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commit a46dee62848c11c9f2a7e5f481ecec84a607f73c
Author: martint-unity <martint@unity3d.com>
Date:   Fri Apr 9 12:55:52 2021 +0200

    removed old tests that shouldnt live here

commit 2a68e59ec461b8f3440968df5290a4f2e15c62ef
Author: martint-unity <martint@unity3d.com>
Date:   Thu Apr 8 12:31:26 2021 +0200

    Addressed PR Feedback

commit e2710cd48abd772510191b4356d1a7b5af67ac27
Author: martint-unity <martint@unity3d.com>
Date:   Wed Apr 7 15:19:58 2021 +0200

    added some doc strings

commit 0836acc8eca4ccd4100863967a67ab4c3a58f796
Author: martint-unity <martint@unity3d.com>
Date:   Wed Apr 7 15:10:00 2021 +0200

    Removed unnecessary files

commit b532a7e07c582ec6ac23dd8249c35fd66679ba65
Author: martint-unity <martint@unity3d.com>
Date:   Wed Apr 7 14:05:51 2021 +0200

    fixed a small bug in init method and list refresh

commit 6437db9807904ae38db3f2ee601f486d5a8eb2d7
Author: martint-unity <martint@unity3d.com>
Date:   Wed Apr 7 13:15:30 2021 +0200

    cleaned out and documented code

commit faca1ea8e04f86c3fc507ee33745bef5baeed77b
Author: martint-unity <martint@unity3d.com>
Date:   Wed Mar 31 09:38:34 2021 +0200

    Added manipulator, trying out userData for index

commit 366210d5c3b9c633ba11d08c3cc3a62c2533b3da
Merge: 366d835f13 ea8141c830
Author: martint-unity <martint@unity3d.com>
Date:   Tue Mar 30 15:18:00 2021 +0200

    Merge branch 'master' into universal/upgrader/builtin-to-urp-upgrader-framework

    # Conflicts:
    #	TestProjects/UniversalGraphicsTest_PostPro/Assets/Editor/Converter.meta
    #	TestProjects/UniversalGraphicsTest_PostPro/Assets/Editor/Converter/Widget.meta
    #	TestProjects/UniversalGraphicsTest_PostPro/Assets/Editor/Converter/Widget/converter_widget.uss
    #	TestProjects/UniversalGraphicsTest_PostPro/Assets/Editor/Converter/Widget/converter_widget.uss.meta
    #	TestProjects/UniversalGraphicsTest_PostPro/Assets/Editor/Converter/Widget/converter_widget.uxml
    #	TestProjects/UniversalGraphicsTest_PostPro/Assets/Editor/Converter/Widget/converter_widget.uxml.meta
    #	TestProjects/UniversalGraphicsTest_PostPro/Assets/Editor/Converter/Widget/converter_widget_item.uxml
    #	TestProjects/UniversalGraphicsTest_PostPro/Assets/Editor/Converter/Widget/converter_widget_item.uxml.meta
    #	TestProjects/UniversalGraphicsTest_PostPro/Assets/Editor/Converter/converter_editor.uss
    #	TestProjects/UniversalGraphicsTest_PostPro/Assets/Editor/Converter/converter_editor.uss.meta
    #	TestProjects/UniversalGraphicsTest_PostPro/Assets/Editor/Converter/converter_editor.uxml
    #	TestProjects/UniversalGraphicsTest_PostPro/Assets/Editor/Converter/converter_editor.uxml.meta

commit 366d835f137084428d7e046a6967ae97568bc791
Author: martint-unity <martint@unity3d.com>
Date:   Tue Mar 30 15:08:40 2021 +0200

    oups, active bool was placed in the wrong statment

commit a5116c7944797c720371a091a0bc2f0ef88fb06d
Author: martint-unity <martint@unity3d.com>
Date:   Tue Mar 30 15:03:51 2021 +0200

    Added active bool to converteritemstate

    Tested contextual menu for list view items

commit ea8141c830f45f8f43cc80fdbce256dc3a47d15d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 30 13:25:36 2021 +0200

    [VFX/X-Pipeline] Update HDRP asset (#4017)

    * Update & Resave project

    * Revert "Update & Resave project"

    This reverts commit 942d56c4a1d2c4af60af116c8ee4302d08afe63c.

    * *Reapply update (re-saving project)

    * *Re-apply diffusion profile & default volume

commit ae91521420d0959473e984918b03861b2603337a
Author: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
Date:   Tue Mar 30 12:34:39 2021 +0200

    [HDRP] Add Planar reflections coverage for SubSurfaceScattering in HDRP Runtime Tests (#4016)

    * Hd/fix 1299116 tesselation cull (#3057)

    * Fixed Render Graph immediate mode. (#3033)

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

    * Fix issue with shadow mask and area lights (#3019)

    * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

    * Changelog

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

    * Fix issue with capture callback (now includes post processing results) (#3035)

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

    * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

    * Fixed ShaderGraph decal draw order

    * Updated changelog

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

    * Fixed various Look Dev issues after exiting Playmode (#2956)

    * Fixed access to invalid Contexts references after exiting playmode.

    * Fixed comparison gizmo after playmode.

    * Fixes from PR feedback

    * StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

    * Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

    * Implement custom drawer for layer mask parameters (#3066)

    * Adding mixed light baking shadowmask test (#3052)

    * adding a shadow mask test

    * Update reference images

    * Fixing hull constant shader's tesselation cull algorithm.
    Before it was comparing edges being out of the frustum. This is wrong
    because the camera could be inside a triangle, in which case the edges could
    be out of at least 1 frustum plane.
    Correct fix is to check all three vertices if they are out of at least 1 plane.
    Result packed tightly into the functions w return component.

    * Renamed to a new function so we keep backwards compatibility.
    Restored the shadow shader pass path, accidentally changed it to bool4 and use near plane.

    * Fixing type back to bool, instead of bool4

    * Merging changelog information from rebase.

    * Making sure scene declaration pass is a bool4

    * Adding new test for tesselation culling, with a weird camera angle which fails previous setup.

    * Fixing formatting of code, rearranging order of test in editor build settings.

    * Adding reference images for test.

    * Missing meta file for new tests

    * Fix bad merge issue

    * fix bad merge issue

    * fix bad merge issue

    Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
    Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
    Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
    Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
    Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
    Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
    Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
    Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>

    * Change the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count (case 1301356). (#3032)

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

    * [HDRP] Added a RenderGraph pass that resets the camera size after the dynamic res upscale (#3070)

    * Added a RenderGraph pass that resets the camera size after the dynamic res upscale

    * Updated changelog

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

    * fixed class name

    * update class name

    * PR fix

    * Fixed RTHandle scale

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

    * Fix Light Intensity UI Prefab Override Application (1299563) (#3061)

    * Fixed Render Graph immediate mode. (#3033)

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

    * Fix issue with shadow mask and area lights (#3019)

    * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

    * Changelog

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

    * Fix issue with capture callback (now includes post processing results) (#3035)

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

    * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

    * Fixed ShaderGraph decal draw order

    * Updated changelog

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

    * Fixed various Look Dev issues after exiting Playmode (#2956)

    * Fixed access to invalid Contexts references after exiting playmode.

