-
Notifications
You must be signed in to change notification settings - Fork 855
[backport] ruamel refactor 7.x.x #1030
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Closed
Closed
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
* Fix custom pass doc * AO docs (#5730) * Updated missing API doc. (#5726) * Added various missing API doc. * Small fix * Update HDRPCameraBinder.cs * Replace the API doc link by latest available (#5728) * Added missing exe file for doc window (#5725) * Hdrp/fix wizard dxr os and hardware support (#5731) * Change Hardware and OS check to be done after DX12 change * Update CHANGELOG.md * Totally remove OS and Hardware test as currentAPI cannot not test DX used * Fix missing API doc and move to internal diffusion profile class (#5738) * Contact Shadows, Microshadows and SS Refraction API docs (#5736) * Contact shadows API doc * micro shadow doc * changelog * SS Refraction doc * changelog update * Document DensityVolumeArtistParameters * Make things internal * Make density volumes public again * Added doc for AOVRequests * Fix AO depth issues (#5727) * Revert back to do bit manipulation * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update IDataProvider Documentation (#5750) * Upgrade doc (#5748) * Hdrp/fix lookdev volume when never assigned (#5747) * Fix issue when the volume is not assigned yet for lookdev * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Resize size of image in HDRP documentation * Added missing API doc for serialization callbacks * Adding CAS enum doc (#5762) * Added comments to path tracing attributes, for API documentation. (#5761) * Updated platform error message (#5760) * Misc missing api doc. (#5765) * Improved memory usage of Sky system. (#5751) * Improved memory usage of Sky system. * Update changelog. * Updated text in the quality preference settings (case 1215100) * Fixed decal projector gizmo not undoing properly (case 1216629) * Hdrp/fix lookdev environment on library removal [skip ci] (#5766) * Better handling for assets in project * Add helper to iterate on ViewContexts * Add refresh on Focus to deal with asset deletion * Fix event order when changing cubemap (view was refreshed with one cubemap late) * Fix sun position button position * Update CHANGELOG.md * Missing API doc. * Fix a leak in the denoising of ray traced reflections. (#5777) * Update test scene * Update test scene * Fix a leak in the denoising of ray traced reflections. * Added another troubleshooting step to custom pass doc * Update doc * Hdrp/fix alignment issues (#5779) * Fix alignment issue in light preset * Fix Header in LightingWindow * Fix missing separators and colors for dark skin * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix an issue where hair shader could write garbage in the diffuse lighting buffer. (#5774) * Updated materials and exposure for shader graph sample * More changes * Fixed an issue where opaque hair shader could write garbage in the diffuse lighting buffer. * Update changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * - Fixed an exposure issue with ray traced sub-surface scattering. (#5773) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Expose currentPlatformRenderPipelineSettings (#5781) * Fix debug menu light hierarchy (#5753) * Fixed bitfield of runtime debug display none not working * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update PathTracing.cs * Fix default planar size when HDRP asset is created (#5793) * Moved BeginCameraRendering before culling to avoid a crash (#5795) * Moved BeginCameraRender before culling to avoid crashes caused by intermediate renderers. * Update changelog. * Hdrp/workaround materialpreset (#5798) * Workaround for material preset indentation issue * Update CHANGELOG.md * Fixed an issue where HDRP particle sample project was overexposed due to missing Volume override. (#5802) * Fix metal android build message (#5807) * Fixed wrong build error message when building for android on mac. * Updated changelog * Update Migration Documentation (#5809) * Restored RoughRefraction frame settings value as obsolete for compatibility reasons. (#5811) Fixed unity test to exlcude this wanted duplicate. * Add FixAll persistency through DomainReload (while instaling packages) * Add persistency for DX12 upgrade * Fix wizard behaviour * Update CHANGELOG.md * fix unwanted popup at first domain reload after activation when it was not activated before this editor lifetime Co-authored-by: Antoine Lelievre <alelievr@student.42.fr> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com>
* Fix custom pass doc * AO docs (#5730) * Updated missing API doc. (#5726) * Added various missing API doc. * Small fix * Update HDRPCameraBinder.cs * Replace the API doc link by latest available (#5728) * Added missing exe file for doc window (#5725) * Hdrp/fix wizard dxr os and hardware support (#5731) * Change Hardware and OS check to be done after DX12 change * Update CHANGELOG.md * Totally remove OS and Hardware test as currentAPI cannot not test DX used * Fix missing API doc and move to internal diffusion profile class (#5738) * Contact Shadows, Microshadows and SS Refraction API docs (#5736) * Contact shadows API doc * micro shadow doc * changelog * SS Refraction doc * changelog update * Document DensityVolumeArtistParameters * Make things internal * Make density volumes public again * Added doc for AOVRequests * Fix AO depth issues (#5727) * Revert back to do bit manipulation * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update IDataProvider Documentation (#5750) * Upgrade doc (#5748) * Hdrp/fix lookdev volume when never assigned (#5747) * Fix issue when the volume is not assigned yet for lookdev * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Resize size of image in HDRP documentation * Added missing API doc for serialization callbacks * Adding CAS enum doc (#5762) * Added comments to path tracing attributes, for API documentation. (#5761) * Updated platform error message (#5760) * Misc missing api doc. (#5765) * Improved memory usage of Sky system. (#5751) * Improved memory usage of Sky system. * Update changelog. * Updated text in the quality preference settings (case 1215100) * Fixed decal projector gizmo not undoing properly (case 1216629) * Hdrp/fix lookdev environment on library removal [skip ci] (#5766) * Better handling for assets in project * Add helper to iterate on ViewContexts * Add refresh on Focus to deal with asset deletion * Fix event order when changing cubemap (view was refreshed with one cubemap late) * Fix sun position button position * Update CHANGELOG.md * Missing API doc. * Fix a leak in the denoising of ray traced reflections. (#5777) * Update test scene * Update test scene * Fix a leak in the denoising of ray traced reflections. * Added another troubleshooting step to custom pass doc * Update doc * Hdrp/fix alignment issues (#5779) * Fix alignment issue in light preset * Fix Header in LightingWindow * Fix missing separators and colors for dark skin * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix an issue where hair shader could write garbage in the diffuse lighting buffer. (#5774) * Updated materials and exposure for shader graph sample * More changes * Fixed an issue where opaque hair shader could write garbage in the diffuse lighting buffer. * Update changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * - Fixed an exposure issue with ray traced sub-surface scattering. (#5773) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Expose currentPlatformRenderPipelineSettings (#5781) * Fix debug menu light hierarchy (#5753) * Fixed bitfield of runtime debug display none not working * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update PathTracing.cs * Fix default planar size when HDRP asset is created (#5793) * Moved BeginCameraRendering before culling to avoid a crash (#5795) * Moved BeginCameraRender before culling to avoid crashes caused by intermediate renderers. * Update changelog. * Hdrp/workaround materialpreset (#5798) * Workaround for material preset indentation issue * Update CHANGELOG.md * Fixed an issue where HDRP particle sample project was overexposed due to missing Volume override. (#5802) * Fix metal android build message (#5807) * Fixed wrong build error message when building for android on mac. * Updated changelog * Update Migration Documentation (#5809) * Restored RoughRefraction frame settings value as obsolete for compatibility reasons. (#5811) Fixed unity test to exlcude this wanted duplicate. * - Fixed an issue related to denoising ray trace area shadows. * Revert "- Fixed an issue related to denoising ray trace area shadows." This reverts commit 3cc174068e5db245709fe5ffb2674f220258d19c. * missing uncommited part of the doc (#5813) * Fixed reference to the DefaultHDRISky texture in the default volume profile. (#5816) * - Fixed an issue related to denoising ray trace area shadows. (#5815) * update framesettings tooltips (#5820) * Added info to tooltips about frame settings dependent on HDRP asset settings. * Update FrameSettings.cs Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Added a section to the upgrade guide to explain discrepancies between default sky exposure and directional lights. (#5812) * Added a section to the upgrade guide to explain discrepancies between default sky exposure and directional lights. * Updated getting started doc * Reduce custom pass image doc (#5828) * Fix source of NaNs in planar reflection probe atlas (#5829) * Fix NaN * changelog * Fixed decal initial pivot position. (#5832) * Fix for matcap texture mentioned as not set (#5834) * Workaround * changelog * comment Co-authored-by: Antoine Lelievre <alelievr@student.42.fr> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com>
…ion for 7.2.0 (#5786) * * Fixed WMR crashes editor when entering play mode regression for SRP 7.2.0. * * Fixed comment. * * Fixed setting disableLegacyRenderer to false multiple times. * Added debug.log * * Disable URP rendering completely when XR is not ready to render. * This is better than previous workaround where we disable legacy XR when XR is not ready to render. * * Reverted extra space.
