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[10.x.x] Merge Hdrp/staging [Skip CI] #921
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* start of volume docs (need switching branch) * moar docs * Reviewed exposure override * Reviewed render pipeline debug window doc and changed some formatting * Changed html links to md * Update HDRP-Camera.md * Removed rogue space * Small changes to the exposure page Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
…896) * Fix depth offset and transparent motion vector for unlit transparent * cleanup and fix the shadow pre/post alpha clip
…lCameraData (1254383). (#846) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Split GenerateHLSL code from PhysicallyBasedSkyRenderer in a separate file to fix Generator Includes tool * Update ShaderVariablesPhysicallyBasedSky.cs.hlsl
* removed warnings related to ray binning in XR * fix RenderRayTracedReflections with XR * add errors if Path Tracing is used with XR single-pass * add missing shader macros * add entry to changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Cleanup the HD fields * Fix distortion appearing two times in the UI
* Split GenerateHLSL code from PhysicallyBasedSkyRenderer in a separate file to fix Generator Includes tool * Update ShaderVariablesPhysicallyBasedSky.cs.hlsl * Fix constant buffer layout for physically based sky - Update Vector3 to Vector4 to reflect actual padding/layout for non-DX platforms (both are 16 bytes in the shader space, but 12 bytes in C#) - Updates to shader code to reference only the float3 data being set up * Update references screenshots Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
* Move HDShadowFilteringQuality to main package as it is not used anymore * Update Upgrading-from-2020.1-to-2020.2.md
…ShaderPas template code
* re revert the PR * Fixed planar probes with render graph. * Fixed an issue with msaa resolve pass when movecs aren't enabled. Co-authored-by: Julien Ignace <julien@unity3d.com>
* Add support for reflection controller. * Fix compilation * Fixed compilation issue and naming * Fixed compilation issue and naming * Update IndirectLightingControllerEditor.cs * Update CHANGELOG.md * Update Override-Indirect-Lighting-Controller.md * Update Override-Indirect-Lighting-Controller.md * Update Override-Indirect-Lighting-Controller.md * Update. Indirect controller also affect planar Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
* Compute shader stripping * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* disable unsupported dxr tests in xr * enable dxr tests in xr on Yamato * add HDRP_DXR playmode_XR to ABV
JulienIgnace-Unity
approved these changes
Jun 16, 2020
* Change unity version guards for ESRAM * move commas
theopnv
approved these changes
Jun 16, 2020
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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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