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@sebastienlagarde sebastienlagarde commented Jul 16, 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
sebastienlagarde and others added 22 commits July 11, 2020 01:38
* 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>
@sebastienlagarde sebastienlagarde requested a review from a team as a code owner July 16, 2020 19:33
@sebastienlagarde sebastienlagarde changed the title Merge Hdrp/staging [10.x.x] Merge Hdrp/staging Jul 17, 2020
@sebastienlagarde sebastienlagarde merged commit de65e49 into master Jul 17, 2020
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