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Merge Hdrp/staging [Skip CI] #104

Merged
merged 1,481 commits into from
Apr 13, 2020
Merged

Merge Hdrp/staging [Skip CI] #104

merged 1,481 commits into from
Apr 13, 2020
This pull request is big! We’re only showing the most recent 250 commits.

Commits on Jan 28, 2020

  1. Shadow Atlas is no longer allocated for area lights when they are dis…

    …abled in the shader config file. (#5662)
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    JulienIgnace-Unity and sebastienlagarde committed Jan 28, 2020
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  2. 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
    alelievr authored and sebastienlagarde committed Jan 28, 2020
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Commits on Jan 29, 2020

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  3. 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>
    FrancescoC-unity and sebastienlagarde committed Jan 29, 2020
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  5. 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>
    FrancescoC-unity and sebastienlagarde committed Jan 29, 2020
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  6. Expose alpha cutoff material for ShaderGraphs (#5667)

    * Expose alpha clip to material UI for ShaderGraphs
    
    * Updated changelog
    
    * Replace #if by #ifdef
    alelievr committed Jan 29, 2020
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  7. Fix debug menu bitfield (#5683)

    * Fixed runtime debug menu bitfield controls
    
    * Updated changelog
    alelievr committed Jan 29, 2020
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  8. 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>
    3 people committed Jan 29, 2020
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  9. - 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>
    anisunity and sebastienlagarde committed Jan 29, 2020
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  10. fixed XR autotests viewport size rounding (#5684)

    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    fabien-unity and sebastienlagarde committed Jan 29, 2020
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  11. Material samples bis (#5686)

    * Add ball
    
    * update Material samples #5638
    
    * Update CHANGELOG.md
    sebastienlagarde committed Jan 29, 2020
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Commits on Jan 30, 2020

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  2. Updating the documentation for ray tracing (#5680)

    * Updating the documentation for ray tracing
    
    * review corrections
    anisunity committed Jan 30, 2020
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  3. Fix mip slider reflectionprobe (#5689)

    * Remove the slider knob when the reflection probe preview has no mipmap
    
    * Updated changelog
    alelievr committed Jan 30, 2020
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  4. edit VR documentation (#5685)

    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    fabien-unity and sebastienlagarde committed Jan 30, 2020
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  5. 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>
    FrancescoC-unity and sebastienlagarde committed Jan 30, 2020
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  7. 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
    anisunity committed Jan 30, 2020
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  9. 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>
    JulienIgnace-Unity and sebastienlagarde committed Jan 30, 2020
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Commits on Jan 31, 2020

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  2. 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
    JulienIgnace-Unity committed Jan 31, 2020
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  3. Fix density volume blend distance (#5698)

    * Fixed adjusting positive axis of Blend Distance slides the negative axis
    
    * Updated changelog
    alelievr committed Jan 31, 2020
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  4. edit VR doc (#5699)

    fabien-unity committed Jan 31, 2020
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  5. 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>
    RSlysz and sebastienlagarde committed Jan 31, 2020
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  6. Removing unused alpha threshold depth prepass and post pass for fabri…

    …c shader graph (#5711)
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    anisunity and sebastienlagarde committed Jan 31, 2020
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Commits on Feb 1, 2020

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  2. 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>
    anisunity and sebastienlagarde committed Feb 1, 2020
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  3. 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>
    sebastienlagarde and JulienIgnace-Unity committed Feb 1, 2020
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  6. 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
    sebastienlagarde committed Feb 1, 2020
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  7. [Waiting for C++] Disable probes in renderers (#5648)

    * Disable probes section in the Renderer editors
    
    * Updated changelog
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    alelievr and sebastienlagarde committed Feb 1, 2020
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Commits on Feb 3, 2020

  1. 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>
    3 people committed Feb 3, 2020
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  2. Minor code cleanup

    sebastienlagarde committed Feb 3, 2020
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  3. Added script documentation for SSR, SSAO (ray tracing), GI, Light Clu…

    …ter, 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
    anisunity committed Feb 3, 2020
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Commits on Feb 4, 2020

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Commits on Feb 5, 2020

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Commits on Feb 6, 2020

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  2. Implementation of ScreenSpaceReflections for Transparent materials (#…

    …4968)
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    anisunity and sebastienlagarde committed Feb 6, 2020
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Commits on Feb 10, 2020

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Commits on Feb 12, 2020

  1. - Added a fallback for ray traced area light shadows in case the mate…

    …rial 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>
    anisunity and sebastienlagarde committed Feb 12, 2020
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Commits on Feb 16, 2020

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Commits on Feb 20, 2020

  1. 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>
    10 people committed Feb 20, 2020
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Commits on Feb 25, 2020

  1. Merge branch 'master' of https://github.com/Unity-Technologies/Script…

    …ableRenderPipeline into HDRP/staging
    
    # Conflicts:
    #	.yamato/upm-ci-abv.yml
    #	.yamato/upm-ci-packages.yml
    #	bors.toml
    #	com.unity.render-pipelines.universal/CHANGELOG.md
    #	com.unity.shadergraph/CHANGELOG.md
    JulienIgnace-Unity committed Feb 25, 2020
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Commits on Feb 27, 2020

  1. Fix whitespace

    JulienIgnace-Unity committed Feb 27, 2020
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  2. 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.
    JulienIgnace-Unity committed Feb 27, 2020
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  3. Revert probes renderer PR (#5990)

    * Re-enable the probes section of renderers as it was not supposed to be disabled
    
    * Updated changelog
    alelievr committed Feb 27, 2020
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  4. 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.
    JulienIgnace-Unity committed Feb 27, 2020
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Commits on Feb 28, 2020

  1. 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>
    adrien-de-tocqueville and AdrienDeTocqueville committed Feb 28, 2020
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  2. Hdrp/ssr toggle (#5996)

    * Added an "enable" checkbox to the SSR volume component.
    
    * Update changelog
    JulienIgnace-Unity committed Feb 28, 2020
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Commits on Mar 2, 2020

  1. Merge branch 'master' of https://github.com/Unity-Technologies/Script…

    …ableRenderPipeline into HDRP/staging
    
    # Conflicts:
    #	.yamato/upm-ci-packages.yml
    #	com.unity.render-pipelines.high-definition/CHANGELOG.md
    JulienIgnace-Unity committed Mar 2, 2020
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  2. Fix merge error

    JulienIgnace-Unity committed Mar 2, 2020
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Commits on Mar 3, 2020

  1. Removed MSAA Buffers allocation when lit shader mode is set to "defer…

    …red only" (#6012)
    
    * Removed MSAA Buffers allocation when lit shader mode is set to "deferred only".
    
    * Removed MSAA SSS Buffer allocation when deferred only.
    JulienIgnace-Unity committed Mar 3, 2020
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  2. 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>
    fredericv-unity3d and sebastienlagarde committed Mar 3, 2020
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  4. 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>
    fredericv-unity3d and sebastienlagarde committed Mar 3, 2020
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  5. 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>
    alelievr and sebastienlagarde committed Mar 3, 2020
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Commits on Mar 4, 2020

  1. 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
    JulienIgnace-Unity committed Mar 4, 2020
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  2. Fix DXR Tests (#6073)

    anisunity committed Mar 4, 2020
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  4. Add comment (#6056)

    sebastienlagarde committed Mar 4, 2020
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  5. 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>
    sebastienlagarde committed Mar 4, 2020
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Commits on Mar 5, 2020

  1. 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.
    sebastienlagarde committed Mar 5, 2020
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Commits on Mar 6, 2020

  1. 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
    JulienIgnace-Unity committed Mar 6, 2020
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  2. Hdrp /fix light prefab infinite reload on inspector gui (#6054)

    * fix infinite reload loop for light prefab
    
    * Update CHANGELOG.md
    RSlysz committed Mar 6, 2020
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  3. 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.
    JulienIgnace-Unity committed Mar 6, 2020
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  4. 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>
    alelievr and sebastienlagarde committed Mar 6, 2020
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  5. 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
    laurenth-personal committed Mar 6, 2020
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  6. Hdrp/light multiplier (#6077)