    * Fixed comparison gizmo after playmode.

    * Fixes from PR feedback

    * Apply the fix

    * Changelog

    * Mofified approach to the fix, this time also fixing override saving of light unit

    * Use more precise rect line offset calculation

    * Update CHANGELOG.md

    Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
    Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
    Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
    Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
    Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>

    * Fix Undo/Redo Stability for Light Temperature (1304176, 1301076) (#3079)

    * Fixed Render Graph immediate mode. (#3033)

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

    * Fix issue with shadow mask and area lights (#3019)

    * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

    * Changelog

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

    * Fix issue with capture callback (now includes post processing results) (#3035)

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

    * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

    * Fixed ShaderGraph decal draw order

    * Updated changelog

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

    * Fixed various Look Dev issues after exiting Playmode (#2956)

    * Fixed access to invalid Contexts references after exiting playmode.

    * Fixed comparison gizmo after playmode.

    * Fixes from PR feedback

    * StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

    * Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

    * Implement custom drawer for layer mask parameters (#3066)

    * Adding mixed light baking shadowmask test (#3052)

    * adding a shadow mask test

    * Update reference images

    * Apply the fix

    * Changelog

    * Update CHANGELOG.md

    * fix merge issue

    Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
    Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
    Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
    Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
    Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
    Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
    Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
    Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>

    * Fix labels style (#3046)

    * Fixed Render Graph immediate mode. (#3033)

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

    * Fix issue with shadow mask and area lights (#3019)

    * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

    * Changelog

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

    * Fix issue with capture callback (now includes post processing results) (#3035)

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

    * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

    * Fixed ShaderGraph decal draw order

    * Updated changelog

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

    * Fixed various Look Dev issues after exiting Playmode (#2956)

    * Fixed access to invalid Contexts references after exiting playmode.

    * Fixed comparison gizmo after playmode.

    * Fixes from PR feedback

    * Fix labels style

    * Update CHANGELOG.md

    Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
    Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
    Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
    Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
    Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>

    * Fixed side effect on styles during compositor rendering. (#3081)

    * Fixed Render Graph immediate mode. (#3033)

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

    * Fix issue with shadow mask and area lights (#3019)

    * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

    * Changelog

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

    * Fix issue with capture callback (now includes post processing results) (#3035)

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

    * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

    * Fixed ShaderGraph decal draw order

    * Updated changelog

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

    * Fixed various Look Dev issues after exiting Playmode (#2956)

    * Fixed access to invalid Contexts references after exiting playmode.

    * Fixed comparison gizmo after playmode.

    * Fixes from PR feedback

    * StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

    * Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

    * Implement custom drawer for layer mask parameters (#3066)

    * Adding mixed light baking shadowmask test (#3052)

    * adding a shadow mask test

    * Update reference images

    * Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020)

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

    * Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027)

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

    * Changed the warning message for ray traced area shadows (case 1303410). (#3029)

    * - Changed the warning message for ray traced area shadows (case 1303410).

    * Adds approximation information about ray-traced area shadows

    Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

    * Fixed side effect on styles during compositor rendering.

    * Update CHANGELOG.md

    * fix merge issue

    Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
    Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
    Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
    Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
    Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
    Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
    Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
    Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
    Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

    * [HDRP][Compositor] Fix size and spacing of compositor info boxes (#3101)

    * Fixed Render Graph immediate mode. (#3033)

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

    * Fix issue with shadow mask and area lights (#3019)

    * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

    * Changelog

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

    * Fix issue with capture callback (now includes post processing results) (#3035)

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

    * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

    * Fixed ShaderGraph decal draw order

    * Updated changelog

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

    * Fixed various Look Dev issues after exiting Playmode (#2956)

    * Fixed access to invalid Contexts references after exiting playmode.

    * Fixed comparison gizmo after playmode.

    * Fixes from PR feedback

    * StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

    * Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

    * Implement custom drawer for layer mask parameters (#3066)

    * Adding mixed light baking shadowmask test (#3052)

    * adding a shadow mask test

    * Update reference images

    * Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020)

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

    * Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027)

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

    * Changed the warning message for ray traced area shadows (case 1303410). (#3029)

    * - Changed the warning message for ray traced area shadows (case 1303410).

    * Adds approximation information about ray-traced area shadows

    Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

    * Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)

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

    * Removed 2505_Area_Light_ShadowMask_Baking from baking queue (#3087)

    * Lightmaps / Removed scene from baking queue + meta files

    * update reference screenshots

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

    * Fix size and spacing of compositor info boxes

    * Fix typo in changelog

    Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
    Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
    Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
    Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
    Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
    Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
    Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
    Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
    Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

    * [HDRP][Compositor] Fix color picker UI glitch in the Graphics Compositor (#3105)

    * Fixed Render Graph immediate mode. (#3033)

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

    * Fix issue with shadow mask and area lights (#3019)

    * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

    * Changelog

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

    * Fix issue with capture callback (now includes post processing results) (#3035)

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

    * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

    * Fixed ShaderGraph decal draw order

    * Updated changelog

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

    * Fixed various Look Dev issues after exiting Playmode (#2956)

    * Fixed access to invalid Contexts references after exiting playmode.

    * Fixed comparison gizmo after playmode.

    * Fixes from PR feedback

    * StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

    * Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

    * Implement custom drawer for layer mask parameters (#3066)

    * Adding mixed light baking shadowmask test (#3052)

    * adding a shadow mask test

    * Update reference images

    * Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020)

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

    * Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027)

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

    * Changed the warning message for ray traced area shadows (case 1303410). (#3029)

    * - Changed the warning message for ray traced area shadows (case 1303410).

    * Adds approximation information about ray-traced area shadows

    Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

    * Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)

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

    * Removed 2505_Area_Light_ShadowMask_Baking from baking queue (#3087)

    * Lightmaps / Removed scene from baking queue + meta files

    * update reference screenshots

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

    * Removed unused index parameter

    * Fix box light attenuation (#3056)

    * Fix box light attenuation

    * Update screenshots

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

    * Revert "Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)"

    This reverts commit 55bb6ff781233350ca8f3db747b8593acfbda4a3.

    * Revert "Revert "Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)""

    This reverts commit 57ee23b9177c581f50c8a8ac4e3dfd166646acc7.

    * Fix default value of  _SpecularOcclusionBlend

    * Fix color picker UI glitch in the Graphics Compositor

    Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
    Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
    Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
    Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
    Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
    Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
    Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
    Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
    Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

    * Fix 1299233 ies resize bug (#3094)

    * Fixed Render Graph immediate mode. (#3033)

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

    * Fix issue with shadow mask and area lights (#3019)

    * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

    * Changelog

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

    * Fix issue with capture callback (now includes post processing results) (#3035)

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

    * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

    * Fixed ShaderGraph decal draw order

    * Updated changelog

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

    * Fixed various Look Dev issues after exiting Playmode (#2956)

    * Fixed access to invalid Contexts references after exiting playmode.

