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[10.x.x] Fix temporary RTs having mips for no reason #2717

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merged 1 commit into from Nov 24, 2020

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@ellioman ellioman requested a review from a team as a code owner November 23, 2020 12:32
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@phi-lira phi-lira merged commit a1750cd into 10.x.x/release Nov 24, 2020
@phi-lira phi-lira deleted the 10.x.x/backport/fix-temp-rt-automips branch November 24, 2020 08:16
Impossible added a commit that referenced this pull request Apr 19, 2021
* [HDRP] Fix issues with GenerateMaxZ when opaque object or decal frame settings is disabled (#2518)

* Bind black texture if opaque is disabled.

* Fix decal issue

* Same as generateMaxZ issue with decals but on RTR now.

* Fix mb vel prep

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

* Fix button Bake with Reflection Probe in custom mode (#2525)

* Fix bake mode of reflection probe custom

* Update CHANGELOG.md

* HDRP Default Frame settings under “Light Loop Debug” tab don’t have tooltip (#2528)

* [CI] Updated .ymls to new revision

* [HDRP] Remove input system package from template

* [10.x.x] Fix issue causing materials to upgrade multiple times (#2512)

* Assume missing material version to be UniversalProjectSettings.materialVersionForUpgrade

* Update change log

Co-authored-by: Felipe Lira <felipedrl@gmail.com>

* [Universal|Bugfix] Camera inspector requests current URP asset (#2514) (#2534)

* Get the current pipeline asset, rather than the one in graphics settings

* Update Changelog

* changed addiional usages of graphics settings vs current asset

* revert the shaderpreprocessor changes
# Conflicts:
#	com.unity.render-pipelines.universal/CHANGELOG.md

Co-authored-by: Felipe Lira <felipedrl@gmail.com>

* [10.x.x backport] Backported DOC PR #2010. (#2497)

* Backported DOC PR #2010.

* Added more detailed instructions on how to configure post-processing. Added extra info on Volumes, rewrote confusing info on Volumes.

* Some minor editions.

* Added parallax mapping to What's New. (#2541)

* Added parallax mapping to What's New.

* Edited the reference to heightmap.

* Added the What's new 10.2 page, added known issues. Added the link to… (#2473)

* Added the What's new 10.2 page, added known issues. Added the link to What's new on the landing page.

* Added VFX Graph to the Particle known issue.

* Fixed exceptions related to the debug display settings when changing the default frame settings. (#2533)

* Added documentation for LODs not being supported by ray tracing. (#2535)

* resave eye related materials. (#2532)

* Change how camera motion vector clamp works in Motion Blur (#2522)

* Use proper matrix to compute camera motion vector

* Add multiple modes of camera clamp

* Change UX a bit

* Doc

* Upgrade guide + changelog

* Fix the GC allocs

* Doc update

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

* [VFX] Fix orient error feedback failing in subblocks (#2544)

* Fix orient in subblocks

* Improve exception message

* Fix suitableContext for subblocks not being serialized

* Fix subgraph not being sanitized at import

* [CI] Updated .ymls to new revision

* Run upgrader on default mats (#2538)

* [URP] backport hdr toggle sceneview (#2521)

Co-authored-by: Felipe Lira <felipedrl@gmail.com>

* [10.x.x][backport] Multiple yml backports (#2517)

* [Yamato] Redo metafiles with utr flags (#2193)

* replace all 2020.2 with 2020_2 in ymls

* Revert manual underscore changes for versions

* [Performance] New performance jobs (#2455)

* Add build test jobs for Windows and Android
* Add playmode editor job for Windows
* Rename yamato jobs to reflect that the api comatibility level is using whatever the project default is

* [Yamato] Fix cmd line args for graphics API (#2437)

* delete "SetupProject" from URP project

* Fix API and colorspace templates for job builder

* update GTF to 7.6.0-preview

Co-authored-by: tomzig16 <tzigmantavicius@gmail.com>

* backport 2540

* add rest of python changes from clean master copy

Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>

* [CI] [2020.2] Updated latest editors metafile

* Disable subblocks space conversion (#2567)