* Fix custom pass doc * AO docs (#5730) * Updated missing API doc. (#5726) * Added various missing API doc. * Small fix * Update HDRPCameraBinder.cs * Replace the API doc link by latest available (#5728) * Added missing exe file for doc window (#5725) * Hdrp/fix wizard dxr os and hardware support (#5731) * Change Hardware and OS check to be done after DX12 change * Update CHANGELOG.md * Totally remove OS and Hardware test as currentAPI cannot not test DX used * Fix missing API doc and move to internal diffusion profile class (#5738) * Contact Shadows, Microshadows and SS Refraction API docs (#5736) * Contact shadows API doc * micro shadow doc * changelog * SS Refraction doc * changelog update * Document DensityVolumeArtistParameters * Make things internal * Make density volumes public again * Added doc for AOVRequests * Fix AO depth issues (#5727) * Revert back to do bit manipulation * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update IDataProvider Documentation (#5750) * Upgrade doc (#5748) * Hdrp/fix lookdev volume when never assigned (#5747) * Fix issue when the volume is not assigned yet for lookdev * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Resize size of image in HDRP documentation * Added missing API doc for serialization callbacks * Adding CAS enum doc (#5762) * Added comments to path tracing attributes, for API documentation. (#5761) * Updated platform error message (#5760) * Misc missing api doc. (#5765) * Improved memory usage of Sky system. (#5751) * Improved memory usage of Sky system. * Update changelog. * Updated text in the quality preference settings (case 1215100) * Fixed decal projector gizmo not undoing properly (case 1216629) * Hdrp/fix lookdev environment on library removal [skip ci] (#5766) * Better handling for assets in project * Add helper to iterate on ViewContexts * Add refresh on Focus to deal with asset deletion * Fix event order when changing cubemap (view was refreshed with one cubemap late) * Fix sun position button position * Update CHANGELOG.md * Missing API doc. * Fix a leak in the denoising of ray traced reflections. (#5777) * Update test scene * Update test scene * Fix a leak in the denoising of ray traced reflections. * Added another troubleshooting step to custom pass doc * Update doc * Hdrp/fix alignment issues (#5779) * Fix alignment issue in light preset * Fix Header in LightingWindow * Fix missing separators and colors for dark skin * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix an issue where hair shader could write garbage in the diffuse lighting buffer. (#5774) * Updated materials and exposure for shader graph sample * More changes * Fixed an issue where opaque hair shader could write garbage in the diffuse lighting buffer. * Update changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * - Fixed an exposure issue with ray traced sub-surface scattering. (#5773) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Expose currentPlatformRenderPipelineSettings (#5781) * Fix debug menu light hierarchy (#5753) * Fixed bitfield of runtime debug display none not working * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update PathTracing.cs * Fix default planar size when HDRP asset is created (#5793) * Moved BeginCameraRendering before culling to avoid a crash (#5795) * Moved BeginCameraRender before culling to avoid crashes caused by intermediate renderers. * Update changelog. * Hdrp/workaround materialpreset (#5798) * Workaround for material preset indentation issue * Update CHANGELOG.md * Fixed an issue where HDRP particle sample project was overexposed due to missing Volume override. (#5802) * Fix metal android build message (#5807) * Fixed wrong build error message when building for android on mac. * Updated changelog * Update Migration Documentation (#5809) * Restored RoughRefraction frame settings value as obsolete for compatibility reasons. (#5811) Fixed unity test to exlcude this wanted duplicate. * - Fixed an issue related to denoising ray trace area shadows. * Revert "- Fixed an issue related to denoising ray trace area shadows." This reverts commit 3cc174068e5db245709fe5ffb2674f220258d19c. * missing uncommited part of the doc (#5813) * Fixed reference to the DefaultHDRISky texture in the default volume profile. (#5816) * - Fixed an issue related to denoising ray trace area shadows. (#5815) * update framesettings tooltips (#5820) * Added info to tooltips about frame settings dependent on HDRP asset settings. * Update FrameSettings.cs Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Added a section to the upgrade guide to explain discrepancies between default sky exposure and directional lights. (#5812) * Added a section to the upgrade guide to explain discrepancies between default sky exposure and directional lights. * Updated getting started doc * Reduce custom pass image doc (#5828) * Fix source of NaNs in planar reflection probe atlas (#5829) * Fix NaN * changelog * Fixed decal initial pivot position. (#5832) * Fix for matcap texture mentioned as not set (#5834) * Workaround * changelog * comment * Fix missing init in Blit * changelog Co-authored-by: Antoine Lelievre <alelievr@student.42.fr> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com>
* update various doc * Update HDRP-Features.md * Update Upgrading-from-2019.2-to-2019.3.md * Update HDRP-Features.md Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
* Clamp value to max allowed, otherwise is marked as inf * changelog
* adding markdown for badges * adding package tests to 2019.3 nightly
* Hotfix for Hololens. * Added changelog. * Adding a if statement suggested by MS Co-authored-by: Elvar Örn Unnþórsson <ellioman@ellioman.com>
* updated badges for branch 7.x.x/release * Get badges with proxied=true
* bump version to 7.3 + shader version + doc version * Adding updated-dependencies tests to separate jobs This is a temporary workaround until the upm-ci side is fixed * Update upm-ci-packages.yml * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* added automated tests for adding/removing entries for enum keywords * fix changelog * sub graph output avoids duplicate names as well * Updated CHANGELOG.md * merge * error handling for AddEntry * fix for https://fogbugz.unity3d.com/f/cases/1181557/ * cherry pick misses merge * changelog fix * found changes that got missed during backport * Clean up changelog a little. Co-authored-by: Zachary Diller <zackd44@gmail.com> Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>
…nlit (#5854) * default value of alpha clip is 0 * Updated CHANGELOG.md Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>
* backport branch node to ternary operator * Branch-Node.md * Updated Branch-Node.md Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>
Co-authored-by: Marc Templin <marctem@users.noreply.github.com>
* Fixed material leak + added lifetime feature (#4796) * Fixed a leak where none of the materials in Universal would get cleaned up; Added basic lifetime management features * Fixed the 2D renderer as well * Changelog update # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md # com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs # com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs * Fixed editor & runtime unit tests (#4937) * Fixed resource lifecyle issue. (#5506) * Fixed resource lifecyle issue. * Removed the finalized due to issue with Unity runtime when disposing Unity objects like Texture2D. * Fixed issue that caused custom renderers to always thrown an error about camera stacking not being supported. * Fixed null reference issue. Added missing scene 106 test reference and enabled test. # Conflicts: # TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset * Fixed resource lifecycle issue. (#5941) (#5952) * Fixed resource lifecycle issue. (#5941) * Fixed resource lifecycle issue. * added invalidate to scripting API * added new keyword to override SetDirty in ScriptableObject (obsolete) * Fixed properties * Fixed editor * tentative yamato fix * tentative yamato fix2 # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md * Fixed inconsistent line endings in FBXArnoldSurfaceMaterialDescriptionPreprocessor (#5859) * Disabling the GetDefaultRenderer() test for now until it is redone. (#5924) Co-authored-by: Thomas <Chman@users.noreply.github.com> Co-authored-by: Thomasch-unity3d <30902625+Thomasch-unity3d@users.noreply.github.com> Co-authored-by: Elvar Örn Unnþórsson <ellioman@ellioman.com>
* Fix/switch (#5852) * Correct light attenuation on Nintendo Switch. * Updated changelog. * Fixed NaNs in UniversalGraphicsTest scene 091 and 093. * Updated changelog. # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md * Fixing the height of the shadow cascade scrollbar inside the render pipeline asset inspector (#5892) # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md * Fixed MAD and RCP definitions in OpenGL. (#5922) # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md * Universal Renderer Feature rework (#5937) * Init Commit * Removed the reorderable list and replaced with UI based off the Volume system * Added firstpass repair logic * fix list null ref * Some clean up and workflow improvements * Clean up UX * Moved temporary false bool to private yet still serialised * Added check for invalid map values * Fixed saving issue and also added public functions to set renderer features to activated or deactivated * Added test for the active flag on renderer features * Added missing test prefab * Added changelog * Added test images for new test and fixed meta files for some existing images * Suggested changes to the API descriptions. * Only run validation in the editor as it is used to fix up assets in a project. Co-authored-by: olko-unity-work <60658376+olko-unity-work@users.noreply.github.com> Co-authored-by: Felipe Lira <felipedrl@gmail.com> # Conflicts: # TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset # com.unity.render-pipelines.universal/CHANGELOG.md * Universal/bugfix/playerprefs (#6025) * Fixed issue that caused materials to reimport if clearing player prefs. * added changelog * Added upgrade project settings # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md Co-authored-by: Kay Chang <37455951+kaychang-unity@users.noreply.github.com> Co-authored-by: Elvar Örn Unnþórsson <ellioman@ellioman.com> Co-authored-by: Andre McGrail <andrem@unity3d.com>
…Node (#6035) * Backporting fix for fog density returning 0 in unlit master node to 7.x.x * Added bug fix description to change log
* fix for https://fogbugz.unity3d.com/f/cases/1197050/ * Changelog Update * Changelog grammar fixes Co-authored-by: Marc Templin <marctem@users.noreply.github.com>
Co-authored-by: Marc Templin <marctem@users.noreply.github.com>
Co-authored-by: Marc Templin <marctem@users.noreply.github.com>
Co-authored-by: Elvar Örn Unnþórsson <ellioman@ellioman.com>
