:52 2019 +0100 Add built-in expression (but not listed) commit b0d0e64ee04036adf48f4481bfd22eace649bac3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:37:50 2019 +0100 Add some header commit 490a441046a227bb1cc1b98418d0559da17d3771 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:36:57 2019 +0100 Add tooltip & text content commit 621c5b2b78545800b2e94921b9314ef860992059 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:09:32 2019 +0100 *Add custom inspector to edit update flags efficiently * Fix build (VFXPropertyAttribute.Create isn't needed anymore) * Fix editor test * Read Attribute in Spawn Context (#6) * Squashed commit of the following: commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 11:14:14 2020 +0200 *Update image reference (having issue with standalone, not sure of the result) commit 275c22de35f08ada783c96c625b12475f0c42337 Merge: 85254f1ec4 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 09:59:48 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # com.unity.visualeffectgraph/CHANGELOG.md commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 16:21:39 2020 +0100 *Update image reference due to fix with grapicTest update commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf Merge: d8db341bfb 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 11:51:43 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset commit d8db341bfbd9257e1a5285d200e3eabe24857b01 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:57:38 2020 +0100 *Apply Formatting commit f80441dd6b30ef726d46ae2fe32bcf05d208b760 Merge: b3d858ffe1 01f176355a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:32:49 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7 Merge: 0bce44dc9a 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:18:58 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # .yamato/upm-ci-vfx_lwrp.yml # .yamato/upm-ci-vfxmain.yml # com.unity.visualeffectgraph/CHANGELOG.md commit 0bce44dc9a694bf36b849efb894e999fa9dc959e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:20:03 2020 +0100 *Fix build commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df Merge: 2130ea0ef2 e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 09:47:09 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 2130ea0ef2186ecdc5692878940d5d6635dca31b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:09:13 2020 +0100 *Update tooltips (thanks @vlad) commit f8cdb95f5d2075848e530d997551b69de43f39e0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:01:44 2020 +0100 Rename SpawnerState in SpawnState commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 13:54:24 2020 +0100 Improve ReadAttribute test to cover NewLoop state commit 2c515bfde823bfbce87df8a1444e19e5c2327e32 Merge: a9efee24ff bff1b74b59 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 16:32:45 2019 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit a9efee24ff84131c53dc2ba93f1985b02217e3d7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:54:25 2019 +0100 *Update comment commit 6b17879881555cd72b3af4463fd907423f92ad7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:53:11 2019 +0100 Throws an exception while detecting unexpected expression flag commit cbad9212075ec6776cf9d892185dd6ee64f8fab2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:43:33 2019 +0100 Reorder spawner state operator commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:35:30 2019 +0100 Fix issue "Cannot plug in attribute-derived nodes into a spawner block." commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:58:30 2019 +0100 *Update changelog commit 61bd2e5871f23002dd1add024858efdef5e09372 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:46:52 2019 +0100 Update _CCCC test & Rename Spawner State library name commit 4942912123d795023aacb0363c8e462a2da29943 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 16:58:17 2019 +0100 Fix test & clean useless code in VFXExpression.Initialize commit e6d6c593eb27c612a225340615dabe7692f76a00 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:22:31 2019 +0100 Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose commit f00f740b775f67e9378072744513f3ff920f470d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:16:39 2019 +0100 Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change) commit b7d8e238dd7e05bf99114a980c8584da7985dcf8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:45:56 2019 +0100 Clean test data & add reference images commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:17:51 2019 +0100 Move graphicTest to common files commit fa21846e7787fec9068c5a18a33dc568df3f7cc9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 11:53:18 2019 +0100 Separate cleanly per event attribute expressions commit 80e5259674a011e864e65f13c77ce06f92f33b7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 08:38:41 2019 +0100 New test for chaining & read attributes commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 18:47:20 2019 +0100 Add read attribute for loop settings (context evaluation) commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 15:30:56 2019 +0100 Clean expression patching commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 11:45:06 2019 +0100 Clarify compatibility code for spawner order & random implication commit 0dcf774f623fb93eb7bc19b06407b88669472443 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 18:42:30 2019 +0100 Add tricky case in test vfx & fix compatibility code TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 16:49:42 2019 +0100 *Up local test commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 15:22:03 2019 +0100 Detect & Compute partial evaluation commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:16:29 2019 +0100 Add spawner State Operator & SpawnCount (even if it's actually an attribute) commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:04:04 2019 +0100 Add spawner state accessor commit adb1d6d66172f2d187b577facaf7b2aea4677d13 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 11:24:20 2019 +0100 Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling commit d43ad0e1395d0e51f3583ce9627a72006356e117 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 2 16:19:05 2019 +0100 Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute commit 8a25b5fbed33569529d30379fce2acd4da7de88d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 29 16:14:32 2019 +0100 Backup test asset (temporarily) commit dcb3efaf885dbbdec317f5a42ace9ace336fded9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 16:37:48 2019 +0100 WIP : experimenting new concept of Read Attribute expression * Merge with vfx/staging * Update VFX * Misc small fixes (#36) * Fix strips outputs, spawnIndex and default metallic value * Increase threshold in particle strip unlit test * Test for Override resetted (#26) * *WIP* add test * Actually add a more legit "prefab" test * Prepare fix later fix of 1206890 : can't change the C++ without updating this test * Fix editor test (todo : graft this change to master to anticipate the C++ change) * Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20) * New Test : total time is sum of delta time (#7) * *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249 * [Fix] Disable reset option (#41) * Disable reset option * Add repro case 1251533 * Fix minor issue with PreviousPropertyBinder (bis) (#31) * Fix minor issue with VFXPreviousPositionBinder.cs * Fix exception in OnEnable Note : I didn't try it locally yet. * Actual fix of VFXPreviousPositionBinder.cs Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix culture issues when generating attributes defines in shaders (#40) * [PropertyBinder] Move Update to LateUpdate (#38) * Fix issue with VFXPropertyBinder : we should use late update instead of Update * *Update 23_ParameterBinder reference image * Call resyncslots on shadergraph dependent models. (#10) * Call resyncslots on shadergraph dependent models. * missing call to checkgraphbeforeimport * indentation * fix slot not updated if only the attributes change * Do the same for models having subgraphs than for models having shadergraphs. * Fix based on PR review * Update CHANGELOG.md * update vfx and settings * Renable 009_MultiCamera in URP project * Easy Wins (Small Workflow / Cosmetic fixes) (#37) * Properties now exposed by default in blackboard * Dissociated Colors for bool/int/uint * Added Degrees / Radians conversion subgraphs in samples * De-nicified attribute name (conserve case) in Set Custom Attribute title * Changed the default "No Asset" message when opening the visual effect graph window. * Subgraphs are not in hardcoded categories anymore + Updated Serialization * Added Documentation for setting Subgraph Menu Categories Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/docs/compatability disclaimer (#43) * Added compatability disc * Updated format. * Save a specific vfx asset and its sugraphs only (#35) * Save graph asset works * Update CHANGELOG.md * Update VisualEffectGraphWindow.md * Update VisualEffectGraphWindow.md * Fix for block copy not dirtying the scene. * Remove some unecessary compilation (not all) (#46) * New TransformVector4 and GetTextureDimensions operators (#18) * Vfx/feature/new operators 2 (#266) * Add TransformVector4 operator * Remove unused code * Fix warning * Refactor dynamic type operator * Samll fix to previous commit * Add texture dimensions operator and expressions * Add tooltips * Add changelog entry * Fix merge compilation * Modify point cache test * Prevent textures from being constant folded * Move modified