    * Allow the light dimmer to get values higher than one
    
    * Changelog
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    pmavridis and sebastienlagarde committed Mar 6, 2020
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  8. 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>
    3 people committed Mar 6, 2020
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  9. Remove info box on Visual Environment and replaced it with info on do…

    …cumentation (#6099)
    
    * Remove info box and update documentation
    
    * changelog
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    FrancescoC-unity and sebastienlagarde committed Mar 6, 2020
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  11. Add missing exposure and mipmap sliders to the planar reflection prob…

    …e 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>
    alelievr and sebastienlagarde committed Mar 6, 2020
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  12. Fix upgrade cookie planar size (#6104)

    * Fixed the size of the planar reflection / cookie atlas after an upgrade of the HDRP asset
    
    * Updated changelog
    alelievr committed Mar 6, 2020
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Commits on Mar 10, 2020

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Commits on Mar 11, 2020

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  3. renormalize files

    sebastienlagarde committed Mar 11, 2020
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  6. Make isEditorCameraPreview and sky public (#6147)

    * Update HDAdditionalCameraData.cs
    
    * Update SkySettings.cs
    
    * Update 9801_ShurikenLightModule.unity
    
    * Update HDAdditionalCameraData.cs
    
    * Update 9801_ShurikenLightModule.unity
    sebastienlagarde committed Mar 11, 2020
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  8. Fixed transparent SSR for shader graph. (#6163)

    * - Fixed transparent SSR for shader graph.
    
    * changelog
    anisunity committed Mar 11, 2020
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  9. 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>
    TomasKiniulis and sebastienlagarde committed Mar 11, 2020
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Commits on Mar 12, 2020

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  2. 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>
    Emmanuel Turquin and remi-chapelain committed Mar 12, 2020
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  4. Fix DX12 and DXR Player build and Updating the test screenshots for D…

    …XR 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>
    anisunity and sebastienlagarde committed Mar 12, 2020
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  5. Update CHANGELOG.md

    sebastienlagarde committed Mar 12, 2020
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Commits on Mar 13, 2020

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  3. 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>
    alelievr and sebastienlagarde committed Mar 13, 2020
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  4. 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>
    alelievr and sebastienlagarde committed Mar 13, 2020
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  5. Fix PBR master node (#6182)

    * Fix PBR shader render states
    
    * Updated changelog
    alelievr committed Mar 13, 2020
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  8. 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>
    FrancescoC-unity and sebastienlagarde committed Mar 13, 2020
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  9. 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>
    anisunity and sebastienlagarde committed Mar 13, 2020
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Commits on Mar 16, 2020

  1. 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
    anisunity committed Mar 16, 2020
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Commits on Mar 17, 2020

  1. Fixed the MaxLightCount being display when the light volume debug men…

    …u 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>
    3 people committed Mar 17, 2020
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  2. 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>
    anisunity and sebastienlagarde committed Mar 17, 2020
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  3. 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>
    FrancescoC-unity and sebastienlagarde committed Mar 17, 2020
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  4. Added coverage for Enabled GPU Instanced material (#6183)

    For light layers automated test
    remi-chapelain committed Mar 17, 2020
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  6. 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>
    3 people committed Mar 17, 2020
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  7. 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>
    RSlysz and sebastienlagarde committed Mar 17, 2020
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  10. 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>
    fabien-unity and sebastienlagarde committed Mar 17, 2020
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  11. 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>
    EvgeniiG and sebastienlagarde committed Mar 17, 2020
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  12. 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>
    alelievr and sebastienlagarde committed Mar 17, 2020
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  13. 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>
    pmavridis and sebastienlagarde committed Mar 17, 2020
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  16. Fix cubemap inspector so that thumbnail for cubemap work (#6231)

    * Fix for missing thumbnail on cubemaps
    
    * Changelog
    
    * Better default angles
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    FrancescoC-unity and sebastienlagarde committed Mar 17, 2020
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  18. - Fix an exception in ray tracing that happens if two LOD levels are …

    …using the same mesh renderer. (#6198)
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    anisunity and sebastienlagarde committed Mar 17, 2020
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Commits on Mar 18, 2020

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  2. Added debug exposure to light hierarchy debug. (#6215)

    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    JulienIgnace-Unity and sebastienlagarde committed Mar 18, 2020
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  3. - Rejecting history for ray traced reflections based on a threshold e…

    …valuated on the neighborhood of the sampled history. (#6251)
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    anisunity and sebastienlagarde committed Mar 18, 2020
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  4. Hdrp/pt9 (#6184)

    * 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
    
    * Fog support WIP...
    
    * Added support for fog attenuation.
    
    * Cosmetic.
    
    * Set a maxSampleCount to 1 for tests only in play mode.
    
    * Updated Changelog.
    
    * Cosmetic.
    
    * Take min and max depth into account for fog color.
    
    * Make sure we are inside the light cluster when buidling light list.
    
    * Simplified signature of RenderPathTracing() func, replaced
    RaytracingFrameIndex with RaytracingSampleIndex.
    
    * Taking max fog distance into account.
    
    * Fog max dist part2.
    
    * Added a new test scene for the fog
    
    * move reference screenshots
    
    Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>
    Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
    Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
    4 people committed Mar 18, 2020
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  5. Hdrp/volume debug (#6058)

    * New widget DebugUI.Table
    
    * Opened some Volume related API
    
    * New volume debug panel
    
    * Fixed a bug when debugging editor cameras
    
    * Fixed table border color. Updated documentation
    
    * Handles inactive and removed components
    
    * Don't show deprecated volume components. Sort by name
    
    * Revert unwanted modification
    
    * Handle disabled volumes
    
    * Hides volumes that don't affect the final value
    
    * Code documentation
    
    * Add range check
    
    * Fix player build
    
    * Fix volume influence detection
    
    * Refresh display when components changes
    
    * Fix error on player build
    
    * Reduce popping
    
    * Use editor camera as anchor point
    
    * Select all layers for the scene camera
    
    * Un-open profileRef API
    
    * Remove ref to profileRef
    
    * Proper component name, show text for non supported parameters
    
    * Fix profile duplication when using volume debug menu
    
    * Updated unsupported parameters message. Show a name as fallback if it exists
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    adrien-de-tocqueville and sebastienlagarde committed Mar 18, 2020
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Commits on Mar 19, 2020

  1. Clearer naming of tile and cluster categories for environment lights (#…

    …6227)
    
    * Rename Environment to Probes
    
    * changelog
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    FrancescoC-unity and sebastienlagarde committed Mar 19, 2020
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  2. Fixed an issue with refraction model and ray traced recursive renderi…

    …ng (case 1198578). (#6267)
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    anisunity and sebastienlagarde committed Mar 19, 2020
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  3. fix for Fogbugz 1214609 - HDRP Wizard addively increases the Light In…

    …tesity instead of setting it (#6266)
    sebastienlagarde committed Mar 19, 2020
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  4. Fixed an issue where a dynamic sky changing any frame may not update …

    …the ambient probe. (#6235)
    
    * Fixed an issue where a dynamic sky changing any frame may not update the ambient probe.
    
    * Update changelog
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    JulienIgnace-Unity and sebastienlagarde committed Mar 19, 2020
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  5. Add XR setting to control camera jitter for temporal effects (#6259)

    * add XR setting to control camera jitter for temporal effects
    
    * cleanup unused code path
    
    * revert changes to scenes
    fabien-unity committed Mar 19, 2020
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  6. Deprecate Utilities namespace (#6219)

    * (case 1204677) Copied namespace Utility to UnityEngine.Rendering and made it obsolete.
    
    * Updated changelog
    
    * Updated comment
    
    * Updated comment
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    fredericv-unity3d and sebastienlagarde committed Mar 19, 2020
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  7. Remove deprecated namespace Utilities. [Requires #6219] (#6220)

    * (case 1204677) Copied namespace Utility to UnityEngine.Rendering and made it obsolete.
    