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507) * - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). * Small fix to avoid text overlapping too much Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> * Fixed an usage of a a compute buffer not bound (1229964) (#28) Co-authored-by: Anis <anis@unity3d.com> * Removed wrongly serialized fields in StaticLightingSky (#6441) * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480 * Update PostProcessSystem.cs * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493 * Hdrp/docs/glossary f number (#6523) * Update Glossary.md * Update Glossary.md * Clamp probes compression factor to 0 (#19) * path validation when creating new volume profile (#36) * [Backport 7.x.x] Fix various leaks in HDRP (#120) * Fixed a number of leak in HDRP # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs * Update changelog * [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128) * Follow references when unloading unneeded assets * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21) * 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> * d Fix MSAA resolve when there is no motion vectors #1 * Fix issues causing planar probes to be broken with multiple cameras in the scene #4 * Pospow and SG triplanar fix #40 * Hdrp/fix/custom pass msaa rendering info #42 * Added disocclusion and ghosting to the glossary (#75) * Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110) * fix switch shader compilation (#111) * Update SceneViewDrawMode.cs (#118) * Fix culling of reflection probes that change position #121 * Fix null reference when processing light probe #131 * Fix black screen in XR when HDRP package is present but not used #137 * Fix default volume profile collapse #138 * Fix for white flash happening when changing lighting condition (like teleport) #140 * Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145) * Update AxF-Shader.md (#152) * Bind missing buffer #159 * [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179) * Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly. # Conflicts: # com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs * Update changelog * Catch and handle NRefactory parser exceptions #6392 * [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update CHANGELOG.md * fix typo * fix typo 2 * Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284) * [7.x.x Backport] Fix pre/post pass sg properties #82 (#85) * Fix depth pre/post passes not correctly enabled when switching shaders on the material # Conflicts: # com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs # com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs # com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs * Hide prepass and postpass in the material UI # Conflicts: # com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a performance issue with stochastic ray traced area shadows. (#306) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Backport 7.x.x] Updated raytracing async compute warning. (#304) * 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> * [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303) * Fixed a null ref exception in static sky when the default volume profile is invalid. * Update changelog * [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307) * Fixed an error about procedural sky being logged by mistake. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379) * Fixed flickering of the game/scene view when lookdev is running. * Update changelog * [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317) * render until ambient probe is ready * remove comment * changelog * [Backport 7.x.x] Fixed some gcalloc in the debug window (#464) * Fixed some GCAlloc in the debug window # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs * Update changelog * [Backport 7.x.x] Hdrp/small ui update (#466) * 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. # Conflicts: # com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs # com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs * update changelog * [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482) * PBR Sky renderer now shares its internal precomputation table between different instances. # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs * Doc update * Update changelog * [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480) * Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs * Update changelog * [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479) * 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. # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs * Update changelog * Changed UI name, tooltip, and doc for maximum decals on screen (#232) Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/ * Update Custom-Post-Process.md (#233) * Update HDRP-Features.md (#235) * Hdrp/reflection probe scale perf #252 * HD: Switch to 1920x1080 default standalone resolution (#279) Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res (moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo) * Makes sure quaternion is normalized and valid before converting to ma… #331 * Fix cookie srgb #297 * Updated forward and deferred rendering definitions (#350) * Update Forward-And-Deferred-Rendering.md * Update Forward-And-Deferred-Rendering.md * Update Light-Component.md (#357) * Hd/add layer modification on generated emissive mesh for area light #364 * Update Look-Dev-Environment-Library.md (#365) * Update Volumetric-Lighting.md (#402) Fixes https://fogbugz.unity3d.com/f/cases/1238592 * Hd/fix nullref while removing decal component #416 * Fix issue with Uber Post process shader when alpha is enabled #422 * Fix the bug (#430) * Fix issue causing not all baked reflection probes to be deleted #441 * Updated Decal Projector doc (#477) Updated Limitations section and added a disclaimer about decal shader stripping. * Look Dev docs refactor 2 #484 * [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425) * Saturate vertex color to avoid negative values. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Motion Vectors written by transparent when rendering with MSAA #315 * Fix issue with the resolve of motion vectors (#421) * fix issue with ShowPrePassAndPostPass * fix compilation issue in rendergraph * Fixed null reference exception in LookDev when setting the SRP to None #447 * Check reflection probe null pointer before use. (case 1244047) #456 * 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 * Fix few multi-editing issues with Emission UI #473 * Re-enable cubemap thumbnail gen only for d3d11 #487 * Hd/fix undo environmentlibrary lookdev #490 * Added system requirements and frame settings api docs (#510) * Added system requirements and frame settings api doc * Update System-Requirements.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * hide exposure compensation for fixed exposure (#535) * hide exposure compensation for fixed exposure * Update PostProcessSystem.cs * [9.x.x] Fix Microshadow not working properly with LightLayers enabled in deferred #522 * Use path relative to package for depth of field #523 * Fix taaFrameIndex and restore TAA tests for XR #534 * Fix an issue in reading the gbuffer for ray traced subsurface scattering (#538) * fix DXR manifest * update reference screenshots * Clone in the Asset folder when the original volume profile is in a re… #508 * Add support for batchmode (#542) * Update Reflection-Probes-Intro.md (#548) * Added note on decal emission on transparent surfaces (#567) * Update Decal-Projector.md * Update Decal-Projector.md * Update Decal-Projector.md * Added terrain lit doc (#573) * Add terrain lit doc * Update HDRP-Features.md * Update HDRP-Features.md * Hd/fix wizard defaultvolumeprofile creation #565 Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: Anis <anis@unity3d.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: slunity <37302815+slunity@users.noreply.github.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Co-authored-by: victor <victor.ceitelis@unity3d.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Aras Pranckevičius <aras@unity3d.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
* fix all_package_ci pipeline * update all_package_ci references in abv file
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507) * - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). * Small fix to avoid text overlapping too much Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> * Fixed an usage of a a compute buffer not bound (1229964) (#28) Co-authored-by: Anis <anis@unity3d.com> * Removed wrongly serialized fields in StaticLightingSky (#6441) * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480 * Update PostProcessSystem.cs * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493 * Hdrp/docs/glossary f number (#6523) * Update Glossary.md * Update Glossary.md * Clamp probes compression factor to 0 (#19) * path validation when creating new volume profile (#36) * [Backport 7.x.x] Fix various leaks in HDRP (#120) * Fixed a number of leak in HDRP # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs * Update changelog * [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128) * Follow references when unloading unneeded assets * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21) * 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> * d Fix MSAA resolve when there is no motion vectors #1 * Fix issues causing planar probes to be broken with multiple cameras in the scene #4 * Pospow and SG triplanar fix #40 * Hdrp/fix/custom pass msaa rendering info #42 * Added disocclusion and ghosting to the glossary (#75) * Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110) * fix switch shader compilation (#111) * Update SceneViewDrawMode.cs (#118) * Fix culling of reflection probes that change position #121 * Fix null reference when processing light probe #131 * Fix black screen in XR when HDRP package is present but not used #137 * Fix default volume profile collapse #138 * Fix for white flash happening when changing lighting condition (like teleport) #140 * Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145) * Update AxF-Shader.md (#152) * Bind missing buffer #159 * [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179) * Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly. # Conflicts: # com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs * Update changelog * Catch and handle NRefactory parser exceptions #6392 * [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123) * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * Update CHANGELOG.md * fix typo * fix typo 2 * Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284) * [7.x.x Backport] Fix pre/post pass sg properties #82 (#85) * Fix depth pre/post passes not correctly enabled when switching shaders on the material # Conflicts: # com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs # com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs # com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs * Hide prepass and postpass in the material UI # Conflicts: # com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a performance issue with stochastic ray traced area shadows. (#306) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Backport 7.x.x] Updated raytracing async compute warning. (#304) * 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> * [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303) * Fixed a null ref exception in static sky when the default volume profile is invalid. * Update changelog * [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307) * Fixed an error about procedural sky being logged by mistake. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379) * Fixed flickering of the game/scene view when lookdev is running. * Update changelog * [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317) * render until ambient probe is ready * remove comment * changelog * [Backport 7.x.x] Fixed some gcalloc in the debug window (#464) * Fixed some GCAlloc in the debug window # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs * Update changelog * [Backport 7.x.x] Hdrp/small ui update (#466) * 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. # Conflicts: # com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs # com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs * update changelog * [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482) * PBR Sky renderer now shares its internal precomputation table between different instances. # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs * Doc update * Update changelog * [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480) * Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs * Update changelog * [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479) * 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. # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs * Update changelog * Changed UI name, tooltip, and doc for maximum decals on screen (#232) Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/ * Update Custom-Post-Process.md (#233) * Update HDRP-Features.md (#235) * Hdrp/reflection probe scale perf #252 * HD: Switch to 1920x1080 default standalone resolution (#279) Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res (moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo) * Makes sure quaternion is normalized and valid before converting to ma… #331 * Fix cookie srgb #297 * Updated forward and deferred rendering definitions (#350) * Update Forward-And-Deferred-Rendering.md * Update Forward-And-Deferred-Rendering.md * Update Light-Component.md (#357) * Hd/add layer modification on generated emissive mesh for area light #364 * Update Look-Dev-Environment-Library.md (#365) * Update Volumetric-Lighting.md (#402) Fixes https://fogbugz.unity3d.com/f/cases/1238592 * Hd/fix nullref while removing decal component #416 * Fix issue with Uber Post process shader when alpha is enabled #422 * Fix the bug (#430) * Fix issue causing not all baked reflection probes to be deleted #441 * Updated Decal Projector doc (#477) Updated Limitations section and added a disclaimer about decal shader stripping. * Look Dev docs refactor 2 #484 * [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425) * Saturate vertex color to avoid negative values. * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Motion Vectors written by transparent when rendering with MSAA #315 * Fix issue with the resolve of motion vectors (#421) * fix issue with ShowPrePassAndPostPass * fix compilation issue in rendergraph * Fixed null reference exception in LookDev when setting the SRP to None #447 * Check reflection probe null pointer before use. (case 1244047) #456 * 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 * Fix few multi-editing issues with Emission UI #473 * Re-enable cubemap thumbnail gen only for d3d11 #487 * Hd/fix undo environmentlibrary lookdev #490 * Added system requirements and frame settings api docs (#510) * Added system requirements and frame settings api doc * Update System-Requirements.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * hide exposure compensation for fixed exposure (#535) * hide exposure compensation for fixed exposure * Update PostProcessSystem.cs * [9.x.x] Fix Microshadow not working properly with LightLayers enabled in deferred #522 * Use path relative to package for depth of field #523 * Fix taaFrameIndex and restore TAA tests for XR #534 * Fix an issue in reading the gbuffer for ray traced subsurface scattering (#538) * fix DXR manifest * update reference screenshots * Clone in the Asset folder when the original volume profile is in a re… #508 * Add support for batchmode (#542) * Update Reflection-Probes-Intro.md (#548) * Added note on decal emission on transparent surfaces (#567) * Update Decal-Projector.md * Update Decal-Projector.md * Update Decal-Projector.md * Added terrain lit doc (#573) * Add terrain lit doc * Update HDRP-Features.md * Update HDRP-Features.md * Hd/fix wizard defaultvolumeprofile creation #565 * Fixed light layers not correctly disabled when the lightlayers is set to Nothing #584 * Hdrp/fix camera switcher (#591) * Fixed a wrong condition in camera switcher, potentially causing out of bound exceptions. * update changelog. * Added Lit master node doc (#613) Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: Anis <anis@unity3d.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: slunity <37302815+slunity@users.noreply.github.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Co-authored-by: victor <victor.ceitelis@unity3d.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Aras Pranckevičius <aras@unity3d.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
* [7.x.x] backport #411 Additionally fix selecting GLES3 api in Windows Editor. * Update CHANGELOG.md * Fixed a merge issue Co-authored-by: Felipe Lira <felipedrl@gmail.com>
…roject (#407) Co-authored-by: Nicolaj Zøllner <nicolaj.zollner@unity3d.com> Co-authored-by: Elvar Örn Unnþórsson <ellioman@ellioman.com>
* Disable test 019 as it's disable in master. * disabled test 018, it's failing apparently for the same reason * disabled test 018, it's failing apparently for the same reason [skip CI]
* Bugfix 168283: URP shaders output incorrect alpha values (#5526) * Adding an Alpha() function to Core.hlsl and making URP shaders use it to calculate the final output Alpha This fixes issues where rendering to a render texture outputs incorrect alpha values (case #168283) * Added a test scene and created materials that have assigned textures to them * Renamed Alpha() function to OutputAlpha() and changed the relevant shaders calling it * Updated the test scene to contain unlit particles as well * Making the SpeedTree shaders use OutputAlpha # Conflicts: # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/Android/OpenGLES3/108_MoveCamera.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/108_MoveCamera.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/108_MoveCamera.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/OSXEditor/Metal/108_MoveCamera.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/OSXEditor/OpenGLCore/108_MoveCamera.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/OSXPlayer/Metal/108_MoveCamera.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/OSXPlayer/OpenGLCore/108_MoveCamera.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/108_MoveCamera.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/108_MoveCamera.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/108_MoveCamera.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/108_MoveCamera.png.meta # TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset # com.unity.render-pipelines.universal/CHANGELOG.md # com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitForwardPass.hlsl * Remove Preset support on Universal RenderPipeline assets (#5864) * Added a [ExcludeFromPreset] to UniversalRenderPipelineAsset as it will longer support presets * Changelog update [Skip CI] # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md # com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs * DOC-1538 Fixed missing links and one broken link in post-processing effects list in URP docs (#5886) * DOC-1275 URP: Edited the description of Smoothness in the lit shader. (#5951) DOC-1550 Fixed two typos in SRP Core docs # Conflicts: # com.unity.render-pipelines.core/Documentation~/index.md * Universal/bugfix/1157420 (#5972) * Fixed "SRP switching doesn't work even with manually adding ShaderVariants per scene" * Changed the changelog * Removed reimport * Tried to fix the NullReferenceExecption form ShaderPreprocessor.cs which occurred on Yamato Co-authored-by: Nzollner <nicolaj.zollner@unity3d.com> Co-authored-by: Felipe Lira <felipedrl@gmail.com> # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md * Fixing an issue with the allowed amount of additional lights & OpenGLCore (#6062) # Conflicts: # com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs * Fix changelog merges * Universal Bugfixes (#6109) * Fixed shader pass name issue (case 1201696) * Fixed typo in encodedIrradiance. * Fixed viewport rect not working with render textures. * Added changelog * Enabled Allocations tests when rendering. * Forward Renderer is not sealed anymore. Now developers can subclass it. * Added Test Scene * Excluded post-processing tests from build. * Enabled playmode tests for all assemblies * Removed unnecessary new shader. UnlitTexture is used instead. * Updated reference images. * Updated scene to fix tests. # Conflicts: # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/Android/OpenGLES3/127_ClearRenderTexture.png # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/Android/OpenGLES3/127_ClearRenderTexture.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/OSXEditor/Metal/127_ClearRenderTexture.png # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/OSXEditor/Metal/127_ClearRenderTexture.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/OSXEditor/OpenGLCore/127_ClearRenderTexture.png # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/OSXEditor/OpenGLCore/127_ClearRenderTexture.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/OSXPlayer/Metal/127_ClearRenderTexture.png # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/OSXPlayer/Metal/127_ClearRenderTexture.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/OSXPlayer/OpenGLCore/127_ClearRenderTexture.png # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/OSXPlayer/OpenGLCore/127_ClearRenderTexture.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/127_ClearRenderTexture.png # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/127_ClearRenderTexture.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/127_ClearRenderTexture.png # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/127_ClearRenderTexture.png.meta # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/127_ClearRenderTexture.png # TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/127_ClearRenderTexture.png.meta # TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset # com.unity.render-pipelines.universal/CHANGELOG.md * Requirements section for URP (#6150) * Requirements section draft for URP * Removed the note "Projects made using URP are not compatible..." from index.md since this note is on the Requirements page now. * Generic Requirements page draft. * Added the compatibility table. * Replaced "+" with "Yes", minor changes to formatting. * Minor edit. * Changed the table format. * Made the values in the Maximum column more generic. * Minor edit. * Fixed a typo (https://fogbugz.unity3d.com/f/cases/1229007/). * Removed "latest" and "final version" from descriptions to avoid ambiguity. Updated the table with the latest info from Felipe. * Removed the word "Planned:". * Fix for blank screen on Android 8+ when Depth Texture is enabled (#6171) * Fix blank screen with Depth texture on Android * Add an entry to the CHANGELOG.md * Check if color texture is needed after checking for depth Co-authored-by: Felipe Lira <felipedrl@gmail.com> # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md * [Bugfix]1069375 metallic gamma tag (#6194) * Removed Gamma tag on metallic value * Updated changelog, fixed spelling in previous changelog entry Co-authored-by: Felipe Lira <felipedrl@gmail.com> # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md # com.unity.render-pipelines.universal/Shaders/Lit.shader * Use 2-component edge texture for SMAA on Mali (#6066) (#6196) The SMAA edge texture only requires 2 components, but using 4 may be faster on some vendors (SMAA authors mention it is faster on Nvidia). 