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[9.x.x] Merge Hdrp/staging [Skip CI] (#697) #708
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* Hdrp /fix reset of HDAdditionalLightData (#6453) * fix type resolving issue when reseting HDAdditionalLightdata * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add option to disable XR rendering on the camera settings (#6372) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix unused leftover (#6497) * Split HDRP Test scene 1900 in two scene (#6498) * Fix custom pass test reference images (#6512) * Updated ref image for PT fog test (5005). (#6513) * Review corrections for previous PR (#6494) * Fixed an usage of a a compute buffer not bound (1229964) (#6476) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed scene selection pass not working proporly for meshes rendered with recursive rendering. (#6520) Fixing an issue with sub-surface scattering and updating screenshots * fix typo (#6500) * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. (#6493) * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. * Update changelog. * Additional fix for regular inspector * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. (#6480) * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. * Update changelog * Removed wrongly serialized fields in StaticLightingSky (#6441) * Removed unnecessarily serialized members in StaticLightingSky component. * Update changelog * Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6504) * Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). * Small fix to avoid overlapping Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix a compilation issue to to a backport that did not go well. (#9) * Fixed a regression in the ray traced indirect diffuse due to the new probe system. (#31) * Clamp probes compression factor to 0 (#19) * Clamp to positive * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * path validation when creating new volume profile (#36) * Validate whole path when creating new profile * Changelog Co-authored-by: pavlos.mavridis <pavlos.mavridis@unity3d.com> * Alpha to coverage frame setting (#33) * Added FrameSettingsField.AlphaToMask * Changelog + Documentation * Changed field index * Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint. (#41) * AxF: Add support for specular AA from geometric curvature. * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model. * AxF: Fix a typo that caused a bug for SVBRDF materials using precise Fresnel variants to always use full reflectance (1) for delta lights. * AxF: Fix ignored reflection hierarchy + proxy intersection for carpaint. Add comments about problems if two directions are differents. Also add an option (disabled for now) to have BRDFColor with base angle of dominant direction. Rename some variables to make clearer direction on top for bottom lobe. * AxF: Use get scalar roughness function to factor out code. * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model. * Add changelog entries. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement constant buffers for HDRP global variables. (#52) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Fixed color/depth pyramid debug * Cleanup * Small fix * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Add Performance framework package and HDRP performance tests (#45) * Added performance test project * Added new test scene system and memory p[rofiling * Added shader analysis package * Create symlink folder in library directory * Update editor window * Update shader analysis selection * Added CLI utility to execute shader analysis reports * Added example for the cli * Removed problematic HDRP graphic test packages * Add xml file to avoid IL2CPP stripping issues with test runner on the performance test(#5903) * Update memory profiling test sample count * Update shader graph support * Updated project settings * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Empty commit for Performance reports * Use background job API and improved progress reporting * Empty commit for Performance reports * Updated ui * Empty commit for Performance reports * Empty commit for Performance reports * Added filter on shader pass and variants * Added option to only generate shader variants * Empty commit for Performance reports * Increase garlic heap size * Begin to add build profiling * Added more build info * Working version of the shader compilation time reporting * wip * Removed useless cli * Added util functions to name test and sample groups * Renamed all markers and finished the build profiling * Update test framework package * Updated shader analysis tests * Updated API * Updated API and log command for compiler * Updated api * Use unknown metric instead of time one as workaround * Enable the CPU profiling API * Fix when deleting an analyzed shader * Load reference on enable * Added shader analysis package * Fixed PS4 test name * Fixed memory unit * Added more test scenes * Force performance tests to run on PS4 base * Fixed sample units and use the same SampleGroup for multiple frames in counter test * Begin to create the graphic perf test * Finished the first version of performance graphic test package * Fixed build tests * Increase static analysis timeout * More timeout * Removed Lit shader static analysis * Fix counters tests * Added performance settings window in project settings * Re-add Forward build test scene * Fixed shader analysis filter * PR fixes * Begin to write the doc * Finished V1 of the performance package doc * Added grafana image and doc description * Updated doc * Maybe fix yamayo tests * Update documentation for static analysis * Added note on core asmdef * Removed debug * Fixed total memory * Added tesselation counters test * Tessellation shadow test * Added per scene settings * Added naming convention doc * Fixed build issue on yamato * Compilation fix to revert * Begin to write the new doc page * Completed performance doc * Fixed build test * Added Lit in static analysis * Removed deferred static analysis Co-authored-by: Frédéric Vauchelles <fredericv@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com> * Hdrp/fix/custom pass msaa rendering info (#42) * Add an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Custom Pass AOV API (#50) * Very basic AOV support for custom pass * Updated AOV API for custom passes * Changelog * Update AOV API * API improvements * API documentation * API doc, factorize all push texture calls in RenderCustomPass * added default values and constructor for CustomPassAOVBuffers * fix merge conflicts * Fix GC alloc during rendering: use a for loop instead of findIndex+lambda Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 2) (#87) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Minor adjustments to TAA anti flicker (#97) * small adjust to taa antiflicker * Changelog * Add support for lighting decomposition debug mode (+ AOV) (#99) * Add lighting decomposition debug mode * fix compil issue with probe volumes * Fix usage of debug exposure in debug mode * Add Test 3001 + fix reflection when sky only * remode _DebugExposure after merge * remode _DebugExposure after merge * fix merge issue * add exposure compensation to Fixed exposure mode * Update ColorUtils.cs * Fix MSAA resolve when there is no motion vectors (#1) * Fix MSAA resolve when there is no motion vectors * Update CHANGELOG.md * Cleaned up code * use multi_compile * Added _ Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix switch shader compilation (#111) * DXR Automated tests shader graph optimizations (#116) * Split 902 scene into 5 scenes + SG optimizations * Deleting old image for splited scene * Fix various leaks in HDRP. (#113) * Fixed a number of leak in HDRP * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix compile error with XR SubsystemManager (#107) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update SceneViewDrawMode.cs (#118) * Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#114) * Follow references when unloading unneeded assets * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix culling of reflection probes that change position (#121) * Fix culling of reflection probes that change position * Avoid null reference * Avoid null reference - try 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix null reference when processing light probe (#131) * Hdrp/runtimetests/ps4 fix (#129) * Redo branch. Upgrade to 2020.1.0b5, reduce texture res, new HDRP asset. * Switch to HDRI, increase Garlic heap size to 4gb, turn on "Stop NaNs" on camera, decrease render target res. * Fix issues causing planar probes to be broken with multiple cameras in the scene (#4) * Set appropriate render datas before rendering cameras * changelog * update doc * comment update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix black screen in XR when HDRP package is present but not used (#137) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#18) * Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). * update ssr screenshot Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for rasterized area light shadows in StackLit + slight refactor (#39) * Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled. * Doc: remove note about area light shadows for stacklit. [skipci] Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110) * Fix for white flash happening when changing lighting condition (like teleport) (#140) * fix * Update PostProcessSystem.cs * Update CHANGELOG.md * Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection * Update CHANGELOG.md * adress PR feedback * Fix default volume profile collapse (#138) * Only re-create the volume profile editor when the asset is changed * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Bind missing buffer (#159) Bind buffer to make sure that something is bound Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162) * Fixed shader warning on Xbox for ResolveStencilBuffer.compute (#163) * fix warning * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Texture-weighted automatic exposure (#165) * Exposure weighted by texture * miss one in the renaming * Doc update * changelog * doc update * fix issue when disabling override * Update 3003_LightingMode.unity * Optimizing light loop part 2 (#2) * Saving 10% off the PrepareLightForGPU * 18% decrease in cost with this * Around 12% cost shaving off GetLightData * Around 6.5% win here * Faster View matrix flip * Missing *=-1 * About 7% win in preprocess light data * Another small batch * Small cleanup for first optimization pass * Tiny bit more cleanup * Make UpdateShadowRequests 12% cheaper * Address review points * A bit less than 20% win in ExtractPointLightData * Add comment * changelog * 25% reduction of ExtractPointLightData * 18% win in UpdateShadowRequest * Another around 11% win for UpdateShadowRequest * Move matrix multiply utils to core * less lighttype computation * Ooops * fixup changelog * Proper merge * Missing leftovers . * I'll manage to submit it all one day... Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added support for POM for emissive map (#51) * Add option to use Base UV Mapping for emission * Graphic test and doc * Changelog * Screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP Compositor Tool (#57) * HDRP compositor tool, first code drop documentation typo, move everything in compositor namespace documentation typo bugfix: dynamically add/remove properties when shadergraph changes UI bugfix: properly compute height of UI elements Missing tooltips, button to remove the compositor toggle layers now works when player is paused add chroma keying in the compositor test Changelog, workflow bugfix Use Unity's built'in icons AOV bugfixes AOV tooltip was wrong bugfix: disabling the compositor now disables all compositor cameras Proper monitoring of shadergraph changes Updated test image + minor changes Use better names for internal cameras Bugfix: selecting the same res for a layer Bugfix: deleting in-use texture layers from shadergraph now works Bugfix: setting AOV to none now works properly Use the term SubLayer in the UI Improve AOV tooltip Camera properties in layers are properly refreshed UI: Move checkbox for overrides on the left side of the label Remove default compositor camera when also deleting the compositor Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again Hdrp/docs/compositor (#6013) * Added docs review * Changed fodler for images Bugfixe: deleting layers Bugfix: reordering layers Bugfix: creating a new compositor fails Remove redundant check Fix wrong tooltip Bugfix when deleting camera stack layers Bugfix: handle window resize Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers Bugfix: more robust re-ordering (also moves children) Bugfix: mark scene dirty when adding a compositor Bugfix: display warning when alpha is configured properly Change video layer icon Bugfix: adding a layer filter does not reset the UI state Bugfix: do not show composition properties that are marked with hide-in-inspector Better / more clean layer injection implementation minor code clean up Clear color mode should only be editable on the first layer of a stack Bugfix: setup of custom render was not always called Bugfix: make sure additional camera data always exist in the layer/compositor camera Change test id to 9800 Fix typos mark scene dirty when removing or disabling the compositor Default composition shadergraph and profile are now cloned Serialized objects are now properly updated minor code change: range checks bugfix: error message appears at beginning remove layer list from the asset file add default camera layer when creating the compositor replace getter function with c-sharp property update asset in unit test * move compositor unit test images * remove leftover code * review feedback #1 * review feedback 2 * review feedback - custom clear shader * fix variable names that don't affect serialization * fix serialized variable names * bugfix: image layers and camera stacking * use enum utility functions * Use multicompile in motion blur + bug fix * Make some variables private * Update Compositor-User-Guide.md * Review feedback * fix muticompile for motion blur without alpha * Update to new constant buffer / shadergraph api * Player test image for the compositor * Properly fill camera entries for global constant buffer * Fix after rebase / function rename * Make bg red for better debugging qnd cqtch unity exception * Disable compositor test until we fix it on yamato Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * PBR shader gbuffer ztest (#43) * Fixed PBR shader rendering in deferred * Updated changelog * Enable Light Baking Cookies by default + Warning (#79) * Enable * Fix typo * Importance Sampling Pipeline (#84) * Multiple Importance Sampling for HDRI Sky (Ray Generation) * backup * Multiple helpers * Add RTHandleDeleter (delay in K frame the Release of a RTHandle) * Fix GPU Operation when texture are too small * Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ... * Helper manager to generate one