    * Updated changelog
    
    * Updated comment
    
    * Removal of deprecated API
    
    * Updated changelog
    
    * Remove deprecated api
    
    Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
    fredericv-unity3d and sebastienlagarde committed Mar 19, 2020
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  8. Fix issue on thumbnail generation so that no error on new project and…

    … thumbnail are generated at first import (#6265)
    
    * Fix issue with static preview for cubemap being called without a material initialized
    
    * Fix the issue preventing thumbnail to be preserved upon reimport on load
    
    * Comment
    
    * changelog
    
    * Change asset swap to legacy method
    
    * comment and white line removal
    
    * Fix for baked probe import cycle
    
    * Added comment
    
    * Oops missing a file
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    FrancescoC-unity and sebastienlagarde committed Mar 19, 2020
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Commits on Mar 21, 2020

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Commits on Mar 23, 2020

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Commits on Mar 24, 2020

  1. Add custom pass opaque rendering error message (#6330)

    * Added an error message when rendering opaque objects with an HDRP asset in DeferredOnly mode
    
    * Updated custom pass doc
    
    * Updated changelog
    alelievr committed Mar 24, 2020
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  2. Fix issue of debug display variant with shader graph not compiling (#…

    …6325)
    
    * move #define DEBUG_DISPLAY into debugdisplay.hlsl
    
    * fix builtindata
    
    * fix includes
    
    * fix shader
    sebastienlagarde committed Mar 24, 2020
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  3. fix XR culling with multiple cameras (#6314)

    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    fabien-unity and sebastienlagarde committed Mar 24, 2020
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  4. fix XR single-pass with Mock HMD plugin (#6313)

    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    fabien-unity and sebastienlagarde committed Mar 24, 2020
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  5. fix sRGB mismatch with XR SDK (#6311)

    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    fabien-unity and sebastienlagarde committed Mar 24, 2020
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  6. Partial fix LookDev opened when CoreRP package reimported (#6291)

    * Fix null texture usage happening on CoreRP upgrade
    
    * Partially fix garbage collected stylesheet issue.
    
    (Need more work on UIElement side, see case 1228706 )
    
    * Update CHANGELOG.md
    
    * Clean log
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    RSlysz and sebastienlagarde committed Mar 24, 2020
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  7. Hdrp/fix default volume switch (#6250)

    * Fixed an issue where default volume would not update when switching profile.
    
    * Update changelog
    
    * Fixed an issue when setting the default volume for the first time where the hdrp asset would not be dirtied
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    JulienIgnace-Unity and sebastienlagarde committed Mar 24, 2020
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  8. Reflection probe cameras are now created with the correct type (#6245)

    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    pmavridis and sebastienlagarde committed Mar 24, 2020
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  9. Fixed an issue where AO override would not override specular occlusio…

    …n. (#6222)
    
    * Fixed an issue where AO override would not override specular occlusion.
    
    * Update changelog
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    JulienIgnace-Unity and sebastienlagarde committed Mar 24, 2020
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  10. Fixed an issue where Volume inspector might not refresh correctly in …

    …some cases. (#6252)
    
    * Fixed an issue where Volume inspector might not refresh correctly in some cases.
    
    * Update changelog
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    JulienIgnace-Unity and sebastienlagarde committed Mar 24, 2020
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  11. render XR mirror view only for camera with no RT (#6306)

    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    fabien-unity and sebastienlagarde committed Mar 24, 2020
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  12. Split set rendering feature set and API validity check (#6301)

    * Split set rendering feature set and API validity check
    
    * changelog
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    FrancescoC-unity and sebastienlagarde committed Mar 24, 2020
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  13. Hdrp/probe scale 1219246 (#6288)

    * Fix when scale down < 0 all direction of box Influence Volume
    
    * Update Change log
    skhiat committed Mar 24, 2020
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  14. Hdrp/fix/particle light shadows (#6111)

    * Tried to fix particle light shadows
    
    * Fixed particle shadows
    
    * Updated changelog
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    alelievr and sebastienlagarde committed Mar 24, 2020
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  17. Recording of accumulation motion blur and path tracing (#6114)

    * Pt and accumulation motion blur recording
    
    Fix merge issues
    
    Fix merge issues #2
    
    Bugfix: accumulation with one sample
    
    Chengelog
    
    Don't set the fixed-time in the subframe manager - should be set in the recorder
    
    Properly set and reset the fixed time
    
    Updated documentation
    
    Small fix to make physics simulation work with scaled time / accumulation mb
    
    Post rebase fixes and disable accumulation when using only one sub-frame
    
    * Fix post merge issues
    
    * hdrp resources asset file
    
    * remove duplicate code
    pmavridis committed Mar 24, 2020
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  18. Move most compute shaders to use multi_compile API (#6307)

    * Squashed commit of the following:
    
    commit ed9e485efc69a7949e34f0512666d522470dc73e
    Author: FrancescoC-Unity <francescoc@unity3d.com>
    Date:   Fri Mar 20 11:47:59 2020 +0100
    
        Revert "Squashed commit of the following:"
    
        This reverts commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6.
    
    commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6
    Author: FrancescoC-Unity <francescoc@unity3d.com>
    Date:   Fri Mar 20 10:39:28 2020 +0100
    
        Squashed commit of the following:
    
        commit 0e1815814ce8204cfa42ae3050ba655fe769c550
        Merge: ac6809ec032 2b018dfe8a9
        Author: Sebastien Lagarde <sebastien@unity3d.com>
        Date:   Thu Mar 19 18:19:45 2020 +0100
    
            Merge branch 'master' into HDRP/staging
    
        commit 2b018dfe8a9f5f304e4b95d6279dda60f632c9dc
        Author: sebastienlagarde <sebastien@unity3d.com>
        Date:   Thu Mar 19 18:19:02 2020 +0100
    
            Merge Hdrp/staging (#6293)
    
            * Custom pass cleanup (#5507)
    
            * Fix custom pass cleanup issue with multiple volumes
    
            * Updated changelog
    
            * Delay discard of fragments during decal projection (#5283)
    
            * Delay discard of fragments during decal projection
    
            Metal Shading Language declares that fragment discard invalidates
            derivatives for the rest of the quad, so we need to reorder when
            we discard during decal projection, or we get artifacts along the
            edges of the projection (any partial quads get bad partial derivatives
            regardless of whether they are computed implicitly or explicitly).
    
            * Better re-arrangement of decal code
    
            * Update TerrainLitPasses.hlsl
    
            * Update TerrainLitPasses.hlsl
    
            * Update TerrainLitPasses.hlsl
    
            * Update ShaderPassDecal.hlsl
    
            Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
            * Fixing unnecessary memory allocations in the ray tracing cluster build and Updating the screen shots for the ray tracing tests (#5465)
    
            * Fixing unnecessary memory allocations in the ray tracing cluster build
            Updating the screen shots for the ray tracing tests
    
            * Update test scene and screenshots
    
            * - Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes.
            - Update and disable some tests that still  need to be updated
    
            * Add a counter for ray tracing frame index and update screenshots
    
            * Fixing the Area Shadows Denoiser Test
    
            Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
            * Change the default volume used by the ray tracing tests to make them work again (#5510)
    
            * Change the default volume used for the ray tracing tests, fixes the tests back.
    
            * Fix access to the ray tracing frame index in ray tracing ambient occlusion (doesn't change behavior)
    
            * Missing term in the ray tracing frame index access (#5511)
    
            * Fix colum headers (#5517)
    
            * Fix colum headers
    
            * Update CHANGELOG.md
    
            * Rename post formats (#5505)
    
            * Renamed the post processing format to the new convention
    
            * Updated changelog
    
            Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
            * Fixed the first frame flash with auto exposure (#5491)
    
            * Fixed flashes with low and high exposure scenes when Automatic Exposure is in use
    
            * Moved postfx history reset to per-camera reset
    
            Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
            * Update DefaultSettingsVolumeProfile.asset
    
            * Hdrp/small enhencements for DXR (#5493)
    
            * Add Warning for DXR and AsyncExecution in FrameSettings
    
            * move restarting at end of all fix in wizard for DXR
    
            * Update CHANGELOG.md
    
            Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
            * Hdrp/update default scenes (#5485)
    
            * Replace default scenes with scene prepared for scene-template
    
            * Update of DefaultSettingsProfile
    
            * Update DXR scene
    
            * Add ScreenSpaceShadow to Camera's default FrameSettings
    
            * Update CHANGELOG.md
    
            Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
            * Refactoring pre-existing materials to share code between rasterization and ray tracing (#5441)
    
            * Refactoring pre-existing materials to share code between rasterization and ray tracing
            Update the test scene
    
            * update changelog
    
            * Changing the color of an unlit in the reflection test scene
    
            * review corrections
    
            * Fixing unlit shader graph
    
            * Fix specular AA related issue
    
            * Update the reflection test
    
            * Fix an issue with debug display for ray tracing shaders
            Always use ray tracing frame index 0 for ray tracing tests
            Update tests screenshots
            Update ray traced reflection test scene
    
            Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
            * Hdrp/staging thin (#5509)
    
            * Adding a REFRACTION_THIN model.
    