2 components is faster on Mali, so make sure 2 components is used when running on a Mali device but keep 4 components for other vendors. Measurements were done in the URP default template scene with SMAA on medium settings and all other post-processing effects turned off on a Mali G-76. Mali Core Internal Bus Write Beats: Tile buffer internal -12.6% (+-2.3%) Mali Core Tiles (CRC): Killed tiles: +16.1% (+-2.3%) Mali External Bus Accesses: Write transaction: -10.9% (+-2.3%) Mali External Bus Beats: Write beat: -10.8% (+-2.3%) Mali External Bus Outstanding Writes: 0-25%: -14.8% (+-2.1%) Mali L2 Cache Lookups: Write lookup -10.2% (+-3.2%) Co-authored-by: AlbinBernhardssonARM <60749571+AlbinBernhardssonARM@users.noreply.github.com> * Bitangent computation per fragment (#6214) * switch URP built-in shaders to bitangent in the pixel shader switch URP built-in shaders to bitangent in the pixel shader * remove redundant per vertex Normalize remove redundant per vertex Normalize * added some comments requested previously by evgenii and sebastien added some comments requested previously by evgenii and sebastien * Fixed CopyDepthPass compilation error. * Added TBN test scene * Fixes regarding half precision. Added default * added changelog * reverted change from float to half, adjusted file format. * file format changes * Added parameter to choose whether to normalize direction/normal. * Updated baked lit to add tangent space transform after hybrid work landed. * updated particle shaders * Revert " updated particle shaders" This reverts commit d811fcbdbbda506d467d8cee85d7ab1208e748db. Co-authored-by: mmikk <mikkelsen7@gmail.com> # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md # com.unity.render-pipelines.universal/Shaders/BakedLit.shader * GC fix (#1227490) (#6228) * Fixed GC pressure in volume component's GetHashCode * Changelog update * Update com.unity.render-pipelines.core/CHANGELOG.md Co-Authored-By: Felipe Lira <felipedrl@gmail.com> Co-authored-by: Felipe Lira <felipedrl@gmail.com> * Check if R16G16B16A16_SFloat is supported before using it (#6358) Co-authored-by: Florian Penzkofer <florian@unity3d.com> # Conflicts: # com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs * [9.x.x] Fixing defines and calculations for shadow coordinates [Skip CI] (#6376) * Making sure we use the right define checks for shadowcoords in all shaders [Skip CI] * More fixes [Skip CI] * Changelog [Skip CI] * Update Changelog [Skip CI] * Fixing an issue in SpeedTree8Passes # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md * Revert RenderQueue '+50' offset on all URP shaders (#6381) * moved all URP shaders to not do the +50 offset in their render queue, created a material upgrader * updated changelog * rename particlesLit shader to unlit * removed irrelevant variables * remove un-used variable * upgrade all test project materials * updated all URP materials in test projects * Added debugs for Yamato [Skip CI] * Revert "Added debugs for Yamato [Skip CI]" This reverts commit 72b88d734dcb4dd32bdb26f2a68cf58d241951a2. # Conflicts: # TestProjects/ShaderGraph/Assets/Testing/IntegrationTests/Graphs/Instanced/LitInstanced.mat # TestProjects/ShaderGraph/Assets/Testing/IntegrationTests/Graphs/Instanced/SimpleLitInstanced.mat # TestProjects/ShaderGraph/Assets/Testing/IntegrationTests/Graphs/Instanced/UnlitInstanced.mat # TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Materials/Lit.mat # TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Materials/SimpleLit.mat # TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Materials/Unlit.mat # TestProjects/ShaderGraphUniversalStereo/Assets/Scenes/002_xr_InstancedRendering/LitInstanced.mat # TestProjects/ShaderGraphUniversalStereo/Assets/Scenes/002_xr_InstancedRendering/SimpleLitInstanced.mat # TestProjects/UniversalGfxTestStereo/Assets/Scenes/013_xr_PostFX/013_xr_PBR.mat # TestProjects/UniversalGfxTestStereo/Assets/Scenes/013_xr_PostFX/013_xr_Unlit.mat # TestProjects/UniversalGfxTestStereo/Assets/Scenes/020_xr_Lighting_ReflectionProbe/Smooth.mat # TestProjects/UniversalGfxTestStereo/Assets/Scenes/021_Realtime_ReflectionProbe/Smooth_NormalMap.mat # TestProjects/UniversalGfxTestStereo/Assets/Scenes/126_SampleDepth/unlit.mat # TestProjects/UniversalGraphicsTest/Assets/Scenes/126_SampleDepth/unlit.mat # com.unity.render-pipelines.universal/CHANGELOG.md * Moved Universal texture formats to GraphicsFormat (#4936) * Moved Universal to GraphicsFormat * Fixed 2D bug * Tabs -> spaces # Conflicts: # com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs * Dynamic Resolution fix for DOF (#6382) * fixed dynamic resolution issue * added changelog * Added test * added test script to test scene * test images * updated changelog with docs input * Squashed commit of the following: commit e21324451dcd729c08c56daf6676fab823c331c9 Author: Sebastien Lagarde <sebastien@unity3d.com> Date: Wed Mar 25 12:12:39 2020 +0100 Fix pack template pipeline - Packages need to be included commit 47cdcf6e13ec170c8a1c27cf912e0028e9d7d816 Author: Sophia <16596228+sophiaaar@users.noreply.github.com> Date: Wed Mar 25 11:56:42 2020 +0100 Bump Graphics Test Framework version in Test projects [skip ci] (#6359) * bump gtf version to 7.1.12-preview * Rename folders in Stereo projects * update hdrp reference image after baking was fixed in test framework commit f1e89417dc96871dfdd4cfa4c76f87aab32f9a33 Author: sebastienlagarde <sebastien@unity3d.com> Date: Wed Mar 25 10:58:30 2020 +0100 Add HDRP and URP template to SRP repository [Skip CI] (#6321) * add template on master * Update upm-ci-packages.yml * Update upm-ci-packages.yml * move template yml into another file * fix up templates file * add templates to nightly * add editors and platforms * fix template dependencies * fix dependencies * bump templates version to 9.0.0-preview.2 * remove template ci from nightly Co-authored-by: Sophia <sophiaclarke93@gmail.com> commit 3ebd835a23570e72801a59eabbb51b5e41b759bf Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 25 10:22:28 2020 +0100 [VFX] Fix Asset Bundle test (#6333) * Fix asset bundle test for PS4/X1 - Use UnityEditor.EditorUserBuildSettings.activeBuildTarget instead of compîlation define - Output assetBundle directly in streaming asset * Fix Yamato (I guess) using Application.streamingAssetsPath in standalone commit 2abcd983aa4eb707a7210946922deece41e56157 Author: UPM-CI <> Date: Wed Mar 25 08:42:40 2020 +0000 Auto bumped package versions: com.unity.render-pipelines.core: 9.0.0-preview.5 com.unity.render-pipelines.high-definition-config: 9.0.0-preview.6 com.unity.render-pipelines.high-definition: 9.0.0-preview.5 com.unity.render-pipelines.lightweight: 9.0.0-preview.6 com.unity.render-pipelines.universal: 9.0.0-preview.6 com.unity.shadergraph: 9.0.0-preview.5 com.unity.visualeffectgraph: 9.0.0-preview.5 commit 6d9df32cc970f7b35f05c7f4d8a568613fb6c3a5 Author: Florian Penzkofer <fp@nullptr.de> Date: Wed Mar 25 03:37:19 2020 -0500 Check if R16G16B16A16_SFloat is supported before using it (#6358) Co-authored-by: Florian Penzkofer <florian@unity3d.com> commit 2212ac83ed6184b8c9c06e0575a8e6d4b38a6b39 Author: sebastienlagarde <sebastien@unity3d.com> Date: Tue Mar 24 15:32:03 2020 +0100 Merge Hdrp/staging (#6353) * revert: Hdrp/update default scenes (#5485) * Fix issue with missing texture in test * Disable POM test in 1708 SG_OnSG as it is unstable * Add missing texture in runtime test * update caption for geometric normal debug in forward * add missing texture to runtime test * Create Textures.meta * fix SG on decal SG * Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. (#5577) * Fixed a null reference exception in the probe UI when no HDRP asset is present. (#5582) * Fixed a null reference exception in the probe UI when no HDRP asset is present. * Indentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix custom pass outline (#5590) * Fixed custom pass outline resolution screen resolution dependent * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. (#5596) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix decal orientation when created from script. (#5592) * Fixed all migration classes to default to latest version so that Decals created by script to get migrated. Fixed decal created through context menu so that they get the proper rotation convention. * Update changelog * Moved the GetEnumLastValue to TypeInfo class * Updated super old test scenes to the proper latest version for decals Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Refactor of HDCamera (accesibility mostly) [Skip CI] (#5548) * Refactor of HDCamera - Made internal/private APIs that should not have been public - Fixed naming convention for private members - Moved everything by accessibility for clarity (public, internal, then private) * Added Doc and returned some API public. * Fix visibility of Density Volumes in reflections [Skip CI] (#5589) * Oblique projection frustum fix, first try * HDCamera frustum now recalculates near and far plane to avoid issues with oblique projection matrices. * Update changelog * Added comments * Indentation * Fixed camera relative position of frustum * Indentation * Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. (#5597) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix ray tracing tests and add a test scene for lights and cookies in ray tracing (#5604) * expose StartSinglePass() and StopSinglePass() as public interface for XRPass (#5605) * Add missing custom pass API documentation (#5530) * Add missing custom pass API documentation * Fix doc spells and grammar * Stencil Refactor and Material migration fixes (#5581) * Remove leftover code * commit to switch machine * Remove hard coded stencil values in shaders * clear stencil * tmp commit, start of splitting decal in dbuffer and normal patchup * Make decal patching up run after GBuffer * Remove hardcoded value for SSS split lighting * Tmp commit to switch branch * Finalize build coarse stencil (with debug leftover and render graph NOT handled) * The AA bits (the easy one :-) ) * split in two enums * Distortion vectors bit sorted * SSR bit * Motion vector bit * decals bit * Lighting bits * Use HTile for SSR * HTile SSS -> Incomplete, verify and test. * SSS fixes, but still not working (probably not HTile related, but main stencil) * Make decal patch normal work and remove stencil bit * some leftover fixes * was commited by mistake * Update materials * Revert "Update materials" This reverts commit 4a0de82ef51750b77546020d77ad6b5d773e60af. * Fix issues with MSAA and with migration * Forgot this out * update materials and maps * default materials * don't have SSR on unlit * Fix some leftovers * Renaming * Revert "update materials and maps" This reverts commit 103f1cb71d8fffa49b0c2ef57f1b41b36d0a3dbf. * Revert "default materials" This reverts commit 978740acd825562717a01437dcc0c74fc4cfefb0. * Fix migration * white line * Fix migration * Add render queue overide to the material placer. Also add PackageInfo.cs to HDRP, so the graphic tests can call it's internal methods and objects. * Default material post migration * com.unity.testing.hdrp post reimport * Updated materials from test * Disable tests that are to be updated or not needed anymore * Fix VFX issues (To be fixed better by @PaulDemeulenaere ) * Lit hardcoded default was off * Update VFX Test materials ( @PaulDemeulenaere for awareness ) * Fix issue with stencil in TAA * Revert lighting data * revert light map data * Revert other lighting asset * Cleanup post processor. * Update DXR test material * Update commnets * Early (need testing) new migration workflow * Revert "Early (need testing) new migration workflow" This reverts commit 2db025002d66165dd00e90f5f5d3c944ed53f361. * Update post processor * Add manual option to migrate * Add dialog box Co-authored-by: RemyUnity <32760367+RemyUnity@users.noreply.github.com> * Push updated hdrp version in test project (#5617) * Push m_LastMaterialVersion update * Dont open dialog on yamato * Update test projects with recent stencil refector PR (#5618) * Update runtime test project * Create HDRPProjectSettings.asset * update DXR project * Revert "update caption for geometric normal debug in forward" This reverts commit 150d68279b891529be272b37f374c36b879646f4. * Run reimport during update (to avoid unwanted extra dialog during dialog box) (#5620) * Make user stencil bits public (#5616) * Expose bits to user * Update documentation * Update HDStencilUsage.cs Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement history rejection based on object velocity (#5532) * Implement history rejection based on object velocity * Update changelog * Fix an issue with ambient occlusion denoising being broken after adding the history rejection feature Adding the GPU Light type for history validation and rejection Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed initial state of material created through the context menu. (#5603) * Fixed an issue where materials newly created from the contextual menu would have an invalid state, causing various problems until it was edited. * Forgot DecalUI (for non shader graph decals) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update HDLightUI.Skin.cs * Cookie and planar atlas (#5518) * Added support for cookie atlas * Begin to move planar reflection into atlas * Added texture atlas for planar reflection probe plus a limit to on screen planar probes * Removed debug log * Fixed planar probe atlas scale issue and useless mipmap generation of the atlas * Refactor Texture2D atlas * Move ScaleBias for planar probes to a separate list * Fix cookie mode for directional lights * Added error log for non square cookie textures in the atlas * Fix merge * Fixed cookie atlas * Trying to fix area light cookies * Fixed area light cookie * Disable mipmap for non area light cookies * Added cookie atlas format control + fixed size warnings in HDRP cookie ui * Add resolution in Capture Settings reflection probe drawer * Removed warnings * Added the point light cookie texture array in the debug menu * Fix cookies in ray tracing + celestial body texture * Update dynamic light cookie screenshot * Update Animated cookie test + fix reflection probe texture format * Fix area light cookie * Update HDRP asset cookie and planar atlas sizes * Increase cookie atlas size for area light test * Simplify code * Fix cookie mip clamp * Fixed compilation and CG alloc * Added atlas layouting when there is no more space * Fix directional light cookie * Updated reference image of cookie area lights * Fix hardcoded format and cookie layout * Remove useless mip update * Fix area light cookie x flip * Added the debug exposure option for debug planar reflection atlas * reverted the fix for area light cookie x flip * Tried to simplify the code of the atlas * Update reference image * Added an error when max planar reflection probe on screen is reached * Fixed space parenthesis * Fixed mipmap not updated properly and area light cookie convolution temp texture format * Fixed atlas reset mips * Update tooltip and fixed cookie insertion order when there is no more space in the atlas * Enable exposure on cookie atlas debug * Fix debug overlap * Update reference image * Added migration code for the cookie atlas size and fixed point light cookie debug exposure * Added planar atlas size upgrade code * Updated planar reflection atlas message * Fixed resolution dependent cookie mip maps * Updated changelog * Fixed cookies for ray tracing * Fix cookie in the ray tracing light loop requested without being reserved * Clamp UV when doing the area light convolution * Update reference images * Remove debug symbols * Fixed area light convolution UV limit * Fixed half pixel clamp and updated reference images * Fixed planar reflection mip map edge bleeding and update reference images * Updated more image reference * Updated DXR cookie test scene * Fix default material transparent created with ZWrite enabled (#5621) * Fixed transparent material craeted with ZWrite enabled * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/fix decal gizmo mouseover (#5626) * Remove controlID on projection direction of DecalProjector that conflict with other handles * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/smallfixes lookdev (#5619) * Fix zoom being stuck around 0 * fix crash forbiding view manipulation while using directly hdri without passing by an environment * Fix hitch in FPS displacement mode * Fix when user destroy the EnvironmentLibrary being used. * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Mask was never set for some debug pixel deferred shaders [Skip CI] (#5627) * Mask was never set * changelog * Added comments Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed an issue where creating decals at runtime could cause a null reference exception. (#5594) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Make APIs internal when they should be - 1 - [Skip CI] (#5531) * First pass of making APIs internal when they should be. * Indentation * Compilation fixes + review feedback. * Make APIs internal when they should be - 2 - [Skip CI] (#5533) * First pass of making APIs internal when they should be. * Indentation * WIP * Missing file * More * Revert some changes based on review feedback * Compilation fix * Compilation fixes + review feedback. * Updated HDUtils accessibility * More editor internals. * Better (not hardcoded) stencil handling in VFX (#5624) * Stencil update for vfx * Fix issues * fix missing templates * Avoid displaying material upgrader dialog on new project (#5631) * Don't run dialog on new project creation * skip only on first creation * Check file existence before showing dialog * typo * Push test materials after ZWrite PR (#5632) * Update HDRP_Test project * Update DXR test assets * Update run time tests * Discard invalid pixels when doing deferred lighting in compute (for camera stacking) (#5339) * Discard invalid pixels when doing deferred lighting in compute (as required for camera stacking) Small comment modification Update changelog * Use stencil buffer (instead of normals) to discard pixels in deferred compute * Remove not required if statement when binding the stencil * Small fixes to API visibility. (#5637) * Fixed some more public APIs to internal. * Made hasCustomRender public again. * Moved the tier defining from the asset to the concerned volume components. (#5519) * Alpha post-processing bugfixes and improvements (#5512) * Bug fix for post processing alpha with chrommatic aberation + minor fixes * Avoid double blending in DOF * Unit tests for alpha post-processing (TAA/DoF) Vulkan test images Vulkan meta files * Fix runtime tests (#5639) * Update runtime test screenshots * Update planar resolution * Add test (#5641) * fix material and project settings for VFX (#5642) * Revert change to GBuffer (normalbuffer usage) as it broke the raytracing code * Fix various issues with time and animated materials (#5480) * Fix various issues with time and animated materials * Changelog * Add getters * Only update time once per frame * Fix animation in reflection * Fix null ref exception * Re-applied code after impossible merge. * Comment change * Remove commented code. Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix graphic test (#5651) * renaming test 1901 -> 1451 and 1709 -> 1710 * Update EditorBuildSettings.asset * Update 1710_Decals_Normal_Patch.png * update screenshots * update scene backgroud * Update manifest.json * Update decal patch screenshots * update 4052_TAA * Changing the tier system for a preset mode system and removing unnecessary options (#5646) * Changing from a tier management to a "mode" management for reflection and GI and removing the ability to enable/disable deferred and ray bining (they are now implied by performance mode) * Update the scene scenes * Update changelog * Fixing an instability with the light shadows in ray tracing * Update to light explorer (#5615) - Fixed SkyType display when no Visual Environment is present - Changed fog display to reflect the updated fog system - Changed Global to "Mode" as it is in Volume UI now. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 1710_Decals_Normal_Patch.png * disable TAA test for XR * Hdrp/add documentation tool (#5655) * Add the documentation tool to HDRP test project * Fixed window serialization * Update the documentation for the diffusion profile (#5654) * Update the documentation for the diffusion profile * Update Diffusion-Profile.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add missing hdlight api (useVolumetrics) (#5652) * Add missing API to the HDAdditionalLightData * Updated changelog * Global Settings API doc. (#5649) * Fog Volume Component API doc. (#5645) * Debug Display API doc. (#5643) * Color picker API doc. * FullScreen Debug API doc. * Decal debug API doc * False Color debug API doc * Lighting Debug API doc * Material Debug API doc. * DebugDisplaySettings API doc. * Restored contact shadow fade debug. * API documentation for sky related classes. (#5640) * API documentation for sky related classes. * Document the PBR sky * Hdrp/small wizard fixes for dxr (#5633) * Add ScreenSpaceShadow to Camera's default FrameSettings * Forbid to atmpt creating default scene if the hdrpAsset is not right (we depend on its resources) * Update CHANGELOG.md * Add OS and Hardware check in wizard for DXR * Update CHANGELOG.md * Fixe typos * Add missing check on Shadows * Update Documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Documentation (#5613) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix custom pass disable stencil (#5545) * Disable the strencil in custom passes when overwriting the depth and not writing into it * Updated changelog * Rephrase doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add option to exclude camera motion contribution from motion blur (#5656) * Remove camera component from motion blur if desired * changelog * Documentation update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Implement Semi-transparent Shadows for Point and Spot lights (#5490) * Make the shadow behavior for transparent and transmissive objects more intuitive. * Update changelog * Implementing semi transparent ray traced shadows for point and spot light Adding a test scene for both cases Moving contact shadow ray tracing code to a seperate file Changing the direction of contact shadow rays to be coherent with the other shadows * update changelog * Update the test scenes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix shader warning in termporal AA * Support semi-transparent shadows for unlit shader and unlit shader graph (#5663) * Not doing ray tracing when the stencil bit is off for ssr (#5665) adding a test case for it * Restored serialization of deprecated parameters to fix migration. (#5666) * Shadow Atlas is no longer allocated for area lights when they are disabled in the shader config file. (#5662) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Updated HDRP documentation (#5664) * Updated HDRP asset doc * Update the upgrade guide for cookies and planars * Added warning in the material sorting priority doc for depth write * Added a section about surface option properties for ShaderGraphs * Fix link name * Alpha output documentation (#5658) * Update documentation for HDRI-Sky-Backplate (AO) (#5670) * Avoid MRT Clear on PS4 [Skip CI] (#5675) * Avoid MRT Clear on PS4 * changelog * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Change name of option (#5681) * More code share between inspector materials (#5635) * Share stencil code for inspector materials (Akin to what happens in shadergraph) * changelog * Add comment and fix issue * Better handling of setting state (if not available, don't write it) * Update BaseLitGUI.cs Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Expose alpha cutoff material for ShaderGraphs (#5667) * Expose alpha clip to material UI for ShaderGraphs * Updated changelog * Replace #if by #ifdef * Fix debug menu bitfield (#5683) * Fixed runtime debug menu bitfield controls * Updated changelog * Hdrp/update default scenes (#5634) * Replace default scenes with scene prepared for scene-template * Update of DefaultSettingsProfile * Update DXR scene * fix missing profile in default scene dxr * Update CHANGELOG.md * Fix missing HDRI Sky references in DXR new scene * Fixed VFX Tests Default volume profile * Changed Default Volume settings to an empty one. * Missing volume asset files + update manifest and meta Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * - Fixed the radius value used for ray traced directional light. (#5682) - Fixed compilation issues with the layered lit in ray tracing shaders. - Changed the way the length parameter is used for ray traced contact shadows. - Added contact shadow test scenes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fixed XR autotests viewport size rounding (#5684) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Material samples bis (#5686) * Add ball * update Material samples #5638 * Update CHANGELOG.md * Remove unused version property from Material * Updating the documentation for ray tracing (#5680) * Updating the documentation for ray tracing * review corrections * Fix mip slider reflectionprobe (#5689) * Remove the slider knob when the reflection probe preview has no mipmap * Updated changelog * edit VR documentation (#5685) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Better directional PCSS blur handling (#5688) * Use correct penumbra calculation for