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AxF Shader link fixes #152

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merged 1 commit into from Apr 16, 2020
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Purpose of this PR

Anchor links now point to the correct place.

@sebastienlagarde sebastienlagarde merged commit 9e1061d into master Apr 16, 2020
@sebastienlagarde sebastienlagarde deleted the HDRP/docs/AxF-Shader-link-fixes branch April 16, 2020 14:26
sebastienlagarde pushed a commit that referenced this pull request Apr 16, 2020
sebastienlagarde pushed a commit that referenced this pull request Apr 16, 2020
sebastienlagarde added a commit that referenced this pull request Apr 16, 2020
* [8.x.x Backport]Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. (#6210)

* Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge.

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [8.x.x Backport] Update documentation to mention more explicitely the lack of support of vertex animation (#6204)

* 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>

* [8.x.x Backport] Make subsection in decal debug menu to specify "affect transparents" (#6202)

* Make subsection in decal debug menu

* changelog

* Support cookie on light backing for Disc Area Light #6138

* Hdrp /lookdev/fix crash on adding volume as viewed game object #6129

* fixed changelog

* Add smoothness remark (#6226)

* Removed legacy VR code from HDRP #5923

* Fixed duplicated entry for com.unity.modules.xr in the runtime asmdef file #5895

* Improve light clipping and culling #2 #4711

* Hdrp/fix/decal material ui errors #6225

* 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>

* Update CHANGELOG.md

* Mention default post processing in default volumes. (#6233)

* Fix cubemap inspector so that thumbnail for cubemap work #6231

* - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. (#6197)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 8.x.x] Fix some typos in the debug menu (#6249)

* Backport renaming

* changelog

* Added debug exposure to light hierarchy debug. (#6216)

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

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. (#6254)

* Clearer naming of tile and cluster categories for environment lights #6227

* Fix texture curve destroy (#6277)

# Conflicts:
#	com.unity.render-pipelines.core/CHANGELOG.md

* Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). (#6270)

* fix for Fogbugz 1214609 - HDRP Wizard addively increases the Light Intesity instead of setting it (#6266)

* Fixed an issue where a dynamic sky changing any frame may not update the ambient probe. #6235

* Add XR setting to control camera jitter for temporal effects #6259

* fix unreachable code in TextureXR.useTexArray (#6260)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Deprecate Utilities namespace #6219

* Fix issue on thumbnail generation so that no error on new project and thumbnail are generated at first import #6265

* Update CHANGELOG.md

* [8.x.x Backport] Partial fix LookDev opened when CoreRP package reimported (#6289)

* 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

* [Backport 8.x.x] Hdrp/fix default volume switch (#6336)

* Fixed an issue where default volume would not update when switching profile.

* Fixed an issue when setting the default volume for the first time where the hdrp asset would not be dirtied

* Changelog

* [Backport 8.x.x] Fixed an issue where AO override would not override specular occlusion (#6339)

* Manual cherry pick of 9162acb50898c948e35475bb1c0d58dbea4217b7

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 8.x.x] Fixed an issue where Volume inspector might not refresh correctly in some cases. (#6335)

* Fixed an issue where Volume inspector might not refresh correctly in some cases.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/fix material baked emission #5392

* Fixed volume components lifespan in the clipboard #5869

* Hdrp/fix/particle light shadows #6111

* Bugfix: uncached reflection probe cameras were reseting the debug mode #6245

* Fix case in PBR sky where a camera below ground might invalidate result of a camera above #6272

* Hdrp/probe scale 1219246 (#6288)

* Fix when scale down < 0 all direction of box Influence Volume

* Update Change log

* Update CHANGELOG.md

* Split set rendering feature set and API validity check #6301

* Fix Render Texture with XR #6306

* Fix sRGB mismatch with XR SDK #6311

* Fix XR single-pass with Mock HMD plugin #6313

* Fix XR culling with multiple cameras #6314

* Add custom pass opaque rendering error message #6330

* Update Light-Component.md (#6332)

* Update CHANGELOG.md

* Update TextureCurve.cs

* fix merge issue

* Update CHANGELOG.md

* - Fixed an issue related to the envlightdatasrt not being bound in recursive rendering. (#6410)

* First pass of light loop optimizations (still single threaded) (#6367) (#6424)

* 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
# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

* Catch and handle NRefactory parser exceptions (#6392)

Co-authored-by: vlad-andreev <vlad-andreev@unity3d.com>

* 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.

* Refreshed the GUIDs for additional post processing data to avoid conflicts with PPv2 (#6394)

* Added known issues page (#6447)

* Platform/playstation #6380

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

* Focus on Decal uses the extends of the projectors #6449

* [8.x.x Backport] Fixed how the area light influence volume is computed to match rasterization. (#6455)

* - Fixed how the area light influence volume is computed to match rasterization.

* Fix an issue with axis order

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed usage of light size data that are not available at runtime. (#6490)

* Changed the diffusion profile warning on the material to an info and changed the message to be more precise. (#6481)

* Fix shadow tesselation culling (#6477)

* Fix custom pass culling params

* Fixed shadow tessellation culling

* revert custom pass code

* Add option to disable XR rendering on the camera settings #6372

* Move scene view camera settings to camera settings window #6390

* Corrected typo and changed links to .md (#6414)

* Corrected typo and changed links to .md

* Update Master-Node-Fabric.md

* Hdrp /fix reset of HDAdditionalLightData #6453

* Fix null error when leaving debug menu #6467

* Hdrp /fix drag area width at left of light intensity #6471

* Fix issue with baked reflection probes constantly marked as dirty with auto-bake on #6473

* Fix custom pass depth copy #6484

* Hdrp /lookdev ui fixes #6491

* Expose a debug constant in ShaderLab to make HDRP/Unlit SRP Batcher compatible again. #6496

* fix unused leftover (#6497)

* Fix custom pass test reference images (#6512)

* [8.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6506)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#27)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* path validation when creating new volume profile (#36)

* Clamp probes compression factor to 0 #19

* [Backport 8.x.x] Fix various leaks in HDRP (#119)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs

* Update changelog

* [8.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996)  (#115)

* Follow references when unloading unneeded assets

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix MSAA resolve when there is no motion vectors

* Fix issues causing planar probes to be broken with multiple cameras in the scene

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

* Hdrp/fix/custom pass msaa rendering info

* Added disocclusion and ghosting to the glossary (#75)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position

* Fix null reference when processing light probe

* Fix black screen in XR when HDRP package is present but not used

* [8.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#20)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

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

* Added support for rasterized area light shadows in StackLit + slight refactor

* fix Stacklit.hlsl after merge

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* Vfx/docs/bulk review continued (#78)

* Reviewed Contexts and terminology.

* Began reviewing Events

* Added sticky notes doc and reviewed Events

* Update Contexts.md

* Formatted documentation.

* Update Contexts.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Fix for white flash happening when changing lighting condition (like teleport)

* Fix issue with metal shader and raytracing

* Fix default volume profile collapse

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Thomas <Chman@users.noreply.github.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: vlad-andreev <vlad-andreev@users.noreply.github.com>
Co-authored-by: vlad-andreev <vlad-andreev@unity3d.com>
Co-authored-by: ChristianF-ARM <45175346+ChristianF-ARM@users.noreply.github.com>
Co-authored-by: Tim Cannell <timcannell@unity3d.com>
Co-authored-by: Jussi Knuuttila <jussi.knuuttila@unity3d.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
sebastienlagarde added a commit that referenced this pull request Apr 16, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
sebastienlagarde added a commit that referenced this pull request Apr 18, 2020
* [8.x.x Backport]Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. (#6210)

* Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge.

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [8.x.x Backport] Update documentation to mention more explicitely the lack of support of vertex animation (#6204)

* 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>

* [8.x.x Backport] Make subsection in decal debug menu to specify "affect transparents" (#6202)

* Make subsection in decal debug menu

* changelog

* Support cookie on light backing for Disc Area Light #6138

* Hdrp /lookdev/fix crash on adding volume as viewed game object #6129

* fixed changelog

* Add smoothness remark (#6226)

* Removed legacy VR code from HDRP #5923

* Fixed duplicated entry for com.unity.modules.xr in the runtime asmdef file #5895

* Improve light clipping and culling #2 #4711

* Hdrp/fix/decal material ui errors #6225

* 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>

* Update CHANGELOG.md

* Mention default post processing in default volumes. (#6233)

* Fix cubemap inspector so that thumbnail for cubemap work #6231

* - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. (#6197)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 8.x.x] Fix some typos in the debug menu (#6249)

* Backport renaming

* changelog

* Added debug exposure to light hierarchy debug. (#6216)

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

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. (#6254)

* Clearer naming of tile and cluster categories for environment lights #6227

* Fix texture curve destroy (#6277)

# Conflicts:
#	com.unity.render-pipelines.core/CHANGELOG.md

* Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). (#6270)

* fix for Fogbugz 1214609 - HDRP Wizard addively increases the Light Intesity instead of setting it (#6266)

* Fixed an issue where a dynamic sky changing any frame may not update the ambient probe. #6235

* Add XR setting to control camera jitter for temporal effects #6259

* fix unreachable code in TextureXR.useTexArray (#6260)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Deprecate Utilities namespace #6219

* Fix issue on thumbnail generation so that no error on new project and thumbnail are generated at first import #6265

* Update CHANGELOG.md

* [8.x.x Backport] Partial fix LookDev opened when CoreRP package reimported (#6289)

* 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

* [Backport 8.x.x] Hdrp/fix default volume switch (#6336)

* Fixed an issue where default volume would not update when switching profile.

* Fixed an issue when setting the default volume for the first time where the hdrp asset would not be dirtied

* Changelog

* [Backport 8.x.x] Fixed an issue where AO override would not override specular occlusion (#6339)

* Manual cherry pick of 9162acb50898c948e35475bb1c0d58dbea4217b7

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 8.x.x] Fixed an issue where Volume inspector might not refresh correctly in some cases. (#6335)

* Fixed an issue where Volume inspector might not refresh correctly in some cases.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/fix material baked emission #5392

* Fixed volume components lifespan in the clipboard #5869

* Hdrp/fix/particle light shadows #6111

* Bugfix: uncached reflection probe cameras were reseting the debug mode #6245

* Fix case in PBR sky where a camera below ground might invalidate result of a camera above #6272

* Hdrp/probe scale 1219246 (#6288)

* Fix when scale down < 0 all direction of box Influence Volume

* Update Change log

* Update CHANGELOG.md

* Split set rendering feature set and API validity check #6301

* Fix Render Texture with XR #6306

* Fix sRGB mismatch with XR SDK #6311

* Fix XR single-pass with Mock HMD plugin #6313

* Fix XR culling with multiple cameras #6314

* Add custom pass opaque rendering error message #6330

* Update Light-Component.md (#6332)

* Update CHANGELOG.md

* Update TextureCurve.cs

* fix merge issue

* Update CHANGELOG.md

* - Fixed an issue related to the envlightdatasrt not being bound in recursive rendering. (#6410)

* First pass of light loop optimizations (still single threaded) (#6367) (#6424)

* 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
# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

* Catch and handle NRefactory parser exceptions (#6392)

Co-authored-by: vlad-andreev <vlad-andreev@unity3d.com>

* 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.

* Refreshed the GUIDs for additional post processing data to avoid conflicts with PPv2 (#6394)

* Added known issues page (#6447)

* Platform/playstation #6380

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

* Focus on Decal uses the extends of the projectors #6449

* [8.x.x Backport] Fixed how the area light influence volume is computed to match rasterization. (#6455)

* - Fixed how the area light influence volume is computed to match rasterization.

* Fix an issue with axis order

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed usage of light size data that are not available at runtime. (#6490)

* Changed the diffusion profile warning on the material to an info and changed the message to be more precise. (#6481)

* Fix shadow tesselation culling (#6477)

* Fix custom pass culling params

* Fixed shadow tessellation culling

* revert custom pass code

* Add option to disable XR rendering on the camera settings #6372

* Move scene view camera settings to camera settings window #6390

* Corrected typo and changed links to .md (#6414)

* Corrected typo and changed links to .md

* Update Master-Node-Fabric.md

* Hdrp /fix reset of HDAdditionalLightData #6453

* Fix null error when leaving debug menu #6467

* Hdrp /fix drag area width at left of light intensity #6471

* Fix issue with baked reflection probes constantly marked as dirty with auto-bake on #6473

* Fix custom pass depth copy #6484

* Hdrp /lookdev ui fixes #6491

* Expose a debug constant in ShaderLab to make HDRP/Unlit SRP Batcher compatible again. #6496

* fix unused leftover (#6497)

* Fix custom pass test reference images (#6512)

* [8.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6506)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#27)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* path validation when creating new volume profile (#36)

* Clamp probes compression factor to 0 #19

* [Backport 8.x.x] Fix various leaks in HDRP (#119)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs

* Update changelog

* [8.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996)  (#115)

* Follow references when unloading unneeded assets

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix MSAA resolve when there is no motion vectors

* Fix issues causing planar probes to be broken with multiple cameras in the scene

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

* Hdrp/fix/custom pass msaa rendering info

* Added disocclusion and ghosting to the glossary (#75)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position

* Fix null reference when processing light probe

* Fix black screen in XR when HDRP package is present but not used

* [8.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#20)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

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

* Added support for rasterized area light shadows in StackLit + slight refactor

* fix Stacklit.hlsl after merge

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* Vfx/docs/bulk review continued (#78)

* Reviewed Contexts and terminology.

* Began reviewing Events

* Added sticky notes doc and reviewed Events

* Update Contexts.md

* Formatted documentation.

* Update Contexts.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Fix for white flash happening when changing lighting condition (like teleport)

* Fix issue with metal shader and raytracing

* Fix default volume profile collapse

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* Enable Light Baking Cookies by default + Warning #79

* Fix compil issue with Enable BakeCookie

* Enable Light Baking Cookies by default + Warning - part 3 #79

* AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162)

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Thomas <Chman@users.noreply.github.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: vlad-andreev <vlad-andreev@users.noreply.github.com>
Co-authored-by: vlad-andreev <vlad-andreev@unity3d.com>
Co-authored-by: ChristianF-ARM <45175346+ChristianF-ARM@users.noreply.github.com>
Co-authored-by: Tim Cannell <timcannell@unity3d.com>
Co-authored-by: Jussi Knuuttila <jussi.knuuttila@unity3d.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
sebastienlagarde added a commit that referenced this pull request Apr 22, 2020
* [8.x.x Backport]Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. (#6210)

* Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge.

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [8.x.x Backport] Update documentation to mention more explicitely the lack of support of vertex animation (#6204)

* 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>

* [8.x.x Backport] Make subsection in decal debug menu to specify "affect transparents" (#6202)

* Make subsection in decal debug menu

* changelog

* Support cookie on light backing for Disc Area Light #6138

* Hdrp /lookdev/fix crash on adding volume as viewed game object #6129

* fixed changelog

* Add smoothness remark (#6226)

* Removed legacy VR code from HDRP #5923

* Fixed duplicated entry for com.unity.modules.xr in the runtime asmdef file #5895

* Improve light clipping and culling #2 #4711

* Hdrp/fix/decal material ui errors #6225

* 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>

* Update CHANGELOG.md

* Mention default post processing in default volumes. (#6233)

* Fix cubemap inspector so that thumbnail for cubemap work #6231

* - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. (#6197)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 8.x.x] Fix some typos in the debug menu (#6249)

* Backport renaming

* changelog

* Added debug exposure to light hierarchy debug. (#6216)

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

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. (#6254)

* Clearer naming of tile and cluster categories for environment lights #6227

* Fix texture curve destroy (#6277)

# Conflicts:
#	com.unity.render-pipelines.core/CHANGELOG.md

* Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). (#6270)

* fix for Fogbugz 1214609 - HDRP Wizard addively increases the Light Intesity instead of setting it (#6266)

* Fixed an issue where a dynamic sky changing any frame may not update the ambient probe. #6235

* Add XR setting to control camera jitter for temporal effects #6259

* fix unreachable code in TextureXR.useTexArray (#6260)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Deprecate Utilities namespace #6219

* Fix issue on thumbnail generation so that no error on new project and thumbnail are generated at first import #6265

* Update CHANGELOG.md

* [8.x.x Backport] Partial fix LookDev opened when CoreRP package reimported (#6289)

* 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

* [Backport 8.x.x] Hdrp/fix default volume switch (#6336)

* Fixed an issue where default volume would not update when switching profile.

* Fixed an issue when setting the default volume for the first time where the hdrp asset would not be dirtied

* Changelog

* [Backport 8.x.x] Fixed an issue where AO override would not override specular occlusion (#6339)

* Manual cherry pick of 9162acb50898c948e35475bb1c0d58dbea4217b7

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 8.x.x] Fixed an issue where Volume inspector might not refresh correctly in some cases. (#6335)

* Fixed an issue where Volume inspector might not refresh correctly in some cases.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/fix material baked emission #5392

* Fixed volume components lifespan in the clipboard #5869

* Hdrp/fix/particle light shadows #6111

* Bugfix: uncached reflection probe cameras were reseting the debug mode #6245

* Fix case in PBR sky where a camera below ground might invalidate result of a camera above #6272

* Hdrp/probe scale 1219246 (#6288)

* Fix when scale down < 0 all direction of box Influence Volume

* Update Change log

* Update CHANGELOG.md

* Split set rendering feature set and API validity check #6301

* Fix Render Texture with XR #6306

* Fix sRGB mismatch with XR SDK #6311

* Fix XR single-pass with Mock HMD plugin #6313

* Fix XR culling with multiple cameras #6314

* Add custom pass opaque rendering error message #6330

* Update Light-Component.md (#6332)

* Update CHANGELOG.md

* Update TextureCurve.cs

* fix merge issue

* Update CHANGELOG.md

* - Fixed an issue related to the envlightdatasrt not being bound in recursive rendering. (#6410)

* First pass of light loop optimizations (still single threaded) (#6367) (#6424)

* 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
# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

* Catch and handle NRefactory parser exceptions (#6392)

Co-authored-by: vlad-andreev <vlad-andreev@unity3d.com>

* 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.

* Refreshed the GUIDs for additional post processing data to avoid conflicts with PPv2 (#6394)

* Added known issues page (#6447)

* Platform/playstation #6380

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

* Focus on Decal uses the extends of the projectors #6449

* [8.x.x Backport] Fixed how the area light influence volume is computed to match rasterization. (#6455)

* - Fixed how the area light influence volume is computed to match rasterization.

* Fix an issue with axis order

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed usage of light size data that are not available at runtime. (#6490)

* Changed the diffusion profile warning on the material to an info and changed the message to be more precise. (#6481)

* Fix shadow tesselation culling (#6477)

* Fix custom pass culling params

* Fixed shadow tessellation culling

* revert custom pass code

* Add option to disable XR rendering on the camera settings #6372

* Move scene view camera settings to camera settings window #6390

* Corrected typo and changed links to .md (#6414)

* Corrected typo and changed links to .md

* Update Master-Node-Fabric.md

* Hdrp /fix reset of HDAdditionalLightData #6453

* Fix null error when leaving debug menu #6467

* Hdrp /fix drag area width at left of light intensity #6471

* Fix issue with baked reflection probes constantly marked as dirty with auto-bake on #6473

* Fix custom pass depth copy #6484

* Hdrp /lookdev ui fixes #6491

* Expose a debug constant in ShaderLab to make HDRP/Unlit SRP Batcher compatible again. #6496

* fix unused leftover (#6497)

* Fix custom pass test reference images (#6512)

* [8.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6506)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#27)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* path validation when creating new volume profile (#36)

* Clamp probes compression factor to 0 #19

* [Backport 8.x.x] Fix various leaks in HDRP (#119)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs

* Update changelog

* [8.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996)  (#115)

* Follow references when unloading unneeded assets

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix MSAA resolve when there is no motion vectors

* Fix issues causing planar probes to be broken with multiple cameras in the scene

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

* Hdrp/fix/custom pass msaa rendering info

* Added disocclusion and ghosting to the glossary (#75)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position

* Fix null reference when processing light probe

* Fix black screen in XR when HDRP package is present but not used

* [8.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#20)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

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

* Added support for rasterized area light shadows in StackLit + slight refactor

* fix Stacklit.hlsl after merge

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* Vfx/docs/bulk review continued (#78)

* Reviewed Contexts and terminology.

* Began reviewing Events

* Added sticky notes doc and reviewed Events

* Update Contexts.md

* Formatted documentation.

* Update Contexts.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Fix for white flash happening when changing lighting condition (like teleport)

* Fix issue with metal shader and raytracing

* Fix default volume profile collapse

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* Enable Light Baking Cookies by default + Warning #79

* Fix compil issue with Enable BakeCookie

* Enable Light Baking Cookies by default + Warning - part 3 #79

* AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162)

* [Backport 8.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#180)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

* Update changelog

* Add range attenuation to box-shaped spotlights [Skip CI] #101

* Contact shadow min distance + fix scalarization code #150

* Hdrp/combine material samples with shader samples [Skip CI] #117

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Thomas <Chman@users.noreply.github.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: vlad-andreev <vlad-andreev@users.noreply.github.com>
Co-authored-by: vlad-andreev <vlad-andreev@unity3d.com>
Co-authored-by: ChristianF-ARM <45175346+ChristianF-ARM@users.noreply.github.com>
Co-authored-by: Tim Cannell <timcannell@unity3d.com>
Co-authored-by: Jussi Knuuttila <jussi.knuuttila@unity3d.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
sebastienlagarde added a commit that referenced this pull request Apr 24, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs

* Update changelog

* Catch and handle NRefactory parser exceptions #6392

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
sebastienlagarde added a commit that referenced this pull request May 15, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs

* Update changelog

* Catch and handle NRefactory parser exceptions #6392

* [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* fix typo

* fix typo 2

* Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284)

* [7.x.x Backport] Fix pre/post pass sg properties #82 (#85)

* Fix depth pre/post passes not correctly enabled when switching shaders on the material

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs
#	com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs
#	com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs

* Hide prepass and postpass in the material UI

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed a performance issue with stochastic ray traced area shadows. (#306)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Updated raytracing async compute warning. (#304)

* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

* [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307)

* Fixed an error about procedural sky being logged by mistake.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379)

* Fixed flickering of the game/scene view when lookdev is running.

* Update changelog

* [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317)

* render until ambient probe is ready

* remove comment

* changelog

* [Backport 7.x.x] Fixed some gcalloc in the debug window (#464)

* Fixed some GCAlloc in the debug window

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs

* Update changelog

* [Backport 7.x.x] Hdrp/small ui update (#466)

* Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
#	com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs

* update changelog

* [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482)

* PBR Sky renderer now shares its internal precomputation table between different instances.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs

* Doc update

* Update changelog

* [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs

* Update changelog

* [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479)

* Fixed an issue where asset preview could be rendered white because of static lighting sky.

Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Update changelog

* Changed UI name, tooltip, and doc for maximum decals on screen (#232)

Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/

* Update Custom-Post-Process.md (#233)

* Update HDRP-Features.md (#235)

* Hdrp/reflection probe scale perf #252

* HD: Switch to 1920x1080 default standalone resolution (#279)

Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res

(moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo)

* Makes sure quaternion is normalized and valid before converting to ma… #331

* Fix cookie srgb #297

* Updated forward and deferred rendering definitions (#350)

* Update Forward-And-Deferred-Rendering.md

* Update Forward-And-Deferred-Rendering.md

* Update Light-Component.md (#357)

* Hd/add layer modification on generated emissive mesh for area light #364

* Update Look-Dev-Environment-Library.md (#365)

* Update Volumetric-Lighting.md (#402)

Fixes https://fogbugz.unity3d.com/f/cases/1238592

* Hd/fix nullref while removing decal component #416

* Fix issue with Uber Post process shader when alpha is enabled #422

* Fix the bug (#430)

* Fix issue causing not all baked reflection probes to be deleted #441

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 #484

* [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425)

* Saturate vertex color to avoid negative values.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix Motion Vectors written by transparent when rendering with MSAA #315

* Fix issue with the resolve of motion vectors (#421)

* fix issue with ShowPrePassAndPostPass

* fix compilation issue in rendergraph

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Aras Pranckevičius <aras@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
sebastienlagarde added a commit that referenced this pull request May 15, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs

* Update changelog

* Catch and handle NRefactory parser exceptions #6392

* [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* fix typo

* fix typo 2

* Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284)

* [7.x.x Backport] Fix pre/post pass sg properties #82 (#85)

* Fix depth pre/post passes not correctly enabled when switching shaders on the material

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs
#	com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs
#	com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs

* Hide prepass and postpass in the material UI

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed a performance issue with stochastic ray traced area shadows. (#306)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Updated raytracing async compute warning. (#304)

* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

* [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307)

* Fixed an error about procedural sky being logged by mistake.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379)

* Fixed flickering of the game/scene view when lookdev is running.

* Update changelog

* [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317)

* render until ambient probe is ready

* remove comment

* changelog

* [Backport 7.x.x] Fixed some gcalloc in the debug window (#464)

* Fixed some GCAlloc in the debug window

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs

* Update changelog

* [Backport 7.x.x] Hdrp/small ui update (#466)

* Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
#	com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs

* update changelog

* [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482)

* PBR Sky renderer now shares its internal precomputation table between different instances.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs

* Doc update

* Update changelog

* [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs

* Update changelog

* [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479)

* Fixed an issue where asset preview could be rendered white because of static lighting sky.

Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Update changelog

* Changed UI name, tooltip, and doc for maximum decals on screen (#232)

Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/

* Update Custom-Post-Process.md (#233)

* Update HDRP-Features.md (#235)

* Hdrp/reflection probe scale perf #252

* HD: Switch to 1920x1080 default standalone resolution (#279)

Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res

(moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo)

* Makes sure quaternion is normalized and valid before converting to ma… #331

* Fix cookie srgb #297

* Updated forward and deferred rendering definitions (#350)

* Update Forward-And-Deferred-Rendering.md

* Update Forward-And-Deferred-Rendering.md

* Update Light-Component.md (#357)

* Hd/add layer modification on generated emissive mesh for area light #364

* Update Look-Dev-Environment-Library.md (#365)

* Update Volumetric-Lighting.md (#402)

Fixes https://fogbugz.unity3d.com/f/cases/1238592

* Hd/fix nullref while removing decal component #416

* Fix issue with Uber Post process shader when alpha is enabled #422

* Fix the bug (#430)

* Fix issue causing not all baked reflection probes to be deleted #441

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 #484

* [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425)

* Saturate vertex color to avoid negative values.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix Motion Vectors written by transparent when rendering with MSAA #315

* Fix issue with the resolve of motion vectors (#421)

* fix issue with ShowPrePassAndPostPass

* fix compilation issue in rendergraph

* Fixed null reference exception in LookDev when setting the SRP to None #447

* Check reflection probe null pointer before use. (case 1244047) #456

* Remove max atlas probe alloc size in HDRP asset (#458)

* Fixed max alloc planar size not taking in account the max cache size

* Removed the max cache clamp on texture atlases

* Fix few multi-editing issues with Emission UI #473

* Re-enable cubemap thumbnail gen only for d3d11 #487

* Hd/fix undo environmentlibrary lookdev #490

* Added system requirements and frame settings api docs (#510)

* Added system requirements and frame settings api doc

* Update System-Requirements.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Aras Pranckevičius <aras@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
sebastienlagarde added a commit that referenced this pull request May 19, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs

* Update changelog

* Catch and handle NRefactory parser exceptions #6392

* [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* fix typo

* fix typo 2

* Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284)

* [7.x.x Backport] Fix pre/post pass sg properties #82 (#85)

* Fix depth pre/post passes not correctly enabled when switching shaders on the material

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs
#	com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs
#	com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs

* Hide prepass and postpass in the material UI

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed a performance issue with stochastic ray traced area shadows. (#306)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Updated raytracing async compute warning. (#304)

* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

* [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307)

* Fixed an error about procedural sky being logged by mistake.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379)

* Fixed flickering of the game/scene view when lookdev is running.

* Update changelog

* [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317)

* render until ambient probe is ready

* remove comment

* changelog

* [Backport 7.x.x] Fixed some gcalloc in the debug window (#464)

* Fixed some GCAlloc in the debug window

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs

* Update changelog

* [Backport 7.x.x] Hdrp/small ui update (#466)

* Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
#	com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs

* update changelog

* [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482)

* PBR Sky renderer now shares its internal precomputation table between different instances.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs

* Doc update

* Update changelog

* [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs

* Update changelog

* [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479)

* Fixed an issue where asset preview could be rendered white because of static lighting sky.

Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Update changelog

* Changed UI name, tooltip, and doc for maximum decals on screen (#232)

Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/

* Update Custom-Post-Process.md (#233)

* Update HDRP-Features.md (#235)

* Hdrp/reflection probe scale perf #252

* HD: Switch to 1920x1080 default standalone resolution (#279)

Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res

(moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo)

* Makes sure quaternion is normalized and valid before converting to ma… #331

* Fix cookie srgb #297

* Updated forward and deferred rendering definitions (#350)

* Update Forward-And-Deferred-Rendering.md

* Update Forward-And-Deferred-Rendering.md

* Update Light-Component.md (#357)

* Hd/add layer modification on generated emissive mesh for area light #364

* Update Look-Dev-Environment-Library.md (#365)

* Update Volumetric-Lighting.md (#402)

Fixes https://fogbugz.unity3d.com/f/cases/1238592

* Hd/fix nullref while removing decal component #416

* Fix issue with Uber Post process shader when alpha is enabled #422

* Fix the bug (#430)

* Fix issue causing not all baked reflection probes to be deleted #441

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 #484

* [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425)

* Saturate vertex color to avoid negative values.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix Motion Vectors written by transparent when rendering with MSAA #315

* Fix issue with the resolve of motion vectors (#421)

* fix issue with ShowPrePassAndPostPass

* fix compilation issue in rendergraph

* Fixed null reference exception in LookDev when setting the SRP to None #447

* Check reflection probe null pointer before use. (case 1244047) #456

* Remove max atlas probe alloc size in HDRP asset (#458)

* Fixed max alloc planar size not taking in account the max cache size

* Removed the max cache clamp on texture atlases

* Fix few multi-editing issues with Emission UI #473

* Re-enable cubemap thumbnail gen only for d3d11 #487

* Hd/fix undo environmentlibrary lookdev #490

* Added system requirements and frame settings api docs (#510)

* Added system requirements and frame settings api doc

* Update System-Requirements.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* hide exposure compensation for fixed exposure (#535)

* hide exposure compensation for fixed exposure

* Update PostProcessSystem.cs

* [9.x.x] Fix Microshadow not working properly with LightLayers enabled in deferred #522

* Use path relative to package for depth of field #523

* Fix taaFrameIndex and restore TAA tests for XR #534

* Fix an issue in reading the gbuffer for ray traced subsurface scattering (#538)

* fix DXR manifest

* update reference screenshots

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Aras Pranckevičius <aras@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
0lento pushed a commit to 0lento/Graphics that referenced this pull request May 19, 2020
…ty-Technologies#5094)

* Squashed commit of the following:

commit e025cc084b778d0b1b7b1b115828aa3052e8f8f9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 20 15:29:47 2019 +0100

    Fix issue https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/4707#discussion_r347992605

commit fbe731a0e2e4724f950b347d90f7867d67239426
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 20 15:11:59 2019 +0100

    Add missing files

commit bc898c47c98d8da59af2e23585046bed18a64c66
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 20 14:47:43 2019 +0100

    Fix shadergraphSampleScene test, bad configuration

commit 8261aa6f5c72966ea8321691cec9b596aa6bee9a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 15:28:28 2019 +0100

    Remove apparently unecessary UnityStereoTransformScreenSpaceTex for absolute texture coordinate (it requires @fabien-unity validation)

commit f5bac79ee543408de418b544b45ab6e337318464
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 15:18:18 2019 +0100

    Fix wrong IS_MOTION_VECTORS_PASS

commit e910d134290103a75423a199cbbc5da19c9ae02f
Merge: 40d4b9e919 17b79101a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 15:11:05 2019 +0100

    Merge branch 'master' into vfx/fix/sg-sample-scene-2

commit 40d4b9e9196b1e4c79b9599e7f3c0ac2ef24dc3e
Merge: fdc5d8e77f 59930eb086
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 15:03:55 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/fix/sg-sample-scene-2

    # Conflicts:
    #	com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs
    #	com.unity.visualeffectgraph/CHANGELOG.md
    #	com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassForward.template
    #	com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassForward.template

commit 59930eb08660b87e96be29e660e562f539aa5955
Merge: 4e5b96d642 4d53fcf4ec
Author: julienf-unity <julienf@unity3D.com>
Date:   Tue Nov 19 13:57:20 2019 +0100

    Merge branch 'master' into vfx/staging

commit 4e5b96d642ecfba34f7042554cff5594e0b3616a
Merge: e83cbd2a87 96d1a8fbff
Author: julienf-unity <julienf@unity3D.com>
Date:   Tue Nov 19 13:56:17 2019 +0100

    Merge branch 'master' into vfx/staging

commit e83cbd2a8747846fc43a6c42a9ff9bc733c73472
Merge: 1dcd403990 4291523d94
Author: Julien Fryer <julienf@unity3d.com>
Date:   Tue Nov 19 13:27:47 2019 +0100

    Merge branch 'vfx/staging' of github.cds.internal.unity3d.com:unity/vfx-graph into vfx/staging

commit 4291523d94ec9d42e09dc6bd59d99340e196a515
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Nov 19 12:29:27 2019 +0100

    Fix for exception when adding an output to a used subgraph operator.

commit 1dcd403990146fd08581b9ed224dd1f36d1f5276
Author: Julien Fryer <julienf@unity3d.com>
Date:   Tue Nov 19 11:45:27 2019 +0100

    Small rendering fixes on strips

commit e6c1ff0635e67a6e54c5f39c3ea63b0492ded3ff
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Nov 19 11:17:59 2019 +0100

    Fix for scene view window for visual effect not appearing if gizmos are off.

commit fdc5d8e77fef730fc856baaab9116577591dfc36
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 10:51:41 2019 +0100

    Use macro _X from @felipe feedback, dummy UnityStereoTransformScreenSpaceTex for integer

commit 7135cb7c1ad2c194ae759f3e57480eca7022dcba
Merge: a1ef5edbd4 3340a4ec13
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 09:47:58 2019 +0100

    Merge branch 'refs/heads/master' into vfx/fix/sg-sample-scene-2

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md
    #	com.unity.visualeffectgraph/package.json

commit a8efcb1cc134b56defef2008bf5b8de127b56246
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Nov 18 17:46:14 2019 +0100

    Fix for choose gizmo popup width

commit 58ca2800500cb3a7b6a612654ad4e5146a31ff7b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 16:46:18 2019 +0100

    Fix bad merge of EditorBuildSettings : 005_PlanarPrimitives has been disabled

commit 2640ff6283a19d06d42461497e61a4f9980ba842
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Nov 18 16:40:26 2019 +0100

    Fix for convert to subgraph test

commit 36a02ec4c7b9f6e63baaf6091c25fc3cb00ebafa
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Nov 18 16:30:43 2019 +0100

    Subgraph operators appear on drag edge on graph.

commit ae6e58c8d1141d53a1c26d8c8057cb1f8ea163ff
Merge: 180237eeed 1d722101d5
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Nov 18 15:36:29 2019 +0100

    Merge branch 'vfx/staging' of github.cds.internal.unity3d.com:unity/vfx-graph into vfx/staging

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 1d722101d57eb887f343359972e83ad8d76e4a58
Author: Julien Fryer <julienf@unity3d.com>
Date:   Mon Nov 18 15:25:10 2019 +0100

    Remove useless VFX library clears

commit 180237eeed6d63dc06139bb5d164f624e07c9da3
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Nov 18 15:14:42 2019 +0100

    Add test that convert the default template to a subgraph context.

commit 797d742715060a45f2a4d7377c06df7440dfd738
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Nov 18 14:28:03 2019 +0100

    Make sure the subgraph is added to the graph when we set the setting.

commit 1863b20ebe29187dbd080a0a2520e3ada9a675bf
Merge: ec64704b2f e13e8d55e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 10:19:24 2019 +0100

    Merge branch 'master' into vfx/staging

commit ec64704b2f17b3afef7036c16763c81a2f80000d
Author: Julien Fryer <julienf@unity3d.com>
Date:   Thu Nov 14 19:06:14 2019 +0100

    Recompile VFX

commit 2e3497ed86608e6666f3da261f5499f9a217177d
Merge: c15019d1bf c477f61899
Author: Julien Fryer <julienf@unity3d.com>
Date:   Thu Nov 14 18:36:50 2019 +0100

    Merge remote-tracking branch 'srp/master' into vfx/staging

commit c15019d1bf9421f540f66650a9b6b0a5f4d5dd8d
Author: Julien Fryer <julienf@unity3d.com>
Date:   Thu Nov 14 18:23:17 2019 +0100

    Vfx/feature/strip distortion (#200)

    * Add quad strip distortion output

    * Add missing tooltips for strips

    * Fix issue with normal bending rename

    * Implement preserve specular blending in HDRP lit outputs

    * Fix shader graph interpolants in strips

    * Add particleCountInStrip Attribute

    * Fix spawnIndex

    * Add swap UV on quad strips

    * Add a gfx test for strip attributes

    * Update reference images

    * Add custom tiling mode for strips

    * Update changelog

commit 8dfc239171d0192fe694f249dd7ac043ee616b8c
Author: julienf-unity <julienf@unity3D.com>
Date:   Thu Nov 14 13:23:19 2019 +0100

    Make noise expressions work on CPU

commit 1311e814501d52c0250cd2421683e0204a58e35c
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Nov 13 16:11:22 2019 +0100

    Fix for infinite recompile

commit 694d8cc36915600c43bfcbada4d9cc74137d9de0
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Nov 13 15:46:20 2019 +0100

    Copy Paste of sot values.

commit 7c9ebc5d49bd52df84a33a29cde9b54969d816f5
Merge: dbff11ad2c bacd4aaa39
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 13:52:29 2019 +0100

    Merge branch 'master' into vfx/staging

commit dbff11ad2c7dc4dc40357d66991402263a5d06e8
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Nov 13 13:27:21 2019 +0100

    duplicate with edges works. (#199)

    * duplicate with edges works.

    * Update CHANGELOG.md

    * Update VisualEffectGraphWindow.md

commit 4a3077be85dd9fec60cb75d1a8e08257587649ff
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Nov 13 13:25:53 2019 +0100

    Add node to edge (#198)

    * Add node to edge

    * Update CHANGELOG.md

    * Update Operators.md

commit ab20597d5b7fbc3049c939facb286d87c27d78ba
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Nov 8 16:30:19 2019 +0100

    Fix for missing UnityEditor.VFX.UI.ResizableElement

commit 5aa77c6f7f68a6e58d1afb5f3eecef5acb30e50e
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Nov 8 13:50:55 2019 +0100

    Added Create button to empty visual effect graph.

commit 9b8d78c318e9c468de7d15cd9bc456b75e24b0ce
Merge: 6f480cb687 7e73b20e10
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 6 17:35:26 2019 +0100

    Merge branch 'master' into vfx/staging

commit 6f480cb687b704a0e1ba683663bac08be2975956
Merge: a11e7bafbd 2bcc36251d
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Nov 4 17:02:59 2019 +0100

    Merge remote-tracking branch 'refs/remotes/github/vfx/staging' into vfx/staging

commit a11e7bafbd44b04ed0b4df00ec9882b7d51f034a
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Nov 4 16:59:16 2019 +0100

    superCollapse : only first connector displayed. Added menu to collapse uncollapse multiple operators.

commit 2bcc36251d808bb364de65c0548718f58a281340
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Nov 4 16:59:16 2019 +0100

    superCollapse : only first connector displayed. Added menu to collapse uncollapse multiple operators.

commit c58ef47b5fa5f6f9af8b76b6f1cb32b6e8e8cd65
Merge: d2bacd6482 0e604b48b1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 13:40:03 2019 +0100

    Merge branch 'master' into vfx/staging

commit d2bacd64828f6964dc3b832f9da507b5d097f534
Merge: b5da872499 3af97afb9b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Oct 31 13:59:51 2019 +0100

    Merge branch 'master' into vfx/staging

commit b5da872499ccd51327f3e9968e4331cb250d516a
Author: Julien Fryer <julienf@unity3d.com>
Date:   Tue Oct 29 19:34:13 2019 +0100

    Update settings

commit b5348b45dade1b31f3bb242940f595a369ef4da0
Author: Julien Fryer <julienf@unity3d.com>
Date:   Tue Oct 29 19:33:53 2019 +0100

    Recompile vfx

commit ef1980710c6ca9f9c93bbb4174a68b12a7511608
Merge: f1048c3118 2db69913f0
Author: Julien Fryer <julienf@unity3d.com>
Date:   Tue Oct 29 19:31:37 2019 +0100

    Merge remote-tracking branch 'srp/master' into vfx/staging

commit f1048c3118a8d5418fb24cfd097f1eb1e0384765
Author: Julien Fryer <julienf@unity3d.com>
Date:   Tue Oct 29 18:52:13 2019 +0100

    Vfx/feature/new operators (#196)

    * Add exp and log operators

    * Add Load Texture operators

    * Update changelog

    * Missing tooltips

commit c81da24b8132bf5d61ab4d93f7837b6bf2d92784
Author: Julien Fryer <julienf@unity3d.com>
Date:   Tue Oct 29 18:51:57 2019 +0100

    Vfx/fix/shader graph integration (#195)

    * Fix alpha clipping

    * Fix lit outputs properties/settings with shader graph

    * Fix issue with null suboutput in output inspector

    * Fix bad conditions

    * Fix shader graph and normals (WIP)

    * Fix posWS

    * Make normals be accessible in unlit outputs

    * Update changelog

commit 9be7f80f82f93664c54ec6ce29c3c2fee3d6aaa1
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Oct 28 15:05:32 2019 +0100

    Fix ContextEditor particle read/write width [1193856]

commit e3b45e2501b9f18981bcc69b0992dbcac96e4d57
Merge: cb7ac07c39 46c94fe677
Author: Julien Fryer <julienf@unity3d.com>
Date:   Fri Oct 25 16:41:00 2019 +0200

    Merge branch 'vfx/staging' of github.cds.internal.unity3d.com:unity/vfx-graph into vfx/staging

commit cb7ac07c393e56250ef6c953c86979769a70c976
Author: Julien Fryer <julienf@unity3d.com>
Date:   Fri Oct 25 16:40:51 2019 +0200

    Fix zfight with deferred depth prepass and lit quad in HDRP

commit 46c94fe67723432f334dc5e8d0232afa6261d9f7
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Oct 25 15:40:51 2019 +0200

    Prevent vfx cyclic dependencies

commit 212a898c70ef060ea5aebe5641d9573f2cf35f2e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 25 14:30:13 2019 +0200

    Workaround metal sorting issue (#193)

commit b03949c3f55208a3ad0bb6eb1531685cc8cc127d
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Oct 25 13:46:32 2019 +0200

    Fix warnings for uss

commit a1ef5edbd429946967282296a09e9af9e3e1b130
Merge: 0fe7ffa6da e596f399fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 25 10:14:43 2019 +0200

    Merge branch 'vfx/staging' into vfx/fix/sg-sample-scene-2

    # Conflicts:
    #	com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl

commit e596f399fa3416f9ee6554ae3fb643f690d26f0a
Merge: f9fa3523e9 379ec4b8e7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 25 10:09:36 2019 +0200

    Merge branch 'master' into vfx/staging

commit 0fe7ffa6daaf27cbbf51b0a9c074f0c0cbf6f27a
Merge: d294f8be37 1a711f537e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 25 09:49:57 2019 +0200

    Merge branch 'vfx/fix/sg-sample-scene-2' of github.com:Unity-Technologies/ScriptableRenderPipeline into vfx/fix/sg-sample-scene-2

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit d294f8be37668e586e5d02bb8b7bf318d4e55c75
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 25 09:48:25 2019 +0200

    Replace IS_MOTION_VECTORS_PASS by new VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR

commit dc0420f5d894f0725266ac84fd150f1019e30ac4
Merge: 896fa44718 f9fa3523e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 25 09:43:27 2019 +0200

    Merge branch 'vfx/staging' into vfx/fix/sg-sample-scene-2

    # Conflicts:
    #	com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Sphere/PassDepth.template
    #	com.unity.visualeffectgraph/CHANGELOG.md
    #	com.unity.visualeffectgraph/Shaders/ParticleDecals/PassForward.template
    #	com.unity.visualeffectgraph/Shaders/ParticleLines/PassDepth.template
    #	com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassDepth.template
    #	com.unity.visualeffectgraph/Shaders/ParticlePoints/PassDepth.template

commit f9fa3523e9b1893bd797e1827da9f9c2a0cc585f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Oct 24 11:06:32 2019 +0200

    Fix instability in editor test for CreateCustomSpawnerAndComponent & Create_Asset_And_Component_Check_Overflow_MaxDeltaTime

commit 303381c237eea5f0cbc618df94f6ffe65112b994
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Oct 23 15:42:33 2019 +0200

    Update serializedObjects from VisualEffectEditor multiselection [1192470]

commit 2e1c661bf75160034d5eff33fe13647d4a122cad
Merge: 0e91eb0a55 d09293b41e
Author: Julien Fryer <julienf@unity3d.com>
Date:   Wed Oct 23 15:08:07 2019 +0200

    Merge remote-tracking branch 'srp/master' into vfx/staging

commit 0e91eb0a55deae347f5862ef4e80d5374a4283b1
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Oct 22 17:05:31 2019 +0200

    Fix for operator not updating during edition.

commit 9c4ef17fa3ec81045dddf40cc291cb3bade48cbf
Merge: 28e7929db4 7b78043e66
Author: Julien Fryer <julienf@unity3d.com>
Date:   Tue Oct 22 14:33:56 2019 +0200

    Merge branch 'vfx/staging' of github.cds.internal.unity3d.com:unity/vfx-graph into vfx/staging

commit 7b78043e66b6c4460eefe4dc9e0cbfbe652e4cff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Oct 22 11:54:15 2019 +0200

    Override support motion vector in HDRPSubOutput (#192)

commit 61aa0181ae37fd8a6223b2208a7fd13ccbc993c7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Oct 22 11:51:53 2019 +0200

    Fix Transform Position (among other) to Spaceable output (#190)

    * Change output for TransformVector|Position|Direction & DistanceToSphere|Plane|Line

    * - Fix unexpected double propagation
    - Update change log

    * Add log

    * Rename & Remove unless UnlinkAll, CopyLink already did the job

    * Minor : OutputProperties doesn't require any default values

    * Update sanitize log message

commit 28e7929db4f74d9d128419435e56732470184f16
Merge: d26845686c dd6fcfb4be
Author: Julien Fryer <julienf@unity3d.com>
Date:   Tue Oct 22 11:39:47 2019 +0200

    Merge remote-tracking branch 'srp/master' into vfx/staging

commit d26845686c61f343e20eb5214c89b1dd8adc056f
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Oct 21 18:26:08 2019 +0200

    Optimize VFXAssetEditor when externalize is activated (#191)

    * Optimize VFXAssetEditor when externalize is activated

    * Update CHANGELOG.md

commit a4e301aa21e5fe459fc0a23c8d6a5c19fa4e9f3b
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Oct 21 18:24:34 2019 +0200

    Update package.json

commit fd8fda1726184f6e04923a0f0fd94aca71dda2a7
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Oct 21 17:57:58 2019 +0200

    fix for "asset is locked"

commit e2e46d9986640ca66a6a5d04a500c29d511027ab
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Oct 21 17:05:52 2019 +0200

    make groupnode ascendable ( groupnode clicked goes on top ) .

commit c82ddfd22a72f7b0f621606c3cbe0da07a9ab471
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Oct 21 16:50:22 2019 +0200

    Add test to cover unexpected mismatching texture dimension regression (#186)

commit 1838c579637343436732767e7a8cf1e99ecdc9fd
Merge: 0e249efe03 5bc976deee
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Oct 21 15:02:49 2019 +0200

    Merge branch 'master' into vfx/staging

commit 0e249efe03f1b8595e286e03d9b3bc6f79b0797b
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Oct 21 14:41:59 2019 +0200

    Fixes for Asset Locked

commit 621b9bd3a97b76297d9a5aae8d4a778146ce56aa
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Oct 18 16:53:44 2019 +0200

    Hide system boarder until first successful recomputebounds

commit 641ec906fa133b169027ec894ae9d58419542d17
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Oct 18 16:23:08 2019 +0200

    Hide Matrix4x4 properties in the VisualEffectEditor

commit bd6811c7a59ae1fbe81e535b2ba235b0ebdd39cc
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Oct 18 15:05:54 2019 +0200

    Fix compilation

commit 86158d9f3f7c952a531a3e45067b8d328d2c6a1e
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Oct 18 15:00:56 2019 +0200

    No error when vfxconverting null UnityObject

commit 8a1cbb91339b2e2df897fc965feef2d2974d6a81
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Oct 18 15:00:31 2019 +0200

    Fix triangle missing from enum slots.

commit e8c8a06848f62172423257cb7c17785e0d186de8
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Oct 11 11:52:52 2019 +0200

    Fix for asset is locked appearing on unlocked asset until clicked.

commit b9fdfe2e8ee6b74d286b0876a54338639dc9b0c0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Oct 8 17:18:03 2019 +0200

    [SG] Fix World/Screen integration (#179)

    * WIP : extend graphicTest with WorldPos

    * Fix World & Space position for shadegraph integration

    * *Update Reference images & changelog

    * Add AbsoluteWorldPos in test

    * Add space define check & fix unexpected value in VFXParticleHeader.template

    * Add AbsoluteWorld Test

    * *Update reference images (unexpected cube)

    * Fix possible infinite recompilation while collecting uniform : add a guad to avoid process several time the same branch of expressions

    * Fix typo

    * Avoid breaking legacy compilation

    * Move VFXGetPositionRWS & AWS to VFXCommonOutput (these function are never needed in compute shaders)

    * *Add comment

    * Fix wrong merge in changelog.md

    * Fix duplicated entry in changelog

commit 98a6fe2d92461f7f9ad90dfc8aebda70e0539e7d
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Oct 8 16:18:17 2019 +0200

    Safer storage of shader as shader GUID to prevent loss of reference to shadergraphs (#189)

    * Safer storage of shader as shader GUID to prevent loss of reference to shadergraphs.

    * Fixes based on PR review

    * fix for when a used shader is destroyed.

commit f0c417831844f4934e03b7b1755d1bf9cae410d8
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Oct 8 16:17:55 2019 +0200

    Tooltip on static attribute is shown on get/set attributes slots. (#187)

    * Tooltip on static attribute is shown on get/set attributes slots.

    * Fixes based on PR review

commit 32ed8d5004dd955ede1c58febaafbb6e45ad1fe7
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Oct 8 16:11:41 2019 +0200

    Fixed locked asset appearing on top of toolbar. more cleanup in VFXView.cs

commit 1ccc5e0a1cd8146c44776b3e679895d62a69a6e1
Author: Julien Fryer <julienf@unity3d.com>
Date:   Mon Oct 7 16:59:57 2019 +0200

    Fix Copy/Paste not deserializing correctly for Particle Strip data

commit d50cce0a8f00d3ab16af82431d9d25f0d4c31cf3
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Oct 7 15:49:47 2019 +0200

    fix drag indicator no longer appearing on VFXBlackboard

commit 936d1f6dc5ead2b05fbbc3b862035b958e91318c
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Oct 7 15:02:22 2019 +0200

    Instead of disappearing, a blackboard category renamed to "" will be renamed to "Untitled"

commit 0d0503215fe4bc8f1ba713a603a00be088280eef
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Oct 7 14:49:38 2019 +0200

    Use shader StickyNote implementation

commit d8f37b795e8e2e9b82164eecaf72a3bfe1a43166
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Oct 7 13:38:47 2019 +0200

    Fix isValid for a block in a vfxblocksubgraphcontext

commit d1e04f47d4968bb6a85bf9e82bb07b8ce1d752ed
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Oct 7 12:59:00 2019 +0200

    recusivelly recreate subblock copy in context recreate subgraphcontext

commit e28e03f1e3889316d07196aa3d3e67ce27d6087a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Oct 7 11:56:35 2019 +0200

    Fix motion vector for unlit primitive (missing change)

commit acf2914a1dc0fbdb7d5796329badbad78105cfcf
Author: Julien Fryer <julienf@unity3d.com>
Date:   Fri Oct 4 15:52:36 2019 +0200

    Fix changelog

commit cbcc186b11af78838fd6c263462148ed2af40d94
Merge: dddae40aa6 ae82e4f223
Author: Julien Fryer <julienf@unity3d.com>
Date:   Fri Oct 4 15:50:41 2019 +0200

    Merge branch 'vfx/staging' of github.cds.internal.unity3d.com:unity/vfx-graph into vfx/staging

commit dddae40aa6b5cd65cc0d8bbc72550993055b57cb
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Mon Sep 9 15:02:44 2019 +0200

    Orient strip custom Z axis

commit ae82e4f223e86f78834ce809875efea11ff41ae5
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Oct 4 15:44:23 2019 +0200

    small uss fix ( probably prevent error in the console )

commit 803ae1411f7bd9216e8697ba687f8ccf83450937
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 4 15:02:05 2019 +0200

    Fix Selection Pass (#185)

    * Fix scene selection pass for most of hdrp output : cube, cube lit, linehw, linesw, point, quad, quad lit, mesh, mesh lit

    * Add Scene Selection for Universal & remove unexpected Cull Off

    * Fix unexpected change in planar primitive

    * missing change

    * Add selection pass for decals

    * Add selection pass for distorsion & add support for octagon/triangle

    * Add PassSelection for DistortionMesh template

    * Add selection pass for particle sphere

    * *Update changelog.md

commit 7fd0964d8866bf63d7b3bc5221927c1ca74ce674
Merge: fb9ad4b058 7e41e9833e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 4 10:20:45 2019 +0200

    Merge branch 'master' into vfx/staging

    # Conflicts:
    #	TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1901_AxF_SVBRDF/AxF_aniso/AlphaMap.png.meta
    #	TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1901_AxF_SVBRDF/AxF_aniso/AnisoRotation.png.meta
    #	TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/2313_Shadow_Mask_Spotlight_Shapes.png.meta
    #	TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1709_DecalMasks.png.meta

commit fb9ad4b058e9cb0bfb43ffe47a6597ba99d0a7d2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 4 09:51:02 2019 +0200

    Remove unexpected UnityEditor.Experimental.VFX

commit 1a711f537e57585e353345da6b3445ddc0be6a7b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Oct 1 18:41:26 2019 +0200

    Update Changelog.md

    Sample Scene is also fixed for Universal RP

commit 896fa44718db5e13515c8f52766db7ee31a94a0a
Merge: 16aa7f044d 425bf9dcff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Oct 1 15:43:24 2019 +0200

    Merge branch 'master' into vfx/fix/sg-sample-scene-2

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx
    #	com.unity.visualeffectgraph/CHANGELOG.md
    #	com.unity.visualeffectgraph/Editor/Templates/Simple Particle System.vfx
    #	com.unity.visualeffectgraph/package.json

commit a7d01d3e540ee6d9dcf3c4bb029975d576b4bcc8
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Oct 1 13:40:12 2019 +0200

    Toolbar element wrap instead of overlapping.

commit ea9b5aa75f6cb9b425e9566d76aa45ae6f7ca4f6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Oct 1 14:06:27 2019 +0200

    *Update HDRPFog image references (expected change due to exposure fix)

commit 72f03c27f29387906df94c31efbc60d95c561218
Merge: d101bc39cf 3e4f64e0aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Oct 1 13:52:07 2019 +0200

    Merge branch 'master' into vfx/staging

commit d101bc39cfe0e7993acbb31ebaa130af0cd56668
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Oct 1 13:20:35 2019 +0200

    Fix case where overwriting dependent subgraph while creating a subgraph.

commit 2919b70ab8736e572167b2a964f53443dceb5046
Merge: 5ec5d6b083 634080b41b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Oct 1 09:48:02 2019 +0200

    Merge branch 'master' into vfx/staging

commit 5ec5d6b0831fcd434054493c5112cfde7de0c550
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Sep 30 13:42:29 2019 +0200

    remove anchors from display when hidden

commit 5023196ae406ba798b37047b665d1194cf4056f9
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Sep 27 15:52:32 2019 +0200

    Disable toolbar when no asset is open.

commit f44d6ad921349b73caaef7ddd3ae7ec7a710bb3d
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Sep 27 13:28:04 2019 +0200

    Fix exception when undoing in subgraphoperator with outputs

commit eae490e2f0aa214325e1e74f4e9351d2c08f7f52
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Sep 26 17:40:07 2019 +0200

    Fix for pasting an output with null subOutputs.

commit 15b4ecdaff81f442fd0932ef702d5b3a5410d78c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Sep 27 13:01:48 2019 +0200

    Fix SG & Unlit Output (#184)

    * Fix OnEnable miss on unlit output

    * *Update changelog

commit 16aa7f044d99fbb4d52078d8aa511f95db6f3a53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Sep 27 11:47:54 2019 +0200

    Fix OnEnable miss on unlit output

commit c7b77aa98b88d10c8092f10a0c00e94e3c631949
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Sep 26 18:10:12 2019 +0200

    Bake isn't possible in playmode, use the label in meta

commit 2f077abd10dc2e4e4b3ebe0c23f64bc45643b3cb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Sep 26 17:16:41 2019 +0200

    Clear runtime data

commit 9c8872ad8f36c550508573d7ece28cb56fc0a59b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Sep 26 17:11:38 2019 +0200

    Fix SampleScene.vfx

commit f27dfde063702ed51164b49657528d55a4a80a54
Author: Thomas Iché <thomasi@unity3d.com>
Date:   Thu Sep 26 17:09:37 2019 +0200

    Quick Property Creation (Alt + release click while making edge) : set exposed to true + fix position (#183)

    * Fixed node position + Set Exposed by default to true

    * Updated Changelog

commit 5b4d0541d2ba83449907c8767d3d7818b646c5f3
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Sep 26 15:45:13 2019 +0200

    Widen context by 16 px to compensaite for larger font now used.

commit 8b6e2e19f477d37c17efc8a5157cc6cf9afbcb82
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Sep 26 14:53:19 2019 +0200

    Use Unity toolbar minus and plus in reorderable list instead of copy.

commit a254e1d925d96bfaa71f994a2280735ee574a78d
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Sep 26 13:43:02 2019 +0200

    stop gracebuffly when cancelling subgraph save dialog. [1186868]

commit 4b80d5b0952eb834a12147e2800209806ad863f1
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Sep 25 19:39:15 2019 +0200

    Display vfx asset as locked when their are inside a package of locked by source control.

commit 75ee1f1bdd3b364f517249d1ac3d9ed333c14465
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Sep 25 18:26:26 2019 +0200

    Manual bake instead of potentially waiting indefinitely

commit 5ccd7de97edda19f82142f5526370da26b57b20a
Merge: 15c5a26c59 f32779878b
Author: Thomas Iché <thomasi@unity3d.com>
Date:   Wed Sep 25 17:56:04 2019 +0200

    Fixed System Templates + Added New Templates (#181)

    * Updated Current Templates and Added New Templates for Ribbons / Trails and Trailing Sparks

    * Cleared Runtime Data

    * Deleted Runtime Data

commit 15c5a26c59aa8928859c063767657ba28005d298
Author: Julien Fryer <julienf@unity3d.com>
Date:   Wed Sep 25 17:55:36 2019 +0200

