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* 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 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>
…ization. (#6454) * - Fixed how the area light influence volume is computed to match rasterization. * Fix issue in the axis order
* Fix custom pass culling params * Fixed shadow tessellation culling * revert custom pass code
…timal 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
* Fix no environment text wraping * Add missing toolbar tooltips * Fix camera button-dropdown layout * Fix uss loss at domain reload * Update CHANGELOG.md
* 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 message to be more precise. (#6479)
…h auto-bake on (#6473) * Use different hash to prevent the perennial dirtying of baked probes. * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix drag area width at left of light's intensity * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* fix type resolving issue when reseting HDAdditionalLightdata * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ith recursive rendering. (#6520) Fixing an issue with sub-surface scattering and updating screenshots
… 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
…d 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 unnecessarily serialized members in StaticLightingSky component. * Update changelog
* 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>
* 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>
* Fix Wizard check on default volume profile * Update CHANGELOG.md
* tweaks * Change default so that is just high quality. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix sampling of central depth * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* 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 profile (And add missing setting) * changelog * Upgrade guide Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* 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>
* 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>
… to Nothing and Lightlayers isn't enabled in HDRP Asset (#584)
* Fixed a wrong condition in camera switcher, potentially causing out of bound exceptions. * update changelog.
* 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>
* Fixed an issue where editing the lookdev default profile would not reflect directly in the lookdev window. * Update changelog
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Guide : https://github.com/Unity-Technologies/Graphics/blob/master/.github/pr-read.png.md
Display Addon : https://userstyles.org/styles/182991/unity-graphics-pr-readme
Purpose of this PR
Hdrp/fix camera switcher (#591)
fix issue that prevents PS4 from building (#596)
Removed experimental namespace for ray tracing code. (#612)
Hdrp/multi view pt (#518)
Fix Look Dev default profile not updating correctly (#630)
Testing status
Manual Tests
Automated Tests
Links
Yamato: (Select your branch) https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics
Comments to reviewers