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[HDRP][Ray Tracing] Only meshes with HDRP materials are added to the …
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…acceleration structure (#4091)

* Hd/fix 1299116 tesselation cull (#3057)

* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

* Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

* Implement custom drawer for layer mask parameters (#3066)

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

* Fixing hull constant shader's tesselation cull algorithm.
Before it was comparing edges being out of the frustum. This is wrong
because the camera could be inside a triangle, in which case the edges could
be out of at least 1 frustum plane.
Correct fix is to check all three vertices if they are out of at least 1 plane.
Result packed tightly into the functions w return component.

* Renamed to a new function so we keep backwards compatibility.
Restored the shadow shader pass path, accidentally changed it to bool4 and use near plane.

* Fixing type back to bool, instead of bool4

* Merging changelog information from rebase.

* Making sure scene declaration pass is a bool4

* Adding new test for tesselation culling, with a weird camera angle which fails previous setup.

* Fixing formatting of code, rearranging order of test in editor build settings.

* Adding reference images for test.

* Missing meta file for new tests

* Fix bad merge issue

* fix bad merge issue

* fix bad merge issue

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>

* Change the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count (case 1301356). (#3032)

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

* [HDRP] Added a RenderGraph pass that resets the camera size after the dynamic res upscale (#3070)

* Added a RenderGraph pass that resets the camera size after the dynamic res upscale

* Updated changelog

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

* fixed class name

* update class name

* PR fix

* Fixed RTHandle scale

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

* Fix Light Intensity UI Prefab Override Application (1299563) (#3061)

* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* Apply the fix

* Changelog

* Mofified approach to the fix, this time also fixing override saving of light unit

* Use more precise rect line offset calculation

* Update CHANGELOG.md

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>

* Fix Undo/Redo Stability for Light Temperature (1304176, 1301076) (#3079)

* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

* Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

* Implement custom drawer for layer mask parameters (#3066)

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

* Apply the fix

* Changelog

* Update CHANGELOG.md

* fix merge issue

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>

* Fix labels style (#3046)

* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* Fix labels style

* Update CHANGELOG.md

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>

* Fixed side effect on styles during compositor rendering. (#3081)

* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

* Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

* Implement custom drawer for layer mask parameters (#3066)

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

* Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020)

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

* Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027)

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

* Changed the warning message for ray traced area shadows (case 1303410). (#3029)

* - Changed the warning message for ray traced area shadows (case 1303410).

* Adds approximation information about ray-traced area shadows

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed side effect on styles during compositor rendering.

* Update CHANGELOG.md

* fix merge issue

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [HDRP][Compositor] Fix size and spacing of compositor info boxes (#3101)

* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

* Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

* Implement custom drawer for layer mask parameters (#3066)

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

* Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020)

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

* Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027)

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

* Changed the warning message for ray traced area shadows (case 1303410). (#3029)

* - Changed the warning message for ray traced area shadows (case 1303410).

* Adds approximation information about ray-traced area shadows

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)

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

* Removed 2505_Area_Light_ShadowMask_Baking from baking queue (#3087)

* Lightmaps / Removed scene from baking queue + meta files

* update reference screenshots

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

* Fix size and spacing of compositor info boxes

* Fix typo in changelog

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [HDRP][Compositor] Fix color picker UI glitch in the Graphics Compositor (#3105)

* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

* Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

* Implement custom drawer for layer mask parameters (#3066)

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

* Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020)

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

* Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027)

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

* Changed the warning message for ray traced area shadows (case 1303410). (#3029)

* - Changed the warning message for ray traced area shadows (case 1303410).

* Adds approximation information about ray-traced area shadows

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)

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

* Removed 2505_Area_Light_ShadowMask_Baking from baking queue (#3087)

* Lightmaps / Removed scene from baking queue + meta files

* update reference screenshots

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

* Removed unused index parameter

* Fix box light attenuation (#3056)

* Fix box light attenuation

* Update screenshots

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

* Revert "Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)"

This reverts commit 55bb6ff781233350ca8f3db747b8593acfbda4a3.

* Revert "Revert "Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)""

This reverts commit 57ee23b9177c581f50c8a8ac4e3dfd166646acc7.

