Commit 0e604b4
authored
Hdrp/staging (#4905)
* update reference screenshots
* Fix custom postprocess initiatilization of volume (#4521)
* Using the right light type for defining if we need to compute directional ray traced shadows (#4520)
* Fix Reseting All Project and Scene High Definition Material throwing unknow shader exception and HDRP null in default settings (#4525)
* 2d/bug fixes (#4500)
* Fixed point light line
* Fixed broken analytics
* Now lights will have a default position with z = 0
* Updated changelog
* Update CHANGELOG.md
* Update CHANGELOG.md
* Add missing default shader for custom render pass in resources (#4522)
* HDRP Config package (#4064)
* Add files for the HDRP config package
* Update HDRP test project manifest
* Removed useless dependency
* Update build.py
* Update package.json
* Fixing HDRP (#4067)
* Removing an extra comma (#4070)
* Hdrp/fix wizard dxr (#4073)
* Update HDRPWizard.cs
* Clarify message
* output info for all hdrp shader with the stripper
* fix dependency for visual effect graph and config
* - Restored update frequency settings to the pbr sky (#4083)
- Removed useless wireframe code
* Fix gamma for Planar Reflection Preview
* Move procedural sky shader in samples to a Resources folder (#4086)
* Move proceduralsky shader in resources folder for Yamato
* Fixed the shadow map debug mode (#4078)
* Set hdrp asset dirty when editing the default volume profile
* Fix area light emissive mesh stackoverflow on setting width (#4084)
* Update default scene (#4082)
* Update default scene
* Remove PBR sky
* quickfix uielement issue with pixelperpoint (#4077)
* Fix the nullref when reseting the HDRP asset (#4075)
* Bind magenta sky when matcap mode is on to avoid runtime errors (#4076)
* add missing meta
* reset at previous state
* Hdrp/fix reflection probe baking2 (#4087)
* Fix reflection probe baking for cubemaps
* Use temporary RT
* Fixing DXR on staging (#4066)
* Rename PhysicallyBasedSkySettings to PhysicallyBasedSky (#4061)
* Rename PhysicallyBasedSkySettings to PhysicallyBasedSky
* Missed 2 renames
* Fix the PBR sky test scene
* Update param names based on feedback from Lewis Jordan
* Tweak tooltips
* Resave the scene
* Shadergraph properties sync (#4052)
* Fix shader graph properties sync
* Added code to check when a shadergraph property changes and call the keyword reset
* HDRP Config package (#4064)
* Add files for the HDRP config package
* Update HDRP test project manifest
* Removed useless dependency
* Update build.py
* Update package.json
* Fixing HDRP (#4067)
* Removing an extra comma (#4070)
* Hdrp/fix wizard dxr (#4073)
* Update HDRPWizard.cs
* Clarify message
* output info for all hdrp shader with the stripper
* fix dependency for visual effect graph and config
* - Restored update frequency settings to the pbr sky (#4083)
- Removed useless wireframe code
* Fix gamma for Planar Reflection Preview
* Move procedural sky shader in samples to a Resources folder (#4086)
* Move proceduralsky shader in resources folder for Yamato
* Fixed the shadow map debug mode (#4078)
* Set hdrp asset dirty when editing the default volume profile
* Fix area light emissive mesh stackoverflow on setting width (#4084)
* Update default scene (#4082)
* Update default scene
* Remove PBR sky
* quickfix uielement issue with pixelperpoint (#4077)
* Fix the nullref when reseting the HDRP asset (#4075)
* Bind magenta sky when matcap mode is on to avoid runtime errors (#4076)
* Hdrp/fix reflection probe baking2 (#4087)
* Fix reflection probe baking for cubemaps
* Use temporary RT
* Create Resources.meta
* update missing meta file
* Avoid TAA UAV writes as it creates lots of problem internally (#4091)
* Manual copy of TAA history and don't do UAV write
* Push resource asset
* Change format to magenta cube array (#4099)
* Fix shader compilation warning
* fix menu order (#4106)
* Use same code path to bake custom and standard reflection probes (#4105)
* Fix Undo/Redo when changing the light intensity (#4103)
* Use m_CurrentDebugDisplaySettings instead of m_DebugDisplaySettings (#4102)
* Move RenderPipeline resoruces in correct folder
* Hdrp/terrain layer blending and custom UI improvements (#3870)
* Grant access to the future SpeedTree package so that it can contain the future ShaderGraph node definitions
* HDRP Terrain shader get the same niceties as the LWRP version including per-layer backwards compatibility and the ability to have the non-mask layer UI not affect the mask-mode UI settings when you switch.
* No more need for Experimental
* May still need experimental for the alpha channel check.
* update rference screenshots terrain
* remove QUALITY_SETTINGS_GET_RENDER_PIPELINE_AT_AVAILABLE (#4108)
* fix warning in rendergraph when building a player
* Remove assets
* add assets
* Revert change to univearl/lw for terrain
* Update TerrainLitBasemapGen.shader
* Try to make writeable cubemaps when baking reflection probes (#4110)
* Try to make writeable cubemaps when baking reflection probes
# Conflicts:
# com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Drawers.cs
* Updated changelog
* Deactivate wizard DXR for non window platform (#4109)
* update package.json for VFX
* StackLit: Fix per light min roughness to work when coat isn't enabled and fix iridescence recompute per light. (#4116)
* Fix labels (#4117)
* Removed shadow mask debug and fixed an issue where selecting various material debug modes would not reset the others. (#4112)
* Removed shadow mask debug and fixed an issue where selecting various material debug modes would not reset the others.
* Restored shadow mask debug
* Update changelog
* Add the procedural sky sample json (#4121)
* show inspector of the HDRP asset
* Move use color temperature API to runtime (#4129)
* Move useColorTemperature Light API to runtime
* fix useColorTemperature accesors
* fix config package name length (#4130)
* Fix HDRP config package test assembly (#4131)
* Cube LUT support in HDRP (#4114)
* Enabled cube LUT support
* Updated changelog
* Fixed the other tonemappers
* Added a test for the external tonemapper
* Added Cube LUT helpers for external grading in PostProcessing samples
* Updated changelog
* Fixed light component used after being destroyed when using undo. (#4133)
* Spot light shapes are now correctly taken into account when baking. (#4132)
* Spot light shapes are now correctly taken into account when baking.
