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* 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>
It appears that you made a non-draft PR! |
This reverts commit 9a8d3b1.
… 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
This reverts commit 958486d.
* 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
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Purpose of this PR
Testing status
Manual Tests: What did you do?
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?
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