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[10.x.x] Merge Hdrp/staging [Skip CI] #892
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* Fix issue with screen_space shadows not enabled with RT off * Proper fix: only keep directional screen space shadows with RT off * Fix shadow debug mode * cosmetic changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…undone) (#321) * Don't compute light type * Typo
* Added the API to override camera rendering * Updated changelog * Fixed compilation issue * Factorized protection function * Fixed camera override in scene view * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fixed camera override with dynamic resolution and moved it to internal Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed srgb flag not updating the cookie atlas * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…en. (#290) * Fixed flickering of the game/scene view when lookdev is running. * Update changelog.
* Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. * Update changelog
… probes (#291) * render until ambient probe is ready * changelog * remove comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Use IEnumerable as interface for HDProbeSystem * Added a perf test for probe registration * Use HashSet instead of List to store HDProbes * Updated planar reflection to use a HashSet * Updated changelog * Fix invalid length check * Fixed build of planar probe array * Fixed GC alloc issue Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
* AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support. On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material. This removes old materialU/V tiling and flakes tiling (AxF is still in preview though). Update test scene to move old tiling property values into new properties so results don't change. Update documentation. * AxF measurements into tilings: Add changelog entry. * AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings. * Update the AlphaToMask test for AxF. * Update all other editor and player platform references to match. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
…pt (#393) * Update hdrp testing framework * Update hdrp testing framework 2 * Update TestFilterGenerator.cs * revert change on shader graph
…364) * Add Layer modification of EmissiveMesh generated by area light Add Layer handling on Generated Emissive Mesh * Update CHANGELOG.md * Add "same as Light" hability for layer and make it default * Add destruction on move in hierarchy and retrieve existing to secure the NotEditable * Add sync on Static too * Also the copy the static drop down Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* disable async on d3d12 * Change doc
* fix nullref on DecalComponent removed from contextual menu * Update CHANGELOG.md
* 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 * Fix lat long and procedural flow * replace trig functions. Correct wind dir * Dropdown and upper hemisphere fix * Updated doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Adding Linux Vulkan, OSX Metal, Win D12, Win Vulkan ref image for 4038 bloom * Win D11
…860) * Fix blueline in prefab mode * changelog
… Matrix (#865) * test manual fov computation * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed normal space in templates * Fix nullref in material inspector * Updated changelog * Added iris and coat normal spaces Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
… triplanar) (#583) * AxF: Add support for surface gradients and uv0 to uv3, planar ZY, XZ, XY and triplanar mapping modes. * AxF: Internally, add extended texture sampling options in macros, screen gradients caching and their usage in flakes (better than calculate LOD intrinsic when anisotropic filtering is enabled) * AxF: Sample only 2 channels of the normal maps. * AxF: Update test reference (minute differences were already present before these updates) * AxF: Remove test code. * AxF: Update documentation and changelog. * AxF: Add some comments for the alternate sampling path for flakes, and remove a bit of deadwood. * AxF: Add a documentation note about UV1 set. * AxF: Update minute differences in WindowsEditor Vulkan test result. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…a test (#587) * AxF: Add support for surface gradients and uv0 to uv3, planar ZY, XZ, XY and triplanar mapping modes. * AxF: Internally, add extended texture sampling options in macros, screen gradients caching and their usage in flakes (better than calculate LOD intrinsic when anisotropic filtering is enabled) * AxF: Sample only 2 channels of the normal maps. * AxF: Update test reference (minute differences were already present before these updates) * AxF: Remove test code. * AxF: Update documentation and changelog. * AxF: Fix Blinn-Phong roughness/exponents handling. Move alpha test earlier. * AxF: Add ssr transparent enable, mainly so that changing surface type to transparent doesn't crash the generic surface option block because of the missing receives ssr transparent property. * fix merge issue Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
…ndo/redo and update scene view on change. (#841) * Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change. * Update changelog * Fixed issue when using Custom Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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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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