* Update 2105_GI_BakedSpotShape.unity
* Update DefaultSceneRoot.prefab (#4139)
* Update area light emissive mesh reference image (#4140)
* Lookdev/optimize allocation (#4142)
* Clean render texture management
(Introduce a resize issue)
* Force refresh resizing quickfix
* clean fix refreshing when size change
* Don't apply atmospheric scattering to sky during the atmospheric scattering pass (#4092)
* Factor out EvaluatePbrAtmosphere
* Don't apply atmospheric scattering during the atmospheric scattering pass
* Add exposure and multiplier to the PBR sky
* Update PBR sky test imgs
* Manually pass cam pos and view matrix to the sky system
* Fix artifact at horizon
* Tentative fix
- Now we pass frameIndex to SkyRender => point is to avoid updating more than once in the realtime case
- Now we pass updateMode => realtime == do one iteration, onChanged/onDemand == do all the iterations
- In case where we do all the iteration at once, frame index is also used to release the RTs one frame late
* Fix precomputation for cubemap
* Fix one frame lag
* Add UI categories
* Fix the GenerateHLSL line endings and add support for internal types (#4146)
* Fix generate HLSL on osx (#4148)
* Now the static lighting sky will correctly take the default values for non-overridden properties (#4149)
* Lux meter material albdeo (#4151)
* Fix the lux meter affected by albedo materials
* Update CHANGELOG.md
* Update CHANGELOG.md
* Fix XR SDK mirror view blit (#4155)
* cleanup some XRTODO, removed XRDebug.cs and fixed XR SDK mirror view blit
* add XRTODO about TextureXR.maxViews and render graph
* Hdrp/fix proxy reflection issue (#4189)
* Update broken reflection code
* remove unused propertyInfo
* Fixed namespace for Raytracing (#4195)
* Update hd render queue to start at background (#4186)
* fixed culling for volumetrics with XR single-pass rendering (#4196)
* add utils function
* Update CHANGELOG.md
* Update UICheckMark.png.meta
* Remove asset
* Update assets
* adding missing meta
* Config entry for area light and shadow filtering (#4185)
* Use ShaderConfig from config package instead
* Add asmdef ref of config package to hdrp editor
* Area light config
* Shadow filtering in the config file
* Update .cs.hlsl leftover from previous commit
* Update CHANGELOG
* Change how area lights are disabled c# side
* Merge branch 'HDRP/staging' into HDRP/hdrp-config-for-area-light-and-shadow-filtering
* Update LightLoop.cs
* Update CHANGELOG.md
* Update ShaderConfig.cs.hlsl
* Merge branch 'HDRP/staging' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into HDRP/staging
* Output statistics of the shader stripper (#4207)
* Output stripper info
* Updated stripper export
* Export shader stripper stats
* Updated changelog
* Update CHANGELOG.md
* Replace Z by Depth in the material UI (#4212)
* Fix shadergraph material pass setup not called (#4204)
* Fix shadergraph material pass setup not called
* Update CHANGELOG.md
* Update hdrp features (#4211)
* Update HDRP-Features.md
* Update HDRP-Features.md
* Update HDRP-Features.md
* Clamp the area light size for scripting API when we change the light type (#4208)
* Clamp the area light size for scripting API when we change the light type
* Update CHANGELOG.md
* Diffusion profile warning in Material UI (#4206)
* Add a warning in the material UI for diffusion profile not in HDRP asset
* Update CHANGELOG.md
* Hdrp/add documentation link (#4176)
* Add documentation link for HDRP Components and Assets
* Add Core documentation
* Add Core tests
* Add HDRP tests
* Update CHANGELOG.md
* Add missing link for DiffusionProfile asset
* Be sure there will be only one documentation version for all packages
* Change where LookDev and Volume documentation live
* Update Documentation.cs
* Update Documentation.cs
* Scripting API for Render Graph (#4170)
* Scripting API for Render Graph
* Update RenderGraph.cs
* Update RenderGraphBuilder.cs
* Update RenderGraphObjectPool.cs
* Update RenderGraphResourceRegistry.cs
* Update HDRenderPipelineAsset.cs
* Small doc update (#4223)
- HDRP config package doc stub
- Render Graph API doc update.
* Properly increment render texture update count when used as a camera output (solves cookie not updating) (#4229)
* Properly increment render texture update count when used as a camera output (solves cookie not updating)
* Updated changelog
* Transparent pre post pass ui with alphaClip (#4159)
* Hide the transparent depth pre/post pass option when the alpha clipping is disabled
* Fix debug.log
* Allow to enable pre/post pass when alphaCLip is disabled
* Update CHANGELOG.md
* Hdrp stacklit custom specular occlusion (#4169)
* StackLit: Add custom specular occlusion input (simplest implementation: same value affecting all lobes)
* StackLit: Update shadergraphs so that baked specular occlusion is only enabled in certain tests, update one test reference.
* Fix friendly name for generated macro.
* Add sun disk support to the PBR sky (#4202)
* Add the radius parameter
* WIP of celestial body ray tracing
* Update ref img 5005, 5006
* Expose the radius param
* Document the light dir hack
* Add a comment
* Faster sun disk hack
* Seems to work
* Update comments
* Optimize
* Update comments
* Support the 'renderSunDisk' param
* Add solid angle rescaling
* Rename 'aperture' to 'angularDiameter'
* Fix an issue with NaNs
* Revert "Update ref img 5005, 5006"
This reverts commit 5933c2a1f2a2b84eb3a04d71b7a5b5223bac9d3f.
* Fix the issue with cube map refresh
* Remove unused vars
* Remove anisotropy from MS
* Fix numerical issue
* Fix half angle bug
* Update GeometricTools.hlsl
* Implement AOV/Record for RenderGraph (#4225)
* Added XR occlusion mesh pass
* Minor update
- Renamed Start/StopLegacyStereo
- Fixed MotionVectors buffer clear
* Implemented AOVs and recorder capture.
* Enable XR SDK occlusion mesh (#4143)
* Enable XR SDK occlusion meshes
* update fullscreen passes to test against depth buffer
* Fix compilation of rendergraphUtils (#4279)
* Hdrp/reduce garbage collection (#4194)
* First pass on reducing the GC allocs each frame
* Fixed GC alloc in HDRenderPipeline
* Removed more GC alloc and moved interpolation functions to HDUtils
* Replaced some GetComponent by TryGetComponent
* Moved HDGPUAsyncTaskParams to in parameter
* Continue to remove GC allocs
* More GC fixes
* Fixed unused variable warning
* Update CHANGELOG.md
* Fix the issue with thread group being too large (#4281)
* Fix issue found in A2 (#4287)
* Rename AdditionalVeclocityChange to AddPrecomputeVelocity (#4280)
* Rename AdditionalVeclocityChange to AddPrecomputeVelocity
* Update CHANGELOG.md
* More garbage collection fixes (#4291)
* Fix GC in camera
* Fixed the GC alloc test by taking in account the Camera.CustomRender GC.Allocs
* Enable GC Alloc tests in HDRP
* Disable the GC alloc check
* Cleanup
* Call Begin/EndCameraRendering when the camera have the customRender option enabled (#4290)
* Automated tests for SRP batcher (#4236)
* Srp batcher automated scenes
* Skinned mesh model fix and scene remake
* Fixing srp skinned mesh animations. Animation files replaced with SinRotate functions on bones
* WindowsPlayer reference images
* Mesh Renderer automated test win fix
* Added missing diffusion profile to HDRP_Test_Def_MSAAForward, reverted back to staging EditorBuildSettings, reenabled added Srp batcher test scenes in build settings
* Missing diffusion profile added to HDRP_Test_Def_MSAAForward
* Reference images for windows
* mesh renderer scenes referencing wrong scene settings profile fix
* readding test scenes to build settings
* Updated reference images
* tests occasionaly fail if "Time.frameCount' is used in SinRotate.cs updating frame counter to use the same counting method as in SinMove.cs which is incrementing integer by 1 each frame
* Fix reference screenshot after C++ change
* Update CHANGELOG.md
* Verify shader support for a particular graphics device (#4298)
* DXR Macro and FrameSetting (#4295)
* Remove the project DXR macro and the wizard helper for it
Add a framesetting to disable raytracing effects for cameras
* Review corrections
* Hdrp/new cached atlas placement post pooling (#4303)
* some more changes to do some merging
* Heavily broken, but I need a checkpoint
* More stuff that is broken :) but checkpointing
* somewhat working?
* Working for spot, breaking for point..