* space fixes in subblocks (no more conversion happens)

* Nicify subgraph names

* update changelog

* Fixed custom pass null reference exception in draw renderers custom pass (#2559)

* Fixed fullscreen pass help box height (#2560)

* 10.x.x/universal/backport 2513 (#2536)

* Removing some gamma space only code

brings bloom closer aligned between linear and gamma colourspaces

* Added changelog

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

* Remove material pass evaluation for probe volumes + fix probe volume debug views when rendergraph (#2545)

* Set HDRP tests timeout to 500s (#2561)

* Fixed picking for materials with depth offset (#2573)

* [HDRP] Fix issue with previous frame exposure texture being not null, but containing garbage (#2574)

* Consolidated ray tracing documentation to make blue book links point to reference documentaiton (#2575)

* Refactored ray traced reflections doc

* Refactored ambient occlusion doc

* Simplified the ray-traced shadows documentation

* Consolidated GI doc

* Fixed some references to the wrong rt effect

* Minor fixes

* Added ssgi/rtgi disclaimer

* Update Ray-Traced-Contact-Shadows.md

* Update Ray-Traced-Contact-Shadows.md

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

* Remove material pass evaluation for probe volumes + fix probe volume deb…

* [CI] [2020.2] Updated latest editors metafile

* [HDRP] Fix crash on Mac and Vulkan with Volumetric with overflow (#2580)

* fix

* test

* Update VolumeVoxelization.compute

* add comment

* Bugfix for LitProperties compilation error in hybrid: Shader error in 'HDRP/Lit': undeclared identifier 'unity_DOTSInstancing_F4_Metadata__MetallicRemapMin' (#2576)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

* [HDRP] Fix issue when changing FoV with the physical camera fold-out closed (#2570)

* Fix issue when changing FoV with the physical camera fold-out closed

* Remove redundant ( )

* Update CHANGELOG.md

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

* [HDRP] Physical DoF: fix tiling artifacts, switch to blue noise sampling, add anamorphism support (#2578)

* switch to blue noise sampling, fix lod selection

* shader cleanup

* Fix tiling artifact from very high search radius

* Reduce light leaking with depth test

* Enable the non-uniform weights again

* Add support for anamorphism

* Add define for stratification

* Clean-up unused shader code

* Shader clean-up 2

* Reduce max allowed radius range

* Remove unused code

* Update changelog

* Update comment

* update gtf for com.unity.testing.. to 7.6.0-preview (#2586)

* backport of material alpha cutout issue (#2531)

Co-authored-by: Felipe Lira <felipedrl@gmail.com>

* Fix PS4 build (#2594)

* Use the raytrace sampling include instead of the path tracing one

* Avoid using sample keyword as variable name

* Bump version to 10.3

* Hdrp/fix uitoolkit stylesheet loading (#2472)

* bump min version to 2020.2.b12

* Add validation exception for Documentation version - change to 10.3.0 package

* New reference image for test with cpu gradient sampling (#2638)

* [CI] [2020.2] Updated latest editors metafile

* [Backport] [Fix] case 1290628 : Memory leak when selecting/deselecting forward renderer asset (#2645)

* Destroy Editors when deselecting forward renderer asset or resizing list to avoid leaking memory

* Update changelog

Co-authored-by: hedvig <hedvig.axelsson@unity3d.com>

* 10.x.x/backport/yamato/misc fixes (#2656)

* backport 035e8fc (#2571)

* backport c378748 (#2572)

* [Performance][URP] Specify Boat Attack revision when cloning (#2590)

* backport 8841bc3 (#2604)

* backport 8e87ec2 (#2639)

* [Performance][URP] bug fixes (#2625)

* Update bokken image for Linux tests (#2654)

* [ShaderGraph] [URP] Additive blending should fade with alpha (#2360) (#2456)

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

* [Backport 10.3] [ShaderGraph] [bugfix 1283902] Pull textures into Export Package even if not sampled by shader (#2466)