    * Fixed comparison gizmo after playmode.

    * Fixes from PR feedback

    * StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

    * Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

    * Implement custom drawer for layer mask parameters (#3066)

    * Adding mixed light baking shadowmask test (#3052)

    * adding a shadow mask test

    * Update reference images

    * Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020)

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

    * Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027)

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

    * Changed the warning message for ray traced area shadows (case 1303410). (#3029)

    * - Changed the warning message for ray traced area shadows (case 1303410).

    * Adds approximation information about ray-traced area shadows

    Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

    * Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)

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

    * Fix 1299233 ies resize bug

    * change log

    * Update CHANGELOG.md

    * fix merge issue

    Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
    Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
    Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
    Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
    Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
    Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
    Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
    Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
    Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
    Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

    * filter for xbone addded (#3116)

    * [Yamato] Enable cache server for standalone build jobs (#3106)

    * create standalone_cache jobs

    * use cache jobs for trunk verification

    * fix commands so linux can recognise them

    need to wrap each string around "extra-editor-arg"

    * Fix undo redo on layered lit editor (#3059)

    * Fixed Render Graph immediate mode. (#3033)

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

    * Fix issue with shadow mask and area lights (#3019)

    * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

    * Changelog

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

    * Fix issue with capture callback (now includes post processing results) (#3035)

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

    * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

    * Fixed ShaderGraph decal draw order

    * Updated changelog

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

    * Fixed various Look Dev issues after exiting Playmode (#2956)

    * Fixed access to invalid Contexts references after exiting playmode.

    * Fixed comparison gizmo after playmode.

    * Fixes from PR feedback

    * Fix undo redo on layered lit editor

    * Update CHANGELOG.md

    Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
    Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
    Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
    Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
    Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>

    * [HDRP] Added Vulkan install in system requirements (#3122)

    * Added vulkan install in system requirements

    * Reworded content

    Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

    * [HDRP] Fix issue with compositor related custom passes (#3055)

    * Fixed Render Graph immediate mode. (#3033)

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

    * Fix issue with shadow mask and area lights (#3019)

    * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

    * Changelog

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

    * Fix issue with capture callback (now includes post processing results) (#3035)

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

    * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

    * Fixed ShaderGraph decal draw order

    * Updated changelog

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

    * Fixed various Look Dev issues after exiting Playmode (#2956)

    * Fixed access to invalid Contexts references after exiting playmode.

    * Fixed comparison gizmo after playmode.

    * Fixes from PR feedback

    * Fix issue with compositor related custom passes still active after disabling the compositor

    Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
    Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
    Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
    Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>

    * Fixed some render texture leaks. (#3050)

    * Fixed Render Graph immediate mode. (#3033)

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

    * Fix issue with shadow mask and area lights (#3019)

    * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

    * Changelog

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

    * Fix issue with capture callback (now includes post processing results) (#3035)

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

    * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

    * Fixed ShaderGraph decal draw order

    * Updated changelog

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

    * Fixed various Look Dev issues after exiting Playmode (#2956)

    * Fixed access to invalid Contexts references after exiting playmode.

    * Fixed comparison gizmo after playmode.

    * Fixes from PR feedback

    * Fixed a few render texture memory leaks.

    * Update changelog

    * Added comment

    * Update CHANGELOG.md

    Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
    Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
    Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
    Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>

    * Hd/fix wizard runtime resources (#3123)

    * Fix runtim resource wizard fix regression

    * Update CHANGELOG.md

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

    * [HDRP] Fixed lookdev reload bug when viewing a scene object (#3108)

    * Fixed lookdev reload bug when viewing a scene object

    * Updated changelog

    * Re-added lookdev fix

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

    * [HDRP] Fix error in Depth Of Field near radius blur calculation (#3131)

    * Fix error in Depth Of Field near radius blur calculation

    * Fix typo

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

    * [HDRP] Fix GC allocs (#3136)

    * Fix gc alloc errors

    * Avoid setting the name of an object during render (gc alloc)

    * Avoid gc allocs (for real this time)

    * Revert: Fix 1299233 ies resize bug (#3094)

    * Hide light shadow near plane gizmo when shadows are disabled (#3114)

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

    * Hd/fix backplate globalcubemap2 (#3111)

    * Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts.

    * Update changelog

    * Remove useless code

    * Compilation fix.

    * Update doc

    * Update Override-HDRI-Sky.md

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

    * [HDRP][Path Tracing] Added alpha channel to path traced results (#3127)

    * Added alpha support changes for path tracing in bugfix branch.

    * Updated changelog and added doc.

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

    * Doc update (#3160)

    * Fix various shader warnings (#3158)

    * Histogram and scalarization warnings.

    * Fix warning in probe

    * Changelog

    * Update CHANGELOG.md

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

    * Update Override-Screen-Space-GI.md

    * Fixed shadow matte not working with ambient occlusion when MSAA is en… (#3157)

    * Fixed shadow matte not working with ambient occlusion when MSAA is enabled

    * Add MSAA test

    * update refrence screenshots win dx11

    * update DX12 and win vulkan screen

    * update screenshots for mac

    * update screen of linux vulkan

    * Update HDLightUI.cs (#3203)

    * [HDRP] fix nullref when chaging RP from HDRP to URP (#3191)

    * Fixed volume atlas release

    * Updated changelog

    * fix case 1307653 (#3205)

    * Fix LookDev env library assignment after leaving playmode. (#3214)

    * Fixed LookDev environment library assignement after leaving playmode.

    * Update changelog

    * Update Hair Shader Preset Documentation (#3208)

    * Correct the language for hair shader documentation.

    * Update hair-shader.md

    * Update hair-shader.md

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

    * [HDRP] Fix locale diffusion profile shader property value in ShaderGraph (#3213)

    * Fixed diffusion profile shader property float values using the current culture instead of invariant

    * Updated changelog

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

    * Fix error in the RTHandle scale of Depth Of Field when TAA is enabled (#3182)

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

    * Reset to current quality settings after preprocess build in HDRP (#3218)

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

    * Have bilinear default (#3223)

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

    * Update CHANGELOG.md

    * Added missing character to the layered lit document (#3310)

    * Fix needs of exposure for debug display "SSR Transparent" (#3308)

    * Fix needs of exposure for debug display "SSR Transparent"

    * Add Change Log

    * [HDRP] Fix GUI exception in material UI (#3315)

    * Fixed an exception when opening the color picker in a material UI

    * Updated changelog

    * [HDRP] Update decal angle fade tooltip (#3322)

    * Added tooltip in decal fade angle prop

    * Updated changelog

    * Mention in TAA doc that a certain use case will lead to problems. (#3317)

    * Doc update.