* Fix default value of  _SpecularOcclusionBlend

* Fix color picker UI glitch in the Graphics Compositor

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix 1299233 ies resize bug (#3094)

* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

* Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

* Implement custom drawer for layer mask parameters (#3066)

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

* Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020)

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

* Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027)

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

* Changed the warning message for ray traced area shadows (case 1303410). (#3029)

* - Changed the warning message for ray traced area shadows (case 1303410).

* Adds approximation information about ray-traced area shadows

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)

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

* Fix 1299233 ies resize bug

* change log

* Update CHANGELOG.md

* fix merge issue

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* filter for xbone addded (#3116)

* [Yamato] Enable cache server for standalone build jobs (#3106)

* create standalone_cache jobs

* use cache jobs for trunk verification

* fix commands so linux can recognise them

need to wrap each string around "extra-editor-arg"

* Fix undo redo on layered lit editor (#3059)

* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* Fix undo redo on layered lit editor

* Update CHANGELOG.md

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>

* [HDRP] Added Vulkan install in system requirements (#3122)

* Added vulkan install in system requirements

* Reworded content

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [HDRP] Fix issue with compositor related custom passes (#3055)

* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* Fix issue with compositor related custom passes still active after disabling the compositor

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>

* Fixed some render texture leaks. (#3050)

* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* Fixed a few render texture memory leaks.

* Update changelog

* Added comment

* Update CHANGELOG.md

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>

* Hd/fix wizard runtime resources (#3123)

* Fix runtim resource wizard fix regression

* Update CHANGELOG.md

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

* [HDRP] Fixed lookdev reload bug when viewing a scene object (#3108)

* Fixed lookdev reload bug when viewing a scene object

* Updated changelog

* Re-added lookdev fix

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

* [HDRP] Fix error in Depth Of Field near radius blur calculation (#3131)

* Fix error in Depth Of Field near radius blur calculation

* Fix typo

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

* [HDRP] Fix GC allocs (#3136)

* Fix gc alloc errors

* Avoid setting the name of an object during render (gc alloc)

* Avoid gc allocs (for real this time)

* Revert: Fix 1299233 ies resize bug (#3094)

* Hide light shadow near plane gizmo when shadows are disabled (#3114)

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

* Hd/fix backplate globalcubemap2 (#3111)

* Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts.

* Update changelog

* Remove useless code

* Compilation fix.

* Update doc

* Update Override-HDRI-Sky.md

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

* [HDRP][Path Tracing] Added alpha channel to path traced results (#3127)

* Added alpha support changes for path tracing in bugfix branch.

* Updated changelog and added doc.

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

* Doc update (#3160)

* Fix various shader warnings (#3158)

* Histogram and scalarization warnings.

* Fix warning in probe

* Changelog

* Update CHANGELOG.md

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

* Update Override-Screen-Space-GI.md

* Fixed shadow matte not working with ambient occlusion when MSAA is en… (#3157)

* Fixed shadow matte not working with ambient occlusion when MSAA is enabled

* Add MSAA test

* update refrence screenshots win dx11

* update DX12 and win vulkan screen

* update screenshots for mac

* update screen of linux vulkan

* Update HDLightUI.cs (#3203)

* [HDRP] fix nullref when chaging RP from HDRP to URP (#3191)

* Fixed volume atlas release

* Updated changelog

* fix case 1307653 (#3205)

* Fix LookDev env library assignment after leaving playmode. (#3214)

* Fixed LookDev environment library assignement after leaving playmode.

* Update changelog

* Update Hair Shader Preset Documentation (#3208)

* Correct the language for hair shader documentation.

* Update hair-shader.md

* Update hair-shader.md

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

* [HDRP] Fix locale diffusion profile shader property value in ShaderGraph (#3213)

* Fixed diffusion profile shader property float values using the current culture instead of invariant

* Updated changelog

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

* Fix error in the RTHandle scale of Depth Of Field when TAA is enabled (#3182)

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

* Reset to current quality settings after preprocess build in HDRP (#3218)

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

* Have bilinear default (#3223)

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

* Update CHANGELOG.md

* Added missing character to the layered lit document (#3310)

* Fix needs of exposure for debug display "SSR Transparent" (#3308)

* Fix needs of exposure for debug display "SSR Transparent"

* Add Change Log

* [HDRP] Fix GUI exception in material UI (#3315)

* Fixed an exception when opening the color picker in a material UI

* Updated changelog

* [HDRP] Update decal angle fade tooltip (#3322)

* Added tooltip in decal fade angle prop

* Updated changelog

* Mention in TAA doc that a certain use case will lead to problems. (#3317)

* Doc update.