* Cherry-pick to 10.x.x of squash-merge of 'sg/fix/1283902' into master

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

* Cherry-pick fix for URP test breakage : 24cf730 - Fix to address warning 0649 for projects that enable it

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

* Post-processing docs move (#2619)

* Moved post-processing toc entries and added an effect list document

* Update post-processing-effect-list.md

* Added link to lighting window (#2624)

* Added arnold standard surface and 3ds physical material shader (#2626)

* Added standard surface page and images

* Added exposed property snippets

* Added snippet links to standard shader doc

* Added physical shader and supporting property snippets

* Added toc entries

* Fixed ordering and first set of missing entries

* Updated transparency snippet

* Added missing shader properties

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

* Updated steps for enabling recursive rendering (#2661)

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

* Fix XR single-pass rendering with builtin shaders (TMP) #2605

* Fixed links and tooltips (#2658)

* Updated tooltips

* Added md links to toc to stop false positives in validation

* Fixed some malformed links

* Fixed malformed links in AOV, Alpha output, HDRP Asset, and Light docs

* Added qualifications to fade distance tooltips

* Removed duplicate md extensions

* Fixed batch of malformed and ill-defined links

* Fixed more links

* Fixed more links

* Fixed render graph links

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

* HD template update (#2640)

* removed all spaces from asset names, added reflection probe proxy volumes, tuned some screenshot camera positoins

* adapted some reflection proxies

* updated probe proxies

* reenabled dynamic rescale for punctual lights, tuned scalability volume quality settings for low/med/high, added dedicated proxy volumes for all reflection probes, updated some cameras for the marketing shots

* full rebake, updated unity sphere prefab to play nice with timeline

* updated cutscenes

* disable timelines, enable render graph, medium settings

* updated camera 6 for screenshot

* minor tuning of volumetric scalability settings, slight reorientation of a lamp to avoid artifacts in the reflection

* fixed the bound of a reflection probe to avoid RT-related issues

Co-authored-by: pierre-unity <39901544+pierre-unity@users.noreply.github.com>

* Fixed some labels clipping in the Render Graph Viewer (#2628)

* Fixed label of the last pass being clipped on the right.

* Resource labels are now sized according to resource type names ("Texture Resources", "Compute Buffer Resources" etc)

* Update changelog

* Added a margin on the left of resource label.

* [10xx] Backport git hooks refactor (#2682)

* Refactor git hooks (#2671)

* Add pre-commit (local repo & rev)

* Remove old hooks system

* Add hooks setup script

* Add format-code hook

* Update hooks repourl and revision

* Update repo rev.

* Update Tools' readme

* Single source of truth for documentation

* Update hooks to 8dd46b5

* Fix readme

* Default stages hooks

* Add github cds permission check during install

* Update to latest gfx-automation-tools revision

* Remove reformat hook (not required on 10xx)

* [Backport][10.x] sg/fix/1286430 (#2587)

* Avoid the system 'AppendLine' during generation and serialization
    The system call uses the local environment newline which can cause
    problems when sharing shadergraph files between Windows and other
    systems.  This makes the newline explicitly "\n".

* Update changelog to reflect the line ending fix

* Fix line ending comparison issue (#2660)

This test is written using implicit line endings
    (embedded in the reference result strings).  This
    means that git will convert line endings to local
    platform specific endings when fetching from the
    remote, and the tests will never pass on Windows.
    Explicitly replace Windows-style line endings with
    Unix line endings for the comparison.

* Backport of #2052 (#2717)

* Merge 10.x.x/hd/staging (#2724)

* Fix missing Doc for SSR on HDCamera #2714

* Added information about draw instanced limitation (#2697)

* Fixed Volume duplication in hybrid workflow (#2616)

* Volume Manager now always tests scene culling masks

(required by hybrid renderer workflow)

* Update changelog

* Fixed changelog

* Adding new Lit Iridescence graphic test (#2648)

* Add 1223 irirdescence scene test

* Proper order of Build settings scenes

* Added reference image

* Refactor

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

* [HDRP] [PathTracer] Code refactor for Path Tracing and SSR (#2481)

* Compute volumetric distance fade in light data for ray tracing.

