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Merge Hdrp/staging #1917

Merged
merged 151 commits into from Sep 24, 2020
Merged

Merge Hdrp/staging #1917

merged 151 commits into from Sep 24, 2020

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sebastienlagarde
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@sebastienlagarde sebastienlagarde commented Sep 17, 2020

Purpose of this PR


Testing status

Manual Tests: What did you do?

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

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

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

Any test projects to go with this to help reviewers?


Comments to reviewers

Notes for the reviewers you have assigned.

pmavridis and others added 30 commits August 4, 2020 09:41
Fix case 1264632 - HDRP Lit comes with Coat Mask in the stack, which is disabled by default
* Fix SceneEV100 RTHandle and add a shadow to text

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Added a new debug mode for cluster visualization where we visualize a slice instead of opaque objects.

* Update changelog
* Set atlas viewport before softness in request is set

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…d Scene is disabled (#1504)

* Create emissive mesh if not created but is requested.

* Changelog

* Remove unnecessary create function call

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
… they were not (#1509)

* Prevent OnEnable probes to be marked as rendered if actually they were not rendered.

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Avoid the sun icon to be cut

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…1506)

* Don't actually set the game object -1 as layer

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ositor .asset file (#1499)

* Do not allow manual edit/reset of values in the compositor profile .asset file

* Also disable edits on already existing compositor .asset files

* Fix issue when the user deletes the composition graph or .asset in runtime

* Rename function name

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…#1489)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix flickering layer in graphics compositor

* Revert unintentional changes in the HDRenderPipeline file

* Proper fix after more tests

* Avoiding cloning children attached to the layer camera

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Don't update legacy shape with HDRP vals for discs

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Various doc fix

* Added Volume snippet and filled out a few properties

* Added .md extension to internal docs link not in toc

* Update documentation

Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
* Fix issues with texture atlas always updating

* Clean a bit

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Motion blur with alembic animation
…ed-velocity

Added precomputed velocity test
… into HDRP/staging

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md
…ras in HDRP [Depends on C++] (#1098)

* Fix an issue where world space UI was not emitted for reflection cameras in HDRP

* Update changelog

* Added proper ifdef for 2020.2
…exture cookies update. (#1527)

* Fixed the update condition of cookie atlas and added doc for render texture cookies update.

* Update changelog

* Update doc based on review feedback
sebastienlagarde and others added 27 commits September 17, 2020 14:43
* Quad overdraw

* Vertex density

* doc

* Auto assign register

* Use other uav slots

* depth test pixel displacement

* Changed sliders range. Updated doc. Fixed viewport clipping for distant vertices

* Reduced allocated rendertarget count

Now allocates one fullscreen uav instead of three

* Return RTHandle

* Vulkan fix test

* Proper Vulkan fix

* Added 2 graphic tests

* Update screenshots

* Fix for unlit and tessellated shaders

* Disable Metal. Fix XR. Update screenshots

* Switch to RWStructuredBuffer

* Bind compute buffer instead of texture

* Fix alloc

* Fix data usage for rendergraph

* Disable new tests for rendergraph

* Bind compute buffer instead of texture

* Change uav register

* Create dedicated fullscreen debug pass

* Add pass to remaining shaders and SG

* Use CoreUtils.DrawRendererList

* Update screenshots

* Disable quad overdraw on metal

* Update doc

* Workaround for another metal compiler bug

Bug when accessing ShaderVariablesDebugDisplay cbuffer in tessellation stage

* Try something else

* At least now it compiles

* Completely disable these modes on metal

* ...

* Update whats new and upgrade guide

* rendergraph

* Enable tests for rendegraph

* Remove debug entry

* Fixes for rendergraph

lambda to static; fix with msaa

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ion (#1479)

* Rename Raytracing Node to Raytracing Quality

* Update Upgrading-from-2020.1-to-2020.2.md

* Update documentation

* Update TableOfContents.md

* Update SGNode-Raytracing-Quality.md

* Update CHANGELOG.md

* adress feedback

* Rename files

* Update RayTracingQualityNode.cs

* Update com.unity.render-pipelines.high-definition/Documentation~/Scalability-Manual.md

Co-authored-by: Alex Lindman <39529353+alindmanUnity@users.noreply.github.com>

* Update com.unity.render-pipelines.high-definition/Documentation~/Scalability-Manual.md

Co-authored-by: Alex Lindman <39529353+alindmanUnity@users.noreply.github.com>

* Update com.unity.render-pipelines.high-definition/Documentation~/SGNode-Raytracing-Quality.md

Co-authored-by: Alex Lindman <39529353+alindmanUnity@users.noreply.github.com>

* Update com.unity.render-pipelines.high-definition/CHANGELOG.md

Co-authored-by: Alex Lindman <39529353+alindmanUnity@users.noreply.github.com>

* Update com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md

Co-authored-by: Alex Lindman <39529353+alindmanUnity@users.noreply.github.com>

* Update com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md

Co-authored-by: Alex Lindman <39529353+alindmanUnity@users.noreply.github.com>

* Updated raytracing node in 1000_Indirect

* renamed default/ optimized to default / raytraced

* fix compilation

* update doc and screenshot

* Update SGLit_RaytracingKeyword_Emission.shadergraph

* update the code properly

* update meta file

* Increase Raytracing Quality Keyword coverage for RT effects (#1587)

