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Bugfix 1359282: Emissive decal silhouette issue (#5532)
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* [HDRP] Fix AxF debug output in certain configurations (#4641)

* Fix AxF debug output in certain configurations.

* Update comment

* Fix SSR accumulation white flash (#4648)

* Fix white flash

* changelog

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

* Display Info Box when MSAA + ray tracing is onr (#4627)

* Show info box when ray tracing is enabled.

* Changelog

* Move below MSAA

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

* Fix distortion when resizing the window in player builds with the Graphics Compositor enabled (#4593)

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

* Add support for the camera bridge in the graphics compositor (#4599)

* Fix Jittered Project Matrix Infinite Far Clip Plane  (#4638)

* Reconstruct jittered projection matrix far plane (for Infinite )

* Changelog

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

* Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. (#4688)

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

* Fix custom pass utils Blur + Copy overdraw. (#4623)

* Fix overdraw in custom pass utils blur function

* Updated changelog

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

* Fix draw procedural invalid pass idx 1 on first template load (#4632)

* Fix

* changelog

* Force sync compilation for TAA

Co-authored-by: CifaCia <f.cifariellociardi@gmail.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Changed light reset to preserve type (#4624)

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

* Revert "Add support for the camera bridge in the graphics compositor (#4599)"

This reverts commit 2325e3f.

* AxF carpaint: Fix a compilation issue on Vulkan until the cpp HLSLcc side is updated. (case 1335737, related to 1314040) (#4691)

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

* Revert "Revert "Add support for the camera bridge in the graphics compositor (#4599)""

This reverts commit 30fffd5.

* revert: Fix distortion when resizing the window in player builds with the Graphi

* Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). (#4626)

* Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904).

* Add test scene

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fix for discrepancies in saturation and intensity between screen space refraction and probe refraction (#4653)

* Delete the second transmittance mul

* Changelog

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

* Fix a Divide-by-Zero Warning for some Anisotropic Models (Fabric, Lit) (#4636)

* Initialize the shading normal to a non-zero value for anisotropy

* Changelog

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

* [HDRP] Fix VfX lit particle AOV output color space (#4646)

* Fix VfX lit particle aov output color space

* Update comment

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

* [HDRP][Path Tracing] Fixed transparent unlit (#4605)

* Fixed issue with transparent unlit.

* Updated changelog.

* Reverted accidental change to default mtl.

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

* Fix distortion with MSAA (#4711)

* Fix contact shadow debug views (#4720)

* Fix

* changelog

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

* Update Decal-Projector.md (#4695)

* [HDRP] Fixed nullref when deleting the texture asset assigned in a local volumetric fog volume (#4728)

* Fixed nullref when deleting the 3D mask of a density volume (case 1339330)

* Updated changelog

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

* Fix decal layer enum (#4753)

* Fix typo

* Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). (#4640)

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

* Ignore hybrid duplicated reflection probes during light baking (#4663)

* Ignore hybrid duplicated reflection probes during light baking

* test path instead of scene

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

* Fix double sided option moving when toggling it in the material UI (#4725)

* Fix double sided option moving when toggling it in the material UI (case 1328877)

* Updated changelog

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

* Fix formatting

* Fix volumetric fog in planar reflections (#4736)

* Fix planar reflection

* changelog

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

* Fix motion blur compute dispatch size (#4737)

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

* - Updated the recursive rendering documentation (case 1338639). (#4759)

* - Updated the recursive rendering documentation (case 1338639).

* review fixes

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

* Fix issue with OnDemand directional shadow map being corrupted when reflection probe are updated same frame (#4812)

* Don't mark as rendered for reflection probes as we want the cached version to be from main view

* Do the thing just for directional

* Doc update

* changelog

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

* Fix cropping issue with the compositor camera bridge (#4802)

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

* Fix for unused resources in depth of field (#4796)

* Removing the word Radii from exposure settings (#4854)

* Rename in UX

* Update docs

* [HDRP][Path Tracing] Support for shadow mattes (#4745)

* Shadow matte support.

* Updated changelog.

* Only take occluders into account, closer match to raster mode.

* Added test scene.

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

* Revert "[HDRP][Path Tracing] Support for shadow mattes (#4745)"

This reverts commit 85ebbc2.

* Fixed the transparent cutoff not working properly in semi-transparent  and color shadows (case 1340234). (#4756)

* Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234).

* Update test ref image

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Use non jittered projection in outline pass (#4836)

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

* [HDRP][Path Tracing] Sky settings now properly taken into account when using recorder (#4856)

* Make sure sky settings are correctly set when recording.