            * Fixed thin distance.
    
            * ... and fixed it.
    
            * Updated changelog, removed unused REFRACTION attrs from Fabric template.
    
            * Added a REFRACTION_THIN_DISTANCE macro.
    
            * Finished support for thin refraction.
    
            * Fixed LitTesselation (was missing thin refraction model).
    
            * fix issue when merging Refactoring of DoAlphaTest
    
            * Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. (#5555)
    
            * Fixing the area shadow denoised test (#5544)
    
            * Fix leak in Sky when matcap view (#5556)
    
            * skip pre render sky in matcap view
    
            * changelog
    
            Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
            * Fix compilation issues of ApplyExposure on platforms that don't support VR (#5575)
    
            * Fix
    
            * changelog
    
            * Remove Preview from physically based sky
    
            * HDRP asset migration (#5580)
    
            * Initialize the HDRP asset version to the latest one so new assets are not migrated
    
            * Updated changelog
    
            * Hdrp/remove wind resources (#5578)
    
            * Remove wind resources
    
            Remove wind resources no longer used and containing big files
    
            * Update changelog
    
            * 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>
    
            * Mention default post processing in default volumes. (#6232)
    
            * Fix cubemap inspector so that thumbnail for cubemap work (#6231)
    
            * Fix for missing thumbnail on cubemaps
    
            * Changelog
    
            * Better default angles
    
            Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
            * fix ray tracing with VR single-pass (#6242)
    
            * - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. (#6198)
    
            Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
            * update location of reference screenshots after merge
    
            * Added debug exposure to light hierarchy debug. (#6215)
    
            Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
            * - Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. (#6251)
    
            Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
            * Hdrp/pt9 (#6184)
    
            * 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
    
            * Fog support WIP...
    
            * Added support for fog attenuation.
    
            * Cosmetic.
    
            * Set a maxSampleCount to 1 for tests only in play mode.
    
            * Updated Changelog.
    
            * Cosmetic.
    
            * Take min and max depth into account for fog color.
    
            * Make sure we are inside the light cluster when buidling light list.
    
            * Simplified signature of RenderPathTracing() func, replaced
            RaytracingFrameIndex with RaytracingSampleIndex.
    
            * Taking max fog distance into account.
    
            * Fog max dist part2.
    
            * Added a new test scene for the fog
    
            * move reference screenshots
    
            Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>
            Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
            Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
    
            * Hdrp/volume debug (#6058)
    
            * New widget DebugUI.Table
    
            * Opened some Volume related API
    
            * New volume debug panel
    
            * Fixed a bug when debugging editor cameras
    
            * Fixed table border color. Updated documentation
    
            * Handles inactive and removed components
    
            * Don't show deprecated volume components. Sort by name
    
            * Revert unwanted modification
    
            * Handle disabled volumes
    
            * Hides volumes that don't affect the final value
    
            * Code documentation
    
            * Add range check
    
            * Fix player build
    
            * Fix volume influence detection
    
            * Refresh display when components changes
    
            * Fix error on player build
    
            * Reduce popping
    
            * Use editor camera as anchor point
    
            * Select all layers for the scene camera
    
            * Un-open profileRef API
    
            * Remove ref to profileRef
    
            * Proper component name, show text for non supported parameters
    
            * Fix profile duplication when using volume debug menu
    
            * Updated unsupported parameters message. Show a name as fallback if it exists
    
            Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
            * Fixing HDRP_DXR_TEST not having local package at right location (#6107)
    
            * Clearer naming of tile and cluster categories for environment lights (#6227)
    
            * Rename Environment to Probes
    
            * changelog
    
            Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
            * Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). (#6267)
    
            Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
            * fix for Fogbugz 1214609 - HDRP Wizard addively increases the Light Intesity instead of setting it (#6266)
    
            * Fixed an issu…
    FrancescoC-unity committed Mar 24, 2020
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  19. Use multi_compile for Shadow mask variants of deferred (#6322)

    * shadow mask
    
    * Changelog
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    FrancescoC-unity and sebastienlagarde committed Mar 24, 2020
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  21. Moves constant buffers to being global for ray tracing (#6300)

    * - Changed a few resources used by ray tracing shaders to be global resources (using register space1) for improved CPU performance.
    
    * issue in path
    
    * review corrections
    anisunity committed Mar 24, 2020
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Commits on Mar 25, 2020

  1. Removing the usage of the render queues to identify what is rendered …

    …using recursive rendering (#5858)
    
    * - Remove the raytracing rendering queue system to make recursive raytraced material work when raytracing is disabled
    
    * Update dxr test mats
    
    * Update HDRP Tests materials
    
    * manually save Font Material SG to apply code change to m_CustomRenderQueue
    
    * Bump material version for vfx HDRP project
    
    Co-authored-by: Fabien Houlmann <fabien@unity3d.com>
    anisunity and fabien-unity committed Mar 25, 2020
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  2. StackLIt: Fix a SG Targets regression - Make sure the scene selection…

    … pass also uses the editor_sync_compilation pragma [skip ci] (#6354)
    slunity committed Mar 25, 2020
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  3. Execute all custom pass volumes (#6355)

    * Excute all custom pass volumes instead of the first one
    
    * Updated changelog
    
    * Updated documentation
    
    * Fix priority
    
    * Fixed typos
    alelievr committed Mar 25, 2020
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  4. Hdrp/fix material baked emission (#5392)

    * fix backed emission inspector for material
    
    * Update CHANGELOG.md
    
    * Clean code
    
    * update PBR graph (for HDRP) and HDRP Shader graph baked emission
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    RSlysz and sebastienlagarde committed Mar 25, 2020
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  5. Fix case in PBR sky where a camera below ground might invalidate resu…

    …lt of a camera above (#6272)
    
    * Incorporate the above/below ground in the sky hash and make planar reflection use parent camera position
    
    * changelog
    
    * add comment
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    FrancescoC-unity and sebastienlagarde committed Mar 25, 2020
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  6. Fix custom pass gc alloc (#6371)

    * Fixed GC alloc issue in custom pass GetActiveVolumes()
    
    * Updated changelog
    
    * Update xml doc
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    alelievr and sebastienlagarde committed Mar 25, 2020
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  7. - Added support for fog in Recursive rendering, ray traced reflection…

    …s and ray traced indirect diffuse. (#6324)
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    anisunity and sebastienlagarde committed Mar 25, 2020
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  9. Added an alpha blend option for recursive rendering (#6286)

    * Added an alpha blend option for recursive rendering
    
    * Adding a test scene to test non refractive transparent objects in recursive rendering
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    anisunity and sebastienlagarde committed Mar 25, 2020
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Commits on Mar 26, 2020

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  2. Update 8101_Opaque to use SG material with Parallax Occlusion Mapping…

    … Node (#6389)
    
    * Updated 8101_Opaque scene and added reference images
    
    * Updated camera to fit the test
    TomasKiniulis committed Mar 26, 2020
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  3. Added support for stack lit for ray tracing effects. (#6312)

    * - Added support for stack lit for ray tracing effects.
    
    * Forgot to push the prefab
    
    * specular lobe fix
    
    * Fix geometricAA issue in shader graphs for lit and stacklit
    
    * Fix merge issues and fix screenshot due to other PR
    anisunity committed Mar 26, 2020
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Commits on Mar 27, 2020

  1. Avoid negative input to sqrt() (#6397)

    - The calculation of `k` is not numerically robust when done in FP16 and might generate a negative value.
    - This can be observed as rendering artifacts on Mali drivers newer than Bifrost/Valhall R21.
    - This commit fixes this by by clamping `k` to [0, inf] before the `sqrt()`.
    - On Mali-G77 the clamp compiles down to a free output modifier on the previous instruction, so there's no performance impact.
    ChristianF-ARM committed Mar 27, 2020
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  3. Major changes to Temporal Anti Aliasing (#6348)

    * First commit with some stuff, lots of things to do, clean and change, but want  a savepoint
    
    * Tiny bit of cleanup
    
    * tiny refactor to allow faster experimentation
    
    * Small refactor for ease of use
    
    * leftover from prev commit
    
    * Sharpening (and some garbage to remove)
    
    * Now need to optimize a lot...
    