* Factored code used to solve quadric equation.

* Code refactor.

* Re-added a shorter version of a simplication comment for SSR.

* Merge Hd/bugfix - Set of bugfix for 10.3 (#2681)

* Update CHANGELOG.md

* Fix shadow test not suppose to be executed on 10.x

* Fixed an inconsistent behavior between RT Area shadows and Shadow maps when shading a transmission fragment. #2547

* Fixed an issue where a warning about the static sky not being ready was wrongly displayed. #2727

Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>

* [HDRP] Fix changelog

* [HDRP] Fix Changelog - bis

* - Fixed the clear coat not being handled properly for SSR and RTR (case 1291654). (#2598)

- Fixed ghosting in RTGI and RTAO when denoising is enabled and the RTHandle size is not equal to the Viewport size (case 1291654).

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

* [ShaderGraph] [Backport 10.3] Fix texture associated state (samplerstate, TexelSize) for subgraphs, CFNs (#2577)

* Add ST to texture params

* Working with Universal / Texture2D (but not CFN yet)

* CustomFunctionNode Texture2D working, allows full bare/non-bare selection of types, warns when using bare output types

* Started on Cubemap/Array/3D

* Partial fixes fore 3d/array/cubemap

* Fix for texelSize node

* Texture2D nodes all working

* Fixes for cubemap nodes, Texture2DArray nodes, Texture3d nodes

* Fix for HDRP

* Fixes for GLES2

* Fixes for NormalFromTextureNode, Texture2dAssetNode

* Added SamplerState handling, cleaned up code to remove macro usage

* Fix for ParallaxOcclusionMappingNode

* Fix for NormalFromTextureNode, cleanup, adding changelog

* Fix for old Texture2DArray and Texture3D inputs to CustomFunctionNodes

* Fix for ParallaxMapping and Triplanar nodes handling of SamplerState types

* Cleanup, removing unused code and _ST values (for now)

* Fix samplerstates on SampleRawCubemap and SampleTexture2DLOD nodes

* Fix for VFX support, additional cleanup

* Fix for decals

* Fix for tests

* Fix VFX path generation issues with textures

* Improved backwards compatibility, added graphics tests, addressing feedback

* Fix for GLES2 compilation

* Fix for OpenGL Core

* Adding GLCore support for LOAD_TEXTURE3D and LOAD_TEXTURE3D_LOD

* Fix for consoles

* Disallow creating v0 of custom function node (which will upgrade incorrectly when saved/loaded)

* [HDRP] Added a new test that runs VT in forward MSAA mode (#2370)

* Added a new test that runs VT in forward MSAA mode

This was broken and apparently was recently fixed but the tests never caught this.

* Wrap VT downsample compute shader in profiler scope

This avoids the compute shader showing up alone in the frame's root. On request from QA.

* Add testcases for VT with motion vectors disabled.

We're interested in testing this in particular because this changes the MRT bindings.

* Add new scenes to the build settings

* Add DX11 Ref images

* Add Vulkan & DX12 ref images

* Refactor VTBufferManager.cs

* update linux/Vulkan screenshots

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

* [HDRP] [PathTracing] Rigid animations now trigger PT dirtiness.

* Add new eye scene in material samples (#2704)

* New eye scene

* Reduced texture and scene footprint

* Reducing iris texture size to 512

* Added probe, material correction and diffusion profile

Diffusion profile is now assigned and not hardcoded in the graph

* Setup probe as OnEnable

* Checked iris normal to true in the SG

* Import iris normal as normal map.

* [HDRP] Fix alpha output when atmospheric scattering is used (#2736)

* Fix alpha output when atmospheric scattering is enabled.