* Review feedback.

* Hide shadow resolution value (#3335)

* Bump timer of 2nd runtime test to make it work on all platforms.  (#3314)

* Bump wait

* Bump timer again

* Revert "Bump timer again"

This reverts commit 6bfc7943a6173025d8d268477e3985b0479e6922.

* Fix light frustum planes (#3341)

* Project skybox without perspective for ortho cameras (#2955)

* [HDRP] Fix coat normal space (#2888)

* Fix coat normal space

* Update CHANGELOG.md

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

* Avoid issues causing faulty transitions in shadows (resulting in no shadows with unconventional aspect ratio)  (#2776)

* Fixed volume component tooltips using the same parameter name (#2754)

* Use the proper history info for Bicubic resampling in TAA (#2759)

* Use proper info for previous buffer info

* changelog

* Fixed lookdev movement (#2757)

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

* [HDRP] Fix issue with saving some quality settings in volume overrides (#2758)

* Fix issue with saving some quality settings volume overrides

* Fix typo in changelog

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

* [HDRP] Fixed NullReferenceException in HDRenderPipeline.UpgradeResourcesIfNeeded (case 1292524) (#2765)

* fix issue with confusing text (#2766)

* Fix

* Fix white dots

* Changelog

* Rename the sunrise icon to fix typo, causing issue with 2x resolution loading. (#2809)

* [HDRP] Rename HDRP to HD Render Pipeline in menu item (#2819)

* [HDRP] Update HDRP menu in shader graph

* Update CHANGELOG.md

* HDRP/Fix package version showing package after the last "verified" package (#2783)

* Fix typo

* Remove last version checker from wizard and add link to package manager instead

* Update CHANGELOG.md

* Update documentation

* Update Render-Pipeline-Wizard.md

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

* Revert bad changelog merge

* Update CHANGELOG.md

* Update CHANGELOG.md

Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: John Parsaie <johnpa@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>

* Fixed invalid loop length for probe baking (case 1289680) (#2830)

* Fixed invalid loop length for probe baking (case 1289680)

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

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

* Update CHANGELOG.md

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

* Fix volumetric fog with XR single-pass (#2823)

* fix volumetric fog with XR single-pass rendering

* update changelog

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

* [HDRP] Fix rendering issues for the first frame (#2836)

* Fix first frame exposure, depth pyramid / AO

* Update changelog

* Comment

* Typo

* Add missing RenderGraphBuilder.ReadTexture call

* Move ComputePackedMipChainInfo at the beginning of ExecuteWithRenderGraph

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

* Update 5001_Fog_FogFallback.png

* Revert "Update 5001_Fog_FogFallback.png"

This reverts commit 2653b9c6f42670ba1c46090b1d1e0118f7d0fe6a.

* Update 5001_Fog_FogFallback.unity

* Fix AOV API for render graph (#2909)

* Fix AOV api in rendergraph

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs

* Update changelog

* Fix a small discrepancy in the marker placement in light intensity sliders (#2924)

* Update CHANGELOG.md

* Fix issue with VT spewing errors when transparent and opaque are disabled (#2925)

* Fix

* Changelog

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

* Fixed a bug in the sphere-aabb light cluster (case 1294767). (#2920)

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

* Move EndCameraRendering callback out of the profiling scope (#2917)

* Move EndCameraRendering callback out of the profiling scope

* added a comment

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

* Fixed baked light being included into the ray tracing light cluster (case 1296203). (#2915)

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

* Handle all enums the same way for UI (#2913)

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

* Changed the message when the graphics device doesn't support ray tracing (case 1287355). (#2916)

* [HDRP] Fix default blocks for Hair and Eye shader graphs (#2919)

* Fixed default eye shader blocks

* Fix missing emission block in hair shader

* Updated changelog

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

* Init scene camera debug framesettings (#2931)

* Fixed using the wrong method to define if a light should be included in the light cluster depending on its baking status. (#2932)

* - Fixed using the wrong method to define if a light should be included in the light cluster depending on its baking status.