test to correct folder * Output Event (#5) * Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent * *Fix build VisualEffect.OutputEventArgs => VFXOutputEventArgs Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5 * Vfx/feature/enum parameter (#8) * Restart of enum parameters * more work * more work * Still more work. * reorderable list looks good. * Adding and removing values works. * dragging item works. * Enum values show in the inspector. * fixes for rebase * Enumvalue works on subgraphs. * notify enum name change. * Added documentation for blackboard value filtering. * no value per enum * only uint can now avec enum values. * don't nicify enum values. * Update Blackboard.md * Update VFXBlackboard.uss * sanitize parameter already having range * Clamp enum value works. * Changing switch testValue to uint. * value appearing as menu if mode is enum. * Update CHANGELOG.md * Mutli editor of different values of enum parameter works. * cpoy paste enumValues and min/max when copying parameter. * Copy parameter mode when converting to subgraph. * fix * Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt. * Vfx/docs/new operator docs (#50) * Added documentation for new operators * Changed bullet format. * Fix creation of StringPropertyRM (#51) * Fix creation of StringPropertyRM * Update CHANGELOG.md * Fix input of event emitting block beeing to small because of output * Multi-mesh output, LODs and compute culling (#14) * Implement multi mesh * Add LOD + lit mesh output support * Small fix + optim * Fix crash with multi mesh + sorting * Fix shader compilation with single mesh and compute culling * implement multi sorting * Add globalSort parameter * Fix camera absolute mode * Fix URP shader compilation * Add frustum culling to LOD * Add frustum culling setting * filter out implicit settings and add tooltips * Add radius scale + tooltips * Add a graphics test * Update change log + lod and multi mesh as experimental features * Forgot a file * Small changes based on QA review * Simulate headers on enum values in SlotContainerEditor (#49) * Simulate headers on enum values in SlotContainerEditor * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com> * Update VFX * Fix for blackboard scrollable element hidden by resize. * Disable LOD test for XR * Fix test threshold that was reset to 0... * Ignoer graphviz folder * Target Gameobject windows resize doesn't go too far above scrollbars * Missing or incorrect unit in uss. * fix for reference image "VFX/Execution" not updated to new path ( warning when adding output) * Change description in package.json to reflect VFX is not out of preview with URP and mobile * Simplify linear drag (#67) * Simplify linear drag * Fix warning * Enable m_CachingShaderPreprocessor (#65) * *Enable m_CachingShaderPreprocessor * Try enabling vulkan * Unify m_APIs in URP & HDRP * Fix for node window staying when clicking elsewhere (#68) * Fix for node window stayting when clicking elsewhere * Update CHANGELOG.md * Prevent resourcehistory from beeing set to null by serialization (#66) * Vfx/docs/system requirements (#69) * Added system requirements documentation. * Corrected phrasing * Added toc entry * Reorganised toc entry Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix position of block creation window (#72) * Fix Missing System Seed Builtin (#70) * Add missing system seed variant * Add test to cover all builtin expression are available through operator (avoid regression) * *Update changelog.md * Fix inconsistant case * Fix indentation * Fix Prefab Highlight for initial event name toggle & override (#71) * Fix prefab blue highlight * *Update changelog.md * Add test for Mesh Stripping (#59) * *Add test data * Enable StripUnusedMeshComponents: 1 * Enable mesh stripping in HDRP project * *Add reference images * Call recreateCopy after recusion test not before. (#52) * Call recreateCopy after recusion test not before. * Update CHANGELOG.md * Uniquify create visual effect gameobject name. Standard behaviour. (#75) * Uniquify create visual effect gameobject name. Standard behaviour. * Update CHANGELOG.md * Use the AssetDatabase.FindAsset to find VFXResources asset (#48) * Use the AssetDatabase.FindAsset to find VFXResources asset * Update CHANGELOG.md * Search VFXResource only if necessary. * LoadUserResourcesIfNeeded * Fix changelog merge * Added feature: User can specify a directory that holds their VFX template assets (#34) Added feature: User can specify a directory that holds their VFX template assets Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu. ## How to use The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems  Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.  This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.  Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:  * Vfx/fix/1246989 normals and scale (#81) * Fix normal for lit mesh and non uniform scales * Use inverse transpose in planar primitives * Fix planar primitive with non uniform scale in local * Add gfx test * Add comment * Update changelog * Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76) * Fix Texture2DArray and Cubemap exposition from sg in output mesh context * Add case to changelog * Temporarily deactivate non uniform scale test (Some files were lost :() * [Test] Enable test to cover properly reset override behavior (#80) * Renable test to cover issue 1206890 * Fix newly introduced test : Exepcted value is original after reset override & handle correctly color * int and uint support in Compare (#53) * Add int and uint to Compare node and condition expression * minor fixes * Change SerializeType so that tests are correct against System.Type and null * Fix switch * Update changelog * Added render pipeline compatability table (#87) Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix square complexity on parameter to serialized property matching (#78) * Fix square complexity on parameter to serialized property matching * Update CHANGELOG.md * Fix vfx view not beeing framed at launch (#79) * Fix vfx view not beeing framed at launch * safer implementation * Update CHANGELOG.md * Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84) * Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null * Update CHANGELOG.md * SampleSDF operator (#88) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Fix Shadow compilation using shaderGraph (URP/HDRP) (#77) * *Prepare a proper way to test different shadow cases * prepare a shadow graph unlit (modifying alpha) * Add reference data for shadow test * Minimal data for reproduce issue 1259511 * Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define * *Update ShadowMaterial * *Update ShaderGraphShadow.vfx * *Move shader to common testing asset * Add equivalent test for URP * Add graphicTest for URP * *Update reference images * Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting * Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence * Fix incorrect block listing * *Update changelog.md * Fix pass selection for lit effect * Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution * Voluntary add disabled branch on shadow unlit to cover alphaTreshold case * *Minor comment * Fix return alpha clipping (missing actual alpha test enabled) * *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging) * VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.' # Conflicts: # com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template * Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset * *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f) * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288 It was a bad merge Co-authored-by: pastasfuture <pastasfuture@gmail.com> * Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96) * Fix missing type copy in reduce Tested locally on a PS4 * Add expection to detect unsupported value type * Fix 1154328 - infinite recompile with rand (#93) * Change the way rand expression equality is handled * Refactor a bit * Add editor test * World to Viewport Point & Viewport to World Point operators + Test (#98) * World to Viewport Point & Viewport to World Point operators + Test First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator. Includes a test scene for these 2 operators. * Update CHANGELOG.md Update Changelog * Added documentation md files. Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Make null ( not deserializable ) objects part of undo state (#86) * Fix compile loop in vfxoperator (#61) * Update to visual studio package 2.0.2 (#74) * Fix SDF Operators and blocks from PR #88 (#94) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Remove the use of inverse transpose for the "normals" * Restore the Inverse Transpose and modify Collision code * Restore Conform and Collide previous behavior + direction points to the surface * add documentation * Consistent distance and normal handling + ref images * Cleaning + World space stick distance and radius + references * Max scale through expression evaluated on GPU (if needed) * Max3 on CPU * Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91) * Simpler update to use now available ByteAddressBuffer * Temp Workaround a GPU hang We should isolate properly this code. * Proper fix of OOB FetchBuffer * *Update changelog.md * Update assets * Update URP tests assets * More update to assets * Remove old gfx tests images ref * Fix changelog * Fix Construct Matrix on GPU (#102) * Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU * *Update changelog.md * Output Event Helpers (#58) * Base Commit * Moved Files down one folder * Updated Package Configuration, CHANGELOG and documentation * Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour * Small fixes and checks * Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check * Small Fixes * Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly * Other custom Editors + Helpbox * Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in Prefab Spawn * Removed Rerouting Helpers as CopyValuesFrom is broken at the moment. * Fixed ASMDEFs / class accessibility * Updated Documentation * Fixed Class Accessibility for ExposedPropertyDrawer * Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer) Co-authored-by: Thomas ICHÉ <peeweek@gmail.com> * Add support for Gradient sampling with and without gradient mode #100 * Fix changelog * Fix case 1279294 : Invalid Random per component behavior in spawn context (#107) * Revert "Output Event Helpers" (#110) * Revert "Output Event Helpers (#58)" This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78. * Revert "Fix changelog" This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137. * Fix changelog (missing revert) * Fix changelog : Unexpected carriage return * Point cache: Binary format corrupted due to an extra byte offset (#108) * Point cache header, wait for new line character only (/n) and skip carriage return(/r) An extra trailing new line character was causing an invalid offset in binary point cache files. * Update Changelog * Remove unnecessary files * Fix InvalidCastException when using byte properties in point cache files (#109) * Change casting to byte We were trying to cast an object containing a byte to an int. Also, a better normalization would be dividing by 255. * Update CHANGELOG.md * update asset and scr…
* 10.2 fixes * [VFX] harmonize position + fix API validation (#2365) * property attributes not serialized (#253) * 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 * Remove shader warnings (#261) * Fix shader warnings in test projects * Update changelog * Vfx/feature/filter enum (#243) * Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review * Remove raytracing enumerator filter as it was removed from HDRP enum * Remove irrelevant render queues from some HDRP outputs (#263) * 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 * Update CHANGELOG.md * Fix exception when creating new category on new visual effect asset. * Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205) * Fix to graft : support for flag enum in inspector * *Update changelog * Revert "Fix Enum Flag" (#15) * "Fix Enum Flag" (#16) This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241. * Fix for Initial Event field height, (#17) * Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md * Vfx/fix colorfield height (#19) * Fix color field height * changelog * Mesh Sampling (revival) (#1) * 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> * Update experimental disclaimers (#367) * Updated experimental disclaimers * Removed link and added description instead. * [HDRP] MSAA & MotionVector (#12) * 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 (#25) * Allow an object slot to have null as its value * changelog * Vfx/fix/prevent capacity change locked (#24) * Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog * *Update all vfx (had to do it manually...) * Restore missing enty in hdrp changelog (bad resolve conflict from me) * Fix 1233044 - capacity cannot be zero (#21) * Prevent capacity from being 0 * Fix strip capacity as well * Vfx/fix/param order (#22) * Fix for dragged parameters order when there are categories * changelog Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix minor issue with VFXPreviousPositionBinder.cs (#23) Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/fix/sgoperator create context drag (#28) * Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot. * changelog * Vfx/fix/context no blocks (#27) * Don't show block windows when context cant have blocks (output mesh ) * changelog * PropertyBinder : Minor Fixes (#29) * Fix for binder when null asset & fix for binder while resetting * Call ClearPropertyBinders while resetting * Add Update Modes & Time Access (revival) (#4) * Squashed commit of the following: commit d77638ba4188bfb03c81130b82cacb2a719f03be Merge: 49eaeadff7 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 09:46:59 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 14:53:09 2020 +0100 Update UX for new time access (#260) https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280 See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z commit 78d5d9938d9896d517efa89662764afd44ef12fc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 16:03:26 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060 commit bc7e715b0e41b55126fdf171b7459b680e3e3824 Merge: 9a82a52bfe ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 14:52:03 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88 Merge: f56986d415 66df0debfc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 09:17:53 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit f56986d4157f140ca84b039d97c8b7064a18214e Merge: 047820690f 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:25:07 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 047820690fa496bd43d3a60df16dd0932502c7cb Merge: d6d17dfbbc e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:56:39 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:59:15 2020 +0100 Squashed commit of the following: commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 13:37:05 2020 +0100 Use implicit block for old position backup commit e786cf3ade7d7515da4569dde9455881af02f282 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Sun Jan 12 15:05:03 2020 +0100 WIP : Add option to skip zero delta per update context commit e864fae742120fbfebabb26b605ddedfd184b02b Merge: 4eecc0b90b fb12af4c28 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:47:57 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 16:08:07 2020 +0100 Rename ProcessEveryFrame in ExactFixedTimeStep commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 16:21:50 2020 +0100 Fix ManagerMaxDeltaTime (was GameDeltaTime) commit eaebe2649e93a5083fd62c91ac92185794b908e5 Merge: 98e7dcfcdc 276c02f29a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:42:08 2020 +0100 Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes commit 98e7dcfcdceb710c252e4d1a257815a724539e68 Merge: 248004d55a 0737eb535c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:26:54 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 248004d55a7b96c6532cd3c197e175b751d6f3fe Merge: 2bbadae355 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 9 13:12:50 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 2bbadae355bb3c4a308b8d4e020e96127fa94818 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:07:46 2019 +0100 Add tooltip to VFXTime.cs commit 9dc7ea790327b44ffde94bbf783d588e74c50174 Merge: bf48ba84eb 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:29:13 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit bf48ba84ebfd1472d041966ba4be627e3a1ef427 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:26:30 2019 +0100 *Update changelog.md commit b5d76d5d5d65584fde771213d9a01adc6dd9b856 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 16:10:19 2019 +0100 Add operator to enable time accesses commit 1a2fe7b8dc5072dd49d985f045f276385e08287f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 11:25:52 2019 +0100 Add built-in expression (but not listed) commit b0d0e64ee04036adf48f4481bfd22eace649bac3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:37:50 2019 +0100 Add some header commit 490a441046a227bb1cc1b98418d0559da17d3771 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:36:57 2019 +0100 Add tooltip & text content commit 621c5b2b78545800b2e94921b9314ef860992059 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:09:32 2019 +0100 *Add custom inspector to edit update flags efficiently * Fix build (VFXPropertyAttribute.Create isn't needed anymore) * Fix editor test * Read Attribute in Spawn Context (#6) * Squashed commit of the following: commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 11:14:14 2020 +0200 *Update image reference (having issue with standalone, not sure of the result) commit 275c22de35f08ada783c96c625b12475f0c42337 Merge: 85254f1ec4 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 09:59:48 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # com.unity.visualeffectgraph/CHANGELOG.md commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 16:21:39 2020 +0100 *Update image reference due to fix with grapicTest update commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf Merge: d8db341bfb 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 11:51:43 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset commit d8db341bfbd9257e1a5285d200e3eabe24857b01 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:57:38 2020 +0100 *Apply Formatting commit f80441dd6b30ef726d46ae2fe32bcf05d208b760 Merge: b3d858ffe1 01f176355a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:32:49 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7 Merge: 0bce44dc9a 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:18:58 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # .yamato/upm-ci-vfx_lwrp.yml # .yamato/upm-ci-vfxmain.yml # com.unity.visualeffectgraph/CHANGELOG.md commit 0bce44dc9a694bf36b849efb894e999fa9dc959e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:20:03 2020 +0100 *Fix build commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df Merge: 2130ea0ef2 e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 09:47:09 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 2130ea0ef2186ecdc5692878940d5d6635dca31b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:09:13 2020 +0100 *Update tooltips (thanks @vlad) commit f8cdb95f5d2075848e530d997551b69de43f39e0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:01:44 2020 +0100 Rename SpawnerState in SpawnState commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 13:54:24 2020 +0100 Improve ReadAttribute test to cover NewLoop state commit 2c515bfde823bfbce87df8a1444e19e5c2327e32 Merge: a9efee24ff bff1b74b59 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 16:32:45 2019 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit a9efee24ff84131c53dc2ba93f1985b02217e3d7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:54:25 2019 +0100 *Update comment commit 6b17879881555cd72b3af4463fd907423f92ad7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:53:11 2019 +0100 Throws an exception while detecting unexpected expression flag commit cbad9212075ec6776cf9d892185dd6ee64f8fab2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:43:33 2019 +0100 Reorder spawner state operator commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:35:30 2019 +0100 Fix issue "Cannot plug in attribute-derived nodes into a spawner block." commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:58:30 2019 +0100 *Update changelog commit 61bd2e5871f23002dd1add024858efdef5e09372 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:46:52 2019 +0100 Update _CCCC test & Rename Spawner State library name commit 4942912123d795023aacb0363c8e462a2da29943 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 16:58:17 2019 +0100 Fix test & clean useless code in VFXExpression.Initialize commit e6d6c593eb27c612a225340615dabe7692f76a00 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:22:31 2019 +0100 Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose commit f00f740b775f67e9378072744513f3ff920f470d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:16:39 2019 +0100 Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change) commit b7d8e238dd7e05bf99114a980c8584da7985dcf8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:45:56 2019 +0100 Clean test data & add reference images commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:17:51 2019 +0100 Move graphicTest to common files commit fa21846e7787fec9068c5a18a33dc568df3f7cc9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 11:53:18 2019 +0100 Separate cleanly per event attribute expressions commit 80e5259674a011e864e65f13c77ce06f92f33b7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 08:38:41 2019 +0100 New test for chaining & read attributes commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 18:47:20 2019 +0100 Add read attribute for loop settings (context evaluation) commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 15:30:56 2019 +0100 Clean expression patching commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 11:45:06 2019 +0100 Clarify compatibility code for spawner order & random implication commit 0dcf774f623fb93eb7bc19b06407b88669472443 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 18:42:30 2019 +0100 Add tricky case in test vfx & fix compatibility code TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 16:49:42 2019 +0100 *Up local test commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 15:22:03 2019 +0100 Detect & Compute partial evaluation commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:16:29 2019 +0100 Add spawner State Operator & SpawnCount (even if it's actually an attribute) commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:04:04 2019 +0100 Add spawner state accessor commit adb1d6d66172f2d187b577facaf7b2aea4677d13 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 11:24:20 2019 +0100 Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling commit d43ad0e1395d0e51f3583ce9627a72006356e117 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 2 16:19:05 2019 +0100 Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute commit 8a25b5fbed33569529d30379fce2acd4da7de88d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 29 16:14:32 2019 +0100 Backup test asset (temporarily) commit dcb3efaf885dbbdec317f5a42ace9ace336fded9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 16:37:48 2019 +0100 WIP : experimenting new concept of Read Attribute expression * Merge with vfx/staging * Update VFX * Misc small fixes (#36) * Fix strips outputs, spawnIndex and default metallic value * Increase threshold in particle strip unlit test * Test for Override resetted (#26) * *WIP* add test * Actually add a more legit "prefab" test * Prepare fix later fix of 1206890 : can't change the C++ without updating this test * Fix editor test (todo : graft this change to master to anticipate the C++ change) * Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20) * New Test : total time is sum of delta time (#7) * *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249 * [Fix] Disable reset option (#41) * Disable reset option * Add repro case 1251533 * Fix minor issue with PreviousPropertyBinder (bis) (#31) * Fix minor issue with VFXPreviousPositionBinder.cs * Fix exception in OnEnable Note : I didn't try it locally yet. * Actual fix of VFXPreviousPositionBinder.cs Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix culture issues when generating attributes defines in shaders (#40) * [PropertyBinder] Move Update to LateUpdate (#38) * Fix issue with VFXPropertyBinder : we should use late update instead of Update * *Update 23_ParameterBinder reference image * Call resyncslots on shadergraph dependent models. (#10) * Call resyncslots on shadergraph dependent models. * missing call to checkgraphbeforeimport * indentation * fix slot not updated if only the attributes change * Do the same for models having subgraphs than for models having shadergraphs. * Fix based on PR review * Update CHANGELOG.md * update vfx and settings * Renable 009_MultiCamera in URP project * Easy Wins (Small Workflow / Cosmetic fixes) (#37) * Properties now exposed by default in blackboard * Dissociated Colors for bool/int/uint * Added Degrees / Radians conversion subgraphs in samples * De-nicified attribute name (conserve case) in Set Custom Attribute title * Changed the default "No Asset" message when opening the visual effect graph window. * Subgraphs are not in hardcoded categories anymore + Updated Serialization * Added Documentation for setting Subgraph Menu Categories Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/docs/compatability disclaimer (#43) * Added compatability disc * Updated format. * Save a specific vfx asset and its sugraphs only (#35) * Save graph asset works * Update CHANGELOG.md * Update VisualEffectGraphWindow.md * Update VisualEffectGraphWindow.md * Fix for block copy not dirtying the scene. * Remove some unecessary compilation (not all) (#46) * New TransformVector4 and GetTextureDimensions operators (#18) * Vfx/feature/new operators 2 (#266) * Add TransformVector4 operator * Remove unused code * Fix warning * Refactor dynamic type operator * Samll fix to previous commit * Add texture dimensions operator and expressions * Add tooltips * Add changelog entry * Fix merge compilation * Modify point cache test * Prevent textures from being constant folded * Move modified test to correct folder * Output Event (#5) * Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent * *Fix build VisualEffect.OutputEventArgs => VFXOutputEventArgs Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5 * Vfx/feature/enum parameter (#8) * Restart of enum parameters * more work * more work * Still more work. * reorderable list looks good. * Adding and removing values works. * dragging item works. * Enum values show in the inspector. * fixes for rebase * Enumvalue works on subgraphs. * notify enum name change. * Added documentation for blackboard value filtering. * no value per enum * only uint can now avec enum values. * don't nicify enum values. * Update Blackboard.md * Update VFXBlackboard.uss * sanitize parameter already having range * Clamp enum value works. * Changing switch testValue to uint. * value appearing as menu if mode is enum. * Update CHANGELOG.md * Mutli editor of different values of enum parameter works. * cpoy paste enumValues and min/max when copying parameter. * Copy parameter mode when converting to subgraph. * fix * Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt. * Vfx/docs/new operator docs (#50) * Added documentation for new operators * Changed bullet format. * Fix creation of StringPropertyRM (#51) * Fix creation of StringPropertyRM * Update CHANGELOG.md * Fix input of event emitting block beeing to small because of output * Multi-mesh output, LODs and compute culling (#14) * Implement multi mesh * Add LOD + lit mesh output support * Small fix + optim * Fix crash with multi mesh + sorting * Fix shader compilation with single mesh and compute culling * implement multi sorting * Add globalSort parameter * Fix camera absolute mode * Fix URP shader compilation * Add frustum culling to LOD * Add frustum culling setting * filter out implicit settings and add tooltips * Add radius scale + tooltips * Add a graphics test * Update change log + lod and multi mesh as experimental features * Forgot a file * Small changes based on QA review * Simulate headers on enum values in SlotContainerEditor (#49) * Simulate headers on