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Ad [MainTexture] and [MainColor] macro on HDRP shader [Skip CI] #939
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sebastienlagarde
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Jun 18, 2020
* Adding purge of unused resources in render graph. (#872) * First round of auto-exposure docs updates (#858) * start of volume docs (need switching branch) * moar docs * Reviewed exposure override * Reviewed render pipeline debug window doc and changed some formatting * Changed html links to md * Update HDRP-Camera.md * Removed rogue space * Small changes to the exposure page Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix depth offset and transparent motion vector for unlit transparent (#896) * Fix depth offset and transparent motion vector for unlit transparent * cleanup and fix the shadow pre/post alpha clip * Fixed an exception occuring when a camera doesn't have an HDAdditionalCameraData (1254383). (#846) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Generates Include command issue with Physically Based Sky (#908) * Split GenerateHLSL code from PhysicallyBasedSkyRenderer in a separate file to fix Generator Includes tool * Update ShaderVariablesPhysicallyBasedSky.cs.hlsl * Fix ray tracing with XR single-pass (#891) * removed warnings related to ray binning in XR * fix RenderRayTracedReflections with XR * add errors if Path Tracing is used with XR single-pass * add missing shader macros * add entry to changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/clean shader stacks fields (#906) * Cleanup the HD fields * Fix distortion appearing two times in the UI * Pbr sky fixes metal (#911) * Split GenerateHLSL code from PhysicallyBasedSkyRenderer in a separate file to fix Generator Includes tool * Update ShaderVariablesPhysicallyBasedSky.cs.hlsl * Fix constant buffer layout for physically based sky - Update Vector3 to Vector4 to reflect actual padding/layout for non-DX platforms (both are 16 bytes in the shader space, but 12 bytes in C#) - Updates to shader code to reference only the float3 data being set up * Update references screenshots Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Cleaun shader config for shadow (#917) * Move HDShadowFilteringQuality to main package as it is not used anymore * Update Upgrading-from-2020.1-to-2020.2.md * Add comment for _IncludeIndirectLighting for emissive mesh and clean ShaderPas template code * Fix shader warning * Fix shader config in DXR projects * Fix warnings (#920) * Enable render graph test (#873) * re revert the PR * Fixed planar probes with render graph. * Fixed an issue with msaa resolve pass when movecs aren't enabled. Co-authored-by: Julien Ignace <julien@unity3d.com> * Add light layer on indirect lighting controller (#777) * Add support for reflection controller. * Fix compilation * Fixed compilation issue and naming * Fixed compilation issue and naming * Update IndirectLightingControllerEditor.cs * Update CHANGELOG.md * Update Override-Indirect-Lighting-Controller.md * Update Override-Indirect-Lighting-Controller.md * Update Override-Indirect-Lighting-Controller.md * Update. Indirect controller also affect planar Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Update IndirectLightingController.cs * Compute shader stripping (#919) * Compute shader stripping * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Enable DXR automated tests for XR (#915) * disable unsupported dxr tests in xr * enable dxr tests in xr on Yamato * add HDRP_DXR playmode_XR to ABV * Change guards around ESRAM code (#922) * Change unity version guards for ESRAM * move commas * Bump min version (#923) * Add a comment about packing float3/float4 * Added Opaque Cull Mode option for materials and ShaderGraph (#918) * Added the CullMode property for opaque objects * Updated changelog * Updated Opaque 8101 test * Fix SG preview and settings indent level * Add culmode opaque unlit Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add test scene for SG vertex normal & tangent (#905) * Add test scene for vertex normal and vertex tangent * Add references images for other API * Updated the 2020.1 upgrade guide for custom pass volumes (#924) * HDRP Upgrade documentation for terrain new upgrade path (#901) * Upgrading documentation update * Typo * Added link to Terrain class * Fix warning in HDAdditionalLightData OnValidate (#885) * fix warning in HDAdditionalLightData OnValidate * Changelog * Avoid calling update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [10.x.x@ Update screenshots of test 8101 Opaque for HDRP test for Linux and Win Vulkank * Add the list of HDRP forbidden keywords in SG blackboard (#926) * Add the list of forbidden keywords to use in SG blackboard in the doc * Update Customizing-HDRP-materials-with-Shader-Graph.md * Update Customizing-HDRP-materials-with-Shader-Graph.md * Add [MainColor] and [MainTexture] on property (#939) * Scene exposure override (#889) * Scene Exposure Override * Changelog * better changelog * fix Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Exposure curve remapping can specify curves for min/max limits (#882) * Port code * changelog * Revert HDRP asset Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * IES Code path refactoring to support multiple SRP (#929) * Refactor * Refacto to support multiple SRPs * Missing doc + Re-enable PreviewGUI in the Inspector * Add Icons for IES Profiles * Rename Compositor to Graphics Compositor (#950) * Rename (HDRP) Compositor to Graphics Compositor * Missed a few occurancies * Ray traced reflection presets and fixes (#912) * - Fixed a bug related to denoising ray traced reflections. - Added presets for ray traced reflections. * Testing the asset of the ray tracing usage parameters in ssr * Mistake in history rejection for RTR * Only use one texture for ray traced reflection upscaling Adjust the upscale radius based on the roughness value * Adjusted the preset values * Updating the screenshots after changing the upscale radius metric. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a warning in the ray tracing ambient occlusion compute shader. (#953) * - Fixed a warning in the ray tracing ambient occlusion compute shader. * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * - Changed the way the filter size is decided for directional, point and spot shadows (#951) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Various code cleanup in HDRP indirect diffuse lighting + Start remove macro RAYTRACING (#937) * Change code to have a indirectDiffuseMode and start to clean RaytracingMacro * Little extra cleanup * Final Image Histogram Debug View (#887) * Final image histogram ported * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Cleanup area shadow code and Macro + remove more Raytracing macro (#945) * Change code to have a indirectDiffuseMode and start to clean RaytracingMacro * Little extra cleanup * Clean area shadow code and remove usless macro * update shader config files for projects * Better naming for SKIP_RASTERIZED_AREA_SHADOWS * Update Upgrading-from-2020.1-to-2020.2.md * remove useless comment * HDRP: Fix shader warning in RaytracingAmbientOcclusion.compute * HDRP: Fix standalone build (Break in Exposure scene settings PR) * HDRP: Update HDRenderPipeineResources.asset not up to date * Cleanup HAVE_RECURSIVE_RENDERING usage (#958) * Change code to have a indirectDiffuseMode and start to clean RaytracingMacro * Little extra cleanup * Clean area shadow code and remove usless macro * update shader config files for projects * Better naming for SKIP_RASTERIZED_AREA_SHADOWS * Update Upgrading-from-2020.1-to-2020.2.md * remove useless comment * cleanup have deferred rendering * Move Screen Space Shadow to multicompile and remove config requirement for DXR (#960) * Change code to have a indirectDiffuseMode and start to clean RaytracingMacro * Little extra cleanup * Clean area shadow code and remove usless macro * update shader config files for projects * Better naming for SKIP_RASTERIZED_AREA_SHADOWS * Update Upgrading-from-2020.1-to-2020.2.md * remove useless comment * cleanup have deferred rendering * Clean RaytracingIndirectDiffuse.compute code * Move screen space shadow to a multicompile + remove Raytracing macro * Remove config package from DXR Test Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Jesse Barker <jesseb@unity3d.com> Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com> Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
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Purpose of this PR
All in the Title
Testing status
Manual Tests: What did you do?
Automated Tests: What did you setup? (Add a screenshot or the reference image of the test please)
Yamato: (Select your branch):
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics
Any test projects to go with this to help reviewers?
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