* Update CHANGELOG.md

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

* [HDRP] Change the behavior of custom passes when the volume is disabled (#2930)

* Changed the behavior of custom passes when the Custom Pass Volume component is disabled

* Updated changelog

* Fixed display of LOD Bias and maximum level in frame settings when using Quality Levels (#2921)

* Fixed display of LOD Bias and maximum level in frame settings when using Quality Levels

* Update changelog

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

* Fixed an issue when trying to open a look dev env library when Look Dev is not supported. (#2929)

* Fixed an issue when trying to open a look dev env library when Look Dev is not supported.

* Update changelog

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

* Enable Reflector for Spotlight by default

* - Fixed shader graph not supporting indirectdxr multibounce (case 1294694). (#2933)

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

* Fixed the planar depth texture not being properly created and rendered to (case 1299617). (#2926)

* Fixed the planar depth texture not being properly created and rendered to (case 1299617).

* adding comment

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

* Fixed C# 8 compilation issue with turning on nullable checks (case 1300167) (#2949)

* Fixed C# 8 compilation issue with turning on nullable checks - bis (#2951)

* Fixed C# 8 compilation issue with turning on nullable checks (case 1300167)

* Update MaterialDebug.cs

* Fix scripting light test with enableReflector true by default

* Project skybox without perspective for ortho cameras

* Explicit orthographic argument

Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: John Parsaie <johnpa@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Frédéric Vauchelles <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

* Fix non temporal SSAO issues with the rendergraph pass  (#3351)

* Fix

* changelog

* Reset ambient probe upon switching to very different skies (#3340)

* Set ambient probe to black when there is a big difference

* Changelog

* Fix a couple of things

* Change name

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

* Fix white flash on camera cuts with volumetric  (#3354)

* Have two frames with reprojection off on cut (due to exposure)

* changelog

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

* Fix issues with light layers issues when editing multiple lights (#3323)

* Avoid syncing light layers when we have multiple values.

* Changelog

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

* Maximum of reflection distance must be bound by the min of all dimensions, (#3329)

not the maximum.

* Fixed debug panel reseting when going through enum items (#3370)

* tentative fix for enum navigation in the runtime debug UI

* Update changelog

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

* Fix keywords with fbx importer (#3350)

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

* Fixed lightmaps not working properly with shader graphs in ray traced reflections (case 1305335). (#3352)

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

* revert: Reset ambient probe upon switching to very different skies (#3340)

* Hdrp/fix tesselation wireframe (#3355)

* SCENEPICKING pass was utilizing a camera that had relative rendering on, however
world positions in SCENEPICKING are absolute. This causes inconsystencies in tesselation wireframe view.
This fix corrects the offset of worldspace on tesselation for SCENEPICKING pass.

* Correct range (0 to 1) in order to get pixel accurage projection value.

* Moving function to LitDataMeshModification.hlsl for clarity.

* Changing CameraView matrix instead of offsetting the position using macro forwarding.

* Redirecting camera matrix more cleanly.

* Reordering picking transforms include for proper macro order.

* Changelog description

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

* Adding missing meta from HDRP_test

* Hd/fix input registering domain reload (#3373)

* Update InputRegistering.cs

* Remove asset modification if InputSystem package is in use

* Prevent missuse of InputRegistering while InputSystem package is in use

* Update CHANGELOG.md

* cleaning

* more cleaning

* Update code to use Next instead of GetArrayElementAtIndex

* Fix nullref (#3460)

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

* Fix DepthOfField CoC debug view (#3466)

* Push stuff for debug

* changelog

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

* Fixed an issue with first frame of ao causing some kind of ghosting e… (#3457)

* Fixed an issue with first frame of ao causing some kind of ghosting effect.

* Update changelog

* Fix mipmap generation internal format (#3470)

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

* Change wizard check to be ok with -force api (#3422)

* Delete Volumes.meta

* revert: Hd/fix input registering domain reload #3373

* update Vulkan win reference screenshots

* Fixed performance issue with ShaderGraph and Alpha Test

* Fixed dimensionality of a couple vectors (from 3 to 2). (#3395)

* Fix error when increasing the maximum planar reflection limit (#3332)

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

* Updated documentation of RequestRenderNextUpdate (#3368)

* Updated documentation of RequestRenderNextUpdate

* Fixed documentation

* Update HDProbe.cs

* Update HDAdditionalReflectionData.cs

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix alpha output in AOVs and debug views when using shadow matte (#3593)