    Modifying a shader used by an output mesh context now automatically updates the currently edited VFX

commit f32779878b3b45fcf6d58e3c332e52b063c9b897
Merge: 2b57c7ffe8 98de24530e
Author: Thomas ICHÉ <peeweek@gmail.com>
Date:   Wed Sep 25 17:54:14 2019 +0200

    Merged staging into vfx/feature/default-templates-extra

commit 2b57c7ffe8188626a6a85431d75ad9d9ef1af3a8
Author: Thomas ICHÉ <peeweek@gmail.com>
Date:   Wed Sep 25 17:28:22 2019 +0200

    Deleted Runtime Data

commit 98de24530e3ae91f2a77c0791861a7f1b1d8ee0e
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Sep 25 15:46:20 2019 +0200

    Widen create node window to fit longer names. [1186501]

commit e1529e24a666cb61dd31ba69606fb5795b8887ab
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Sep 25 15:44:13 2019 +0200

    Force waiting for GI before starting graphic test

commit ebe20ab2bde1d71c74ac89bfc1f4d2075b13fa2e
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Sep 25 15:33:27 2019 +0200

    Deactivate to "Convert to subgraph" for VFXBlockSubgraphContext [1186842]

commit c2fed03fa9e5f847433a73c3d37c3ff7fe4e96c7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Sep 25 14:24:59 2019 +0200

    Fix VFXSampleDepth

commit ae830651fb1c71db1ff8d3dbba6d6ef0bc0fd548
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Sep 25 13:26:51 2019 +0200

    Cleaner way to declare color & depth using independent include

commit d7b39e88f577b4a9c6d42bffaf87fa77c43d91b9
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Sep 24 18:13:49 2019 +0200

    Fix uss for collapsed node

commit 59a117f9b6a682e33be42900a8910eac8c494237
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Sep 24 17:23:32 2019 +0200

    Don't leak shaderSources at every refresh in VFXAssetEditor

commit c6c19e2640ae4933c83da30e2e17fe809d4ad967
Merge: a133919795 4d8cf7f76f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Sep 24 17:19:21 2019 +0200

    Merge branch 'vfx/staging' of github.cds.internal.unity3d.com:unity/vfx-graph into vfx/staging

commit a133919795b2cef2f7793096e1310aeff8f0f4e8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Sep 24 17:19:06 2019 +0200

    *Update all vfx

commit 4d8cf7f76f209e12eb88dfe99995eb79c94e15e6
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Sep 24 15:53:14 2019 +0200

    Prevent "Set" label from overlapping dropdown triangle.

commit e3f1248299bcf5d06e253bf6f85f3fb08c51246f
Merge: dad5b9cf50 366484e18a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Sep 24 16:51:55 2019 +0200

    Merge branch 'master' into vfx/staging

commit dad5b9cf50fc6b57fa70140256b6b7fd5b12aecc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Sep 24 16:39:41 2019 +0200

    Add test to cover possible infinite loop (#151)

    This C++ change has landed in 2019.3, it's a new test, it doesn't require a backport (but can be).
    Tested locally

commit 58510bc855bdc79b95589a39672492eede835d9d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Sep 24 16:21:45 2019 +0200

    Spawner Delay UI (#178)

    * Add CustomEditor for VFXBasicSpawner

    * *Update changelog

commit cc6ab09d6364e322be3d886b433841d136045379
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Sep 24 16:11:47 2019 +0200

    *Update image reference & empty runtime data for SampleScene.vfx

commit 50391339f2f1c32567efe8224237653905d4ae57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Sep 24 16:08:40 2019 +0200

    Add graphicTest for Universal RenderPipeline

commit 7a1766f48aa5ba0a9492a846a15a31821bdc20b2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Sep 24 15:45:25 2019 +0200

    Select VisualEffect gameobject when created with menu.

commit 57d99afa19f1a7bf3b128436d8a3c791c1879c58
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Sep 24 14:36:16 2019 +0200

    Make sure m_SubChildren is not restored by domain reload.

commit e8e7c109edd4719fd9246246a1eb50b81604a1be
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Sep 24 14:35:23 2019 +0200

    Remove use of VFXViewController in VFXContextEditor

commit d6ed10e0fc2635b54d8e9a9733446631bc480847
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Sep 24 14:31:34 2019 +0200

    Fix mix between space & tab

commit ca9efd47a451f1d4b3f19a7f81f9db022c243e20
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Sep 23 16:16:13 2019 +0200

    Add sampleGI test

commit e59fc876a1a5630a2aa881a1344e7eff6ca701d3
Merge: d38a3f3d38 d5633231bd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Sep 23 15:05:32 2019 +0200

    Merge branch 'vfx/fix/1186191-infinite-recompilation' into vfx/fix/sg-sample-scene-2

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 808401959efaae549d7b92982672af0befd83494
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Sep 23 14:39:56 2019 +0200

    Fix possible infinite recompilation while collecting uniform : add a guad to avoid process several time the same branch of expressions (#182)

commit d5633231bd5cd6a1e9644de74e064c5cebddfe65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Sep 23 13:43:44 2019 +0200

    Fix possible infinite recompilation while collecting uniform : add a guad to avoid process several time the same branch of expressions

commit d38a3f3d381f0558d84036ce104535a8519ad134
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Sep 20 15:12:53 2019 +0200

    Clear runtimeData

commit 40d8e1edbd30c5850658a34b015235b6bc50866c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Sep 20 15:12:03 2019 +0200

    *Update changelog

commit 399f6d87075149342bf36c62b067c29d30003cd5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Sep 20 15:05:43 2019 +0200

    Move _SURFACE_TYPE_TRANSPARENT in VFXDefines to be also defined in unlit transparent for HDRP

commit 421035db8d785d250f089cc544361e7e03b1df93
Author: Thomas ICHÉ <peeweek@gmail.com>
Date:   Fri Sep 20 10:34:20 2019 +0200

    Cleared Runtime Data

commit 0a8d246e17984197012af7ade4b2d85a13bbe9bf
Author: Thomas ICHÉ <peeweek@gmail.com>
Date:   Fri Sep 20 10:33:05 2019 +0200

    Updated Current Templates and Added New Templates for Ribbons / Trails and Trailing Sparks

commit aab0449fc7eb2c0809ac6122f67619c3ad8016f7
Author: Julien Fryer <julienf@unity3d.com>
Date:   Wed Sep 18 19:12:27 2019 +0200

    Recompile VFX

commit 836cbb572f825a3eb39e770a7f0df345530e7b79
Author: Julien Fryer <julienf@unity3d.com>
Date:   Wed Sep 18 19:06:58 2019 +0200

    Fix graphics tests

commit 96d07ea04bb423ba07d18c36733a1170d536d395
Author: Julien Fryer <julienf@unity3d.com>
Date:   Wed Sep 18 18:39:20 2019 +0200

    Update changelog

commit f78c8701a8b32c801335ae86e62c3bc5f95409f2
Author: Julien Fryer <julienf@unity3d.com>
Date:   Wed Sep 18 18:35:01 2019 +0200

    Fix typo in strip tangent computation

commit a5bf0f662eabcf6628d0000d357ec3432772f129
Author: Julien Fryer <julienf@unity3d.com>
Date:   Wed Sep 18 18:34:13 2019 +0200

    Fix sub output NullRef with lazy init

commit 91ddce0a5b48f8e96893a075f266d758bf587417
Author: Julien Fryer <julienf@unity3d.com>
Date:   Wed Sep 18 16:32:38 2019 +0200

    Fix issues with shader graph outputs settings

commit 305012a284c73b276d485ba447b126c92fce1b44
Merge: 24876c4356 2b2f651e8f
Author: Julien Fryer <julienf@unity3d.com>
Date:   Wed Sep 18 13:56:42 2019 +0200

    Merge remote-tracking branch 'srp/master' into vfx/staging

commit da114e1a0fda109d7a7a19f3dc9ca18b0a17e2fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Sep 17 17:53:07 2019 +0200

    Use a define generalization to force SHADERPASS to be defined

commit 24876c4356f39ad06ef8187fc8589c569c8adf17
Author: Julien Fryer <julienf@unity3d.com>
Date:   Tue Sep 17 16:34:23 2019 +0200

    Fix shader compilation with old position

commit bd27186f85738a0a8981a5afc7de42c8a3ef9bb4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Sep 17 15:30:59 2019 +0200

    Cleaner approach using a ${VFXShaderGraphFunctionsInclude}

commit 81994e2362706347581febde49a51d277883c637
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Sep 17 15:09:55 2019 +0200

    *WIP* Try to defined everything in VFXCommon.hlsl

commit 9e9e183026f0f5abe48be9e4a1e792e52f7f62ac
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Sep 17 11:50:25 2019 +0200

    Sample Scene reference VFX

commit b14f5b92d25a3f35fbb0e3fa51a9801e40947747
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Sep 17 11:28:16 2019 +0200

    Prepare base scene

commit 329368e6ea5ee1119277131e53d4723a237479c7
Merge: 0d3b16317a 1bb924f326
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Sep 13 10:22:15 2019 +0200

    Merge branch 'master' into vfx/staging

commit 0d3b16317a5d89d55956a9be834251c0b801b81b
Merge: 2f03eaa6ef 077648f1ea
Author: Julien Fryer <julienf@unity3d.com>
Date:   Wed Sep 11 15:04:02 2019 +0200

    Merge remote-tracking branch 'srp/master' into vfx/staging

commit 2f03eaa6ef7db04bb3434e9d4eb1afb04423ef8b
Merge: 21c3dc8f39 47bfa18d37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Sep 5 20:14:23 2019 +0200

    Merge branch 'master' into vfx/staging

    # Conflicts:
    #	LocalTestProjects/HDRP_DXR_Tests/Assets/Scenes/104_RayTracingNode/RayTracedReflections.unity.meta

commit 21c3dc8f39b4701967223314d880d7357d5c06f5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Sep 5 19:46:28 2019 +0200

    Renamed output contexts colorMappingMode > colorMapping (#174)

    * continued renaming colorMappingMode > colorMapping

    * Missing Commit lost in reset

    * Delete VFXGraphAdditions.unitypackage

    * Delete .sample.json

    * revert package.json

    * unwanted change

commit 08a700999783b868ca2a6bd4793e03a297a37a55
Author: Thomas Iché <thomasi@unity3d.com>
Date:   Wed Sep 4 19:38:10 2019 +0200

    Harmonized Output Context Names (#171)

    * Harmonized Output Context Names

    * Fixed Test

commit 4ef9bb5a7bc747014395b8c65ece3c3eba5d9f09
Author: Julien Fryer <julienf@unity3d.com>
Date:   Wed Sep 4 18:44:35 2019 +0200

    Forgot to update player reference images

commit 1cd6e4289792128ad4b52c7c52bc8b1379a6297a
Author: Julien Fryer <julienf@unity3d.com>
Date:   Wed Sep 4 17:26:07 2019 +0200

    Rebuild VFX

commit 60731abd96b7baba9a312869522d2f1198141aea
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Wed Sep 4 15:33:41 2019 +0200

    Addeb back Noise lib

commit 439aa2c5f4020fb01860c1a5bb34d23891413594
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Wed Sep 4 15:16:52 2019 +0200

    Removed legacy turbulence noise implementation

commit 87c4153bb1e680d210e39724b7a4c665a5016fdf
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Sep 4 14:49:42 2019 +0200

    Removed second decalaration of pointSize in output points, depthonly

commit ebb625473d19bd7b177b1dab29e18bb79341059c
Author: Julien Fryer <julienf@unity3d.com>
Date:   Wed Sep 4 14:03:52 2019 +0200

    Small fixes

commit a3a89f79b19c1d11f1913eb0c96613bf47962790
Author: Julien Fryer <julienf@unity3d.com>
Date:   Wed Sep 4 13:31:22 2019 +0200

    Remove warning as error for obsoletes

commit 9d84d722337d726c02f3d937c7c7211f717c5600
Author: Julien Fryer <julienf@unity3d.com>
Date:   Wed Sep 4 13:21:50 2019 +0200

    Handle old LWRP compatibility

commit 82a6a8adcb5eac8f5d17b72fe99c65fca5d13628
Merge: 35af1f63ba 804c09e684
Author: Julien Fryer <julienf@unity3d.com>
Date:   Wed Sep 4 13:10:25 2019 +0200

    Merge remote-tracking branch 'srp/master' into vfx/staging

commit 35af1f63bac2a970e161f7b48f534c2b6110cbdf
Author: Thomas Iché <thomasi@unity3d.com>
Date:   Wed Sep 4 11:46:17 2019 +0200

    Name Changes for Velocity Composed Blocks (#168)

    * Name Changes for Velocity Composed Blocks

    * Reverted back Random to Random Direction

    * Renamed to "Velocity from Direction & Speed" / Set these blocks as experimental

commit 2dc9696c3ca5fb716bbfbd066d06c7f9cb3410e9
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Wed Sep 4 11:24:00 2019 +0200

    Fix: shader writer floatN to string precision (#169)

    * Change shader writer float to string precision from 7 digits to 9

    * Updated changelog

    * Update CHANGELOG.md

    * Added back CultureInfo

    * Updated Changelog

commit 3c496753333f9b27f8986500a18bf90a07b13b58
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Tue Sep 3 22:32:50 2019 +0200

    Fix: Updated Turbulence block noise generation (#165)

    * Still need to figure if a sanitize is needed

    * Sanitizing proto

    * Sanitize proto 2

    * Sanitized Turbulence block

    * Sanitized Sanitize

    * Updated collision test ref image

    * Updated changelog

    * Updated changelog

commit 627c81c506c85870d715501c7120fd3905f2cc98
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Sep 3 15:36:16 2019 +0200

    respect parameters order when matching expression in subgraphs.

commit e69c915ef0abc9dbad77a4ff9d71d338626b7100
Author: Thomas ICHÉ <peeweek@gmail.com>
Date:   Tue Sep 3 14:42:50 2019 +0200

    Renamed "To Subgraph Block" -> "Convert to Subgraph Block" in menu.

commit beb30f3fc3ec306e994048d401aa05ae637ea130
Merge: 6396b088c6 482a7f82bf
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Tue Sep 3 10:43:38 2019 +0200

    Merge pull request #164 from unity/vfx/fix/sphere-to-rect

    Fix: Change of basis (Sphere -> Rect)

commit 6396b088c6342141bd721a1d170851bc8a9c1400
Author: Julien Fryer <julienf@unity3d.com>
Date:   Mon Sep 2 17:38:20 2019 +0200

    Remove motion vector templates for points

commit 482a7f82bf88703f06f4c5f3489c3e7bd0fa4b3a
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Mon Sep 2 17:33:10 2019 +0200

    Updated tooltip

commit c3b9559c77b1af4331e1bd2cc6fcca6e705fa0f4
Merge: cbbcb5aaa2 ddca42a816
Author: Julien Fryer <julienf@unity3d.com>
Date:   Mon Sep 2 17:13:27 2019 +0200

    Merge branch 'vfx/staging' of github.cds.internal.unity3d.com:unity/vfx-graph into vfx/staging

commit ddca42a816b757405ac51adba4b7fead94894c8e
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Sep 2 16:46:47 2019 +0200

    Fix for vfx preview drawing the scene under.

commit cbbcb5aaa28cd53f0ac7c032f64bd4af4f7671a3
Author: Julien Fryer <julienf@unity3d.com>
Date:   Mon Sep 2 16:42:18 2019 +0200

    Update gfx tests images due to exposure change

commit 070cbb3cb73a95cc4ed19f6d1b5cffc2d33d6d17
Author: Julien Fryer <julienf@unity3d.com>
Date:   Mon Sep 2 15:36:55 2019 +0200

    Fix PSIZE semantics + remove motionvectors for points (relicate)

commit 3004001c0fc1188548e8bbaa5ad0e50df850f604
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Sep 2 13:59:57 2019 +0200

    Fix compilation of depth pass of point output.

commit ab4641dc8540c5da61581c54afb8b65bcadce97c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Sep 2 13:22:04 2019 +0200

    Remove reflection in Store/Extract functions (#163)

commit 1234c148c9c0475590346ce1daa88dc11a3b3cb5
Merge: 0f9799fe60 0b05d02aaf
Author: Julien Fryer <julienf@unity3d.com>
Date:   Mon Sep 2 10:44:11 2019 +0200

    Merge remote-tracking branch 'srp/vfx/tests/add-hdrp-osx-coverage' into vfx/staging

commit 448eb337af514d33bf715fd32218d89aca1fb666
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Fri Aug 30 11:31:15 2019 +0200

    Bug fixed, changed parameter order for spherical coord

commit 0f9799fe606175e5c466d87108d9fe7b1aa2fcae
Merge: 695662e57d 29da93062b
Author: Julien Fryer <julienf@unity3d.com>
Date:   Thu Aug 29 18:49:00 2019 +0200

    Merge branch 'vfx/staging' of github.cds.internal.unity3d.com:unity/vfx-graph into vfx/staging

commit 695662e57da314afaf47c2a1d1e6905ef72d3fc2
Author: Julien Fryer <julienf@unity3d.com>
Date:   Thu Aug 29 18:48:23 2019 +0200

    Unlit outputs are no longer pre-exposed by default in HDRP

commit 29da93062b82cda4f58dc0bbb64865d0361fcb61
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Aug 29 14:57:18 2019 +0200

    Fox order of subgraph block and operator slots.

commit 97b313ee9f76f1d4d666f64ad629e777be9b44f5
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Aug 29 14:51:20 2019 +0200

    Sort Subgraph context inputs by blackboard order

commit eed662d857bf9f791dac5b571bf0615290d2f9af
Merge: 4cb1fbebb7 2706111cbd
Author: Julien Fryer <julienf@unity3d.com>
Date:   Thu Aug 29 13:40:34 2019 +0200

    Merge remote-tracking branch 'srp/master' into vfx/staging

commit e7314d18fb03eebcbf8d830d844b3c422aa9f9d4
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Aug 28 14:15:26 2019 +0200

    Added PSIZE semantic to point output, mandatory for metal and vulkan

commit 4cb1fbebb7cf27b602b6c4615905b428a3cf3740
Merge: 396ae4589b 0f9de9cb26
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Aug 28 14:13:48 2019 +0200

    Merge branch 'vfx/staging' of github.com:Unity-Technologies/ScriptableRenderPipeline into vfx/staging

commit 396ae4589b2b1ed47e3ba7a576eade71cff28f82
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Aug 27 15:46:39 2019 +0200

    Fix for tooltip width in blackboard

commit 0f9de9cb26ba03c2267caaa524ee1ce780c6b2f4
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Aug 26 16:37:23 2019 +0200

    fix Subgraph Event Transmission test.

commit 8c17aede055e8ef7953ef03a524e52c42bd5886c
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Aug 26 15:37:39 2019 +0200

    New generation of .vfx

commit f3750dd0df54c9716f9963098cea2fbfdc59bce8
Merge: 1394795f9a 5aabb48989
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Aug 26 15:12:32 2019 +0200

    Merge branch 'vfx/staging' of github.com:Unity-Technologies/ScriptableRenderPipeline into vfx/staging

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 1394795f9a6297f49646acf3b8dff6714b845046
Merge: d41e0eef41 b4321fff0b
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Aug 26 15:09:53 2019 +0200

    Merge branch 'master' into vfx/staging

    # Conflicts:
    #	TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5007_Exponential_Fog.unity.meta
    #	TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9601_SkinnedMeshBatching/DisableBatching.cs.meta
    #	TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9601_SkinnedMeshBatching/HeadInstanced.mat.meta
    #	TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.anim.meta
    #	TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/Test_Explorer.cs.meta
    #	TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/Test_Explorer.mat.meta
    #	TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/Test_Explorer.unity.meta
    #	TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparencyOverdraw.unity.meta
    #	com.unity.render-pipelines.high-definition/CHANGELOG.md
    #	com.unity.render-pipelines.high-definition/Runtime/Debug/TransparencyDebug.cs.meta
    #	com.unity.visualeffectgraph/CHANGELOG.md
    #	com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs

commit d41e0eef410734ce4b7886e79fed5f1ff19c5039
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Aug 26 13:29:25 2019 +0200

    Fix for shader label in Visual Effect Asset Editor pushing buttons out of visibility.

commit db37f8c9ba22cb130a68cfde45938dc647126db6
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Aug 26 13:06:11 2019 +0200

    Fix for labels not clipped in blackboard

commit e99d72bc4bb1aef5bb54d15b74989a554a8fdc46
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Aug 26 12:57:27 2019 +0200

    Fix excpetion when right clicking inside the first category.

commit a961cb6611787f845b0ce4a99efb2f375ec0028a
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Aug 26 12:54:07 2019 +0200

    Fix for exception when right clicking an anchor.

commit da993d6074ac38cd0e24bf11c49dc091ef6d63cc
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Mon Aug 26 10:46:22 2019 +0200

    Bugfix: UV modes, gradient mapping (#145)

    * Initial commit: bugs seems to be fixed

    * Good old manual merging

    * Updated changelog

    * Removed duplicated bugfix entry

    * Corrections according to review

commit 5fceea15a414238a422e2b38f45327eeea53601a
Merge: 55830f28a0 2b065c55a2
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Fri Aug 23 16:44:13 2019 +0200

    Merge pull request #160 from unity/vfx/feature/transparency-overdraw-2

    Feature: Transparency Overdraw debug mode

commit 55830f28a0e7880985aedd2e01a0ef555e6d2f84
Author: Thomas Iché <thomasi@unity3d.com>
Date:   Fri Aug 23 16:42:39 2019 +0200

    UI Fixes for Parameter > Property terminology + Added option to convert inline directly to exposed property (#159)

commit 2b065c55a22120a8033810776ab370b40fc0cf6c
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Fri Aug 23 16:42:22 2019 +0200

    Corrected changelogs

commit a4104ef3540633150995d3355643a28bc5b28747
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Aug 23 14:56:28 2019 +0200

    Fix (#162)

commit 8d1001678bb52d1286490dfe138764c14abea2cc
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Fri Aug 23 10:05:56 2019 +0200

    Modifications according to review

commit b51e477af759c03d4b74ca58ce533f918771a723
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Thu Aug 22 09:57:38 2019 +0200

    Modif according to review

commit 4d5d01767d7222b818ed90af7b6a15f8606855dc
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Wed Aug 21 16:56:42 2019 +0200

    Max pixel cost set to 2048 (due to limited half float precision)

commit c42e7e1bd5026d46c30f1d7f3f6496025cd2eb08
Merge: 8a4d16ec98 b57b129d99
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Wed Aug 21 16:47:21 2019 +0200

    Merged staging

commit 986fa1a950da090abb5bec7718780e458d2e6fbd
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Aug 21 14:33:10 2019 +0200

    fixed 2 remaining resources references not changed

commit 5aabb48989ce858dcd4fc9cb6897f2f257393e44
Author: iTris666 <tristan@unity3d.com>
Date:   Wed Aug 21 13:19:10 2019 +0200

    Update CHANGELOG.md

commit a819341603143576adf1c8a76de41f9afdae8578
Merge: b57b129d99 a421035085
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Wed Aug 21 11:00:35 2019 +0200

    Merge pull request #147 from unity/vfx/fix/distortion-soft-2

    Bugfix: distortion fading

commit a421035085ad246e634986ca49598a7b5da3a525
Merge: bb7b4fd407 b57b129d99
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Wed Aug 21 10:46:29 2019 +0200

    Merge branch 'vfx/staging' into vfx/fix/distortion-soft-2

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit b57b129d9921a6a0604a5a279007a3b12899cca4
Author: Thomas Iché <thomasi@unity3d.com>
Date:   Wed Aug 21 09:47:56 2019 +0200

    (WIP) Feature : Split alpha clipping in Output Contexts (#153)

    * Base Commit

    * Attempt to Sanitize data

    * Fixes for PR

    * Fixes for sanitization

commit d5ee9a6431b2e302e254862b9be5e83e5c1852f6
Author: Thomas Iché <thomasi@unity3d.com>
Date:   Wed Aug 21 09:47:21 2019 +0200

    (WIP) Feature : Split alpha clipping in Output Contexts (#153)

    * Base Commit

    * Attempt to Sanitize data

    * Fixes for PR

    * Fixes for sanitization

commit 0b12fca0617d9bd52d239a5d2c9a9113002c20ed
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Aug 19 16:58:36 2019 +0200

    Allow choosing the place to save vfx assets.

commit ff9fc88991988435612e585674286bf7d9881d79
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Aug 19 16:22:14 2019 +0200

    Fix category rename input overlapping toggle. Fixed toggle having background.

commit 495d9c38ebb30185d5020008005d4470c518775a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Aug 19 15:53:49 2019 +0200

    Fix copy settings while converting an output (#158)

commit 46c5fef0968572f749f5f1f2caa7e5917b2b16d9
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Aug 19 15:20:03 2019 +0200

    Fix toolbar toggle appearing light with light skin.

commit 87348bb094512645e6483b9016b95388691c9f4c
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Aug 19 15:02:24 2019 +0200

    Fix for multiselection of gradient in visual effect graph

commit e3744bd81a61464d28c7d1e51fd31d29d29abe1d
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Aug 19 14:49:22 2019 +0200

    Fix for clipped "reseed" in visual effect editor

commit d59da8383f11ebe57f28eb886386e5eb97a15bee
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Aug 8 15:20:20 2019 +0200

    remove deprecated using UnityEngine.Experimental.VFX;

commit 45eeb39081ad1acd50d5e0bdeec643cbbadc2eb1
Merge: da295a26ff 90b3f12979
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Aug 8 13:31:12 2019 +0200

    Merge branch 'master' into vfx/staging

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit da295a26ff35c1716efae156fe60159419f48078
Merge: 4371685585 0c3b4b5888
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Aug 7 18:31:02 2019 +0200

    Merge branch 'master' into vfx/staging

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs

commit 4371685585b3736275e7ab9d80b0f0fa9726cd57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Aug 7 10:32:17 2019 +0200

    Fix change log : wrong revision updated

commit 31f5ddd62bde28fca2ef23bcca8bf5e21da016f8
Merge: bc45e04f79 f42ddfd677
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Aug 7 10:17:09 2019 +0200

    Merge branch 'vfx/staging' of github.cds.internal.unity3d.com:unity/vfx-graph into vfx/staging

commit bc45e04f79fc07f133cd6decef5af792be8847ad
Merge: e1a01924a5 204f0733c0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Aug 7 10:15:07 2019 +0200

    Merge branch 'master' into vfx/staging

commit f42ddfd677c63234b1c7a6123a13ca6a9e9069bb
Merge: 0c45a96311 204f0733c0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Aug 7 10:09:11 2019 +0200

    Merge branch 'master' into vfx/staging

commit e1a01924a53aad34f6fbade8f020f2bbbab0e7fd
Author: iTris666 <tristan@unity3d.com>
Date:   Tue Aug 6 14:20:35 2019 +0200

    Update CHANGELOG.md

commit 0c45a963115235a6db601806ad543abeef40fbf6
Merge: 8b41fd7385 369ae79127
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Aug 6 14:08:16 2019 +0200

    Merge branch 'master' into vfx/staging

commit 8b41fd73856463517b4b1c7a3fd61f092fef20c7
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Aug 5 18:09:38 2019 +0200

    Additional validation for vfxParameter

commit ef2be30b2a5dd4310f575ecc9fbac5852fd823cc
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Aug 5 14:50:10 2019 +0200

    Fix subgraph context input not patched after recreatecopy

commit e1ffd4ded8d7f7f8982771973c56699f39102c8a
Merge: 3482299c24 7dc59e5125
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Aug 5 11:52:15 2019 +0200

    Merge branch 'master' into vfx/staging

commit 3482299c2462e819fbca4e5676ae812420032f87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Aug 5 08:55:29 2019 +0200

    - Remove clear workaround for shaderSources
    - Restore internal on Clear RuntimeData menu entry

commit 2e52e7a0940b71ed650668f1c155d505e63da937
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Aug 2 19:27:24 2019 +0200

    Fix for using structs in subgraphs.

commit aa9ecbcffc9dc092d3be02692f78df015ecdad63
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Aug 2 16:25:59 2019 +0200

    Fix Objectproperty not catching delete key

commit c3b40c4eb8873b53616937bd62f68e1b3cd81751
Author: Thomas Iché <thomasi@unity3d.com>
Date:   Thu Aug 1 10:05:24 2019 +0200

    Toolbar UX Rework  (#152)

    * Base Commit

    * Cleaned up unused code

commit 8a4d16ec98c9e55a07b796b7953cb5ea0032e4c8
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Tue Jul 30 18:18:13 2019 +0200

    Forced to add thos modifications for Katana tests to compile

commit 4fcb0a7f5c9ce92c6c854cd65da608c1b6c4a807
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Tue Jul 30 18:15:31 2019 +0200

    Modifications to  facilitate diff

commit 97679190627c61c539c59600bfcc1d8408d57156
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Tue Jul 30 17:59:51 2019 +0200

    Better with the file isn't it ?

commit 7d959911a04f5ebfd0f6531c10af2b05041d7fa9
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Tue Jul 30 17:57:56 2019 +0200

    Hoping to simplify HDrenderPipeline.cs diff

commit 18aa3946bf9835a199bdbbb8652e59793c376ebc
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Tue Jul 30 17:49:30 2019 +0200

    Changelog

commit 16d37a08dc9a833bec61a188c0814468b580f542
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Tue Jul 30 17:47:23 2019 +0200

    Forgotten shaders

commit 2194da413ec907825df61085994968edf541b591
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Tue Jul 30 17:43:49 2019 +0200

    Untracked file

    Added TransparencyDebug

commit 7b4a2b72d1eb26e339956cad16f9424749812a05
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Tue Jul 30 17:37:42 2019 +0200