* Seems to be working
* Default
* slight bug fix of edge case and some small cleanup (more to come)
* Some more cleaning up
* Directional light bugfix
* cleaning up 2, electric boogaloo
* Cleanup 3: the clean code returns
* Avoid GC alloc and fix error on entering playmode
* Update CHANGELOG
* Start to work around pooling
* Sort on pre alloced array
* Give some grace frames before determining we can go back valid cache
* Increase a bit the size of the pre alloced scratch memory used for sorting, as we could have inactive requests still that need sorting
* Use UAV API properly for TAA (#4156)
* Use UAV for PS API properly
* Update asset
* Add experimental eye material (useless for now) (#4306)
* push initial eye material from hackweek with change
* fix various stuff
* Update EyeGUI.cs
* Fix compilation with renaming velocitychange
* Update Eye.hlsl
* Update EyeSettingsView.cs
* Update Eye.hlsl
* Update Eye.hlsl
* Moving the test of ray tracing support out of editor scope (#4312)
* Fix issue on null volume params (#4314)
* Updated OSX reference images (#4316)
* Added OSX reference images
* OSX meta files
* Added test 5007_Exponential_Fog (#4305)
* Fix Mac test in HDRP/staging introduce with PR #4236 (#4319)
* revert SiknRotateChange.cs
* Revert "revert SiknRotateChange.cs"
This reverts commit 1ac6449cbd28d71eea3d09cd924ffae5920771f8.
* revert change
* remove all
* add bitmap
* add fbx and material
* add scene settings
* add half od test
* add all
* Update SinRotate.cs
* Update EditorBuildSettings.asset
* Update EditorBuildSettings.asset
* Update EditorBuildSettings.asset
* Update EditorBuildSettings.asset
* Update SinRotate.cs
* Update HDRP_Test_Def_MSAAForward.asset
* Update HDRP_Test_Def_MSAAForward.asset
* Update HDRP_Test_Def_MSAAForward.asset
* Update HDRP_Test_Def_MSAAForward.asset
* Fix migration of Framesettings after backport of #4320 PR (#4322)
* Update HDRenderPipelineAsset.Migration.cs
* Update CHANGELOG.md
* Fix decal axf
* Update CHANGELOG.md
* Fix reflection probe with XR single-pass and FPTL (#4318)
* Fix locale for migration tests (#4323)
* Fixing the UI for directional light screen space shadow (#4359)
* Fixing the UI for directional light screen space shadow
* Review corrections
* Material Quality Node support for HDRP (#4351)
* Initial implementation
* Updated changelog
* Fix invalid recursion call
* Update shader stripper with material quality
* Implementing the dithered sampling method by Heitz et al. (#4371)
* Implementing the dithered sampling method by Heitz et al.
* Review corrections
* Adding a missing modulo 8
* Updating the labels of the ray tracing counters (#4378)
Updating the counting of rays/frame code
Moving the recursive renderer to a partial class
* Fixing the problems related to alpha cutoff in ray tracing (#4381)
* Added an Update virtual call to SkyRenderer class (#4192)
* Added an Update virtual function for SkyRenderer. Implemented it for PBR sky
* Removed comments
* Updated procedural sky sample
* Updated Procedural sky for VFX and HDRP tests
* Updated comment
* Update SkyRenderer.cs
* Update CHANGELOG.md
* Update CHANGELOG.md
* Update CHANGELOG.md
* Build and Null ref fix after merge
* Fix exposure mismatch between baking and frame rendering (#4331)
* Fix exposure mismatch between baking and frame rendering
* Fix warnings
* Update test scenes
* Expose the IncludeSunInBaking option
* Try something else
* Fix emission node exposure weight label (#4356)
* Hdrp/fix gizmo enabled on selecting camera (#4358)
* fix case 1173315: gizmo enabled on camera selection
* Update CHANGELOG.md
* added XR settings to HDRP asset (#4365)
* Hdrp/various fix ui light (#4372)
* Remove Volumetric section on Tube and Rectangle Lights
* Fix typo
* Fixing a pre-exposure issue with ray traced reflections (#4383)
* Solved an issue where lighting compute buffers were resized with the wrong size (#4393)
* Fixed an issue where lighting compute buffers were recreated with the wrong size.
* Update changelog
* Fix distance units of the PBR sky (#4388)
* Fix distance units
* Update ref img 5004 5005 5006
* Implement a diffuse denoiser (Need VFX test approval) (#4009)
* Implement a diffuse denoiser
* Resolving conflicts
* Disabling the vfx test that fails because the depth history buffer in HDRP is now a XR texture
* Make PBR sky compile again on xbox (#4329)
* Make the code take a different path so that it compiles on xbox
* Use a sample count that is a fibonacci number
* Hdrp/material migration (#4315)
* clean HDRP materials type API
* Add version on materials
* Add migration system
* upgrade migration workflow
* update editor materials
* Fix issue at material creation and cleaning
* Add serialization API to modify serialized datas
* split HDEditorUtils into HDEditorUtils and HDShaderUtils
* Revert back to only one version number for all materials due to limitations
* Clean HDShaderUtils
* Add comment on FB 1175514 workarround
* fix wrong key for lit tesselation
* fix tests
* update test project material versions to 0
* Update HDRPProjectSettings.asset
update wizard renaming
volontarily not update m_PackageVersionForMaterials to force upgrade when opening test project
* Hdrp/framesettings upgrade (#4366)
* cleaning
* missing elements when comparing
* add hierarachical custom debugger
* Fix HashCode
* Clarify error when ammending wrong group
* Update incode documentation
* indentation cleaning
* Fix names
* missing documentation
* Add missing tooltips
* Add missing migration for RayTracing FrameSettings
* Fix boxed alignment of subheader since reskin
* Change LOD label along mode
* UX pass on names and order
* Update CHANGELOG.md
* Fix LowResolutionTransparent position
* Fix tooltips
* Add available bit index said by the test testing there is no double usage of bit
* Update description on available indexes
* fix decal projector offset at creation (#4380)
* Rename XR shader macro (#4384)
* Update HDCamera.GetOrCreate() (#4385)
* Remove mandatory XRPass argument in HDCamera.GetOrCreate()
* Fix error with XR SDK when the Editor is not in focus
* Update changelog
* Fix errors with RenderGraph, XR SDK and occlusion mesh (#4396)
* Fixing a bug linked to directional light shadow map sampling in ray tracing shaders (#4398)
* Don't reset history when changing resolution via dyn res. (#4399)
* DXR warnings, tooltips and UX (#4394)
* Fixing a warning in the ray tracing sampling shader
Correcting issues in the UX for ray tracing volument components
Changing tool tips for ray tracing
* Fixing labels and attribute names for ray tracing
Fixing a pre-exposition issue with indirect diffuse
* Correcting indentation issues
* Revert "Hdrp/material migration (#4315)"
This reverts commit 0a81c60965e806e4c8d0da361a49556d3b5572a7.
* Post process quality settings (#4326)
* Use pp quality settings and first usage in depth of field example
* Removing the very high qaulity setting and a bit of cleaning
* Update DepthOfField.cs
* Allow for private field in volume components
* Move quality stuff for DoF to private
* Starting to add motion blur quality settings
* Small cleanup
* Make a base class for Volume Components with Quality settings
* Add Bloom Quality settings
* Some small bug fixes and STARTED (not finished) chromatic aberration. Submitting to switch branch.
* Add Chromatic Aberration quality settings
* Update default settings volume profile
* Remove double whiteline
* More spacing cleanup
* Change Chrom Ab. defaults and have helper to get the quality settings
* Use the new temporal filter for directional shadow (#4400)
* Hdrp/tests/projects split (#4330)
* Add test project for Debugs and Cross Fade (will remove the variants from the main project)
* Move common graphic test asset to a package in order to share between projects.
* Update build.py
Add com.unity.testing.hdrp to build.py
* quick fix to allow multiple projects to be run
* Disable runtime debug and dithering crossfade in all HDRP assets.
* Move Debug and Crossfade test project to avoid Katane issues (tests were instable anyway)
* Remove HDRP_DebugCrossFade_Tests from list
* Workaround AOT issues with xbox player (#4405)
* Fixed test 2106 (#4415)
- Result was different (higher GI intensity) because of a modification in the default material created by the model importer
- Switched faulty material to a shared Lit_white material to avoid further issues
* HDRP: Add project for runtime graphic tests (#4392)
* Add test project for Debugs and Cross Fade (will remove the variants from the main project)
* Move common graphic test asset to a package in order to share between projects.