* Fix shader compile error with debug output and shadow matte

* Correct alpha output in AOVs and material debug when using shadow matte

* Update changelog

* Added an additional check in the "check scene for ray tracing" (case 1314963). (#3616)

* Fixed an issue with transparent meshes writing their depths and recursive rendering (case 1314409). (#3619)

* Fixed issue with compositor custom pass hooks added/removed repeatedly (#3613)

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

* [HDRP] Fixed SSR with SSR_Transparent (#3603)

* Fixed SSR used with transparent: Keyword overrided

* Change Log

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

* Decal in material debug display (#3608)

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

* Formatting

* Hd/fix pivot size ratio percistency through 0 (#3600)

* Change default pivot

* Fix ratio persistency through 0 size (case 1308338)

* Update CHANGELOG.md

* Added multi edition support

* Add missing Undo recording

* Fix multi edition initialization and multiple state display and targets used in OnSceneGUI

* Add missing projection update

* Fix inspector refresh when there is multiple different value and we edit them (remove multiple state)

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

* [HDRP] Fix volume component nullref (#3644)

* Fixed nullref when adding a volume component in a Volume profile asset

* Updated changelog

* Fixed decal normal for double sided materials (case 1312065) (#3610)

* Fixed decal normal for double sided materials (case 1312065)

* Simplify mirror mode

* Update DecalUtilities.hlsl

* Update DecalUtilities.hlsl

* Updates graphic test

* Update screenshots

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

* Fixed render graph resource log to display properly MB and improved readability. (#3638)

* Display a warning help box when decal atlas is out of size (#3634)

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

* Improved render texture debug names (#3631)

* Fixing ordering of UI Frame settings [Fogbugz 1315452] (#3628)

* Fixing wrong ordering of frame settings on the UI.
Ignoring enums that are tagged as obsolete.

* Moving reflection call to its own utility function, and caching frame settings names.

* Adding changelog changes.

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

* Port change. (#3656)

* Fix issue with velocity rejection in post-DoF TAA (#3672)

* Unify Emissive mapping options on lit shaders (#3606)

* Add POM to emissive on tessellated shaders

* Fix uv1 for lit shaders

* Updated graphic test

* reenable test

* Update screenshots (test for linux)

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

* Fix a leak cause for area light cookies  (#3614)

* Add border around texture when blitting

* Comments

* tentative fix

* Actual fix.

* Update 5001_PathTracing.png

* Update 1202_Lit_DoubleSideNormalMode.unity

* Hd/alpha to mask frame setting fix 1315452 (#3681)

* OverridableFrameSettingsArea.Field.overrideable and OverridableFrameSettingsArea.Field.customOverrideable are duplicate delegates:

- They are only called in OverridableFrameSettingsArea.Field.IsOverrideableWithDependencies.
- overrideable first gets a chance to declare the field as not overridable, and then customOverrideable gets a chance to override the final result.
- customOverrideable is called once for each FrameSettingsFieldAttribute.dependencies, sometimes resulting in duplicate run of the same function with the same input multiple times.
- customOverrideable is also coupled with some "positive / negative dependency" system making it hard to understand unnecessarily.

It is neater to keep only OverridableFrameSettingsArea.Field.overrideable and delete OverridableFrameSettingsArea.Field.customOverrideable, while adding a ignoreOverride boolean.

* With the previous commit, declaring a field with both positive and negative dependency no longer has weird problem with custom override-able delegate. So we give AlphaToMask a positive and a negative dependency as is needed.

But still the AlphaToMask field needs a custom override-able delegate to handle cases like when HDRP Asset force deferred while frame setting has forward Lit Shader Mode, so we added a custom override-able delegate too.

* update CHANGELOG.md

* Update CHANGELOG.md

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

* Hd/rough distortion fix 1317952 (#3683)

* Fix Rough Distortion frame setting not greyed out when Distortion is disabled in HDRP Asset

* update CHANGELOG.md

* Fix issue with physically-based DoF computation and transparent materials with depth-writes ON. (#3689)

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

* Update RaytracingIntersection.hlsl (#3703)

* Hd/fix access current hdrp asset for default frame settings 1317968 (#3695)

* Fix issue of accessing default frame setting stored in current HDRPAsset instead fo the default HDRPAsset

* Update CHANGELOG.md

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

* Fix SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset (#3693)