* Update comment

* Update docs

* Use the blending mode of the alpha channel to preserve alpha, instead of colomask

* Update OpaqueAtmosphericScattering.shader

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

* Fix Iris normal disabled on eyes graphic tests (#2737)

* Fix iris normal on eyes graphic tests

* update DXR reference image

* Revert "update DXR reference image"

This reverts commit 24902138397fc70e8e389130ee0e1a3cdb4b39fc.

* update reference image for DXR test

* Update HDRP reference image

* Update 1101 screenshot that used an asset that has been modified

* Updated steps on how to enable the debug window in development builds on mac (#2738)

* Updated steps on how to enable the debug window in development builds on mac

* Updated mac specific navigation data

* Update Render-Pipeline-Debug-Window.md

* Tentative workaround for infinite loop on Mac (#2756)

* Tentative workaround for infinite loop on Mac

* Making sure we are exiting forloops on Metal in Volumetrics

* Update VolumeVoxelization.compute

* Update VolumetricLighting.compute

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

* Update Upgrading-To-HDRP.md (#2761)

* Update documentation for new eye material sample addition (#2770)

* mention eye scene in material sample documentation

* Update HDRP-Sample-Content.md

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix GetSamplePosition for Metal in Build Light list #2730

* [HDRP] Merge hd/bugfix #2787

* Fix Quality Settings Behavior for Raytraced Modes (RTR, RTGI) #2791

* Added the possibility to disable distance based roughness for reflection probes. #2641

* HDRP template - use cinemachine 2.6.3

* [HDRP] Update manifest of hd template to cinemachine 2.6.3

* [HDRP] Update test scene Distance based Roughness

* [Yamato][10.x.x] Set editor pinning update to run before nightly (#2800)

* Run nightly at 1am, editor pinning update at 23pm

* [HDRP] Update changelog with 10.2.1

* [10.3] [HDRP] [bugfix 1292501] - Ensure all passes request the DiffusionProfile for SRP batcher compatibility (#2789)

* Fix for 1292501

* Adding changelog

* [ShaderGraph] [10.3] custom function node name reflects custom function (#2664)

* custom function node name reflects custom function

* Updating to append (Custom Function) to the node name

* Updating doc images

* Adding changelog

* Add better generated message and regenerate hearder (#2831)

* [Yamato][10.x.x] Disable editor pinning, add green revisions (#2842)

* [Yamato] Disable editor pinning ABV dependency (#2778)

* make editor pinning abv dependency toggleable per editor

* drop trunk abv dependency for editor pinning

* Fix update revisions script timestamp updates and empty commits

* [Yamato] Store green revisions per jobs (#2807)

* add job to store green revisions

* Add 7am trigger to green revision job

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* Tentative fix freeze mac (#2858)

* Merging improvement Hdrp template 2020.2 #2847

* update preview and documentation (#2859)

* [CI] [2020.2] Updated green project revisions

* [10.x.x] Misc. SDET backports (#2844)

* Cherry pick 713b6f1

* Cherry pick 3a976b6

* Cherry pick ed6a8d7

* [Yamato] Allow multiple UTR calls per job (#2703)

* change repeated utr calls

* change repeated utr

* update docs for repeated utr runs
# Conflicts:
#	.yamato/config/__shared.metafile
#	.yamato/config/universal_perf_boatattack.metafile
#	.yamato/ruamel/jobs/projects/commands/android.py
#	.yamato/ruamel/jobs/projects/commands/iphone.py
#	.yamato/ruamel/jobs/shared/utr_utils.py
#	.yamato/urp_performance_boatattack-android-opengles3.yml
#	.yamato/urp_performance_boatattack-android-vulkan.yml
#	.yamato/urp_performance_boatattack-iphone-metal.yml

Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>
Co-authored-by: Liis Kivistik <liis.kivistik@unity3d.com>

* Bump Graphics Test Framework version (#2862)

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* Update all hdrp and VFX screenshots after fix shadow cascade PR ladned. (#2871)

* d3d11 / d3d12 HDRP

* linux / win  / vulkan HDRP

* hdrp DXR

* VFX HDRP / URP

* [HDRP] Fix changelog

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [Performance] Fix players path (#2884)