* Update build.py
Add com.unity.testing.hdrp to build.py
* quick fix to allow multiple projects to be run
* Disable runtime debug and dithering crossfade in all HDRP assets.
* Move Debug and Crossfade test project to avoid Katane issues (tests were instable anyway)
* Remove HDRP_DebugCrossFade_Tests from list
* Add new test project to run in standalone mode on yamato
* Delete uncesseray images
* Add "Test Broken" stamp to the scene.
* Split test projects and platforms in two yml files for yamato.
* Improve time handling in the HDRP (#4404)
* Hdrp/reenable material migration [Require Ono 91986] (#4409)
* Revert "Revert "Hdrp/material migration (#4315)""
This reverts commit 5f141c1cdc18d6c23e5c786c54d0124300e05aed.
* remove delayed call workarround
* remove dialog for testsuite
* Demo smallfixes (#4402)
* Apply 'aoFactor.directSpecularOcclusion' instead of 'aoFactor.directAmbientOcclusion' to 'lighting.direct.specular'.
* Add include guards to HLSL includes.
* Allow baking multiple selected reflection probes instead of just the first one.
* Fixed typo in FormerlySerializedAs field name.
* correcting hdrp_standalone yml file
the naming conventions were off, causing the "All CI" pipeline to point to the wrong thing
* Removing the primary visibility phrase from the code and replacing it with recursive ray tracing (#4439)
Ignoring lights when the component is disabled
* Work on ray traced screen space shadows (#4429)
* Refactor the code for ray traced screen space shadows
Implement ray traced point (sphere) light shadows
* Removing reference to spot ray traced shadow
* Correct a coompilation issue without ray tracing
* review correction
* Raytracing Node for HDRP shaders (#4390)
* Updated define for raytracing
* Fixed keyword for raytracing
* Update raytracing node
* Update raytracing node
* Updated raytracing node
* Updated changelog
* (wip) Test scene for raytracing node
* Added raytracing for default framesettings
* Correcting a wrong path for a ray tracing resource (#4447)
* Hdrp/hd shader stripping changes (#4456)
* Sort shader strippers by priority to allow least likely strippers to run later.
* Defer string tests until actually needed.
* Reduce mem-move amount in shader stripping logic.
Note: This change re-orders the incoming shader variant list. There's nothing in the API documentation that forbids re-ordering elements, but there's also nothing that explicitly allows it. So far it's passing all tests.
* Cache shader graph status, and master node type to avoid having to query asset data base and reload shader graphs on each strip enquiry.
* Fix issue with yamato file after merge
* Fixed toggle volumetric lighting in the light UI (#4457)
* Fix the volumetric light toggle in the UI
* Update CHANGELOG.md
* HDRP Custom pass (#4317)
* Added the UI code for custom passes
* Added fullscreen pass mode
* Added an option to disable the custom passes
* Added shader template to create fullscreen HDRP shaders
* Added custom buffer output
* Added a shader template for custom pass renderers
* Update templates and remove the shader passes
* Added workaround for SerialziedReference and C# template for pass scripts
* Moved CustomPass files and fixed DrawRenderers flickering
* Fixed AfterPostProcess injection and better fullscreen pass template
* Added small default UI for user custom passes
* Make custom passes list readonly
* Removed after post process injection point.
* Remove useless parameter
* Fixed indentation
* Hdrp/various small ui fixes (#4455)
* fix typo on ssao label
* Add log when attempting to set Default Volume profile Asset to null
* Align labels in HDRP Default Settings tabs in ProjectSettings
* remove window migration popup first time we use HDRP
* Update DiffusionProfileNode.cs
* Update dialog text with documentation team feedback
* remove debugmenu in non devlopment build (#4453)
* remove debugmenu in non devlopment build
* Update CHANGELOG.md
* Update Changelogs
* Fixing Ray Tracing bugs (XR, Lights) (#4465)
* Correcting a bug related to shadow maps when a screen space shadow is enabled
Removing exception when deleting a light
Correcting visual artifacts related to xr matrices
* Fixing the recursive rendering not being saved
* Correcting Tooltips
Fixing exception/crash when deleting/undowing the addition of a light/reflection probe
* Fixed post-processing history reset handling rt-scale incorrectly (#4444)
* Use alternative stencil copy path for MacOS to work around driver bug (#4432)
Addresses fogbugz 1175288
* Hdrp/framesettingshistory upgrade (#4450)
* Rework the FrameSettingsHistory in a more robust way
* fix hasDebug computation
* fix miss reference to debugdata registered for reset due to structs
* fix tests
* fix history for build
* Update documentation for DebugMenu in Devlopment build only (#4478)
* fix half pixel shift (#4479)
* Restore camera alpha compositing to HDRP (#4433)
* Alpha channel is now properly exported to camera render textures when using FP16 color buffer format.
* Update changelog
* Update CHANGELOG.md (#4483)
* Restored HDCamera to the sky rendering builtin parameters (#4481)
* Fix culling with XR multi-pass (#4482)
* fix culling with XR multi-pass
* fix XRSystemTests
* Support new API for XR mirror view (#4418)
* use new API display.GetPreferredMirrorBlitMode()
* add support for XR multipass and texarray
* move XR settings at the end of the list
* remove usage of StructuredBuffer for XR View Constants (#4467)
* Add refresh after a frame on history element of debugmenu to handle sanitization (#4485)
* Expose direct specular lighting control in FrameSettings (#4488)
* Expose Direct Specular Lighting control
* Update HDRenderPipelineAsset.Migration.cs
* Update CHANGELOG.md
* Update HDShaderUtils.cs
* Update BuiltinUtilities.hlsl
* Binding correctly the sky texture for both forward and deferred ray tracing modes (#4489)
* Fix ambient light in lookdev (#4491)
* Lookdev/rework debug panel workflow (#4503)
* Change default background colors to dark grey
* Fix toolbarradio default selection when allow no selection
* Remove debug color from uss
* Fix Drang'n'drop to Drang and drop
* Fix help text not disappearing when moving first environment from side panel
* Rework the target debug view selection into debug side panel toolbar
* Fog Refactoring (#4476)
* Removed Linear Fog
* Merged Exponential and Volumetric into a single Fog Component
Now Fog is enabled via the component and not through the VIsual Environment anymore
* Added a deprecated attribute to Volume Components and fixed a typo
* Removed OpaqueAtmospheric pass additional copy when PBR fog is not enabled
* Added migration script for old fog volume components
* Updated default scene fog and sky profile
* Updated changelog
* Fixed opaque fog blending
* Fixed fog upgrader
* Updated Tests with new Fog component
* Updated VFX tests
* Removed VolumetricLightingController and merged it in the Fog component
* Fixes from PR feedback
* Small UI refactor
* fix default scene broken GUID (#4499)
* Update sg materials (#4497)
* Add onSave delegate and corresponding HDRP call
* Add progress bar
* Only update progress bar every 10 materials
* Moved shader graph materials update code to another file
* Space fixes
* Update Changelog
* Minor UI fix (#4509)
* Hdrp/fix/custom pass small fixes (#4507)
* Added a default material for drawRenderers that doesn't have any override material and added the type of the Custom Pass in the header
* Added custom fullscreen pass material index field
* Add ambient occlusion override in debug windows (#4490)
* first draft
* Update CHANGELOG.md
* Update CHANGELOG.md
* Custom Post Processes (#4484)
* Added custom post process templates
* Begin to add code for custom post process order UI
* Added custom post process code
* Moved templates and added the list of custom post processes in the default HDRP settings
* Added post process before transparent
* Update CHANGELOG.md
* PR fixes
* Added graphic test for custom post process
* Added transparent quad in the graphic test
* Fix cusotm post process test scene
* Hdrp/staging pt (#4244)
* Merged PT code into staging.
