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Merge Hdrp/staging #1917
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Merge Hdrp/staging #1917
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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
* 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>
JulienIgnace-Unity
approved these changes
Sep 24, 2020
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Purpose of this PR
Testing status
Manual Tests: What did you do?
Automated Tests: What did you setup? (Add a screenshot or the reference image of the test please)
Yamato: (Select your branch):
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics
Any test projects to go with this to help reviewers?
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