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Improve Quality Settings UX for Volume Component Inspector #1296

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merged 43 commits into from
Oct 24, 2020

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johnpars
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@johnpars johnpars commented Jul 15, 2020


Purpose of this PR

This PR propagates a requested UX improvement to all volume components with quality settings (with further discussion here). It was originally introduced for DoF in #812 (It was closed due to this PR implementing the work from it).

Specifically, it introduces the following behavior for all volume components with quality settings:

  • Quality settings are always visible and editable.
  • Selecting a quality presets reflects the correct values in the UI controls.
  • Editing a quality control automatically sets the quality to custom.
  • Switching back to custom from a preset, remembers the last custom settings used (including override states).

Example in SSGI/RTGI:
SSGI

Testing status

I have manually tested the following on all quality components:

  • Undo/redo
  • Modification of a quality preset into custom one
  • Switching from custom to a preset, and back to custom
  • Changing quality preset values on the render pipeline asset and loading them in the quality setting
  • Override states are enabled on quality preset load, and set correctly when loaded from a custom setting

As this is a change on editor level for inspectors, it will have no impact on runtime performance.


Comments to reviewers

What this PR currently does not currently do:

  • Does not yet perform indentation of the override checkbox, as we are not ready to make the change in all necessary places (frame setting, etc). I'd like to confirm if this is something we should handle in another PR when we are ready to do it everywhere.
  • Groups together all quality setting. I have seen a lot of conversation about this scattered in a few documents and threads, but I have not found a decisive conclusion on how the quality setting UI itself should be reorganized and what the rule of thumb is for if it's an advanced setting. For example, there are very tangled cases like Ambient Occlusion. Hoping we can discuss that here too.
  • Related to the previous, ray traced volume components like RTGI and RTR support a Performance and Quality modes. It seems these modes trigger two different code paths for the ray tracing loop which makes sense, but it might conflict with the language used for describing the quality settings. For now, I have left them alone and only added the UX change (as seen in the gif I linked), and have made UX aware of it.

General notes:

  • As Pavlos mentioned in his original PR, there is quite a bit of code required to implement this functionality, and this PR does its best to improve that where it can. It introduces a general structure in the volume component quality editor that saves and loads the serialized data parameters using their hash.

  • A QualityScope was added that can be wrapped around property fields for quality settings, checking for any changes to registered quality settings.

pmavridis and others added 30 commits June 10, 2020 09:56
@TheoWong-pixel
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TheoWong-pixel commented Oct 21, 2020

As per the intending situation, the best iteration would be that they all look like the "Depth of field" section

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  1. This is not an issue but more of a concern. I do not understand why Maximum Radius changes when I enable medium quality for new override. Im confused if Medium 40 or Medium 32 is the actual default value. Should we address this? Same can be seen on SSGI

It should now be fixed with latest.
AO

  1. Indentation is not uniform. Maybe we could at least fix it for the volume inspector? Currently we have 3 types: no indent, indent with checkboxes, indent without checkboxes. I would suggest having the same as SSGI for all of them. Can we do it here or plan for future PR?

So here I incorporated @TheoWong-pixel feedback to propagate how DoF is done. Basically it now enforces Quality settings to be organized at the bottom section of the component. Depending on the state of advanced mode, raytraced mode, miscellaneous mode, quality settings related to that state should be displayed in the quality section appropriately.

image

  1. SSGI breaks in low mode. Might be related to rendergraph and not this PR

I can confirm it's unrelated. Just tried the same thing on latest master and the issue remains.

Also, question about this:

Fog - no quality settings (at the time of review)

Is Fog planned to have quality settings?

@johnpars johnpars requested a review from iM0ve October 21, 2020 23:29
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can we indent the denoising options as well?

@iM0ve
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iM0ve commented Oct 22, 2020

Will recheck and update my review. Added an issue

Is Fog planned to have quality settings?

Yes, here #2062

@sebastienlagarde
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here is the fix for SSGI: #2323

…f current HDRP asset. Nudge indent scope default by 1 pixel.
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johnpars commented Oct 22, 2020

@iM0ve - Your 1. should actually be fixed now.

Turns out the issue was that we do not sync with the current HDRP asset's quality setting presets on enable. I thought it was 'fixed' at first because I was in a project that did not modify them, but the Sample Project does.