marginal per slice mip (one per frame) * backup * Add SampleCubemapProjectionNode (Project cubemap to Geometry) * delete useless files * update * Cube To LatLong for CubeArray * Functional generation * Integration on ray tracer step * Store HDRI Integral * . * Integrate HDRI Sky * Update Importance Sampling * Update Algorithm with Hemisphere Path * Backup * Update merge * Update Merge 001 * Update Merge 002 * Update Merge 003 * Update Merge 004 * Update Merge 005 * Update Merge 006 * Update Merge 007 * Cleanup * Update Integration of HDRISky Upper Hemisphere * Remove useless dump images on disk * Fix change log issue * backup * Backup * Pre-Clean * Pre-Clean * Clean Up - remove file * Remove Debug Code * Update * Update ChangeLog * Clean Up * update * Clean up * Remove useless texture * Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter" * CleanUp * remove useless comment * Add variable (Atmospherical) + Rename/Comment * Move parameter to CS, Clean & move to private RTHandleDeleter * Revert "Importance Sampling Pipeline (#84)" This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11. * Reducing the number of variants for ray tracing when building a player (#94) * - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform. - Removed the dynamic lightmap multicompile. - Remove the LOD cross fade multi compile for ray tracing. - Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping. * fix merge * Update LayeredLit.shader * Update LayeredLit.shader Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 3003_LightingMode.unity * Fix compil issue with Enable BakeCookie * Enable Light Baking Cookies by default + Warning - part 3 #79 * Avoid building the mip chain a second time for SSR for transparent objects. (#93) * - Avoid building the mip chain a second time for SSR for transparent objects. * Update ScreenSpaceReflections.compute * fix merge issue Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Scalable volumetrics [skip ci] (#34) * Adaptive sampling works * Compute the PDF * URL * Fix stuff up (except for profile preview) * Attempt to fix previews * Fix transmission * Support quality levels * Clean shader * Remove 2 kernels * PURGE * Automatically adjust the number of samples at runtime * Changelog * Spaaaaace * Add comment * Spaaaaaace * Rename * Update ref img 1215, 1216, 1217 * Revert "Update ref img 1215, 1216, 1217" This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088. * Robust filter radius * Solve the NaN problem * Save 1x VGPR * Update SSS defaults * Add migration steps * Volume resolution WIP * Shorter names FTW * Comment * Dynamic slice count works * Dynamic res works * Changelog * Stretch the limits * Fix bug (order matters) * Comments * Remove volumetric quality presets * Changelog * Reorder * Solve the mystery of RTs going NULL * More robust bad history detection * Update test scenes for High Quality * More bug fixes * More accurate comment * Do not reinvent the wheel * Fix broken test 1351 * Attempt to migrate HQ SSS settings * Remove all branches * Optimize a bit * 7x WF * Fix the rounding error * Fix the rounding error * Remove garbage allocation * Fix typos * Copy the SSS value * Revert HDRP asset changes * Fix default UI value * Pass the right asset * Update ref img 1215 * update reference screenshots * Update CHANGELOG.md * Update CHANGELOG.md * Switch to RTHandles * Rename textures used by the fog filtering pass * Fix reprojection * Fix shader warning + typo+ * fix another shader warning Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fixed runtime test for Yamato (#177) * Revert "Hdrp/runtimetests/ps4 fix (#129)" This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba. * Update runtime test to use way less memory to be able to run on console * Fixed screenshots and test * Fix HDRP Wizard windows not compatible with "preview" package version (#178) * Fix async compute throwing errors because of global constant buffers. (#130) * Replaced commands incompatible with async compute in light list build process. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136) * Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly. * Update changelog * Removed useless test * Updated changelog message to add more info * Refactoring to share the code for light list building better between probe volumes and lights. (#156) * Refactoring to share the code for light list building better between probe volumes and lights. * Remove commented code * Fixed constant buffer update * Fixed kernel used for cluster generation * Fixed cluster kernel for oblique projection * Restored a resize test for XR * Removed unexpected Shuriken folder in Test Project * Add range attenuation to box-shaped spotlights [Skip CI] (#101) * Added range attenuation to box-shaped spotlights * Update tests * Update CHANGELOG.md * Remove file duplication * Added box range attenuation test * Clarify documentation * Update screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/decal transparent mip selection 1222437 (#96) * Improve MIP selection for decals to transparent * Add change logs * Communize Helper (ComputeTextureLOD{Bias?}(...) * Update * Rename * Comment * fix white space and 0.f Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix cookie atlas alloc for cone spot lights (#187) * Fix unneeded cookie texture allocation for cone stop lights * Updated changelog * Fix cone spot light cookie * update template (#189) * Hdrp/combine material samples with shader samples [Skip CI] (#117) * Fix MaterialBalls having same guid issue material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned * Merge material samples and shader samples Merge shader samples into material samples * Update scene visuals update frame prefab with new visual style update scene to suit visual style * Fix spelling and grammatical errors alterates -> alters - this one isn't technically an error but alterates isn't used in common English oder -> order accross -> across * Create fabric scene create scene and rendering settings * Add fabric ball prefab with fabric mesh Add fabric ball prefab with fabric mesh * Add threadmaps to project Add threadmaps to project * Add materials to project Add materials to project Linen Nylon Satin Velvet Wool * Add scenes for hair and fabric and create prefabs for lighting and hair display Add scenes for hair and fabric Create prefabs for lighting and hair display Fix Decal prefab * Update scene and fix errors with materials that don't use threadmaps Update scene and fix errors with materials that don't use threadmaps * Update fabric materials and textures Update fabric materials and textures * Clean up project and add additional materials Add ShotSilk material Modify materials Rename textures Cleanup changes Add information to fabric scene * Update and organize scenes Update and organize scenes * Update Fabric scene , fix spelling errors and change to american spelling Update Fabric scene , fix spelling errors and change to american spelling * Update information in fabric scene * Update scene lighting Update scene lighting * Align lighting and rendering across scenes, remove old sample scene Create prefabs for common elements Change sky gradient Remove unused settings Remove old sample scene * Update textures and meshes Update denim color to tga file format to conform with other files Update cloth mesh to have better normals Update scene after changes to prefab * Update cloth mesh Update cloth mesh * Update scene text and cloth mesh Update scene text and cloth mesh * Update Changelog Update Changelog * Fix bug with material ball and parallax occlusion mapping due to mesh tangents Fix bug with material ball and parallax occlusion mapping due to mesh tangents * Remove shader samples from package json and update material samples description Remove shader samples from package json and update material samples description * Update sample content documentation * Update scene text * Move files in mesh folder to appropriate folders and remove additional material ball prefab * Add micro shadows * Update 1301_StackLitSG.png * Change guid reference in MaterialSamples scene Co-authored-by: Sean Puller <sean.puller@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * DisplayInfo attribute. (#172) * Added DisplayInfo attribute for generic display info. * Implemented volume parameter sorting for default inspector. * Update changelog * Named parameters for tuples in Volume Component Editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Compute Buffer management for render graph (#194) * Added import and usage of Compute Buffer API to render graph. * Missing clear of Compute buffer write/read lists. * Another missing clear. * Light loop compute buffers WIP # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs * Reverted Render Graph debug registering by default. * Post merge fixes * RenderPass debugger visualization and fixed null profiling sampler * Missing using directive. * Post merge fix * Use new light list build ouptut for deferred lighting pass * Use new light list build ouptut for contact shadow pass * Use new light list build ouptut for volumetric passes * Simplify the tooltip (#188) * Added MovedFrom attribute (#182) * Contact shadow min distance + fix scalarization code (#150) * Min distance * editor update * Update doc * Changelog * fix some ui issues * Update docs according to UI changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * TAA docs update (#132) * update docs * pr review * Added indentation as dashed * Hdrp/deferred shadow quality multi compile (#5) * shadow mask * Changelog * Have shadow quality as multi_compile * make old API obsolete * Update comment * Comment on pre processor * Update docs * Change shader versions of deferred Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/path traced dof (#164) * Path traced DoF implementation * Move focus distance from volume to physical camera * Small fixes * Small fixes in math * Small fixes in math 2 * Compile error * Make new functions private * Cosmetic changes * Move viewport matrix function to utils * Keep focus distance in the volume * Do not enable in scene view camera * Changelog * Review feedback * Use scale and bias instead of matrix mul for the viewport transform * Bugfix: post process DoF should still be executed for non-physical mode * Typo * avoid null reference when physical params is null * remove redundant check * Update HDRenderPipelineAsset.asset (#210) * Fixed volume debug menu in playmode (#149) * Refresh widgets in play mode. Added doc. Reduced refresh rate * Changelog * Added some code doc * Fix refresh rate and scroll over hidden volumes in play mode Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added a new test scene for physical camera DoF in Pathtracer (#211) * Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215) * fix bug 1238155 * Update CHANGELOG.md * Update HDRenderPipeline.cs * Update HDRenderPipelineAsset.cs * Fix warning in PCSS code when using Vulkan (#229) * Fix warning * changelog * Fix decal register + obsolete cookie API (#195) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Fix decal shader * Fixed HDRP cookie * Update HDLightUI.cs * correctly fix decal * Update CHANGELOG.md * Update ColorAdjustments.cs * Update ShaderVariablesDecal.hlsl * fix compil on 2020.1 * Update HDRP_Test_Def.asset * add test for 3RT decal * update decal test * Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244) * Do code cleanup + bugfix shadow * Update Upgrading-from-2020.1-to-2020.2.md * Update LightLoopDef.hlsl * Fixed issues with path traced SSS and accumulation. (#257) * Add missing documentation for AOV API params (#254) * Hdrp/public static sky (#253) * Made the static lighting sky public so that users can change it by script for baking purpose. * Update changelog * Update HDAdditionalLightData.Migration.cs (#269) * Add missing docs attributes (#271) * Fixed an error about procedural sky being logged by mistake. (#273) * Fixed an error about procedural sky being logged by mistake. * Update changelog * Fix quality settings UI and shadow mask UI (#122) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update CHANGELOG.md * Update HDRenderPipeline.cs * fix typo * fix typo 2 * Updated raytracing async compute warning. (#274) * Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a null ref exception in static sky when the default volume profile is invalid. (#278) * Fixed a null ref exception in static sky when the default volume profile is invalid. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added SubScenes cache to be compatible with HDRP/staging (#287) * Update 2002_Light_DynamicMix.unity (#292) * Update HDCubemapInspector.cs (#296) * increase tolerance for test 5008 in VR due to recent changes (#311) * Upate screenshot for HDRP DXR Test (#312) * Fix SSS code doc (#319) * Fix issue with screen-space shadows not enabled with RT off (#139) * Fix issue with screen_space shadows not enabled with RT off * Proper fix: only keep directional screen space shadows with RT off * Fix shadow debug mode * cosmetic changes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a performance issue with stochastic ray traced area shadows. (#300) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix bad merge of the light loop optimization PR (an optimization was undone) (#321) * Don't compute light type * Typo * Camera override API (#170) * Added the API to override camera rendering * Updated changelog * Fixed compilation issue * Factorized protection function * Fixed camera override in scene view * Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update * Fixed camera override with dynamic resolution and moved it to internal Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix cookie srgb (#297) * Fixed srgb flag not updating the cookie atlas * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix flickering lighting in the scene and game view when lookdev is open. (#290) * Fixed flickering of the game/scene view when lookdev is running. * Update changelog. * Added a function to reset the reference size of RTHandle systems. (#299) * Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. * Update changelog * Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291) * render until ambient probe is ready * changelog * remove comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Motion Vectors written by transparent when rendering with MSAA (#315) * Add resolve if needed of transparent movec * rename * rendergraph * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/reflection probe scale perf (#252) * Use IEnumerable as interface for HDProbeSystem * Added a perf test for probe registration * Use HashSet instead of List to store HDProbes * Updated planar reflection to use a HashSet * Updated changelog * Fix invalid length check * Fixed build of planar probe array * Fixed GC alloc issue Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [9.x.x] Axf measurements into tilings (#289) * AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support. On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material. This removes old materialU/V tiling and flakes tiling (AxF is still in preview though). Update test scene to move old tiling property values into new properties so results don't change. Update documentation. * AxF measurements into tilings: Add changelog entry. * AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings. * Update the AlphaToMask test for AxF. * Update all other editor and player platform references to match. Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * fix 9402screenshots on vulkan * Update HDRP graphic test framework with Test Broken / TestFilter script (#393) * Update hdrp testing framework * Update hdrp testing framework 2 * Update TestFilterGenerator.cs * revert change on shader graph * Hd/add layer modification on generated emissive mesh for area light (#364) * Add Layer modification of EmissiveMesh generated by area light Add Layer handling on Generated Emissive Mesh * Update CHANGELOG.md * Add "same as Light" hability for layer and make it default * Add destruction on move in hierarchy and retrieve existing to secure the NotEditable * Add sync on Static too * Also the copy the static drop down Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Disable async compute for D3D12 [Hold] (#301) * disable async on d3d12 * Change doc * Hd/fix nullref while removing decal component (#416) * fix nullref on DecalComponent removed from contextual menu * Update CHANGELOG.md * Added a flow map parameter to HDRI Sky (#44) * Added uv distorsion for HDRISky cubemap * Editable flow strength * Better parameter name. Smooth flow on cube edges * Added a graphic test. Updated Changelog * Updated documentation * Added screenshots * Wait frames for test * Wait more * Update screenshots again... * Static test * Static screenshots * use multi_compile * Renamed all parameters * Procedural distortion * Update doc * Set all keywords * Revert to old behaviour * doc * update test * remove useless variable * doc * Fix lat long and procedural flow * replace trig functions. Correct wind dir * Dropdown and upper hemisphere fix * Updated doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with Uber Post process shader when alpha is enabled (#422) * Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * replace fbx by the one from URP with no import errors (#427) * Fix the bug (#430) * Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418) * Saturate vertex color to avoid negative values. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Renamed variables (#436) * Fix issue with the resolve of motion vectors (#421) * Hd/fix targets used in ongui in decalcomponent (#413) * Fix Reset not resetting to default * Delay MaterialEditor recreation to when possible * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implemented ray traced reflections for transparent objects. (#47) * Implementation of ray traced reflections for transparent objects * fix issue with ShowPrePassAndPostPass * Change label for transparent SSR + change default value to false * fix material not setup properly Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix custom pass graphic tests (#359) * FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test * Replaced canvas by a quad (more stable for graphic test) * disable vulkan test as it is failing, need investigation Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Save scene-view camera settings in Editor prefs (#440) * Sceneview camera settings are now saved in Editor prefs * cosmetic changes * add comment * Small refactor to allow easily adding more prefs in the future * fix comment * fix comment 2 Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue when switching back to custom sensor type in physical camera (#417) * Fix issue when switching back to custom sensor type in physical camera * make if comparison more explicit * make if comparison more safe * Per-camera history for the custom settings using a static dictionary * Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix a null ref exception when running playmode tests (#360) * fix a null ref exception when running playmode tests with the render pipeline debug window opened * use empty array Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed some gcalloc in the debug window (#445) * Fixed some GCAlloc in the debug window * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update reference screenshot dx12 * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443) * Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) * Fix an issue with thin refraction SG and updating screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Create Shaders.meta * Hdrp/small ui update (#423) * Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. * Update changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update settings for DXR * Update SetToCameraNearPlane.cs * Add an option to disable shadow bias * Don't query cull results if we don't have them (#449) * test with a guard * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update screenshot (#463) * Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12 * Update TestCaseFilters.asset * Revert "Disable async compute for D3D12 [Hold] (#301)" (#469) This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16. * Revert "Add an option to disable shadow bias" This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c. * PBR Sky renderer now shares its internal precomputation table between different instances. (#250) * PBR Sky renderer now shares its internal precomputation table between different instances. * Update changelog * Doc update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Makes sure quaternion is normalized and valid before converting to ma… (#331) * Makes sure quaternion is normalized and valid before converting to matrix. * Updated Changelo. * Revert "Updated Changelo." This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2. * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * New tooltip for camera background and fixed exposure when switching the background mode. (#415) * Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue causing not all baked reflection probes to be deleted (#441) * Clear the queue once filled up and push elements that failed to be pushed. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed asset preview being rendered white because of static lighting sky. (#462) * Fixed an issue where asset preview could be rendered white because of static lighting sky. Also fixed an issue where static lighting was not updated when removing the static lighting sky profile. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed null reference exception in LookDev when setting the SRP to None (#447) * Fixed null reference exception in LookDev when setting the SRP to None * Review feedback * Review feedback 2 * Fix show cookie atlas debug mode (#475) * Fix the show cookie atlas debug mode not displaying correctly * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Enable DXR playmode test (#472) * Update upm-ci-hdrp_dxr.yml * add hdrp dxr playmode test to all hdrp ci * Update upm-ci-hdrp.yml * Update upm-ci-hdrp.yml * change planar atlas size to 1024 * Update upm-ci-hdrp.yml * Update 802_SubSurfaceScatteringForward.png * update scene * update 5001 lighting * fix exposure for 5001 path tracing test * update player screenshots * disable 5001 path tracing as it fail on yamato * Fix few multi-editing issues with Emission UI (#473) * Working but not nice * Remove unecessary cruft * tiny changes * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Re-enable cubemap thumbnail gen only for d3d11 (#487) * re-enable thumbnail gen only for d3d11 * Update changelog * try enable metal * Update changelog and comment * Check reflection probe null pointer before use. (case 1244047) (#456) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove max atlas probe alloc size in HDRP asset (#458) * Fixed max alloc planar size not taking in account the max cache size * Removed the max cache clamp on texture atlases * Hd/fix undo environmentlibrary lookdev (#490) * fix undo redo for environment library * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix vulkan test * SSGI Implementation (#95) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Change Sky in 5001 PT Test to HDRI Sky + update image (#502) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 802_SubSurfaceScatteringForward.unity * fix vulkan warring and wrong meta * Update upm-ci-hdrp.yml * Fix merge issue with Test filter * Use path relative to package for depth of field (#523) * Use absolute paths for dof include * changelog * Fix Light overlap (#444) * Added the light overlap volume code * Updated changelog * Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode * Fixed documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed API breakage. (#524) * [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532) * AOV documentation * minor change in the comments * Accumulation documentation * minor improvements * Rewrite the AOV script. Now it is stand-alone. * Typo * Add path traced DoF documentation * Reviewed AOV doc * Reviewed accumulation doc * Reviewed path-traced dof doc * Add missing OnDestroy in example script Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Restore some XR HDRP tests (#382) * restored XR tests * revert and split changes for temporal effects in another branch * fix XR tests using volumetrics * 8103 is still acting randomly * try to set timeout to 30s to confirm it's working * set timeout to 5 min per test for HDRP instead of default 3 min Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix taaFrameIndex and restore TAA tests for XR (#534) * fix taaFrameIndex and temporal effects with the test suite * increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty * update ref images * set waitFrames for HDRP runtime test scene * reset camera before waiting * update reference images from Yamato * revert change to 001-HDTemplate * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488) * Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) * Add missing inverse exposure multiplier * Add support for batchmode (#542) * Update 9301_MotionVectorsOff-Forward-Dynamic.png * Fix custom pass prefabs (#419) * Fix custom pass integration with prefabs * Updated changelog * Fixed prefab highlight not updated when adding/removing custom passes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * Reverted volumetric lighting changes and now render graph version uses the shared textures. * Clone in the Asset folder when the original volume profile is in a re… (#508) * Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961) * Added changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529) * Custom Pass API (part 1) (#155) * Begin to write the new custom pass API * Begin to add custom pass utils shader * Begin to add custom pass API test scenes * Fixes for the Gaussian blur of the custom pass API * Fix blur release * Added custom pass copy test and fixed blur * Added more custom pass documentation * Added custom pass API graphic test reference image * Added more obsolete things * fix function visibility * Updated changelog * Added custom pass API test scene * Fixed custom pass API doc * Moved obsolete execute function into the new one * Updated custom clear pass to use the new API * Updated custom pass API test reference image * update reference screenshots * Fixed various scale issues in the blur custom pass API and updated reference screenshot * Disable custom pass API test because it's unstable Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Constant Buffers for HDRP (part 3) (#98) * Fixed execution error without raytracing * Prepare Prepass refacto * Another round of preparation * Renamed XRPassScope to XRSinglePassScope * RenderAfterPostProcess is now static * Add AfterPostProcess to RenderGraph (WIP) * AfterPostProcess implementation * Fixed wrong RTHandle allocation * Fixed light layers texture binding during deferred lighting pass * Implemented Post Process Final Pass with RenderGraph * Post merge fixes * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders. * Fixed alpha in post processes * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle * Fixed decal normal patch pass * Fixed stencil resolve render pass * Fixed RenderDBuffer render pass function capturing variables. * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList * Various fixes of things that diverged compared to regular path. * Unified renderer list and texture invalid handle error. * Revert wrong change * Added constant buffer hlsl generation * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C# * post merge fix * Removed useless comment. * Missing doc * Started moving cmd.SetGlobalXXX to update the global CB (WIP) * Implemented Volumetrics global CB and various fixes. * Implemented shadow global CB update. * Finished up Global Constant Buffer setup * Fix null ref * Fixed global constant buffer alignment issues. * Fixed shadows and SSS * Small ConstantBuffer API refacto * Small fix * Volumetric Constant Buffer implementation + Fix * Fix ambient occlusion * Removed redundant SetGlobalXXX * Light list build global CB implementation * Fixed path tracing frame index constant * Fixed ao constant w/ raytracing * Better path tracing fix. * Refactored CB API to comply with Render Graph specificities * Update test screenshot * Fixed constant buffer generation to use macros. * Implemented XR global constant buffer. * Removed useless global constant * Fixed XR global constant name * Converted SSR to constant buffer. * Converted AO to constant buffers. * Fixed warning * Removed some useless SetGlobalXXX in Light Cookie Manager * Converted debug display to use constant buffer. * Fixed color/depth pyramid debug * Cleanup * Implemented constant buffer for PBR sky global variables. * Warning fix * Small fix * Cleanup of global setup happening before rendering (render graph path or not). * Post merge fix * Added global constant buffer hlsl generation. * Post merge fix * Converted raytracing lightloop variables to constant buffer. * Converted RayTracing global variables to constant buffer. * Removed obsolete comment * Post merge fix * Post merge fix * Post merge fix 2 * Double inclusion fix. * Fixed CB visibility * Fixed compilation after the merge * Indentation fix * Removed temporary comments. * Moved some constants around. * Post merge fix + Port ProbeVolume global variables to constant buffers. * Fixed deallocation of constant buffers * Properly release Volumetric constant buffers. * Another update to CB API * Updated documentation. * Missing generated file * Post merge fix * Fixed various issues with light probe volumes. * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene. * Final fix for probe volumes * Fixed a warning in shader compilation * Changes from review feedback * Compilation fix. * Post merge fix * Removed useless constant * Crash fix * Post merge fix * Update 501_RecursiveRendering.png Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Hd/fix wizard defaultvolumeprofile creation (#565) * Fix Wizard check on default volume profile * Update CHANGELOG.md * Small TAA Anti-flicker changes (#555) * tweaks * Change default so that is just high quality. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix central depth sampling in TAA (#564) * Fix sampling of central depth * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Render Graph Async Compute (#552) * Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP) * AO and Post Processes. * Prefixed all history buffers with camera name for readability in the memory profiler. * LIght volume debug and Volumetric (WIP) * Fixed volumetric * Fixed deallocation of SSS buffers * Review feedback fixes. * Init order fix for post process * WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies. * Implementation of async resource synchronization. * Fixed synchronization (only partial fix) * Added default profiling sampler for render graph passes not providing one. * Async WIP * Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async. * Post merge fix * Cleanup * Removed comment. * Disabled async contact shadows again. * Small cleanup * Change exposure compensation in the default volume profile to 0. (#388) * Change profile (And add missing setting) * changelog * Upgrade guide Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Histogram guided auto-exposure + debug modes (#372) * some very incomplete stuff... * sync point, rough working version * Mostly working for now, moving onto debug vis and maybe revisit. * Commit as I need branch switching - Start debug modes * Add a bunch of debug mode and start of histogram * Delimiters indicator with bars * Add another option for percentile exttremes * fix warning * Moving debug modes * Label bar separate (invisible otherwise) * Push change to bar indicator * remove fancy background of histogram frame * Small triangle instead of indicator bars * Target exposure indicator * add some margin * Add an X at center * Metering PiP * Draw tonemap curve and use tonemapped texture for view * Share some code * Curve remapping for histogram and fix some warning * Some comments fixup * Simple comment changes * Revert debug symbol in shader * Changelog * review fixups * Review feedback * Bad merge fixup Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Refactor shadow caching system (#554) * Very debuggy code just start nothing functional or usable yet. * remove old cached stuff (not finished, need switch branch) * revert wrongful commit * A bit of restructuring * A good point as any to sync up * sync * Move from old repo... * fix regression * Handle case in which shadow doesn't fit * leftover not committed * Fix some issues with culling of point lights from the * preliminary support for cascaded shadows * Fix some issue with the directional * Subshadow update * Add some guards, some debug and the new C++ api for infinite bounds * Some UI for the resolution * Fix merge issues * Update debug cs.hlsl * Render graph stuff and some leftover removal * micro cleanup * Fix behaviour when defragging and excess lights are there * Public API * Remove dbg names * Bug on debug view of area atlas * Missing field on new PCSS signature for directional * More public API * Refresh cached shadows on resolution changes. * merge conflicts patchup * Fix missing shadows on normal shadows * Small cleanup and turning positive the doesn'tHavePlacement * Fix case on switching light type and issue with non-rectangle area lights * tentative fix for error on build * Debug logging * update naming of debug * Fix issue with double inclusion * DOCS * upgrade guide * post merge fixups * leftover comment * changelog * Doc changes in upgrade guide * have print debug info only in editor Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * update reference screenshots * VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest * Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584) * remove useless code for cookie * Hdrp/fix camera switcher (#591) * Fixed a wrong condition in camera switcher, potentially causing out of bound exceptions. * update changelog. * fix issue that prevents PS4 from building (#596) * Removed experimental namespace for ray tracing code. (#612) * Hdrp/multi view pt (#518) * Multiview (scene + game) path tracing accumulation. * Cosmetic. * Modifications to address comments in PR. * Updated PT fog test. * Updated Changelog. * Fixed issue with unlit shader graphs in path-traced mode. * Update CHANGELOG.md * Update HDUnlitSubTarget.cs Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fix Look Dev default profile not updating correctly (#630) * Fixed an issue where editing the lookdev default profile would not reflect directly in the…
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Hdrp /fix reset of HDAdditionalLightData ([10xx] Fix perf tests on android #6453)
fix type resolving issue when reseting HDAdditionalLightdata
Update CHANGELOG.md
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Co-authored-by: sebastienlagarde sebastien@unity3d.com
fix unused leftover ([VFX] Backport of prefab editor test (10.x.x) #6497)
Split HDRP Test scene 1900 in two scene (Updated Physically Based Sky documentation with more warnings about warmup cost. #6498)
Fix custom pass test reference images ([Built-in] Moving WS view direction from vertex to fragment to lower varying size #6512)
Updated ref image for PT fog test (5005). (Avoid typed load on volumetric fog filtering on platforms that don't support it #6513)
Review corrections for previous PR (Improve Path tracing docs #6494)
Fixed an usage of a a compute buffer not bound (1229964) (Universal/fix shader paths #6476)
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fixing an issue with sub-surface scattering and updating screenshots
fix typo ([SG] Fix reference screenshots - MathNodes and ProceduralNode #6500)
Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. (Fixed spot light shadows near plane #6493)
Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor.
Update changelog.
Additional fix for regular inspector
Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. (Bump version to 10.9.0 #6480)
Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems.
Update changelog
Removed wrongly serialized fields in StaticLightingSky ([HDRP] Fix Layer lit shader UI #6441)
Removed unnecessarily serialized members in StaticLightingSky component.
Update changelog
Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (Fix suggested names in Secondary Textures tab of Sprite Editor #6504)
Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).
Small fix to avoid overlapping
Co-authored-by: Remi Chapelain remi.chapelain@unity3d.com
Co-authored-by: JulienIgnace-Unity julien@unity3d.com
Fix a compilation issue to to a backport that did not go well. (Fix a compilation issue to to a backport that did not go well. #9)
Fixed a regression in the ray traced indirect diffuse due to the new probe system. (Fixed a regression in the ray traced indirect diffuse due to the new probe system. #31)
Clamp probes compression factor to 0 (Clamp probes compression factor to 0 #19)
Clamp to positive
Changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
path validation when creating new volume profile (path validation when creating new volume profile #36)
Validate whole path when creating new profile
Changelog
Co-authored-by: pavlos.mavridis pavlos.mavridis@unity3d.com
Alpha to coverage frame setting (Alpha to coverage frame setting #33)
Added FrameSettingsField.AlphaToMask
Changelog + Documentation
Changed field index
Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint. (Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint. #41)
AxF: Add support for specular AA from geometric curvature.
AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model.
AxF: Fix a typo that caused a bug for SVBRDF materials using precise Fresnel variants to always use full reflectance (1) for delta lights.
AxF: Fix ignored reflection hierarchy + proxy intersection for carpaint. Add comments about problems if two directions are differents. Also add an option (disabled for now) to have BRDFColor with base angle of dominant direction. Rename some variables to make clearer direction on top for bottom lobe.
AxF: Use get scalar roughness function to factor out code.
AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model.
Add changelog entries.
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Implement constant buffers for HDRP global variables. (Implement constant buffers for HDRP global variables. #52)
Fixed execution error without raytracing
Prepare Prepass refacto
Another round of preparation
Renamed XRPassScope to XRSinglePassScope
RenderAfterPostProcess is now static
Add AfterPostProcess to RenderGraph (WIP)
AfterPostProcess implementation
Fixed wrong RTHandle allocation
Fixed light layers texture binding during deferred lighting pass
Implemented Post Process Final Pass with RenderGraph
Post merge fixes
Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.
Fixed alpha in post processes
Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle
Fixed decal normal patch pass
Fixed stencil resolve render pass
Fixed RenderDBuffer render pass function capturing variables.
Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList
Various fixes of things that diverged compared to regular path.
Unified renderer list and texture invalid handle error.
Revert wrong change
Added constant buffer hlsl generation
Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#
post merge fix
Removed useless comment.
Missing doc
Started moving cmd.SetGlobalXXX to update the global CB (WIP)
Implemented Volumetrics global CB and various fixes.
Implemented shadow global CB update.
Finished up Global Constant Buffer setup
Fix null ref
Fixed global constant buffer alignment issues.
Fixed shadows and SSS
Small ConstantBuffer API refacto
Small fix
Volumetric Constant Buffer implementation + Fix
Fix ambient occlusion
Removed redundant SetGlobalXXX
Light list build global CB implementation
Fixed path tracing frame index constant
Fixed ao constant w/ raytracing
Better path tracing fix.
Refactored CB API to comply with Render Graph specificities
Update test screenshot
Fixed constant buffer generation to use macros.
Fixed color/depth pyramid debug
Cleanup
Small fix
Post merge fix
Added global constant buffer hlsl generation.
Post merge fix
Post merge fix
Post merge fix 2
Double inclusion fix.
Fixed CB visibility
Indentation fix
Removed temporary comments.
Moved some constants around.
Post merge fix + Port ProbeVolume global variables to constant buffers.
Fixed deallocation of constant buffers
Properly release Volumetric constant buffers.
Another update to CB API
Updated documentation.
Add Performance framework package and HDRP performance tests (Add Performance framework package and HDRP performance tests #45)
Added performance test project
Added new test scene system and memory p[rofiling
Added shader analysis package
Create symlink folder in library directory
Update editor window
Update shader analysis selection
Added CLI utility to execute shader analysis reports
Added example for the cli
Removed problematic HDRP graphic test packages
Add xml file to avoid IL2CPP stripping issues with test runner on the performance test(Fix runtime test MSAA8x to MSAA2x on cloud test 4 #5903)
Update memory profiling test sample count
Update shader graph support
Updated project settings
Empty commit for Performance reports
Empty commit for Performance reports
Empty commit for Performance reports
Empty commit for Performance reports
Empty commit for Performance reports
Empty commit for Performance reports
Use background job API and improved progress reporting
Empty commit for Performance reports
Updated ui
Empty commit for Performance reports
Empty commit for Performance reports
Added filter on shader pass and variants
Added option to only generate shader variants
Empty commit for Performance reports
Increase garlic heap size
Begin to add build profiling
Added more build info
Working version of the shader compilation time reporting
wip
Removed useless cli
Added util functions to name test and sample groups
Renamed all markers and finished the build profiling
Update test framework package
Updated shader analysis tests
Updated API
Updated API and log command for compiler
Updated api
Use unknown metric instead of time one as workaround
Enable the CPU profiling API
Fix when deleting an analyzed shader
Load reference on enable
Added shader analysis package
Fixed PS4 test name
Fixed memory unit
Added more test scenes
Force performance tests to run on PS4 base
Fixed sample units and use the same SampleGroup for multiple frames in counter test
Begin to create the graphic perf test
Finished the first version of performance graphic test package
Fixed build tests
Increase static analysis timeout
More timeout
Removed Lit shader static analysis
Fix counters tests
Added performance settings window in project settings
Re-add Forward build test scene
Fixed shader analysis filter
PR fixes
Begin to write the doc
Finished V1 of the performance package doc
Added grafana image and doc description
Updated doc
Maybe fix yamayo tests
Update documentation for static analysis
Added note on core asmdef
Removed debug
Fixed total memory
Added tesselation counters test
Tessellation shadow test
Added per scene settings
Added naming convention doc
Fixed build issue on yamato
Compilation fix to revert
Begin to write the new doc page
Completed performance doc
Fixed build test
Added Lit in static analysis
Removed deferred static analysis
Co-authored-by: Frédéric Vauchelles fredericv@unity3d.com
Co-authored-by: FrancescoC-unity 43168857+FrancescoC-unity@users.noreply.github.com
Co-authored-by: FrancescoC-Unity francescoc@unity3d.com
Hdrp/fix/custom pass msaa rendering info (Hdrp/fix/custom pass msaa rendering info #42)
Add an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA
Updated changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Custom Pass AOV API (Custom Pass AOV API #50)
Very basic AOV support for custom pass
Updated AOV API for custom passes
Changelog
Update AOV API
API improvements
API documentation
API doc, factorize all push texture calls in RenderCustomPass
added default values and constructor for CustomPassAOVBuffers
fix merge conflicts
Fix GC alloc during rendering: use a for loop instead of findIndex+lambda
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Implement Constant Buffers for HDRP (part 2) (Implement Constant Buffers for HDRP (part 2) #87)
Fixed execution error without raytracing
Prepare Prepass refacto
Another round of preparation
Renamed XRPassScope to XRSinglePassScope
RenderAfterPostProcess is now static
Add AfterPostProcess to RenderGraph (WIP)
AfterPostProcess implementation
Fixed wrong RTHandle allocation
Fixed light layers texture binding during deferred lighting pass
Implemented Post Process Final Pass with RenderGraph
Post merge fixes
Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.