    * Before cleanup, but sort of locked otherwise
    
    * CTYPE conversion, to be tested yet.
    
    * Add alpha support and make sure we run Bilinear if sharpening of history is off
    
    * Pre emptively patchup ray tracing denoisers
    
    * More patchup
    
    * a bunch of random stuff since I need the branch remote
    
    * Anti ringing option and some UI (need further checks on perceptual space)
    
    * fix cross sampling
    
    * Fix sharpening in perceptual space being off
    
    * Merge home branch
    
    * small tweaks
    
    * Leftover
    
    * Missing CTYPE
    
    * re-enable ycocg
    
    * Remove old TAA stuff
    
    * Squashed commit of the following:
    
    commit 0498f2dd6eb83efd9861b732c51f7c40acc0043c
    Merge: c54437014ee acebb9a8ca5
    Author: sebastienlagarde <sebastien@unity3d.com>
    Date:   Mon Mar 23 12:05:28 2020 +0100
    
        Merge branch 'master' into HDRP/staging
    
    commit acebb9a8ca5ca0be472b49ade74fa02cac29ee4e
    Author: UPM-CI <>
    Date:   Mon Mar 23 10:42:25 2020 +0000
    
        Auto bumped package versions:
        com.unity.render-pipelines.core: 9.0.0-preview.3
        com.unity.render-pipelines.high-definition-config: 9.0.0-preview.4
        com.unity.render-pipelines.high-definition: 9.0.0-preview.3
        com.unity.render-pipelines.lightweight: 9.0.0-preview.4
        com.unity.render-pipelines.universal: 9.0.0-preview.4
        com.unity.shadergraph: 9.0.0-preview.3
        com.unity.visualeffectgraph: 9.0.0-preview.3
    
    commit 02d1177b769037392a7be444c1c192c763038e20
    Author: Antoine Lelievre <antoinel@unity3d.com>
    Date:   Mon Mar 23 11:36:57 2020 +0100
    
        Fix texture curve breaking change (#6323)
    
        * Fix API breaking change in TextureCurve
    
        * Updated changelog
    
        * Update CHANGELOG.md
    
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
    commit c54437014ee95c42ec4c320cfc4883052c17701e
    Merge: 0e1815814ce ba9b6321f9d
    Author: sebastienlagarde <sebastien@unity3d.com>
    Date:   Sat Mar 21 19:33:49 2020 +0100
    
        Merge branch 'master' into HDRP/staging
    
    commit ba9b6321f9d3c6740748d7743143f6b968d5f5e6
    Author: sebastienlagarde <sebastien@unity3d.com>
    Date:   Fri Mar 20 16:53:28 2020 +0100
    
        Update HDAdditionalLightData.cs (#6309)
    
    commit 8a332873526444e4fb944f3eb0022c4ab431eb85
    Author: Zachary Diller <zackd44@gmail.com>
    Date:   Fri Mar 20 15:44:45 2020 -0700
    
        Override ShaderGUI per ShaderGraph [skip ci] (#6192)
    
        * first push with the field and generation changes, pre hd & urp master node changes
    
        * added changes to URP and HDRP Master Nodes
    
        * and changelog for shadergui override per sg
    
        * minor cleaning
    
        * Changelog fix
    
        * documentation changes
    
        * code review & qa bug fixes
    
        * Updated PBR-Master-Node.md
    
        * Updated Unlit-Master-Node.md
    
        * Edited PBR-Master-Node.md
    
        * Edited Unlit-Master-Node.md
    
        * Added indentation
    
        * Added indentation
    
        * Removed final sentence
    
        "ShaderGUIs inside the UnityEditor namespace might omit UnityEditor."
    
        * Removed final sentence
    
        "ShaderGUIs inside the UnityEditor namespace might omit UnityEditor."
    
        * Fixed formatting.
    
        * HDRP Documentation Changes
    
        * master merge fix
    
        Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>
    
    commit bb27f146b5c8f675575feb2a38b57ef51f50c4a1
    Author: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
    Date:   Fri Mar 20 18:34:30 2020 +0100
    
        Added AlphaToMask render state (#6292)
    
    commit e5de5977a1ba7e0794364be240e27407d2aed1c6
    Author: Jans Margevics <50581102+JMargevics@users.noreply.github.com>
    Date:   Fri Mar 20 16:27:17 2020 +0100
    
        Shell script for generating tarballs on OSX (#6305)
    
        * Shell script that generates tarballs on OSX
    
        * Fix incorrect package name
    
    commit 60d42b2978e0f82260010ad24b437f4fc8934dea
    Author: Elvar Örn Unnþórsson <ellioman@ellioman.com>
    Date:   Fri Mar 20 12:15:50 2020 +0100
    
        Fixing GLES2 & PP issue (#6257)
    
        # Conflicts:
        #	com.unity.render-pipelines.universal/CHANGELOG.md
    
    commit 453d33144a135b366ae3e02531b0fd30fd118ba6
    Author: Sophia <16596228+sophiaaar@users.noreply.github.com>
    Date:   Fri Mar 20 11:56:39 2020 +0100
    
        Update PULL_REQUEST_TEMPLATE.md (#6303)
    
        * Update PULL_REQUEST_TEMPLATE.md
    
    commit d2684ff856057e9299aac1d550f6552ea5fc0e29
    Author: UPM-CI <>
    Date:   Fri Mar 20 09:59:08 2020 +0000
    
        Auto bumped package versions:
        com.unity.render-pipelines.core: 9.0.0-preview.2
        com.unity.render-pipelines.high-definition-config: 9.0.0-preview.2
        com.unity.render-pipelines.high-definition: 9.0.0-preview.2
        com.unity.render-pipelines.lightweight: 9.0.0-preview.2
        com.unity.render-pipelines.universal: 9.0.0-preview.2
        com.unity.shadergraph: 9.0.0-preview.2
        com.unity.visualeffectgraph: 9.0.0-preview.2
    
    commit 157dcd3fb58e6b8a99c4b7422235baa896349ec7
    Author: Andre McGrail <andrem@unity3d.com>
    Date:   Fri Mar 20 10:24:25 2020 +0100
    
        [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>
    
    commit 9ad5221932cfb7e5b94f6c72c1922d3f559e006b
    Author: Felipe Lira <felipedrl@gmail.com>
    Date:   Fri Mar 20 10:23:39 2020 +0100
    
        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>
    
    commit b970bd9625250305a1ee5af65cadf3f7ead89b89
    Author: unity-cchu <47998819+unity-cchu@users.noreply.github.com>
    Date:   Fri Mar 20 17:22:34 2020 +0800
    
        2d/shader color fix (#6016)
    
        * Fixed problem with sprite shape where color doesn't work properly
    
        * Updated changelog
    
        Co-authored-by: Felipe Lira <felipedrl@gmail.com>
    
    commit 9b9ec3d54807e495cee50c2ad04c93203b3a3302
    Author: Sai Narayan Natarajan <Nightmask3@gmail.com>
    Date:   Thu Mar 19 19:26:48 2020 -0700
    
        Fix for bug 1227659 : NullReferenceException when saving a shader graph in a URP project with the HDRP package also present (#6280)
    
        * Fix for shader graph nodes not pasting at the cursor location
    
        * Revert "Fix for shader graph nodes not pasting at the cursor location"
    
        This reverts commit b18f4b1c8606286c757a27039b209884f9d20138.
    