@johnpars johnpars marked this pull request as ready for review October 22, 2020 19:28
@johnpars johnpars marked this pull request as draft October 22, 2020 19:31
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Staying as draft until #2062 lands in master. When it does, I will grab latest and patch it to comply with this PR.

@johnpars johnpars marked this pull request as ready for review October 23, 2020 14:29
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Re-marking this as ready- #2062 is on hold so this PR is no longer dependent on it for 10.2.

@johnpars johnpars marked this pull request as draft October 23, 2020 14:48
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Sorry, back to draft once again, I have missed one important issue flagged by @iM0ve and need to confirm with @TheoWong-pixel how to resolve it:

New issue with indentation after last update. I think we should not group the setting into quality if it already belongs to another group. See below AO before and after. We moved Bilateral upsample to quality when it was under Temporal Acc.
Now users could try to enable/disable the setting in quality group and not understand why its not working. Bilateral upscale only makes sense when Temporal Accumulation is on. Also this is only an example with AO, not sure how many similar cases there is with other overrides.

…ngs at the bottom (match how DoF is done)."

This reverts commit 2b26956.
@sebastienlagarde sebastienlagarde marked this pull request as ready for review October 23, 2020 16:01
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To recap, I reverted the consolidation of quality settings at the bottom. This was a misunderstanding of the UX request, which was actually just to indent the checkboxes:

image

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Merging to be part of 10.2 package, QA pass have been done and a second one will be done during QA week.

@sebastienlagarde sebastienlagarde merged commit cf21e4a into master Oct 24, 2020
@sebastienlagarde sebastienlagarde deleted the HDRP/improve-scalability-ux branch October 24, 2020 11:17
sebastienlagarde pushed a commit that referenced this pull request Oct 25, 2020
* Improve DoF UX

* Changelog

* Comments

* Avoid storing nulls in the history table

* Properly read selected quality preset + other bugfix

* typo

* changed comment position

* don't switch to custom quality if the values were not changed

* avoid compiler warning

* more UX improvements

* make the override state of quality settings part of the memory we keep for custom settings

* fix minor UI issue when DoFis disabled

* Serialization for quality parameters was fixed, so we can ask for the new quality level directly

* Introduce the HDEditorUtils.IndentScope

* Generalize the quality setting blob before introducing changes to the rest of the quality volume editors

* Introduce scalability change for chromatic abberation

* Introduce scalability change for contact shadow

* Introduce quality setting change for bloom

* Further generalize the quality setting blob to cut down on repetitive save/load functionality

* Update contact shadow, bloom, CA, and DOF editors to reflect the quality setting blob update

* Fix the quality setting comparison.

* Introduce quality setting change for ambient occlusion

* Introduce quality setting change for motion blur

* Introduce quality setting change for RTGI and SSGI

* Generalize the quality preset loading

* Introduce quality setting change for SSR and RTR

* Merge physical based dof editor change

* Add comments

* Add comments

* Update changelog

* Remove unused namespace

* Remove usage of indent scope/UI modification (except for in DoF) until it is discussed in PR

* DoF tooltips were accidentally reverted in the merge, re-add the fix

* Simply the QualityScope disposal

* Organize quality volume components to place the quality settings at the bottom (match how DoF is done).

* Fixed and issue with quality setting now displayed the preset value of current HDRP asset. Nudge indent scope default by 1 pixel.

* Revert "Organize quality volume components to place the quality settings at the bottom (match how DoF is done)."

This reverts commit 2b26956.

* Implement UX request to indent the checkbox for quality volumes

* Decouple quality setting loading between RTR and SSR (some setting are shared, ie min smoothness)

Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
sebastienlagarde added a commit that referenced this pull request Oct 25, 2020
* Changed the name of the what's new 10.0 page. (#2302)

Will follow up with a redirect from the old page.

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>

* Use resolved buffers for msaa (#2278)

* Add HDRP Editor Analytics (#1386)

* Basic Analytics class

Logs all modified HDRP Asset settings

* Send event on build

* Fix atmospheric scattering precision (#2239)

* Fix precision issue

* Update screenshots

* Metal screenshot

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

* HDRP - Clarified LayeredLit UI & doc (#2244)

* Clarified LayeredLit UI & doc

* Update Layered-Lit-Shader.md

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

* Use draggable fields for float scalable settings (#2227)

* LookDev menu item entry is now disabled if the current pipeline does not support it. (#2260)

* LookDev menu item entry is now disabled if the current pipeline does not support it.