Fixed alpha in post processes
Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle
Fixed decal normal patch pass
Fixed stencil resolve render pass
Fixed RenderDBuffer render pass function capturing variables.
Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList
Various fixes of things that diverged compared to regular path.
Unified renderer list and texture invalid handle error.
Revert wrong change
Added constant buffer hlsl generation
Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#
post merge fix
Removed useless comment.
Missing doc
Started moving cmd.SetGlobalXXX to update the global CB (WIP)
Implemented Volumetrics global CB and various fixes.
Implemented shadow global CB update.
Finished up Global Constant Buffer setup
Fix null ref
Fixed global constant buffer alignment issues.
Fixed shadows and SSS
Small ConstantBuffer API refacto
Small fix
Volumetric Constant Buffer implementation + Fix
Fix ambient occlusion
Removed redundant SetGlobalXXX
Light list build global CB implementation
Fixed path tracing frame index constant
Fixed ao constant w/ raytracing
Better path tracing fix.
Refactored CB API to comply with Render Graph specificities
Update test screenshot
Fixed constant buffer generation to use macros.
Implemented XR global constant buffer.
Removed useless global constant
Fixed XR global constant name
Converted SSR to constant buffer.
Converted AO to constant buffers.
Fixed warning
Removed some useless SetGlobalXXX in Light Cookie Manager
Converted debug display to use constant buffer.
Fixed color/depth pyramid debug
Cleanup
Implemented constant buffer for PBR sky global variables.
Warning fix
Small fix
Cleanup of global setup happening before rendering (render graph path or not).
Post merge fix
Added global constant buffer hlsl generation.
Post merge fix
Post merge fix
Post merge fix
Post merge fix 2
Double inclusion fix.
Fixed CB visibility
Fixed compilation after the merge
Indentation fix
Removed temporary comments.
Moved some constants around.
Post merge fix + Port ProbeVolume global variables to constant buffers.
Fixed deallocation of constant buffers
Properly release Volumetric constant buffers.
Another update to CB API
Updated documentation.
Missing generated file
Fixed various issues with light probe volumes.
Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene.
Final fix for probe volumes
Fixed a warning in shader compilation
Changes from review feedback
Compilation fix.
Minor adjustments to TAA anti flicker (Minor adjustments to TAA anti flicker #97)
small adjust to taa antiflicker
Changelog
Add support for lighting decomposition debug mode (+ AOV) (Add support for lighting decomposition debug mode (+ AOV) #99)
Add lighting decomposition debug mode
fix compil issue with probe volumes
Fix usage of debug exposure in debug mode
Add Test 3001 + fix reflection when sky only
remode _DebugExposure after merge
remode _DebugExposure after merge
fix merge issue
add exposure compensation to Fixed exposure mode
Update ColorUtils.cs
Fix MSAA resolve when there is no motion vectors (Fix MSAA resolve when there is no motion vectors #1)
Fix MSAA resolve when there is no motion vectors
Update CHANGELOG.md
Cleaned up code
use multi_compile
Added _
Co-authored-by: sebastienlagarde sebastien@unity3d.com
fix switch shader compilation (Fix switch shader compilation #111)
DXR Automated tests shader graph optimizations (DXR Automated tests shader graph optimizations #116)
Split 902 scene into 5 scenes + SG optimizations
Deleting old image for splited scene
Fix various leaks in HDRP. (Fix various leaks in HDRP. #113)
Fixed a number of leak in HDRP
Update changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Update SceneViewDrawMode.cs (Re-enable light overlap debug mode #118)
Follow references when deleting unloading unused assets on shader graph save (case 1230996) (Follow references when deleting unloading unused assets on shader graph save (case 1230996) #114)
Follow references when unloading unneeded assets
changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fix culling of reflection probes that change position (Fix culling of reflection probes that change position #121)
Fix culling of reflection probes that change position
Avoid null reference
Avoid null reference - try 2
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fix null reference when processing light probe (Fix null reference when processing light probe #131)
Hdrp/runtimetests/ps4 fix (Hdrp/runtimetests/ps4 fix #129)
Redo branch. Upgrade to 2020.1.0b5, reduce texture res, new HDRP asset.
Switch to HDRI, increase Garlic heap size to 4gb, turn on "Stop NaNs" on camera, decrease render target res.
Fix issues causing planar probes to be broken with multiple cameras in the scene (Fix issues causing planar probes to be broken with multiple cameras in the scene #4)
Set appropriate render datas before rendering cameras
changelog
update doc
comment update
Co-authored-by: sebastienlagarde sebastien@unity3d.com
fix black screen in XR when HDRP package is present but not used (Fix black screen in XR when HDRP package is present but not used #137)
Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). #18)
Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).
update ssr screenshot
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Added support for rasterized area light shadows in StackLit + slight refactor (Added support for rasterized area light shadows in StackLit + slight refactor #39)
Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled.
Doc: remove note about area light shadows for stacklit. [skipci]
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (Hd/fix framesettings api documentation [skip ci] #110)
Fix for white flash happening when changing lighting condition (like teleport) (Fix for white flash happening when changing lighting condition (like teleport) #140)
fix
Update PostProcessSystem.cs
Update CHANGELOG.md
Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection
Update CHANGELOG.md
adress PR feedback
Fix default volume profile collapse (Fix default volume profile collapse #138)
Only re-create the volume profile editor when the asset is changed
Updated changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Bind buffer to make sure that something is bound
Co-authored-by: sebastienlagarde sebastien@unity3d.com
AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform … #162)
Fixed shader warning on Xbox for ResolveStencilBuffer.compute (Fixed shader warning on Xbox for ResolveStencilBuffer.compute #163)
fix warning
changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Texture-weighted automatic exposure (Texture-weighted automatic exposure #165)
Exposure weighted by texture
miss one in the renaming
Doc update
changelog
doc update
fix issue when disabling override
Update 3003_LightingMode.unity
Optimizing light loop part 2 (Optimizing light loop part 2 #2)
Saving 10% off the PrepareLightForGPU
18% decrease in cost with this
Around 12% cost shaving off GetLightData
Around 6.5% win here
Faster View matrix flip
Missing *=-1
About 7% win in preprocess light data
Another small batch
Small cleanup for first optimization pass
Tiny bit more cleanup
Make UpdateShadowRequests 12% cheaper
Address review points
A bit less than 20% win in ExtractPointLightData
Add comment
changelog
25% reduction of ExtractPointLightData
18% win in UpdateShadowRequest
Another around 11% win for UpdateShadowRequest
Move matrix multiply utils to core
less lighttype computation
Ooops
fixup changelog
Proper merge
Missing leftovers .
I'll manage to submit it all one day...
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Added support for POM for emissive map (Added support for POM for emissive map #51)
Add option to use Base UV Mapping for emission
Graphic test and doc
Changelog
Screenshots
Co-authored-by: sebastienlagarde sebastien@unity3d.com
HDRP Compositor Tool (HDRP Compositor Tool #57)
HDRP compositor tool, first code drop
documentation typo, move everything in compositor namespace
documentation typo
bugfix: dynamically add/remove properties when shadergraph changes
UI bugfix: properly compute height of UI elements
Missing tooltips, button to remove the compositor
toggle layers now works when player is paused
add chroma keying in the compositor test
Changelog, workflow bugfix
Use Unity's built'in icons
AOV bugfixes
AOV tooltip was wrong
bugfix: disabling the compositor now disables all compositor cameras
Proper monitoring of shadergraph changes
Updated test image + minor changes
Use better names for internal cameras
Bugfix: selecting the same res for a layer
Bugfix: deleting in-use texture layers from shadergraph now works
Bugfix: setting AOV to none now works properly
Use the term SubLayer in the UI
Improve AOV tooltip
Camera properties in layers are properly refreshed
UI: Move checkbox for overrides on the left side of the label
Remove default compositor camera when also deleting the compositor
Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again
Hdrp/docs/compositor (#6013)
Added docs review
Changed fodler for images
Bugfixe: deleting layers
Bugfix: reordering layers
Bugfix: creating a new compositor fails
Remove redundant check
Fix wrong tooltip
Bugfix when deleting camera stack layers
Bugfix: handle window resize
Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers
Bugfix: more robust re-ordering (also moves children)
Bugfix: mark scene dirty when adding a compositor
Bugfix: display warning when alpha is configured properly
Change video layer icon
Bugfix: adding a layer filter does not reset the UI state
Bugfix: do not show composition properties that are marked with hide-in-inspector
Better / more clean layer injection implementation
minor code clean up
Clear color mode should only be editable on the first layer of a stack
Bugfix: setup of custom render was not always called
Bugfix: make sure additional camera data always exist in the layer/compositor camera
Change test id to 9800
Fix typos
mark scene dirty when removing or disabling the compositor
Default composition shadergraph and profile are now cloned
Serialized objects are now properly updated
minor code change: range checks
bugfix: error message appears at beginning
remove layer list from the asset file
add default camera layer when creating the compositor
replace getter function with c-sharp property
update asset in unit test
move compositor unit test images
remove leftover code
review feedback Fix MSAA resolve when there is no motion vectors #1
review feedback 2
review feedback - custom clear shader
fix variable names that don't affect serialization
fix serialized variable names
bugfix: image layers and camera stacking
use enum utility functions
Use multicompile in motion blur + bug fix
Make some variables private
Update Compositor-User-Guide.md
Review feedback
fix muticompile for motion blur without alpha
Update to new constant buffer / shadergraph api
Player test image for the compositor
Properly fill camera entries for global constant buffer
Fix after rebase / function rename
Make bg red for better debugging qnd cqtch unity exception
Disable compositor test until we fix it on yamato
Co-authored-by: Lewis Jordan lewis.jordan@hotmail.co.uk
Co-authored-by: sebastienlagarde sebastien@unity3d.com
PBR shader gbuffer ztest (PBR shader gbuffer ztest #43)
Fixed PBR shader rendering in deferred
Updated changelog
Enable Light Baking Cookies by default + Warning (Enable Light Baking Cookies by default + Warning #79)
Enable
Fix typo
Importance Sampling Pipeline (Importance Sampling Pipeline #84)
Multiple Importance Sampling for HDRI Sky (Ray Generation)
backup
Multiple helpers
Add RTHandleDeleter (delay in K frame the Release of a RTHandle)
Fix GPU Operation when texture are too small
Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ...