        * Fix for bug 1227659
    
        Fixes this bug: https://fogbugz.unity3d.com/f/cases/1227659/
    
        Co-authored-by: Sai Narayan <sainarayan@unity3d.com>
    
    commit badd32410920ae8a2ad01c94b41ecb6dc808a1a1
    Author: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>
    Date:   Thu Mar 19 15:06:44 2020 -0700
    
        Added vertex position, vertex normal, and vertex tangent to master nodes docs (#6281)
    
    commit 0e1815814ce8204cfa42ae3050ba655fe769c550
    Merge: ac6809ec032 2b018dfe8a9
    Author: Sebastien Lagarde <sebastien@unity3d.com>
    Date:   Thu Mar 19 18:19:45 2020 +0100
    
        Merge branch 'master' into HDRP/staging
    
    commit 2b018dfe8a9f5f304e4b95d6279dda60f632c9dc
    Author: sebastienlagarde <sebastien@unity3d.com>
    Date:   Thu Mar 19 18:19:02 2020 +0100
    
        Merge Hdrp/staging (#6293)
    
        * Custom pass cleanup (#5507)
    
        * Fix custom pass cleanup issue with multiple volumes
    
        * Updated changelog
    
        * Delay discard of fragments during decal projection (#5283)
    
        * Delay discard of fragments during decal projection
    
        Metal Shading Language declares that fragment discard invalidates
        derivatives for the rest of the quad, so we need to reorder when
        we discard during decal projection, or we get artifacts along the
        edges of the projection (any partial quads get bad partial derivatives
        regardless of whether they are computed implicitly or explicitly).
    
        * Better re-arrangement of decal code
    
        * Update TerrainLitPasses.hlsl
    
        * Update TerrainLitPasses.hlsl
    
        * Update TerrainLitPasses.hlsl
    
        * Update ShaderPassDecal.hlsl
    
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
        * Fixing unnecessary memory allocations in the ray tracing cluster build and Updating the screen shots for the ray tracing tests (#5465)
    
        * Fixing unnecessary memory allocations in the ray tracing cluster build
        Updating the screen shots for the ray tracing tests
    
        * Update test scene and screenshots
    
        * - Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes.
        - Update and disable some tests that still  need to be updated
    
        * Add a counter for ray tracing frame index and update screenshots
    
        * Fixing the Area Shadows Denoiser Test
    
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
        * Change the default volume used by the ray tracing tests to make them work again (#5510)
    
        * Change the default volume used for the ray tracing tests, fixes the tests back.
    
        * Fix access to the ray tracing frame index in ray tracing ambient occlusion (doesn't change behavior)
    
        * Missing term in the ray tracing frame index access (#5511)
    
        * Fix colum headers (#5517)
    
        * Fix colum headers
    
        * Update CHANGELOG.md
    
        * Rename post formats (#5505)
    
        * Renamed the post processing format to the new convention
    
        * Updated changelog
    
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
        * Fixed the first frame flash with auto exposure (#5491)
    
        * Fixed flashes with low and high exposure scenes when Automatic Exposure is in use
    
        * Moved postfx history reset to per-camera reset
    
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
        * Update DefaultSettingsVolumeProfile.asset
    
        * Hdrp/small enhencements for DXR (#5493)
    
        * Add Warning for DXR and AsyncExecution in FrameSettings
    
        * move restarting at end of all fix in wizard for DXR
    
        * Update CHANGELOG.md
    
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
        * Hdrp/update default scenes (#5485)
    
        * Replace default scenes with scene prepared for scene-template
    
        * Update of DefaultSettingsProfile
    
        * Update DXR scene
    
        * Add ScreenSpaceShadow to Camera's default FrameSettings
    
        * Update CHANGELOG.md
    
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
        * Refactoring pre-existing materials to share code between rasterization and ray tracing (#5441)
    
        * Refactoring pre-existing materials to share code between rasterization and ray tracing
        Update the test scene
    
        * update changelog
    
        * Changing the color of an unlit in the reflection test scene
    
        * review corrections
    
        * Fixing unlit shader graph
    
        * Fix specular AA related issue
    
        * Update the reflection test
    
        * Fix an issue with debug display for ray tracing shaders
        Always use ray tracing frame index 0 for ray tracing tests
        Update tests screenshots
        Update ray traced reflection test scene
    
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
        * Hdrp/staging thin (#5509)
    
        * Adding a REFRACTION_THIN model.
    
        * Fixed thin distance.
    
        * ... and fixed it.
    
        * Updated changelog, removed unused REFRACTION attrs from Fabric template.
    
        * Added a REFRACTION_THIN_DISTANCE macro.
    
        * Finished support for thin refraction.
    
        * Fixed LitTesselation (was missing thin refraction model).
    
        * fix issue when merging Refactoring of DoAlphaTest
    
        * Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. (#5555)
    
        * Fixing the area shadow denoised test (#5544)
    
        * Fix leak in Sky when matcap view (#5556)
    
        * skip pre render sky in matcap view
    
        * changelog
    
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
        * Fix compilation issues of ApplyExposure on platforms that don't support VR (#5575)
    
        * Fix
    
        * changelog
    
        * Remove Preview from physically based sky
    
        * HDRP asset migration (#5580)
    
        * Initialize the HDRP asset version to the latest one so new assets are not migrated
    
        * Updated changelog
    
        * Hdrp/remove wind resources (#5578)
    
        * Remove wind resources
    
        Remove wind resources no longer used and containing big files
    
        * Update changelog
    
        * 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>
    
        * Mention default post processing in default volumes. (#6232)
    
        * Fix cubemap inspector so that thumbnail for cubemap work (#6231)
    
        * Fix for missing thumbnail on cubemaps
    
        * Changelog
    
        * Better default angles
    
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
        * fix ray tracing with VR single-pass (#6242)
    
        * - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. (#6198)
    
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
        * update location of reference screenshots after merge
    
        * Added debug exposure to light hierarchy debug. (#6215)
    
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
        * - Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. (#6251)
    
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    
        * Hdrp/pt9 (#6184)
    
        * 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
    
        * Fog support WIP...
    
        * Added support for fog attenuation.
    
        * Cosmetic.
    
        * Set a maxSampleCount to 1 for test…
    FrancescoC-unity and sebastienlagarde committed Mar 27, 2020
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  6. First pass of light loop optimizations (still single threaded) (#6367)

    * Saving 10% off the PrepareLightForGPU
    
    * 18% decrease in cost with this
    
    * Around 12% cost shaving off GetLightData
    
    * Around 6.5% win here
    
    * Faster View matrix flip
    
    * Missing *=-1
    
    * About 7% win in preprocess light data
    
    * Another small batch
    
    * Small cleanup for first optimization pass
    
    * Tiny bit more cleanup
    
    * Address review points
    
    * Add comment
    
    * changelog
    FrancescoC-unity committed Mar 27, 2020
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Commits on Mar 28, 2020

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Commits on Mar 30, 2020

  1. Shadow cascade tooltip fix (when using the metric mode) (#6448)

    * fix tooltip and public API about shadow cascades
    
    * minor modifications in the text
    
    * Add default tooltips
    
    * Add assert in case we support more cascades in the future
    
    * Minor text edit
    
    * Changlog
    
    * Updated tooltip text
    pmavridis committed Mar 30, 2020
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  6. Added Alpha To Mask for HDRP and ShaderGraph (#6297)

    * Added AlphaToMask render state
    
    * AlphaToMask
    
    * AlphaToMask test
    
    * Updated changelog
    
    * Updated LayeredLit and AxF test
    
    * Added reference images
    
    * Fix depth and motion vector passes for Unlit
    
    * AlphaToMask doc. Unified doc and fixed links for Alpha Clipping
    
    * Updated reference screenshots
    
    * Update CHANGELOG.md
    
    * Fix motion vector settings for test scenes
    
    * Block AlphaToMask state in deferred or not MSAA. Updated test screenshots
    
    * Fix MRT blend state
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    adrien-de-tocqueville and sebastienlagarde committed Mar 30, 2020
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Commits on Mar 31, 2020

  1. Move scene view camera settings to camera settings window (#6390)

    * Move the HDRP scene view settings to the Editor camera settings widget
    
    * Changelog + tooltips
    
    * update upgrade guide
    
    * fix spelling
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    pmavridis and sebastienlagarde committed Mar 31, 2020
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  2. Fixed how the area light influence volume is computed to match raster…

    …ization. (#6454)
    
    * - Fixed how the area light influence volume is computed to match rasterization.
    