directional. * Update visual test * Need cleaning uo * Cleaning * screenshot update * Small cleanup * typo leftover * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 001-HDTemplate.png * Adding the initial implementation of sub-surface scattering (#5625) * Initial implementation of ray traced sub surface scattering Added a test scene for ray traced sub surface scaterring * Update changelog * Updating the tests * Update 8103_PrePostPass.unity * Remove unnecessary skip of material upgrade dialog box. (#5692) * Remove unnecessary skip of material upgrade dialog box. * Update changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix warning after metal fixup (#5704) * Various API doc update. (#5705) * Various doc + FrameSettings WIP * Finished frame settings API doc and added various other missing doc. Also made internal wrongly public API in HDRP * Fix density volume blend distance (#5698) * Fixed adjusting positive axis of Blend Distance slides the negative axis * Updated changelog * edit VR doc (#5699) * Hdrp/wizard update vr installation (#5706) * Add installatation checker in UsedPackageRetriever * Add PackageInstaller * Add better control on the displayed HelpBox * Update VR fixes * fix typo * Move Install Config Package Button above with HDRP Package info * Update CHANGELOG.md * Update documentation Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Removing unused alpha threshold depth prepass and post pass for fabric shader graph (#5711) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix default volume profiles location (#5710) * Ray traced reflection smoothness fade and fallback fixes. (#5700) * Fix fall back for ray traced reflections when denoising is enabled Make Smoothness Fade start work with ray traced reflections Fix the blend of reflections based on the weight Add the contact shadow test scenes back * Change the name of the weight function and add it to all shading models Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix iridescence color space (#5691) * Fix iridescence color space * Fixed compilation and updated test screenshots * fix test Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix Terrain Detail Mesh (stop to spam) [Require C++ PR] (#5690) * disable support of Terrain Detail Fix for error spam issue in HDRP: https://fogbugz.unity3d.com/f/cases/1211848/ * Update CHANGELOG.md * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * [Waiting for C++] Disable probes in renderers (#5648) * Disable probes section in the Renderer editors * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Merge Hdrp/fix/case 1210058 to master (#5612) * Fix for 1210058 - NaNs at certain view angles Issue is caused by NaNs/INFs when computing basis on extremely thin (subpixel-width) geometry. Putting some safeguards fixes the issue * Update CHANGELOG.md to reflect 1210058 fix. * Updated fix for issue #1210058 Overwrite the UVs to fix the derivatives. * Updated fix for issue #1210058 Make sure the UVs are zero if unused to fix the derivatives. * Undo last.change -- UV fix addresses NaNs Zeroing the unused UV1 channel on the material seems to do the trick. * Changelog adjustments to be moved Current version puts everything in HDRP, so there is no change in core. * Update CHANGELOG.md Reflect fix for NaNs * Fixed UV1 for lightmaps and detail maps. * update comment * Update NormalSurfaceGradient.hlsl Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Minor code cleanup * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluter, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering. (#5732) * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering. * udpate changelog * Implementation of ScreenSpaceReflections for Transparent materials (#4968) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix HDRP duplicated frame settings (#5850) * - Added a fallback for ray traced area light shadows in case the material is forward or the lit mode is forward. (#5749) - Fixed a bug related to ray traced area light shadow history. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix cookie index usage (#5871) * Hdrp/merge staging (#5943) * fix case 1205791 custom mesh issue (#5551) * fic case 1205791 custom mesh issue * Updated changelog * Added a call to Dirty() (#5420) * Added a call to Dirty() * Updated changelog Co-authored-by: Marc Templin <marctem@users.noreply.github.com> * Fix shadergraph analytics. (#5912) * Fix analytics. * Added changelog * Fix for case 1200161 Save as subgraph issue (#5503) * Fix for case 1200161 * Edited CHANGELOG.md * Added comment to the code Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com> Co-authored-by: Marc Templin <marctem@users.noreply.github.com> * fix for unreported keyword bug (#5863) * Fixed fogbugz case 1197958 (#5671) * * Fixed fogbugz case 1197958. * * Updated CHANGELOG.md. * * Added spacing. * Added #if ENABLE_VR && ENABLE_VR_MODULE guard to XR code. * Added Logic to Inject render pass to base renderer (#5901) * Moved render pass injection code from Forward Renderer to ScriptableRenderer to be able to use for all renderers. * added changelog * Disabling the GetDefaultRenderer() test for now until it is redone. (#5924) * [Yamato] [skip ci] Setting up master to run on 2020.1 (#5936) * added 2020.1 and fast to editors * added 2020.1/staging and fast to the rest of the files * [CI] Bors setup (#5841) * Create bors.toml * Update bors.toml * Update bors.toml * Update upm-ci-projects.yml * Create testcommit * Update bors.toml * adding trying trigger * add staging trigger * Delete testcommit * use squash merge * updating job that bors will run * [skip ci] update job that bors will run * Fixed MAD and RCP definitions in OpenGL. (#5922) Co-authored-by: Martin Thorzen <35328557+martint-unity@users.noreply.github.com> Co-authored-by: Marc Templin <marctem@users.noreply.github.com> Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com> Co-authored-by: Zachary Diller <zackd44@gmail.com> Co-authored-by: thomas-zeng <49886741+thomas-zeng@users.noreply.github.com> Co-authored-by: Felipe Lira <felipedrl@gmail.com> Co-authored-by: Elvar Örn Unnþórsson <ellioman@ellioman.com> Co-authored-by: Liis Kivistik <kivistik.liis@gmail.com> Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com> * Fix whitespace * Misc fixes for the sky (#5974) * Static lighting sky now takes the default volume into account. * Fixed a leak in the PBR sky renderer. * Added a tooltip to the Ambient Mode parameter in the Visual Environment volume component. * Update changelog * Fixed null ref * Fixed an issue where having ambient mode set to dynamic might prevent the sky from being included in baking. * Forces an update of static sky when changing it in the Environment panel. * Fixed a problem with static sky when multiple skies are rendered at the same time. * Revert probes renderer PR (#5990) * Re-enable the probes section of renderers as it was not supposed to be disabled * Updated changelog * Fix a leak in the sky system. (#5967) * Fixed a cubemap leak when rendering previews for the first time. Also changed the debug name of the cubemap used for static lighting. * Update changelog. * Fixed an assert getting fired for the wrong reason. * Added a new light layer debug mode (#5942) * Moved lighting debug settings in containers * Light layers debug mode * Categories for Lighting Debug Panel Documentation * Light layers debug mode documentation * DebugUI.BitField now uses correct display names * Added unit test scene * Added changelog * Revert "Added changelog" This reverts commit a148fc2f97ef5288123f8f16485ba35f57b80f5e. * Updated CHANGELOG * Disable light layer debug mode after testing * reset all debug display settings * Renamed Shadow Layers option * Editable layer color. Defaults to color blind friendly colors * Fix when enabling an exclusive setting * Updated screenshots with new colors * Simplified variable API * Renamed class * Fix division by 0. Updated doc Co-authored-by: Adrien <adrien.detocqueville@gmail.com> * Hdrp/ssr toggle (#5996) * Added an "enable" checkbox to the SSR volume component. * Update changelog * Fix build when not in editor (#6024) * Fixed SSR in scene 1710 (#6028) * Fix merge error * Removed MSAA Buffers allocation when lit shader mode is set to "deferred only" (#6012) * Removed MSAA Buffers allocation when lit shader mode is set to "deferred only". * Removed MSAA SSS Buffer allocation when deferred only. * Invalid cast for realtime reflection probes (case 1220504) (#6026) * Invalid cast for realtime reflection probes (case 1220504) * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Aov Buffers tests (#6023) * Deactivate Preview Camera for HDCameraEditor to prevent it from rende… (#6022) * Deactivate Preview Camera for HDCameraEditor to prevent it from rendering in the render loop (case 1105163) * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Disable reflection probes section (#5994) * Disable reflection probes in the renderer components * Updated changelog * Remove version guard for terrainDetailUnsupported Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Integrate first skeleton of post process in render graph. (#5856) * 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 * Fix DXR Tests (#6073) * Made ssr enable parameter true by default. (#6076) * Add comment (#6056) * Hdrp /tests/shuriken light module (#6021) * Add shurikent light module test * Fixed Simulate * Fix texts and image ratio Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/pt7 (#5831) * Added support for anisotropy. * Tidied the code up, plus moved to correlated G term for aniso GGX. * Added anisotropic refractive sampling. * Disable path tracing for the shading graph preview camera. * Added support for alpha culling. * Fixed issue with transmission rays. * Updated Changelog. * Added support for punctual and directional light cookies. * Updated Changelog. * Added support for area light cookies. * Fixed bug with area cookies atlas not being properly generated when rebuilding library. * Made sure maxDepth > minDepth always, and added support for AO from mask. * Added support for transparent shadows. * Updated Changelog. * Toggling path tracing on/off does not reset iteration anymore. * Reverted change on enable, was causing minor issues. * Made sure we don't have transparent behaviour when shader is set to opaque. * Minor changes. * Tweaks on transparency behaviour. * Updated changelog. * Added path-tracing specific payload. * Added support for iridescence. * Updated Changelog. * Added multiple scattering compensation for specular. * Added Path tracing test. * PT test part 2. * Updated Changelog. * Added proper area light range attenuation. * Fixed issue with alpha clipping in ray-tracing. * Cosmetic. * Fix on the rect area light range. * In the editor, dragging manipulators around now resets accumulation. * Added material dirtiness tracking. * Does not apply intensity clamping to camera rays. * Reste PT iteration when saving a shader graph. * Added dirtiness tracking for acceleration structure and lights. * Added support for bg color. * Minor change to progress bar display. * Minor change to iteration counter, so that it never goes over the max. * Updated path tracing test. * Hdrp/rendergraph cleanup (#6083) * 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 * post merge fix * Removed useless comment. * Missing doc * Hdrp /fix light prefab infinite reload on inspector gui (#6054) * fix infinite reload loop for light prefab * Update CHANGELOG.md * Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap (#6027) * Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap. * Update changelog. # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Fixed sampling of the sky texture in a more general way (not just fog) updated tests screenshots as well. * Missing screenshot * Fixed the issue properly by generating 7 mips of convolution. * Reverted screenshots * Reverted useless change. * Fix culling group was not disposed error in the build (#5880) * Fix culling group was not disposed error in build * Fix culling was not disposed error in build * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Material Samples : Revert correct GUIDs (#5875) * Revert correct GUID Change the GUID of the prefab to the correct one referenced in the scene * Fix fern material GUID * Hdrp/light multiplier (#6077) * Allow the light dimmer to get values higher than one * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update documentation typo (#5860) * Add warning and workaround instructions if XR single-pass is enabled after the first frame with XR SDK (#5853) * added warning and workaround instructions if XR single-pass is enabled after the first frame with XR SDK * edit VR doc * Updated CHANGELOG.md * Updated VR-Overview.