enum values in SlotContainerEditor * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com> * Update VFX * Fix for blackboard scrollable element hidden by resize. * Disable LOD test for XR * Fix test threshold that was reset to 0... * Ignoer graphviz folder * Target Gameobject windows resize doesn't go too far above scrollbars * Missing or incorrect unit in uss. * fix for reference image "VFX/Execution" not updated to new path ( warning when adding output) * Change description in package.json to reflect VFX is not out of preview with URP and mobile * Simplify linear drag (#67) * Simplify linear drag * Fix warning * Enable m_CachingShaderPreprocessor (#65) * *Enable m_CachingShaderPreprocessor * Try enabling vulkan * Unify m_APIs in URP & HDRP * Fix for node window staying when clicking elsewhere (#68) * Fix for node window stayting when clicking elsewhere * Update CHANGELOG.md * Prevent resourcehistory from beeing set to null by serialization (#66) * Vfx/docs/system requirements (#69) * Added system requirements documentation. * Corrected phrasing * Added toc entry * Reorganised toc entry Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix position of block creation window (#72) * Fix Missing System Seed Builtin (#70) * Add missing system seed variant * Add test to cover all builtin expression are available through operator (avoid regression) * *Update changelog.md * Fix inconsistant case * Fix indentation * Fix Prefab Highlight for initial event name toggle & override (#71) * Fix prefab blue highlight * *Update changelog.md * Add test for Mesh Stripping (#59) * *Add test data * Enable StripUnusedMeshComponents: 1 * Enable mesh stripping in HDRP project * *Add reference images * Call recreateCopy after recusion test not before. (#52) * Call recreateCopy after recusion test not before. * Update CHANGELOG.md * Uniquify create visual effect gameobject name. Standard behaviour. (#75) * Uniquify create visual effect gameobject name. Standard behaviour. * Update CHANGELOG.md * Use the AssetDatabase.FindAsset to find VFXResources asset (#48) * Use the AssetDatabase.FindAsset to find VFXResources asset * Update CHANGELOG.md * Search VFXResource only if necessary. * LoadUserResourcesIfNeeded * Fix changelog merge * Added feature: User can specify a directory that holds their VFX template assets (#34) Added feature: User can specify a directory that holds their VFX template assets Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu. ## How to use The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems  Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.  This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.  Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:  * Vfx/fix/1246989 normals and scale (#81) * Fix normal for lit mesh and non uniform scales * Use inverse transpose in planar primitives * Fix planar primitive with non uniform scale in local * Add gfx test * Add comment * Update changelog * Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76) * Fix Texture2DArray and Cubemap exposition from sg in output mesh context * Add case to changelog * Temporarily deactivate non uniform scale test (Some files were lost :() * [Test] Enable test to cover properly reset override behavior (#80) * Renable test to cover issue 1206890 * Fix newly introduced test : Exepcted value is original after reset override & handle correctly color * int and uint support in Compare (#53) * Add int and uint to Compare node and condition expression * minor fixes * Change SerializeType so that tests are correct against System.Type and null * Fix switch * Update changelog * Added render pipeline compatability table (#87) Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix square complexity on parameter to serialized property matching (#78) * Fix square complexity on parameter to serialized property matching * Update CHANGELOG.md * Fix vfx view not beeing framed at launch (#79) * Fix vfx view not beeing framed at launch * safer implementation * Update CHANGELOG.md * Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84) * Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null * Update CHANGELOG.md * SampleSDF operator (#88) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Fix Shadow compilation using shaderGraph (URP/HDRP) (#77) * *Prepare a proper way to test different shadow cases * prepare a shadow graph unlit (modifying alpha) * Add reference data for shadow test * Minimal data for reproduce issue 1259511 * Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define * *Update ShadowMaterial * *Update ShaderGraphShadow.vfx * *Move shader to common testing asset * Add equivalent test for URP * Add graphicTest for URP * *Update reference images * Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting * Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence * Fix incorrect block listing * *Update changelog.md * Fix pass selection for lit effect * Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution * Voluntary add disabled branch on shadow unlit to cover alphaTreshold case * *Minor comment * Fix return alpha clipping (missing actual alpha test enabled) * *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging) * VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.' # Conflicts: # com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template * Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset * *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f) * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288 It was a bad merge Co-authored-by: pastasfuture <pastasfuture@gmail.com> * Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96) * Fix missing type copy in reduce Tested locally on a PS4 * Add expection to detect unsupported value type * Fix 1154328 - infinite recompile with rand (#93) * Change the way rand expression equality is handled * Refactor a bit * Add editor test * World to Viewport Point & Viewport to World Point operators + Test (#98) * World to Viewport Point & Viewport to World Point operators + Test First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator. Includes a test scene for these 2 operators. * Update CHANGELOG.md Update Changelog * Added documentation md files. Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Make null ( not deserializable ) objects part of undo state (#86) * Fix compile loop in vfxoperator (#61) * Update to visual studio package 2.0.2 (#74) * Fix SDF Operators and blocks from PR #88 (#94) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Remove the use of inverse transpose for the "normals" * Restore the Inverse Transpose and modify Collision code * Restore Conform and Collide previous behavior + direction points to the surface * add documentation * Consistent distance and normal handling + ref images * Cleaning + World space stick distance and radius + references * Max scale through expression evaluated on GPU (if needed) * Max3 on CPU * Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91) * Simpler update to use now available ByteAddressBuffer * Temp Workaround a GPU hang We should isolate properly this code. * Proper fix of OOB FetchBuffer * *Update changelog.md * Update assets * Update URP tests assets * More update to assets * Remove old gfx tests images ref * Fix changelog * Fix Construct Matrix on GPU (#102) * Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU * *Update changelog.md * Output Event Helpers (#58) * Base Commit * Moved Files down one folder * Updated Package Configuration, CHANGELOG and documentation * Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour * Small fixes and checks * Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check * Small Fixes * Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly * Other custom Editors + Helpbox * Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in Prefab Spawn * Removed Rerouting Helpers as CopyValuesFrom is broken at the moment. * Fixed ASMDEFs / class accessibility * Updated Documentation * Fixed Class Accessibility for ExposedPropertyDrawer * Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer) Co-authored-by: Thomas ICHÉ <peeweek@gmail.com> * Add support for Gradient sampling with and without gradient mode #100 * Fix changelog * Fix case 1279294 : Invalid Random per component behavior in spawn context (#107) * Revert "Output Event Helpers" (#110) * Revert "Output Event Helpers (#58)" This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78. * Revert "Fix changelog" This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137. * Fix changelog (missing revert) * Fix changelog : Unexpected carriage return * Point cache: Binary format corrupted due to an extra byte offset (#108) * Point cache header, wait for new line character only (/n) and skip carriage return(/r) An extra trailing new line character was causing an invalid offset in binary point cache files. * Update Changelog * Remove unnecessary files * Fix InvalidCastException when using byte properties in point cache files (#109) * Change casting to byte We were trying to cast an object containing a byte to an int. Also, a better normalization would be…