* Update changelog

* Fix TAA with no motion vectors (#2261)

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

* Update default directional light intensity in HDRP (#2275)

* Updated directional light default intensity to 100k lux

* Updated outdoor scene templates to have 130k directional instead of 110k

* Hdrp/add volume component blue book link (#2362)

* Initial addition of documentation URL button to Volume editor framework

* Integrate the help button icon for volume component documentation.

* Correct the alignment of documentation icon so it lines up with additional options

* Add also a volume component documentation attribute. This adds support for components without a custom inspector.

* Initial addition of documentation URL for custom volume editors

* Initial commit of documentation URL for default volume editors (using attribute)

* Swap the place of documentation icon with additional options icon

* update changelog

* Revert choosing between two different documentations for raytracing. The docs themselves are planned to be consolidated

* Remove the VolumeComponentDocumentation attribute. Same thing can be done with HelpURL

* Use the HelpURL for all volume components, remove the editor override

* Fix typos to broken URL

* Fix core util function signature to not break other packages or user usage

* Preprocess the help URL attributes

* Do the documentation loading in static construction

* Organize placement of static function

Co-authored-by: John Parsaie <johnpa@unity3d.com>

* Improvements on the volumetrics user experience (#1806)

* Fixed a Nan issue in the volumetric lighting filtering.
Fixed the second pass in the denoising being done on the wrong axis.
Removing the reprojection frame setting.
Making the volumetric scene view reprojection work.
Reduce the cost of the volumetric lighting gaussian denoising.
Adding the option to have only the directional light contributing to the volumetrics.
Adding a new configuration mode for screen resolution and volume slices.
Changing the maximal values for the volumetric resolution and slices.
Adding a more intuitive way of defining the denoising process of the volumetrics.
Changing what is in the advanced mode for volumetrics
Renaming user-facing parameter names.
Displaying an info message when the user triggers anistropy
Restoring the right values for the tests

* Fixing compilation after bad merge

* Disable 002 and 003 test on vulkan on windows and linux as it is all black but work localy

* Update CHANGELOG.md

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

* Reintroduce deprecated member

* Fixed the stripping not working the terrain alphatest feature required for terrain holes. (#1817)

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

* Add bounding sphere support to the SS AABB generation pass (#2281)

* Implement clipping and culling (does not consider view frustum corners)

* Support orthographic projection

* Turn 'scaleXY' into a scalar

* Test corners of the view volume

* Improve the placeholder for the linear depth

* Fix aspect

* Bugfix

* Optimize

* Also store view space Z

* Optimize orthographic

* Optimize LUT

* Add wave intrinsic support

* Fix group count

* Reduce the kernel count to 1

* Remove old code

* Bounds check

* Add a profiling marker

* Fix lane masks

* Fix compiler warning

* Remove GPU Pro reference

* Be politically correct

* No instrinsics on Xbox

* Sphere culling (draft)

* Tighter bounding spheres

* Works

* Share code

* Optimize

* Comment

* Changelog

* Fix BSphere radius

* Optimize

* Better comment

* Remove the cull check

* Fix Y-flip in light culling code

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

* Migrate Hair, Fabric sample graphs into HDRP Resources (#2184)

* Migrate the Fabric + Hair graphs (+ subgraph) to HDRP Resources

* Update the hair + fabric sample materials to point to their graphs in HDRP resources

* Prune the now unused graphs and subgraphs

* Update changelog

* Update the cotton wool graph to include Yibing/Evgenii updates

* Add updates to the silk graph from Yibing/Evgenii (factor AO into base color)

* Update the hair graph with Yibing's updated version

* Re-fix the path of the updated hair graph

* Enable back then front rendering + depth write

* Reduce smoothness to better match parity with hair before the updated graph

* Align the alpha clip theshold properties to match the master node slot name

* Clean up some param names and remove redundant transmission property (Deemed by artists)

* Fix casing in fabric graph setting

* Added ray tracing and animation page (#2344)

* Hdrp/update decal handles (#2316)

* Fix bug 1285640 - Gradient issue (#2280)

* Improve Quality Settings UX for Volume Component Inspector (#1296)

* Improve DoF UX

* Changelog

* Comments

* Avoid storing nulls in the history table

* Properly read selected quality preset + other bugfix

* typo

* changed comment position

* don't switch to custom quality if the values were not changed

* avoid compiler warning

* more UX improvements

* make the override state of quality settings part of the memory we keep for custom settings

* fix minor UI issue when DoFis disabled

* Serialization for quality parameters was fixed, so we can ask for the new quality level directly

* Introduce the HDEditorUtils.IndentScope

* Generalize the quality setting blob before introducing changes to the rest of the quality volume editors

* Introduce scalability change for chromatic abberation

* Introduce scalability change for contact shadow

* Introduce quality setting change for bloom

* Further generalize the quality setting blob to cut down on repetitive save/load functionality

* Update contact shadow, bloom, CA, and DOF editors to reflect the quality setting blob update

* Fix the quality setting comparison.

