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Merged
merged 1 commit into from
Apr 9, 2020

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Original PR : https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/6462

Fix cookie flags and sampling flasg in project settings
Be sure line ending is OSNative
change to IL2CPP by default

@sebastienlagarde sebastienlagarde changed the title update settings [8.x.x] update HDRP template [Skip CI] Apr 9, 2020
@sebastienlagarde sebastienlagarde merged commit 53953d9 into 8.x.x/release Apr 9, 2020
@sebastienlagarde sebastienlagarde deleted the HDTP/update-template-8-x-x branch April 9, 2020 10:03
PaulDemeulenaere pushed a commit that referenced this pull request Nov 17, 2020
* Override VFXPropertyAttribute equals to make it correct.

* Update CHANGELOG.md
sebastienlagarde added a commit that referenced this pull request Nov 18, 2020
* Fix for blackboard scrollable element hidden by resize.

* Target Gameobject windows resize doesn't go too far above scrollbars

* e3ba0e6 - Missing or incorrect unit in uss.

* [VFX] Fix crash on NDA platform : 100_Fog (#1265)

* Disable noperspective flag for driver issue on NDA platform

* Add minor note to track the actual issue

* Isolate on concerned platform

* Change define condition

* Simplify linear drag (#67)

* Simplify linear drag

* Fix warning

* 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 for node window staying when clicking elsewhere #68

* Prevent resourcehistory from beeing set to null by serialization (#66)

* Fix position of block creation window (#72)

* Fix Prefab Highlight for initial event name toggle & override #71

* Call recreateCopy after recusion test not before. #52

* Uniquify create visual effect gameobject name. Standard behaviour. #75

* Vfx/fix/1246989 normals and scale (#81)

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76)

* int and uint support in Compare (#53)

* 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

* Fix vfx view not beeing framed at launch

* Fix for the lookup of mixed values in the VisualEffectEditor with obj…

* SampleSDF operator (#88)

* 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)

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* Fix Construct Matrix on GPU (#102)

* Remove Debug Log

* Fix case 1279294 : Invalid Random per component behavior in spawn context (#107)

* 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

* Setting ZClip in shadow caster templates (#99)

* Fix and reenable test (#117)

* Fix spawner set attribute/ custom category (#115)

* Fix non uniform scale test (once again)

* Fix cascaded type popup width (#124)

* Forbid creation of context in VisualEffectSubgraphBlock through edge … (#119)

* Make sure m_DependentDirty is flagged when the strutu change because kExpressionGraphChanged is not send for subgraphs. Cleanup (#121)

* Fix overlap in properties (#128)

* Fix Sample installation in URP #122

* Four bug fixes for event tester (#123)

* Reset the indentLevel at the end of VisualEffectEditor, also better c… (#127)

* Un edit nodes that are collapsed (#133)

* Fixes https://fogbugz.unity3d.com/f/cases/1268956/ (#125)

* Create new VisualEffect Graph" creates a graph

* fixed spelling (#142)

* Fix Several issue in Property Binder (#106)

* Add one pixel to height in non wide mode so that margin is equal to wide mode. (#145)

* Fix 1285603 View and Object mode of Shadergraph position node don't r…

* Fix collapse exception and added automated test (#149)

* Misc fixes for vfx shadergraph integrations (#130)

* Small fix for collapse test

* Fix 1255182 Compile errors using Baked GI (default UV settings) / Output Particle Mesh / Connected Attributes (#139)

* Update rebuild all script to take subgraph into account

* Fix suitableContext for subblocks not being serialized

* Fix subgraph not being sanitized at import

* [HDRP] Fix debug view material (albedo/normal/...)

* Force ui update when shader might be reimported in StaticMeshOutput (#158)

* Revert "Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96)"

This reverts commit 84ad80d.

* Fix compil

* Backout int and uint support in Compare (#53)

* Override VFXPropertyAttribute equals to make it correct. (#73)

* Override VFXPropertyAttribute equals to make it correct.

