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[HDRP] Backport various PRs #6742

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Jan 13, 2022
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676abe4
Fix FBX Material
sebastienlagarde Jan 13, 2022
1efbfc7
[HDRP] Fix rendering when adding an incompatible platform to the proj…
alelievr Dec 16, 2021
e0159e3
Updated Physically Based Sky documentation with more warnings about w…
JulienIgnace-Unity Dec 16, 2021
584aef3
Fixed shaders craeted with the custom pass renderers template not bei…
alelievr Dec 16, 2021
a43d0ac
Fixed the fade in mode of the clouds not impacting the volumetric clo…
anisunity Dec 15, 2021
4d23805
Avoid typed load on volumetric fog filtering on platforms that don't …
FrancescoC-unity Dec 16, 2021
a4125a3
Fixed the property name of screen weight distance (#6586)
emilybrown1 Dec 16, 2021
2574e77
Documentation and images for custom mip for texture samplers (#6592)
kecho Dec 15, 2021
d85eec1
Fixed potential asymmetrical resource release in the volumetric cloud…
anisunity Dec 15, 2021
27b6b11
Fixed the intensity of the sky being reduced signficantly even if the…
anisunity Dec 16, 2021
589896f
Fixed the rt screen space shadows not using the correct asset for all…
anisunity Dec 15, 2021
a77ae96
Urp/fix 1378692 #6627
esdasuka Jan 13, 2022
4c3633d
Fixed a crash with render graph viewer #6629
JulienIgnace-Unity Dec 16, 2021
e929054
[HDRP] Fix tile/cluster debug for Decal and Fog #6635
simonb-unity Dec 17, 2021
631c113
Minor rewording of PT doc. (#6637)
eturquin Dec 16, 2021
22b1882
Changed the behavior the max ray length for recursive rendering to m…
anisunity Dec 18, 2021
14cbeeb
Fix (#6649)
FrancescoC-unity Jan 12, 2022
a891c80
[HDRP] Fix issue with dynamic RendererList culling option getting ign…
pmavridis Jan 13, 2022
90ae3cc
Review new warmup cost section (#6683)
Vic-Cooper Jan 13, 2022
6bef275
Path fixes (#6692)
Vic-Cooper Jan 13, 2022
be0516d
fixed typo "pratices" -> "practices" in ToC (#6699)
emilybrown1 Jan 13, 2022
7207148
fixed link to decal.md (#6700)
emilybrown1 Jan 13, 2022
1a9b185
Volume docs bugfixes (#6714)
Vic-Cooper Jan 13, 2022
083b2e2
NeedMotionVectorForTransparent was checking for wrong flag #6719
FrancescoC-unity Jan 12, 2022
ef92126
[HDRP][Tooltips] Fixed some tooltips for Local Volumetric Fog #6722
JMargevics Jan 13, 2022
1f126cc
[Fogbugz # 380357] Fixing negative overflowing of IES attenuation spl…
kecho Jan 11, 2022
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Fixed the intensity of the sky being reduced signficantly even if the…
…re is no clouds (case 1388279). #6601
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anisunity authored and sebastienlagarde committed Jan 13, 2022
commit 27b6b11c887d8bed9e44eb9a2842eb5011eff341
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed the fade in mode of the clouds not impacting the volumetric clouds shadows (case 1381652).
- Fixed issue with typed loads on RGBA16F in Volumetric Lighting Filtering.
- Fixed potential asymmetrical resource release in the volumetric clouds (case 1388218).
- Fixed the intensity of the sky being reduced signficantly even if there is no clouds (case 1388279).

## [13.1.4] - 2021-12-04

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Original file line number Diff line number Diff line change
Expand Up @@ -61,6 +61,8 @@
#define MAX_SKYBOX_VOLUMETRIC_CLOUDS_DISTANCE 200000.0f
// Maximal size of a light step
#define LIGHT_STEP_MAXIMAL_SIZE 1000.0f
// Threshold at which the clouds are considered inexistant (Found experimentally)
#define TRANSMITTANCE_DISCARD_THRESHOLD 0.992

// HDRP generic includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
Expand Down Expand Up @@ -1383,6 +1385,9 @@ void UPSAMPLE_KERNEL(uint3 finalCoord : SV_DispatchThreadID,
currentClouds.xyz = unapplyFastTonemapping(currentClouds.xyz);
currentClouds.w = saturate(currentClouds.w);

// Due to numerical precision issues, upscaling a bunch of 1.0 can lead to a slightly lower number, this fixes it.
currentClouds.w = currentClouds.w > TRANSMITTANCE_DISCARD_THRESHOLD ? 1.0 : currentClouds.w;

#ifdef LOCAL_VOLUMETRIC_CLOUDS
float cloudDepth = GetCloudDepth_LDS(groupThreadId, IndexToLocalOffsetCoords[closestNeighbor]);
#else
Expand Down Expand Up @@ -1460,6 +1465,9 @@ void UPSAMPLE_KERNEL_SKY(uint3 finalCoord : SV_DispatchThreadID,
currentClouds.xyz = unapplyFastTonemapping(currentClouds.xyz);
currentClouds.w = saturate(currentClouds.w);

// Due to numerical precision issues, upscaling a bunch of 1.0 can lead to a slightly lower number, this fixes it.
currentClouds.w = currentClouds.w > TRANSMITTANCE_DISCARD_THRESHOLD ? 1.0 : currentClouds.w;

// Store the upscaled result only, composite in later pass.
_VolumetricCloudsUpscaleTextureRW[COORD_TEXTURE2D_X(finalCoord.xy)] = currentClouds;
}
Expand Down Expand Up @@ -1491,6 +1499,9 @@ void COMBINE_KERNEL(uint3 finalCoord : SV_DispatchThreadID,
currentClouds.xyz = unapplyFastTonemapping(currentClouds.xyz);
currentClouds.w = saturate(currentClouds.w);

// Due to numerical precision issues, upscaling a bunch of 1.0 can lead to a slightly lower number, this fixes it.
currentClouds.w = currentClouds.w > TRANSMITTANCE_DISCARD_THRESHOLD ? 1.0 : currentClouds.w;

#ifdef LOCAL_VOLUMETRIC_CLOUDS
float cloudsDepth = LOAD_TEXTURE2D_X(_DepthStatusTexture, finalCoord.xy).z;
#else
Expand Down Expand Up @@ -1546,6 +1557,9 @@ void COMBINE_KERNEL_SKY(uint3 finalCoord : SV_DispatchThreadID)
currentClouds.xyz = unapplyFastTonemapping(currentClouds.xyz);
currentClouds.w = saturate(currentClouds.w);

// Due to numerical precision issues, upscaling a bunch of 1.0 can lead to a slightly lower number, this fixes it.
currentClouds.w = currentClouds.w > TRANSMITTANCE_DISCARD_THRESHOLD ? 1.0 : currentClouds.w;

// Store the upscaled result only, composite in later pass.
_VolumetricCloudsUpscaleTextureRW[COORD_TEXTURE2D_X(finalCoord.xy)] = currentClouds;
}
Expand Down