Helper manager to generate one marginal per slice mip (one per frame)
backup
Add SampleCubemapProjectionNode (Project cubemap to Geometry)
delete useless files
update
Cube To LatLong for CubeArray
Functional generation
Integration on ray tracer step
Store HDRI Integral
.
Integrate HDRI Sky
Update Importance Sampling
Update Algorithm with Hemisphere Path
Backup
Update merge
Update Merge 001
Update Merge 002
Update Merge 003
Update Merge 004
Update Merge 005
Update Merge 006
Update Merge 007
Cleanup
Update Integration of HDRISky Upper Hemisphere
Remove useless dump images on disk
Fix change log issue
backup
Backup
Pre-Clean
Pre-Clean
Clean Up - remove file
Remove Debug Code
Update
Update ChangeLog
Clean Up
update
Clean up
Remove useless texture
Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter"
CleanUp
remove useless comment
Add variable (Atmospherical) + Rename/Comment
Move parameter to CS, Clean & move to private RTHandleDeleter
Revert "Importance Sampling Pipeline (Importance Sampling Pipeline #84)"
This reverts commit 835d6a4.
Reducing the number of variants for ray tracing when building a player (Reducing the number of variants for ray tracing when building a player #94)
fix merge
Update LayeredLit.shader
Update LayeredLit.shader
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Update 3003_LightingMode.unity
Fix compil issue with Enable BakeCookie
Enable Light Baking Cookies by default + Warning - part 3 Enable Light Baking Cookies by default + Warning #79
Avoid building the mip chain a second time for SSR for transparent objects. (Avoid building the mip chain a second time for SSR for transparent objects. #93)
Update ScreenSpaceReflections.compute
fix merge issue
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Scalable volumetrics [skip ci] (Scalable volumetrics [skip ci] #34)
Adaptive sampling works
Compute the PDF
URL
Fix stuff up (except for profile preview)
Attempt to fix previews
Fix transmission
Support quality levels
Clean shader
Remove 2 kernels
PURGE
Automatically adjust the number of samples at runtime
Changelog
Spaaaaace
Add comment
Spaaaaaace
Rename
Update ref img 1215, 1216, 1217
Revert "Update ref img 1215, 1216, 1217"
This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088.
Robust filter radius
Solve the NaN problem
Save 1x VGPR
Update SSS defaults
Add migration steps
Volume resolution WIP
Shorter names FTW
Comment
Dynamic slice count works
Dynamic res works
Changelog
Stretch the limits
Fix bug (order matters)
Comments
Remove volumetric quality presets
Changelog
Reorder
Solve the mystery of RTs going NULL
More robust bad history detection
Update test scenes for High Quality
More bug fixes
More accurate comment
Do not reinvent the wheel
Fix broken test 1351
Attempt to migrate HQ SSS settings
Remove all branches
Optimize a bit
7x WF
Fix the rounding error
Fix the rounding error
Remove garbage allocation
Fix typos
Copy the SSS value
Revert HDRP asset changes
Fix default UI value
Pass the right asset
Update ref img 1215
update reference screenshots
Update CHANGELOG.md
Update CHANGELOG.md
Switch to RTHandles
Rename textures used by the fog filtering pass
Fix reprojection
Fix shader warning + typo+
fix another shader warning
Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28>
Co-authored-by: Sebastien Lagarde sebastien@unity3d.com
Fixed runtime test for Yamato (Fixed runtime test for Yamato #177)
Revert "Hdrp/runtimetests/ps4 fix (Hdrp/runtimetests/ps4 fix #129)"
This reverts commit 6fa52ab.
Update runtime test to use way less memory to be able to run on console
Fixed screenshots and test
Fix HDRP Wizard windows not compatible with "preview" package version (Fix HDRP Wizard windows not compatible with "preview" package version #178)
Fix async compute throwing errors because of global constant buffers. (Fix async compute throwing errors because of global constant buffers. #130)
Replaced commands incompatible with async compute in light list build process.
Update changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. #136)
Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.
Update changelog
Removed useless test
Updated changelog message to add more info
Refactoring to share the code for light list building better between probe volumes and lights. (Refactoring to share the code for light list building better between probe volumes and lights. #156)
Refactoring to share the code for light list building better between probe volumes and lights.
Remove commented code
Fixed constant buffer update
Fixed kernel used for cluster generation
Fixed cluster kernel for oblique projection
Restored a resize test for XR
Removed unexpected Shuriken folder in Test Project
Add range attenuation to box-shaped spotlights [Skip CI] (Add range attenuation to box-shaped spotlights [Skip CI] #101)
Added range attenuation to box-shaped spotlights
Update tests
Update CHANGELOG.md
Remove file duplication
Added box range attenuation test
Clarify documentation
Update screenshots
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Hdrp/decal transparent mip selection 1222437 (Hdrp/decal transparent mip selection 1222437 #96)
Improve MIP selection for decals to transparent
Add change logs
Communize Helper (ComputeTextureLOD{Bias?}(...)
Update
Rename
Comment
fix white space and 0.f
Co-authored-by: Sebastien Lagarde sebastien@unity3d.com
Fix cookie atlas alloc for cone spot lights (Fix cookie atlas alloc for cone spot lights #187)
Fix unneeded cookie texture allocation for cone stop lights
Updated changelog
Fix cone spot light cookie
update template (Update HDRP template #189)
Hdrp/combine material samples with shader samples [Skip CI] (Hdrp/combine material samples with shader samples [Skip CI] #117)
Fix MaterialBalls having same guid issue
material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned
Merge shader samples into material samples
update frame prefab with new visual style
update scene to suit visual style
alterates -> alters - this one isn't technically an error but alterates isn't used in common English
oder -> order
accross -> across
create scene and rendering settings
Add fabric ball prefab with fabric mesh
Add threadmaps to project
Add materials to project
Linen
Nylon
Satin
Velvet
Wool
Add scenes for hair and fabric
Create prefabs for lighting and hair display
Fix Decal prefab
Update scene and fix errors with materials that don't use threadmaps
Update fabric materials and textures
Add ShotSilk material
Modify materials
Rename textures
Cleanup changes
Add information to fabric scene
Update and organize scenes
Update Fabric scene , fix spelling errors and change to american spelling
Update information in fabric scene
Update scene lighting
Update scene lighting
Create prefabs for common elements
Change sky gradient
Remove unused settings
Remove old sample scene
Update denim color to tga file format to conform with other files
Update cloth mesh to have better normals
Update scene after changes to prefab
Update cloth mesh
Update scene text and cloth mesh
Update Changelog
Fix bug with material ball and parallax occlusion mapping due to mesh tangents
Remove shader samples from package json and update material samples description
Update sample content documentation
Update scene text
Move files in mesh folder to appropriate folders and remove additional material ball prefab
Add micro shadows
Update 1301_StackLitSG.png
Change guid reference in MaterialSamples scene
Co-authored-by: Sean Puller sean.puller@unity3d.com
Co-authored-by: Sebastien Lagarde sebastien@unity3d.com
DisplayInfo attribute. (DisplayInfo attribute. #172)
Added DisplayInfo attribute for generic display info.
Implemented volume parameter sorting for default inspector.
Update changelog
Named parameters for tuples in Volume Component Editor
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Compute Buffer management for render graph (Compute Buffer management for render graph #194)
Added import and usage of Compute Buffer API to render graph.
Missing clear of Compute buffer write/read lists.
Another missing clear.
Light loop compute buffers WIP
Conflicts:
com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs
com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs
Reverted Render Graph debug registering by default.
Post merge fixes
RenderPass debugger visualization and fixed null profiling sampler
Missing using directive.
Post merge fix
Use new light list build ouptut for deferred lighting pass
Use new light list build ouptut for contact shadow pass
Use new light list build ouptut for volumetric passes
Simplify the tooltip (Update the volumetric fog tooltip #188)
Added MovedFrom attribute (Added MovedFrom attribute #182)
Contact shadow min distance + fix scalarization code (Contact shadow min distance + fix scalarization code #150)
Min distance
editor update
Update doc
Changelog
fix some ui issues
Update docs according to UI changes
Co-authored-by: sebastienlagarde sebastien@unity3d.com
TAA docs update (TAA docs update #132)
update docs
pr review
Added indentation as dashed
Hdrp/deferred shadow quality multi compile (Hdrp/deferred shadow quality multi compile #5)
shadow mask
Changelog
Have shadow quality as multi_compile
make old API obsolete
Update comment
Comment on pre processor
Update docs
Change shader versions of deferred
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Hdrp/path traced dof (Hdrp/path traced dof #164)
Path traced DoF implementation
Move focus distance from volume to physical camera
Small fixes
Small fixes in math
Small fixes in math 2
Compile error
Make new functions private
Cosmetic changes
Move viewport matrix function to utils
Keep focus distance in the volume
Do not enable in scene view camera
Changelog
Review feedback
Use scale and bias instead of matrix mul for the viewport transform
Bugfix: post process DoF should still be executed for non-physical mode
Typo
avoid null reference when physical params is null
remove redundant check
Update HDRenderPipelineAsset.asset (Fix VFX test after multi-compile deferred shadow land #210)
Fixed volume debug menu in playmode (Fixed volume debug menu in playmode #149)
Refresh widgets in play mode. Added doc. Reduced refresh rate
Changelog
Added some code doc
Fix refresh rate and scroll over hidden volumes in play mode
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Added a new test scene for physical camera DoF in Pathtracer (Addingtest scene for physical camera DoF in Pathtracer #211)
Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) #215)
fix bug 1238155
Update CHANGELOG.md
Update HDRenderPipeline.cs
Update HDRenderPipelineAsset.cs
Fix warning in PCSS code when using Vulkan (Fix warning in PCSS code when using Vulkan #229)
Fix warning
changelog
Fix decal register + obsolete cookie API (Fix decal register + obsolete cookie API #195)
Update HDRenderPipeline.cs
Update HDRenderPipeline.cs
Fix decal shader
Fixed HDRP cookie
Update HDLightUI.cs
correctly fix decal
Update CHANGELOG.md
Update ColorAdjustments.cs
Update ShaderVariablesDecal.hlsl
fix compil on 2020.1
Update HDRP_Test_Def.asset
add test for 3RT decal
update decal test
Do shadow code cleanup + Fix Yamato after PR Hdrp/deferred shadow quality multi compile #5 Multi compile shadow (Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow #244)
Do code cleanup + bugfix shadow
Update Upgrading-from-2020.1-to-2020.2.md
Update LightLoopDef.hlsl
Fixed issues with path traced SSS and accumulation. (Hdrp/pt fix sss and accum #257)
Add missing documentation for AOV API params (Add missing documentation for AOV API params #254)
Hdrp/public static sky (Hdrp/public static sky #253)
Made the static lighting sky public so that users can change it by script for baking purpose.