    * Fix issue in the axis order
    anisunity committed Mar 31, 2020
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  5. Fix shadow tesselation culling (#6477)

    * Fix custom pass culling params
    
    * Fixed shadow tessellation culling
    
    * revert custom pass code
    alelievr committed Mar 31, 2020
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Commits on Apr 1, 2020

  1. Sharing more code for light data building (RT) and building a more op…

    …timal atlas (#6370)
    
    * - Sharing GetLightData code between rasterization and ray tracing to avoid duplication and lack of features
    - Inject all lights at the same time (rasterization and ray tracing) into the cookie atlas to avoid waste of space.
    - Added a test scene to make sure it works properly
    
    * correcting debug mistake
    
    * Forgot to add the screenshot and to enable the test in the editor build settings
    anisunity committed Apr 1, 2020
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  3. Hdrp /lookdev ui fixes (#6491)

    * Fix no environment text wraping
    
    * Add missing toolbar tooltips
    
    * Fix camera button-dropdown layout
    
    * Fix uss loss at domain reload
    
    * Update CHANGELOG.md
    RSlysz committed Apr 1, 2020
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  4. Fix custom pass depth copy (#6484)

    * Fixed the depth buffer copy made before custom pass after opaque and normal injection point
    
    * Updated changelog
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    alelievr and sebastienlagarde committed Apr 1, 2020
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  5. Changed the diffusion profile warning on the material to an info and …

    …changed the message to be more precise. (#6479)
    anisunity committed Apr 1, 2020
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  6. Fix issue with baked reflection probes constantly marked as dirty wit…

    …h auto-bake on (#6473)
    
    * Use different hash to prevent the perennial dirtying of baked probes.
    
    * Changelog
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    FrancescoC-unity and sebastienlagarde committed Apr 1, 2020
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  7. Hdrp /fix drag area width at left of light intensity (#6471)

    * Fix drag area width at left of light's intensity
    
    * Update CHANGELOG.md
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    RSlysz and sebastienlagarde committed Apr 1, 2020
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  8. Hdrp /fix reset of HDAdditionalLightData (#6453)

    * fix type resolving issue when reseting HDAdditionalLightdata
    
    * Update CHANGELOG.md
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    RSlysz and sebastienlagarde committed Apr 1, 2020
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  9. Add option to disable XR rendering on the camera settings (#6372)

    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    fabien-unity and sebastienlagarde committed Apr 1, 2020
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  10. fix unused leftover (#6497)

    RSlysz committed Apr 1, 2020
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Commits on Apr 2, 2020

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  4. Fixed an usage of a a compute buffer not bound (1229964) (#6476)

    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    anisunity and sebastienlagarde committed Apr 2, 2020
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  5. Fixed scene selection pass not working proporly for meshes rendered w…

    …ith recursive rendering. (#6520)
    
    Fixing an issue with sub-surface scattering and updating screenshots
    anisunity committed Apr 2, 2020
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Commits on Apr 3, 2020

  1. fix typo (#6500)

    FrancescoC-unity committed Apr 3, 2020
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  2. Fixed an issue where changing the default volume profile from another…

    … inspector would not update the default volume editor. (#6493)
    
    * Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor.
    
    * Update changelog.
    
    * Additional fix for regular inspector
    JulienIgnace-Unity committed Apr 3, 2020
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  3. Fix issues in the post process system with RenderTexture being invali…

    …d in some cases. Causing rendering problems. (#6480)
    
    * Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems.
    
    * Update changelog
    JulienIgnace-Unity committed Apr 3, 2020
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  4. Removed wrongly serialized fields in StaticLightingSky (#6441)

    * Removed unnecessarily serialized members in StaticLightingSky component.
    
    * Update changelog
    JulienIgnace-Unity committed Apr 3, 2020
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  5. Fixed a weird behavior in the scalable settings drawing when the spac…

    …e becomes tiny (1212045). (#6504)
    
    * Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).
    
    * Small fix to avoid overlapping
    
    Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
    Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
    3 people committed Apr 3, 2020
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Commits on Apr 6, 2020

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Commits on Apr 7, 2020

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  2. Clamp probes compression factor to 0 (#19)

    * Clamp to positive
    
    * Changelog
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    FrancescoC-unity and sebastienlagarde committed Apr 7, 2020
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  3. path validation when creating new volume profile (#36)

    * Validate whole path when creating new profile
    
    * Changelog
    
    Co-authored-by: pavlos.mavridis <pavlos.mavridis@unity3d.com>
    sebastienlagarde and pmavridis committed Apr 7, 2020
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Commits on Apr 8, 2020

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  3. Alpha to coverage frame setting (#33)

    * Added FrameSettingsField.AlphaToMask
    
    * Changelog + Documentation
    
    * Changed field index
    adrien-de-tocqueville committed Apr 8, 2020
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Commits on Apr 9, 2020

  1. Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint. (

    #41)
    
    * AxF: Add support for specular AA from geometric curvature.
    
    * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model.
    
    * AxF: Fix a typo that caused a bug for SVBRDF materials using precise Fresnel variants to always use full reflectance (1) for delta lights.
    
    * AxF: Fix ignored reflection hierarchy + proxy intersection for carpaint. Add comments about problems if two directions are differents. Also add an option (disabled for now) to have BRDFColor with base angle of dominant direction. Rename some variables to make clearer direction on top for bottom lobe.
    
    * AxF: Use get scalar roughness function to factor out  code.
    
    * AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model.
    
    * Add changelog entries.
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    slunity and sebastienlagarde committed Apr 9, 2020
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  2. Implement constant buffers for HDRP global variables. (#52)

    * Fixed execution error without raytracing
    
    * Prepare Prepass refacto
    
    * Another round of preparation
    
    * Renamed XRPassScope to XRSinglePassScope
    
    * RenderAfterPostProcess is now static
    
    * Add AfterPostProcess to RenderGraph (WIP)
    
    * AfterPostProcess implementation
    
    * Fixed wrong RTHandle allocation
    
    * Fixed light layers texture binding during deferred lighting pass
    
    * Implemented Post Process Final Pass with RenderGraph
    
    * Post merge fixes
    
    * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.
    
    * Fixed alpha in post processes
    
    * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle
    
    * Fixed decal normal patch pass
    
    * Fixed stencil resolve render pass
    
    * Fixed RenderDBuffer render pass function capturing variables.
    
    * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList
    
    * Various fixes of things that diverged compared to regular path.
    
    * Unified renderer list and texture invalid handle error.
    
    * Revert wrong change
    
    * Added constant buffer hlsl generation
    
    * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#
    
    * post merge fix
    
    * Removed useless comment.
    
    * Missing doc
    
    * Started moving cmd.SetGlobalXXX to update the global CB (WIP)
    
    * Implemented Volumetrics global CB and various fixes.
    
    * Implemented shadow global CB update.
    
    * Finished up Global Constant Buffer setup
    
    * Fix null ref
    
    * Fixed global constant buffer alignment issues.
    
    * Fixed shadows and SSS
    
    * Small ConstantBuffer API refacto
    
    * Small fix
    
    * Volumetric Constant Buffer implementation + Fix
    
    * Fix ambient occlusion
    
    * Removed redundant SetGlobalXXX
    
    * Light list build global CB implementation
    
    * Fixed path tracing frame index constant
    
    * Fixed ao constant w/ raytracing
    
    * Better path tracing fix.
    
    * Refactored CB API to comply with Render Graph specificities
    
    * Update test screenshot
    
    * Fixed constant buffer generation to use macros.
    
    * Fixed color/depth pyramid debug
    
    * Cleanup
    
    * Small fix
    
    * Post merge fix
    
    * Added global constant buffer hlsl generation.
    
    * Post merge fix
    
    * Post merge fix
    
    * Post merge fix 2
    
    * Double inclusion fix.
    
    * Fixed CB visibility
    
    * Indentation fix
    
    * Removed temporary comments.
    
    * Moved some constants around.
    
    * Post merge fix + Port ProbeVolume global variables to constant buffers.
    
    * Fixed deallocation of constant buffers
    
    * Properly release Volumetric constant buffers.
    
