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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
* DoF: Pass mipmap dimensions as shader constant * DoF: invalidate TAA history when switching modes
* remove reference images for 9601 and 9602 on Vulkan WindowsEditor to force regenerate them * update reference images (9601, 9602) from Yamato artifacts for Vulkan * fix shader macros for tessellation and XR single-pass * restore shader changes (moved to another branch)
* Started to move as public a part of the material GUI * Moved HDUnlitGUI to public * Moved back to internal * internal * Fixed some doc * Fixed API doc * Fix API doc * Add missing doc * Updated doc 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 * Replace new TextureHandle by TextureHandle.nullHandle * Fixed name of some textures * Implemented stub of ScreenSpaceShadows to fix default texture binding. * Correctly deallocate cached shadows atlas * Properly set color buffer for transparent custom passes. * Small comment update. * Made naming of resources created by RG generic (user names are used for render graph specific debug display) * Fixed custom pass global texture binding. * Added name to real time reflection probe textures. * Added an option to disable pass pruning and simplified logging code. * Added XR copy depth * Rename "pass pruning" to "pass culling" * Fixed tests compilation * Revert logger changes because they made unavoidable allocs. * Removed useless formatting.
* Probe Volumes: Cleanup DebugDisplayProbeVolume and support SH2 atlas display. * Probe Volumes: Bugfixes to state when Probe Volumes is enabled in Shader Config, bug disabled in the HDRenderPipelineAsset or the current cameras frame settings.
…62217). (#1278) * Only building the RTAS if there is an effect that will require it (1262217). * missing screenshot
…ings. (#1284) * Fixed rendering breaking when disabling tonemapping in the frame settings. * Update changelog.
… components in the project (#1282) * Fixed a null ref in the volume component list when there is no volume components in the project * Update changelog * Fixed changelog
…versions (#1286) * Make sure serialization of exposure modes is consistent between HDRP versions * Fix visual ordering + defaults for new scenes Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…cs compositor (#1288) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
#1305) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ly instabilities. (#1307) * - Fixed the multiplier of the environement lights being overriden with a wrong value for ray tracing (1260311). - Fixed the first ray tracing frame not having the light cluster being set up properly (1260311). * Added docs. * Update property format in doc entries Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed nullref exception with cookies * Fixed GC.Alloc
…uring wizard execution (1262171). (#1312) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* - Render graph pre-setup for ray traced ambient occlusion. * Review corrections Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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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?
Comments to reviewers
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