* Update CHANGELOG.md

* 8.x.x Fix compile loop in vfxoperator by adding a RecreateCopy mecanism (#63)

* fix 8.x.x/vfx/sugraphoperator compile loop

* Update VFXSubgraphOperator.cs

* Fix changelog

* backout SampleSDF operator (#88)

* Fix some tests (8 and 26)

* Update HDRP VFX + meta

* Update URP project + add missing metas

* *Update HDRP_Debug considering the blending is enable for debug material

* *Add missing standalone 28_CameraProject.png

* *Increase treshold for 26_NonUnifomScale.unity

Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: Ludovic Theobald <ludovic.theobald@unity3d.com>
Co-authored-by: Gabriel de la Cruz <gabriel.delacruz@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
mohammad22 pushed a commit that referenced this pull request Apr 20, 2022
…ate code. Additionally fixed a few bugs, and added profile markers for static atlas blits, dynamic atlas dispatches, and atlas mipmap generation. Currently we update the whole mip chain via GenerateMipmaps() if any static or dynamic density volumes trigger atlas updates. In the future we should look into generating mip data for only dirty regions of the atlas, probably in compute. (#73)
mohammad22 pushed a commit that referenced this pull request Apr 20, 2022
…ate code. Additionally fixed a few bugs, and added profile markers for static atlas blits, dynamic atlas dispatches, and atlas mipmap generation. Currently we update the whole mip chain via GenerateMipmaps() if any static or dynamic density volumes trigger atlas updates. In the future we should look into generating mip data for only dirty regions of the atlas, probably in compute. (#73)
mohammad22 pushed a commit that referenced this pull request Oct 19, 2022
* Apply patch from partner/crazyhunter-10.x.x-dynamic-density-volumes from the main Graphics repo

* Fix HLSL truncation warning in shader

* Eliminate the possibility of a null atlas texture by always allocating a 1x1x1 texture at minimum

* Change from one callback per volume to a single callback

* Remove time parameter from PrepareDensityVolumeData

* Address review comments
bonfirestudios/unity-com.unity.render-pipelines.high-definition#18

* Add UI to control density volume atlas size

* Statically allocate the density volume atlas instead of growing it

* Log error if density volumes exceed size of the atlas

Remove mipmap regeneration. Will be done in user code instead. (#21)

Density Volumes: Cleanup to the Density Volume Atlas management / update code. Additionally fixed a few bugs, and added profile markers for static atlas blits, dynamic atlas dispatches, and atlas mipmap generation. Currently we update the whole mip chain via GenerateMipmaps() if any static or dynamic density volumes trigger atlas updates. In the future we should look into generating mip data for only dirty regions of the atlas, probably in compute. (#73)

Dynamic Density Volumes: Add HDRenderPipelineResources
mohammad22 pushed a commit that referenced this pull request Oct 21, 2022
* Apply patch from partner/crazyhunter-10.x.x-dynamic-density-volumes from the main Graphics repo

* Fix HLSL truncation warning in shader

* Eliminate the possibility of a null atlas texture by always allocating a 1x1x1 texture at minimum

* Change from one callback per volume to a single callback

* Remove time parameter from PrepareDensityVolumeData

* Address review comments
bonfirestudios/unity-com.unity.render-pipelines.high-definition#18

* Add UI to control density volume atlas size

* Statically allocate the density volume atlas instead of growing it

* Log error if density volumes exceed size of the atlas

Remove mipmap regeneration. Will be done in user code instead. (#21)

Density Volumes: Cleanup to the Density Volume Atlas management / update code. Additionally fixed a few bugs, and added profile markers for static atlas blits, dynamic atlas dispatches, and atlas mipmap generation. Currently we update the whole mip chain via GenerateMipmaps() if any static or dynamic density volumes trigger atlas updates. In the future we should look into generating mip data for only dirty regions of the atlas, probably in compute. (#73)

Dynamic Density Volumes: Add HDRenderPipelineResources
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