    Updated changelog, removed unnecessary macros

commit ea906daf1270b099920ddc5276bdfd73dec490f1
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Tue Jul 30 16:57:54 2019 +0200

    Debug mode seems to word

commit fac99f5979cd59ddaf4640e47cd88a2136160ccd
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Tue Jul 30 16:22:41 2019 +0200

    Updated .gitignore

commit 7a58523f1e2b7ce7ead6b6100635eecdf99098b3
Merge: 479fe677ad e1cea12aae
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Tue Jul 30 16:12:20 2019 +0200

    Merge branch 'vfx/staging' into vfx/Feature/transparency-overdraw-2

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.vfx
    #	com.unity.render-pipelines.high-definition/CHANGELOG.md
    #	com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs
    #	com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader
    #	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
    #	com.unity.testing.visualeffectgraph/Tests/Runtime/VFXGraphicsTests.cs
    #	com.unity.visualeffectgraph/CHANGELOG.md
    #	com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassForward.template
    #	com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassForward.template
    #	com.unity.visualeffectgraph/Shaders/RenderPipeline/LWRP/VFXCommon.cginc
    #	com.unity.visualeffectgraph/Shaders/RenderPipeline/Legacy/VFXCommon.cginc

commit 33aca6a2149cbd3e15e58cbd405cec374f1067e8
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Jul 30 15:51:25 2019 +0200

    Fix some flex for ObjectPropertyRM and ColorPropertyRM.

commit bb772029cf45e96e8927524e44b897d77f39a655
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Fri Jul 26 14:43:11 2019 +0200

    Added Enter Subgraph / Back To Parent Graph. (#149)

commit 396a1007e1fc9015e519ded3adcf87dc2d5d62d5
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Jul 25 10:36:05 2019 +0200

    Fix for when converting to subgraph a part of a subgraph operator with a link to an output parameter.

commit 8f6ee9704fdf453256f0dca36b0b1014092765c2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jul 25 09:50:33 2019 +0200

    Fix Motion Vector with local space transform (#148)

    Fix MotionVector Local Space

commit f0dfa19011bd1f70c860f41573e90bc159d56dea
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jul 24 19:13:29 2019 +0200

    Use lazy approach to load ConcreteBinders instead of static initializer (#150)

commit 7a254a6582f2ca60db63b7b6c9e1d06b86f12ee8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jul 24 12:43:26 2019 +0200

    Fix build

commit 2ab682e9450abe15abde47df94761744ba524758
Merge: c31e5ab656 da3c60bf8e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jul 24 11:53:41 2019 +0200

    Merge branch 'master' into vfx/staging

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md
    #	com.unity.visualeffectgraph/Editor/Resources/PropertyRM.uss
    #	com.unity.visualeffectgraph/Editor/Resources/VFXDataAnchor.uss
    #	com.unity.visualeffectgraph/Editor/Resources/VFXOperator.uss

commit bb7b4fd407840376c8d2f66afcb79a1a1b4b04fd
Author: Arno Galvez <arno.galve@unity3d.com>
Date:   Wed Jul 24 11:12:56 2019 +0200

    Updated changelog

commit c31e5ab656bf656d294ae05a9f72c90637fae854
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jul 23 08:03:44 2019 +0200

    Update StandAlone Reference Images result for HDRP

commit e1cea12aae3b95b8742965a41017ed9349a9b46d
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Tue Jul 23 17:37:02 2019 +0200

    Fix for Set Color Block having fields cropped.

commit 94b18dfe5934d6636b40724e769222e5bb818c71
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Jul 22 15:33:04 2019 +0200

    fix blockui behavior when disabled.

commit b91526a51ed53d5f825125e036beedb0f40407a7
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Mon Jul 22 14:48:42 2019 +0200

    more fixes and cleanup for VFXOperator.uss

commit 43263f67148f6b2fe68f614b9d827096bbbb9e89
Author: Julien Fryer <julienf@unity3d.com>
Date:   Fri Jul 19 16:17:29 2019 +0200

    Add missing meta

commit 04198331bd39f8cf89fb64631c3e59331e20f1b6
Author: Julien Fryer <julienf@unity3d.com>
Date:   Fri Jul 19 16:15:26 2019 +0200

    Recompile VFX

commit 21a8c2d9e93a1f2cfbf2bc257e90182e49705326
Merge: 7debce6eba 15da657bd9
Author: Julien Fryer <julienf@unity3d.com>
Date:   Fri Jul 19 13:43:12 2019 +0200

    Merge remote-tracking branch 'srp/master' into vfx/staging

commit 7debce6eba5112d2f5ee9c5fceac63365cf98d76
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jul 19 13:29:14 2019 +0200

    Fix : Set Attribute & Collision block generating an exception (#140)

    * - Rename VFXPerformanceTest
    - Fix potential issue for some test in isolation

    * - Reduce garbage & Variant List while computing SetAttribute
    - Fix AttributeSeed possibly added on SetAttribute slot while inheriting from source (require a no regression test)

    * Add no regression test

    * More convinient way to exposed default random mode for SetAttribute of 1D type (using uniform instead of per-component)

    * Add performanceTest to measure load library time

    * Add apply variant using multiple settings to invalidate once

    * Disable Performance Test (actually not really a test)

    * *Update ChangeLog

    * Fix issue 1163442 : "Trying to modify space on a not spaceable slot" unexpected exception

    * Fix CopyPasteTest : "Set Tex Index " has been renamed to "Set Tex Index"

commit a08eb692c5071cb1e9f5554f83dfcda42c0364e9
Author: Julien Fryer <julienf@unity3d.com>
Date:   Thu Jul 18 18:08:33 2019 +0200

    Round default crop factor for octagons

commit 5b671d68f853869cc21f58e7e135fd9916760e2d
Merge: 8b2dc9a778 4f70c7cf87
Author: Julien Fryer <julienf@unity3d.com>
Date:   Thu Jul 18 17:27:13 2019 +0200

    Merge branch 'vfx/staging' of github.cds.internal.unity3d.com:unity/vfx-graph into vfx/staging

commit 8b2dc9a7787eb81da810d23e99311f1b572c97b1
Author: Julien Fryer <julienf@unity3d.com>
Date:   Thu Jul 18 17:27:05 2019 +0200

    Make sure defines are uint

commit 4f70c7cf8772b0babc353ed6ffb347716d7200c7
Author: Arno Galvez <arno.galvez@unity3d.com>
Date:   Thu Jul 18 17:11:02 2019 +0200

    Initial commit: bug seems to be fixed (#143)

commit 118094ab8264d740ece7add12c3f81870cf88bb7
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Jul 18 16:30:40 2019 +0200

    More style nitpicking for northstar

commit 929b527a14f4a6ea35c1763d72b8348e3343d737
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Jul 18 15:29:19 2019 +0200

    Fix for input connector width in superCollapsed node.

commit bdf0b2442c3eea8974129092cf51e1401872a92f
Merge: 2f09c59588 539ddceda7
Author: Julien Fryer <julienf@unity3d.com>
Date:   Thu Jul 18 15:53:26 2019 +0200

    Merge branch 'vfx/staging' of github.cds.internal.unity3d.com:unity/vfx-graph into vfx/staging

commit 2f09c595888dccbbceddcad70…
sebastienlagarde added a commit that referenced this pull request May 19, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs

* Update changelog

* Catch and handle NRefactory parser exceptions #6392

* [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* fix typo

* fix typo 2

* Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284)

* [7.x.x Backport] Fix pre/post pass sg properties #82 (#85)

* Fix depth pre/post passes not correctly enabled when switching shaders on the material

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs
#	com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs
#	com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs

* Hide prepass and postpass in the material UI

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed a performance issue with stochastic ray traced area shadows. (#306)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Updated raytracing async compute warning. (#304)

* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

* [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307)

* Fixed an error about procedural sky being logged by mistake.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379)

* Fixed flickering of the game/scene view when lookdev is running.

* Update changelog

* [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317)

* render until ambient probe is ready

* remove comment

* changelog

* [Backport 7.x.x] Fixed some gcalloc in the debug window (#464)

* Fixed some GCAlloc in the debug window

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs

* Update changelog

* [Backport 7.x.x] Hdrp/small ui update (#466)

* Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
#	com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs

* update changelog

* [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482)

* PBR Sky renderer now shares its internal precomputation table between different instances.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs

* Doc update

* Update changelog

* [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs

* Update changelog

* [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479)

* Fixed an issue where asset preview could be rendered white because of static lighting sky.

Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Update changelog

* Changed UI name, tooltip, and doc for maximum decals on screen (#232)

Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/

* Update Custom-Post-Process.md (#233)

* Update HDRP-Features.md (#235)

* Hdrp/reflection probe scale perf #252

* HD: Switch to 1920x1080 default standalone resolution (#279)

Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res

(moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo)

* Makes sure quaternion is normalized and valid before converting to ma… #331

* Fix cookie srgb #297

* Updated forward and deferred rendering definitions (#350)

* Update Forward-And-Deferred-Rendering.md

* Update Forward-And-Deferred-Rendering.md

* Update Light-Component.md (#357)

* Hd/add layer modification on generated emissive mesh for area light #364

* Update Look-Dev-Environment-Library.md (#365)

* Update Volumetric-Lighting.md (#402)

Fixes https://fogbugz.unity3d.com/f/cases/1238592

* Hd/fix nullref while removing decal component #416

* Fix issue with Uber Post process shader when alpha is enabled #422

* Fix the bug (#430)

* Fix issue causing not all baked reflection probes to be deleted #441

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 #484

* [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425)

* Saturate vertex color to avoid negative values.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix Motion Vectors written by transparent when rendering with MSAA #315

* Fix issue with the resolve of motion vectors (#421)

* fix issue with ShowPrePassAndPostPass

* fix compilation issue in rendergraph

* Fixed null reference exception in LookDev when setting the SRP to None #447

* Check reflection probe null pointer before use. (case 1244047) #456

* Remove max atlas probe alloc size in HDRP asset (#458)

* Fixed max alloc planar size not taking in account the max cache size

* Removed the max cache clamp on texture atlases

* Fix few multi-editing issues with Emission UI #473

* Re-enable cubemap thumbnail gen only for d3d11 #487

* Hd/fix undo environmentlibrary lookdev #490

* Added system requirements and frame settings api docs (#510)

* Added system requirements and frame settings api doc

* Update System-Requirements.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* hide exposure compensation for fixed exposure (#535)

* hide exposure compensation for fixed exposure

* Update PostProcessSystem.cs

* [9.x.x] Fix Microshadow not working properly with LightLayers enabled in deferred #522

* Use path relative to package for depth of field #523

* Fix taaFrameIndex and restore TAA tests for XR #534

* Fix an issue in reading the gbuffer for ray traced subsurface scattering (#538)

* fix DXR manifest

* update reference screenshots

* Clone in the Asset folder when the original volume profile is in a re… #508

* Add support for batchmode (#542)

* Update Reflection-Probes-Intro.md (#548)

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Aras Pranckevičius <aras@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
sebastienlagarde added a commit that referenced this pull request May 23, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs

* Update changelog

* Catch and handle NRefactory parser exceptions #6392

* [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* fix typo

* fix typo 2

* Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284)

* [7.x.x Backport] Fix pre/post pass sg properties #82 (#85)

* Fix depth pre/post passes not correctly enabled when switching shaders on the material

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs
#	com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs
#	com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs

* Hide prepass and postpass in the material UI

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed a performance issue with stochastic ray traced area shadows. (#306)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Updated raytracing async compute warning. (#304)

* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

* [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307)

* Fixed an error about procedural sky being logged by mistake.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379)

* Fixed flickering of the game/scene view when lookdev is running.

* Update changelog

* [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317)

* render until ambient probe is ready

* remove comment

* changelog

* [Backport 7.x.x] Fixed some gcalloc in the debug window (#464)

* Fixed some GCAlloc in the debug window

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs

* Update changelog

* [Backport 7.x.x] Hdrp/small ui update (#466)

* Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
#	com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs

* update changelog

* [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482)

* PBR Sky renderer now shares its internal precomputation table between different instances.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs

* Doc update

* Update changelog

* [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs

* Update changelog

* [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479)

* Fixed an issue where asset preview could be rendered white because of static lighting sky.

Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Update changelog

* Changed UI name, tooltip, and doc for maximum decals on screen (#232)

Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/

* Update Custom-Post-Process.md (#233)

* Update HDRP-Features.md (#235)

* Hdrp/reflection probe scale perf #252

* HD: Switch to 1920x1080 default standalone resolution (#279)

Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res

(moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo)

* Makes sure quaternion is normalized and valid before converting to ma… #331

* Fix cookie srgb #297

* Updated forward and deferred rendering definitions (#350)

* Update Forward-And-Deferred-Rendering.md

* Update Forward-And-Deferred-Rendering.md

* Update Light-Component.md (#357)

* Hd/add layer modification on generated emissive mesh for area light #364

* Update Look-Dev-Environment-Library.md (#365)

* Update Volumetric-Lighting.md (#402)

Fixes https://fogbugz.unity3d.com/f/cases/1238592

* Hd/fix nullref while removing decal component #416

* Fix issue with Uber Post process shader when alpha is enabled #422

* Fix the bug (#430)

* Fix issue causing not all baked reflection probes to be deleted #441

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 #484

* [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425)

* Saturate vertex color to avoid negative values.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix Motion Vectors written by transparent when rendering with MSAA #315

* Fix issue with the resolve of motion vectors (#421)

* fix issue with ShowPrePassAndPostPass

* fix compilation issue in rendergraph

* Fixed null reference exception in LookDev when setting the SRP to None #447

* Check reflection probe null pointer before use. (case 1244047) #456

* Remove max atlas probe alloc size in HDRP asset (#458)

* Fixed max alloc planar size not taking in account the max cache size

* Removed the max cache clamp on texture atlases

* Fix few multi-editing issues with Emission UI #473

* Re-enable cubemap thumbnail gen only for d3d11 #487

* Hd/fix undo environmentlibrary lookdev #490

* Added system requirements and frame settings api docs (#510)

* Added system requirements and frame settings api doc

* Update System-Requirements.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* hide exposure compensation for fixed exposure (#535)

* hide exposure compensation for fixed exposure

* Update PostProcessSystem.cs

* [9.x.x] Fix Microshadow not working properly with LightLayers enabled in deferred #522

* Use path relative to package for depth of field #523

* Fix taaFrameIndex and restore TAA tests for XR #534

* Fix an issue in reading the gbuffer for ray traced subsurface scattering (#538)

* fix DXR manifest

* update reference screenshots

* Clone in the Asset folder when the original volume profile is in a re… #508

* Add support for batchmode (#542)

* Update Reflection-Probes-Intro.md (#548)

* Added note on decal emission on transparent surfaces (#567)

* Update Decal-Projector.md

* Update Decal-Projector.md

* Update Decal-Projector.md

* Added terrain lit doc (#573)

* Add terrain lit doc

* Update HDRP-Features.md

* Update HDRP-Features.md

* Hd/fix wizard defaultvolumeprofile creation #565

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Aras Pranckevičius <aras@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
sebastienlagarde added a commit that referenced this pull request May 26, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs

* Update changelog

* Catch and handle NRefactory parser exceptions #6392

* [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* fix typo

* fix typo 2

* Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284)

* [7.x.x Backport] Fix pre/post pass sg properties #82 (#85)

* Fix depth pre/post passes not correctly enabled when switching shaders on the material

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs
#	com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs
#	com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs

* Hide prepass and postpass in the material UI

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed a performance issue with stochastic ray traced area shadows. (#306)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Updated raytracing async compute warning. (#304)

* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

* [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307)

* Fixed an error about procedural sky being logged by mistake.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379)

* Fixed flickering of the game/scene view when lookdev is running.

* Update changelog

* [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317)

* render until ambient probe is ready

* remove comment

* changelog

* [Backport 7.x.x] Fixed some gcalloc in the debug window (#464)

* Fixed some GCAlloc in the debug window

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs

* Update changelog

* [Backport 7.x.x] Hdrp/small ui update (#466)

* Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
#	com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs

* update changelog

* [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482)

* PBR Sky renderer now shares its internal precomputation table between different instances.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs

* Doc update

* Update changelog

* [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs

* Update changelog

* [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479)

* Fixed an issue where asset preview could be rendered white because of static lighting sky.

Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Update changelog

* Changed UI name, tooltip, and doc for maximum decals on screen (#232)

Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/

* Update Custom-Post-Process.md (#233)

* Update HDRP-Features.md (#235)

* Hdrp/reflection probe scale perf #252

* HD: Switch to 1920x1080 default standalone resolution (#279)

Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res

(moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo)

* Makes sure quaternion is normalized and valid before converting to ma… #331

* Fix cookie srgb #297

* Updated forward and deferred rendering definitions (#350)

* Update Forward-And-Deferred-Rendering.md

* Update Forward-And-Deferred-Rendering.md

* Update Light-Component.md (#357)

* Hd/add layer modification on generated emissive mesh for area light #364

* Update Look-Dev-Environment-Library.md (#365)

* Update Volumetric-Lighting.md (#402)

Fixes https://fogbugz.unity3d.com/f/cases/1238592

* Hd/fix nullref while removing decal component #416

* Fix issue with Uber Post process shader when alpha is enabled #422

* Fix the bug (#430)

* Fix issue causing not all baked reflection probes to be deleted #441

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 #484

* [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425)

* Saturate vertex color to avoid negative values.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix Motion Vectors written by transparent when rendering with MSAA #315

* Fix issue with the resolve of motion vectors (#421)

* fix issue with ShowPrePassAndPostPass

* fix compilation issue in rendergraph

* Fixed null reference exception in LookDev when setting the SRP to None #447

* Check reflection probe null pointer before use. (case 1244047) #456

* Remove max atlas probe alloc size in HDRP asset (#458)

* Fixed max alloc planar size not taking in account the max cache size

* Removed the max cache clamp on texture atlases

* Fix few multi-editing issues with Emission UI #473

* Re-enable cubemap thumbnail gen only for d3d11 #487

* Hd/fix undo environmentlibrary lookdev #490

* Added system requirements and frame settings api docs (#510)

* Added system requirements and frame settings api doc

* Update System-Requirements.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* hide exposure compensation for fixed exposure (#535)

* hide exposure compensation for fixed exposure

* Update PostProcessSystem.cs

* [9.x.x] Fix Microshadow not working properly with LightLayers enabled in deferred #522

* Use path relative to package for depth of field #523

* Fix taaFrameIndex and restore TAA tests for XR #534

* Fix an issue in reading the gbuffer for ray traced subsurface scattering (#538)

* fix DXR manifest

* update reference screenshots

* Clone in the Asset folder when the original volume profile is in a re… #508

* Add support for batchmode (#542)

* Update Reflection-Probes-Intro.md (#548)

* Added note on decal emission on transparent surfaces (#567)

* Update Decal-Projector.md

* Update Decal-Projector.md

* Update Decal-Projector.md

* Added terrain lit doc (#573)

* Add terrain lit doc

* Update HDRP-Features.md

* Update HDRP-Features.md

* Hd/fix wizard defaultvolumeprofile creation #565

* Fixed light layers not correctly disabled when the lightlayers is set to Nothing #584

* Hdrp/fix camera switcher (#591)

* Fixed a wrong condition in camera switcher, potentially causing out of bound exceptions.

* update changelog.

* Added Lit master node doc (#613)

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Aras Pranckevičius <aras@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
sebastienlagarde added a commit that referenced this pull request Aug 4, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs

* Update changelog

* Catch and handle NRefactory parser exceptions #6392

* [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* fix typo

* fix typo 2

* Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284)

* [7.x.x Backport] Fix pre/post pass sg properties #82 (#85)

* Fix depth pre/post passes not correctly enabled when switching shaders on the material

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs
#	com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs
#	com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs

* Hide prepass and postpass in the material UI

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed a performance issue with stochastic ray traced area shadows. (#306)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Updated raytracing async compute warning. (#304)

* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

* [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307)

* Fixed an error about procedural sky being logged by mistake.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379)

* Fixed flickering of the game/scene view when lookdev is running.

* Update changelog

* [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317)

* render until ambient probe is ready

* remove comment

* changelog

* [Backport 7.x.x] Fixed some gcalloc in the debug window (#464)

* Fixed some GCAlloc in the debug window

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs

* Update changelog

* [Backport 7.x.x] Hdrp/small ui update (#466)

* Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
#	com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs

* update changelog

* [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482)

* PBR Sky renderer now shares its internal precomputation table between different instances.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs

* Doc update

* Update changelog

* [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs

* Update changelog

* [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479)

* Fixed an issue where asset preview could be rendered white because of static lighting sky.

Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Update changelog

* Changed UI name, tooltip, and doc for maximum decals on screen (#232)

Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/

* Update Custom-Post-Process.md (#233)

* Update HDRP-Features.md (#235)

* Hdrp/reflection probe scale perf #252

* HD: Switch to 1920x1080 default standalone resolution (#279)

Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res

(moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo)

* Makes sure quaternion is normalized and valid before converting to ma… #331

* Fix cookie srgb #297

* Updated forward and deferred rendering definitions (#350)

* Update Forward-And-Deferred-Rendering.md

* Update Forward-And-Deferred-Rendering.md

* Update Light-Component.md (#357)

* Hd/add layer modification on generated emissive mesh for area light #364

* Update Look-Dev-Environment-Library.md (#365)

* Update Volumetric-Lighting.md (#402)

Fixes https://fogbugz.unity3d.com/f/cases/1238592

* Hd/fix nullref while removing decal component #416

* Fix issue with Uber Post process shader when alpha is enabled #422

* Fix the bug (#430)

* Fix issue causing not all baked reflection probes to be deleted #441

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 #484

* [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425)

* Saturate vertex color to avoid negative values.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix Motion Vectors written by transparent when rendering with MSAA #315

* Fix issue with the resolve of motion vectors (#421)

* fix issue with ShowPrePassAndPostPass

* fix compilation issue in rendergraph

* Fixed null reference exception in LookDev when setting the SRP to None #447

* Check reflection probe null pointer before use. (case 1244047) #456

* Remove max atlas probe alloc size in HDRP asset (#458)

* Fixed max alloc planar size not taking in account the max cache size

* Removed the max cache clamp on texture atlases

* Fix few multi-editing issues with Emission UI #473

* Re-enable cubemap thumbnail gen only for d3d11 #487

* Hd/fix undo environmentlibrary lookdev #490

* Added system requirements and frame settings api docs (#510)

* Added system requirements and frame settings api doc

* Update System-Requirements.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* hide exposure compensation for fixed exposure (#535)

* hide exposure compensation for fixed exposure

* Update PostProcessSystem.cs

* [9.x.x] Fix Microshadow not working properly with LightLayers enabled in deferred #522

* Use path relative to package for depth of field #523

* Fix taaFrameIndex and restore TAA tests for XR #534

* Fix an issue in reading the gbuffer for ray traced subsurface scattering (#538)

* fix DXR manifest

* update reference screenshots

* [Backport 7.x.x] Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time. (#988)

* Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time.

* Update changelog

* [Backport 7.x.x] Fixed an issue where static sky lighting would not be updated for a new scene until it's reloaded at least once. (#990)

* Fixed an issue where static sky lighting would not be updated for a new scene until it's reloaded at least once.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs

* Update changelog

* [Backport 7.x.x] Add defines guards around shadows hlsl files (#1091)

* Add guards to shadow includes

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl

* changelog

* [Backport 7.x.x]  Fix issue with light layers > 7 in the deferred path (#1093)

* Mask layers to consider only the supported 8 bits

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fix decal being duplicated in prefab isolation mode.  (#1103)

* Fixed decals being duplicated in prefab isolation mode.

* Fix decals in the player.

* Update changelog

* Revert "[Backport 7.x.x] Fix decal being duplicated in prefab isolation mode.  (#1103)"

This reverts commit 5e5ecd9.

* Update CHANGELOG.md

* Hdrp/docs/volumetric lighting format fix (#628)

* Updated volumetric lighting and subsurface scattering docs

* Update Override-Diffusion-Profile.md

* Adds mention of fidelityfx-cas as requested by AMD (#629)

* Update Light-Component.md (#682)

* Fix transparent movec scene view #698

* Update HDRP-Camera.md (#706)

* Update Reflection-Probe (#790)

* Update Reflection-Probe.md

* Update Reflection-Probe.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix reflection probe framesettings override #796

* Workaround for GetKernelThreadGroupSizes returning wrong data #760

* Sanitize transparent motion vectors setting #761

* Fix issue with blocky artifacts when decals affecting metallic are applied on specular color workflow #823

* Force post process parent setting to be before child settings #799

* Fixed logic of test on presence of HDRP asset that would wrongly trigger (#824)

a warning message when not in batch mode.

* Fix warning in HDAdditionalLightData OnValidate #885

* Revert "Fix warning in HDAdditionalLightData OnValidate #885"

This reverts commit 1798e28.

* Fix warning in HDAdditionalLightData OnValidate #885

* Fix warning in HDAdditionalLightData OnValidate #885 - fix merge issue

* Editing volumes via script doc (#884)

* Added Volumes API doc

* Update Volumes-API.md

* Changed terminology back to Volume Override

* Added terminology disclaimer

* Fix message for metal and ao (#859)

* Update HDR information. Also updated format and links. (#853)

* Fix issue with the blue line of prefab modifications for Volume mode #860

* Recompute FOV when generating PixelCoord To WorldSpace View Direction Matrix #865

* Rename h to hlsl

* Change extensions of CAS includes from h to hlsl #961

* Fix SSAO with double sided material and normal mode to none #1043

* fix typo in the Render Pipeline Wizard #1037

* Fix emissive mesh layer mask behaviour #1062

* Fix for area light baked data not updating when changing the gizmo #1075

* Fixed an error when switch area light shape to disk while an emissive… #1112

* Have the PBR Sky not render black when below horizon #1116

* Fix area light gizmo not updating engine side light v2 #1156

* Fix XR single-pass macros in tessellation shaders #1160

* Update Override-Micro-Shadows.md (#1236)

* Added disclaimer to volumes (#1247)

* Fix XR Display providers not getting zNear and zFar updated on them. #1269

* Moved requirements in toc to make it consistent with URP/VFX #1352

* Docs quality fixes #1445

* Added enable Volume snippet #1477

* Update Volume-Override-Enable-Override.md

* Porting console fixes to staging (#699)

* Fix some NaNs issues on consoles - fix

* [7.x.x Backport] Fix exposure white flash when enabling SSR (#845)

* inform postprocess

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [7.x.x Backport] Fix depth pyramid issues with dynamic resolution  (#849)

* Port

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fixed Look Dev with Light Theme (#1101)

* Fixed an issue where opening the look dev window with the light theme would make the window blink and eventually crash unity.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change. (#1104)

* Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change.

* Fixed issue when using Custom

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Backport 7.x.x] Fixed an issue where look dev lighting would go black when a new scene is loaded. (#1321)

* Fixed an issue where look dev lighting would go black when a new scene is loaded.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Aras Pranckevičius <aras@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com>
Co-authored-by: robinb-u3d <robinb-u3d@users.noreply.github.com>
julienf-unity pushed a commit that referenced this pull request Oct 28, 2020
* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment
PaulDemeulenaere added a commit that referenced this pull request May 5, 2021
* Fix Shadow compilation using shaderGraph (URP/HDRP) (#77)

* *Prepare a proper way to test different shadow cases

* prepare a shadow graph unlit (modifying alpha)

* Add reference data for shadow test

* Minimal data for reproduce issue 1259511

* Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define

* *Update ShadowMaterial

* *Update ShaderGraphShadow.vfx

* *Move shader to common testing asset

* Add equivalent test for URP

* Add graphicTest for URP

* *Update reference images

* Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting

* Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence

* Fix incorrect block listing

* *Update changelog.md

* Fix pass selection for lit effect

* Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution

* Voluntary add disabled branch on shadow unlit to cover alphaTreshold case

* *Minor comment

* Fix return alpha clipping (missing actual alpha test enabled)

* *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging)

* VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.'

# Conflicts:
#	com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template

* Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset

* *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f)

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288

It was a bad merge

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96)

* Fix missing type copy in reduce

Tested locally on a PS4

* Add expection to detect unsupported value type

* Fix 1154328 - infinite recompile with rand (#93)

* Change the way rand expression equality is handled

* Refactor a bit

* Add editor test

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* World to Viewport Point & Viewport to World Point operators + Test

First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator.
Includes a test scene for these 2 operators.

* Update CHANGELOG.md

Update Changelog

* Added documentation md files.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Make null ( not deserializable ) objects part of undo state (#86)

* Fix compile loop in vfxoperator (#61)

* Update to visual studio package 2.0.2 (#74)

* Fix SDF Operators and blocks from PR #88 (#94)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Remove the use of inverse transpose for the "normals"

* Restore the Inverse Transpose and modify Collision code

* Restore Conform and Collide previous behavior + direction points to the surface

* add documentation

* Consistent distance and normal handling + ref images

* Cleaning + World space stick distance and radius + references

* Max scale through expression evaluated on GPU (if needed)

* Max3 on CPU

* Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91)

* Simpler update to use now available ByteAddressBuffer

* Temp Workaround a GPU hang

We should isolate properly this code.

* Proper fix of OOB FetchBuffer

* *Update changelog.md

* Update assets

* Update URP tests assets

* More update to assets

* Remove old gfx tests images ref

* Fix changelog

* Fix Construct Matrix on GPU (#102)

* Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU

* *Update changelog.md

* Output Event Helpers (#58)

* Base Commit

* Moved Files down one folder

* Updated Package Configuration, CHANGELOG and documentation

* Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour

* Small fixes and checks

* Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check

* Small Fixes

* Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly

* Other custom Editors + Helpbox

* Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in  Prefab Spawn

* Removed Rerouting Helpers as CopyValuesFrom is broken at the moment.

