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* 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>
* HDRP compositor tool, first code drop documentation typo, move everything in compositor namespace documentation typo bugfix: dynamically add/remove properties when shadergraph changes UI bugfix: properly compute height of UI elements Missing tooltips, button to remove the compositor toggle layers now works when player is paused add chroma keying in the compositor test Changelog, workflow bugfix Use Unity's built'in icons AOV bugfixes AOV tooltip was wrong bugfix: disabling the compositor now disables all compositor cameras Proper monitoring of shadergraph changes Updated test image + minor changes Use better names for internal cameras Bugfix: selecting the same res for a layer Bugfix: deleting in-use texture layers from shadergraph now works Bugfix: setting AOV to none now works properly Use the term SubLayer in the UI Improve AOV tooltip Camera properties in layers are properly refreshed UI: Move checkbox for overrides on the left side of the label Remove default compositor camera when also deleting the compositor Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again Hdrp/docs/compositor (#6013) * Added docs review * Changed fodler for images Bugfixe: deleting layers Bugfix: reordering layers Bugfix: creating a new compositor fails Remove redundant check Fix wrong tooltip Bugfix when deleting camera stack layers Bugfix: handle window resize Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers Bugfix: more robust re-ordering (also moves children) Bugfix: mark scene dirty when adding a compositor Bugfix: display warning when alpha is configured properly Change video layer icon Bugfix: adding a layer filter does not reset the UI state Bugfix: do not show composition properties that are marked with hide-in-inspector Better / more clean layer injection implementation minor code clean up Clear color mode should only be editable on the first layer of a stack Bugfix: setup of custom render was not always called Bugfix: make sure additional camera data always exist in the layer/compositor camera Change test id to 9800 Fix typos mark scene dirty when removing or disabling the compositor Default composition shadergraph and profile are now cloned Serialized objects are now properly updated minor code change: range checks bugfix: error message appears at beginning remove layer list from the asset file add default camera layer when creating the compositor replace getter function with c-sharp property update asset in unit test * move compositor unit test images * remove leftover code * review feedback #1 * review feedback 2 * review feedback - custom clear shader * fix variable names that don't affect serialization * fix serialized variable names * bugfix: image layers and camera stacking * use enum utility functions * Use multicompile in motion blur + bug fix * Make some variables private * Update Compositor-User-Guide.md * Review feedback * fix muticompile for motion blur without alpha * Update to new constant buffer / shadergraph api * Player test image for the compositor * Properly fill camera entries for global constant buffer * Fix after rebase / function rename * Make bg red for better debugging qnd cqtch unity exception * Disable compositor test until we fix it on yamato Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed PBR shader rendering in deferred * Updated changelog
* Enable * Fix typo
* Multiple Importance Sampling for HDRI Sky (Ray Generation) * backup * Multiple helpers * Add RTHandleDeleter (delay in K frame the Release of a RTHandle) * Fix GPU Operation when texture are too small * Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ... * Helper manager to generate one marginal per slice mip (one per frame) * backup * Add SampleCubemapProjectionNode (Project cubemap to Geometry) * delete useless files * update * Cube To LatLong for CubeArray * Functional generation * Integration on ray tracer step * Store HDRI Integral * . * Integrate HDRI Sky * Update Importance Sampling * Update Algorithm with Hemisphere Path * Backup * Update merge * Update Merge 001 * Update Merge 002 * Update Merge 003 * Update Merge 004 * Update Merge 005 * Update Merge 006 * Update Merge 007 * Cleanup * Update Integration of HDRISky Upper Hemisphere * Remove useless dump images on disk * Fix change log issue * backup * Backup * Pre-Clean * Pre-Clean * Clean Up - remove file * Remove Debug Code * Update * Update ChangeLog * Clean Up * update * Clean up * Remove useless texture * Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter" * CleanUp * remove useless comment * Add variable (Atmospherical) + Rename/Comment * Move parameter to CS, Clean & move to private RTHandleDeleter
This reverts commit 835d6a4.