    * Review feedback.

    * Hide shadow resolution value (#3335)

    * Bump timer of 2nd runtime test to make it work on all platforms.  (#3314)

    * Bump wait

    * Bump timer again

    * Revert "Bump timer again"

    This reverts commit 6bfc7943a6173025d8d268477e3985b0479e6922.

    * Fix light frustum planes (#3341)

    * Project skybox without perspective for ortho cameras (#2955)

    * [HDRP] Fix coat normal space (#2888)

    * Fix coat normal space

    * Update CHANGELOG.md

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

    * Avoid issues causing faulty transitions in shadows (resulting in no shadows with unconventional aspect ratio)  (#2776)

    * Fixed volume component tooltips using the same parameter name (#2754)

    * Use the proper history info for Bicubic resampling in TAA (#2759)

    * Use proper info for previous buffer info

    * changelog

    * Fixed lookdev movement (#2757)

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

    * [HDRP] Fix issue with saving some quality settings in volume overrides (#2758)

    * Fix issue with saving some quality settings volume overrides

    * Fix typo in changelog

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

    * [HDRP] Fixed NullReferenceException in HDRenderPipeline.UpgradeResourcesIfNeeded (case 1292524) (#2765)

    * fix issue with confusing text (#2766)

    * Fix

    * Fix white dots

    * Changelog

    * Rename the sunrise icon to fix typo, causing issue with 2x resolution loading. (#2809)

    * [HDRP] Rename HDRP to HD Render Pipeline in menu item (#2819)

    * [HDRP] Update HDRP menu in shader graph

    * Update CHANGELOG.md

    * HDRP/Fix package version showing package after the last "verified" package (#2783)

    * Fix typo

    * Remove last version checker from wizard and add link to package manager instead

    * Update CHANGELOG.md

    * Update documentation

    * Update Render-Pipeline-Wizard.md

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

    * Revert bad changelog merge

    * Update CHANGELOG.md

    * Update CHANGELOG.md

    Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
    Co-authored-by: John Parsaie <johnpa@unity3d.com>
    Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>

    * Fixed invalid loop length for probe baking (case 1289680) (#2830)

    * Fixed invalid loop length for probe baking (case 1289680)

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

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

    * Update CHANGELOG.md

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

    * Fix volumetric fog with XR single-pass (#2823)

    * fix volumetric fog with XR single-pass rendering

    * update changelog

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

    * [HDRP] Fix rendering issues for the first frame (#2836)

    * Fix first frame exposure, depth pyramid / AO

    * Update changelog

    * Comment

    * Typo

    * Add missing RenderGraphBuilder.ReadTexture call

    * Move ComputePackedMipChainInfo at the beginning of ExecuteWithRenderGraph

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

    * Update 5001_Fog_FogFallback.png

    * Revert "Update 5001_Fog_FogFallback.png"

    This reverts commit 2653b9c6f42670ba1c46090b1d1e0118f7d0fe6a.

    * Update 5001_Fog_FogFallback.unity

    * Fix AOV API for render graph (#2909)

    * Fix AOV api in rendergraph

    # Conflicts:
    #	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs

    * Update changelog

    * Fix a small discrepancy in the marker placement in light intensity sliders (#2924)

    * Update CHANGELOG.md

    * Fix issue with VT spewing errors when transparent and opaque are disabled (#2925)

    * Fix

    * Changelog

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

    * Fixed a bug in the sphere-aabb light cluster (case 1294767). (#2920)

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

    * Move EndCameraRendering callback out of the profiling scope (#2917)

    * Move EndCameraRendering callback out of the profiling scope

    * added a comment

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

    * Fixed baked light being included into the ray tracing light cluster (case 1296203). (#2915)

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

    * Handle all enums the same way for UI (#2913)

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

    * Changed the message when the graphics device doesn't support ray tracing (case 1287355). (#2916)

    * [HDRP] Fix default blocks for Hair and Eye shader graphs (#2919)

    * Fixed default eye shader blocks

    * Fix missing emission block in hair shader

    * Updated changelog

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

    * Init scene camera debug framesettings (#2931)

    * Fixed using the wrong method to define if a light should be included in the light cluster depending on its baking status. (#2932)

    * - Fixed using the wrong method to define if a light should be included in the light cluster depending on its baking status.

    * Update CHANGELOG.md

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

    * [HDRP] Change the behavior of custom passes when the volume is disabled (#2930)

    * Changed the behavior of custom passes when the Custom Pass Volume component is disabled

    * Updated changelog

    * Fixed display of LOD Bias and maximum level in frame settings when using Quality Levels (#2921)

    * Fixed display of LOD Bias and maximum level in frame settings when using Quality Levels

    * Update changelog

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

    * Fixed an issue when trying to open a look dev env library when Look Dev is not supported. (#2929)

    * Fixed an issue when trying to open a look dev env library when Look Dev is not supported.

    * Update changelog

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

    * Enable Reflector for Spotlight by default

    * - Fixed shader graph not supporting indirectdxr multibounce (case 1294694). (#2933)

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

    * Fixed the planar depth texture not being properly created and rendered to (case 1299617). (#2926)

    * Fixed the planar depth texture not being properly created and rendered to (case 1299617).

    * adding comment

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

    * Fixed C# 8 compilation issue with turning on nullable checks (case 1300167) (#2949)

    * Fixed C# 8 compilation issue with turning on nullable checks - bis (#2951)

    * Fixed C# 8 compilation issue with turning on nullable checks (case 1300167)

    * Update MaterialDebug.cs

    * Fix scripting light test with enableReflector true by default

    * Project skybox without perspective for ortho cameras

    * Explicit orthographic argument

    Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
    Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
    Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
    Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
    Co-authored-by: John Parsaie <johnpa@unity3d.com>
    Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
    Co-authored-by: Frédéric Vauchelles <55485372+fredericv-unity3d@users.noreply.github.com>
    Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
    Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
    Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

    * Fix non temporal SSAO issues with the rendergraph pass  (#3351)

    * Fix

    * changelog

    * Reset ambient probe upon switching to very different skies (#3340)

    * Set ambient probe to black when there is a big difference

    * Changelog

    * Fix a couple of things

    * Change name

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

    * Fix white flash on camera cuts with volumetric  (#3354)

    * Have two frames with reprojection off on cut (due to exposure)

    * changelog

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

    * Fix issues with light layers issues when editing multiple lights (#3323)

    * Avoid syncing light layers when we have multiple values.

    * Changelog

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

    * Maximum of reflection distance must be bound by the min of all dimensions, (#3329)

    not the maximum.