commit b6b0cdca59dd4026117bd3e65e14d17e00b95b09 Author: Lewis Jordan <lewis.jordan@hotmail.co.uk> Date: Mon Oct 19 15:42:25 2020 +0100 Updated the light cheat sheet to include pbs sky (#2273) Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com> commit c1b3c12041fced756ccc84b90940f1a1fa0d0053 Author: Lewis Jordan <lewis.jordan@hotmail.co.uk> Date: Mon Oct 19 15:42:06 2020 +0100 Screenshot audit and bugfix (#2259) * Updated DecalProjector screenshot * Updated environment lighting page and screenshot * Fixed bug in frame settings doc * Update Frame-Settings.md * Updated volume override images * Updated post-processing docs * Updated SSR reference doc * Finished screenshot audit * Fixed bug in autodesk shaders * Added debug menu entries * Added RequestedVirtualTextureTiles entry * Updated outdated docs that did not reflect the image * Update Render-Pipeline-Debug-Window.md Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com> commit dcc46748cae48698496983a50d317a5118d6f8c0 Author: Lewis Jordan <lewis.jordan@hotmail.co.uk> Date: Mon Oct 19 15:41:34 2020 +0100 Updated ray-traced shadows doc to include information about double sided materials (#2257) commit 691b32e00d109a135a842069e19a693e1d945e44 Author: sebastienlagarde <sebastien@unity3d.com> Date: Mon Oct 19 15:45:55 2020 +0200 Bump version to 10.2.0 (#2268) * Bump version to 10.2.0 * bumped shader minimum package version in version.hlsl * Fix various typo and bump core * add missing date to shader graph Co-authored-by: Felipe Lira <felipedrl@gmail.com> commit 2e401c61ffca7312ba503d7be5dfd5e58b25d01f Author: noreply@unity3d.com <noreply@unity3d.com> Date: Mon Oct 19 01:42:40 2020 +0000 [CI] Updated .ymls to new revision commit 0350ec7898029cea083bbc9cc6dd979460b6ee16 Author: Chris Tchou <ctchou@unity3d.com> Date: Sun Oct 18 08:11:48 2020 -0700 [ShaderGraph] [bugfix 1206438] Detect and handle subgraph deletion while subgraph node is in use (#2186) commit 48c802198267897ecaa28a71d94ab913f4b8b33b Author: noreply@unity3d.com <noreply@unity3d.com> Date: Sun Oct 18 01:47:04 2020 +0000 [CI] Updated .ymls to new revision commit d0680d5a8ac4f6e0f8dc9e265e8179c7ca81bb7c Author: noreply@unity3d.com <noreply@unity3d.com> Date: Sat Oct 17 02:11:25 2020 +0000 [CI] Updated .ymls to new revision commit 3eaea35384d31cf5bfcef815a1b2fd44075a3e0a Author: Alex Lindman <39529353+alindmanUnity@users.noreply.github.com> Date: Fri Oct 16 15:43:20 2020 -0700 [10.2][Shader Graph] Small UI Bugfixes (#2029) * change exposuire node label to avoid text clipping solves case 1265057 * move mesh deformation nodes into utility category fixes 1227081 * update changelogs * move mesh deform nodes to input and update docs * add cross pipeline note to target and upgrade guide docs * Docs edit * Move changelog entries to 10.2 section Co-authored-by: Sharlene Tan <sharlenet@unity3d.com> Co-authored-by: Marc Templin <marcte@unity3d.com> commit 846e8dc61254147f5a0181d0b89fe5a7c4bebcbf Author: Chris Tchou <ctchou@unity3d.com> Date: Fri Oct 16 15:31:37 2020 -0700 [ShaderGraph] [bugfix 1241602] Sample2DLOD node will compile on GLES2 devices, but always returns opaque black (#1903) commit b61baf0ba523c6583d7b4c02440de5a3956d6c93 Author: Chris Tchou <ctchou@unity3d.com> Date: Fri Oct 16 15:20:08 2020 -0700 [ShaderGraph] [bugfix 1283800] Make shader versioning semi-deterministic (#2138) commit c9c885575b82fc6a374fdc9f4d64dde755bbea19 Author: elizabeth-legros <59933602+elizabeth-legros@users.noreply.github.com> Date: Fri Oct 16 17:01:28 2020 -0500 Update CHANGELOG.md (#2266) Actual changes are in 10.1 so retconning the fix into those notes even though this won't publish until 10.2. commit 1c66550ead8d8a5579e9080ed7bd14df6d3869f6 Author: noreply@unity3d.com <noreply@unity3d.com> Date: Fri Oct 16 19:54:59 2020 +0000 [CI] [2020.2] Updated latest editors metafile commit 90948d0e89fdbf29b8452f27ffb9291cefd607f3 Author: Felipe Lira <felipedrl@gmail.com> Date: Fri Oct 16 15:48:05 2020 +0200 [10.x.x] Filter list of events in RenderObjects pass to only show valid events. (#2125) * Fixed issue that caused the RenderObjectsPass to render incorrectly when set to events before BeforeRenderingOpaques. * Added API docs for events. Added BeforeRenderingPrepasses to RenderObjects UI. * updated changelog * Addressed PR feedback. commit 890b14cc428ae61dd5c3a510b5c8d5518ae7b4c1 Author: Sophia <16596228+sophiaaar@users.noreply.github.com> Date: Fri Oct 16 15:46:33 2020 +0200 [URP][Performance] Enable subset of perf tests in nightly jobs (#2157) Too many commits to list. see the PR for full changes Co-authored-by: Liis Kivistik <liis.kivistik@unity3d.com> Co-authored-by: Sean Stolberg <seans@unity3d.com> commit 544de544b923426b18b633c470a31a739532e0c4 Author: Oleksandr Kokoshyn <oleksandr.kokoshyn@unity3d.com> Date: Fri Oct 16 11:29:00 2020 +0200 Fixed the link to Changelog. (#2254) commit 18623463f30f75badd220d17b23251bb602a3296 Author: Oleksandr Kokoshyn <oleksandr.kokoshyn@unity3d.com> Date: Fri Oct 16 11:03:09 2020 +0200 What's new in URP 10 (#2228) * Images for What's New * Created the What's New section. * Fixed typo. * Minor formatting fix. * Change from Martin T. * Last changes. commit 111ed2e673594a878615d58d96308c53444f1b4d Author: Oleksandr Kokoshyn <oleksandr.kokoshyn@unity3d.com> Date: Fri Oct 16 10:51:17 2020 +0200 Created the page Known Issues (URP 10). (#2245) * Created the page Known Issues (URP 10). * Added the link to the issue tracker. commit 66237e6898e58b6a0effddfaae40459babcb4987 Merge: fef8b17d2f 320da10c01 Author: sebastienlagarde <sebastien@unity3d.com> Date: Fri Oct 16 10:09:50 2020 +0200 Merge pull request #2250 from Unity-Technologies/srp/change-min-version Change min version to 2020.2b8 commit 320da10c01550f013b59b539758328bff30e0b57 Author: Sebastien Lagarde <sebastien@unity3d.com> Date: Fri Oct 16 10:05:19 2020 +0200 Change min version to 2020.2b8 commit fef8b17d2f500709822ac53bc4573cc9dae204fc Author: Lukas Chodosevičius <lukasc@unity3d.com> Date: Fri Oct 16 11:00:24 2020 +0300 Adding conditionals for baked shadow calculation and shadowmask if ba… (#2236) * Adding conditionals for baked shadow calculation and shadowmask if baked shadow is used. This increases performance for mobile platforms as they can avoid some calculation * Fixing lightprobes to work for shadowmask dynamic objects that are using baked shadow * Optimizing baked shadow selection (Suggested by Felipe). Also changing k_DefaultLightsProbeChannel constant ot correct one commit d55e669465c6b8f7873297614340808fb073ef91 Merge: eccca8b441 57498c9a67 Author: sebastienlagarde <sebastien@unity3d.com> Date: Fri Oct 16 08:46:10 2020 +0200 Merge pull request #2248 from Unity-Technologies/HDRP/staging Fix HDRP API doc commit 57498c9a6792b16aed9e23f6d41f7962c9da2adb Author: JulienIgnace-Unity <julien@unity3d.com> Date: Fri Oct 16 08:42:47 2020 +0200 HDRP public API doc (#2237) * Updated missing doc for HDRP package * Update hdrp config doc * Update based on review Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> commit cad5a09335424b71dc6a44bc3d16700451ad991c Merge: 0d164f2e24 eccca8b441 Author: Sebastien Lagarde <sebastien@unity3d.com> Date: Thu Oct 15 23:35:20 2020 +0200 Merge branch 'master' into HDRP/staging commit eccca8b441fe0059e449aba0d1b398543d2b9ac2 Author: sebastienlagarde <sebastien@unity3d.com> Date: Thu Oct 15 23:34:13 2020 +0200 Remove XR system test + Fix cinemachine in template + Add dxr test (#2247) commit 0d164f2e24a542d8e175b9864a25676810deb86f Author: sebastienlagarde <sebastien@unity3d.com> Date: Thu Oct 15 20:58:38 2020 +0200 Update cinemachine 2.6.1 (#2246) commit 183d6229effdb07591c62f562baaab7b65fc64a5 Author: Julien Ignace <julien@unity3d.com> Date: Thu Oct 15 18:30:16 2020 +0200 Revert "Fix shadows culling with XR (#2223)" This reverts commit 922ca4673b18d1e62eb2e09fc85516b72c1743d7. # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md commit aa21bbd4123443beb278ee374ad928abd774cdf2 Author: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Date: Thu Oct 15 10:59:48 2020 -0400 remove XRSystemTests (#2241) commit 3129d19e2af79ca42ba183e3de09b133e548198d Author: Oleksandr Kokoshyn <oleksandr.kokoshyn@unity3d.com> Date: Thu Oct 15 14:27:21 2020 +0200 Changes to XR feature comparison, from Matt Fuad. (#2232) commit 0a3abbb5497ebe8e9c675e401f87c915b85e61b1 Author: Oleksandr Kokoshyn <oleksandr.kokoshyn@unity3d.com> Date: Thu Oct 15 14:25:23 2020 +0200 Added the upgrade instruction and the requirements for URP 10.1. (#2196) commit 0a9fa40ca2a2b5e52fc4b36f8234d9738e412b0f Author: Oleksandr Kokoshyn <oleksandr.kokoshyn@unity3d.com> Date: Thu Oct 15 14:22:45 2020 +0200 Fixed the formatting of the table for the Shadows section. (#2194) commit 106d63a9b02140ebe629704173a8be0ec5fb7e0c Author: Sebastien Lagarde <sebastien@unity3d.com> Date: Thu Oct 15 14:05:51 2020 +0200 fix #if defined(UNITY_REVERSED_Z) usage => #if UNITY_REVERSED_Z commit 409a092ef5f0616288ca2dc2b1edf5e12fc1a939 Author: Martin Thorzen <35328557+martint-unity@users.noreply.github.com> Date: Thu Oct 15 13:50:15 2020 +0200 Removing the asset database save call (#2207) * Removing the asset database save call * added changelog commit 478145ccc1990d695415d4975442099dc6eb4fcd Author: Felipe Lira <felipedrl@gmail.com> Date: Thu Oct 15 11:54:07 2020 +0200 [10.x.x] Added LightMode documentation. (#1997) * Added LightMode documentation. * fixed formatting * Edited the LightMode tag input from Felipe. * Input from Felipe. Co-authored-by: Oleksandr Kokoshyn <oleksandr.kokoshyn@unity3d.com> commit 94e8a73cd5f27fb842fdb9be517b624faa574c93 Author: Tomas Zigmantavičius <30701728+tomzig16@users.noreply.github.com> Date: Thu Oct 15 12:01:33 2020 +0300 [10.x.x] Android remove redundant SDK tools check (#2104) * Remove mklink command from yamato Android jobs * Remove Android build tools setup from SetupProject.cs * Run ruamel build.py commit cec0431b521ba4ff6c3de2af185cc4e923c9104f Author: Sebastien Lagarde <sebastien@unity3d.com> Date: Thu Oct 15 10:16:06 2020 +0200 Fix for non-static objects not being present at times in OnEnable probes (#1768) commit 0dd86b51132224dcf9896582089c0b61d696d3e8 Merge: 90e2798e7f 730b9ecb8b Author: Sebastien Lagarde <sebastien@unity3d.com> Date: Thu Oct 15 10:14:37 2020 +0200 Merge branch 'master' into HDRP/staging commit 90e2798e7f511160d882208b1122b7815d998b08 Author: Tianliang Ning <paula.s.ning@gmail.com> Date: Wed Oct 14 15:42:21 2020 -0700 Add test for DXR alembic support (#2054) * Add alembic test to HDRP_DXR_Tests * Update alembic reference images * Use Yamato reference images * XR test updated reference image * Revert reference image for WindowsEditor. It looks like playmode_XR has a different result than playmode and playmode_Rendergraph * Modify alembic test to confirm alembic works with ray tracing by viewing alembic mesh via ray traced reflection * Set XR threshold multiplier to 1.5, based on other tests that have to wait for frame * Update WindowsEditor reference image * updated most prefabs to not be prefab variants unecesssarily, updated diffusion profile for bamboo leaves, fixed wood normal map, rebaked, added new "medium" bake settings * [CI] Updated .ymls to new revision * Expose PointCacheAsset textures (#2030) Currently there's no pCache property in vfx graph, this change exposes textures to make them usable instead of pCache. More: https://forum.unity.com/threads/expose-point-cache-as-blackboard-attribute.856603/#post-6355635 * Fixed links and images Fixed issues in the ToC, links in all docs and images in all docs. * Fix Static-shader-analysis.md links. Changed file name of Static-shader-analysis.md and fixed links. * removed useless -preview.1 * Toc name change Also amended links. * TableOfContents name change. * Universal/fixing changelog (#2090) * removing duplicate Added sections * removed accidental added text * Fixed the dates issue * Moved fixed to the right section * Updated fontainbleau compatability and added relevant links * Fix clear coat chagelog issues. (#2095) * Renamed UI `Vector1` to `Float` / Renamed enum `Float` precision to `Single` (V2) (#1979) * rename precision from float to single * rename vector 1 to float * rename vector1 in the documentation * Update Compositor-User-Guide.md * Update Upgrade-Guide-10-0-x.md * fix precision test * add search synonym to upgraded node * update precision test graph * Fixed extra whitespaces and minor rewording * Rename also all enum which a Vector1 inside to get correct string conversion as float * Renamed Float.md and updated links to it * Revert "Rename also all enum which a Vector1 inside to get correct string conversion as float" This reverts commit 3d5fe9b48a1c2b7642b40327c5fea7a259016638. * rename property type to have correct type display * Update DiffusionProfileShaderProperty.cs * Fix blackboard info name after merge of Antoie PR * rename the uss color mode to keep correct banding color Co-authored-by: Alex Lindman <alexandral@unity3d.com> Co-authored-by: Sharlene Tan <sharlenet@unity3d.com> * VFX Staging to Master for 10.1 (#1945) * property attributes not serialized (#253) * 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 * Remove shader warnings (#261) * Fix shader warnings in test projects * Update changelog * Vfx/feature/filter enum (#243) * Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review * Remove raytracing enumerator filter as it was removed from HDRP enum * Remove irrelevant render queues from some HDRP outputs (#263) * 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 * Update CHANGELOG.md * Fix exception when creating new category on new visual effect asset. * Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205) * Fix to graft : support for flag enum in inspector * *Update changelog * Revert "Fix Enum Flag" (#15) * "Fix Enum Flag" (#16) This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241. * Fix for Initial Event field height, (#17) * Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md * Vfx/fix colorfield height (#19) * Fix color field height * changelog * Mesh Sampling (revival) (#1) * 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> * Update experimental disclaimers (#367) * Updated experimental disclaimers * Removed link and added description instead. * [HDRP] MSAA & MotionVector (#12) * 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 (#25) * Allow an object slot to have null as its value * changelog * Vfx/fix/prevent capacity change locked (#24) * Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog * *Update all vfx (had to do it manually...) * Restore missing enty in hdrp changelog (bad resolve conflict from me) * Fix 1233044 - capacity cannot be zero (#21) * Prevent capacity from being 0 * Fix strip capacity as well * Vfx/fix/param order (#22) * Fix for dragged parameters order when there are categories * changelog Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix minor issue with VFXPreviousPositionBinder.cs (#23) Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/fix/sgoperator create context drag (#28) * Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot. * changelog * Vfx/fix/context no blocks (#27) * Don't show block windows when context cant have blocks (output mesh ) * changelog * PropertyBinder : Minor Fixes (#29) * Fix for binder when null asset & fix for binder while resetting * Call ClearPropertyBinders while resetting * Add Update Modes & Time Access (revival) (#4) * Squashed commit of the following: commit d77638ba4188bfb03c81130b82cacb2a719f03be Merge: 49eaeadff7 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 09:46:59 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 14:53:09 2020 +0100 Update UX for new time access (#260) https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280 See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z commit 78d5d9938d9896d517efa89662764afd44ef12fc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 16:03:26 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060 commit bc7e715b0e41b55126fdf171b7459b680e3e3824 Merge: 9a82a52bfe ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 14:52:03 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88 Merge: f56986d415 66df0debfc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 09:17:53 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit f56986d4157f140ca84b039d97c8b7064a18214e Merge: 047820690f 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:25:07 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 047820690fa496bd43d3a60df16dd0932502c7cb Merge: d6d17dfbbc e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:56:39 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:59:15 2020 +0100 Squashed commit of the following: commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 13:37:05 2020 +0100 Use implicit block for old position backup commit e786cf3ade7d7515da4569dde9455881af02f282 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Sun Jan 12 15:05:03 2020 +0100 WIP : Add option to skip zero delta per update context commit e864fae742120fbfebabb26b605ddedfd184b02b Merge: 4eecc0b90b fb12af4c28 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:47:57 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 16:08:07 2020 +0100 Rename ProcessEveryFrame in ExactFixedTimeStep commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 16:21:50 2020 +0100 Fix ManagerMaxDeltaTime (was GameDeltaTime) commit eaebe2649e93a5083fd62c91ac92185794b908e5 Merge: 98e7dcfcdc 276c02f29a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:42:08 2020 +0100 Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes commit 98e7dcfcdceb710c252e4d1a257815a724539e68 Merge: 248004d55a 0737eb535c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:26:54 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 248004d55a7b96c6532cd3c197e175b751d6f3fe Merge: 2bbadae355 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 9 13:12:50 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 2bbadae355bb3c4a308b8d4e020e96127fa94818 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:07:46 2019 +0100 Add tooltip to VFXTime.cs commit 9dc7ea790327b44ffde94bbf783d588e74c50174 Merge: bf48ba84eb 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:29:13 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit bf48ba84ebfd1472d041966ba4be627e3a1ef427 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:26:30 2019 +0100 *Update changelog.md commit b5d76d5d5d65584fde771213d9a01adc6dd9b856 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 16:10:19 2019 +0100 Add operator to enable time accesses commit 1a2fe7b8dc5072dd49d985f045f276385e08287f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 11:25:52 2019 +0100 Add built-in expression (but not listed) commit b0d0e64ee04036adf48f4481bfd22eace649bac3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:37:50 2019 +0100 Add some header commit 490a441046a227bb1cc1b98418d0559da17d3771 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:36:57 2019 +0100 Add tooltip & text content commit 621c5b2b78545800b2e94921b9314ef860992059 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:09:32 2019 +0100 *Add custom inspector to edit update flags efficiently * Fix build (VFXPropertyAttribute.Create isn't needed anymore) * Fix editor test * Read Attribute in Spawn Context (#6) * Squashed commit of the following: commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 11:14:14 2020 +0200 *Update image reference (having issue with standalone, not sure of the result) commit 