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [10.x.x] Introduce concept of falling back textures to black in rendergraph + ReadWrite tag (#2866)

* Fallback + readwrite

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.cs
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManagerDirectional.RenderGraph.cs
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManagerPunctual.RenderGraph.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDDiffuseShadowDenoiser.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDReflectionDenoiser.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDSimpleDenoiser.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDTemporalFilter.RenderGraph.cs

* Move validity to resource instead of handle

* Revert spacing change

* Review comments

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

* Remove unnecessarry macro (#2835)

* [HDRP] Fix Linux Vulkan reference screenshots

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [10.3] [ShaderGraph] Preview Mode Control (#2814)

* Preview Mode is now overrideable on each node

* Subgraph Assets can control their default PreviewMode, also changing "default" to "inherit"

* Fixing custom function node drawer so users can change preview and precision modes on it

* Adding changelog

* Fix graph preview mode undo/redo, make interface internal

* Fix for "API" breakage (these should not be public, change in 11.x)

* [ShaderGraph] [10.3] [bugfix 1268134] Fix graph inspector property row scaling (#2827)

* Fix for inspector scaling

* Adding changelog

* Fix for USS parsing (apparently it doesn't like strings sometimes, 0 is equivalent in behavior)

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* Reactivate hdrp osx playmode in the HDRP_ABV job (#2910)

* Reactivate hdrp osx playmode in the HDRP_ABV job

* Backport  #2865 (change python3 path)

* [HDRP] Update Metal screenshots

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

* Revert "[HDRP] Update Metal screenshots"

This reverts commit 168c17737a8eb402af71415e474b21e09564da51.

* [CI] [2020.2] Updated latest editors metafile

* backporting (#2896)

Co-authored-by: Esmeralda Salamone <esmeralda.salamone@unity3d.com>

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [10.x.x] backport of #2147 renderer list select (#2774)

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [10.3][Shader Graph] Fix Custom Function Node Upgrade Errors (#2981)

* add null guards for missing parent nodes

* Update CHANGELOG.md

* [CI] [2020.2] Updated latest editors metafile

* Backport of branch 'sg/fix/1299830' (0b81a72) (#2969)

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

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [SRP] Uniformise all ShaderGraph/SubShaderGraph and FBX extension to be lower case (#2986) (#3076)

* change extension to lower case

* change extension to lower case

* [HDRP] Backport set of HDRP for 10.3 (#3080)

* [HDRP] [Path Tracing] Added proper computation of geometric normal #2692

* Added a slider to control the fallback value of the directional shadow when the cascade have no coverage. #2722

* Now reflection probes cannot have SSAO, SSGI, SSR, ray tracing effects or volumetric reprojection. #2755

* [HDRP][Path Tracing] Fixed issues with path-traced volumetrics (light anim dirtiness, truncated volume shafts) #2771

* Avoid issues causing faulty transitions in shadows (resulting in no shadows with unconventional aspect ratio) #2776

* [11.x] [HDRP] [bugfix 1292501] - Ensure all passes request the DiffusionProfile for SRP batcher compatibility #2790

* Rename Text mesh pro folder in samples (#2797)

* Rename the sunrise icon to fix typo, causing issue with 2x resolution loading. (#2809)

* Fix code compilation due to missing reflectionPlanar

* Merge Hd/bugfix #2828

* Add Light Unit Slider for Auto Exposure Limits #2811

* Updates fog documentation and tooltips (#2834)

* Updated fog documentation

* Updated tooltips

* Update Fog.cs

* Update Fog.cs

* [HDRP][Path Tracing] Improved volumetric scattering sampling #2840

* fully specify TextureXR.maxViews in the doc (#2850)

* [HDRP] Fix RenderGraph issue with Forward mode, debug mode and VT. #2872

* Updated cheat sheet into wording (#2879)

* Merge Hd/bugfix #2903

* Merge Hd/bugfix #2928

* Fix shader compilation with RenderCustomPass

* fbx fixses, added concrete edge decal, added material to fix sort order issue of drain asset. (#2946)