* Fixed ASMDEFs / class accessibility

* Updated Documentation

* Fixed Class Accessibility for ExposedPropertyDrawer

* Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer)

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Add support for Gradient sampling with and without gradient mode #100

* Fix changelog

* Fix case 1279294 : Invalid Random per component behavior in spawn context (#107)

* Revert "Output Event Helpers" (#110)

* Revert "Output Event Helpers (#58)"

This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78.

* Revert "Fix changelog"

This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137.

* Fix changelog (missing revert)

* Fix changelog : Unexpected carriage return

* Point cache: Binary format corrupted due to an extra byte offset (#108)

* Point cache header, wait for new line character only (/n) and skip carriage return(/r)

An extra trailing new line character was causing an invalid offset in binary point cache files.

* Update Changelog

* Remove unnecessary files

* Fix InvalidCastException when using byte properties in point cache files (#109)

* Change casting to byte

We were trying to cast an object containing a byte to an int.
Also, a better normalization would be dividing by 255.

* Update CHANGELOG.md

* update asset and scripts

* Remove unwanted files

* Output Event Helpers (revival) (#111)

* Base Commit

* Moved Files down one folder

* Updated Package Configuration, CHANGELOG and documentation

* Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour

* Small fixes and checks

* Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check

* Small Fixes

* Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly

* Other custom Editors + Helpbox

* Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in  Prefab Spawn

* Removed Rerouting Helpers as CopyValuesFrom is broken at the moment.

* Fixed ASMDEFs / class accessibility

* Updated Documentation

* Fixed Class Accessibility for ExposedPropertyDrawer

* Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer)

* Revert "Revert "Output Event Helpers" (#110)"

This reverts commit e72745d0ce4df6205dffa8aca7332a8afea96880.

* Revert "Revert "Output Event Helpers" (#110)"

This reverts commit e72745d0ce4df6205dffa8aca7332a8afea96880.

* First pass of coding rule validation

* Rename VFXOutputEventHandler in VFXOutputEventAbstractHandler

Following coding rule from https://ono.unity3d.com/unity-extra/unity-meta/files/@/ReferenceSource/CSharp/Assets/CSharpReference.cs

* *Missing rename

* Remove useless member

* Rework VFXOutputEventPrefabSpawn :

- Avoid any inconsistency with transform
- Use prefab link when available
- Use a lazy approach and lock editable values to editor

* Fix issue with "Open Prefab" which was resetting the "Hide Flag"

* *Minor cleanup

* *Minor Change

* Missing DisposeInstance when we are disabling "Execute In Editor"

* Fix missing full stop at the end of all tooltips

* *Apply auto formatting

* Fix spamming null reference error reported by @vlad

https://unity.slack.com/archives/GA2Q6JU1X/p1601055259085900?thread_ts=1601044036.085800&cid=GA2Q6JU1X

* Safely fallback on Instanciate when InstantiatePrefab returns silently null

Instance of prefab within the scene are actually copies because an override could have been applied.

* Fix model spawn using NotAPrefab instead of Regular

* Expliciter code in VFXOutputEventPrefabSpawn

Doesn't change the internal behavior

* Minor fix : audio != null isn't equivalent than audio?.

* Fix assignement : prevent setting audioSource or rigidBody from a prefab asset

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/111#discussion_r73827

Use explicit DrawOutputEventProperties to avoid multiple serializedObject.Update per Inspector

* Minor : remove unexpected carriage return

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
Co-authored-by: Thomas Iché <thomasi@unity3d.com>

* Fix spawner set attribute/ custom category (#115)

* Fix spawner set attribute/ custom category

* Update CHANGELOG.md

* Update CHANGELOG.md

* Setting ZClip in shadow caster templates (#99)

* Setting ZClip in shadow caster templates

Shadows from directional lights where culled by the near plane in some cascades
Added ZClip [_ZClip] to every PassShadowCaster.template file.

* Update CHANGELOG.md

Update changelog

* Modify graphic test for vfx shadows to test ZClip

Added an extra particle mesh output that could potentially be clipped by the near plane in some cascades

* Trigger output can start an edge drag [Case 1271691] (#114)

* Trigger output can start an edge drag [Case 1271691](https://fogbugz.unity3d.com/f/cases/1271691/)

* Update CHANGELOG.md

* Fix and reenable test (#117)

* Error display in vfx editor (#33)

* First commit for link impossible explanation.

* Some cleanup, delay before info appear. info appear always in the view.

* added error management when linking a GPU operator to a CPU slot.

* added uninitilized attribute message with context granularity.

* Alert when a context a context slot, a block or a block slot use an attribute that is not initialized, except for a known list of attributes with good default values (TBC).

* adding age to the list of attributes with good initial value

* fix errorr message bases on vlad feedback.

* fix for rebase

* use RequireInitialization Flag on attributes instead of list of attribute name with good value.

* really remove attribute with good default values.

* Fix for rebase

* fixes based on PR review

* cleanup based on PR comments

* Move resources for this PR to Editor Default Resources

* fixes for merge

* Work on error handling for invalidate

* Compile and Invalidate Error works.

* add ignore error

* Make sure non ignored error are visible at start

* make sure error indices are unique.

* clear unwanted diffs

* Fixes for merge

* fixes for uss warnings.

* Remove incrorrect code from VFXGraph.cs

* Fixes based on PR review.

* Removed VFXErrors

* Started working on drag ignore for refresherrors

* Drag on filed label on refresherrors once.

* Slider drag do not trigger a refresh error

* Remove debug log.

* Removed useless line

* Update CHANGELOG.md

* Fix editorTest which cover copy/past without a graph attached to the controller

* Add missing meta

* delete Editor/Resource empty directories and metas

* Removed VFXBlockDataAnchor from this branch as a bad merge readded it.

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* *Add missing reference image & fix changelog bad merde

* Fix bad merge : unexpected change in "ConstantBuffer.cs"

* Fix non uniform scale test (once again)

* Update assets

* Update URP assets

* Increase error threshold on test 26 (due to sky)

* Fix reference images for shadow test

* Fix cascaded type popup width (#124)

* Fix cascaded type popup width

* Update CHANGELOG.md

* Be resilient to possible null subgraph references. (#120)

* Be resilient to possible null subgraph references.

* Update CHANGELOG.md

* Update CHANGELOG.md

* Fix 101_Exposure on PS4 (#126)

* Fix wrong code generation from PSSL

* *Update changelog.md

* Remove inout BuiltInData which is a bit counter intuitive

Bonus : Remove VFXClipFragmentColor which was done twice.

* Forbid creation of context in VisualEffectSubgraphBlock through edge … (#119)

* Forbid creation of context in VisualEffectSubgraphBlock through edge dropping

* Update CHANGELOG.md

* Make sure m_DependentDirty is flagged when the strutu change because kExpressionGraphChanged is not send for subgraphs. Cleanup (#121)

* Fix overlap in properties (#128)

* Fix overlap in properties

* Update CHANGELOG.md

* Fix bad merge from c72287dfdb8c9b041db6c6d49582241810c73a9b

Wrongly formed meta files

* Fix Sample installation in URP (#122)

* Fix RecreateCopy since subouput are conserved

Regression introduced at 273b6e32cac0e7ad19b7c8dbbed08593e39fe4f8

* *Update changelog.md

* Four bug fixes for event tester (#123)

* Fixe some bugs on event tester window

* Update CHANGELOG.md

* adding another bugfix

* Update CHANGELOG.md

* Update CHANGELOG.md

* Update CHANGELOG.md

* Update CHANGELOG.md

* Fix for displaying error from the creation of a node. (#131)

* Fix for displaying error from the creation of a node.

* *Add warning for CollisionDepthBuffer

Update & Fix Changelog.md

* Update message from @vlad suggestion

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#issuecomment-30757

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* Blackboard improvements ( clear unused properties, add output ) (#45)

* Added clear unused properties menu

* added add button to outputcategories.

* unused properties are greyed in the blackboard.

* Fix from PR review

* Update CHANGELOG.md

* Fix

* Menu for blackboard separated from menu for Pills no more triple dot menu.

* Fix unwanted changelog changes

* reset modified icon meta

* Delete Parameter in Blackboard deletes all selected parameters.

* Fixed weird blackboard field selection behaviour on Windows

* Reset the indentLevel at the end of VisualEffectEditor, also better c… (#127)

* Reset the indentLevel at the end of VisualEffectEditor, also better criteria for doubling the width when the inspector is not wide enough.

* Conserve original enabled state in VisualEffectEditor

* Update CHANGELOG.md

* Un edit nodes that are collapsed (#133)

* Un edit nodes that are collapsed

* Update CHANGELOG.md

* Update CHANGELOG.md

* Fixes https://fogbugz.unity3d.com/f/cases/1268956/ (#125)

* Block - Position on SDF (#105)

* Initial commit

* Update PositionOnSDF.cs

* Test scene + new SDF assets

* Two step approach for projection, texture margin in expression, new test scene

* Performance improvement

* Revert "Performance improvement"

This reverts commit 42ce897756bcdb3bb279abbd529fa9fe33e49884.

* Modify test scene

* minor changes

* Fixing the output direction

* Add graphic tests

* Update references

* Update CHANGELOG.md

* Fast derivatives, outliers killing option, cleaning

* Convert line endings

* Added docoumentation and supporting media.

* Update PositionOnSDF.cs

* Filename did not match the class name ...

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix several URP issue (for 10.2) (#116)

* *Prepare Scene for new sample reflection test

* *Update Scene

* Fix Reflection Probe missing edition

URP only because SupportedRenderingFeatures.active.reflectionProbes is tested

* Filter out rendererPriority if SupportedRenderingFeatures.active.rendererPriority returns false

* Fix missing layer option : correctly fallback to the default layer if srpAsset.renderingLayerMaskNames returns null

* Prepare test addition for RenderDepth

* Fix missing depthpass in URP

* *Add test data

* *Add Test Data for SubPixelAA

* Fix SubPixelAA

* Fix missing warning using Proxy Volume with URP

* Add two sections in inspector to separate probe setting than additionnal

Also add a comment about m_SortingOrder

* *Update 014 before moving this to common

* Add 014_ScreenSpaceSize to HDRP

* *Add graphicTest for URP

* *Add Reference images for player

* *Add missing meta file

* *Add Editor Image reference

* *Update changelog.md

* Add editor test : Check_VFXRenderer_DefaultRenderingLayerNames

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/116#discussion_r78363

* "Create new VisualEffect Graph" creates a graph from the default template [Case 1279999](https://fogbugz.unity3d.com/f/cases/1279999/) (#113)

* fixed spelling (#142)

* Positition on SDF - Graphics Tests Fix (#138)

* Complete .vfx files and update references

* Updated documentation.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Update assets

* Fix changelog

* More changelog fixes

* Add missing warning for other block operator using depth (#140)

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#discussion_r79026

* *Adding missing meta file in TestProject

* Missing doc & Deprecate VFXViewModicationProcessor (#143)

* Fix missing doc & Deprecate VFXViewModicationProcessor

Unexpected public API

* *Revert unexpected change

* Fix several issue from @lewisjordan

- fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/143#discussion_r79397
- fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/143#discussion_r79398

* Fix Several issue in Property Binder (#106)

* Fix case 1274790 : Use DestroyImmediate when editor isn't playing

* Fix case 1247230 : Avoid null exposed property

Property entry is modified by UX always not null, however, it requires a default value

* Fix case 1274788 : Missing null check in Hierarchy to Attribute Map

* Fix case 1248711 : Property window view wasn't working

Missing Update, it also fixes Undo/Redo

* *Update changelog

* Fix compilation when ENABLE_LEGACY_INPUT_MANAGER isn't enabled

Should be fix for 10.2

* Fix case 1279471 : Avoid OnMouseDown/Up/... declaration

Game scripts or other custom code contains OnMouse_ event handlers. Presence of such handlers might impact performance on handheld devices." when building for Android/IOS

* Fix positionDepthOperator ref images

* Add one pixel to height in non wide mode so that margin is equal to wide mode. (#145)

* Update CHANGELOG.md

* Fix API validation

* Harmonize Composition in Position / Velocity Blocks (#44)

* Base refactor + Attempt to get position from AABox (not working for thickness ATM)

* Fixed cone syntax issues + correct computation of AABox direction

* Added Variant providers + Composition in Sequential

* Updated Variants for Shape Sequential Blocks

* Harmonized Namings + added composition to Position Depth

* Updated Changelog

* Fixes for PR

* Fixed Blend Composition in Sequential

* Added Direction to PositionSequential

* Fixes in Position Circle / Set Blend factor in shapes to 1.0 by default

* Used Absolute Box size as expression

* Propal for https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44/files/e029bb9ec37555e70af21a97399774667030c031#r61533

Use case by case approach for direction of AABox

* *Temp add test data for graphicTest

* Fix ApplyAddressingMode : clamp & mirror was overflowing, mirror has also a wrong pattern

* Edit graphicTest

* Move 014 to common package

* Add 014_PositionBlock in editor test listing

* Precompute line_direction in PositionLine

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44/files#r67908

* *Add reference images

* Fix editor test (wrong reference data)

* Fix issue introduced at 9c54056a68e9ef90354e969e9baba18aa552f8f4 : Looping correctly the circle

See also : https://unity.slack.com/archives/G1BTWN88Z/p1598508170069200?thread_ts=1598429838.039200&cid=G1BTWN88Z

* Probably uploaded the wrong image reference for standalone

* *Update reference images (I think I mess up twice, I should double check the change in motionVector)

* Fix build (VFXExpressionCondition now supports uint)

* *Temp* Delete motion vector reference image, should regenerate them from yamato.

* Readd reference image using yamato result at b9a04b7424323e0c3801e34c13213c4050f020f1

* *Update changelog

Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44#discussion_r70582

* Fix PositionTorus when used in vertex shader

* Fix multiple definition of UNITY_PI

* Fix changelog

bad automatic merge

* Fix incorrect volume

Base radius while computing volume factor on sphere & circle : use fix approach from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/89 using name instead of index
See : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44#issuecomment-28990 & https://docs.google.com/document/d/1RAVkfmMQA9D_hKkJyt6PKOgRs8JHkjlYRhcfBtIU1Ag/edit?disco=AAAAJ7Z4S18

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix 1285603 View and Object mode of Shadergraph position node don't return proper values (#141)

* Update VFXShaderGraphParticleOutput.cs

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix collapse exception and added automated test (#149)

* Misc fixes for vfx shadergraph integrations  (#130)

* Diffusion profile has PropertyType.Float but isn't castable in Vector1ShaderProperty : safeprof code

* Unity serialization produced a beast with object.ReferenceEquals(null) != 0 and instanceID == 0 foolProof code for this

* Update CHANGELOG.md

* Small fix for collapse test

* Some extra security around error feedback (#153)

* Prevent exceptions from making notification stay. Prevent exception in errors to potential break the ui

* Prevent list from being badly deserialized.

* Fix Event connected directly to Output Event (#152)

* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment

* Misc fixes in strips (#136)

* Vfx/feature/strips improvements (#265)

* Add spanwIndexInStrip attribute

* Fix particleCountInStrip in Init

* Add OrientStrip block

* Remove some useless code

* Add From Target Position mode in Orient Strip

* Update changelog

* Fix SpawnOverDistance

* Fix reference images

* Fix changelog

* Merge Orient and OrientStrip blocks

* Remove FaceCameraPlane from strips

* Sanitize quad strip orientation

* Update VFX

* Update changelog

* Add error feedback

* Use IsPerspectiveProjection

* Fix GetStripTangent for lines

* Add subpixel AA to head and trails template system

* Add strip variant for intialize in menu

* Fix for errors not appearing after convert output

* Update graph version

* Fix ribbon VFX

* Fix spawnIndexInStrip (tooltip + init)

* Fix issue with inspector not triggering OnSettingChanged

* Check that a converted output could keep the same flow links.

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Revert adaeba7f20802aa19fe089463e1abfaf2a0488e6

* update vfx

* Update URP assets

* Update URP ref

* Vfx/fix/additional subgraphs 2 (#155)

* Updated Changelog

* Updated Blocks with Fixes and Missing Workflows

* update VFX additions

Co-authored-by: Thomas Iché <peeweek@gmail.com>

* Fix 1255182 Compile errors using Baked GI (default UV settings) / Output Particle Mesh / Connected Attributes (#139)

* Reindex the TEXCOORD[n]

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix serveral minor issues (#103)

Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458987790
Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458988272
Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458988870

* Update rebuild all script to take subgraph into account

* Update VFX assets

* Fix URP vfx assets

* *WIP graphicTest

* Renable exact fixed time option

Actual fix in progress, I'm adding a graphicTest to cover problematic behavior.

* *Update test effect

* Share same graph for both mode

TODO : Updat graphicTest frame to allow special case

* *Add settings to scale fixed time step

* *Update fixed time scene

* Fix Event connected directly to Output Event (revival) (#154)

* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment

* Fix regression with subgraph

* Add Subgraph_Event_Link_To_Spawn editor test

* Cover test with prewarm behavior

* Fix changelog

Add entry in the right place from 0009e5373ddd6927977fc8054e2ab16c14b5e81b

* Restore disabled 26_NonUnifomScale due to a wrong merge (need backport to 10.x.x)

* *Update 015 settings & Move force paused in testing repro

* Move 015_FixedTime to common testing package

* Add 015_FixedTime test to HDRP as well

* [HDRP] Fix debug view material (albedo/normal/...) (#163)

* Fix debug view material

TODO : Add GraphicTest

* Fix tab/space mix

* Add HDRP debug scene

* *Add reference image for HDRD_Debug(Property)

* *Update changelog.md

* Use explicitly layer zero for independant system

That's actually the way the runtime assumed

* *Add reference image (yamato & local result strictly identical)

* Force ui update when shader might be reimported in StaticMeshOutput (#158)

* Don't create VFXGraph during import callbacks (#148)

* do not Create VFXGraph in import callbacks

* error when graph missing. Better test code for asset creation

* Add the necessary openasset callback for the system to know if we open the asset inside the editor. (#118)

* Added OnOpenAssetAttributeMode.Validate

* added UNITY_2021_1

* remove the shaders has they are not edited in the editor.

* Fix macro

* Select node on create (#166)

* Select node on create

* Fix for right click in block and add doesn't deselect clicked block

* fix for subgraph not being selected on drag and drop

* Select converted node/block after convert subgraph

* Fix for selection undo separate in some cases. Fixed flow anchor drag context selection.

* Fix for undo of add subgraph operator

* “Refactor”

* "Refactor" bis (some file has been missed)

* Dont flag dirty in vfxgraph is the model modified is a copy (#165)

* Workflow improvement : Change VisualEffect inspector "Edit" button to "New" when no asset is set. (#173)

* Base Commit
* Documentation
* Updated Changelog
* Fixed Typo

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Added excludeFromTAA setting to VFX outputs (#170)

* Added excludeFromTAA setting to VFX outputs

Added excludeFromTAA setting to VFX outputs.
Currently it is only supported in HDRP suboutputs.
Required adding ${VFXStencilForward} variable to forward pass templates

* Update VFXHDRPSubOutput.cs

suport exclude from TAA in transparent only

* Added documentation to exclude from TAA property

* Graphic test

Added graphic test: 32_ExcludeFromTAA

* Update graphic test background for better contrast

* Update CHANGELOG.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>

* Missing Reference image for test 32_ExcludeFromTAA

* Add test to cover case exposed by 1258022 (#54)

* Fix Custom Spawn serialization (#132)

* Allow Set Spawn Count & Set Spawn Time

TODO : List Spawn count in available variant

* Fix reference lost in m_SerializableType

No idea of implication of this :-/

* Squashed commit of the following: (retrieve fix from @tristan)

commit c24981d7dad15100eb40a92a6a9370e9ba800acd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 17:27:57 2020 +0200

    Update message from @vlad suggestion

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#issuecomment-30757

commit a87ba182b30da7683e31a29048c9f2f3a0312927
Merge: 13b501e15863 296ffd333bcf
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:25:02 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/error-at-creation

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 13b501e158634dfc98b96058723d248cd5d1f34d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:24:27 2020 +0200

    *Add warning for CollisionDepthBuffer

    Update & Fix Changelog.md

commit 4bfb1e7c9874d8a9403ca5267d1e10735e52a87b
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Oct 8 18:10:42 2020 +0200

    Fix for displaying error from the creation of a node.

* Add error feedback on failing custom spawner reference

* Revert "Allow Set Spawn Count & Set Spawn Time"

This reverts commit 0a6c75cc54072b831dcc56bffc3bbe04734d3324.

# Conflicts:
#	com.unity.visualeffectgraph/Editor/Expressions/VFXAttributeExpression.cs

* Remove unexpected change

* *Revert change in changelog

* *WIP* add ResolveCustomCallbackInstance

Some refactor mark as "TODOPAUL"

* Clean implementation : customBehavior & comment

* *Add test to cover sanitize before modify references

* Change namespace for builtin custom spawner & sanitize

* Extend test to verify connexion

* *Update changelog.md

* Add specific error if customBehavior returns null

* Fix corner case when ScriptableObject reference has been lost

* Work but not idea with copy/past + potential leak

* Better implementation : use directly "MonoScript"

* Fix spawnerTest

* Rename "Can't found" => "Can't find"

* Fix case 1294180 : Error feedback throwing an error while changing capacity (#174)

Issue introduced with https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136
And more precisely https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136/commits/27c041da92ec89407ae775fe4c4f24681f156cb8

* [Test] Add test to cover "Thread Group Size" error (#104)

* Add test

* Add test to cover behavior from case 1271839

* Fix Preset (with exclusion) (#177)

* Trick ExcludeFromPreset

Since this attribute is declared with "Inherited = false", we can't use it directly on VFXObject.
Extend the VFXInfo is valid to filter out preset.

* Fix missing ExcludeFromPreset for subgraph

* *Update changelog

* Fix 1276602 incorrect uchar pcache import (#129)

* Base Commit

* Updated Documentation with explicit limitations.

* Fixed incorrect Merge

* Add regression Test

* Removed Test as It can't handle Exceptions thrown in Custom Importers

* Fixed value divider

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Update gradient test (#151)

* Update gradient test

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Sample Point Cache Operator (#92)

* Initial commit

* Overflow handling options for the user

* Addressing mode for overflow to the choice of the user

* Foldable to Constant value

* Update 09_PointCache.vfx

* Added reference images

* Remove float-to-integer conversion

* Put the choice of the output type in the Inspector only

* Simplify output type handling

* Sample Point cache != Attribute map => two operators

* Update Branch (error .yamato/docs/editor_pinning.png)

* Update SamplePointCache.cs

* Update 09_PointCache.vfx

* Output type set in a cogwheel

* Update 09_PointCache.vfx

* Revert "Update Branch (error .yamato/docs/editor_pinning.png)"

This reverts commit 02f6b6c993c2382bb10669edd16f7d06876a0cbc.

* Restore vfx asset

* Revert back to using generics for type handling

* Update SampleAttributeMap.cs

* Reformating + changelog

* Update 09_PointCache.vfx

* Update SamplePointCache.cs

* Refactor of AttributeFromMap using VFXExpressionSampleAttributeMap

* Merge branch 'vfx/staging' into vfx/feature/sample-point-cache

* Revert "Merge branch 'vfx/staging' into vfx/feature/sample-point-cache"

This reverts commit b4a03e182a3e106c2fabc262777615f9c3b94a7e.

* Fix point cache vfx + update HDRP vfx

* Update URP assets

* Fix changelog

* Fix Case 1223747 - NaN caused by normal bending (#181)

* Update Pass.template

* Update CHANGELOG.md

* 1293608 - Fix LPPV not working in deferred (#180)

* Enable LPPV in HDRP test project

* Fix LPPV for gbuffer pass

* Add graphics test

* Update changelog

* Fix 1290493 - Spaceship specific warnings (#176)

* Avoid implicit trucation in template + safe normalize setting

* Update CHANGELOG.md

* Added variants

* Delete conditioning on GPU evaluation + conservative safe normalize

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix incorrect compilation condition for linux build (#184)

* Fix formatting

* Update 26_NonUniformScale kind of sky : gradient instead of procedural

* Fix regression from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/176

Issue introduced at 44f497b438b46a54072721d335910bfab3e392ef : Incorrect VFXExpressionCondition
See also : https://unity.slack.com/archives/G1BTWN88Z/p1607963794139900?thread_ts=1607955907.136600&cid=G1BTWN88Z

* Disable Gradient Sky in 26_NonUniformScale & 33_LightProbe

* *Update VFX (newly introduced safeNormalize, default 0)

* Add VFXGraphicTest settings to disable XR for 32_ExcludeFromTAA

* Revert "Add VFXGraphicTest settings to disable XR for 32_ExcludeFromTAA"

This reverts commit ddee2e356dc7e529cad2904836fef8a688e546a8.

* 32_ExcludeFromTAA : Disable XR

* 33_LightProbe : Slighlty increase treshold from 0.0005 to 0.0006

* *Update Image Reference for D312 (mainly missing file)

* *Disable 32_ExcludeFromTAA

Instability detected.

* *Add missing D3D12 image references

* Fix GPUEvent & SubGraph (#178)

* Fix SelectionHasCompleteSystems

Detect correctly if there are dependencies due to GPUEvent (or stripAttribute)

* Add allDependenciesIncludingNotCompilable in VFXData

This helper is usefull for UI + use it in SelectionHasCompleteSystems

* Add note without change the beahvior

* Remove debug ToArray()

* [Subgraph] Prevent Pasting Context invalid subgraph (#191)

* Prevent pasting context within operator/block subgraph

* Fix case https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/191#discussion_r102007

Fix Approximate english log warning

* Update VFXPaste log message

Missing "the"

* Fix Mouse Event Binder in player (#175)

* Fix missing call to CreateVFXEventAttribute

OnValidate is only called in editor, in runtime, we should init cache data with OnEnable

* *Update changelog.md

* Add editor test to cover Safe Normalize behavior (#189)

* Vfx/docs/bugfixes (#188)

* Resolved 1272101

* Resolved 1264943

* Removed uncertainty around 'should'

* Resolved 1298031

* Added snippets file

* Resolved 1292127

* Fixed typos

* Resolved 1295296

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Texture2D Array Layout for Flipbooks (#97)

* Initial commit, working for planar primitives only

* Increased support to Cube, Decals, Meshes, Lit Planar Primitives, Lit Meshes

* Correct handling of depth pass

* Added Reference images for test

* Added graphic test / restore defaut HD Material

This reverts commit 1d8c36af255f41e515cbe3c87ea691125cd43077.

* Update Test References

* Added Tooltips, simplify input type selection

* Fix handling of Lit Mesh output

* Automatic Flipbook size for Array Layout

* Delete the flipBookSize slot when Texture2DArray is set

* More explicative Tooltip + end of flipbook blend fixed

* Update CHANGELOG.md

* Distortion Quad and Mesh output support

* Update VFXAbstractParticleHDRPLitOutput.cs

* Retrieve changelog from staging

* Added entry

* Motion Vector generation improvements (#194)

* Added VFX_FEATURE_MOTION_VECTORS_VERTS mode to store motion vector info per vertex

Optimized default motion vectors mode to store 4x3 matrix instead of 4x4.
Added mode to store each previous vertex position for quads, triangles, lines and points.
Refactor of motion vector defines.

* Motion vectors support in lines and points

* Resize buffer according to the element size

* fix points and lines when not using the optimization

* Fix motion vectors for lines

* Changes suggested in review

- Removed misplaced comment in VFXLineStripOutput
- Access VFXLineOutput useTargetOffset through GetSettingValue in VFXOutputUpdate
- Moved previous frame position calculation to the end of OutputUpdate compute
- Added 4 bytes per particle for last frame index in elementToVFXBufferMotionVector buffer
- Added noperspective when using VFX_FEATURE_MOTION_VECTORS_VERTS, through VFX_FEATURE_MOTION_VECTORS_INTERPOLATION define.
- Fixed order of verts in lineSW particles.

* Missing define rename in ParticleMeshes/PassForward.template

* Improved condition for discarding due to not enough indirect buffers

* Missing renaming of WRITE_MOTION_VECTOR_IN_FORWARD for particle lit meshes

* Spawn State documentation  (#195)

* Added Spawn State doc

* Fixed formatting

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Added what's new page and moved blocks out one level in the table of contents  (#199)

* Added what's new documentation for version 10

* Updated image and minor rewording

* Added link from what's new to node library

* Updated changelog link

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* HDRP - Fix Debug View Material (#182)

* Fix fallback (?) depth state in debug view material

Not sure about this : should double check with HDRP team

* *Update changelog

* *Updare reference image

It corresponds to the result in 7.x.x & 8.x.x

* *Apply reformat

* *Apply reformat (bis)

* Fix CameraFade for shadows (#179)

* Fix CameraFade for shadows

+CameraFade was taking the distance to the light when rendering the shadow map.
+Added setting to optionally affect shadow, with warning for multiple cameras
+Implemented functions to get camera position and direction

* Update CHANGELOG.md

* Update CameraFade.cs

-Change fade default value to false.
-Fix behaviour when affect shadows is false

* Update documentation

Added Affect shadows setting

* Update documentation

Modified AffectShadows setting description following @lewisjordan suggestions

* Move camera functions to VFXCommonOutput

* Remove ${VFXFragmentCommonFunctions}

${VFXFragmentCommonFunctions} was used only for the VFXCommonOutput.hlsl include, which is now generated by VFXCodeGenerator as part of ${VFXPerPassInclude}

* Correct Sign operator node output for float when input is 0.0f (#190)

* Changed specialization for floats to be consistent with others.

* Update CHANGELOG.md

* Update test

* changed sky, emission scale, and updated references (#203)

* Fix ProcessOperatorSign test

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/190 & this change 1d6e19db547ca6a79f75c839825e15943fde6288

* Allow remaking an existing link. (#146)

* Allow remaking an existing link.

