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HDRP bugfix branch to master (#2350)
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* Fixing exceptions in the console when putting the SSGI in low quality mode (render graph). (#2323)

* Add VT frame settings (#2286)

* Add frame setting

* changelog

* Grey setting out and make it always available.

* Reverts tuff meant for antoher branch

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

* Fix undo/redo compositor (#2300)

* Rename function

* Undoable "enable compositor"

* Undo/Redo Enable/Disable compositor

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

* Restored purge of unused resources in render graph (#2306)

* Improve punctual shadow resolution rescale algorithm (#2309)

* Improved the punctual shadow algorithm (it's less agressive now)

* Updated changelog

* Remove unused references of the HDRP asset in decal code (#2326)

* Remove perChannelMask

* changelog

* Fix diffusion profile dependency (#2327)

* Fixed a nullref when a diffusion profile was created

* Updated changelog

* Trying to fix diffusion profile asset dependency

* Fixed export as package

* Updated changelog

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

* Standardize naming for Transparent receive SSR (#2329)

* Renaming

* Changelog

* Fix typos

* Revert "Standardize naming for Transparent receive SSR (#2329)"

This reverts commit 58152f0.

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

* Improvements to the DXR Wizard (#2295)

* - Now the DXR wizard displays the name of the target asset that needs to be changed.
- The DXR wizard displays asset changes as warnings and default frame settings as infos.
- Added the status check of default camera frame settings in the DXR wizard.

* review corrections

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

* Expose HDRP shader tag IDs and per object config (#2292)

* Expose shader pass names API

* Updated changelog

* exposed per object data in HDUtils

* changed constants to accessors

* Moved getters to static

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

* - Updated the documentation about shadow matte and SSShadow and RTShadows. (#2339)

* - Updated the documentation about shadow matte and SSShadow and RTShadows.

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed warnings when new input system is enabled (#2274)

* Fix nan when decal affect normals (#2319)

* Use SafeNormalize

* Update CHANGELOG.md

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

* Fix bleeding of a view into another caused by TAA (#2317)

* Make sure we clamp correctly when sampling in TAA

* Changelog

* More safe fix.

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

* Reset RT Handle size every now and then in editor if set to a big resolution and then reverted back (#2322)

* Reset every now and then

* Changelog

* Bump min to 1440

* Update CHANGELOG.md

Fixed changelog

* Avoid reset if we still need the high res

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

* Hdrp/standardize transparent receive ssr (#2338)

* Renaming

* Changelog

* Fix typos

* Update HDWizard.Window.cs

typo

* Update HDWizard.Window.cs

typo 2

Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com>

* Added default volume profile asset change to the undo stack (case 1285268). (#2330)

* Added default volume profile asset change to the undo stack.

* Updated changelog.

* ...

* ...

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

* Restored default directional light intensity constant (#2345)

* Fixed changelog

* More changelog fix

* Remove useless menu entry (#2335)

* Fixed the ray tracing shadow UI being displayed while it shouldn't (case 1286391). (#2341)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Add fade distance for light impact on volumetrics (#2291)

* Fade

* changelog

* Don't display on directional

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix bit in FrameSettings

* Update sample cubemap image

* Revert "Update sample cubemap image"

This reverts commit 32ba2a8.

* revert: Improve punctual shadow resolution rescale algorithm (#2309)

* Update TestCaseFilters.asset

* Merge branch 'master' into hd/bugfix

* Update SG_DS_Flipped.mat

* update settings

* Update CHANGELOG.md

* remove test case filter in runtime test

* migrate correctly to enable virtual texturing.

* revert some change one in Hdrp/standardize transparent receive ssr #2338

* Fix breaking change in CoreEditorUtils.cs

* Revert "remove test case filter in runtime test"

This reverts commit ce8389b.

* Revert "Restored purge of unused resources in render graph (#2306)"

This reverts commit bc54701.