* Updated changelog.

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

* Fix Resolution Issues for Physically Based Depth of Field (#4848)

* Add the necesarry texture coordinate clamping for RTHandle for color pyramid sampling

* Add some resolution independence, fitted for 1920x1080

* Changelog

* Switch back to point sampling from trilinear, with commentary

* Update test reference images

* Small correction to the point sampling, always sample mip 0.

* Re-update the test images, for mip 0 color sampling

* Use a simpler UV scaling/clamping since we are now point sampling.

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

* Fixed bug introduced by sky-for-recorder support. (#4906)

* [Fogbugz 1341576] Memory leaks when the player is paused, and the user changes pipeline… (#4845)

* Memory leaks when the player is paused, and the user changes pipeline settings

* changelog

* [HDRP] Fixed shadergraph double save (#4916)

* Don't need to save twice shadergraph the first time we create a graph

* Updated changelog

* Write 0 instead of micro sized motion vectors + fix extremely fast velocities (#4820)

* Kill micromovements.

* Do same for camera

* Debug view update

* Changelog

* Remove unnecessary comment

* Fix excessive velocity end up marked as no velocity

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

* [HDRP] Fix material upgrader (#4821)

* Fix HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material

* Updated changelog

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

* [HDRP] Fix custom pass volume not executed in scene view (#4860)

* Fix custom pass volume not executed in scene view because of the volume culling mask

* Updated changelog

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

* Fix reflection probe tootltip (#4890)

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

* Updated the Physically Based Sky documentation for baked lights (#4891)

* Updated the Physically Based Sky documentation for baked lights

* Rewrite

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

* Fixed remapping of depth pyramid debug (#4893)

* Fixed remapping of depth pyramid debug

* Removed debug pragma

* Update changelog

* Updated tooltip

* Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4895)

* Fix AO perceived wobble

* changelog

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

* Fix Asymmetric Projection Matrices and Fog / Pathtracing (#4926)

* Check for asymmetric projections and choose the generic path if so.

* Fix asymmetric projections for the pathtracer ray generation.

* Changelog

* Simplify the matrix multiplication for computing the generic matrix.

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

* Revert: Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection…

* Fix GBuffer depth debug mode (#5054)

* Fixed Volume Gizmo size when rescaling parent GameObject (#4915)

* Fix Vertex Color Mode documentation (#4976)

* Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled.  (#4986)

* Fix AO perceived wobble

* changelog

* Update screenshots

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

* Fix formatting in NestedOverrideCameraRendering

* [HDRP] Fix white flash with SSR when resetting camera history (#5089)

* Fix white flash with SSR when resetting camera history

* Move branch login inside GetPreviousExposureTexture

* Fix for fixed exposure

* [Fobguz # 1348357] VFX Particle templates missing stencil flags (#5080)

* Adding missing macro for stencil flags in particle forward shaders. This will let flags like TAA Reject be useful

* Changelog

* Fix object disappearing from lookdev (#5063)

* Fixed objects disappearing from Lookdev window when entering playmode (case 1309368).

* Updated changelog

* Added hideflags in Lookdev context

* [HDRP] Fix render object after taa jittering (#5088)

* Add a pass after TAA to restore non jittered matrices

* updated changelog

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

* Fix GC alloc in hd/bugfix branch (#5134)

* Fixed GC alloc on hd/bugfix branch

* Fix GC alloc again

* Fix refraction tile artifacts near reflection probe edges (#4727)

* Pick the right probe at object center instead of tile granularity.

* changelog

* Missing commit

* Move stuff in lightloop and out of prelightData

* Update LightLoop.hlsl

* Formatting

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

* Fix camera rotation uncontrollable with low framerate (#5076)

* Fix camera rotation uncontrollable with low framerate.

* updated changelog

* Clearing out render targets and randmo write targets on pipeline destruction (#5176)

Changelog

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

* Fixed a null ref exception when adding a new environment to the library. (#5131)

* Fixed a null ref exception when adding a new environment to the library.

* Update changelog

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

* FogBugz#1348462 - Wait for accessing the HDProjectSettings instance as it was before. (#5141)

* Fix nullref in volume system after deleting a volume object (#5161)

* Fix nullref in volume system after deleting a volume object (case 1348374)

* Updated changelog

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

* [HDRP] Fix APV UI loosing focus when changing a param (#5219)

* Fixed the APV UI losing focus when the helpbox about baking appears in the probe volume.