    * Another update to CB API
    
    * Updated documentation.
    JulienIgnace-Unity committed Apr 9, 2020
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  3. Add Performance framework package and HDRP performance tests (#45)

    * Added performance test project
    
    * Added new test scene system and memory p[rofiling
    
    * Added shader analysis package
    
    * Create symlink folder in library directory
    
    * Update editor window
    
    * Update shader analysis selection
    
    * Added CLI utility to execute shader analysis reports
    
    * Added example for the cli
    
    * Removed problematic HDRP graphic test packages
    
    * Add xml file to avoid IL2CPP stripping issues with test runner on the performance test(#5903)
    
    * Update memory profiling test sample count
    
    * Update shader graph support
    
    * Updated project settings
    
    * Empty commit for Performance reports
    
    * Empty commit for Performance reports
    
    * Empty commit for Performance reports
    
    * Empty commit for Performance reports
    
    * Empty commit for Performance reports
    
    * Empty commit for Performance reports
    
    * Use background job API and improved progress reporting
    
    * Empty commit for Performance reports
    
    * Updated ui
    
    * Empty commit for Performance reports
    
    * Empty commit for Performance reports
    
    * Added filter on shader pass and variants
    
    * Added option to only generate shader variants
    
    * Empty commit for Performance reports
    
    * Increase garlic heap size
    
    * Begin to add build profiling
    
    * Added more build info
    
    * Working version of the shader compilation time reporting
    
    * wip
    
    * Removed useless cli
    
    * Added util functions to name test and sample groups
    
    * Renamed all markers and finished the build profiling
    
    * Update test framework package
    
    * Updated shader analysis tests
    
    * Updated API
    
    * Updated API and log command for compiler
    
    * Updated api
    
    * Use unknown metric instead of time one as workaround
    
    * Enable the CPU profiling API
    
    * Fix when deleting an analyzed shader
    
    * Load reference on enable
    
    * Added shader analysis package
    
    * Fixed PS4 test name
    
    * Fixed memory unit
    
    * Added more test scenes
    
    * Force performance tests to run on PS4  base
    
    * Fixed sample units and use the same SampleGroup for multiple frames in counter test
    
    * Begin to create the graphic perf test
    
    * Finished the first version of performance graphic test package
    
    * Fixed build tests
    
    * Increase static analysis timeout
    
    * More timeout
    
    * Removed Lit shader static analysis
    
    * Fix counters tests
    
    * Added performance settings window in project settings
    
    * Re-add Forward build test scene
    
    * Fixed shader analysis filter
    
    * PR fixes
    
    * Begin to write the doc
    
    * Finished V1 of the performance package doc
    
    * Added grafana image and doc description
    
    * Updated doc
    
    * Maybe fix yamayo tests
    
    * Update documentation for static analysis
    
    * Added note on core asmdef
    
    * Removed debug
    
    * Fixed total memory
    
    * Added tesselation counters test
    
    * Tessellation shadow test
    
    * Added per scene settings
    
    * Added naming convention doc
    
    * Fixed build issue on yamato
    
    * Compilation fix to revert
    
    * Begin to write the new doc page
    
    * Completed performance doc
    
    * Fixed build test
    
    * Added Lit in static analysis
    
    * Removed deferred static analysis
    
    Co-authored-by: Frédéric Vauchelles <fredericv@unity3d.com>
    Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
    Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com>
    4 people committed Apr 9, 2020
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  4. Hdrp/fix/custom pass msaa rendering info (#42)

    * Add an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA
    
    * Updated changelog
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    alelievr and sebastienlagarde committed Apr 9, 2020
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  5. Custom Pass AOV API (#50)

    * Very basic AOV support for custom pass
    
    * Updated AOV API for custom passes
    
    * Changelog
    
    * Update AOV API
    
    * API improvements
    
    * API documentation
    
    * API doc, factorize all push texture calls in RenderCustomPass
    
    * added default values and constructor for CustomPassAOVBuffers
    
    * fix merge conflicts
    
    * Fix GC alloc during rendering: use a for loop instead of findIndex+lambda
    
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
    pmavridis and sebastienlagarde committed Apr 9, 2020
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Commits on Apr 10, 2020

  1. Implement Constant Buffers for HDRP (part 2) (#87)

    * Fixed execution error without raytracing
    
    * Prepare Prepass refacto
    
    * Another round of preparation
    
    * Renamed XRPassScope to XRSinglePassScope
    
    * RenderAfterPostProcess is now static
    
    * Add AfterPostProcess to RenderGraph (WIP)
    
    * AfterPostProcess implementation
    
    * Fixed wrong RTHandle allocation
    
    * Fixed light layers texture binding during deferred lighting pass
    
    * Implemented Post Process Final Pass with RenderGraph
    
    * Post merge fixes
    
    * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.
    
    * Fixed alpha in post processes
    
    * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle
    
    * Fixed decal normal patch pass
    
    * Fixed stencil resolve render pass
    
    * Fixed RenderDBuffer render pass function capturing variables.
    
    * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList
    
    * Various fixes of things that diverged compared to regular path.
    
    * Unified renderer list and texture invalid handle error.
    
    * Revert wrong change
    
    * Added constant buffer hlsl generation
    
    * Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#
    
    * post merge fix
    
    * Removed useless comment.
    
    * Missing doc
    
    * Started moving cmd.SetGlobalXXX to update the global CB (WIP)
    
    * Implemented Volumetrics global CB and various fixes.
    
    * Implemented shadow global CB update.
    
    * Finished up Global Constant Buffer setup
    
    * Fix null ref
    
    * Fixed global constant buffer alignment issues.
    
    * Fixed shadows and SSS
    
    * Small ConstantBuffer API refacto
    
    * Small fix
    
    * Volumetric Constant Buffer implementation + Fix
    
    * Fix ambient occlusion
    
    * Removed redundant SetGlobalXXX
    
    * Light list build global CB implementation
    
    * Fixed path tracing frame index constant
    
    * Fixed ao constant w/ raytracing
    
    * Better path tracing fix.
    
    * Refactored CB API to comply with Render Graph specificities
    
    * Update test screenshot
    
    * Fixed constant buffer generation to use macros.
    
    * Implemented XR global constant buffer.
    
    * Removed useless global constant
    
    * Fixed XR global constant name
    
    * Converted SSR to constant buffer.
    
    * Converted AO to constant buffers.
    
    * Fixed warning
    
    * Removed some useless SetGlobalXXX in Light Cookie Manager
    
    * Converted debug display to use constant buffer.
    
    * Fixed color/depth pyramid debug
    
    * Cleanup
    
    * Implemented constant buffer for PBR sky global variables.
    
    * Warning fix
    
    * Small fix
    
    * Cleanup of global setup happening before rendering (render graph path or not).
    
    * Post merge fix
    
    * Added global constant buffer hlsl generation.
    
    * Post merge fix
    
    * Post merge fix
    
    * Post merge fix
    
    * Post merge fix 2
    
    * Double inclusion fix.
    
    * Fixed CB visibility
    
    * Fixed compilation after the merge
    
    * Indentation fix
    
    * Removed temporary comments.
    
    * Moved some constants around.
    
    * Post merge fix + Port ProbeVolume global variables to constant buffers.
    
    * Fixed deallocation of constant buffers
    
    * Properly release Volumetric constant buffers.
    
    * Another update to CB API
    
    * Updated documentation.
    
    * Missing generated file
    
    * Fixed various issues with light probe volumes.
    
    * Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene.
    
    * Final fix for probe volumes
    
    * Fixed a warning in shader compilation
    
    * Changes from review feedback
    
    * Compilation fix.
    JulienIgnace-Unity committed Apr 10, 2020
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  2. Minor adjustments to TAA anti flicker (#97)

    * small adjust to taa antiflicker
    
    * Changelog
    FrancescoC-unity committed Apr 10, 2020
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Commits on Apr 13, 2020

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  2. Add support for lighting decomposition debug mode (+ AOV) (#99)

    * Add lighting decomposition debug mode
    
    * fix compil issue with probe volumes
    
    * Fix usage of debug exposure in debug mode
    
    * Add Test 3001 + fix reflection when sky  only
    
    * remode _DebugExposure after merge
    
    * remode _DebugExposure after merge
    
    * fix merge issue
    
    * add exposure compensation to Fixed exposure mode
    
    * Update ColorUtils.cs
    sebastienlagarde committed Apr 13, 2020
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