* Introduce quality setting change for ambient occlusion

* Introduce quality setting change for motion blur

* Introduce quality setting change for RTGI and SSGI

* Generalize the quality preset loading

* Introduce quality setting change for SSR and RTR

* Merge physical based dof editor change

* Add comments

* Add comments

* Update changelog

* Remove unused namespace

* Remove usage of indent scope/UI modification (except for in DoF) until it is discussed in PR

* DoF tooltips were accidentally reverted in the merge, re-add the fix

* Simply the QualityScope disposal

* Organize quality volume components to place the quality settings at the bottom (match how DoF is done).

* Fixed and issue with quality setting now displayed the preset value of current HDRP asset. Nudge indent scope default by 1 pixel.

* Revert "Organize quality volume components to place the quality settings at the bottom (match how DoF is done)."

This reverts commit 2b26956.

* Implement UX request to indent the checkbox for quality volumes

* Decouple quality setting loading between RTR and SSR (some setting are shared, ie min smoothness)

Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>

* Add metallic remapping for lit and decals (#2276)

* Metallic remapping

* Metallic remapping for decals

* Update remaining doc pages

* Material upgrader

* Rename MetallicScale for decal shader

and doc

* Update test project settings

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

* HDRP - Upgrade test materials for metallic remapping (#2349)

* Metallic remapping

* Metallic remapping for decals

* Update remaining doc pages

* Material upgrader

* Rename MetallicScale for decal shader

and doc

* Update test project settings

* materials

* HDRP_HybridTests

* HDRP_DXR_Tests

* HDRP_Tests

* VisualEffectGraph_HDRP

* HDRP_PerformanceTests

* template

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

* Fix typo with SHADERPASS_FULL_SCREEN_DEBUG (#2358)

* Fix typo with SHADERPASS_FULL_SCREEN_DEBUG

* Update LightLoop.cs.hlsl

* Merge Hdrp/template 2020.2 improvement (#2359)

* fixed bad vertex on a mesh, opened vfx assets, refreshed lighting bake settings, rebaked

* fixed sun flare when swtiching to pbs sky, cleaned up global volume

* disabled anamorphic from bloom to avoid flickering

* only desactive non-anamorphic bloom for cinematic sequence instead

Co-authored-by: pierre-unity <39901544+pierre-unity@users.noreply.github.com>

* Skip passes when everything is disabled in frame settings (#2279)

* Fix rendergraph default resources init

* Make sure passes are skipped when opaque and transparents objects are off

* Skip pre render sky if backplate is disabled (? can we do this?)

* More generic name for the pre render sky (in case is not tied to backplate in custom code)

* Skip clear stencil

* Use sanitization instead of checking opaque explicitly

* Some merging of settings

* missing transparent

* HDRP bugfix branch to master (#2350)

* Fixing exceptions in the console when putting the SSGI in low quality mode (render graph). (#2323)

* Add VT frame settings (#2286)

* Add frame setting

* changelog

* Grey setting out and make it always available.

* Reverts tuff meant for antoher branch

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

* Fix undo/redo compositor (#2300)

* Rename function

* Undoable "enable compositor"

* Undo/Redo Enable/Disable compositor

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

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

* Improve punctual shadow resolution rescale algorithm (#2309)

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

* Updated changelog

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

* Remove perChannelMask

* changelog

* Fix diffusion profile dependency (#2327)

* Fixed a nullref when a diffusion profile was created

* Updated changelog

* Trying to fix diffusion profile asset dependency

* Fixed export as package

* Updated changelog

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

* Standardize naming for Transparent receive SSR (#2329)

* Renaming

* Changelog

* Fix typos

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

This reverts commit 58152f0.

