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* 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 * 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 * 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.
* small adjust to taa antiflicker * Changelog
* Add lighting decomposition debug mode * fix compil issue with probe volumes * Fix usage of debug exposure in debug mode * Add Test 3001 + fix reflection when sky only * remode _DebugExposure after merge * remode _DebugExposure after merge * fix merge issue * add exposure compensation to Fixed exposure mode * Update ColorUtils.cs
* Fix MSAA resolve when there is no motion vectors * Update CHANGELOG.md * Cleaned up code * use multi_compile * Added _ Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Split 902 scene into 5 scenes + SG optimizations * Deleting old image for splited scene
* Fixed a number of leak in HDRP * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ph save (case 1230996) (#114) * Follow references when unloading unneeded assets * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix culling of reflection probes that change position * Avoid null reference * Avoid null reference - try 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Redo branch. Upgrade to 2020.1.0b5, reduce texture res, new HDRP asset. * Switch to HDRI, increase Garlic heap size to 4gb, turn on "Stop NaNs" on camera, decrease render target res.
…n the scene (#4) * Set appropriate render datas before rendering cameras * changelog * update doc * comment update Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
… has a clear coat (lit shader). (#18) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). * update ssr screenshot Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…refactor (#39) * Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled. * Doc: remove note about area light shadows for stacklit. [skipci] Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…teleport) (#140) * fix * Update PostProcessSystem.cs * Update CHANGELOG.md * Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection * Update CHANGELOG.md * adress PR feedback
* Only re-create the volume profile editor when the asset is changed * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Bind buffer to make sure that something is bound Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…compatibility (Metal) (#162)
* fix warning * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Exposure weighted by texture * miss one in the renaming * Doc update * changelog * doc update * fix issue when disabling override
* Saving 10% off the PrepareLightForGPU * 18% decrease in cost with this * Around 12% cost shaving off GetLightData * Around 6.5% win here * Faster View matrix flip * Missing *=-1 * About 7% win in preprocess light data * Another small batch * Small cleanup for first optimization pass * Tiny bit more cleanup * Make UpdateShadowRequests 12% cheaper * Address review points * A bit less than 20% win in ExtractPointLightData * Add comment * changelog * 25% reduction of ExtractPointLightData * 18% win in UpdateShadowRequest * Another around 11% win for UpdateShadowRequest * Move matrix multiply utils to core * less lighttype computation * Ooops * fixup changelog * Proper merge * Missing leftovers . * I'll manage to submit it all one day... Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Add option to use Base UV Mapping for emission * Graphic test and doc * Changelog * Screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Added support for transparency in Unlit. * Updated Changelog. * Update capture for 5007_PathTracing Unlit Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixes for the compositor test * Enable the compoositor test in build settings * Avoid gc alloc, hide internal components from vomume menu * Vulkan and DX12 screens, adjust compositor UI refresh
* - Fixed a vulkan and metal warning in the SSGI compute shader. * - Fixed an exception due to the color pyramid not allocated when SSGI is enabled. - Fixed an issue with the first depth history mip was incorrectly copied.
* Removed direct use of BSDFData in path tracing pass. * Updated changelog. * Fixed float3 typo...
* Pre warm rt handle system and initialize to screen width/height * changelog * not all was pushed Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
* WIP for enabling valid graphics tests with Render Graph. Fixed a lot of gcalloc. * Fixed more GCAlloc and added an option for a test to not be run if render graph is enabled. * First batch of disabled tests. * Fixed decal rendering * Implemented ColorGrading and Uber Post (fixes a lot of small diff due to Color Grading not being 100% neutral) * Revert "First batch of disabled tests." This reverts commit 505924b. * Temp "texture not bound" error fix until bloom is implemented. * Fixed an error when using a stale invalid renderer list handle. Reduced error message spam when encountering an execution error. * Add some debug info to compiled passes and removed wrong refCount++ on passes. * Added possibility to disallow pass pruning Fixed a number of pass pruning issues. * Small fixes * temporarily removed pruning of passes without product * Fixed HDRP asset for test 5009 * Implement alpha copy for post processes * Small render graph error fix for motion vector pass. * Disabled for render graph tests that are currently broken. * Updated yamato with new render graph configurations * Fixed lens distortion * Reenabled 4021 * Revert "Reenabled 4021" This reverts commit 76a7c00. * Revert "Updated yamato with new render graph configurations" This reverts commit 7b8acc0. * Revert "Disabled for render graph tests that are currently broken." This reverts commit 84467f6. * Reverted HDRP test framework files (will go to another PR) * Revert "Fixed HDRP asset for test 5009" This reverts commit 95952b0. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
* Adding a minimal lit used for RTGI in peformance mode Dispatch binned rays in 1D instead of 2D Fix an issue with the half resolution Mode for RTGI Only read the geometric attributes that are required using the share pass info and shader graph defines Fix an issue with the color intensity of emissive for performance rtgi * Correct bug with shadow history rejection * reduce the exponential accumulation value a bit 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 * start of procedural mask * 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 * Some basic version of procedural working * need to switch branch * Exposure target and threshold. * fix merge mess * Fixes Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…al shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). (#648) * - Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). * Simplifying the culling override. * Update 708_ShadowExtendedCulling.png Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Added uv distorsion for HDRISky cubemap * Editable flow strength * Better parameter name. Smooth flow on cube edges * Added a graphic test. Updated Changelog * Updated documentation * Added screenshots * Wait frames for test * Wait more * Update screenshots again... * Static test * Static screenshots * use multi_compile * Renamed all parameters * Procedural distortion * Update doc * Set all keywords * Revert to old behaviour * doc * update test * remove useless variable * doc * CloudLayer HDRI * CloudLayer Gradient * CloudLayer Physically Based * Documentation * Add clouds to Static Lighting Sky * Fix spherical conversion * Fix procedural flow * Fix lat long and procedural flow * replace trig functions. Correct wind dir * sync with hdri flow * Renamed variables * Allow full sphere coverage for procedural flowmap * Added missing doc * Fix cloud reset and unrelated warnings in hdri sky shader * Try different blending method * Fixes + test another blending * Tint and intensity parameters. Fix static sky used by lightmapper * Added graphic test. Updated doc * Updated tests using a disabled static sky If a sky override is used for static lighting and is disabled in the volume, it is not used anymore * Update LocalAmbientOcclusionNoisy.asset * update linux screenshots * Update CloudLayer.cs * update OSX screenshots Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
* Add concept of LightLoop Output * update upgrade guide * Update Upgrading-from-2020.1-to-2020.2.md * update upgrade guide
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Purpose of this PR
Testing status
Manual Tests: What did you do?
Automated Tests: What did you setup? (Add a screenshot or the reference image of the test please)
Yamato: (Select your branch):
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics
Any test projects to go with this to help reviewers?
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