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Merged
merged 163 commits into from
Jul 6, 2020

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sebastienlagarde
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@sebastienlagarde sebastienlagarde commented May 27, 2020

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

Testing status

Manual Tests

What have you tested?

Automated Tests

What did you setup? (Add a screenshot or the reference image of the test please)

Links

Yamato: (Select your branch) https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics

Any test projects or documents to go with this to help reviewers?

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Notes for the reviewers you have assigned.

anisunity and others added 30 commits March 17, 2020 12:14
…volume debug menu is on ColorAndEdge. (#6210)

* Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge.

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
… lack of support of vertex animation (#6204)

* Update documentation to mention more explicitely the lack of support  of vertex animation

* Update Ray-Tracing-Getting-Started.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ct transparents" (#6202)

* Make subsection in decal debug menu

* changelog
* Do not override the depth state of transparent materials in RenderDebugView

* Changelog

* Changelog - add case number

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…using the same mesh renderer. (#6197)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…valuated on the neighborhood of the sampled history. (#6254)
# Conflicts:
#	com.unity.render-pipelines.core/CHANGELOG.md
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
FrancescoC-unity and others added 13 commits May 6, 2020 14:38
…OnEnable/OnDemand probes (#316)

* render until ambient probe is ready

* remove comment

* changelog
* Fixed some GCAlloc in the debug window

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs

* Update changelog
* 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.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs

* Update changelog
…ion table between different instances. (#483)

* PBR Sky renderer now shares its internal precomputation table between different instances.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs

* Doc update

* Update changelog
… when switching the background mode. (#481)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs

* Update changelog
…static lighting sky. (#478)

* 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.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Update changelog
…using multiply mode for vertex color (#424)

* Saturate vertex color to avoid negative values.

* changelog
…rofile to 0. (#389)

* Change default compensation

* Upgrade guide

* changelog
@sebastienlagarde sebastienlagarde changed the title [8.x.x] Merge 8.x.x/hd/staging [8.x.x] Merge 8.x.x/hd/staging [Skip CI] May 27, 2020
JulienIgnace-Unity and others added 11 commits May 28, 2020 00:34
…n a volume component would reset the cursor every time. (#989)

* Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time.

* Update changelog
…e updated for a new scene until it's reloaded at least once. (#991)

* Fixed an issue where static sky lighting would not be updated for a new scene until it's reloaded at least once.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs

* Update changelog
* Add guards to shadow includes

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl

* changelog
…#1094)

* Mask layers to consider only the supported 8 bits

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…#1102)

* Fixed decals being duplicated in prefab isolation mode.

* Fix decals in the player.

* Update changelog
…d to the identity matrix in RTShadows (1220600). (#1100)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
@sebastienlagarde sebastienlagarde merged commit 705f0bb into 8.x.x/release Jul 6, 2020
@sebastienlagarde sebastienlagarde deleted the 8.x.x/hd/staging branch July 6, 2020 16:45
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