Update changelog
Update HDAdditionalLightData.Migration.cs (Fix box light migration after enabling applyRangeAttenuation to them #269)
Add missing docs attributes (Add return attribute to CoreMatrixUtils public API #271)
Fixed an error about procedural sky being logged by mistake. (Fixed an error about procedural sky being logged by mistake. #273)
Fixed an error about procedural sky being logged by mistake.
Update changelog
Fix quality settings UI and shadow mask UI (Fix quality settings UI and shadow mask UI #122)
Update HDRenderPipeline.cs
Update HDRenderPipeline.cs
Update CHANGELOG.md
Update HDRenderPipeline.cs
fix typo
fix typo 2
Updated raytracing async compute warning. (Updated raytracing async compute warning. #274)
Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.
Update changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fixed a null ref exception in static sky when the default volume profile is invalid. (Fixed a null ref exception in static sky when the default volume profile is invalid. #278)
Fixed a null ref exception in static sky when the default volume profile is invalid.
Update changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Added SubScenes cache to be compatible with HDRP/staging (Fix failing HDRP Hybrid tests on HDRP/staging #287)
Update 2002_Light_DynamicMix.unity (Fix test HDRP_GraphicTestRunner.2002_Light_DynamicMix with Box light migration #292)
Update HDCubemapInspector.cs (Fix out of memory crash for dX12 and vulkan on Yamato #296)
increase tolerance for test 5008 in VR due to recent changes (Increase tolerance for test 5008 in VR #311)
Upate screenshot for HDRP DXR Test (Upate screenshot for HDRP DXR Test 902_Materials_SG_Variants_Unlit #312)
Fix SSS code doc (Fix SSS code doc #319)
Fix issue with screen-space shadows not enabled with RT off (Fix issue with screen-space shadows not enabled with RT off #139)
Fix issue with screen_space shadows not enabled with RT off
Proper fix: only keep directional screen space shadows with RT off
Fix shadow debug mode
cosmetic changes
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fix bad merge of the light loop optimization PR (an optimization was undone) (Fix bad merge of the light loop optimization PR (an optimization was undone) #321)
Don't compute light type
Typo
Camera override API (Camera override API #170)
Added the API to override camera rendering
Updated changelog
Fixed compilation issue
Factorized protection function
Fixed camera override in scene view
Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update
Fixed camera override with dynamic resolution and moved it to internal
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fix cookie srgb (Fix cookie srgb #297)
Fixed srgb flag not updating the cookie atlas
Updated changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fix flickering lighting in the scene and game view when lookdev is open. (Fix flickering lighting in the scene and game view when lookdev is open. #290)
Fixed flickering of the game/scene view when lookdev is running.
Update changelog.
Added a function to reset the reference size of RTHandle systems. (Added a function to reset the reference size of RTHandle systems. #299)
Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems.
Update changelog
Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (Fix issue with ambient probe not being correct with OnEnable/OnDemand probes #291)
render until ambient probe is ready
changelog
remove comment
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fix Motion Vectors written by transparent when rendering with MSAA (Fix Motion Vectors written by transparent when rendering with MSAA #315)
Add resolve if needed of transparent movec
rename
rendergraph
changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Hdrp/reflection probe scale perf (Hdrp/reflection probe scale perf #252)
Use IEnumerable as interface for HDProbeSystem
Added a perf test for probe registration
Use HashSet instead of List to store HDProbes
Updated planar reflection to use a HashSet
Updated changelog
Fix invalid length check
Fixed build of planar probe array
Fixed GC alloc issue
Co-authored-by: Sebastien Lagarde sebastien@unity3d.com
[9.x.x] Axf measurements into tilings ([9.x.x] Axf measurements into tilings #289)
AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support.
On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material.
This removes old materialU/V tiling and flakes tiling (AxF is still in preview though).
Update test scene to move old tiling property values into new properties so results don't change.
Update documentation.
AxF measurements into tilings: Add changelog entry.
AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings.
Update the AlphaToMask test for AxF.
Update all other editor and player platform references to match.
Co-authored-by: Sebastien Lagarde sebastien@unity3d.com
fix 9402screenshots on vulkan
Update HDRP graphic test framework with Test Broken / TestFilter script (Update HDRP graphic test framework with Test Broken / TestFilter script #393)
Update hdrp testing framework
Update hdrp testing framework 2
Update TestFilterGenerator.cs
revert change on shader graph
Hd/add layer modification on generated emissive mesh for area light (Hd/add layer modification on generated emissive mesh for area light #364)
Add Layer modification of EmissiveMesh generated by area light
Add Layer handling on Generated Emissive Mesh
Update CHANGELOG.md
Add "same as Light" hability for layer and make it default
Add destruction on move in hierarchy and retrieve existing to secure the NotEditable
Add sync on Static too
Also the copy the static drop down
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Disable async compute for D3D12 [Hold] (Disable async compute for D3D12 [Hold] #301)
disable async on d3d12
Change doc
Hd/fix nullref while removing decal component (Hd/fix nullref while removing decal component #416)
fix nullref on DecalComponent removed from contextual menu
Update CHANGELOG.md
Added a flow map parameter to HDRI Sky (Added a flow map parameter to HDRI Sky #44)
Added uv distorsion for HDRISky cubemap
Editable flow strength
Better parameter name. Smooth flow on cube edges
Added a graphic test. Updated Changelog
Updated documentation
Added screenshots
Wait frames for test
Wait more
Update screenshots again...
Static test
Static screenshots
use multi_compile
Renamed all parameters
Procedural distortion
Update doc
Set all keywords
Revert to old behaviour
doc
update test
remove useless variable
doc
Fix lat long and procedural flow
replace trig functions. Correct wind dir
Dropdown and upper hemisphere fix
Updated doc
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fix issue with Uber Post process shader when alpha is enabled (Fix issue with Uber Post process shader when alpha is enabled #422)
Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling
Changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
replace fbx by the one from URP with no import errors (Fix HDRP_Tests import error #427)
Fix the bug (Fix message error Decal 1242359 #430)
Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color #418)
Saturate vertex color to avoid negative values.
changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Renamed variables (Renamed hdri sky variables #436)
Fix issue with the resolve of motion vectors (Fix issue with the resolve of motion vectors when transparent object motion is enabled #421)
Hd/fix targets used in ongui in decalcomponent (Hd/fix targets used in ongui in decalcomponent #413)
Fix Reset not resetting to default
Delay MaterialEditor recreation to when possible
Update CHANGELOG.md
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Implemented ray traced reflections for transparent objects. (Implemented ray traced reflections for transparent objects. #47)
Implementation of ray traced reflections for transparent objects
fix issue with ShowPrePassAndPostPass
Change label for transparent SSR + change default value to false
fix material not setup properly
Co-authored-by: Sebastien Lagarde sebastien@unity3d.com
Fix custom pass graphic tests (Fix custom pass graphic tests #359)
FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test
Replaced canvas by a quad (more stable for graphic test)
disable vulkan test as it is failing, need investigation
Co-authored-by: Sebastien Lagarde sebastien@unity3d.com
Save scene-view camera settings in Editor prefs (Save scene-view camera settings in Editor prefs #440)
Sceneview camera settings are now saved in Editor prefs
cosmetic changes
add comment
Small refactor to allow easily adding more prefs in the future
fix comment
fix comment 2
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fix issue when switching back to custom sensor type in physical camera (Fix issue when switching back to custom sensor type in physical camera #417)
Fix issue when switching back to custom sensor type in physical camera
make if comparison more explicit
make if comparison more safe
Per-camera history for the custom settings using a static dictionary
Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fix a null ref exception when running playmode tests (Fix a null ref exception when running playmode tests #360)
fix a null ref exception when running playmode tests with the render pipeline debug window opened
use empty array
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fixed some gcalloc in the debug window (Fixed some gcalloc in the debug window #445)
Fixed some GCAlloc in the debug window
Update changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Update reference screenshot dx12
Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) #443)
Fixed shader graphs not casting semi-transparent and color shadows (case 1242617)
Fix an issue with thin refraction SG and updating screenshots
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Create Shaders.meta
Hdrp/small ui update (Hdrp/small ui update #423)
Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.
Update changelog.
Co-authored-by: sebastienlagarde sebastien@unity3d.com
update settings for DXR
Update SetToCameraNearPlane.cs
Add an option to disable shadow bias
Don't query cull results if we don't have them (Don't query cull results if we don't have them #449)
test with a guard
changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Update screenshot (Wrong screenshot after merging the ray traced transparent PR and color shadow fix. #463)
Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12
Update TestCaseFilters.asset
Revert "Disable async compute for D3D12 [Hold] (Disable async compute for D3D12 [Hold] #301)" (Revert "Disable async compute for D3D12 [Hold]" #469)
This reverts commit dc35b61.
This reverts commit 2dfeab2.
PBR Sky renderer now shares its internal precomputation table between different instances. (PBR Sky renderer now shares its internal precomputation table between different instances. #250)
PBR Sky renderer now shares its internal precomputation table between different instances.
Update changelog
Doc update
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Makes sure quaternion is normalized and valid before converting to ma… (Makes sure quaternion is normalized and valid before converting to ma… #331)
Makes sure quaternion is normalized and valid before converting to matrix.
Updated Changelo.
Revert "Updated Changelo."
This reverts commit 60e65b5.
Co-authored-by: Sebastien Lagarde sebastien@unity3d.com
New tooltip for camera background and fixed exposure when switching the background mode. (New tooltip for camera background and fixed exposure when switching the background mode. #415)
Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.
Update changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fix issue causing not all baked reflection probes to be deleted (Fix issue causing not all baked reflection probes to be deleted #441)
Clear the queue once filled up and push elements that failed to be pushed.
changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fixed asset preview being rendered white because of static lighting sky. (Fixed asset preview being rendered white because of static lighting sky. #462)
Fixed an issue where asset preview could be rendered white because of static lighting sky.
Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fixed null reference exception in LookDev when setting the SRP to None (Fixed null reference exception in LookDev when setting the SRP to None #447)
Fixed null reference exception in LookDev when setting the SRP to None
Review feedback
Review feedback 2
Fix show cookie atlas debug mode (Fix show cookie atlas debug mode #475)
Fix the show cookie atlas debug mode not displaying correctly
Updated changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Enable DXR playmode test (Enable DXR playmode test #472)
Update upm-ci-hdrp_dxr.yml
add hdrp dxr playmode test to all hdrp ci
Update upm-ci-hdrp.yml
Update upm-ci-hdrp.yml
change planar atlas size to 1024
Update upm-ci-hdrp.yml
Update 802_SubSurfaceScatteringForward.png
update scene
update 5001 lighting
fix exposure for 5001 path tracing test
update player screenshots
disable 5001 path tracing as it fail on yamato
Fix few multi-editing issues with Emission UI (Fix few multi-editing issues with Emission UI #473)
Working but not nice
Remove unecessary cruft
tiny changes
changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Re-enable cubemap thumbnail gen only for d3d11 (Re-enable cubemap thumbnail gen only for d3d11 #487)
re-enable thumbnail gen only for d3d11
Update changelog
try enable metal
Update changelog and comment
Check reflection probe null pointer before use. (case 1244047) (Check reflection probe null pointer before use. (case 1244047) #456)
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Remove max atlas probe alloc size in HDRP asset (Remove max atlas probe alloc size in HDRP asset #458)
Fixed max alloc planar size not taking in account the max cache size
Removed the max cache clamp on texture atlases
Hd/fix undo environmentlibrary lookdev (Hd/fix undo environmentlibrary lookdev #490)
fix undo redo for environment library
Update CHANGELOG.md
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fix vulkan test
SSGI Implementation (Initial implementation of SSGI #95)
Co-authored-by: Sebastien Lagarde sebastien@unity3d.com
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Update 802_SubSurfaceScatteringForward.unity
fix vulkan warring and wrong meta
Update upm-ci-hdrp.yml
Fix merge issue with Test filter
Use path relative to package for depth of field (Use path relative to package for depth of field #523)
Use absolute paths for dof include
changelog
Fix Light overlap (Fix Light overlap #444)
Added the light overlap volume code
Updated changelog
Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode
Fixed documentation
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fixed API breakage. (Fixed API breakage. #524)
[Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF ([Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF #532)
AOV documentation
minor change in the comments
Accumulation documentation
minor improvements
Rewrite the AOV script. Now it is stand-alone.