    * Fixed debug panel reseting when going through enum items (#3370)

    * tentative fix for enum navigation in the runtime debug UI

    * Update changelog

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

    * Fix keywords with fbx importer (#3350)

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

    * Fixed lightmaps not working properly with shader graphs in ray traced reflections (case 1305335). (#3352)

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

    * revert: Reset ambient probe upon switching to very different skies (#3340)

    * Hdrp/fix tesselation wireframe (#3355)

    * SCENEPICKING pass was utilizing a camera that had relative rendering on, however
    world positions in SCENEPICKING are absolute. This causes inconsystencies in tesselation wireframe view.
    This fix corrects the offset of worldspace on tesselation for SCENEPICKING pass.

    * Correct range (0 to 1) in order to get pixel accurage projection value.

    * Moving function to LitDataMeshModification.hlsl for clarity.

    * Changing CameraView matrix instead of offsetting the position using macro forwarding.

    * Redirecting camera matrix more cleanly.

    * Reordering picking transforms include for proper macro order.

    * Changelog description

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

    * Adding missing meta from HDRP_test

    * Hd/fix input registering domain reload (#3373)

    * Update InputRegistering.cs

    * Remove asset modification if InputSystem package is in use

    * Prevent missuse of InputRegistering while InputSystem package is in use

    * Update CHANGELOG.md

    * cleaning

    * more cleaning

    * Update code to use Next instead of GetArrayElementAtIndex

    * Fix nullref (#3460)

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

    * Fix DepthOfField CoC debug view (#3466)

    * Push stuff for debug

    * changelog

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

    * Fixed an issue with first frame of ao causing some kind of ghosting e… (#3457)

    * Fixed an issue with first frame of ao causing some kind of ghosting effect.

    * Update changelog

    * Fix mipmap generation internal format (#3470)

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

    * Change wizard check to be ok with -force api (#3422)

    * Delete Volumes.meta

    * revert: Hd/fix input registering domain reload #3373

    * update Vulkan win reference screenshots

    * Fixed performance issue with ShaderGraph and Alpha Test

    * Fixed dimensionality of a couple vectors (from 3 to 2). (#3395)

    * Fix error when increasing the maximum planar reflection limit (#3332)

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

    * Updated documentation of RequestRenderNextUpdate (#3368)

    * Updated documentation of RequestRenderNextUpdate

    * Fixed documentation

    * Update HDProbe.cs

    * Update HDAdditionalReflectionData.cs

    Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

    * Fix alpha output in AOVs and debug views when using shadow matte (#3593)

    * Fix shader compile error with debug output and shadow matte

    * Correct alpha output in AOVs and material debug when using shadow matte

    * Update changelog

    * Added an additional check in the "check scene for ray tracing" (case 1314963). (#3616)

    * Fixed an issue with transparent meshes writing their depths and recursive rendering (case 1314409). (#3619)

    * Fixed issue with compositor custom pass hooks added/removed repeatedly (#3613)

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

    * [HDRP] Fixed SSR with SSR_Transparent (#3603)

    * Fixed SSR used with transparent: Keyword overrided

    * Change Log

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

    * Decal in material debug display (#3608)

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

    * Formatting

    * Hd/fix pivot size ratio percistency through 0 (#3600)

    * Change default pivot

    * Fix ratio persistency through 0 size (case 1308338)

    * Update CHANGELOG.md

    * Added multi edition support

    * Add missing Undo recording

    * Fix multi edition initialization and multiple state display and targets used in OnSceneGUI

    * Add missing projection update

    * Fix inspector refresh when there is multiple different value and we edit them (remove multiple state)

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

    * [HDRP] Fix volume component nullref (#3644)

    * Fixed nullref when adding a volume component in a Volume profile asset

    * Updated changelog

    * Fixed decal normal for double sided materials (case 1312065) (#3610)

    * Fixed decal normal for double sided materials (case 1312065)

    * Simplify mirror mode

    * Update DecalUtilities.hlsl

    * Update DecalUtilities.hlsl

    * Updates graphic test

    * Update screenshots

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

    * Fixed render graph resource log to display properly MB and improved readability. (#3638)

    * Display a warning help box when decal atlas is out of size (#3634)

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

    * Improved render texture debug names (#3631)

    * Fixing ordering of UI Frame settings [Fogbugz 1315452] (#3628)

    * Fixing wrong ordering of frame settings on the UI.
    Ignoring enums that are tagged as obsolete.

    * Moving reflection call to its own utility function, and caching frame settings names.

    * Adding changelog changes.

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

    * Port change. (#3656)

    * Fix issue with velocity rejection in post-DoF TAA (#3672)

    * Unify Emissive mapping options on lit shaders (#3606)

    * Add POM to emissive on tessellated shaders

    * Fix uv1 for lit shaders

    * Updated graphic test

    * reenable test

    * Update screenshots (test for linux)

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

    * Fix a leak cause for area light cookies  (#3614)

    * Add border around texture when blitting

    * Comments

    * tentative fix

    * Actual fix.

    * Update 5001_PathTracing.png

    * Update 1202_Lit_DoubleSideNormalMode.unity

    * Hd/alpha to mask frame setting fix 1315452 (#3681)

    * OverridableFrameSettingsArea.Field.overrideable and OverridableFrameSettingsArea.Field.customOverrideable are duplicate delegates:

    - They are only called in OverridableFrameSettingsArea.Field.IsOverrideableWithDependencies.
    - overrideable first gets a chance to declare the field as not overridable, and then customOverrideable gets a chance to override the final result.
    - customOverrideable is called once for each FrameSettingsFieldAttribute.dependencies, sometimes resulting in duplicate run of the same function with the same input multiple times.
    - customOverrideable is also coupled with some "positive / negative dependency" system making it hard to understand unnecessarily.

    It is neater to keep only OverridableFrameSettingsArea.Field.overrideable and delete OverridableFrameSettingsArea.Field.customOverrideable, while adding a ignoreOverride boolean.

    * With the previous commit, declaring a field with both positive and negative dependency no longer has weird problem with custom override-able delegate. So we give AlphaToMask a positive and a negative dependency as is needed.

    But still the AlphaToMask field needs a custom override-able delegate to handle cases like when HDRP Asset force deferred while frame setting has forward Lit Shader Mode, so we added a custom override-able delegate too.