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com> * Remove info box on Visual Environment and replaced it with info on documentation (#6099) * Remove info box and update documentation * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update 9801_ShurikenLightModule.png * Add missing exposure and mipmap sliders to the planar reflection probe preview (#5847) * Added planar reflection probe preview mip and exposure sliders * Updated changelog * Disable mip map as we don't have them anymore * Re-edited changelog * Use SRP macros in shader Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix upgrade cookie planar size (#6104) * Fixed the size of the planar reflection / cookie atlas after an upgrade of the HDRP asset * Updated changelog * Fixing merge issue for SSR transparent * Fix universal and yamato after merge. * fixuniversal after merge * renormalize files * Update 9801_ShurikenLightModule.unity * Make isEditorCameraPreview and sky public (#6147) * Update HDAdditionalCameraData.cs * Update SkySettings.cs * Update 9801_ShurikenLightModule.unity * Update HDAdditionalCameraData.cs * Update 9801_ShurikenLightModule.unity * Fixing ray tracing tests (#6158) * Fixed transparent SSR for shader graph. (#6163) * - Fixed transparent SSR for shader graph. * changelog * Added old graphics tests and modifications (#6143) * Update scenes * update blendstates * added OSX reference images * win reference images * fix lit light difference * Update blendstates-c-lit-unlit * disable check memory alloc due to ref probe issues * update ref images * rename test 1709 to 1711 * rename test 1709 to 1711 - bis Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue with blend mode and with keyword (#6164) * Fixed an issue with emissive light meshes not being in the RAS (#6174) * Hdrp/pt8 (#6090) * Added support for anisotropy. * Tidied the code up, plus moved to correlated G term for aniso GGX. * Added anisotropic refractive sampling. * Disable path tracing for the shading graph preview camera. * Added support for alpha culling. * Fixed issue with transmission rays. * Updated Changelog. * Added support for punctual and directional light cookies. * Updated Changelog. * Added support for area light cookies. * Fixed bug with area cookies atlas not being properly generated when rebuilding library. * Made sure maxDepth > minDepth always, and added support for AO from mask. * Added support for transparent shadows. * Updated Changelog. * Toggling path tracing on/off does not reset iteration anymore. * Reverted change on enable, was causing minor issues. * Made sure we don't have transparent behaviour when shader is set to opaque. * Minor changes. * Tweaks on transparency behaviour. * Updated changelog. * Added path-tracing specific payload. * Added support for iridescence. * Updated Changelog. * Added multiple scattering compensation for specular. * Added Path tracing test. * PT test part 2. * Updated Changelog. * Added proper area light range attenuation. * Fixed issue with alpha clipping in ray-tracing. * Cosmetic. * Fix on the rect area light range. * In the editor, dragging manipulators around now resets accumulation. * Added material dirtiness tracking. * Does not apply intensity clamping to camera rays. * Reste PT iteration when saving a shader graph. * Added dirtiness tracking for acceleration structure and lights. * Added support for bg color. * Minor change to progress bar display. * Minor change to iteration counter, so that it never goes over the max. * Updated path tracing test. * Added finer estimates of lights during global pdf computation. * Refined light estimates during light list creation. * Updated PT test after changes to light sampling. * Minor change on samples count dirtiness handling. * Cosmetic, plus include guards. * Separated the path intersection structure from the ray tracing one. * Cosmetic, plus taking SSS weight into account to reduce diffuse. * Added SSS support for path tracing, and made some minor changes to the ray-traced version. * Minor code refactor. * ... * ... * Post-merge cleansing. * Fixed minor issues in CreateMaterialData(). * Fixed issue with test framework and resolution change. * Avoid error msg on null instance in PathTracing.cs. * Pathtracer new automated scenes (#6053) * Add global GI automated test scene * Adding transparency test scene * Update max samples of transparency scene to 32 * Added area light test scene / Updating reference image * Transparency scene settings + ref image * Scene added to build (Editor build settings) * Update tranparency image ref * Updating scene to 1 spp and ref image Also moving the asset to common assets folder * Re-added support for unlit shader graph. Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com> * Update RTSSS Screenshots (#6177) * Fix DX12 and DXR Player build and Updating the test screenshots for DXR player tests (#6130) * Fix DX12 and DXR Player build Updating the test screenshots for DXR player tests * fix shader graph case Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update CHANGELOG.md * Fix shader compilation issue with Vulkan and Raytracing (#6181) * update path tracing and 1219 test * Fix hdasset migration code not being called after a package upgrade (#6179) * Fix the HDRP asset migration code not being called after a package upgrade * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix custom pass out of bounds (#6176) * Fix draw renderers custom pass out of bound exception * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix PBR master node (#6182) * Fix PBR shader render states * Updated changelog * Fix some typos in the debug menu (#6097) * fix some typos * Revert typo fix that break public API * Changelog * Add regenerated shader includes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed ray traced point and spot lights shadows not rejecting history when semi-transparent or colored. (#6108) * Fixed ray traced point and spot lights shadows not rejecting history when semi-transparent or colored. * Removing unwanted skip closest hit Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Diffuse Shadow Denoiser Improvement. (#5851) * - Added a new mode that improves the filtering of ray traced shadows (directional, point and spot) based on the distance to the occluder. Added new test scenes to test the denoiser improvement * Update changelog * Fix an issue with the shadow denoiser grabiing data outside of the screen * changing light parameter to internal * Fixed a warning due to StaticLightingSky when reloading domain in some cases. (#6193) * Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. (#6211) * Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. * Update com.unity.render-pipelines.high-definition/CHANGELOG.md Co-Authored-By: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com> * Update documentation to mention more explicitely the lack of support of vertex animation (#6207) * Update documentation to mention more explicitely the lack of support of vertex animation * Update Ray-Tracing-Getting-Started.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Make subsection in decal debug menu to specify "affect transparents" (#6200) * Make subsection in decal debug menu * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Added coverage for Enabled GPU Instanced material (#6183) For light layers automated test * Support cookie on light backing for Disc Area Light (#6138) * Added support for light cookies in the baking backends. * Updated light conversion script to reflect the latest changes made to the API. * Added support for directional light cookie sizes. * Added support for cookies on rectangular area lights. * Enable Area::Disc Light on backing with cookie * Update ChangeLog * Update CHANGELOG.md Co-authored-by: uygar <uygar@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp /lookdev/fix crash on adding volume as viewed game object (#6129) * Update Volume's Layer when moving them to LookDev's stage * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add smoothness remark (#6226) * Removed unexpected file * Removed legacy VR code from HDRP (#5923) * Removed legacy VR code * do not set CullingOptions.Stereo with xrsdk * re-add and tag previous function signature as obsolete Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Improve light clipping and culling #2 (#4711) * Improve area light culling * Simplify * Clip box lights at the attenuation range * Save 1x ALU * Add missing feature flags * Chanelog Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Hdrp/fix/decal material ui errors (#6225) * Fixed error in the console when switching shader to decal in the material UI * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix z-fighting in sceneview when scene lighting is off (#6213) * Do not override the depth state of transparent materials in RenderDebugView * Changelog * Changelog - add case number Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * M…
* 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 * [10.x.x] Fix issue with Lookdev not compiling in player Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
* Fix material editor issue that causes transparents to have wrong render queue. * Fixed GL Core shader error in Bokeh DoF shader.
* Bump package version to 7.5.0 From 7.4.0 & 7.4.1 to 7.5.0 * Replace [Unreleased] tag in rp.core's changelog by [7.5.0] * Update CHANGELOG.md * Update CHANGELOG.md * Update CHANGELOG.md * Update CHANGELOG.md * Update CHANGELOG.md * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ssing ones. (#770) * Fix accidentally inverted attributes. Harmonize BaseMap and BaseColor property order in shaders. # Conflicts: # com.unity.render-pipelines.universal/Shaders/Lit.shader # com.unity.render-pipelines.universal/Shaders/SimpleLit.shader * Added missing [MainTexture] & [MainColor] attributes for URP shaders. * Edited change log. * Update CHANGELOG.md
…#514) * Adding adaptive performance as optional dependency * Fix adaptive performance version and defines * Add enable flag for adaptive performance in URP asset * Add adaptive performance documentation * Update changelog.md * Fix spelling error Co-authored-by: Lukas Chodosevicius <lukasc@unity3d.com>
* We only want to skip render when this is actually a Game Camera, not a Scene camera * Suggestions from PR * Talking with Thomas, we think this is the right way to go * Updating Changelog Co-authored-by: Ashley Matheson <ashley.matheson@unity3d.com>
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Purpose of this PR
Backporting refactored Yamato jobs, which are now generated via Python/ruamel script. Original backport PR is #598, but as it has received several updates since then, the refactor was taken straight from the latest master instead of cherrypicking.
Yamato: (Select your branch):
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics/tree/7.x.x%252Fbackports%252Fyamato%252Fruamel-refactor-2
Comments to reviewers
HDRP All pipeline dependencies dont match between master and 7.x.x/release, since HDRP pipeline is kept as was on the release branch, with incoming dependencies from master commented out, as they were failing on Yamato. These should be fixed and uncommented after refactor lands. This PR contains .yamato/ folder from #880