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

* Improvements to the DXR Wizard (#2295)

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

* review corrections

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

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

* Expose shader pass names API

* Updated changelog

* exposed per object data in HDUtils

* changed constants to accessors

* Moved getters to static

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

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

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

* Update CHANGELOG.md

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

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

* Fix nan when decal affect normals (#2319)

* Use SafeNormalize

* Update CHANGELOG.md

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

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

* Make sure we clamp correctly when sampling in TAA

* Changelog

* More safe fix.

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

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

* Reset every now and then

* Changelog

* Bump min to 1440

* Update CHANGELOG.md

Fixed changelog

* Avoid reset if we still need the high res

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

* Hdrp/standardize transparent receive ssr (#2338)

* Renaming

* Changelog

* Fix typos

* Update HDWizard.Window.cs

typo

* Update HDWizard.Window.cs

typo 2

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

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

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

* Updated changelog.

* ...

* ...

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

* Restored default directional light intensity constant (#2345)

* Fixed changelog

* More changelog fix

* Remove useless menu entry (#2335)

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

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

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

* Fade

* changelog

* Don't display on directional

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

* Fix bit in FrameSettings

* Update sample cubemap image

* Revert "Update sample cubemap image"

This reverts commit 32ba2a8.

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

* Update TestCaseFilters.asset

* Merge branch 'master' into hd/bugfix

* Update SG_DS_Flipped.mat

* update settings

* Update CHANGELOG.md

* remove test case filter in runtime test

* migrate correctly to enable virtual texturing.

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

* Fix breaking change in CoreEditorUtils.cs

* Revert "remove test case filter in runtime test"

This reverts commit ce8389b.

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

This reverts commit bc54701.

* Update documentation

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

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>

* [HDRP] Physically-based DoF speed and robustness improvements + bugfixes  (#2353)

* Fix near edges - remove old alpha normalization code

* Fix alpha output

* Dof alpha output: preserve pixels with zero alpha

* Physical DoF: generate color pyramid

* Physical DoF: mip map selection based on radius

* Remove the preview indicator from the UI

* Old (not rendergraph) pipeline implementation

* fix mem leak

* Support for much larger CoC radii

* Shader cleanup

* Tweak lod selection

* Improve sampling noise

* Fix post-dof TAA in rendergraph

* Shader cleanup

* Bugfix for taa in DoF

* Bugfix for RTHandles: scale and clamp the UVs properly

* Temporary fix for Rendergraph post-dof TAA

* Commit minor fixes before rebase

* Revert "Remove the preview indicator from the UI"

This reverts commit b6774cd.

* Tweak parameter range to a more safe range

* Remove unused code

* Remove unused code 2

* Dof shader: tweak sampling

* Dof shader: tweak sampling

* Update changelog

* Adding an "Include For Ray Tracing" toggle on lights (#2304)

* Adding an "Include For Ray Tracing" toggle on lights to allow the user to exclude them when ray tracing is enabled in the frame settings of a camera.

* Updated tooltip

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

* Fix ambiguous call to DrawHeaderToggle in Core (#2363)

* Fixed a warning happening when putting the range of lights to 0. (#2264)

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

* Fog volumetric scattering for path tracing (#2110)

* Brought changes from volume branch.

* Minor fixes on cone region of spot lights.

* Re-added mistakenly removed headers from the PT pass of Unlit & Lit.

* Added clamping on cam ray misses with vol scattering.

* Minor tweaks.

* Added support for box and pyramid point lights.

* Updated changelog.

* Added vol light intensity multiplier support.

* Added support for box and pyramid spot lights.

* Updated Changelog.

* Reverted unwanted changes to diffusion profile asset.

* ...

* FFS

* Added better path tracing support in shader graph.

* Fix PT directional light activation for null radius.

* Updated png reference images, to account for sampling seq changes.

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

* Making the reflection and refractions of cubemaps distance based. (#2324)

* Making the reflection and refractions of cubemaps distance based.

* Enable test 2222

* Don't check memory allocation for 2222

* Cleanup and refactor the code to avoid breaking change and factor more of it

* Update Upgrading-from-2020.1-to-2020.2.md

* fix two additional typo

* fix stacklit.hlsl

* update reference screenshots

* update MacOs screenshots

* swap test order + update meta

* update comment

* swap test order

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

* samples update materials (#2364)

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: John Parsaie <johnpa@unity3d.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: pierre-unity <39901544+pierre-unity@users.noreply.github.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
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iM0ve commented Oct 27, 2020

Im confused if its expected that Indentation in 10.2 package is not implemented.

Screen Shot 2020-10-27 at 12 16 36

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