Co-authored-by: ecottell <elliott-cottell@hotmial.com>

* Raytracing getting started docs bugfix (#2957)

* Fixed formatting and re-added missing image

* Updated steps for applying graphics API changes

* HDRP getting started doc update (#2963)

* Updated getting started page with info about the new template

* Fixed incorrect step numbering generated by Typora

* Update Getting-started-with-HDRP.md

* Fixed an issue with material using distortion from ShaderGraph init after Material creation (case 1294026) #2982

* HDRP docs bugfixes #2993

* Improved reflector property tooltip (#2994)

* Fixed light reflector typo

* Updated tooltip text to be more specific.

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

* [HDRP][Template] Normals fix (#3006)

* [CI] Updated pinned editor versions

Updating pinned editor revisions

* fixed normals, rebaked lighting, added Receive SSR/SSGI for "Wood Counter_Mat

* rebaked (removed plant pots from GI), enabled Receive SSR/SSGI on more materials

* enable ssr/ssgi on brass material

Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>
Co-authored-by: ecottell <elliott.cottell@unity3d.com>
Co-authored-by: pierre-unity <39901544+pierre-unity@users.noreply.github.com>

* Added area light support disclaimer snippet to relevant shaders and light doc (#3015)

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

Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
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: Chris Tchou <ctchou@unity3d.com>
Co-authored-by: John Parsaie <johnpa@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: ecottell <elliott-cottell@hotmial.com>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>
Co-authored-by: ecottell <elliott.cottell@unity3d.com>
Co-authored-by: pierre-unity <39901544+pierre-unity@users.noreply.github.com>

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* Fixed division by 0 on Nintendo Switch. (#2991)

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* updated decals position on/near the platform, slightly tuned exposure in room3, activate distance based roughness for all probes (#3134)

Co-authored-by: pierre-unity <39901544+pierre-unity@users.noreply.github.com>

* [ShaderGraph] [10.3] [bugfix 1293632] Shader graph blackboard property scrolling behavior fix (#3085)

* Cherry picked commits from source branch and fixed SubWindowTests

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

* Fixed bug with renaming on BBFieldView not working and other small fixes

# Conflicts:
#	com.unity.shadergraph/Editor/Drawing/Blackboard/BlackboardFieldView.cs
#	com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs

* Included fixes pointed out by Landon on original PR for scroll boundary behavior and external unity windows

* Fixed callback to work with 2020.2

* [ShaderGraph] [10.3] [bugfix 1281831] Fix 'Reset Reference' on a Blackboard property throwing a NullReferenceException (#2907)

* Cherry-picked and squashed to 1 commit for backport

* Added ifdef guards for editor versioning

* Added last fix, needs to be migrated to master too

Co-authored-by: Sai Narayan <sainarayan@unity3d.com>

* [CI] [2020.2] Updated latest editors metafile

* [ShaderGraph] [10.3] [bugfix 1291760] Shader graph inspector window behavior fixes (#3082)

* Cherry-picked changes from original branch to backport branch for 10.x

Also fixed scrollable window behaviors in GraphSubWindow for inspector and added auto-switch to Node Settings tab when a property/node/other selectable item in the graph is clicked

* Fixed compilation errors for 2020.2

* Merging in fixes to mirror master and reduce conflicts, fixing compile errors

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* Fix Clearcoat on Stacklit breaks when URP is imported into the project #2970

* Create 1713_MeshDecalViewBias.png

* [10.x.x][VFX] 10.3 backports (#3143)

* Fix Event connected directly to Output Event (revival) #154

* Restore disabled 26_NonUnifomScale due to a wrong merge (need backport to 10.x.x)

* [HDRP] Fix debug view material (albedo/normal/...)