* Raytracing quality test coverage update

RR test, PT test, RT Shadow Test, Material Quality

* Update Indirect scene + ref image

* update test for new code

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

* Update 1000_RaytracingQualityKeyword_PathTracer_Default.unity

* Updated test scenes

- added emission to test RTGI
- added refraction color to test RT color shadows
- recreated graph

* Checked the test renderGraph Compatible

* Fix issue with unlit shader

* Update the test to add unlit case

* Update 1000_RaytracingQualityKeyword_MaterialQuality_Indirect.png

* Update 803_SubSurfaceScatteringGlobalIllumination.unity

Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: Alex Lindman <39529353+alindmanUnity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
…d on the ambient occlusion component (QOL 1277999). (#1944)
* Add IES/Cookie Test

* Add GI IES/Cookie Test

* Add GI IES Test + Missing files

* Add references images IES Cookies & Baking tests

* Temp Disable Test

* Enable one test

* Add IES test + change threshold

* Missing file

* Fix spaceship demo & animated texture

* Add changelog

* Yamato crash fix: tentative (out of memory) split IES GI Test as 2 test.

Yamato: "message: Progressive Lightmapper: GBuffer job skipped - out of memory."

* Lighting Data

* Tweak test 2107 for faster light baking

* Update GI Baking parameter less intensity to avoid out of memory on Yamato

* New Attempt to fix IES Test/Yamato

* new push for Yamato

* update windows vulkan screenshots with Yamato one

* Update Metal/OSX ref image

* Update 2010_IES_Cookies.png

* change lightmap size from 1024 to 256

* update reference screenshots

Co-authored-by: Remy Maetz <remym@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Planar blending and ux fix

Fix planar reflection object in scene 2205
Remove invalid tests for planar reflections
Added blending for planar reflections

* Fix gizmo offset. Remove rotation inspector for planar

* Correct fabric

* Fix compilation errors

* Updated doc

* Init positionNDC for raytracing shaders

* Update mac screenshot; Reorder SampleEnv new argument

* Added new SampleEnv to upgrade guide; Added PosInput initializer for raytracing shaders

* Update ShaderPassRaytracingIndirect.hlsl

* Update ShaderPassRaytracingIndirect.hlsl

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Initial commit of light unit slider drawer

* missing meta file

* First pass slider + icon draw, rect management

* Functionality for slider markers with tooltip, and light unit slider rects

* Move drawing functionality into the light unit levels, to handle the placement of markers

* Add the indentation disable scope

* Horizontally clamp the markers onto the slider

* Move to light unit directory and rename

* Begin moving light unit values into a table

* Move light unit slider values into tables and construct the slider with them

* Swap in the updated icons from the light unit sheet.

* Add slider thumb tooltip

* Add tooltip formatting to display abbreviated level values

* Add the light unit to the slider tooltips

* Add missing meta file

* Update editor resources for light unit icons

* General cleanup of light unit slider functionality

* Scale up the marker tooltip for easier disovery. Display caution value

* Initial integration of light unit slider into light UI for light intensities.

* Fix light unit marker clamping

* Add to changelog

* Initial implementation of exponential slider

* Fill in the remaining light value tables, implement light unit slider descriptor, implement the exponential light unit slider

* Fix the draw exposure slider to read from the exposure descriptor

* Initial implementation of temperature slider

* Switch to using indent scopes

* Fix linear mapping from value range to slider range (account for < 0)

* No markers for temperature slider

* Initial integration of light unit temperature slider into HD light UI

* Fix incorrect temperature tooltip

* Add comments, comply with code standard, refactor light unit tooltip into static

* Change the color temperature toggle into the popup dropdown

* Refactor icon loading to support editor skinning (dark/light mode)

* Move the final light unit icons into the main directory, and remove the old ones

* Undo un-intentional push of assembly friending to local dev package

* Fix marker colors with respect to editor theme

* Initial implementation piecewise light unit slider

* Add interactivity to piecewise slider

* Ensure that the current function piece is being used when moving the slider

* Handle the out of bounds piecewise slider case

* Use the piecewise slider for all light intensity units and exposure

* Improve light unit tooltip, improve caution icon quality

* Initial integration of light unit slider into exposure volume component

* Improve the drawing of slider in the exposure volume

* Initial implementation of custom slider range distributions (for Lux). Change marker color

* Change min exposure range to -5, and clamp the value to slider to 0-1

* Update Lux tooltips

* Update exposure tooltips

* Fix exposure slider to allow horizontal scrolling in the text field

* Add clamp support for temperature slider

* Update temperature icon to the one in the table

* Add the above/below caution tooltip for exposure

* Update lite theme color for markers

* Square off the marker shape

* Change the caution value to the upper limit of the value ranges

* Enable filter/temperature mode by default for all lights

* Initial refactor of light intensity slider to use lumens internally

* Directly use vector range as key into the piece-wise function map

* Simplify piece-wise function evaluation

* String interpolation for tooltip

* Implement various improvements to conform to code standards, add comments, better method names

* Remove the abbreviation for light unit value tooltip, show the full thing

* Improve the internal lumen conversion to properly handle spot reflector (keeping the slider constant between light unit)

* Update changelog
* FXC creates bad code in eye shader

* Changelog

* Add comment
* Moved diffusion profile list to default settings

* Updated upgrade guide

* Updated changelog

* Improved HDRP default settings window perf (~x5) and fix diffusion profile list not interactive

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
@sebastienlagarde sebastienlagarde marked this pull request as ready for review September 24, 2020 12:38
@sebastienlagarde sebastienlagarde merged commit 5227550 into master Sep 24, 2020
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