* Small changes (#5220)

* Fix update order in Graphics Compositor causing jumpy camera updates (#5235)

* Prevent material from having infinite intensity (#5132)

* Prevent material from having infinite intensity

* Fix switching from ldr to hdr emissive

* Fix input field precision

* Round the max value

* Make two variables

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

* [HDRP] Adding limitations of decal emissive positive contribution to the documentation (#5237)

* Add emissive positive contribution limitation to the doc

* changelog

* Update CHANGELOG.md

* Update Decal-Projector.md

* Update Decal-Shader.md

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

* [HDRP] Fix issue with path tracing when switching between non-persistent cameras (#5246)

* Fix issue with path traceing accumulation when switching between cameras.

* Check if camera history is persistent

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

* removed undesired files

* Fix log base (#5260)

* [HDRP] Fixed mask value stored by the LayerMaskParameter class (#5250)

* Fixed value stored by the layer mask parameter class.

* Updated changelog.

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

* [HDRP][DXR] Make vertex color default to 1.0 instead of 0.0 (#5268)

* When raytracing, make vertex color default to white if not present.

* Updated Changelog.

* Added comment.

* Fix issue with 0-sized dispatch with extremely low resolutions (#5272)

* Ceil to int instead.

* changelog

* [HDRP] Fix incorrect light list indexing when TAA is enabled (#5287)

* Fix incorrect light list indexing when TAA is enabled

* Better handle XR

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

* Fix incorrect additiona velocity for alembic (#5304)

* Fixed LUT initialization in Wireframe mode (#5156)

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

* [HDRP] [LightExplorer] Fix missing refreshwhen editing property with a running paused editor. (#5321)

* Update HDLightExplorerExtension.cs

* Update CHANGELOG.md

* Changed Ambient Mode to Dynamic by default (#5350)

* Visual Environment component ambient mode now defaults to Dynamic.

* Update changelog

* Updated test scene with correct ambient mode after the change

* Missing files

* Last scene fix

* Hd/fix framesettings ordering (#5323)

* Fix strange entry in the FrameSettings and add comments for better readability

* Update CHANGELOG.md

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

* Bugfix 1357311: Fixed old ray tracing material conversion (#5364)

* - fixed crash in material conversion where material used old raytracing render queue (3900)

* - changelog update

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

* Bugfix 1358480: Fixed missing tooltip for "Tessellation Mode" (#5365)

* - fixed missing "Tessellation Mode" tooltip

* - update changelog

* - updated "Tessellation Mode" tooltip

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

* [HDRP] Fix HD template (particularly visible in path tracing) (#5319)

* Made the 3 light bulbs non shadow-casting.

* Revert "Made the 3 light bulbs non shadow-casting."

This reverts commit f32ba7d.

* Changed bulb prefab (shadow caster off).

* Revert: Changed Ambient Mode to Dynamic by default #5350

* Fixed a null ref exception when no opaque objects are rendered. (#5463)

* Fixed a null ref exception when no opaque objects are rendered.

* Update changelog

* Fix slope scale depth bias when depth offset is ON (#5466)

* Fix slope scale bias being broken when depth offset was enabled

* changelog

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

* [HDRP] Fix spot shadow sampling when using custom spot angle (#5439)

* Fixed shadow sampling artifact when using the spot light shadow option 'custom spot angle'

* Updated changelog

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

* Fix darkening in SSR fade  (#5472)

* Fix

* Changelog

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

* [HDRP] Improve path traced subsurface scattering for transmissive surfaces (#5485)

* Improve subsurface scatering for transmissive surfaces

* Add changelog + fix throughput multiplication

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

* Fix missing context menu for 'Post Anti-Aliasing' in Camera (1357283) (#5497)

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

* Force allocate texture if no fallback is available (#5130)

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

* - initial fix for the emissive decal object silhouette issue

* Update path tracer screenshots

* Update 2314_Shadow_CustonAngle.png

* - Fix for GetDimensions() and distant depth

* - simplified code if GetDimensions() is not supported

* - tweaked max lod calculation

* - added emissive decal test

* - added graphics test reference images

* - changelog update

* - added #if for reversed-z to clamp depth range

* Update ShaderPassDecal.hlsl

* Update ShaderPassDecal.hlsl

* Update ShaderPassDecal.hlsl

* Update conditional case to only perform the fix for decal emissive projector

Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: John Parsaie <johnpa@unity3d.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: CifaCia <f.cifariellociardi@gmail.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: Adrian1066 <44636759+Adrian1066@users.noreply.github.com>
Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com>
Co-authored-by: Julien Ignace <julien@unity3d.com>
Co-authored-by: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com>
Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
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