* Update CHANGELOG.md

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* ShaderGraph loosing reference while updating (sync with 7.x.x) (#185)

* Use explicit GetOrRefreshShaderGraphObject & always lazy init the shadeGraph access.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs
#	com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs
#	com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs
#	com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs
#	com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphPostProcessor.cs

* Fix shaderGraph not listed in VFXModel

This is actually an issue in VFXModel.GetSettings, we don't have any cases like this where the parent value is private.

* Update changelog.md

Same entry than https://github.com/Unity-Technologies/Graphics/pull/2873/

* Removing changelog entry

The actual fix was already there, this code is only a synchronisation with 7.x.x & prior version.

* *Minimal test to check actual content of modified property after an override (#171)

* Add test to cover behavior from https://fogbugz.unity3d.com/f/cases/1122404/ (#196)

* *Updating reference image for D3D12

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/182

* Force re-apply formatting

* Fix ordering for "+" button in blackboard (#197)

* Add test to cover behavior of https://fogbugz.unity3d.com/f/cases/1300115/ (#192)

* Fix changelog.md (new entries should be in 12.0.)

* *Update changelog.md (unexpected diff in 11.x.x)

* [Fix Case 1221557] Checkbox Age Particles consistency (#202)

* Provides consistent behavior with Add Age and Set Age

* Update Changelog

* update changelog

* Add _CameraViewMatrix shader variable (#208)

Add _CameraViewMatrix shader variable in HDRP, instead of using legacy unity_CameraToWorld.
Remove functions using unity_CameraToWorld from VFXCommonOutput.hlsl and move to SRP specific VFXCommon.hlsl files

* Fix compute culling compilation in URP (case 1309174) (#210)

* Add GeometricTools.hlsl include

Missing include containing DistanceFromPlane function used by IsSphereOutsideFrustum

* Update changelog

* [pCache] Fix minor UX issues (#207)

* Disable mesh statistic field

* Fix cancel while save texture

* Fix create pCache from unreadable texture

* *Update changelog.md

* Fix missing disable for Texture Statistics

* Disable motion vector per vertex optimization (#214)

Temporarily disable motion vector per vertex optimization.
Small refactor for vertex count calculation

* Fallback for camera buffers from Main camera (#200)

* Add setting for main camera buffer fallback

* Move enum to C++

* Update changelog

* Rename setting to Main Camera fallback and the option "None" to "No fallback"

* Added an entry for Main Camera feedback in the preferences doc.

* Updated tooltip

* Reworded tooltip and doc entry

* Added doc entry for User Systems.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [VCS] Handle correctly locked asset (#193)

* Prelimary refactor : gather IsAssetEditable in common test to ease testing

* Move always m_LockedElement in front

* Fix inspector of slot container when asset is locked

* Fix inspector for VFXManager when asset is locked

* *Update changelog.md

* Fix incorrect cast in VFXSlotContainerEditor

* Use m_LockedElement in blackboard & redirect it when needed

Simplify integration from m_ComponentBoard

* Fix case 1243947 : Debug View artefact

Correctly clear the VFXDebugView while reassigning

* *Update changelog.md

* Let selection passing through locked label : it allows inspection

* Fix locked label in blackboard when empty

* Fix "Shader Value is not saved when switching between VFX Manager and Version Control"

* Prevent Drag&Drop when asset is locked

* Prevent tricky way to instantiate BuildContextualMenu

There was an issue while clicking on left & right at the same time

* Fix two issue with target

- Attach a stopped visualEffect component
- Stop & Reset behavior

* Fix UpdateDebugMode which could be called too soon

In the case of an not yet loaded VisualEffect component (because the VFXGraph has been just recompiled)

* Fix ordering

We want the "asset locked" just after contentViewContainer and not just before m_ComponentBoard

* Update maxAlive state checking the actual IsAssetEditable during update

* Fix locked issue with the VFXParameterEditor

Should disable everything if IsAssetEditable returns false

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/193#discussion_r109552

blackboard => componentBoard

* Mesh Index & Skinned (#30)

* Squashed commit of the following:

commit f51b7d616b77487339b2ec3db1e2e8bee35b3ae1
Merge: 2589034c08 229945b992
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Apr 6 17:32:10 2020 +0200

    Merge branch 'vfx/feature/mesh-sampling-support-texcoord-dimension' into vfx/feature/mesh-sampling-index-buffer

commit 229945b99247402006916c9c73a640d2b5662486
Merge: d26b342644 4cd4cb244d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Apr 6 17:31:23 2020 +0200

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 2589034c088795ba63bf61f22e8ba84a7ffe7607
Merge: 47e04162e6 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:24:43 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling-index-buffer

commit 47e04162e60683e331c930a02e77f6d5eeae568e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:18:43 2020 +0200

    Minor : add a TODO

commit a7bd11748549e25789e7515c50b1c3d96499301b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:17:32 2020 +0200

    Actually, keep minimal scope for VFX_GENERIC_BUFFER, it's useful for platform testing purpose.

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 0f9fc14afb9e6e8666b39860bd84922eba4a64e5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 16:49:52 2020 +0200

    Remove temporary code

commit bc8121349789de632d1115a7804a17b882559e1b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 16:02:23 2020 +0200

    Choose StructuredBuffer<float> over ByteAddressBuffer

commit 21b9d002b29b9887da8661f32505973e75d0420f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 30 17:16:37 2020 +0200

    Change Buffer<uint> to Buffer<float> to avoid dx warning issue.

commit be691cd625a18194c5662de17c952613b4f591e3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sun Mar 29 19:06:25 2020 +0200

    Fix alignement for ByteAddressBuffer

commit 3ec05dfadefc483507d3de12caf4a2e216af6e66
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sun Mar 29 17:58:05 2020 +0200

    WIP : Trying to move to ByteAddressBuffer

commit 2cf1db8679851ff55afcd5f17afa8a52b4d9e179
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 18:06:49 2020 +0100

    add note for later

commit e6fd7c1931919c657b7c65f8197be03e387e56dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 17:44:24 2020 +0100

    *Draft test data (will be removed)

commit c84f0e927ebe00f655d3fb92bbe98d6c03fdcf34
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 17:16:12 2020 +0100

    Fix expressionMesh format

commit 6f48ffbdb55f38da5750f63fc1a38d79a5d19800
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 15:01:01 2020 +0100

    Update draft test

commit edec8e1e997188e0dbc82ad9bb38e0ac178476d2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 15:00:41 2020 +0100

    Sample Index *WIP*

commit 2853d8b25eabd0dcf3f5af4718d71f17685d5a7b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 15:54:29 2020 +0100

    *Remove End expression for mesh evaluation (invalid because we can't guess context for this case)

commit d4f09e0cc4c058d07a2c40366e4e0bd45476d7fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 12:00:30 2020 +0100

    Add minimal integration for newly added VFXExpressionVertexBufferFromMesh

commit baf39dcdf6fc340269fb5442c763e4932ead57f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:59:25 2020 +0100

    Add test data (to revert)

commit 7a2fd0337ecc965dcea105dfd34973499f736bb8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:58:53 2020 +0100

    Revert "Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh"

    This reverts commit 6d507a684f14dc09641877d6d691fd96adb63be4.

commit 6d507a684f14dc09641877d6d691fd96adb63be4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:56:51 2020 +0100

    Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh

commit d26b342644bc08c2ab4118a71899bb78a2c303a7
Merge: b1512335cb 40749ce2ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 09:27:26 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit b1512335cb09b7b3e1ee783f991347704c4952be
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 18:24:05 2020 +0100

    Fix after merge

commit 43e25995ca9a15aa0ee5c88297616ccbd3fc5c2d
Merge: e357f4871b 7abaf9bbf2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 17:47:34 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMesh.cs

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit e357f4871b8c39257c62daf1fe63f85241325712
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 25 08:56:53 2020 +0100

    Fix build in 2020.1 to resolve comment https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/258#pullrequestreview-52608

commit bfc0d9f7aeaa8b34407bfa8279d30bf59cf55099
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 18:44:28 2020 +0100

    *Fix compilation

commit 6cfd2d90292796c5b21e63d01c4b4bf8563c0184
Merge: 41a1a8e212 128101bc63
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 14:56:22 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 41a1a8e212c82b48832ab88f68348c145c0960c6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 15:19:24 2020 +0100

    *Update expression name

commit 27794064fd01207a35e7d967ff322e9d552a2054
Merge: ad597a0388 28f0ca20a0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 10:21:38 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit ad597a03881e11743e68555f985c304ee2d7557d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:18:40 2020 +0100

    Support float or uint read in sample mesh color

commit 8ca98dd9a375431ddc04c7a0cb625c35a2c99f57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 10:05:40 2020 +0100

    Add compatibility code & use new available expression from https://ono.unity3d.com/unity/unity/changeset/6afd1f99b768984023366f3aba746390c763432f

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

com…
PaulDemeulenaere added a commit that referenced this pull request May 17, 2021
* More changelog fixes

* Add missing warning for other block operator using depth (#140)

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#discussion_r79026

* *Adding missing meta file in TestProject

* Missing doc & Deprecate VFXViewModicationProcessor (#143)

* Fix missing doc & Deprecate VFXViewModicationProcessor

Unexpected public API

* *Revert unexpected change

* Fix several issue from @lewisjordan

- fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/143#discussion_r79397
- fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/143#discussion_r79398

* Fix Several issue in Property Binder (#106)

* Fix case 1274790 : Use DestroyImmediate when editor isn't playing

* Fix case 1247230 : Avoid null exposed property

Property entry is modified by UX always not null, however, it requires a default value

* Fix case 1274788 : Missing null check in Hierarchy to Attribute Map

* Fix case 1248711 : Property window view wasn't working

Missing Update, it also fixes Undo/Redo

* *Update changelog

* Fix compilation when ENABLE_LEGACY_INPUT_MANAGER isn't enabled

Should be fix for 10.2

* Fix case 1279471 : Avoid OnMouseDown/Up/... declaration

Game scripts or other custom code contains OnMouse_ event handlers. Presence of such handlers might impact performance on handheld devices." when building for Android/IOS

* Fix positionDepthOperator ref images

* Add one pixel to height in non wide mode so that margin is equal to wide mode. (#145)

* Update CHANGELOG.md

* Fix API validation

* Harmonize Composition in Position / Velocity Blocks (#44)

* Base refactor + Attempt to get position from AABox (not working for thickness ATM)

* Fixed cone syntax issues + correct computation of AABox direction

* Added Variant providers + Composition in Sequential

* Updated Variants for Shape Sequential Blocks

* Harmonized Namings + added composition to Position Depth

* Updated Changelog

* Fixes for PR

* Fixed Blend Composition in Sequential

* Added Direction to PositionSequential

* Fixes in Position Circle / Set Blend factor in shapes to 1.0 by default

* Used Absolute Box size as expression

* Propal for https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44/files/e029bb9ec37555e70af21a97399774667030c031#r61533

Use case by case approach for direction of AABox

* *Temp add test data for graphicTest

* Fix ApplyAddressingMode : clamp & mirror was overflowing, mirror has also a wrong pattern

* Edit graphicTest

* Move 014 to common package

* Add 014_PositionBlock in editor test listing

* Precompute line_direction in PositionLine

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44/files#r67908

* *Add reference images

* Fix editor test (wrong reference data)

* Fix issue introduced at 9c54056a68e9ef90354e969e9baba18aa552f8f4 : Looping correctly the circle

See also : https://unity.slack.com/archives/G1BTWN88Z/p1598508170069200?thread_ts=1598429838.039200&cid=G1BTWN88Z

* Probably uploaded the wrong image reference for standalone

* *Update reference images (I think I mess up twice, I should double check the change in motionVector)

* Fix build (VFXExpressionCondition now supports uint)

* *Temp* Delete motion vector reference image, should regenerate them from yamato.

* Readd reference image using yamato result at b9a04b7424323e0c3801e34c13213c4050f020f1

* *Update changelog

Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44#discussion_r70582

* Fix PositionTorus when used in vertex shader

* Fix multiple definition of UNITY_PI

* Fix changelog

bad automatic merge

* Fix incorrect volume

Base radius while computing volume factor on sphere & circle : use fix approach from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/89 using name instead of index
See : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44#issuecomment-28990 & https://docs.google.com/document/d/1RAVkfmMQA9D_hKkJyt6PKOgRs8JHkjlYRhcfBtIU1Ag/edit?disco=AAAAJ7Z4S18

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix 1285603 View and Object mode of Shadergraph position node don't return proper values (#141)

* Update VFXShaderGraphParticleOutput.cs

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix collapse exception and added automated test (#149)

* Misc fixes for vfx shadergraph integrations  (#130)

* Diffusion profile has PropertyType.Float but isn't castable in Vector1ShaderProperty : safeprof code

* Unity serialization produced a beast with object.ReferenceEquals(null) != 0 and instanceID == 0 foolProof code for this

* Update CHANGELOG.md

* Small fix for collapse test

* Some extra security around error feedback (#153)

* Prevent exceptions from making notification stay. Prevent exception in errors to potential break the ui

* Prevent list from being badly deserialized.

* Fix Event connected directly to Output Event (#152)

* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment

* Misc fixes in strips (#136)

* Vfx/feature/strips improvements (#265)

* Add spanwIndexInStrip attribute

* Fix particleCountInStrip in Init

* Add OrientStrip block

* Remove some useless code

* Add From Target Position mode in Orient Strip

* Update changelog

* Fix SpawnOverDistance

* Fix reference images

* Fix changelog

* Merge Orient and OrientStrip blocks

* Remove FaceCameraPlane from strips

* Sanitize quad strip orientation

* Update VFX

* Update changelog

* Add error feedback

* Use IsPerspectiveProjection

* Fix GetStripTangent for lines

* Add subpixel AA to head and trails template system

* Add strip variant for intialize in menu

* Fix for errors not appearing after convert output

* Update graph version

* Fix ribbon VFX

* Fix spawnIndexInStrip (tooltip + init)

* Fix issue with inspector not triggering OnSettingChanged

* Check that a converted output could keep the same flow links.

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Revert adaeba7f20802aa19fe089463e1abfaf2a0488e6

* update vfx

* Update URP assets

* Update URP ref

* Vfx/fix/additional subgraphs 2 (#155)

* Updated Changelog

* Updated Blocks with Fixes and Missing Workflows

* update VFX additions

Co-authored-by: Thomas Iché <peeweek@gmail.com>

* Fix 1255182 Compile errors using Baked GI (default UV settings) / Output Particle Mesh / Connected Attributes (#139)

* Reindex the TEXCOORD[n]

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix serveral minor issues (#103)

Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458987790
Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458988272
Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458988870

* Update rebuild all script to take subgraph into account

* Update VFX assets

* Fix URP vfx assets

* Allow Set Spawn Count & Set Spawn Time

TODO : List Spawn count in available variant

# Conflicts:
#	com.unity.visualeffectgraph/Editor/Expressions/VFXAttributeExpression.cs

* Add comment

* Add explicit attribute SpawnCount

Remove also some dead code, remove hack since we have now a reachable spawnCount attribute

* Fix potential issue : spawnCount supposed to be first in all eventAttribute

* Fix incorrect spawner ordering *WIP*

* Missing *important* change

* Add spawner test to cover behavior of CollectSpawnersHierarchy

* *Commit temp data, I wil remove them before starting the PR

I would like to test/check the sanitize manually

* Move Get Spawn Count to deprecated

* *Move old attribute to "deprecated" folder

* Sanitize GetSpawnCount using VFXAttributeParameter & VFXInlineOperator

* Remove test data

* Add set spawn test

* Fix unexpected exception since globalAttribute can be empty if there isn't any spawner linked

* Minor : update comment

* *Update changelog

* Minor update in changelog.md

* Remove unexpected expcept with leads to incorrect depth count

* *Update expected reference image changes

* Remove TODOPAUL

* Fix Event connected directly to Output Event (revival) (#154)

* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment

* Fix regression with subgraph

* Add Subgraph_Event_Link_To_Spawn editor test

* spawnCount & spawnTime can be stored per attribute

Use specific exception for set spawn event attribute.

* Fix changelog

Add entry in the right place from 0009e5373ddd6927977fc8054e2ab16c14b5e81b

* Restore disabled 26_NonUnifomScale due to a wrong merge (need backport to 10.x.x)

* [HDRP] Fix debug view material (albedo/normal/...) (#163)

* Fix debug view material

TODO : Add GraphicTest

* Fix tab/space mix

* Add HDRP debug scene

* *Add reference image for HDRD_Debug(Property)

* *Update changelog.md

* Force ui update when shader might be reimported in StaticMeshOutput (#158)

* Don't create VFXGraph during import callbacks (#148)

* do not Create VFXGraph in import callbacks

* error when graph missing. Better test code for asset creation

* Add the necessary openasset callback for the system to know if we open the asset inside the editor. (#118)

* Added OnOpenAssetAttributeMode.Validate

* added UNITY_2021_1

* remove the shaders has they are not edited in the editor.

* Fix macro

* Select node on create (#166)

* Select node on create

* Fix for right click in block and add doesn't deselect clicked block

* fix for subgraph not being selected on drag and drop

* Select converted node/block after convert subgraph

* Fix for selection undo separate in some cases. Fixed flow anchor drag context selection.

* Fix for undo of add subgraph operator

* “Refactor”

* "Refactor" bis (some file has been missed)

* Dont flag dirty in vfxgraph is the model modified is a copy (#165)

* *Apply formatting on branch

* Workflow improvement : Change VisualEffect inspector "Edit" button to "New" when no asset is set. (#173)

* Base Commit
* Documentation
* Updated Changelog
* Fixed Typo

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Added excludeFromTAA setting to VFX outputs (#170)

* Added excludeFromTAA setting to VFX outputs

Added excludeFromTAA setting to VFX outputs.
Currently it is only supported in HDRP suboutputs.
Required adding ${VFXStencilForward} variable to forward pass templates

* Update VFXHDRPSubOutput.cs

suport exclude from TAA in transparent only

* Added documentation to exclude from TAA property

* Graphic test

Added graphic test: 32_ExcludeFromTAA

* Update graphic test background for better contrast

* Update CHANGELOG.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>

* Missing Reference image for test 32_ExcludeFromTAA

* Add test to cover case exposed by 1258022 (#54)

* Fix Custom Spawn serialization (#132)

* Allow Set Spawn Count & Set Spawn Time

TODO : List Spawn count in available variant

* Fix reference lost in m_SerializableType

No idea of implication of this :-/

* Squashed commit of the following: (retrieve fix from @tristan)

commit c24981d7dad15100eb40a92a6a9370e9ba800acd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 17:27:57 2020 +0200

    Update message from @vlad suggestion

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#issuecomment-30757

commit a87ba182b30da7683e31a29048c9f2f3a0312927
Merge: 13b501e15863 296ffd333bcf
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:25:02 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/error-at-creation

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 13b501e158634dfc98b96058723d248cd5d1f34d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:24:27 2020 +0200

    *Add warning for CollisionDepthBuffer

    Update & Fix Changelog.md

commit 4bfb1e7c9874d8a9403ca5267d1e10735e52a87b
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Oct 8 18:10:42 2020 +0200

    Fix for displaying error from the creation of a node.

* Add error feedback on failing custom spawner reference

* Revert "Allow Set Spawn Count & Set Spawn Time"

This reverts commit 0a6c75cc54072b831dcc56bffc3bbe04734d3324.

# Conflicts:
#	com.unity.visualeffectgraph/Editor/Expressions/VFXAttributeExpression.cs

* Remove unexpected change

* *Revert change in changelog

* *WIP* add ResolveCustomCallbackInstance

Some refactor mark as "TODOPAUL"

* Clean implementation : customBehavior & comment

* *Add test to cover sanitize before modify references

* Change namespace for builtin custom spawner & sanitize

* Extend test to verify connexion

* *Update changelog.md

* Add specific error if customBehavior returns null

* Fix corner case when ScriptableObject reference has been lost

* Work but not idea with copy/past + potential leak

* Better implementation : use directly "MonoScript"

* Fix spawnerTest

* Rename "Can't found" => "Can't find"

* Fix case 1294180 : Error feedback throwing an error while changing capacity (#174)

Issue introduced with https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136
And more precisely https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136/commits/27c041da92ec89407ae775fe4c4f24681f156cb8

* [Test] Add test to cover "Thread Group Size" error (#104)

* Add test

* Add test to cover behavior from case 1271839

* Fix Preset (with exclusion) (#177)

* Trick ExcludeFromPreset

Since this attribute is declared with "Inherited = false", we can't use it directly on VFXObject.
Extend the VFXInfo is valid to filter out preset.

* Fix missing ExcludeFromPreset for subgraph

* *Update changelog

* Fix 1276602 incorrect uchar pcache import (#129)

* Base Commit

* Updated Documentation with explicit limitations.

* Fixed incorrect Merge

* Add regression Test

* Removed Test as It can't handle Exceptions thrown in Custom Importers

* Fixed value divider

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Update gradient test (#151)

* Update gradient test

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Sample Point Cache Operator (#92)

* Initial commit

* Overflow handling options for the user

* Addressing mode for overflow to the choice of the user

* Foldable to Constant value

* Update 09_PointCache.vfx

* Added reference images

* Remove float-to-integer conversion

* Put the choice of the output type in the Inspector only

* Simplify output type handling

* Sample Point cache != Attribute map => two operators

* Update Branch (error .yamato/docs/editor_pinning.png)

* Update SamplePointCache.cs

* Update 09_PointCache.vfx

* Output type set in a cogwheel

* Update 09_PointCache.vfx

* Revert "Update Branch (error .yamato/docs/editor_pinning.png)"

This reverts commit 02f6b6c993c2382bb10669edd16f7d06876a0cbc.

* Restore vfx asset

* Revert back to using generics for type handling

* Update SampleAttributeMap.cs

* Reformating + changelog

* Update 09_PointCache.vfx

* Update SamplePointCache.cs

* Refactor of AttributeFromMap using VFXExpressionSampleAttributeMap

* Merge branch 'vfx/staging' into vfx/feature/sample-point-cache

* Revert "Merge branch 'vfx/staging' into vfx/feature/sample-point-cache"

This reverts commit b4a03e182a3e106c2fabc262777615f9c3b94a7e.

* Fix point cache vfx + update HDRP vfx

* Update URP assets

* Fix changelog

* Fix Case 1223747 - NaN caused by normal bending (#181)

* Update Pass.template

* Update CHANGELOG.md

* 1293608 - Fix LPPV not working in deferred (#180)

* Enable LPPV in HDRP test project

* Fix LPPV for gbuffer pass

* Add graphics test

* Update changelog

* Fix 1290493 - Spaceship specific warnings (#176)

* Avoid implicit trucation in template + safe normalize setting

* Update CHANGELOG.md

* Added variants

* Delete conditioning on GPU evaluation + conservative safe normalize

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix incorrect compilation condition for linux build (#184)

* Fix formatting

* Update 26_NonUniformScale kind of sky : gradient instead of procedural

* Fix regression from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/176

Issue introduced at 44f497b438b46a54072721d335910bfab3e392ef : Incorrect VFXExpressionCondition
See also : https://unity.slack.com/archives/G1BTWN88Z/p1607963794139900?thread_ts=1607955907.136600&cid=G1BTWN88Z

* Disable Gradient Sky in 26_NonUniformScale & 33_LightProbe

* *Update VFX (newly introduced safeNormalize, default 0)

* Add VFXGraphicTest settings to disable XR for 32_ExcludeFromTAA

* Revert "Add VFXGraphicTest settings to disable XR for 32_ExcludeFromTAA"

This reverts commit ddee2e356dc7e529cad2904836fef8a688e546a8.

* 32_ExcludeFromTAA : Disable XR

* 33_LightProbe : Slighlty increase treshold from 0.0005 to 0.0006

* *Update Image Reference for D312 (mainly missing file)

* *Disable 32_ExcludeFromTAA

Instability detected.

* *Add missing D3D12 image references

* Fix GPUEvent & SubGraph (#178)

* Fix SelectionHasCompleteSystems

Detect correctly if there are dependencies due to GPUEvent (or stripAttribute)

* Add allDependenciesIncludingNotCompilable in VFXData

This helper is usefull for UI + use it in SelectionHasCompleteSystems

* Add note without change the beahvior

* Remove debug ToArray()

* [Subgraph] Prevent Pasting Context invalid subgraph (#191)

* Prevent pasting context within operator/block subgraph

* Fix case https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/191#discussion_r102007

Fix Approximate english log warning

* Update VFXPaste log message

Missing "the"

* Fix Mouse Event Binder in player (#175)

* Fix missing call to CreateVFXEventAttribute

OnValidate is only called in editor, in runtime, we should init cache data with OnEnable

* *Update changelog.md

* Remove the direct link to initialize constraint

* Add initSystems collection from event link

* Add editor test to cover Safe Normalize behavior (#189)

* Draft of specific code to handle dynamic source spawn event

* - Change default SpawnCount value to 1.0f (it will be more consistent & ease debug)

* Fix incorrect systemIndex computation

* Vfx/docs/bugfixes (#188)

* Resolved 1272101

* Resolved 1264943

* Removed uncertainty around 'should'

* Resolved 1298031

* Added snippets file

* Resolved 1292127

* Fixed typos

* Resolved 1295296

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix incorrect indexOfData (sill *wip*)

* *Commit test data (to remove)

* Texture2D Array Layout for Flipbooks (#97)

* Initial commit, working for planar primitives only

* Increased support to Cube, Decals, Meshes, Lit Planar Primitives, Lit Meshes

* Correct handling of depth pass

* Added Reference images for test

* Added graphic test / restore defaut HD Material

This reverts commit 1d8c36af255f41e515cbe3c87ea691125cd43077.

* Update Test References

* Added Tooltips, simplify input type selection

* Fix handling of Lit Mesh output

* Automatic Flipbook size for Array Layout

* Delete the flipBookSize slot when Texture2DArray is set

* More explicative Tooltip + end of flipbook blend fixed

* Update CHANGELOG.md

* Distortion Quad and Mesh output support

* Update VFXAbstractParticleHDRPLitOutput.cs

* Retrieve changelog from staging

* Added entry

* Motion Vector generation improvements (#194)

* Added VFX_FEATURE_MOTION_VECTORS_VERTS mode to store motion vector info per vertex

Optimized default motion vectors mode to store 4x3 matrix instead of 4x4.
Added mode to store each previous vertex position for quads, triangles, lines and points.
Refactor of motion vector defines.

* Motion vectors support in lines and points

* Resize buffer according to the element size

* fix points and lines when not using the optimization

* Fix motion vectors for lines

* Changes suggested in review

- Removed misplaced comment in VFXLineStripOutput
- Access VFXLineOutput useTargetOffset through GetSettingValue in VFXOutputUpdate
- Moved previous frame position calculation to the end of OutputUpdate compute
- Added 4 bytes per particle for last frame index in elementToVFXBufferMotionVector buffer
- Added noperspective when using VFX_FEATURE_MOTION_VECTORS_VERTS, through VFX_FEATURE_MOTION_VECTORS_INTERPOLATION define.
- Fixed order of verts in lineSW particles.

* Missing define rename in ParticleMeshes/PassForward.template

* Improved condition for discarding due to not enough indirect buffers

* Missing renaming of WRITE_MOTION_VECTOR_IN_FORWARD for particle lit meshes

* Spawn State documentation  (#195)

* Added Spawn State doc

* Fixed formatting

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Added what's new page and moved blocks out one level in the table of contents  (#199)

* Added what's new documentation for version 10

* Updated image and minor rewording

* Added link from what's new to node library

* Updated changelog link

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* HDRP - Fix Debug View Material (#182)

* Fix fallback (?) depth state in debug view material

Not sure about this : should double check with HDRP team

* *Update changelog

* *Updare reference image

It corresponds to the result in 7.x.x & 8.x.x

* *Apply reformat

* *Apply reformat (bis)

* Fix CameraFade for shadows (#179)

* Fix CameraFade for shadows

+CameraFade was taking the distance to the light when rendering the shadow map.
+Added setting to optionally affect shadow, with warning for multiple cameras
+Implemented functions to get camera position and direction

* Update CHANGELOG.md

* Update CameraFade.cs

-Change fade default value to false.
-Fix behaviour when affect shadows is false

* Update documentation

Added Affect shadows setting

* Update documentation

Modified AffectShadows setting description following @lewisjordan suggestions

* Move camera functions to VFXCommonOutput

* Remove ${VFXFragmentCommonFunctions}

${VFXFragmentCommonFunctions} was used only for the VFXCommonOutput.hlsl include, which is now generated by VFXCodeGenerator as part of ${VFXPerPassInclude}

* Correct Sign operator node output for float when input is 0.0f (#190)

* Changed specialization for floats to be consistent with others.

* Update CHANGELOG.md

* Update test

* changed sky, emission scale, and updated references (#203)

* Fix ProcessOperatorSign test

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/190 & this change 1d6e19db547ca6a79f75c839825e15943fde6288

* Allow remaking an existing link. (#146)

* Allow remaking an existing link.

* Update CHANGELOG.md

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* ShaderGraph loosing reference while updating (sync with 7.x.x) (#185)

* Use explicit GetOrRefreshShaderGraphObject & always lazy init the shadeGraph access.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs
#	com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs
#	com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs
#	com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs
#	com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphPostProcessor.cs

* Fix shaderGraph not listed in VFXModel

This is actually an issue in VFXModel.GetSettings, we don't have any cases like this where the parent value is private.

* Update changelog.md

Same entry than https://github.com/Unity-Technologies/Graphics/pull/2873/

* Removing changelog entry

The actual fix was already there, this code is only a synchronisation with 7.x.x & prior version.