* Minor changes.
* Capitalized all function names.
* Minor changes.
* Modifications post-merge with the latest staging.
* Removed classes for light and material, refined UI for PT settings.
* Refactored Path Tracer into HDRenderPipeline partial class.
* Removed ray length, added min depth and support for emission.
* Avoid double contribution of area lights when light mesh is present.
* Renamed files for serialization.
* Addressed few more PR comments.
* Removed PathTracingCommon.hlsl.
* Handled exposure multiplier in a difft way.
* Cosmetic.
* Edited changelog.
* Update ShaderConfig.cs.hlsl
* Update CHANGELOG.md
* update reference screenshots
* Add missing default shader for custom render pass in resources
* Fix Reseting All Project and Scene High Definition Material throwing unknow shader exception and HDRP null in default settings
* Remove blue book links tests (#4523)
* Fixing DXR bugs (Shader compil, lightmap fallback, volumetric scattering) (#4528)
* Making sure that light probes and lightmaps are used in reflections when available
Removing usage of screen space shadows for volume scattering (bug)
Correcting a shader compilation bug on metal
* Fixing metal compilation errors
* Hdrp/scalable settings (#4468)
* (wip) scalable settings
* (wip) scalable Settings UI
* Update scalable setting value
* Update scalable settings for shadows
* Updated migration for HDLight
* Added migration for shadow resolution
* Cleaned obsolete types
* Use scalable settings for contact shadows in lights
* Updated contact shadow scalable setting
* Removed obsolete code
* Moved LODBias and MaximumLODlevel to scalable settings
* Fixed scalable settings
* Add Material Quality Level as scalable setting in frame settings
* fix pr feedbacks
* Hdrp/scalable settings ui update (#4473)
* (wip) scalable settings
* (wip) scalable Settings UI
* Update scalable setting value
* Update scalable settings for shadows
* Updated migration for HDLight
* Added migration for shadow resolution
* Cleaned obsolete types
* Use scalable settings for contact shadows in lights
* Updated contact shadow scalable setting
* Removed obsolete code
* Moved LODBias and MaximumLODlevel to scalable settings
* Fixed scalable settings
* Updated UI for scalable settings in volume
* Add Material Quality Level as scalable setting in frame settings
* fix pr feedbacks
* Renamed confusing parameter
* Use specific version for shadow resolution
* Compilation fix
* Fixed null ref exception and Emissive texture in unlit shader (#4547)
* Force black exposure for gizmos when matcap (since we don't have control over their rendering) (#4552)
* Workaround a graphics driver bug in the GTAO shader (#4561)
* Workaround a Vulkan shader compiler issue.
* Improved the SSAO shader compilation workaround readability and added a comment.
* Added a changelog entry for the GTAO shader workaround.
* Incorrect type caching hd light (#4546)
* Fix light type caching with spot light shape
* Use cache key for compatible light types
* Update changelog
* Area light emissive quad (#4549)
* Fix area light emissive mesh transform scale issues
* Update changelog
* Fix Shadergraph pbr and hair double sided (#4562)
* Fix PBR master node double sided option
* Fixed Hair graph + updated test project
* Updated changelog
* Fixed an issue where updating an HDRP asset in the Quality setting panel would not recreate the pipeline. (#4563)
* Implement a new debug mode for Light Clusters (#4553)
Correct a bug related to the Indirect Diffuse Multiplier not working in the Lit Deferred Mode
Fixing the GI(map/probes) not being used in recursive tracing
* Fix for area lights counted as point lights for max count (#4578)
* Don't count point lights and area lights together
* Update changelog
* Don't process lights that are smaller than 1 px on screen (#4576)
* Don't process lights that are smaller of 1pixel in area
* Update changelog
* Clamp factor that could lead to NaNs in Iridescence (#4581)
* clamp factor that could lead to NaNs
* Update changelog
* Avoid that inner spot percentage goes to NaN (#4572)
* Avoid that inner spot percentage goes to NaN
* update changelog
* Fixing the exposure of screen space reflections, ray traced reflection, and ray traced global illumination. (#4570)
Fixing the debug menu of recursive ray tracing
Displaying the debug exposure for the display sky reflections debug menu
* Fix for decal not fully patching the normal buffer (#4569)
* Blend roughness as well as normal when patching up the normal buffer
* Update changelog
* Renaming ray tracing menu items and ray tracing environement labels (#4564)
Changing the behavior for non denoised area ligth shadow (ray traced)
Fixing a exception occuring when LOD have different submesh count
* fix lit transparent refraction with XR single-pass rendering (#4551)
* Using the "Cast Shadow" member when building the ray tracing acceleration structure (#4554)
* do not add extra jitter in VR (#4555)
* bump min version to 2019.3.0b4 (#4574)
* Compilation Fix
* Revert "Area light emissive quad (#4549)"
Revert temporarily because Meshes in runtime resources causes import order issues.
This reverts commit 4c59b821c7c04f53d91b03f54faec3e119a01655.
# Conflicts:
# com.unity.render-pipelines.high-definition/CHANGELOG.md
* Fix custom post process alpha blending (#4580)
* Disable alpha blending in custom post process template
* Update changelog
* Using exponential variance shadow maps when available in indirect and recursive rendering. (#4584)
* Fix main preview shadergraph time (#4585)
* Fix the time in shader graph main preview
* Update changelog
* Fix foldout not expanding on arrow click (#4586)
* Make foldout open on arrow click
* Update changelog
* Making the ray tracing manager a private member of the hd render pipeline and adding functions to access its functionnalities (#4590)
* restore usage of ENABLE_VR to fix compilation errors on some platforms (#4606)
* Update obsolete comment
* Hdrp/add dxr template scene (#4531)
* Clean
* Add static batching check
* Add DXR default scene
* Add tabs persistency in wizard (fix issue when domain reload)
* Fix queue fix system for Wizard
* Fix fix panel content at opening when not HDRP
* Add new scene for DXR
* Add fix for window 64bit for the restart when changing graphic API
* Adding a warning message when ray tracing is enabled on the asset and the platform does not support it (#4637)
* Hdrp/fix/alpha cutoff ui (#4634)
* Fix the _AlphaCutoff modification in the material UI with an exposed shader graph parameter
* Update changelog
* Fixed an issue where building a player in non-dev mode would generate render target error logs every frame (#4633)
* Hdrp/fix upgrade crashes (#4631)
* Remove assert that is not valide when resources reloads
* Add fence to not use HDRenderPipeline while reloading
* Clean HDRenderPipelineAsset code to new available .net version
* Update CHANGELOG.md
* Restored proper test for IsRegularPreview (#4628)
* Expose light utils and doc (#4629)
* Expose light utils and doc
* Fix typos
* Revert Incorrect type caching hd light #4546
* Refresh cached shadow on editor changes (#4618)
* Query for cached shadow refresh on editor changes
* Update CHANGELOG.md
* Fix custom pass API (#4607)
* Fix the custom pass API to allow binding custom and camera buffers
* Fix compilation
* Fixed edge bleeding when sampling the custom pass camera color, zfight with the default draw renderers shader
* Fix cleanup custom pass called without setup
* Fix issue introduced with decal roughness blend (#4600)
* Fix typo in HDRP Asset missing message (#4604)
* Fix typo
* fix typo 2
* light.light can be null for shuriken particles with light module (#4649)
* light.light can be null for shuriken particles with light module
* Updated changelog
* Incorrect type caching hd light (#4655)
* Fix light type caching with spot light shape
* Use cache key for compatible light types
* Update changelog
* Fix cache key computation
* Fixed an issue where SSAO (that needs temporal reprojection) was still being rendered when Motion Vectors were not available (#4654)
* FIx the layered option height map options in the material UI (#4659)
* FIx the layered option height map options in the material UI
* Update changelog
* Hdrp/fix decal pivot (#4651)
* Fix HierarchicalBox material color reseted wrongly when exiting play mode
* Revert initial pivot position fix
* Recenter pivot on center of -z face instead of center of box
* Add migration step to resync the pivot of already existing decals on -z face
* Add missing documentation and exposed API cleaning
* Update CHANGELOG.md
* Fix DecalProjector API for tests
* Fix migration regarding to child space
* Fixed an issue where using the LightingOverrideMask would break sky reflection for regular cameras (#4627)
* Forcing the ray traced shadow to be black when the area light is in the bottom hemisphere created by the normal (#4630)
* Fix an issue where hdrp decal shaders were incorrectly skipped at runtime (#4632)
* Fix an issue where hdrp decal shaders were incorrectly skipped.