* Fix SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset

* Update CHANGELOG.md

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

* Reduced the maximal number of bounces for both RTGI and RTR (case 1318876). (#3864)

* Fix scene being fully grey on playstation when histogram exposure is used but not curve remapping (#3867)

* Allocate the curve texture always

* Changelog

* fix faulty lights (#3870)

* Fixed indent level on material Global Illumination field (#3881)

* [HDRP] Disc light realtime gi UI error (#3866)

* Added an error in the UI when trying to use disk lights with realtime GI

* Updated changelog

* Remove useless shaders from the creation menu (#3893)

* Fixed HDRPAsset loosing its reference to the ray tracing resources when clicking on a different quality level that doesn't have ray tracing (case 1320304). (#3894)

* Fixed error message when having MSAA and Screen Space Shadows (case 1318698). (#3865)

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

* Fixed Nans happening in RTR when the history render target is bigger than the current viewport (case 1321139). (#3876)

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

* [HDRP] Fix tube light mode (#3871)

* Fixed tube light mode selection (case 1317776)

* Updated changelog

* PR fixes

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

* Added tooltips for features being disabled because of MSAA/Raytracing (#3879)

* Added tooltips to warn when some features may be disabled.

* Update change log

* Formatting

* Update CHANGELOG.md

* Changed the behavior of the clear coat and SSR/RTR for the stack lit to mimic the Lit's behavior (case 1320154). (#3872)

* Changed the behavior of the clear coat and SSR/RTR for the stack lit to mimic the Lit's behavior (case 1320154).

* Added information about using clear coat with rtr

* Reference image meta file (long time oversight)

* Modifying test 1302_03 Stacklit to make it fail with new fix

* Update reference images

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fix warning for ShadowLoop (#3885)

* Fix warning and changelog

* Fix formating

* Remove unused variable

* Unused variable

Co-authored-by: SoufianeKHIAT <soufiane.khiat@gmail.com>

* Fix SSR for 4K Render Target (#3874)

* Fix SSR for 4K (tested on volumetric cloud demo)

* Add ChangeLog

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

* Fix GBuffer debug view when using virtual texturing (#3880)

* Fix gbuffer debug view

* changelog

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

* Bugfix 1319005: Fix fog noise issues (#3891)

* Fix fog noise issues

* Code comment + changelog update

* Proper fix for near-plane issue

* Updated reference images

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

* Fix Decal Normal Blending NaN (Case #1317162) (#3883)

* Apply the nan guard fix

* Changelog

* Move the epsilon onto the same line

* Remove the nan fix via normal blend weight epsilon

* Suppress the nan via safe normalize for the zero length normal

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

* Fixed issue in wizard when resource folder not exist (#3907)

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

* Fix for Xbox device types in SubSurfaceScattering (#3942)

* [CI] Updated pinned editor versions

* Fix for Xbox device types in SubSurfaceScattering

Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>

* Fixed issue with Decal projector edge on Metal (case 1286074) (#3941)

* Fix normal and update ref images. (#3928)

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

* Fix diffusion profile doc (#3968)

* Fixed a potential issue causing the custom pass UI drawers to not render correctly when using custom properties. (#3898)

* Moved the leaf example from sss to translucent (#3990)

* Merge branch 'master' into hd/bugfix

* Added rough distortion to the frame settings (#3991)

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

* Fix Render Graph UI bug in Render Pipeline Debugger (#3992)

* Fix

* Changelog

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

* Fixed formatting issue and reworded some bits in the motion vectors page (#3987)

* Fixed image formatting

* Attempted to reorder information to make it clearer

* Added a more explicit note for object motion vectors

* Added a fallback for the ray traced directional shadow in case of a transmission (case 1307870). (#3882)

* Added a fallback for the ray traced directional shadow in case of a transmission (case 1307870).

* Changes requested by the review

* Documented fix.

Documented this bugfix in the Light Types guide section of Light-component.md.

* Typo fix

(whoops)

* Moved fix documentation

Moved documentation to the Ray-Traced-Shadows.md page.