275c22de35f08ada783c96c625b12475f0c42337 Merge: 85254f1ec4 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 09:59:48 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # com.unity.visualeffectgraph/CHANGELOG.md commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 16:21:39 2020 +0100 *Update image reference due to fix with grapicTest update commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf Merge: d8db341bfb 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 11:51:43 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset commit d8db341bfbd9257e1a5285d200e3eabe24857b01 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:57:38 2020 +0100 *Apply Formatting commit f80441dd6b30ef726d46ae2fe32bcf05d208b760 Merge: b3d858ffe1 01f176355a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:32:49 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7 Merge: 0bce44dc9a 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:18:58 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # .yamato/upm-ci-vfx_lwrp.yml # .yamato/upm-ci-vfxmain.yml # com.unity.visualeffectgraph/CHANGELOG.md commit 0bce44dc9a694bf36b849efb894e999fa9dc959e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:20:03 2020 +0100 *Fix build commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df Merge: 2130ea0ef2 e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 09:47:09 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 2130ea0ef2186ecdc5692878940d5d6635dca31b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:09:13 2020 +0100 *Update tooltips (thanks @vlad) commit f8cdb95f5d2075848e530d997551b69de43f39e0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:01:44 2020 +0100 Rename SpawnerState in SpawnState commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 13:54:24 2020 +0100 Improve ReadAttribute test to cover NewLoop state commit 2c515bfde823bfbce87df8a1444e19e5c2327e32 Merge: a9efee24ff bff1b74b59 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 16:32:45 2019 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit a9efee24ff84131c53dc2ba93f1985b02217e3d7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:54:25 2019 +0100 *Update comment commit 6b17879881555cd72b3af4463fd907423f92ad7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:53:11 2019 +0100 Throws an exception while detecting unexpected expression flag commit cbad9212075ec6776cf9d892185dd6ee64f8fab2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:43:33 2019 +0100 Reorder spawner state operator commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:35:30 2019 +0100 Fix issue "Cannot plug in attribute-derived nodes into a spawner block." commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:58:30 2019 +0100 *Update changelog commit 61bd2e5871f23002dd1add024858efdef5e09372 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:46:52 2019 +0100 Update _CCCC test & Rename Spawner State library name commit 4942912123d795023aacb0363c8e462a2da29943 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 16:58:17 2019 +0100 Fix test & clean useless code in VFXExpression.Initialize commit e6d6c593eb27c612a225340615dabe7692f76a00 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:22:31 2019 +0100 Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose commit f00f740b775f67e9378072744513f3ff920f470d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:16:39 2019 +0100 Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change) commit b7d8e238dd7e05bf99114a980c8584da7985dcf8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:45:56 2019 +0100 Clean test data & add reference images commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:17:51 2019 +0100 Move graphicTest to common files commit fa21846e7787fec9068c5a18a33dc568df3f7cc9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 11:53:18 2019 +0100 Separate cleanly per event attribute expressions commit 80e5259674a011e864e65f13c77ce06f92f33b7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 08:38:41 2019 +0100 New test for chaining & read attributes commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 18:47:20 2019 +0100 Add read attribute for loop settings (context evaluation) commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 15:30:56 2019 +0100 Clean expression patching commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 11:45:06 2019 +0100 Clarify compatibility code for spawner order & random implication commit 0dcf774f623fb93eb7bc19b06407b88669472443 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 18:42:30 2019 +0100 Add tricky case in test vfx & fix compatibility code TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 16:49:42 2019 +0100 *Up local test commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 15:22:03 2019 +0100 Detect & Compute partial evaluation commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:16:29 2019 +0100 Add spawner State Operator & SpawnCount (even if it's actually an attribute) commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:04:04 2019 +0100 Add spawner state accessor commit adb1d6d66172f2d187b577facaf7b2aea4677d13 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 11:24:20 2019 +0100 Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling commit d43ad0e1395d0e51f3583ce9627a72006356e117 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 2 16:19:05 2019 +0100 Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute commit 8a25b5fbed33569529d30379fce2acd4da7de88d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 29 16:14:32 2019 +0100 Backup test asset (temporarily) commit dcb3efaf885dbbdec317f5a42ace9ace336fded9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 16:37:48 2019 +0100 WIP : experimenting new concept of Read Attribute expression * Merge with vfx/staging * Update VFX * Misc small fixes (#36) * Fix strips outputs, spawnIndex and default metallic value * Increase threshold in particle strip unlit test * Test for Override resetted (#26) * *WIP* add test * Actually add a more legit "prefab" test * Prepare fix later fix of 1206890 : can't change the C++ without updating this test * Fix editor test (todo : graft this change to master to anticipate the C++ change) * Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20) * New Test : total time is sum of delta time (#7) * *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249 * [Fix] Disable reset option (#41) * Disable reset option * Add repro case 1251533 * Fix minor issue with PreviousPropertyBinder (bis) (#31) * Fix minor issue with VFXPreviousPositionBinder.cs * Fix exception in OnEnable Note : I didn't try it locally yet. * Actual fix of VFXPreviousPositionBinder.cs Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix culture issues when generating attributes defines in shaders (#40) * [PropertyBinder] Move Update to LateUpdate (#38) * Fix issue with VFXPropertyBinder : we should use late update instead of Update * *Update 23_ParameterBinder reference image * Call resyncslots on shadergraph dependent models. (#10) * Call resyncslots on shadergraph dependent models. * missing call to checkgraphbeforeimport * indentation * fix slot not updated if only the attributes change * Do the same for models having subgraphs than for models having shadergraphs. * Fix based on PR review * Update CHANGELOG.md * update vfx and settings * Renable 009_MultiCamera in URP project * Easy Wins (Small Workflow / Cosmetic fixes) (#37) * Properties now exposed by default in blackboard * Dissociated Colors for bool/int/uint * Added Degrees / Radians conversion subgraphs in samples * De-nicified attribute name (conserve case) in Set Custom Attribute title * Changed the default "No Asset" message when opening the visual effect graph window. * Subgraphs are not in hardcoded categories anymore + Updated Serialization * Added Documentation for setting Subgraph Menu Categories Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/docs/compatability disclaimer (#43) * Added compatability disc * Updated format. * Save a specific vfx asset and its sugraphs only (#35) * Save graph asset works * Update CHANGELOG.md * Update VisualEffectGraphWindow.md * Update VisualEffectGraphWindow.md * Fix for block copy not dirtying the scene. * Remove some unecessary compilation (not all) (#46) * New TransformVector4 and GetTextureDimensions operators (#18) * Vfx/feature/new operators 2 (#266) * Add TransformVector4 operator * Remove unused code * Fix warning * Refactor dynamic type operator * Samll fix to previous commit * Add texture dimensions operator and expressions * Add tooltips * Add changelog entry * Fix merge compilation * Modify point cache test * Prevent textures from being constant folded * Move modified test to correct folder * Output Event (#5) * Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent * *Fix build VisualEffect.OutputEventArgs => VFXOutputEventArgs Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5 * Vfx/feature/enum parameter (#8) * Restart of enum parameters * more work * more work * Still more work. * reorderable list looks good. * Adding and removing values works. * dragging item works. * Enum values show in the inspector. * fixes for rebase * Enumvalue works on subgraphs. * notify enum name change. * Added documentation for blackboard value filtering. * no value per enum * only uint can now avec enum values. * don't nicify enum va…
…ttachment set to the LUT render target. Otherwise, the color pass ends up enabling XR mode.
Same as https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/6328