* Updated RuntimeTest scene (removed "broken test scene" prefab)
* Add an animation section to the light component doc (#4638)
* Add an animation section to the light component doc
* Update Light-Component.md
* Ray tracing support for VR single-pass (#4573)
* Fix assignation of New Library after creation with "new" button (#4678)
* Rectangular light orientation graphics test (#4676)
* Area light orientations
* Deleting unnescessary objects from test scene
* Adding scene to build settings
* Hdrp/fix framesettings persistency (#4673)
* Fix FrameSettings Persistency
* Update CHANGELOG.md
* Hdrp/various UI fixes (#4669)
* Fix Shadow Mask Shadowmask typo
* Fix Shape header label wrongly changed
* Fix serialisation of DXR scene when changing the field in the wizard
* Fix code Typo
* Fix advanced control mode display on DensityVolume UI
* Fix advanced control mode display on (Planar)ReflectionProbe UI
* Fix Vector6 color patches alignment
* Update CHANGELOG.md
* Update CHANGELOG.md
* Fixed an issue where Previews would reallocate History Buffers every frame (#4672)
Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled
* Increase spacing to make everything fit (#4605)
* Revert unexpected change of SSR
* Fix light layers scripting api (#4686)
* Fix light layer API on the HDAdditionalLightData
* Update Changelog
* Hdrp/fix planar probe preview initialisation (#4683)
* Fix preview reserved rect initialisation
* Update CHANGELOG.md
* Expose TAA sharpen strength (#4666)
* expose TAA sharpen strength
* remove unused shader string constant
* Fixed an issue where SSR would use an incorrect roughness value on ForwardOnly (StackLit, AxF, Fabric, etc.) materials when the pipeline is configured to also allow deferred Lit. (#4696)
The gbuffer2 alpha channel (carrying material features and coat mask) was incorrectly initialized to 1 and since ForwardOnly pixels never touched that coat mask, they took the "deferred coat mask" path in the SSR compute shader.
* Forcing the ray tracing resources to null when ray tracing is disabled (to exclude the resources) (#4719)
Stripping ray tracing shaders when the support is disabled on the asset
* Using Opaque Meshes for Ambient Occlusion and moving the instance flags to an enum (#4599)
* Fixing shader warnings (#4689)
* Fixing shader warnings
* compilation issue on ps4
* Clearing the directional screen space shadow (fixes a bug with ray traced shadows) (#4598)
* Clearling the directional screen space shadow (fixes a bug with ray traced shadows)
* review correction
* New frame not called on the area light cookie manager (#4690)
* Fixing a bug in the ray binning code (#4697)
Implementing half resoltion ray traced GI
* Implementing Ray Traced Shadows for Spot Cone Lights (#4602)
* HDRP Light explorer fixes (#4681)
* Fix reflection probe fields in light explorer
Remove Has static lighting sky column
Start working on light layer column in light explorer
* correctly set the light layer
* changelog
add entries to changelog
* Switch to serialized fields everywhere
use the serialized object to access all parameters
* Hdrp/fix layerlist (#4698)
* Rename labels and fix colors in LayerList for personal theme
* fix headers color
* Update CHANGELOG.md
* Remove icon on reset button for a text
* Don't render gizmos in render textures (#4700)
* Don't render gizmos in game views that render to render textures
* Update changelog
* Fix disable light emissive mesh (#4704)
* Fix the emissive mesh visible when disabling the light component
* Update changelog
* Fix Light layers light scripting (#4706)
* Synchronize light and shadow layers when the light layer is assigned via script
* Update changelog
* Fix custom post process remove script (#4717)
* Fixed a nullref when a custom post process component was in the HDRP asset lists and got deleted
* Updated Changelog
* Fixing shader compilation problems and bug related to the global shader binding properties not working as expected (#4722)
* Fix an error due to an undefined texture (#4724)
* Add missing cathegories in the Add Component menu (#4720)
* Diffusion profile warning shadergraph (#4714)
* Begin to add a warning when the diffusion profile is not in the HDRP asset list in shadergraph
* Added a message in the console waiting for an SG bug to be fixed
* Update changelog
* Remove useless conversion tools
* Remove max smoothness, unite light radius (#4703)
* Use custom function to deduce maxsmoothness from radius
* Use shape radius and angular diameter for raytraced shadows
* Hide maxSmoothness in the UI
* Rename Emission radius to Radius
* Use magic numbers to convert angular diameter and radius to maxSmoothness
* Clamp Angular diameter value (was possible to enter negative value before)
* Remove unnecessary parameter for sun angle
* Remove ray tracing specific UI entries
* Update tooltip for light radius
* Set non 0 radius by default
* Copy radius and angular diameter to baking settings
Remove from the UI specific settings for baking as we already have them for realtime lights
* Update documentation
Update documentation to reflect the fact that we removed MaxSmoothness and renamed Emission radius in Radius. This radius replaces the one affecting the baked shadows too.
* Replace Raytraced by ray traced in the doc
* Update test 2003 Light parameters
Replace test MaxSmoothness with test for Radius
* Remove unused method and commented code
* Add comment to justify default value for shape radius
* Remove GUIContent for Maxsmoothness
* Update CHANGELOG.md
* Update Upgrading-from-2019.2-to-2019.3.md
* Update Upgrading-from-2019.2-to-2019.3.md
* Update Light-Component.md
* Update Hair screenshot (#4726)
* Removing ray tracing environement and consequent modifications (#4688)
* Removing the Ray Tracing Environement Component
Adding a Layer Mask to the ray Tracing volume components (Ao, Reflection, GI, Recursive tracing and path tracing) and using those layer mask to define which objects are included in the process
Making the ray count function public and writing documentation for it and the enum
Changing the return type of the ray count function from float to uint
Changing the ray tracing manager from class to HDRP partial class
Adding couple profiling id to make profiling easier
Creating a generic ray tracing setting volume component that contains global ray tracing parameters (ray bias for the moment)
Rebuilding completely the acceleration strucre every frame
Fetching all the renderers and lights every frame to build the RAS and Light Cluster
Re-enabling the light cluster (was commented by mistake)
Correcting a serialization bug for the light cluster
* Additional fixes for removing ray tracing environement
* Update CHANGELOG.md
* Revert "Remove useless conversion tools"
This reverts commit 50b928cc7cccdcae06eeda855bae672e77bba495.
* fix shader warning
* Custom pass frame settings (#4701)
* Added option to choose the format of the custom buffer
* Added custom pass and custom post process frame settings options
* Update changelog
* Remove the Support in "Support Custom Pass" label
* Fix custom pass after PR broke yamato
* Disable shadergraph diffusion profile warning (#4730)
* Comment diffusion profile debug log (waiting for a solution inside shadergraph)
* Updated changelog
* Hdrp/wizard add srp batcher test (#4733)
* Add SRP batcher test in Wizard
* Update CHANGELOG.md
* Fix for decal not affecting specular occlusion (#4582)
* Modify ambient occlusion with decals before specular occlusion is computed.