    * update CHANGELOG.md

    * Update CHANGELOG.md

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

    * Hd/rough distortion fix 1317952 (#3683)

    * Fix Rough Distortion frame setting not greyed out when Distortion is disabled in HDRP Asset

    * update CHANGELOG.md

    * Fix issue with physically-based DoF computation and transparent materials with depth-writes ON. (#3689)

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

    * Update RaytracingIntersection.hlsl (#3703)

    * Hd/fix access current hdrp asset for default frame settings 1317968 (#3695)

    * Fix issue of accessing default frame setting stored in current HDRPAsset instead fo the default HDRPAsset

    * Update CHANGELOG.md

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

    * Fix SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset (#3693)

    * Fix SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset

    * Update CHANGELOG.md

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

    * Reduced the maximal number of bounces for both RTGI and RTR (case 1318876). (#3864)

    * Fix scene being fully grey on playstation when histogram exposure is used but not curve remapping (#3867)

    * Allocate the curve texture always

    * Changelog

    * fix faulty lights (#3870)

    * Fixed indent level on material Global Illumination field (#3881)

    * [HDRP] Disc light realtime gi UI error (#3866)

    * Added an error in the UI when trying to use disk lights with realtime GI

    * Updated changelog

    * Remove useless shaders from the creation menu (#3893)

    * Fixed HDRPAsset loosing its reference to the ray tracing resources when clicking on a different quality level that doesn't have ray tracing (case 1320304). (#3894)

    * Fixed error message when having MSAA and Screen Space Shadows (case 1318698). (#3865)

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

    * Fixed Nans happening in RTR when the history render target is bigger than the current viewport (case 1321139). (#3876)

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

    * [HDRP] Fix tube light mode (#3871)

    * Fixed tube light mode selection (case 1317776)

    * Updated changelog

    * PR fixes

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

    * Added tooltips for features being disabled because of MSAA/Raytracing (#3879)

    * Added tooltips to warn when some features may be disabled.

    * Update change log

    * Formatting

    * Update CHANGELOG.md

    * Changed the behavior of the clear coat and SSR/RTR for the stack lit to mimic the Lit's behavior (case 1320154). (#3872)

    * Changed the behavior of the clear coat and SSR/RTR for the stack lit to mimic the Lit's behavior (case 1320154).

    * Added information about using clear coat with rtr

    * Reference image meta file (long time oversight)

    * Modifying test 1302_03 Stacklit to make it fail with new fix

    * Update reference images

    Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
    Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

    * Fix warning for ShadowLoop (#3885)

    * Fix warning and changelog

    * Fix formating

    * Remove unused variable

    * Unused variable

    Co-authored-by: SoufianeKHIAT <soufiane.khiat@gmail.com>

    * Fix SSR for 4K Render Target (#3874)

    * Fix SSR for 4K (tested on volumetric cloud demo)

    * Add ChangeLog

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

    * Fix GBuffer debug view when using virtual texturing (#3880)

    * Fix gbuffer debug view

    * changelog

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

    * Bugfix 1319005: Fix fog noise issues (#3891)

    * Fix fog noise issues

    * Code comment + changelog update

    * Proper fix for near-plane issue

    * Updated reference images

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

    * Fix Decal Normal Blending NaN (Case #1317162) (#3883)

    * Apply the nan guard fix

    * Changelog

    * Move the epsilon onto the same line

    * Remove the nan fix via normal blend weight epsilon

    * Suppress the nan via safe normalize for the zero length normal

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

    * Fixed issue in wizard when resource folder not exist (#3907)

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

    * Fix for Xbox device types in SubSurfaceScattering (#3942)

    * [CI] Updated pinned editor versions

    * Fix for Xbox device types in SubSurfaceScattering

    Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>

    * Fixed issue with Decal projector edge on Metal (case 1286074) (#3941)

    * Fix normal and update ref images. (#3928)

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

    * Fix diffusion profile doc (#3968)

    * Fixed a potential issue causing the custom pass UI drawers to not render correctly when using custom properties. (#3898)

    * Moved the leaf example from sss to translucent (#3990)

    * Merge branch 'master' into hd/bugfix

    * Added rough distortion to the frame settings (#3991)

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

    * Fix Render Graph UI bug in Render Pipeline Debugger (#3992)

    * Fix

    * Changelog

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

    * Fixed formatting issue and reworded some bits in the motion vectors page (#3987)

    * Fixed image formatting

    * Attempted to reorder information to make it clearer

    * Added a more explicit note for object motion vectors

    * Added a fallback for the ray traced directional shadow in case of a transmission (case 1307870). (#3882)

    * Added a fallback for the ray traced directional shadow in case of a transmission (case 1307870).

    * Changes requested by the review

    * Documented fix.

    Documented this bugfix in the Light Types guide section of Light-component.md.

    * Typo fix

    (whoops)

    * Moved fix documentation

    Moved documentation to the Ray-Traced-Shadows.md page.

    * fixing old typo

    Co-authored-by: Vic-Cooper <vic.cooper@unity3d.com>
    Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

    * Fix sss in planar reflections planar (#3919)

    * Fix SSS materials in planar reflections

    * Proper fix

    * Undo matrix rename

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

    * Added note about SSGI and RTGI replacing all lightmap and light probe data (#3913)

    * fix pivot edit mode 2D slider gizmo not supporting multi-edition (decal) (#3908)

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

    * Modify the scene to include SSS in planar

    * Update screenshots

    * Update CHANGELOG.md

    * Update 001-HDTemplate.png

    * Update 001-HDTemplate.png

    Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com>
    Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
    Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
    Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
    Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
    Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
    Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
    Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
    Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
    Co-authored-by: John Parsaie <johnpa@unity3d.com>
    Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
    Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
    Co-authored-by: Martin Thorzen <35328557+martint-unity@users.noreply.github.com>
    Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>
    Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
    Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
    Co-authored-by: jenniferd-unity <71718938+jenniferd-unity@users.noreply.github.com>
    Co-authored-by: Frédéric Vauchelles <55485372+fredericv-unity3d@users.noreply.github.com>
    Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
    Co-authored-by: victorsclui <34995714+victorsclui@users.noreply.github.com>
    Co-authored-by: SoufianeKHIAT <soufiane.khiat@gmail.com>
    Co-authored-by: Jarkko Lempiäinen <79095390+JarkkoUnity@users.noreply.github.com>
    Co-authored-by: Adrian1066 <44636759+Adrian1066@users.noreply.github.com>
    Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>
    Co-authored-by: Vic-Cooper <vic.cooper@unity3d.com>

commit df6c80ff70e84101b8e9dde854169c8f44c2d81a
Author: JulienIgnace-Unity <julien@unity3d.com>
Date:   Tue Mar 30 12:19:17 2021 +0200

    Fixed an issue causing APV structures to be left uninitialized upon domain reload. (#4035)

commit 70d7f6f0ce18f3d001d782f6162228fb2f641b0b
Author: noreply@unity3d.com <noreply@unity3d.com>
Date:   Tue Mar 30 08:01:37 2021 +0000

    [CI] [trunk] Updated green project revisions

commit f1b3967c121734203c7aff7b48369731bc8e6ffc
Author: noreply@unity3d.com <noreply@unity3d.com>
Date:   Mon Mar 29 23:19:25 2021 +0000

    [CI] Updated pinned editor versions

commit 2c8560c1f881d546bb1d255b6b591f087b15e42a
Author: Robert Cupisz <robertcupisz@gmail.com>
Date:   Mon Mar 29 21:22:29 2021 +0200

    Fix spot light near plane gizmo (#4026)

commit d3d006403bf3b719f8e579b94d48aeee5d87a7ce
Author: Josh Davis <76977132+joshua-davis@users.noreply.github.com>
Date:   Mon Mar 29 11:34:42 2021 -0700