* Update documentation

* Revert: Fix nan when decal affect normals (#2319)

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
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Showing 54 changed files with 493 additions and 267 deletions.
98 changes: 45 additions & 53 deletions TestProjects/HDRP_DXR_Tests/ProjectSettings/ProjectSettings.asset
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22 changes: 2 additions & 20 deletions TestProjects/HDRP_RuntimeTests/Assets/TestCaseFilters.asset
Original file line number Diff line number Diff line change
Expand Up @@ -17,25 +17,7 @@ MonoBehaviour:
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Expand Up @@ -27,7 +27,7 @@ QualitySettings:
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23 changes: 23 additions & 0 deletions com.unity.render-pipelines.core/Editor/CoreEditorUtils.cs
Original file line number Diff line number Diff line change
Expand Up @@ -448,6 +448,18 @@ public static bool DrawSubHeaderFoldout(GUIContent title, bool state, bool isBox
/// <param name="hasMoreOptions">Delegate saying if we have MoreOptions</param>
/// <param name="toggleMoreOptions">Callback called when the MoreOptions is toggled</param>
/// <returns>return the state of the foldout header</returns>
public static bool DrawHeaderToggle(string title, SerializedProperty group, SerializedProperty activeField, Action<Vector2> contextAction = null, Func<bool> hasMoreOptions = null, Action toggleMoreOptions = null)
=> DrawHeaderToggle(EditorGUIUtility.TrTextContent(title), group, activeField, contextAction, hasMoreOptions, toggleMoreOptions, null);

/// <summary>Draw a header toggle like in Volumes</summary>
/// <param name="title"> The title of the header </param>
/// <param name="group"> The group of the header </param>
/// <param name="activeField">The active field</param>
/// <param name="contextAction">The context action</param>
/// <param name="hasMoreOptions">Delegate saying if we have MoreOptions</param>
/// <param name="toggleMoreOptions">Callback called when the MoreOptions is toggled</param>
/// <param name="documentationURL">Documentation URL</param>
/// <returns>return the state of the foldout header</returns>
public static bool DrawHeaderToggle(string title, SerializedProperty group, SerializedProperty activeField, Action<Vector2> contextAction = null, Func<bool> hasMoreOptions = null, Action toggleMoreOptions = null, string documentationURL = null)
=> DrawHeaderToggle(EditorGUIUtility.TrTextContent(title), group, activeField, contextAction, hasMoreOptions, toggleMoreOptions, documentationURL);

Expand All @@ -459,6 +471,17 @@ public static bool DrawHeaderToggle(string title, SerializedProperty group, Seri
/// <param name="hasMoreOptions">Delegate saying if we have MoreOptions</param>
/// <param name="toggleMoreOptions">Callback called when the MoreOptions is toggled</param>
/// <returns>return the state of the foldout header</returns>
public static bool DrawHeaderToggle(GUIContent title, SerializedProperty group, SerializedProperty activeField, Action<Vector2> contextAction = null, Func<bool> hasMoreOptions = null, Action toggleMoreOptions = null)
=> DrawHeaderToggle(title, group, activeField, contextAction, hasMoreOptions, toggleMoreOptions, null);
/// <summary>Draw a header toggle like in Volumes</summary>
/// <param name="title"> The title of the header </param>
/// <param name="group"> The group of the header </param>
/// <param name="activeField">The active field</param>
/// <param name="contextAction">The context action</param>
/// <param name="hasMoreOptions">Delegate saying if we have MoreOptions</param>
/// <param name="toggleMoreOptions">Callback called when the MoreOptions is toggled</param>
/// <param name="documentationURL">Documentation URL</param>
/// <returns>return the state of the foldout header</returns>
public static bool DrawHeaderToggle(GUIContent title, SerializedProperty group, SerializedProperty activeField, Action<Vector2> contextAction = null, Func<bool> hasMoreOptions = null, Action toggleMoreOptions = null, string documentationURL = null)
{
var backgroundRect = GUILayoutUtility.GetRect(1f, 17f);
Expand Down
2 changes: 2 additions & 0 deletions com.unity.render-pipelines.core/Runtime/Camera/FreeCamera.cs
Original file line number Diff line number Diff line change
Expand Up @@ -35,6 +35,7 @@ public class FreeCamera : MonoBehaviour
/// </summary>
public float m_Turbo = 10.0f;

#if !USE_INPUT_SYSTEM
private static string kMouseX = "Mouse X";
private static string kMouseY = "Mouse Y";
private static string kRightStickX = "Controller Right Stick X";
Expand All @@ -44,6 +45,7 @@ public class FreeCamera : MonoBehaviour

private static string kYAxis = "YAxis";
private static string kSpeedAxis = "Speed Axis";
#endif

#if USE_INPUT_SYSTEM
InputAction lookAction;
Expand Down
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