* fixing old typo

Co-authored-by: Vic-Cooper <vic.cooper@unity3d.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fix sss in planar reflections planar (#3919)

* Fix SSS materials in planar reflections

* Proper fix

* Undo matrix rename

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

* Added note about SSGI and RTGI replacing all lightmap and light probe data (#3913)

* fix pivot edit mode 2D slider gizmo not supporting multi-edition (decal) (#3908)

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

* Merge branch 'master' into hd/bugfix

* [HDRP][Fogbugz 1325312] Hdrp/fix inverted y on cas (#4027)

* Fixing missing of inverted Y on non dev player builds for CAS with DRS

* Changelog updates

* SceneObjectIDMap: Fix a nasty bug where game object to entry index dictionary would get out of sync from the entries list (#4038)

* SceneObjectIDMap: Fix a nasty bug where gameobject to entry index dictionary would get out of sync from the entries list after an insertion occurred to fill a hole. This resulted in a nasty bug where reflection probes would occasionally generate the same bake texture filename as eachother, would overwrite eachothers textures, and would point to the same texture after the bake completed. Issue can be reproduced by baking, removing reflection probes, adding new reflection probes, and baking again.

* Update CHANGELOG.md

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

* Fix shader compil issue on PS4 in Stacklit.hlsl (#4064)

* [Fogbugz 1325700] Fixing volumetric screen zmask & depth pyramid for hw drs (#4050)

* FIxing volumetric drs tmp screen zmask textures and also the depth pyramid, to consider hardware DRS when its on

* Changelog

* Added todo comment.

* Update StackLit.hlsl

* HD/Decals: allows negative UV (#4083)

Decals: allows negative UV (#4083)

* Added an info box for micro shadow editor (#4086)

* Filter ray traced materials to only accept HDRP ones.

* Updated changelog.

* Replaced previous comp with more robust one (albeit slightly costlier).

* Combined different tests, from faster to slower.

* Added material validity cache.

* ...

* Moved to a non-cleared shader cache.

* Minor change.

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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Expand Up @@ -221,6 +221,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Disable TAA sharpening on alpha channel.
- Enforced more consistent shading normal computation for path tracing, so that impossible shading/geometric normal combinations are avoided (case 1323455).
- Default black texture XR is now opaque (alpha = 1).
- Changed ray tracing acceleration structure build, so that only meshes with HDRP materials are included (case 1322365).

## [11.0.0] - 2020-10-21

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Expand Up @@ -74,6 +74,7 @@ public partial class HDRenderPipeline
RayTracingSubMeshFlags[] subMeshFlagArray = new RayTracingSubMeshFlags[maxNumSubMeshes];
ReflectionProbe reflectionProbe = new ReflectionProbe();
List<Material> materialArray = new List<Material>(maxNumSubMeshes);
Dictionary<int, bool> m_ShaderValidityCache = new Dictionary<int, bool>();

// Used to detect material and transform changes for Path Tracing
Dictionary<int, int> m_MaterialCRCs = new Dictionary<int, int>();
Expand Down Expand Up @@ -114,6 +115,26 @@ internal void ReleaseRayTracingManager()
m_DiffuseDenoiser.Release();
}

bool IsValidRayTracedMaterial(Material currentMaterial)
{
if (currentMaterial == null || currentMaterial.shader == null)
return false;

bool isValid;

// We use a cache, to speed up the case where materials/shaders are reused many times
int shaderId = currentMaterial.shader.GetInstanceID();
if (m_ShaderValidityCache.TryGetValue(shaderId, out isValid))
return isValid;

// For the time being, we only consider non-decal HDRP materials as valid
isValid = currentMaterial.GetTag("RenderPipeline", false) == "HDRenderPipeline" && !DecalSystem.IsDecalMaterial(currentMaterial);

m_ShaderValidityCache.Add(shaderId, isValid);

return isValid;
}

static bool IsTransparentMaterial(Material currentMaterial)
{
return currentMaterial.IsKeywordEnabled("_SURFACE_TYPE_TRANSPARENT")
Expand Down Expand Up @@ -184,8 +205,8 @@ static bool IsAlphaTestedMaterial(Material currentMaterial)
// Grab the material for the current sub-mesh
Material currentMaterial = materialArray[meshIdx];

// Make sure that the material is both non-null and non-decal
if (currentMaterial != null && !DecalSystem.IsDecalMaterial(currentMaterial))
// Make sure that the material is HDRP's and non-decal
if (IsValidRayTracedMaterial(currentMaterial))
{
// Mesh is valid given that all requirements are ok
validMesh = true;
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