    Fix for Add/Remove InputTests CI failure. The GenericMenu's menuItems field was changed in trunc from a field to a property and it's underlying type was also changed, causing reflection to fail. (#4029)

commit 768e28265fb1c91d576d91ac688054bc708d25b8
Author: JulienIgnace-Unity <julien@unity3d.com>
Date:   Mon Mar 29 19:56:28 2021 +0200

    Added missing implicit conversion from TextureHandle to Texture (#4013)

commit a0e9b8419008999d12b4f593bd031ef2b7b3299e
Author: Jennifer Roig-Deslandes <71718938+jenniferd-unity@users.noreply.github.com>
Date:   Mon Mar 29 19:00:24 2021 +0200

    Making sure to upgrade HideInInspector to the right namespace (#4023)

    * Making sure to upgrade HideInInspector to the right namespace

    * Updated VolumeComponentDeprecated upgrade path to UnityEngine.HideInInspector

    * Added Assembly Name UnityEngine.CoreModule

    * Trying new things to fix cryptic error

commit 5390b9466eec84e229c3c44052dff9bbd2d6f6af
Author: Emmanuel Turquin <emmanuel@turquin.org>
Date:   Mon Mar 29 18:58:41 2021 +0200

    [HDRP][Path Tracing] Fabric material support (#3909)

    * Merged all relevant changes for fabric support in path tracing.

    * Updated Changelog.

    * Added link to path-traced limitations and removed fabric from the list of unsupported materials

    * Updated test ref images after change to lighting normal.

    * Added comments.

    * Added path traced fabric test.

    * Mentioned PT fabric in the What's new section.

    * Fixed test stability

    * Updated ref image with correct diffusion profile override for SSS.

    * Update scene with proper diffusion profile

    * ...

    * Update meta of diff profile

    * Update Ray-Tracing-Path-Tracing.md

    Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
    Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
    Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

commit 71002e260d26ae06bfbba5095da262a3ecdf085b
Author: sebastienlagarde <sebastien@unity3d.com>
Date:   Mon Mar 29 18:58:21 2021 +0200

    [HDRP] Fix includes header which weren't up to date (#4028)

    * Regenerate includes

    * Fix shaders compilations

commit d2b69eb9964e4db76ae5cb3da414978eaed00be0
Author: sebastienlagarde <sebastien@unity3d.com>
Date:   Mon Mar 29 18:51:13 2021 +0200

    [HDRP] Merge Hd/bugfix (#4005)

    * Hd/fix 1299116 tesselation cull (#3057)

    * Fixed Render Graph immediate mode. (#3033)

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

    * Fix issue with shadow mask and area lights (#3019)

    * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

    * Changelog

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

    * Fix issue with capture callback (now includes post processing results) (#3035)

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

    * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

    * Fixed ShaderGraph decal draw order

    * Updated changelog

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

    * Fixed various Look Dev issues after exiting Playmode (#2956)

    * Fixed access to invalid Contexts references after exiting playmode.

    * Fixed comparison gizmo after playmode.

    * Fixes from PR feedback

    * StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

    * Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

    * Implement custom drawer for layer mask parameters (#3066)

    * Adding mixed light baking shadowmask test (#3052)

    * adding a shadow mask test

    * Update reference images

    * Fixing hull constant shader's tesselation cull algorithm.
    Before it was comparing edges being out of the frustum. This is wrong
    because the camera could be inside a triangle, in which case the edges could
    be out of at least 1 frustum plane.
    Correct fix is to check all three vertices if they are out of at least 1 plane.
    Result packed tightly into the functions w return component.

    * Renamed to a new function so we keep backwards compatibility.
    Restored the shadow shader pass path, accidentally changed it to bool4 and use near plane.

    * Fixing type back to bool, instead of bool4

    * Merg…
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23 changes: 19 additions & 4 deletions com.unity.render-pipelines.core/Editor/CoreEditorStyles.cs
Original file line number Diff line number Diff line change
Expand Up @@ -32,6 +32,17 @@ public static class CoreEditorStyles
static readonly Texture2D paneOptionsIconLight;
public static Texture2D paneOptionsIcon => EditorGUIUtility.isProSkin ? paneOptionsIconDark : paneOptionsIconLight;

/// <summary> Warning icon </summary>
public static readonly Texture2D iconWarn;
/// <summary> Help icon </summary>
public static readonly Texture2D iconHelp;
/// <summary> Fail icon </summary>
public static readonly Texture2D iconFail;
/// <summary> Success icon </summary>
public static readonly Texture2D iconSuccess;
/// <summary> Pending icon </summary>
public static readonly Texture2D iconPending;

/// <summary>Context Menu button icon</summary>
public static readonly GUIContent contextMenuIcon;
/// <summary>Context Menu button style</summary>
Expand All @@ -50,8 +61,7 @@ public static class CoreEditorStyles
/// <summary>Hightlited background color.</summary>
public static Color backgroundHighlightColor { get { return EditorGUIUtility.isProSkin ? m_DarkThemeBackgroundHighlightColor : m_LightThemeBackgroundHighlightColor; } }

public static GUIContent iconHelp { get; }
public static GUIStyle iconHelpStyle { get; }
public static GUIStyle iconHelpStyle => GUI.skin.FindStyle("IconButton") ?? EditorGUIUtility.GetBuiltinSkin(EditorSkin.Inspector).FindStyle("IconButton");

/// <summary>RenderPipeline Global Settings icon</summary>
public static readonly Texture2D globalSettingsIcon;
Expand Down Expand Up @@ -107,8 +117,13 @@ static CoreEditorStyles()
greenTexture = CoreEditorUtils.CreateColoredTexture2D(Color.green, "Green 1x1");
blueTexture = CoreEditorUtils.CreateColoredTexture2D(Color.blue, "Blue 1x1");

iconHelp = new GUIContent(EditorGUIUtility.FindTexture("_Help"));
iconHelpStyle = GUI.skin.FindStyle("IconButton") ?? EditorGUIUtility.GetBuiltinSkin(EditorSkin.Inspector).FindStyle("IconButton");
iconHelp = EditorGUIUtility.FindTexture("_Help");
iconWarn = EditorGUIUtility.FindTexture("console.warnicon");
iconFail = EditorGUIUtility.FindTexture("console.erroricon");
iconSuccess = EditorGUIUtility.FindTexture("TestPassed");
iconPending = EditorGUIUtility.FindTexture("Toolbar Minus");


globalSettingsIcon = EditorGUIUtility.FindTexture("ScriptableObject Icon");

// Make sure that textures are unloaded on domain reloads.
Expand Down
12 changes: 10 additions & 2 deletions com.unity.render-pipelines.core/Editor/RenderPipelineConversion.cs
Original file line number Diff line number Diff line change
@@ -1,10 +1,18 @@
using UnityEngine;

namespace UnityEditor.Rendering
{
/// <summary>
/// A class for different conversions.
/// </summary>
public abstract class RenderPipelineConversion
{
/// <summary>
/// Name = The name of the conversion.
/// </summary>
public abstract string name { get; }