#94) * - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform. - Removed the dynamic lightmap multicompile. - Remove the LOD cross fade multi compile for ray tracing. - Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping. * fix merge * Update LayeredLit.shader * Update LayeredLit.shader Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…jects. (#93) * - Avoid building the mip chain a second time for SSR for transparent objects. * Update ScreenSpaceReflections.compute * fix merge issue Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Adaptive sampling works * Compute the PDF * URL * Fix stuff up (except for profile preview) * Attempt to fix previews * Fix transmission * Support quality levels * Clean shader * Remove 2 kernels * PURGE * Automatically adjust the number of samples at runtime * Changelog * Spaaaaace * Add comment * Spaaaaaace * Rename * Update ref img 1215, 1216, 1217 * Revert "Update ref img 1215, 1216, 1217" This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088. * Robust filter radius * Solve the NaN problem * Save 1x VGPR * Update SSS defaults * Add migration steps * Volume resolution WIP * Shorter names FTW * Comment * Dynamic slice count works * Dynamic res works * Changelog * Stretch the limits * Fix bug (order matters) * Comments * Remove volumetric quality presets * Changelog * Reorder * Solve the mystery of RTs going NULL * More robust bad history detection * Update test scenes for High Quality * More bug fixes * More accurate comment * Do not reinvent the wheel * Fix broken test 1351 * Attempt to migrate HQ SSS settings * Remove all branches * Optimize a bit * 7x WF * Fix the rounding error * Fix the rounding error * Remove garbage allocation * Fix typos * Copy the SSS value * Revert HDRP asset changes * Fix default UI value * Pass the right asset * Update ref img 1215 * update reference screenshots * Update CHANGELOG.md * Update CHANGELOG.md * Switch to RTHandles * Rename textures used by the fog filtering pass * Fix reprojection * Fix shader warning + typo+ * fix another shader warning Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
…#130) * Replaced commands incompatible with async compute in light list build process. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…orrectly exported to unity packages. (#136) * Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly. * Update changelog * Removed useless test * Updated changelog message to add more info
…probe volumes and lights. (#156) * Refactoring to share the code for light list building better between probe volumes and lights. * Remove commented code * Fixed constant buffer update * Fixed kernel used for cluster generation * Fixed cluster kernel for oblique projection * Restored a resize test for XR
* Added range attenuation to box-shaped spotlights * Update tests * Update CHANGELOG.md * Remove file duplication * Added box range attenuation test * Clarify documentation * Update screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Improve MIP selection for decals to transparent * Add change logs * Communize Helper (ComputeTextureLOD{Bias?}(...) * Update * Rename * Comment * fix white space and 0.f Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
* Fix unneeded cookie texture allocation for cone stop lights * Updated changelog * Fix cone spot light cookie
* Fix MaterialBalls having same guid issue material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned * Merge material samples and shader samples Merge shader samples into material samples * Update scene visuals update frame prefab with new visual style update scene to suit visual style * Fix spelling and grammatical errors alterates -> alters - this one isn't technically an error but alterates isn't used in common English oder -> order accross -> across * Create fabric scene create scene and rendering settings * Add fabric ball prefab with fabric mesh Add fabric ball prefab with fabric mesh * Add threadmaps to project Add threadmaps to project * Add materials to project Add materials to project Linen Nylon Satin Velvet Wool * Add scenes for hair and fabric and create prefabs for lighting and hair display Add scenes for hair and fabric Create prefabs for lighting and hair display Fix Decal prefab * Update scene and fix errors with materials that don't use threadmaps Update scene and fix errors with materials that don't use threadmaps * Update fabric materials and textures Update fabric materials and textures * Clean up project and add additional materials Add ShotSilk material Modify materials Rename textures Cleanup changes Add information to fabric scene * Update and organize scenes Update and organize scenes * Update Fabric scene , fix spelling errors and change to american spelling Update Fabric scene , fix spelling errors and change to american spelling * Update information in fabric scene * Update scene lighting Update scene lighting * Align lighting and