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@sebastienlagarde sebastienlagarde commented Jul 10, 2020

Purpose of this PR


Testing status

Manual Tests: What did you do?

  • Opened test project + Run graphic tests locally
  • Built a player
  • Checked new UI names with UX convention
  • Tested UI multi-edition + Undo/Redo + Prefab overrides + Alignment in Preset
  • C# and shader warnings (supress shader cache to see them)
  • Checked new resources path for the reloader (in developer mode, you have a button at end of resources that check the paths)
  • Other:

Automated Tests: What did you setup? (Add a screenshot or the reference image of the test please)

Yamato: (Select your branch):
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics

Any test projects to go with this to help reviewers?


Comments to reviewers

Notes for the reviewers you have assigned.

remi-chapelain and others added 30 commits July 6, 2020 10:10
* Update base light area size.

* changelog

* Better change.

* revert whitespace

* Make the change editor only.
* Update Decal-Projector.md

* update doc based on feedback
* Update Upgrading-from-2020.1-to-2020.2.md

* Update Upgrading-from-2020.1-to-2020.2.md
…e UI label (#1110)

* Shutter speed can now change by dragging over the label

* Changelog

* Typo

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…nd forwardMSAA (#1138)

* add 1709 test

* More decal test

* Update 1709_DecalLayer.unity

* fix material

* Update test

* update test

* Add 3 new test forward, forward MSAA and deferred

* add the 3 test in build settings

* Add reference screenshots for windows

* update reference screenshots

* disabe 1709 with rendergraph

* Fixed creation of Decal Buffer (should not have been bindMS)

* Fixed missing read causing copy depth pass to be pruned

* Fixed clear color of decal prepass buffer

* Re-enabled tests 1709 1710 and change order to workaround resolution issue when running tests with temporal.

Co-authored-by: Julien Ignace <julien@unity3d.com>
* Added what's new page and relevant images

* Update whats-new-10-0.md

* Added decal layers and eye shader graph

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix Material creation queue

* Update SurfaceOptionUIBlock.cs
* Refactor the keyword system in ShaderGraph

* Move geometric AA to respective master node

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
#1034)

* Made conversion from render graph handles to actual resource implicit to reduce boiler plate code.

* Post merge fixes

* Added an exception when accessing resources while not executing render graph.

* Post merge fixes

* Fixed error handling of casting handles to resources.
* Fixed robustness issue with GetOddNegativeScale() in ray tracing.

* Updated changelog.

* Added fogbugz case id in changelog.
…ce faces outside (#1228)

* Fix hierarchicalbox gizmo outside facingin symetry or homothety mode

* Update CHANGELOG.md

* Update CHANGELOG.md

* Update CHANGELOG.md

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Made conversion from render graph handles to actual resource implicit to reduce boiler plate code.

* Post merge fixes

* Added an exception when accessing resources while not executing render graph.

* Removed auto binding of global texture and updated passes accordingly.

* Post merge fix

* Fixed shadow mask texture binding.

* Fix wrong merge

* Fixed fog with MSAA and render graph
* Remove the usage of Point Cube Size parameter.

* Add change log
* Fixed robustness issue with GetOddNegativeScale() in ray tracing.

* Updated changelog.

* Added fogbugz case id in changelog.

* Mofified way diffuse and SSS are mixed in path tracing.

* Fixed issue with spec balance.

* Updated Changelog.

* Updated ref image for test 5007.
* Change cloud layer API

* fix line endings

* Change default value
* Save foldout state in ShaderGraph

* Moved all non-SG properties to the advanced UI block

* Reordered advanced properties
* Migration code for depth pre/post pass and lod crossfade in shadergraph

* Removed log

* Added "first time" migration system
* Fixed custom pass re-ordering issues

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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It appears that you made a non-draft PR!
Please convert your PR to draft (button on the right side of the page)
and cancel any jobs that started on Yamato.
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Thank you!

@sebastienlagarde sebastienlagarde marked this pull request as draft July 10, 2020 19:11
sebastienlagarde and others added 7 commits July 10, 2020 21:57
… scale is 0. (#1233)

* Make sure we don't end up with null normals from normal mapping.

* Updated Changelog.

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Bias + thickness + new depth compare

* Default as decided by pierre

* upgrade guide

* docs

* changelog

* What's new
* stabilize CoC if taa is enabled

* Fixes related to CoC clamping

* Improve DoF when TAA is active by using different samples each frame

* Add UI option to run the new physically based DoF

* Update documentation with the new option

* Fix issue with mip maps when switching DoF techniques

* Improve documentation

* Clean-up C# code

* Minor changes in the shader

* Fix near-far blending and cleanup unused code

* clean-up shader code

* more shader shader clean-up + fix weigths

* more shader shader clean-up

* back-to-front blending clean-up

* Make Manual CoC work for the new dof

* Changelog

* Change min aperture to 0.7

* Add info box when physically based dof is enabled

* Add info box when physically based dof is enabled

* Add s specialized TAA configuration for use with DoF and also stabilize CoC

* Do not increase sample count when taa is off

* Fix issue in disc sampling

* Fix profiling scope for CoC

* Fix for adaptive search radius

* Review feadback

* Review feadback 2

* Fix non-uniform ring weights
@sebastienlagarde sebastienlagarde marked this pull request as ready for review July 10, 2020 23:00
@sebastienlagarde sebastienlagarde merged commit d52cfaa into master Jul 11, 2020
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