/// <summary>
/// Info = The information for this conversion.
/// </summary>
public abstract string info { get; }
}
}
133 changes: 100 additions & 33 deletions com.unity.render-pipelines.core/Editor/RenderPipelineConverter.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,30 +9,31 @@ namespace UnityEditor.Rendering
/// <summary>
/// A structure holding the information for each Item that needs to be Converted.
/// Name = The Name of the asset that is being converted.
/// Path = The Path to the asset being converted.
/// InitialInfo = If there are some issues with the converter that we already know about.
/// Info = Information that can be used to store some data. This will also be shown in the UI.
/// WarningMessage = If there are some issues with the converter that we already know about.
/// Example: If we know it is a custom shader, we can not convert it so we add the information here.
/// HelpLink = Link to the documentation of how to convert this asset. Useful if the conversion failed or if we know we can not convert this asset automatically.
/// ID is for indexing if needed.
/// </summary>
public struct ConverterItemDescriptor
{
public string name;
public string path;
public string initialInfo;
public string info;
public string warningMessage;
public string helpLink;
// public int id;
// internal int index;
// internal bool failed;
}

/// <summary>
/// A structure holding the information for each Item that needs to be Converted.
/// Descriptor = The ConverterItemDescriptor this item contain.
/// Index = The index for this item in the list of converter items.
/// </summary>
public struct ConverterItemInfo
{
public ConverterItemDescriptor descriptor { get; internal set; }
public int index { get; internal set; }
}

// Storing the index of the failed converters so that we can show that in the UI.
// Storing the index and message of the failed item so that we can show that in the UI.
internal struct FailedItem
{
public int index;
Expand All @@ -44,86 +45,152 @@ internal struct SuccessfulItem
public int index;
}

/// <summary>
/// A structure needed for the initialization step of the converter.
/// Stores data to be visible in the UI.
/// </summary>
public struct InitializeConverterContext
{
public List<ConverterItemDescriptor> m_Items;
/// <summary>
/// Stores the list of ConverterItemDescriptor that will be filled in during the initialization step.
/// </summary>
internal List<ConverterItemDescriptor> items;

/// <summary>
/// Add to the list of assets to be converted.
/// This will be used to display information to the user in the UI.
/// </summary>
/// <param name="item">The item to add to the list items to convert</param>
public void AddAssetToConvert(ConverterItemDescriptor item)
{
//if (!string.IsNullOrEmpty(item.initialInfo))
//{
// item.
//}
m_Items.Add(item);
items.Add(item);
}
}

/// <summary>
/// A structure needed for the conversion part of the converter.
/// This holds the index for failed and successful items converted.
/// </summary>
public struct RunConverterContext
{
internal List<ConverterItemInfo> m_Items;
List<ConverterItemInfo> m_Items;

internal List<FailedItem> m_FailedItems;
internal List<SuccessfulItem> m_SuccessfulItems;

/// <summary>
/// These are the items that the converter needs to iterate over.
/// The UI will make this list of items only the ones that are ticked and should be converted.
/// </summary>
public IEnumerable<ConverterItemInfo> items => m_Items;

//public string m_ProcessingInfo;
public int m_ProcessingID;
internal int failedCount => m_FailedItems.Count;
internal int successfulCount => m_SuccessfulItems.Count;

internal FailedItem GetFailedItemAtIndex(int index)
{
if (index < 0 || index > failedCount)
throw new ArgumentOutOfRangeException();
return m_FailedItems[index];
}

internal SuccessfulItem GetSuccessfulItemAtIndex(int index)
{
if (index < 0 || index > successfulCount)
throw new ArgumentOutOfRangeException();
return m_SuccessfulItems[index];
}



/// <summary>
/// These are the items that the converter needs to iterate over.
/// The UI will make this list of items only the ones that are ticked and should be converted.
/// </summary>
/// <param name="items">The items the converter will operate on.</param>
public RunConverterContext(List<ConverterItemInfo> items)
{
m_Items = items;

m_FailedItems = new List<FailedItem>();
m_SuccessfulItems = new List<SuccessfulItem>();
m_ProcessingID = 0;
}

/// <summary>
/// Mark the converter item index as failed.
/// </summary>
/// <param name="index">The index that will be marked as failed.</param>
public void MarkFailed(int index)
{
MarkFailed(index, "Failed");
}

/// <summary>
/// Mark the converter item index as failed.
/// </summary>
/// <param name="index">The index that will be marked as failed.</param>
/// <param name="message">The message that will be shown for the failed item.</param>
public void MarkFailed(int index, string message)
{
m_FailedItems.Add(new FailedItem(){index = index, message = message});
}

/// <summary>
/// Mark the converter item index as successful.
/// </summary>
/// <param name="index">The index that will be marked as successful.</param>
public void MarkSuccessful(int index)
{
m_SuccessfulItems.Add(new SuccessfulItem(){index = index});
}

public void Processing(int index)
{
m_ProcessingID = index;
}
}

// Might need to change this name before making it public
// Might need to change this name before making it public
public abstract class RenderPipelineConverter
{
// Name of the converter
/// <summary>
/// Name of the converter.
/// </summary>
public abstract string name { get; }
// The information when hovering over the converter

/// <summary>
/// The information when hovering over the converter.
/// </summary>
public abstract string info { get; }
// A check if the converter is enabled or not.

/// <summary>
/// A check if the converter is enabled or not. Can be used to do a check if prerequisites are met to have it enabled or disabled.
/// </summary>
public virtual bool Enabled()
{
return true;
}

/// <summary>
/// This method getting triggered when clicking the listview item in the UI.
/// </summary>
public virtual void OnClicked(int index)
{
}

// This is so that we can have different segment in out UI, example Unity converters, your custom converters etc..
// This is so that we can have different segment in our UI, example Unity converters, your custom converters etc..
// This is not implemented yet
public virtual string category { get; }

// This is in which drop down item the converter belongs to.
// Not properly implemented yet
public abstract Type conversion { get; }
// This runs when initializing the converter. To gather data for the UI and also for the converter if needed.
public abstract void OnInitialize(InitializeConverterContext ctx);

/// <summary>
/// This runs when initializing the converter. To gather data for the UI and also for the converter if needed.
/// </summary>
/// <param name="context">The context that will be used to initialize data for the converter.</param>
public abstract void OnInitialize(InitializeConverterContext context);

/// <summary>
/// The method that will be run when converting the assets.
/// Takes a RunConverterContext.
/// </summary>
public abstract void OnRun(RunConverterContext ctx);
/// <param name="context">The context that will be used when executing converter.</param>
public abstract void OnRun(RunConverterContext context);
}
}
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