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[10.x.x] Merge Hdrp/staging [Skip CI] (#740)
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* 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 lookdev window.

* Update changelog

* Fix Unlit.template in shadergraph (#637)

* Remove unused unlitpass.template

* Update Lit.hlsl

* re-add unlit pass

* Fixed a bug where the light list is not cleared but still used when resizing the RT (case 1250630) (#609)

* - Fixed a bug where the light list is not cleared but still used when resizing the RT.

* add changelog

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

* Histogram view improvements (#589)

* 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

* print exposure values in debug view

* commit but it is nothing, need to switch branch

* Add option to center histogram around exposure (fixed tonemap curve)

* change color of text

* fixup debug display merge issue

* fixup merge issues

* fixup issue with tonemap curve

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

* Update 9702_CustomPass_API.png.meta

* Fix warning (#663)

* add shader macros for XR single-pass (#687)

* Adding 2 SG Pathtracer test scenes (#624)

* New unlit pt scene

* Add scene for PT Lit

* Removing collider from the meshes

* Renaming

* Adding screenshots for PT scenes

* Changing threshold for SSS deferred tests for stability

* updating screenshot after staging being merged

* Slightly increasing threshold for 5007 and 902 unlit scenes

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

* Render Graph Unit Tests (#607)

* Render Graph Unit test WIP

Fixed pruning of passes with no output.

* Render Graph tests WIP

* Increase max limit in UX of lights (#702)

* Raise the max for lights

* Update CHANGELOG.md

* Fix null reference in volume debug menu (#705)

* Update reference image for "502_RecursiveRenderingDisabled" (#704)

* Update screen…
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