* *Minimal test to check actual content of modified property after an override (#171)

* Add test to cover behavior from https://fogbugz.unity3d.com/f/cases/1122404/ (#196)

* *Updating reference image for D3D12

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/182

* *Extend test

* More consistent behavior : always list spawnCount first (before any other attributes)

* More consistent behavior : always list spawnCount first (before any other attributes)

* Fix source of attribute : event should also be considered

* Force re-apply formatting

* Fix ordering for "+" button in blackboard (#197)

* Add test to cover behavior of https://fogbugz.unity3d.com/f/cases/1300115/ (#192)

* Fix changelog.md (new entries should be in 12.0.)

* *Update changelog.md (unexpected diff in 11.x.x)

* [Fix Case 1221557] Checkbox Age Particles consistency (#202)

* Provides consistent behavior with Add Age and Set Age

* Update Changelog

* update changelog

* Add _CameraViewMatrix shader variable (#208)

Add _CameraViewMatrix shader variable in HDRP, instead of using legacy unity_CameraToWorld.
Remove functions using unity_CameraToWorld from VFXCommonOutput.hlsl and move to SRP specific VFXCommon.hlsl files

* Fix compute culling compilation in URP (case 1309174) (#210)

* Add GeometricTools.hlsl include

Missing include containing DistanceFromPlane function used by IsSphereOutsideFrustum

* Update changelog

* *Proper test (ready to be shared with HDRP project)

* *Reduce m_SourceCount to minimal value

* HotFix for source code generator

* Remove the 0 size buffer constraint for sourceAttributeBuffer of initialize

* [pCache] Fix minor UX issues (#207)

* Disable mesh statistic field

* Fix cancel while save texture

* Fix create pCache from unreadable texture

* *Update changelog.md

* Fix missing disable for Texture Statistics

* Disable motion vector per vertex optimization (#214)

Temporarily disable motion vector per vertex optimization.
Small refactor for vertex count calculation

* Fallback for camera buffers from Main camera (#200)

* Add setting for main camera buffer fallback

* Move enum to C++

* Update changelog

* Rename setting to Main Camera fallback and the option "None" to "No fallback"

* Added an entry for Main Camera feedback in the preferences doc.

* Updated tooltip

* Reworded tooltip and doc entry

* Added doc entry for User Systems.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [VCS] Handle correctly locked asset (#193)

* Prelimary refactor : gather IsAssetEditable in common test to ease testing

* Move always m_LockedElement in front

* Fix inspector of slot container when asset is locked

* Fix inspector for VFXManager when asset is locked

* *Update changelog.md

* Fix incorrect cast in VFXSlotContainerEditor

* Use m_LockedElement in blackboard & redirect it when needed

Simplify integration from m_ComponentBoard

* Fix case 1243947 : Debug View artefact

Correctly clear the VFXDebugView while reassigning

* *Update changelog.md

* Let selection passing through locked label : it allows inspection

* Fix locked label in blackboard when empty

* Fix "Shader Value is not saved when switching between VFX Manager and Version Control"

* Prevent Drag&Drop when asset is locked

* Prevent tricky way to instantiate BuildContextualMenu

There was an issue while clicking on left & right at the same time

* Fix two issue with target

- Attach a stopped visualEffect component
- Stop & Reset behavior

* Fix UpdateDebugMode which could be called too soon

In the case of an not yet loaded VisualEffect component (because the VFXGraph has been just recompiled)

* Fix ordering

We want the "asset locked" just after contentViewContainer and not just before m_ComponentBoard

* Update maxAlive state checking the actual IsAssetEditable during update

* Fix locked issue with the VFXParameterEditor

Should disable everything if IsAssetEditable returns false

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/193#discussion_r109552

blackboard => componentBoard

* Mesh Index & Skinned (#30)

* Squashed commit of the following:

commit f51b7d616b77487339b2ec3db1e2e8bee35b3ae1
Merge: 2589034c08 229945b992
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Apr 6 17:32:10 2020 +0200

    Merge branch 'vfx/feature/mesh-sampling-support-texcoord-dimension' into vfx/feature/mesh-sampling-index-buffer

commit 229945b99247402006916c9c73a640d2b5662486
Merge: d26b342644 4cd4cb244d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Apr 6 17:31:23 2020 +0200

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 2589034c088795ba63bf61f22e8ba84a7ffe7607
Merge: 47e04162e6 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:24:43 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling-index-buffer

commit 47e04162e60683e331c930a02e77f6d5eeae568e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:18:43 2020 +0200

    Minor : add a TODO

commit a7bd11748549e25789e7515c50b1c3d96499301b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:17:32 2020 +0200

    Actually, keep minimal scope for VFX_GENERIC_BUFFER, it's useful for platform testing purpose.

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 0f9fc14afb9e6e8666b39860bd84922eba4a64e5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 16:49:52 2020 +0200

    Remove temporary code

commit bc8121349789de632d1115a7804a17b882559e1b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 16:02:23 2020 +0200

    Choose StructuredBuffer<float> over ByteAddressBuffer

commit 21b9d002b29b9887da8661f32505973e75d0420f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 30 17:16:37 2020 +0200

    Change Buffer<uint> to Buffer<float> to avoid dx warning issue.

commit be691cd625a18194c5662de17c952613b4f591e3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sun Mar 29 19:06:25 2020 +0200

    Fix alignement for ByteAddressBuffer

commit 3ec05dfadefc483507d3de12caf4a2e216af6e66
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sun Mar 29 17:58:05 2020 +0200

    WIP : Trying to move to ByteAddressBuffer

commit 2cf1db8679851ff55afcd5f17afa8a52b4d9e179
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 18:06:49 2020 +0100

    add note for later

commit e6fd7c1931919c657b7c65f8197be03e387e56dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 17:44:24 2020 +0100

    *Draft test data (will be removed)

commit c84f0e927ebe00f655d3fb92bbe98d6c03fdcf34
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 17:16:12 2020 +0100

    Fix expressionMesh format

commit 6f48ffbdb55f38da5750f63fc1a38d79a5d19800
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 15:01:01 2020 +0100

    Update draft test

commit edec8e1e997188e0dbc82ad9bb38e0ac178476d2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 15:00:41 2020 +0100

    Sample Index *WIP*

commit 2853d8b25eabd0dcf3f5af4718d71f17685d5a7b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 15:54:29 2020 +0100

    *Remove End expression for mesh evaluation (invalid because we can't guess context for this case)

commit d4f09e0cc4c058d07a2c40366e4e0bd45476d7fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 12:00:30 2020 +0100

    Add minimal integration for newly added VFXExpressionVertexBufferFromMesh

commit baf39dcdf6fc340269fb5442c763e4932ead57f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:59:25 2020 +0100

    Add test data (to revert)

commit 7a2fd0337ecc965dcea105dfd34973499f736bb8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:58:53 2020 +0100

    Revert "Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh"

    This reverts commit 6d507a684f14dc09641877d6d691fd96adb63be4.

commit 6d507a684f14dc09641877d6d691fd96adb63be4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:56:51 2020 +0100

    Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh

commit d26b342644bc08c2ab4118a71899bb78a2c303a7
Merge: b1512335cb 40749ce2ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 09:27:26 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit b1512335cb09b7b3e1ee783f991347704c4952be
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 18:24:05 2020 +0100

    Fix after merge

commit 43e25995ca9a15aa0ee5c88297616ccbd3fc5c2d
Merge: e357f4871b 7abaf9bbf2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 17:47:34 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMesh.cs

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit e357f4871b8c39257c62daf1fe63f85241325712
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 25 08:56:53 2020 +0100

    Fix build in 2020.1 to resolve comment https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/258#pullrequestreview-52608

commit bfc0d9f7aeaa8b34407bfa8279d30bf59cf55099
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 18:44:28 2020 +0100

    *Fix compilation

commit 6cfd2d90292796c5b21e63d01c4b4bf8563c0184
Merge: 41a1a8e212 128101bc63
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 14:56:22 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 41a1a8e212c82b48832ab88f68348c145c0960c6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 15:19:24 2020 +0100

    *Update expression name

commit 27794064fd01207a35e7d967ff322e9d552a2054
Merge: ad597a0388 28f0ca20a0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 10:21:38 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit ad597a03881e11743e68555f985c304ee2d7557d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:18:40 2020 +0100

    Support float or uint read in sample mesh color

commit 8ca98dd9a375431ddc04c7a0cb625c35a2c99f57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 10:05:40 2020 +0100

    Add compatibility code & use new available expression from https://ono.unity3d.com/unity/unity/changeset/6afd1f99b768984023366f3aba746390c763432f

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Sample mesh, add placement mode : Surface & Edge *WIP*

* Some experiment with low distorsion mapping

* *WIP* debug data (will be removed anyway)

* Clean BarycentricCoordinatesBis

* Fix to graft : support for flag enum in inspector

* Add animation test data from @vlad

* Test scene *WIP*

* Use GetVertexStride depending of channelIndex & VFXExpressionVertexBufferFromMesh depending of channelFormatAndDimensionAndStream

* *WIP* pushing test data

* *Push Some test data (will be removed)

* Fix test adding a *WIP* note

* Minor fixes after merge

* Add SkinnedMeshRenderer exposable

* Add SkinnedMeshRenderer in IsTypeConstantFoldable

* Add VFXExpressionSampleSkinnedMeshRendererFloat & co support (it should be factorizable)

* Move hexahredron to common data, it will be convinient for graphicTest

* Fix PositionMesh (bad merge)

* Implement Graphic Test for skinned mesh (not yet tested in standalone yet)

* *Add reference images

* Clean some code, remove intermediate compatibility code

* Add variant provider for sample mesh

* Factorize sampling function to share them with PositionMesh

* Start factorization of SamplePositionMesh

* Add simple TODOPAUL

* Add another TODOPAUL

* Change VertexAttributeFlag to VertexAttribute, use proper mesh type in MeshPosition

* Implement surface coordinate & sample vertex for position mesh

* Remove test data & Update actual graphicTest

* Use nameof instead of verbatim (this code will not be backported)

* Fix sample edge

* Add skinned & mesh index/vertex count

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* *Update reference image for mesh sampling

* *Add sampleMesh index for skinned & mesh

* Fix after merge (wasn't so obvious but now works \o/ Can be factorized)

* Simpler update to use now available ByteAddressBuffer

# Conflicts:
#	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
#	com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionAbstract.cs
#	com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl

* Revert "Simpler update to use now available ByteAddressBuffer" (onluy VFXCommon.hlsl)

This reverts commit 65b5ce1c588b969b95726a83d06a34a386a8c16d.

* Fix compilation

* Fix wrong return type of FetchBuffer

* *Restore lost test for triangle sampling

* Proper sample OOB fix

* Use explicit branch in SampleMeshReadFloat : we aren't supposed fetch in invalid buffer

* Enable GPUSkinng, default mode

* Remove float cast for condition since we are able to compare uint

* Factorize insertGPUTransformation using the common switch

* Clean multiple place where "ByteAddressBuffer" is declared

* Simply generated code verifying at http://shader-playground.timjones.io/d7df4e7dbec05529d6943aacca2812b9

* Remove unexpected restored file (as been renamed)

* *Update changelog

* *Fix build

* *Update image reference

* Remove useless case in GetFunctionParameterType (ByteAddressBuffer is in TypeToCode anyway)

* Fix after merge

* First draft of documentation for sample mesh

* *Update documentation

* *up doc

* *documentation

* Add documentation for Mesh Index Count & Vertex Count

* *documentation

* *Remove unexpected change & deprecated code

* *documentation

* Remove unexpected change in changelog.mp

* *Apply formatting

* *Update documentation

* Minor documentation update

* Documentation : add "inspector" flag when relevant

* Rename confusing "x" in "edge"

See https://docs.google.com/document/d/1VbIc5pMkgFX2Ui4-LWrZ7uQ4EKlXlFxWWW4ufcex70I/edit

* *Remove deprecated MeshSampling & Update TOC

* Reviewed the Set Position(Mesh) doc

* Reviewed mesh index count doc

* reviewed the rest of the sample mesh operators.

* Fix ToC & rename some "Skinned Mesh Renderer" in "Skinned Mesh"

* Missing minor change

* *Reupdate VFX after merge

* Fix several tooltip issues

- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89530
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89531
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89532
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89533
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89534
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89535
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89536
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89538
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89539
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89540
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89541
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89542
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89544
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89545
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89546
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89547
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89548
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89549
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89550

* Forgot to stage files from previous commit d8c1bef513605c8c7b40ec855cfe2be4de2e7d5e

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109724

Remove not needed UNITY_2020_2_OR_NEWER condition

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109727

Isolate helper function to VFXMeshSampling.hlsl

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109725

- Rename sourceExpression to targetExpression
- Add InvalidOperationException if we are detecting an unexpected graph

* Add missing compile of channelFormatAndDimensionAndStream

- Check branch behavior
- Trying to find infinite recursion due to dependent sampling
- TODO : Add an editor test to inspect the actual generated graph (already checked in debug)

Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* *Update all VisualEffectAsset

"flipbookLayout: 0" everywhere
+ Some missing meta in test project (minor)

* *Apply formatting

* *Update missing reference images

* Other missing update screenshot & missing meta

* Fix formatting : this change can be grafted directly on master

* Three minor fixes from https://github.com/Unity-Technologies/Graphics/pull/3414

- Wrong Image reference : Fix D3D11 standalone
- Unconsistent debug assert (the recreate can be called on subslot) : Fix Space_Slot_Sanitize_Still_Possible_ArcSphere
- CreateComponentWithAllBasicTypeExposed : remove VFXValueType.CameraBuffer from list of tested exposed type (it can'td irectly be exposed)
These change can independantly land in `master`

* Fix incorrect changelog.md in com.unity.visualeffectgraph

* Remove unexpected duplicated entry in changelog.md

* Fix changelog : unexpected removed entries in 11.x

* *Update changelog.md

* Fix build

* Rename vfx file

* [BRP] Fix Shader Compilation (#216)

* Fix incorrect direct access to GetWorldToObjectMatrix

* *Update changelog.md

* Proper virtual in VFXData to handle hasDynamicSourceCount in VFXCodeGenerator without cast

* Refactor GenerateComputeSourceIndex

* Store system index in VFXContextCompiledData

Avoid this "Anticipate what will be index of this particle system, not ideal and arbitrary."

* Minor : rename define

* Simplify FillEvent implementation using directly EventStructure

* *Add mixing test

* Update VFXSettings for 016

* Move 016 to common test package

* *Update using HDRP

* *Add 016_DirectLink to EditorBuildSettings

* Sphere and cube outputs as experimental

* *Update test to have a clearer and more stable behavior & Add editor reference images

* Minor : fix compilation warning

Check locally :
016_DirectLink (1.714s)
---
The referenced script (Unknown) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object 'Main Camera') is missing!

* *Missing editor build settings update

* Add castShadows as additionalMappings in VFXStaticMeshOutput (#217)

* [Orient] 'Look At Position' particle disappearance (#101)

* Expensive fix

Computes two cross products to avoid the case when one of them is zero. Is it faster than branching to check ?
Is this edge case worth the additional cost ?

* More explicit approach/similar instruction cost + LookAtLine

* Update Orient.cs

* Handles edge case when cross(axis1, axis2) = (0,0,0) for all Orient variants

* Small mistake in the exception message

* Factorize SafeNormalizedCross

* Update changelog

* Added information about compute shaders and ssbos (#222)

* Added information about compute shaders and ssbos

* Added recommendation to use Vulkan over OpenGL ES

* Removed 'two'

* Added entry about vfx graph not being out of preview for mobile platforms

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [Fix] PropertyBinder : Reset & Undo (#212)

* Fix missing record object for proper undo/redo & reset

* *Update changelog.md

* Fix issue https://favro.com/organization/c564ede4ed3337f7b17986b6/1973edb4634ba00a90689144?card=Uni-160638

* Avoid VFXPropertyBinder to be added twice

* Fix incorrect reference after copy past

* Fix RemoveComponent clearing property binder first

* Handle Copy/Past \o/

* Let the LateUpdate without any editor code & use Update (avoid the one frame of latency for inspector)

* Remove useless recompute of GetComponents every frame, and use Reload (safer)

* Remove dead code

* *Add new entry in changelog (side improvement/fix)

* *Update comment

* [Fix] Null Ref Exception due to IsAssetEditable (#221)

* Resource can be null on a block inspector while we are removing it

Use safe check of resource before IsAssetEditable

* *Update changelog

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/221#discussion_r113060

* [Fix] Component Board UX issue (#220)

* Fix missing call to OnSelectionChanged on first display (before selection changed called)

* Fix change from component notifying the VFXView

* Fix toggle component board state

* Minor fixes

* *Update changelog.md

* Add custom namespace for test script

* Minor code update

* Remove reflection about compileInitialVariants : it's available since 19.3

* Remove unexpected entry in changelog.md

* *Update (some) reference images

* Restore the constraint on OutputEvent & Event

It can't work because we aren't generating any data in that case

* *Update reference image URP

* *Update reference images

* *Update changelog.md

* Fix build of VFXSpawnerTest.cs

* [Fix] System name 'Model is not registered' (#224)

* *Add editor test to catch corner case issue with system name

* Move Create_Simple_Graph_Then_Remove_Edget_Between_Init_And_Update_TestCaseto VFXGUITest

* Actual fix of 1315593

The flow edge change is only triggering kConnectionChanged so, if you are trying to access m_SystemNames before compilation

* Remove unexpected change

* [Test] Revert after change  (#213)

* Local test (I'm using git diff to check actual file change)

* test adding a lit mesh output

* *Testing with shaderGraph

* *test bis

* *Add unit test to cover unexpected increasing size

* Properly implement the test

* Remove test data

* *Temp lot of log & save it to independant file

* HotFix : UpdateSubAsset in OnPreprocessAsset

Shouldn't be necessary, the actual problem is maybe in C++ implementation

* Clean test & add comment

* *WIP* Serialization test which seems (tm) to reproduce the same issue

* To revert : experiment adding log while loading VFXSerializableObject

*Without Import Asset after write*
Saving : 100
Loading : 100
Loading : 100
OnBeforeSerialize : 100
Saving : 101
Loading : 101
Loading : 101
OnAfterDeserialize : 100
Loading : 100
=> Test fail !

*With Import Asset after write*
Saving : 100
Loading : 100
Loading : 100
OnBeforeSerialize : 100
OnAfterDeserialize : 100
Saving : 101
Loading : 101
Loading : 101
Loading : 101
OnBeforeSerialize : 101
OnAfterDeserialize : 101
Saving : 102
Loading : 102
Loading : 102
Loading : 102
OnBeforeSerialize : 102
OnAfterDeserialize : 102
Saving : 103
Loading : 103
Loading : 103

* *Revert unwanted change

* Clean & Unify test behavior

* Safety check in newly integrated test (if asset is empty, it isn't expected neither)

* Remove OnCompile : Avoid recompile twice, the WriteAsset is already trigerring an import

* [Test] Add test to cover CopyValuesFrom (#225)

* *Add test to cover CopyValuesFrom issue

* *Extend the newly added test

Check every value in copied values

* Just added a perf marker

* Changed `mobile` to `Android`…
PaulDemeulenaere added a commit that referenced this pull request Oct 22, 2021
* Misc fixes for vfx shadergraph integrations  (#130)

* Diffusion profile has PropertyType.Float but isn't castable in Vector1ShaderProperty : safeprof code

* Unity serialization produced a beast with object.ReferenceEquals(null) != 0 and instanceID == 0 foolProof code for this

* Update CHANGELOG.md

* Small fix for collapse test

* Some extra security around error feedback (#153)

* Prevent exceptions from making notification stay. Prevent exception in errors to potential break the ui

* Prevent list from being badly deserialized.

* Fix Event connected directly to Output Event (#152)

* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment

* Misc fixes in strips (#136)

* Vfx/feature/strips improvements (#265)

* Add spanwIndexInStrip attribute

* Fix particleCountInStrip in Init

* Add OrientStrip block

* Remove some useless code

* Add From Target Position mode in Orient Strip

* Update changelog

* Fix SpawnOverDistance

* Fix reference images

* Fix changelog

* Merge Orient and OrientStrip blocks

* Remove FaceCameraPlane from strips

* Sanitize quad strip orientation

* Update VFX

* Update changelog

* Add error feedback

* Use IsPerspectiveProjection

* Fix GetStripTangent for lines

* Add subpixel AA to head and trails template system

* Add strip variant for intialize in menu

* Fix for errors not appearing after convert output

* Update graph version

* Fix ribbon VFX

* Fix spawnIndexInStrip (tooltip + init)

* Fix issue with inspector not triggering OnSettingChanged

* Check that a converted output could keep the same flow links.

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Revert adaeba7f20802aa19fe089463e1abfaf2a0488e6

* update vfx

* Update URP assets

* Update URP ref

* Vfx/fix/additional subgraphs 2 (#155)

* Updated Changelog

* Updated Blocks with Fixes and Missing Workflows

* update VFX additions

Co-authored-by: Thomas Iché <peeweek@gmail.com>

* Fix 1255182 Compile errors using Baked GI (default UV settings) / Output Particle Mesh / Connected Attributes (#139)

* Reindex the TEXCOORD[n]

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix serveral minor issues (#103)

Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458987790
Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458988272
Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458988870

* Update rebuild all script to take subgraph into account

* Update VFX assets

* Fix URP vfx assets

* Fix Event connected directly to Output Event (revival) (#154)

* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment

* Fix regression with subgraph

* Add Subgraph_Event_Link_To_Spawn editor test

* Fix changelog

Add entry in the right place from 0009e5373ddd6927977fc8054e2ab16c14b5e81b

* Restore disabled 26_NonUnifomScale due to a wrong merge (need backport to 10.x.x)

* [HDRP] Fix debug view material (albedo/normal/...) (#163)

* Fix debug view material

TODO : Add GraphicTest

* Fix tab/space mix

* Add HDRP debug scene

* *Add reference image for HDRD_Debug(Property)

* *Update changelog.md

* Force ui update when shader might be reimported in StaticMeshOutput (#158)

* Don't create VFXGraph during import callbacks (#148)

* do not Create VFXGraph in import callbacks

* error when graph missing. Better test code for asset creation

* Add the necessary openasset callback for the system to know if we open the asset inside the editor. (#118)

* Added OnOpenAssetAttributeMode.Validate

* added UNITY_2021_1

* remove the shaders has they are not edited in the editor.

* Fix macro

* Select node on create (#166)

* Select node on create

* Fix for right click in block and add doesn't deselect clicked block

* fix for subgraph not being selected on drag and drop

* Select converted node/block after convert subgraph

* Fix for selection undo separate in some cases. Fixed flow anchor drag context selection.

* Fix for undo of add subgraph operator

* “Refactor”

* "Refactor" bis (some file has been missed)

* Dont flag dirty in vfxgraph is the model modified is a copy (#165)

* Workflow improvement : Change VisualEffect inspector "Edit" button to "New" when no asset is set. (#173)

* Base Commit
* Documentation
* Updated Changelog
* Fixed Typo

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Added excludeFromTAA setting to VFX outputs (#170)

* Added excludeFromTAA setting to VFX outputs

Added excludeFromTAA setting to VFX outputs.
Currently it is only supported in HDRP suboutputs.
Required adding ${VFXStencilForward} variable to forward pass templates

* Update VFXHDRPSubOutput.cs

suport exclude from TAA in transparent only

* Added documentation to exclude from TAA property

* Graphic test

Added graphic test: 32_ExcludeFromTAA

* Update graphic test background for better contrast

* Update CHANGELOG.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>

* Missing Reference image for test 32_ExcludeFromTAA

* Add test to cover case exposed by 1258022 (#54)

* Fix Custom Spawn serialization (#132)

* Allow Set Spawn Count & Set Spawn Time

TODO : List Spawn count in available variant

* Fix reference lost in m_SerializableType

No idea of implication of this :-/

* Squashed commit of the following: (retrieve fix from @tristan)

commit c24981d7dad15100eb40a92a6a9370e9ba800acd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 17:27:57 2020 +0200

    Update message from @vlad suggestion

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#issuecomment-30757

commit a87ba182b30da7683e31a29048c9f2f3a0312927
Merge: 13b501e15863 296ffd333bcf
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:25:02 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/error-at-creation

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 13b501e158634dfc98b96058723d248cd5d1f34d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:24:27 2020 +0200

    *Add warning for CollisionDepthBuffer

    Update & Fix Changelog.md

commit 4bfb1e7c9874d8a9403ca5267d1e10735e52a87b
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Oct 8 18:10:42 2020 +0200

    Fix for displaying error from the creation of a node.

* Add error feedback on failing custom spawner reference

* Revert "Allow Set Spawn Count & Set Spawn Time"

This reverts commit 0a6c75cc54072b831dcc56bffc3bbe04734d3324.

# Conflicts:
#	com.unity.visualeffectgraph/Editor/Expressions/VFXAttributeExpression.cs

* Remove unexpected change

* *Revert change in changelog

* *WIP* add ResolveCustomCallbackInstance

Some refactor mark as "TODOPAUL"

* Clean implementation : customBehavior & comment

* *Add test to cover sanitize before modify references

* Change namespace for builtin custom spawner & sanitize

* Extend test to verify connexion

* *Update changelog.md

* Add specific error if customBehavior returns null

* Fix corner case when ScriptableObject reference has been lost

* Work but not idea with copy/past + potential leak

* Better implementation : use directly "MonoScript"

* Fix spawnerTest

* Rename "Can't found" => "Can't find"

* Fix case 1294180 : Error feedback throwing an error while changing capacity (#174)

Issue introduced with https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136
And more precisely https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136/commits/27c041da92ec89407ae775fe4c4f24681f156cb8

* [Test] Add test to cover "Thread Group Size" error (#104)

* Add test

* Add test to cover behavior from case 1271839

* Fix Preset (with exclusion) (#177)

* Trick ExcludeFromPreset

Since this attribute is declared with "Inherited = false", we can't use it directly on VFXObject.
Extend the VFXInfo is valid to filter out preset.

* Fix missing ExcludeFromPreset for subgraph

* *Update changelog

* Fix 1276602 incorrect uchar pcache import (#129)

* Base Commit

* Updated Documentation with explicit limitations.

* Fixed incorrect Merge

* Add regression Test

* Removed Test as It can't handle Exceptions thrown in Custom Importers

* Fixed value divider

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Update gradient test (#151)

* Update gradient test

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Sample Point Cache Operator (#92)

* Initial commit

* Overflow handling options for the user

* Addressing mode for overflow to the choice of the user

* Foldable to Constant value

* Update 09_PointCache.vfx

* Added reference images

* Remove float-to-integer conversion

* Put the choice of the output type in the Inspector only

* Simplify output type handling

* Sample Point cache != Attribute map => two operators

* Update Branch (error .yamato/docs/editor_pinning.png)

* Update SamplePointCache.cs

* Update 09_PointCache.vfx

* Output type set in a cogwheel

* Update 09_PointCache.vfx

* Revert "Update Branch (error .yamato/docs/editor_pinning.png)"

This reverts commit 02f6b6c993c2382bb10669edd16f7d06876a0cbc.

* Restore vfx asset

* Revert back to using generics for type handling

* Update SampleAttributeMap.cs

* Reformating + changelog

* Update 09_PointCache.vfx

* Update SamplePointCache.cs

* Refactor of AttributeFromMap using VFXExpressionSampleAttributeMap

* Merge branch 'vfx/staging' into vfx/feature/sample-point-cache

* Revert "Merge branch 'vfx/staging' into vfx/feature/sample-point-cache"

This reverts commit b4a03e182a3e106c2fabc262777615f9c3b94a7e.

* Fix point cache vfx + update HDRP vfx

* Update URP assets

* Fix changelog

* Fix Case 1223747 - NaN caused by normal bending (#181)

* Update Pass.template

* Update CHANGELOG.md

* 1293608 - Fix LPPV not working in deferred (#180)

* Enable LPPV in HDRP test project

* Fix LPPV for gbuffer pass

* Add graphics test

* Update changelog

* Fix 1290493 - Spaceship specific warnings (#176)

* Avoid implicit trucation in template + safe normalize setting

* Update CHANGELOG.md

* Added variants

* Delete conditioning on GPU evaluation + conservative safe normalize

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix incorrect compilation condition for linux build (#184)

* Fix formatting

* Update 26_NonUniformScale kind of sky : gradient instead of procedural

* Fix regression from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/176

Issue introduced at 44f497b438b46a54072721d335910bfab3e392ef : Incorrect VFXExpressionCondition
See also : https://unity.slack.com/archives/G1BTWN88Z/p1607963794139900?thread_ts=1607955907.136600&cid=G1BTWN88Z

* Disable Gradient Sky in 26_NonUniformScale & 33_LightProbe

* *Update VFX (newly introduced safeNormalize, default 0)

* Add VFXGraphicTest settings to disable XR for 32_ExcludeFromTAA

* Revert "Add VFXGraphicTest settings to disable XR for 32_ExcludeFromTAA"

This reverts commit ddee2e356dc7e529cad2904836fef8a688e546a8.

* 32_ExcludeFromTAA : Disable XR

* 33_LightProbe : Slighlty increase treshold from 0.0005 to 0.0006

* *Update Image Reference for D312 (mainly missing file)

* *Disable 32_ExcludeFromTAA

Instability detected.

* *Add missing D3D12 image references

* Fix GPUEvent & SubGraph (#178)

* Fix SelectionHasCompleteSystems

Detect correctly if there are dependencies due to GPUEvent (or stripAttribute)

* Add allDependenciesIncludingNotCompilable in VFXData

This helper is usefull for UI + use it in SelectionHasCompleteSystems

* Add note without change the beahvior

* Remove debug ToArray()

* [Subgraph] Prevent Pasting Context invalid subgraph (#191)

* Prevent pasting context within operator/block subgraph

* Fix case https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/191#discussion_r102007

Fix Approximate english log warning

* Update VFXPaste log message

Missing "the"

* Fix Mouse Event Binder in player (#175)

* Fix missing call to CreateVFXEventAttribute

OnValidate is only called in editor, in runtime, we should init cache data with OnEnable

* *Update changelog.md

* Add editor test to cover Safe Normalize behavior (#189)

* Vfx/docs/bugfixes (#188)

* Resolved 1272101

* Resolved 1264943

* Removed uncertainty around 'should'

* Resolved 1298031

* Added snippets file

* Resolved 1292127

* Fixed typos

* Resolved 1295296

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Texture2D Array Layout for Flipbooks (#97)

* Initial commit, working for planar primitives only

* Increased support to Cube, Decals, Meshes, Lit Planar Primitives, Lit Meshes

* Correct handling of depth pass

* Added Reference images for test

* Added graphic test / restore defaut HD Material

This reverts commit 1d8c36af255f41e515cbe3c87ea691125cd43077.