* Update changelog
* Make spec occlusion be affected by decals for shadergraph too
* Fix artifacts on rectangular lights (#4597)
* Fix rect lights
* Another fix
* Update CHANGELOG.md
* Removed the second cubemap used for shadows in lookdev (#4684)
* Fixed an issue where Previews would reallocate History Buffers every frame
Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled
* Removed second cubemap for shadows in lookdev
Fixed an issue where history was discarded every frame for lookdev cameras
* update changelog
* Fixed null ref exception
* Fix buffers
* rename color -> shadowColor
* Reorder Environment fields for clarity
* Change default exposure to 0
* clean usings
* fix length in dispose of buffers
* Do not render the shadow map when shadow are not required
* move LookDev menu
* clean integration
* Changed magic number to constants
* Fix exposure of volumetric reprojection (#4610)
* Fix exposure of volumetric reprojection
* fix merge issue
* update reference screenshots
* Update CHANGELOG.md
* Add local config package for dxr test (#4708)
* Add local packages and enable ray traced reflections in the scene
* updated map
* Fix manifest.json
* fix error in shader with no initialize struct (#4736)
* Revert Fix artifacts on rectangular lights #4597 (#4737)
* fix remainig error with specular occlusion (#4740)
* Added multi selection support for scalable settings in lights (#4699)
* Support multi selection for scalable settings (1182968)
* (wip) support multi field edition for shadow resolution
* (wip) scalable settings refactor
* wip scalable settings refactor
* refactored serialized scalable settings
* Added documentation
* Added equatable on scalable setting
* Updated documentation, refactored scalable setting
* Updated scalable setting doc + refactor
* Added tests
* Updated changelog
* Added API to get the value of scalable setting from serialized versions
* Updated tests
* Update HDRenderPipelineAsset.Migration.cs
* Fix font shaders in test projects for VR by using a Shader Graph version (#4664)
* fix font shaders in test projects for VR by using a Shader Graph version
* Fixed issue with internal access
* Disable PBR sky below ground (#4556)
* Disable sky below ground.
* Wtf
* Disable sky below ground on the CPU
* Changelog
* fix material validator debug enum index (#4743)
* Increment updateCount for baked cubemaps (#4734)
* Fix 1158677
* Update CHANGELOG.md
* Fix artifacts on rectangular lights (#4741)
* Fix rect lights
* Another fix
* Update CHANGELOG.md
* Fix cookie orientation
* update reference screenshots
* Update 1303_StackLitSG_Testers.png
* increase limit and grey texture default for detail map (#4748)
* - Increase max limit of area light and reflection probe to 128 - Change default texture for detailmap to grey
* update default detail map to linearGrey
* Fix shader graph samples package (#4731)
* Fix shader graph samples package
Change sky, update shader graphs and materials to new version
* Apply suggestions
Add planar reflections and Diffusion profile override + tweak light angle
* Fix decals not affecting GI (#4757)
* Fix decals not affecting GI
* Fix various mistake (specular occlusion and terrain)
* fix various init order issue
* Update AxFData.hlsl
* Fix zBufferParams with XR single-pass rendering (#4661)
* fix zBufferParams with XR single-pass rendering
* fix for local XR tests
* Update Lit.hlsl
* Custom pass improvements (#4750)
* Added an API to control which field is visible in the default custom pass UI
* Added after post process custom pass injection point
* Fix objects not rendered in custom passes when moving
* Fix intermediate render target leak
* Fix a memory leak due to SerializeReference UI problem
* Added API to get current buffers and fixed the common pass ui flags
* Fix default custom pass ui length
* Fix abstract custom passes class listed in + menu of custom pass volume
* Moved GetRenderQueueRange to CustomPass.cs so we can access it in a custom C# pass
* same
* Fix custom passes rendered in previews
* Added FadeDistance to the custom pass API and updated the template to use it
* Update changelog
* Add basic alpha composition (#4762)
* Added basic alpha compositing
* Update CHANGELOG.md
* Run generate hlsl (#4764)
* Add reflection fade distance (#4458)
* Add reflection fade distance
* Update CHANGELOG.md
* Updated API docs
* Update HDProbe.cs
* Updated tooltip
* Add planar reflection probe culling along visibility
* Add reflection probe culling along visibility
* Also cull application of texture when weight is null or too far from probe
* Cleaning visibility computation
* Reworked how matcap view is triggered to avoid having it in game view when scene lighting toggle is off (#4603)
* Reworked how matcap view is triggered
* Remove duplication of long lines
* Update changelog
* Make it work for deferred as well
* Remove debug code
* Assign the default volume profile when creating a new HDRP Asset. (#4712)
* Assign the default volume profile when creating the HDRP Asset
* Updated changelog
* Added new fix for null default volume profile in HDRPAsset
* Fixed issue with NPE for wizard
* Fix planar probe fov 0 breaking projection matrix (#4713)
* Fixed 0 scale on planar probe causing invalid projection matrix
* Updated changelog
* Fov clamp
* Fixed typo
* Fix animated preview (#4692)
* Fix animated previews in shadergraph
* Update changelog
* Edited CHANGELOG.md
* Fix bugs with shadow caching (#4725)
* Somewhat working without full atlas, lots of debug code CLEANUP
* Remove debug code.
* Revert "Remove debug code."
This reverts commit 5cbe1220634d99ce544b497fd77b7aa1027660f7.
* Sort of ok , still not fully ok
* Invalidate all the data when light is destroyed or edited out
* Remove debug code
* guards
* Update CHANGELOG.md
* Hdrp/persistent cameras for realtime probes (#4754)
* wip persistent cameras for realtime probes
* Refactored and added tests
* Updated changelog
* Fixed typo
* Better behaviour when no normal map OS, but detail map is present (#4753)
* Better behaviour when no normal map OS, but detail map
* update changelog
* I misunderstood parts of the code, it happened to work on the test case, but not on more complex shapes.
* Cleanup a bit
* Fix issue with matcap PR
* Hdrp decal htile buffer (new) (#4752)
* intermediate commit
* temp commit
* initial implementation of decal property mask buffer
* intermediate commit
* decal property mask buffer works on PC
decal property mask buffer works on PC
* undo accidental changes to this file
* enable atomic support for metal
* fix wave intrinsics path
* fix compiler error for when texture atomis are not supported
* Update HDRenderPipeline.Prepass.cs
prepass works with decals
* Rename TEXTURE_ATOMICS to BUFFER_ATOMICS_IN_PIXEL_SHADER
* Update HDRenderPipeline.cs
fix setting of decal mask buffer
* Fix decals_3rt mode
* Update HDRenderPipeline.cs
* Update HDRenderPipeline.cs
* Update HDRenderPipelineResources.asset
* fix resizing of decal htile buffer
* Update ShaderPassDecal.hlsl
* Update CHANGELOG.md
* Don't instantiate the reflection system in RuntimeInitializeOnLoadMethod callbacks (#4777)
* Don't instantiate when assigning the reflection system
* Updated changelog
* Remove non ascii characters (#4773)
* Remove non-ascii characters
* Added tool file
* Update GeometricTools.hlsl
* Fix how HDRP assets as dependencies are found. (#4784)
* Hdrp decals multiple select bug (#4792)
* Handle cases when some decal projectors in selection have a null material
* Update CHANGELOG.md
* HDRP Wizard fixes (#4779)
* Fix 1188198 and 1174426
Updated fix all action and moved fix all button on top
* Updated changelog
* Fixed an issue where fog color was not exposed correctly (#4785)
* Fixed an issue where fog color was not pre-exposed correctly
* Udpated HDRP test screenshots
* Updated VFX test screenshot
* Put exposure multiplier back outside of GetFogColor
* Rename max environment light on screen by max reflection probe on screen (#4799)
* Fixed EOL for HDRenderPipeline.cs (#4809)
* Custom pass fixes (#4808)
* Fix fade factor value 0 in custom passes
* Fix custom pass priority order
* Fix custom pass cleanup when destroying the volume object
* Fix depth buffer allocation outside of custom pass support
* Updated changelog
* Hdrp/fix trunk change drawrange (#4820)
* Update HDLightUI.cs
* Update HDLightUI.cs
* Replaced most instances of GraphicsSettings.renderPipelineAsset by GraphicsSettings.currentRenderPipeline (#4810)
* replaced most instances of GraphicsSettings.renderPipelineAsset by GraphicsSettings.currentRenderPipeline
# Conflicts:
# com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
* Update changelog
* cleanup various useless define (#4822)
* Update various meta from graphic test.
