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[HDRP] Backport various Prs #6576

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Dec 13, 2021
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67cb83a
- Fixed edges and ghosting appearing on shadow matte due to the shad…
anisunity Nov 29, 2021
85089d2
Fixed case on function. (#6302)
eturquin Nov 24, 2021
cc7a456
[HDRP] Changed default numbder of physically based sky bounce from 8 …
sebastienlagarde Dec 8, 2021
edd4fe1
Update CHANGELOG.md
sebastienlagarde Dec 10, 2021
54d82bc
Added frame delays to 1219 to try to fix it on linux (#6420)
JulienIgnace-Unity Nov 29, 2021
6cd4d0c
[HDRP] Fix Layer lit shader UI #6441
adrien-de-tocqueville Dec 1, 2021
f07206b
fixed link to master stack hair (#6446)
emilybrown1 Dec 2, 2021
666fb5d
Fixed error thrown when layered lit material has an invalid material …
adrien-de-tocqueville Dec 3, 2021
e266332
Small formatting fix for dynamic resolution doc (#6452)
0lento Dec 2, 2021
116d96b
Fixed a null texture error caused by lens flare pass #6454
JulienIgnace-Unity Dec 3, 2021
d22e253
Fixed a nullref when enabling raycount without ray tracing. #6455
JulienIgnace-Unity Dec 3, 2021
262b9c5
Fixed a render graph error when creating a shader graph (introduced b…
JulienIgnace-Unity Dec 6, 2021
1f7b95d
Fix bug #1342803 (#6471)
Vic-Cooper Dec 6, 2021
6ee6a03
Distortion Blur from 1 to 0 according to the doc #6478
skhiat Dec 6, 2021
a6ba7d2
Remove options that are not available with low res transparent. #6481
FrancescoC-unity Dec 9, 2021
47d866d
Add missing references to area lights in shadow docs (#6482)
FrancescoC-unity Dec 6, 2021
709df96
Fix physical camera UI #6484
adrien-de-tocqueville Dec 8, 2021
bad6c53
Fixed spot light shadows near plane #6493
adrien-de-tocqueville Dec 8, 2021
a28a24d
Enable Transparent Depth Pre/Post Pass for HDRP Hair Shader Graph #6496
johnpars Dec 6, 2021
d6d672d
Fixed SpeedTree graph compatibility by removing custom interpolators.…
adrien-de-tocqueville Dec 8, 2021
644a6ba
[HDRP][Path Tracing] Fixed auto-exposure mistmatch between sky backgr…
eturquin Dec 9, 2021
28a57e8
[HDRP] Fix build warnings #6524
alelievr Dec 8, 2021
e019685
Write to VT feedback in debug modes #6517
adrien-de-tocqueville Dec 9, 2021
6df9ce5
Fix gamma error path (#6527)
alelievr Dec 9, 2021
b63a252
updated how you enable motion blur to mention that it is enabled by d…
emilybrown1 Dec 9, 2021
4d2ea7f
fixed typo 'GamaObject' -> 'GameObject' (#6544)
emilybrown1 Dec 9, 2021
9907960
Hdrp/rt ps fixes (#6545)
peterjohnlong Dec 9, 2021
78a006b
fixed typo 'render' -> 'renders' (#6548)
emilybrown1 Dec 9, 2021
032fdd6
update ref screenshots
sebastienlagarde Dec 13, 2021
d3e04f6
Apply formatting changes
Dec 13, 2021
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Distortion Blur from 1 to 0 according to the doc #6478
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skhiat authored and sebastienlagarde committed Dec 10, 2021
commit 6ee6a035161457067729d981427c146a5ba5c423
1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed error thrown when layered lit material has an invalid material type.
- Fixed a warning because of a null texture in the lens flare pass.
- Fixed a nullref when enabling raycount without ray tracing.
- Fixed default value of "Distortion Blur" from 1 to 0 according to the doc.

## [13.1.3] - 2021-11-17

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Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@ public struct SurfaceDescription
public static BlockFieldDescriptor Distortion = new BlockFieldDescriptor(SurfaceDescription.name, "Distortion", "SURFACEDESCRIPTION_DISTORTION",
new Vector2Control(Vector2.zero), ShaderStage.Fragment); // TODO: Lit is Vector2(2.0f, -1.0f)
public static BlockFieldDescriptor DistortionBlur = new BlockFieldDescriptor(SurfaceDescription.name, "DistortionBlur", "Distortion Blur", "SURFACEDESCRIPTION_DISTORTIONBLUR",
new FloatControl(1.0f), ShaderStage.Fragment);
new FloatControl(0.0f), ShaderStage.Fragment);
public static BlockFieldDescriptor ShadowTint = new BlockFieldDescriptor(SurfaceDescription.name, "ShadowTint", "Shadow Tint", "SURFACEDESCRIPTION_SHADOWTINT",
new ColorRGBAControl(Color.black), ShaderStage.Fragment);

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