* Update Test References

* Added Tooltips, simplify input type selection

* Fix handling of Lit Mesh output

* Automatic Flipbook size for Array Layout

* Delete the flipBookSize slot when Texture2DArray is set

* More explicative Tooltip + end of flipbook blend fixed

* Update CHANGELOG.md

* Distortion Quad and Mesh output support

* Update VFXAbstractParticleHDRPLitOutput.cs

* Retrieve changelog from staging

* Added entry

* Motion Vector generation improvements (#194)

* Added VFX_FEATURE_MOTION_VECTORS_VERTS mode to store motion vector info per vertex

Optimized default motion vectors mode to store 4x3 matrix instead of 4x4.
Added mode to store each previous vertex position for quads, triangles, lines and points.
Refactor of motion vector defines.

* Motion vectors support in lines and points

* Resize buffer according to the element size

* fix points and lines when not using the optimization

* Fix motion vectors for lines

* Changes suggested in review

- Removed misplaced comment in VFXLineStripOutput
- Access VFXLineOutput useTargetOffset through GetSettingValue in VFXOutputUpdate
- Moved previous frame position calculation to the end of OutputUpdate compute
- Added 4 bytes per particle for last frame index in elementToVFXBufferMotionVector buffer
- Added noperspective when using VFX_FEATURE_MOTION_VECTORS_VERTS, through VFX_FEATURE_MOTION_VECTORS_INTERPOLATION define.
- Fixed order of verts in lineSW particles.

* Missing define rename in ParticleMeshes/PassForward.template

* Improved condition for discarding due to not enough indirect buffers

* Missing renaming of WRITE_MOTION_VECTOR_IN_FORWARD for particle lit meshes

* Spawn State documentation  (#195)

* Added Spawn State doc

* Fixed formatting

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Added what's new page and moved blocks out one level in the table of contents  (#199)

* Added what's new documentation for version 10

* Updated image and minor rewording

* Added link from what's new to node library

* Updated changelog link

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* HDRP - Fix Debug View Material (#182)

* Fix fallback (?) depth state in debug view material

Not sure about this : should double check with HDRP team

* *Update changelog

* *Updare reference image

It corresponds to the result in 7.x.x & 8.x.x

* *Apply reformat

* *Apply reformat (bis)

* Fix CameraFade for shadows (#179)

* Fix CameraFade for shadows

+CameraFade was taking the distance to the light when rendering the shadow map.
+Added setting to optionally affect shadow, with warning for multiple cameras
+Implemented functions to get camera position and direction

* Update CHANGELOG.md

* Update CameraFade.cs

-Change fade default value to false.
-Fix behaviour when affect shadows is false

* Update documentation

Added Affect shadows setting

* Update documentation

Modified AffectShadows setting description following @lewisjordan suggestions

* Move camera functions to VFXCommonOutput

* Remove ${VFXFragmentCommonFunctions}

${VFXFragmentCommonFunctions} was used only for the VFXCommonOutput.hlsl include, which is now generated by VFXCodeGenerator as part of ${VFXPerPassInclude}

* Correct Sign operator node output for float when input is 0.0f (#190)

* Changed specialization for floats to be consistent with others.

* Update CHANGELOG.md

* Update test

* changed sky, emission scale, and updated references (#203)

* Fix ProcessOperatorSign test

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/190 & this change 1d6e19db547ca6a79f75c839825e15943fde6288

* Allow remaking an existing link. (#146)

* Allow remaking an existing link.

* Update CHANGELOG.md

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* ShaderGraph loosing reference while updating (sync with 7.x.x) (#185)

* Use explicit GetOrRefreshShaderGraphObject & always lazy init the shadeGraph access.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs
#	com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs
#	com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs
#	com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs
#	com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphPostProcessor.cs

* Fix shaderGraph not listed in VFXModel

This is actually an issue in VFXModel.GetSettings, we don't have any cases like this where the parent value is private.

* Update changelog.md

Same entry than https://github.com/Unity-Technologies/Graphics/pull/2873/

* Removing changelog entry

The actual fix was already there, this code is only a synchronisation with 7.x.x & prior version.

* *Minimal test to check actual content of modified property after an override (#171)

* Add test to cover behavior from https://fogbugz.unity3d.com/f/cases/1122404/ (#196)

* *Updating reference image for D3D12

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/182

* Force re-apply formatting

* Fix ordering for "+" button in blackboard (#197)

* Add test to cover behavior of https://fogbugz.unity3d.com/f/cases/1300115/ (#192)

* Fix changelog.md (new entries should be in 12.0.)

* *Update changelog.md (unexpected diff in 11.x.x)

* [Fix Case 1221557] Checkbox Age Particles consistency (#202)

* Provides consistent behavior with Add Age and Set Age

* Update Changelog

* update changelog

* Add _CameraViewMatrix shader variable (#208)

Add _CameraViewMatrix shader variable in HDRP, instead of using legacy unity_CameraToWorld.
Remove functions using unity_CameraToWorld from VFXCommonOutput.hlsl and move to SRP specific VFXCommon.hlsl files

* Fix compute culling compilation in URP (case 1309174) (#210)

* Add GeometricTools.hlsl include

Missing include containing DistanceFromPlane function used by IsSphereOutsideFrustum

* Update changelog

* [pCache] Fix minor UX issues (#207)

* Disable mesh statistic field

* Fix cancel while save texture

* Fix create pCache from unreadable texture

* *Update changelog.md

* Fix missing disable for Texture Statistics

* Disable motion vector per vertex optimization (#214)

Temporarily disable motion vector per vertex optimization.
Small refactor for vertex count calculation

* Fallback for camera buffers from Main camera (#200)

* Add setting for main camera buffer fallback

* Move enum to C++

* Update changelog

* Rename setting to Main Camera fallback and the option "None" to "No fallback"

* Added an entry for Main Camera feedback in the preferences doc.

* Updated tooltip

* Reworded tooltip and doc entry

* Added doc entry for User Systems.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [VCS] Handle correctly locked asset (#193)

* Prelimary refactor : gather IsAssetEditable in common test to ease testing

* Move always m_LockedElement in front

* Fix inspector of slot container when asset is locked

* Fix inspector for VFXManager when asset is locked

* *Update changelog.md

* Fix incorrect cast in VFXSlotContainerEditor

* Use m_LockedElement in blackboard & redirect it when needed

Simplify integration from m_ComponentBoard

* Fix case 1243947 : Debug View artefact

Correctly clear the VFXDebugView while reassigning

* *Update changelog.md

* Let selection passing through locked label : it allows inspection

* Fix locked label in blackboard when empty

* Fix "Shader Value is not saved when switching between VFX Manager and Version Control"

* Prevent Drag&Drop when asset is locked

* Prevent tricky way to instantiate BuildContextualMenu

There was an issue while clicking on left & right at the same time

* Fix two issue with target

- Attach a stopped visualEffect component
- Stop & Reset behavior

* Fix UpdateDebugMode which could be called too soon

In the case of an not yet loaded VisualEffect component (because the VFXGraph has been just recompiled)

* Fix ordering

We want the "asset locked" just after contentViewContainer and not just before m_ComponentBoard

* Update maxAlive state checking the actual IsAssetEditable during update

* Fix locked issue with the VFXParameterEditor

Should disable everything if IsAssetEditable returns false

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/193#discussion_r109552

blackboard => componentBoard

* Mesh Index & Skinned (#30)

* Squashed commit of the following:

commit f51b7d616b77487339b2ec3db1e2e8bee35b3ae1
Merge: 2589034c08 229945b992
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Apr 6 17:32:10 2020 +0200

    Merge branch 'vfx/feature/mesh-sampling-support-texcoord-dimension' into vfx/feature/mesh-sampling-index-buffer

commit 229945b99247402006916c9c73a640d2b5662486
Merge: d26b342644 4cd4cb244d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Apr 6 17:31:23 2020 +0200

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 2589034c088795ba63bf61f22e8ba84a7ffe7607
Merge: 47e04162e6 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:24:43 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling-index-buffer

commit 47e04162e60683e331c930a02e77f6d5eeae568e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:18:43 2020 +0200

    Minor : add a TODO

commit a7bd11748549e25789e7515c50b1c3d96499301b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:17:32 2020 +0200

    Actually, keep minimal scope for VFX_GENERIC_BUFFER, it's useful for platform testing purpose.

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 0f9fc14afb9e6e8666b39860bd84922eba4a64e5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 16:49:52 2020 +0200

    Remove temporary code

commit bc8121349789de632d1115a7804a17b882559e1b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 16:02:23 2020 +0200

    Choose StructuredBuffer<float> over ByteAddressBuffer

commit 21b9d002b29b9887da8661f32505973e75d0420f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 30 17:16:37 2020 +0200

    Change Buffer<uint> to Buffer<float> to avoid dx warning issue.

commit be691cd625a18194c5662de17c952613b4f591e3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sun Mar 29 19:06:25 2020 +0200

    Fix alignement for ByteAddressBuffer

commit 3ec05dfadefc483507d3de12caf4a2e216af6e66
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sun Mar 29 17:58:05 2020 +0200

    WIP : Trying to move to ByteAddressBuffer

commit 2cf1db8679851ff55afcd5f17afa8a52b4d9e179
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 18:06:49 2020 +0100

    add note for later

commit e6fd7c1931919c657b7c65f8197be03e387e56dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 17:44:24 2020 +0100

    *Draft test data (will be removed)

commit c84f0e927ebe00f655d3fb92bbe98d6c03fdcf34
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 17:16:12 2020 +0100

    Fix expressionMesh format

commit 6f48ffbdb55f38da5750f63fc1a38d79a5d19800
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 15:01:01 2020 +0100

    Update draft test

commit edec8e1e997188e0dbc82ad9bb38e0ac178476d2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 15:00:41 2020 +0100

    Sample Index *WIP*

commit 2853d8b25eabd0dcf3f5af4718d71f17685d5a7b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 15:54:29 2020 +0100

    *Remove End expression for mesh evaluation (invalid because we can't guess context for this case)

commit d4f09e0cc4c058d07a2c40366e4e0bd45476d7fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 12:00:30 2020 +0100

    Add minimal integration for newly added VFXExpressionVertexBufferFromMesh

commit baf39dcdf6fc340269fb5442c763e4932ead57f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:59:25 2020 +0100

    Add test data (to revert)

commit 7a2fd0337ecc965dcea105dfd34973499f736bb8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:58:53 2020 +0100

    Revert "Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh"

    This reverts commit 6d507a684f14dc09641877d6d691fd96adb63be4.

commit 6d507a684f14dc09641877d6d691fd96adb63be4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:56:51 2020 +0100

    Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh

commit d26b342644bc08c2ab4118a71899bb78a2c303a7
Merge: b1512335cb 40749ce2ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 09:27:26 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit b1512335cb09b7b3e1ee783f991347704c4952be
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 18:24:05 2020 +0100

    Fix after merge

commit 43e25995ca9a15aa0ee5c88297616ccbd3fc5c2d
Merge: e357f4871b 7abaf9bbf2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 17:47:34 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMesh.cs

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit e357f4871b8c39257c62daf1fe63f85241325712
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 25 08:56:53 2020 +0100

    Fix build in 2020.1 to resolve comment https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/258#pullrequestreview-52608

commit bfc0d9f7aeaa8b34407bfa8279d30bf59cf55099
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 18:44:28 2020 +0100

    *Fix compilation

commit 6cfd2d90292796c5b21e63d01c4b4bf8563c0184
Merge: 41a1a8e212 128101bc63
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 14:56:22 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 41a1a8e212c82b48832ab88f68348c145c0960c6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 15:19:24 2020 +0100

    *Update expression name

commit 27794064fd01207a35e7d967ff322e9d552a2054
Merge: ad597a0388 28f0ca20a0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 10:21:38 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit ad597a03881e11743e68555f985c304ee2d7557d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:18:40 2020 +0100

    Support float or uint read in sample mesh color

commit 8ca98dd9a375431ddc04c7a0cb625c35a2c99f57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 10:05:40 2020 +0100

    Add compatibility code & use new available expression from https://ono.unity3d.com/unity/unity/changeset/6afd1f99b768984023366f3aba746390c763432f

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Sample mesh, add placement mode : Surface & Edge *WIP*

* Some experiment with low distorsion mapping

* *WIP* debug data (will be removed anyway)

* Clean BarycentricCoordinatesBis

* Fix to graft : support for flag enum in inspector

* Add animation test data from @vlad

* Test scene *WIP*

* Use GetVertexStride depending of channelIndex & VFXExpressionVertexBufferFromMesh depending of channelFormatAndDimensionAndStream

* *WIP* pushing test data

* *Push Some test data (will be removed)

* Fix test adding a *WIP* note

* Minor fixes after merge

* Add SkinnedMeshRenderer exposable

* Add SkinnedMeshRenderer in IsTypeConstantFoldable

* Add VFXExpressionSampleSkinnedMeshRendererFloat & co support (it should be factorizable)

* Move hexahredron to common data, it will be convinient for graphicTest

* Fix PositionMesh (bad merge)

* Implement Graphic Test for skinned mesh (not yet tested in standalone yet)

* *Add reference images

* Clean some code, remove intermediate compatibility code

* Add variant provider for sample mesh

* Factorize sampling function to share them with PositionMesh

* Start factorization of SamplePositionMesh

* Add simple TODOPAUL

* Add another TODOPAUL

* Change VertexAttributeFlag to VertexAttribute, use proper mesh type in MeshPosition

* Implement surface coordinate & sample vertex for position mesh

* Remove test data & Update actual graphicTest

* Use nameof instead of verbatim (this code will not be backported)

* Fix sample edge

* Add skinned & mesh index/vertex count

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* *Update reference image for mesh sampling

* *Add sampleMesh index for skinned & mesh

* Fix after merge (wasn't so obvious but now works \o/ Can be factorized)

* Simpler update to use now available ByteAddressBuffer

# Conflicts:
#	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
#	com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionAbstract.cs
#	com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl

* Revert "Simpler update to use now available ByteAddressBuffer" (onluy VFXCommon.hlsl)

This reverts commit 65b5ce1c588b969b95726a83d06a34a386a8c16d.

* Fix compilation

* Fix wrong return type of FetchBuffer

* *Restore lost test for triangle sampling

* Proper sample OOB fix

* Use explicit branch in SampleMeshReadFloat : we aren't supposed fetch in invalid buffer

* Enable GPUSkinng, default mode

* Remove float cast for condition since we are able to compare uint

* Factorize insertGPUTransformation using the common switch

* Clean multiple place where "ByteAddressBuffer" is declared

* Simply generated code verifying at http://shader-playground.timjones.io/d7df4e7dbec05529d6943aacca2812b9

* Remove unexpected restored file (as been renamed)

* *Update changelog

* *Fix build

* *Update image reference

* Remove useless case in GetFunctionParameterType (ByteAddressBuffer is in TypeToCode anyway)

* Fix after merge

* First draft of documentation for sample mesh

* *Update documentation

* *up doc

* *documentation

* Add documentation for Mesh Index Count & Vertex Count

* *documentation

* *Remove unexpected change & deprecated code

* *documentation

* Remove unexpected change in changelog.mp

* *Apply formatting

* *Update documentation

* Minor documentation update

* Documentation : add "inspector" flag when relevant

* Rename confusing "x" in "edge"

See https://docs.google.com/document/d/1VbIc5pMkgFX2Ui4-LWrZ7uQ4EKlXlFxWWW4ufcex70I/edit

* *Remove deprecated MeshSampling & Update TOC

* Reviewed the Set Position(Mesh) doc

* Reviewed mesh index count doc

* reviewed the rest of the sample mesh operators.

* Fix ToC & rename some "Skinned Mesh Renderer" in "Skinned Mesh"

* Missing minor change

* *Reupdate VFX after merge

* Fix several tooltip issues

- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89530
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89531
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89532
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89533
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89534
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89535
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89536
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89538
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89539
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89540
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89541
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89542
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89544
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89545
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89546
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89547
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89548
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89549
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89550

* Forgot to stage files from previous commit d8c1bef513605c8c7b40ec855cfe2be4de2e7d5e

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109724

Remove not needed UNITY_2020_2_OR_NEWER condition

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109727

Isolate helper function to VFXMeshSampling.hlsl

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109725

- Rename sourceExpression to targetExpression
- Add InvalidOperationException if we are detecting an unexpected graph

* Add missing compile of channelFormatAndDimensionAndStream

- Check branch behavior
- Trying to find infinite recursion due to dependent sampling
- TODO : Add an editor test to inspect the actual generated graph (already checked in debug)

Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* *Update all VisualEffectAsset

"flipbookLayout: 0" everywhere
+ Some missing meta in test project (minor)

* *Apply formatting

* *Update missing reference images

* Other missing update screenshot & missing meta

* Fix formatting : this change can be grafted directly on master

* Three minor fixes from https://github.com/Unity-Technologies/Graphics/pull/3414

- Wrong Image reference : Fix D3D11 standalone
- Unconsistent debug assert (the recreate can be called on subslot) : Fix Space_Slot_Sanitize_Still_Possible_ArcSphere
- CreateComponentWithAllBasicTypeExposed : remove VFXValueType.CameraBuffer from list of tested exposed type (it can'td irectly be exposed)
These change can independantly land in `master`

* Fix incorrect changelog.md in com.unity.visualeffectgraph

* Remove unexpected duplicated entry in changelog.md

* Fix changelog : unexpected removed entries in 11.x

* *Update changelog.md

* [BRP] Fix Shader Compilation (#216)

* Fix incorrect direct access to GetWorldToObjectMatrix

* *Update changelog.md

* Sphere and cube outputs as experimental

* Add castShadows as additionalMappings in VFXStaticMeshOutput (#217)

* [Orient] 'Look At Position' particle disappearance (#101)

* Expensive fix

Computes two cross products to avoid the case when one of them is zero. Is it faster than branching to check ?
Is this edge case worth the additional cost ?

* More explicit approach/similar instruction cost + LookAtLine

* Update Orient.cs

* Handles edge case when cross(axis1, axis2) = (0,0,0) for all Orient variants

* Small mistake in the exception message

* Factorize SafeNormalizedCross

* Update changelog

* Added information about compute shaders and ssbos (#222)

* Added information about compute shaders and ssbos

* Added recommendation to use Vulkan over OpenGL ES

* Removed 'two'

* Added entry about vfx graph not being out of preview for mobile platforms

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [Fix] PropertyBinder : Reset & Undo (#212)

* Fix missing record object for proper undo/redo & reset

* *Update changelog.md

* Fix issue https://favro.com/organization/c564ede4ed3337f7b17986b6/1973edb4634ba00a90689144?card=Uni-160638

* Avoid VFXPropertyBinder to be added twice

* Fix incorrect reference after copy past

* Fix RemoveComponent clearing property binder first

* Handle Copy/Past \o/

* Let the LateUpdate without any editor code & use Update (avoid the one frame of latency for inspector)

* Remove useless recompute of GetComponents every frame, and use Reload (safer)

* Remove dead code

* *Add new entry in changelog (side improvement/fix)

* *Update comment

* [Fix] Null Ref Exception due to IsAssetEditable (#221)

* Resource can be null on a block inspector while we are removing it

Use safe check of resource before IsAssetEditable

* *Update changelog

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/221#discussion_r113060

* [Fix] Component Board UX issue (#220)

* Fix missing call to OnSelectionChanged on first display (before selection changed called)

* Fix change from component notifying the VFXView

* Fix toggle component board state

* Minor fixes

* *Update changelog.md

* [Fix] System name 'Model is not registered' (#224)

* *Add editor test to catch corner case issue with system name

* Move Create_Simple_Graph_Then_Remove_Edget_Between_Init_And_Update_TestCaseto VFXGUITest

* Actual fix of 1315593

The flow edge change is only triggering kConnectionChanged so, if you are trying to access m_SystemNames before compilation

* Remove unexpected change

* [Test] Revert after change  (#213)

* Local test (I'm using git diff to check actual file change)

* test adding a lit mesh output

* *Testing with shaderGraph

* *test bis

* *Add unit test to cover unexpected increasing size

* Properly implement the test

* Remove test data

* *Temp lot of log & save it to independant file

* HotFix : UpdateSubAsset in OnPreprocessAsset

Shouldn't be necessary, the actual problem is maybe in C++ implementation

* Clean test & add comment

* *WIP* Serialization test which seems (tm) to reproduce the same issue

* To revert : experiment adding log while loading VFXSerializableObject

*Without Import Asset after write*
Saving : 100
Loading : 100
Loading : 100
OnBeforeSerialize : 100
Saving : 101
Loading : 101
Loading : 101
OnAfterDeserialize : 100
Loading : 100
=> Test fail !

*With Import Asset after write*
Saving : 100
Loading : 100
Loading : 100
OnBeforeSerialize : 100
OnAfterDeserialize : 100
Saving : 101
Loading : 101
Loading : 101
Loading : 101
OnBeforeSerialize : 101
OnAfterDeserialize : 101
Saving : 102
Loading : 102
Loading : 102
Loading : 102
OnBeforeSerialize : 102
OnAfterDeserialize : 102
Saving : 103
Loading : 103
Loading : 103

* *Revert unwanted change

* Clean & Unify test behavior

* Safety check in newly integrated test (if asset is empty, it isn't expected neither)

* Remove OnCompile : Avoid recompile twice, the WriteAsset is already trigerring an import

* [Test] Add test to cover CopyValuesFrom (#225)

* *Add test to cover CopyValuesFrom issue

* *Extend the newly added test

Check every value in copied values

* Just added a perf marker

* Changed `mobile` to `Android` (#227)

* Fix "`syntax error: unexpected token 'if' at kernel CSMain`" (#228)

int ia, int ib, ... is actually not needed since "i" remains an local scope value

* [Fix] Deleted properties still visible in inspector (#231)

* Fix missing BuildParameterInfo when we are removing a VFXParameter

* Minor : fix typo in comment

* Fix cases where some settings change didnt trigger a recompilation (#233)

* Prevent focus on empty element if search list is empty (#229)

See this rero : https://fogbugz.unity3d.com/f/cases/1235269/#BugEvent.1073014330

* handle constant folding correctly with SG interpolators

* Added note about gamma color space in URP (#237)

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Check if parameter is null in AdvancedVisualEffectEditor::EmptyLineControl (#238)

* Vfx/docs/point cache update (#234)

* Added sample content documentation

* Added point cache rewrite

* Fixed toc formatting

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fixed various docs issues (#243)

* Fixed incorrect indentation in the toc

* Fixed capitalization surrounding Operator

* Fixed capitalization surrounding Block

* Fixed capitalization surrounding Context

* Fixed table format

* Added flipbook layout property

* Removed outdated information

* Fixed table format

* Moved image to next line

* Added information about when the flipbook layout property appears

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Added new documentation for sampling point caches and attribute maps (#241)

* Added new documentation for sampling point caches and attribute maps

* Added link to attribute map definition

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Add suffix to loop variable to avoid shader warnings (#240)

* Fix issue with output mesh always triggering reimport + Fix modified state (#242)

* Fix VFX with output mesh being always recompiled

* Fix modified state (* being correct now)

* Update save state

* Use macros for texture sampling (#244)

* Use macros for texture sampling + remove ambiguity between sample and sampleLOD

* Forgot to do it for gradient and curve

* [Fix] Unexpected expression in spawn context (#235)

* Fix missing filter in per spawn expression computation

* Cache the indexOfLastCommonExpression in graph

* *Update changelog.md

* Update HDRP VFX

* Update URP Assets

* [Feature] Bounds Computation helper (#201)

* [Feature] Signed Distance Field Baker (#186)

* Proper bounds transform (#247)

* Proper bounds transform

* Remove bounds padding in manual

* Fix editor tests

* More stable Graphics test

(cherry picked from commit ef9b090fd6a8f322ea8bca0719a9b291423d15ac)

* Fix sanitize for bounds mode

(cherry picked from commit 4a09093f8b72c41e516f0c78a2b7e453569167cb)

* Update HDRP assets

(cherry picked from commit a74d2c405548307fc9e5785c12eccd11e5cbc403)

* Fix compil in URP

(cherry picked from commit fd8aa0847ed550a651969ed158b73214f1829802)

* Update URP assets

(cherry picked from commit 0b81e0f087981bbae9727003fc4ce778c753c7b5)

* Formatting

(cherry picked from commit d643152f0e3eef9fd3688102c2a21369a71575d2)

* Update assets

* Remove Input layout

(cherry picked from commit d24654ac7ce462e84a4db87d36cf8a912fd51660)

* Animator Culling mode : Always Animate

(cherry picked from commit c1d3ab6d404b75ee12e7a5ab8ee6923258c3853f)

* Fix filename to solve formatter issue

(cherry picked from commit 48ca232718ffa6a6490fe7b44b0f58db5d9c3e16)

* Remove old files

(cherry picked from commit 4ebe6284d6d8aeeff450ad9f4595415eb9ef19b5)

* Changes images of windows standalone

(cherry picked from commit a1678a1b242c2625b6840ecfe96fb1448cd9af9b)

* SDF Baker API Docs (#249)

* Remove input layout

* Animator Always Update

* Revert "Animator Always Update"

This reverts commit feea94bc6d9a77a671a8ae969cdd8a0b49bae78e.

* Revert "Revert "Animator Always Update""

This reverts commit 16f86567f949f0eff6e5d8bd011e3e82a9aad9c5.

* First commit on changing docs

* More changes to modifiers

* Documentation for API + IDisposable MeshToSDFBaker

IDisposable is removed for the sdfPreview because it forced the Dispose function to be public, and had no real use

* Fix build VFX_HDRP

* Fix 'MeshToSDFBaker.m_DefaultPath' is assigned but its value is never used

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* *Force Apply formatting

* Update HDRP project assets

* Fix 1336155: incorrect buffer type for strips

* Forgot to update change log

* What's new in version 11 (#245)

* [Fix] Bounds Helper Polish (#250)

* Null-check the bounds recorder when saving

* Clean

* Record system + warnings only if valid

* Tooltip for Bounds Setting mode

* formatting

* Use CanBeCompiled instead of manual checks

* Update HDRP assets

* Remove currently useless URPSubOutput serialization

* Update URP assets

* Fix VFX using new SG integration being always dirty

* [VFX] Enable motion vectors optimization in XR (#246)

* Store projected position for vertices on each XR view when using VFX_FEATURE_MOTION_VECTORS_VERTS

* Update changelog

* Moving VFXCameraXRSettings out of VFXManager

* Group camera XR settings in a single property

* Remove useless reimport/save issues (#253)

* Fix issues with subgraphs

* Check isDirty before saving dependencies

* Misc stuff

* Formatting

* formatting

* Remove unused meta

* [Fix] Prevent exception when inverting a degenerate TRS matrix (#252)

* Prevent degenerate TRS matrices

* Changelog + epsilon only for small values

* Consistently output a zero-matrix when evaluated in C#, C++ or GPU

* [Fix] normalWS compilation in depth unlit (#256)

* Fix normalWS compilation error

Only occurs if shaderGraph is using normal in opacity

* Fix missing varying for normal & tangent

Only if shadergraph needs those

* [VFX] Add frontface semantic to vfx using shader graph materials (#257)

* Add frontface semantic to vfx using shader graph materials

* Update changelog

* [VFX] Motion vectors for particle strips (#251)

* Motion vectors for quad particle strips

* Motion vectors for line particle strips

* StripsMotionVector Graphic test

Result image for windows used in all platforms

* Store 2 verts per particle for quad strips and 1 per particle for line strips

* Modify reference images .meta files

* Update changelog

* Get particle index from thread id

* [Fix][SDFBaker] Unity Crash when switching SDF Baker saved settings containing prefabs (#264)

* Use mesh instead of selectedMesh when loading params and to display FitToBox/Cube

* update changelog

* [Fix] Overlay Gizmo (#260)

* Fix case 1340818

Separate Gizmo rendering from Overlay rendering
See also https://unity.slack.com/archives/C014H2BPXMY/p1623158419065000?thread_ts=1622793094.052000&cid=C014H2BPXMY

* *Update changelog.md

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/260#issuecomment-56740

Since gizmo & overaly rendering are now separated, we have to "Prepare" the gizmo
Solution : use the common helper to properly cache needed gizmo data while clicking on "frame button"
Simpler & Safer solution

* Fix corner case issue

https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/260#issuecomment-57521 Thanks @vita-skruibyte
We have a process which invalid the gizmo cache : https://github.cds.internal.unity3d.com/unity/vfx-graphics/blob/vfx/staging/com.unity.visualeffectgraph/Editor/Inspector/AdvancedVisualEffectEditor.cs#L312 (see PropertyOverrideChanged)
However, If we are trying to rebuild the gizmo property before the next inspector invalidation, the m_VFXPropertySheet won't be up to date.
Use m_SerializedObject.Update(); when rebuilding the gizmo cache (this m_SerializedObject.Update(); will be called every frame anyway : https://github.cds.internal.unity3d.com/unity/vfx-graphics/blob/vfx/staging/com.unity.visualeffectgraph/Editor/Inspector/AdvancedVisualEffectEditor.cs#L373)

* [Fix][1309958] Collide with Depth Buffer in Orthographi…
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