Typo
Add path traced DoF documentation
Reviewed AOV doc
Reviewed accumulation doc
Reviewed path-traced dof doc
Add missing OnDestroy in example script
Co-authored-by: Lewis Jordan lewis.jordan@hotmail.co.uk
Restore some XR HDRP tests (Restore some XR HDRP tests #382)
restored XR tests
revert and split changes for temporal effects in another branch
fix XR tests using volumetrics
8103 is still acting randomly
try to set timeout to 30s to confirm it's working
set timeout to 5 min per test for HDRP instead of default 3 min
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fix taaFrameIndex and restore TAA tests for XR (Fix taaFrameIndex and restore TAA tests for XR #534)
fix taaFrameIndex and temporal effects with the test suite
increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty
update ref images
set waitFrames for HDRP runtime test scene
reset camera before waiting
update reference images from Yamato
revert change to 001-HDTemplate
Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) #488)
Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255)
Add missing inverse exposure multiplier
Add support for batchmode (Merge batch mode #542)
Update 9301_MotionVectorsOff-Forward-Dynamic.png
Fix custom pass prefabs (Fix custom pass prefabs #419)
Fix custom pass integration with prefabs
Updated changelog
Fixed prefab highlight not updated when adding/removing custom passes
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Correctly dealloc/realloc resources when switching RenderGraph on and off. (Correctly dealloc/realloc resources when switching RenderGraph on and off. #328)
Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)
AO and Post Processes.
Prefixed all history buffers with camera name for readability in the memory profiler.
LIght volume debug and Volumetric (WIP)
Fixed volumetric
Fixed deallocation of SSS buffers
Review feedback fixes.
Init order fix for post process
Reverted volumetric lighting changes and now render graph version uses the shared textures.
Clone in the Asset folder when the original volume profile is in a re… (Clone in the Asset folder when the original volume profile is in a re… #508)
Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961)
Added changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (Adding code for history rejection for SSGI and adding a disabled testthat should be used (test framework doesn't support) #529)
Custom Pass API (part 1) (Custom Pass API (part 1) #155)
Begin to write the new custom pass API
Begin to add custom pass utils shader
Begin to add custom pass API test scenes
Fixes for the Gaussian blur of the custom pass API
Fix blur release
Added custom pass copy test and fixed blur
Added more custom pass documentation
Added custom pass API graphic test reference image
Added more obsolete things
fix function visibility
Updated changelog
Added custom pass API test scene
Fixed custom pass API doc
Moved obsolete execute function into the new one
Updated custom clear pass to use the new API
Updated custom pass API test reference image
update reference screenshots
Fixed various scale issues in the blur custom pass API and updated reference screenshot
Disable custom pass API test because it's unstable
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Implement Constant Buffers for HDRP (part 3) (Implement Constant Buffers for HDRP (part 3) #98)
Fixed execution error without raytracing
Prepare Prepass refacto
Another round of preparation
Renamed XRPassScope to XRSinglePassScope
RenderAfterPostProcess is now static
Add AfterPostProcess to RenderGraph (WIP)
AfterPostProcess implementation
Fixed wrong RTHandle allocation
Fixed light layers texture binding during deferred lighting pass
Implemented Post Process Final Pass with RenderGraph
Post merge fixes
Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.
Fixed alpha in post processes
Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle
Fixed decal normal patch pass
Fixed stencil resolve render pass
Fixed RenderDBuffer render pass function capturing variables.
Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList
Various fixes of things that diverged compared to regular path.
Unified renderer list and texture invalid handle error.
Revert wrong change
Added constant buffer hlsl generation
Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#
post merge fix
Removed useless comment.
Missing doc
Started moving cmd.SetGlobalXXX to update the global CB (WIP)
Implemented Volumetrics global CB and various fixes.
Implemented shadow global CB update.
Finished up Global Constant Buffer setup
Fix null ref
Fixed global constant buffer alignment issues.
Fixed shadows and SSS
Small ConstantBuffer API refacto
Small fix
Volumetric Constant Buffer implementation + Fix
Fix ambient occlusion
Removed redundant SetGlobalXXX
Light list build global CB implementation
Fixed path tracing frame index constant
Fixed ao constant w/ raytracing
Better path tracing fix.
Refactored CB API to comply with Render Graph specificities
Update test screenshot
Fixed constant buffer generation to use macros.
Implemented XR global constant buffer.
Removed useless global constant
Fixed XR global constant name
Converted SSR to constant buffer.
Converted AO to constant buffers.
Fixed warning
Removed some useless SetGlobalXXX in Light Cookie Manager
Converted debug display to use constant buffer.
Fixed color/depth pyramid debug
Cleanup
Implemented constant buffer for PBR sky global variables.
Warning fix
Small fix
Cleanup of global setup happening before rendering (render graph path or not).
Post merge fix
Added global constant buffer hlsl generation.
Post merge fix
Converted raytracing lightloop variables to constant buffer.
Converted RayTracing global variables to constant buffer.
Removed obsolete comment
Post merge fix
Post merge fix
Post merge fix 2
Double inclusion fix.
Fixed CB visibility
Fixed compilation after the merge
Indentation fix
Removed temporary comments.
Moved some constants around.
Post merge fix + Port ProbeVolume global variables to constant buffers.
Fixed deallocation of constant buffers
Properly release Volumetric constant buffers.
Another update to CB API
Updated documentation.
Missing generated file
Post merge fix
Fixed various issues with light probe volumes.
Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene.
Final fix for probe volumes
Fixed a warning in shader compilation
Changes from review feedback
Compilation fix.
Post merge fix
Removed useless constant
Crash fix
Post merge fix
Update 501_RecursiveRendering.png
Co-authored-by: Sebastien Lagarde sebastien@unity3d.com
Hd/fix wizard defaultvolumeprofile creation (Hd/fix wizard defaultvolumeprofile creation #565)
Fix Wizard check on default volume profile
Update CHANGELOG.md
Small TAA Anti-flicker changes (Small TAA Anti-flicker changes #555)
tweaks
Change default so that is just high quality.
changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Fix central depth sampling in TAA (Fix central depth sampling in TAA #564)
Fix sampling of central depth
changelog
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Render Graph Async Compute (Render Graph Async Compute #552)
Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)
AO and Post Processes.
Prefixed all history buffers with camera name for readability in the memory profiler.
LIght volume debug and Volumetric (WIP)
Fixed volumetric
Fixed deallocation of SSS buffers
Review feedback fixes.
Init order fix for post process
WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies.
Implementation of async resource synchronization.
Fixed synchronization (only partial fix)
Added default profiling sampler for render graph passes not providing one.
Async WIP
Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async.
Post merge fix
Cleanup
Removed comment.
Disabled async contact shadows again.
Small cleanup
Change exposure compensation in the default volume profile to 0. (Change exposure compensation in the default volume profile to 0. #388)
Change profile (And add missing setting)
changelog
Upgrade guide
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Histogram guided auto-exposure + debug modes (Histogram guided auto-exposure + debug modes #372)
some very incomplete stuff...
sync point, rough working version
Mostly working for now, moving onto debug vis and maybe revisit.
Commit as I need branch switching - Start debug modes
Add a bunch of debug mode and start of histogram
Delimiters indicator with bars
Add another option for percentile exttremes
fix warning
Moving debug modes
Label bar separate (invisible otherwise)
Push change to bar indicator
remove fancy background of histogram frame
Small triangle instead of indicator bars
Target exposure indicator
add some margin
Add an X at center
Metering PiP
Draw tonemap curve and use tonemapped texture for view
Share some code
Curve remapping for histogram and fix some warning
Some comments fixup
Simple comment changes
Revert debug symbol in shader
Changelog
review fixups
Review feedback
Bad merge fixup
Co-authored-by: sebastienlagarde sebastien@unity3d.com
Refactor shadow caching system (Refactor shadow caching system #554)
Very debuggy code just start nothing functional or usable yet.
remove old cached stuff (not finished, need switch branch)
revert wrongful commit
A bit of restructuring
A good point as any to sync up
sync
Move from old repo...
fix regression
Handle case in which shadow doesn't fit
leftover not committed
Fix some issues with culling of point lights from the
preliminary support for cascaded shadows
Fix some issue with the directional
Subshadow update
Add some guards, some debug and the new C++ api for infinite bounds
Some UI for the resolution
Fix merge issues
Update debug cs.hlsl
Render graph stuff and some leftover removal
micro cleanup
Fix behaviour when defragging and excess lights are there
Public API
Remove dbg names
Bug on debug view of area atlas
Missing field on new PCSS signature for directional
More public API
Refresh cached shadows on resolution changes.
merge conflicts patchup
Fix missing shadows on normal shadows
Small cleanup and turning positive the doesn'tHavePlacement
Fix case on switching light type and issue with non-rectangle area lights
tentative fix for error on build
Debug logging
update naming of debug
Fix issue with double inclusion
DOCS
upgrade guide
post merge fixups
leftover comment
changelog
Doc changes in upgrade guide
have print debug info only in editor
Co-authored-by: sebastienlagarde sebastien@unity3d.com
update reference screenshots
VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest
Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (Fixed light layers not correctly disabled when the lightlayers is set to Nothing #584)
remove useless code for cookie
Hdrp/fix camera switcher (Hdrp/fix camera switcher #591)
Fixed a wrong condition in camera switcher, potentially causing out of bound exceptions.
update changelog.
fix issue that prevents PS4 from building (Fix an issue on DebugExposure that prevents PS4 player to build #596)
Removed experimental namespace for ray tracing code. (Removed experimental namespace for ray tracing code. #612)
Hdrp/multi view pt (Hdrp/multi view pt #518)
Multiview (scene + game) path tracing accumulation.
Cosmetic.
Modifications to address comments in PR.
Updated PT fog test.
Updated Changelog.
Fixed issue with unlit shader graphs in path-traced mode.
Update CHANGELOG.md
Update HDUnlitSubTarget.cs
Co-authored-by: Sebastien Lagarde sebastien@unity3d.com
Fix Look Dev default profile not updating correctly (Fix Look Dev default profile not updating correctly #630)
Fixed an issue where editing the lookdev default profile would not reflect directly in the…
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