* Fix for Realtime GI not working when upgrading (#4825)
* Change according to new API
* Update changelog
* Fix for Screen Space Shadows fallback texture not being an array when XR is off (#4824)
* Fix fallback of screen space shadows
* Update changelog
* Add HDRP Yamato target for XR playmode (#4800)
* fix XR layout override
* add playmode XR target to HDRP Yamato config
* disable XR tests on problematic scenes
* Fix offset in reflections caused by precision error (#4774)
* fix precision error in decals normal when should be 0
* Added fix to changelog
* adjust precision for all decal surface normals
* Update Decal.hlsl
* Update Decal.hlsl
* Hdrp/make light layer renamable (#4827)
* Users can customize Light Layer display names inside of their HDRenderPipelineAsset.
Cherry picked with removal of
Cherry picked with removal of comments "custom"
* fix namespace change
* fix duplicate method
* Make it compatible with scalability settings
* Make multiedition support for light layer name fields
* Transform LightLayers into collapsable sub header
* Clean calls and remove duplicate code path
* Update CHANGELOG.md
* Update HDRP-Asset.md
* Fixed pyramid lights bounding box (#4828)
* Fixed pyramid lights bounding box
* Fix failing test
* Removed render graph debug (as it is not finished yet) (#4786)
* Add Lane and Quad Swizzling intrinsics (#4747)
* Quad swap
* Lane swizzling and helpers to get quad communication as well
* Hdrp/staging pt2 (#4781)
* Removed dependency to surfaceData in PT Material.
* Added support for point/spot lights.
* Added support for Burley diffuse.
* Added more convenient switch between Burley and Lambert, upped accum buffer to 32 bits.
* Added distant lights, changed attr names from min/max to minimum/maximum.
* Made Russian roulette more aggressive.
* Added dir light eval, removed dependency to builtinData.
* Merged recent staging
* Added test on geo normal for mtl sampling
* Added comment on super weird compiler bug
* Cosmetic.
* Turned out the weird compiler behaviour was a shader cache issue
* Slight pt mtl refactor.
* Changed how samples are counted to always start with lower dims of Sobol sequence.
* Removed localToWorld matric from material data
* Changed line ending in HDRenderPipeline.cs
* Add explicit exposure for probe rendering (#4691)
* Start but hacky, just to have it in origin
* Fix the problem with SSR
* Add manual exposure control for probe rendering
* Untangle from SSR branch
* Update ProbeSettings.cs
* Docs
* Rename exposure to range compression factor
* Make the range compression factor in advanced settings
* Avoid nans
* Doc updates
* Update changelog
* Renaming things and add comments
* Update the update docs
* Hdrp/staging pt2a (#4830)
* Removed dependency to surfaceData in PT Material.
* Added support for point/spot lights.
* Added support for Burley diffuse.
* Added more convenient switch between Burley and Lambert, upped accum buffer to 32 bits.
* Added distant lights, changed attr names from min/max to minimum/maximum.
* Made Russian roulette more aggressive.
* Added dir light eval, removed dependency to builtinData.
* Merged recent staging
* Added test on geo normal for mtl sampling
* Added comment on super weird compiler bug
* Cosmetic.
* Turned out the weird compiler behaviour was a shader cache issue
* Slight pt mtl refactor.
* Changed how samples are counted to always start with lower dims of Sobol sequence.
* Removed localToWorld matric from material data
* Changed line ending in HDRenderPipeline.cs
* Increased max local light count from 4 to 16.
* Added changelog.
* SSAO Improvements and non temporal version (Copy of 4787) (#4794)
* hacky not working, bad, need to switch branch
* Somewhat functional version, bad quality sadly for high perf. Now submitting to try and make the temporal better.
* More messing around plus a fix on the gather blur
* MESSINGAROUND, this is garbage, but need to diff.
* Need a bit of cleanup, but part 1 is here.
* Better ghosting handling and some UI changes.
* minor cleaning
* Warning for perf.
* Mega debuggy first try and looking at different spatial blur
* Almost there.
* Some more final touches
* Print warning when disabling motion vectors
* update changelog
* Revert temp change
* Manual conflict resolving
* Make temporal default
* Fixing AO on Metal (#4798)
* Hdrp/feature/custom pass doc and icons (#4807)
* Add HDAdditionalLightData icon and CustomPass volume icons
* Begin to add custom pass doc
* Continue doc
* More custom pass doc
* Added first example in custom pass doc
* One example left
* Added scripting example
* Update custom pass volume gizmo image
* Fixed note about render state block in DrawRenderers
* Only allowing ray tracing shader macro to 1 when the platform allows it (#48…1 parent dc8188b commit 0e604b4
208 files changed
Lines changed: 21047 additions & 7529 deletions
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- TestProjects
- HDRP_Tests
- Assets
- GraphicTests
- Common
- TestRunner
- Scenes
- 2x_Lighting
- 2105_GI_BakedLightShape
- 2205_LightLoopCullWOblique
- 2403_Area_TexturedRectLights
- 8x_ShaderGraph
- 9x_Other
- 9401_MSAAForwardOnly
- 9500_LightScripting
- ReferenceImages/Linear
- OSXEditor/Metal
- WindowsEditor
- Direct3D11
- Vulkan
- WindowsPlayer/Direct3D11
- ProjectSettings
- VisualEffectGraph/Assets/ReferenceImages/Linear
- WindowsEditor/Direct3D11
- WindowsPlayer/Direct3D11
- com.unity.render-pipelines.core/ShaderLibrary
- com.unity.render-pipelines.high-definition
- Documentation~
- Images
- Editor
- DefaultScene
- Lighting
- Light
- Reflection
- Material
- Eye/ShaderGraph
- Fabric/ShaderGraph
- Hair/ShaderGraph
- Lit
- ShaderGraph
- StackLit/ShaderGraph
- UIBlocks
- Unlit
- ShaderGraph
- RenderPipeline
- Camera
- CustomPass
- PathTracing
- Raytracing
- Settings
- ShaderGraph
- Sky
- HDRISky
- Upgraders
- Runtime
- Debug
- Lighting
- LightLoop
- Light
- ScreenSpaceLighting
- Shadow
- Material
- Lit
- StackLit
- TerrainLit
- Unlit
- RenderPipeline
- Camera
- PathTracing
- Raytracing
- Shaders
- Shadows
- RenderPass
- CustomPass
- Settings
- Scripting
- ShaderLibrary
- Sky
- GradientSky
- HDRISky
- PhysicallyBasedSky
- Samples~/ProceduralSky/Runtime/ProceduralSky/Resources
- Tests/Editor
- com.unity.testing.hdrp/Scripts/Editor
- com.unity.visualeffectgraph/Editor Default Resources/uss
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