rendering across scenes, remove old sample scene Create prefabs for common elements Change sky gradient Remove unused settings Remove old sample scene * Update textures and meshes Update denim color to tga file format to conform with other files Update cloth mesh to have better normals Update scene after changes to prefab * Update cloth mesh Update cloth mesh * Update scene text and cloth mesh Update scene text and cloth mesh * Update Changelog Update Changelog * Fix bug with material ball and parallax occlusion mapping due to mesh tangents Fix bug with material ball and parallax occlusion mapping due to mesh tangents * Remove shader samples from package json and update material samples description Remove shader samples from package json and update material samples description * Update sample content documentation * Update scene text * Move files in mesh folder to appropriate folders and remove additional material ball prefab * Add micro shadows * Update 1301_StackLitSG.png * Change guid reference in MaterialSamples scene Co-authored-by: Sean Puller <sean.puller@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
* Added DisplayInfo attribute for generic display info. * Implemented volume parameter sorting for default inspector. * Update changelog * Named parameters for tuples in Volume Component Editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Added import and usage of Compute Buffer API to render graph. * Missing clear of Compute buffer write/read lists. * Another missing clear. * Light loop compute buffers WIP # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs * Reverted Render Graph debug registering by default. * Post merge fixes * RenderPass debugger visualization and fixed null profiling sampler * Missing using directive. * Post merge fix * Use new light list build ouptut for deferred lighting pass * Use new light list build ouptut for contact shadow pass * Use new light list build ouptut for volumetric passes
* Use a fixed size for xr related fields in cbuffers * changelog * Update local shader config * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
This reverts commit 3e36633.
* Probe Volumes: Update SampleBakedGI() and supporting internal functions signature in order to evaluate lighting along front and back facing normals at the same time. * Add some comment Co-authored-by: pastasfuture <pastasfuture@gmail.com>
* Initial implementation for the new planar reflection filtering * Small improvement and "proper" support of oblique projection * quality improvement to the filtering. * Update PlanarReflectionFiltering.compute * review corrections * Update planar filter for all material (was not replaced) + update screenshots * Update IBLFilterGGX.cs * fix shader warning on vulkan * update references screenshots * Fixes for the plane normal and number of mips to be computed * Fix shift that was to the right in the blurred version * update references screenshots * fix shader warning * Some cleanup * change to fast Atan Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
* temp, gonna revert this, but have to merge staging. * again, need to switch branch, nothing functional * ESRAM support * changelog * Add guards
* Added an option to ignore tests when render graph is enabled. * Disabled for render graph tests that are currently broken. * Reenabled 4021 * Updated yamato script to add the RenderGraph pipeline. * Fixed HDRP asset for test 5009 * Revert unrelated yml files changes due to old configuration (#714) * Fixed an issue with not unregistering render graph debug. Disabled test 9401 for render graph after merge conflict. * Disabled 9800 for render graph * Revert hdrp asset for 5009 Co-authored-by: Theo Penavaire <theo.penavaire@gmail.com>
* Added CPU and GPU timings for ray tracing effects. * Only displaying the counters if ray tracing is supported on the asset. Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Hard code group size * changelog * Add comment
… when rendergraph is enabled (#791) * Fix issue accessing already released targets for rendergraph * changelog
* Sanitize transparent motion vectors setting * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
This reverts commit 4bcb436.
* Increased path tracing roughness range. * Updated failing tests reference images.
* Force post process parent setting to be before child * changelog
* Inform post process that history have been nuked * changelog
* Added support to combine RTSSS and RTGI The ray traced indrect diffuse and RTGI were combined wrongly with the rest of the lighting. Fixed an exception happening when using RTSSS without using RTShadows Changing the default SSGI radius for the all configurations Update screenshots for GI scenes * changelog update
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Yamato: (Select your branch):
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics
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