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[8.x.x] Merge 8.x.x/hd/staging [Skip CI] #642
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…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>
* Backport renaming * changelog
# 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
…ng (case 1198578). (#6270)
…tesity instead of setting it (#6266)
…the ambient probe. #6235
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
… thumbnail are generated at first import #6265
…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
…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>
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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
Testing status
Manual Tests
Automated Tests
Links
Yamato: (Select your branch) https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics
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