* 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

* 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

* Dont flag dirty in vfxgraph is the model modified is a copy (#165)

* Added excludeFromTAA setting to VFX outputs

* Fix Custom Spawn serialization (#132)

* Fix case 1294180 : Error feedback throwing an error while changing capacity (#174)

* 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>

* Fix incorrect compilation condition for linux build (#184)

* 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()

* Sample Point Cache operator (#92)

* Fix Case 1223747 - NaN caused by normal bending (#181)

* [Subgraph] Prevent Pasting Context invalid subgraph (#191)

* 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

* 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>

* Update HDRP project assets

* Change VisualEffect inspector "Edit" button to "New" when no asset is set

* 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 …

* backout update gradien test

* Update ref images + deactivate test 26

* update URP assets

* DEactivate test 32 + clean ribbon template vfx

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Gabriel de la Cruz <gabriel.delacruz@unity3d.com>
Co-authored-by: Thomas Iché <thomasi@unity3d.com>
Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
Co-authored-by: Ludovic Theobald <ludovic.theobald@unity3d.com>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix XR depth copy and MSAA #3075

* Fix GC allocations from XR occlusion mesh when using multipass #3077

* [10.x.x Backport] backport several PRs for HDRP (#3142)

* [HDRP] Use same filtering test case than on master for HDRP Test

* Vfx/docs/rename files (#2801)

* Removed illegal characters from doc filenames

* Removed illegal characters from gifs

* [HDRP Backport] Fixed some render texture leaks. #3050

* Added reviewed render graph and rthandle docs (#3008)

* Updated rthandle system landing page

* Update rthandle-system-fundamentals.md

* Update rthandle-system-using.md

* Update render-graph-system.md

* Update render-graph-benefits.md

* Update render-graph-fundamentals.md

* Update render-graph-writing-a-render-pipeline.md

* Fixed incorrect link

* Fixed formatting issues

* Noted FPS drop when switching between PBS volumes. (#3135)

Added a note to the "Using Physically Based Sky" section to explain the frame rate drop that happens when Unity initalizes a PBS volume.

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* Fixed a case where overlay camera with output texture caused base camera not to render to screen (#2742)

* [10.x.x] Fixed an issue where Universal Render Pipeline with disabled antiAlia… (#2744)

* Fixed an issue where Universal Render Pipeline with disabled antiAliasing was overwriting QualitySettings.asset on frequent cases

* Update CHANGELOG.md

Co-authored-by: Felipe Lira <felipedrl@gmail.com>

* [HDRP backport] Merge Hd/bugfix (#3161) (#3165)

* [HDRP] Merge Hd/bugfix (#3161)

* fix compilation issue

* update 4060 vulkan screenshots

* [HDRP][Compositor] Fix issues with compositor's undo #3100

* Remove leftover setting. (#3171)

* Adds support for the PlayStation 5 platform #3151 (#3177)

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* sg-docsfix-doc2587-backport10.x (#3004)

* Link to Master Preview/Main Preview was broken in TOC

The link to Master Preview/Main Preview has been broken since 9.0. I updated the name of the relevant page in the TOC.

* Backport of change a55ae13

* Backport of f951eaa

* Backport of 0859dbb

* Backport of 2483c1b

* Backport of 3ccf229

* Lines 74 and 77 mispelling

Shadergraph was spelled Shadergaph in two places

Co-authored-by: Esmeralda Salamone <esmelusina@gmail.com>

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* What's new in 10.3 (#3212)

* Updated the What's new page for URP 10.3.

* Fixed a typo.

* [VFX/HDRP] Fix Debug View Material (#3149)

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

* Synchronize timeout settings from master

See : https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.testing.visualeffectgraph/Tests/Runtime/VFXGraphicsTests.cs#L38 (f

* Fix changelog.md

Keep new entry last

* [HDRP][URP] Added warning message in Projector component inspector UI that the component is not supported #3169

* Dcc/3dsmax2021 physical material #3163

* [HDRP] Backport several hdrp PR (#3234)

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* Sg-doc-2568-10x-10.3-backport (#3246)

Update sampler node docs

* Sg-doc-2695-10x-10.3-backport (#3247)

Update Swizzle Node docs

* [CI] [2020.2] Updated green project revisions

* [SG] Fix 1307962 - Sample Raw Cubemap #3233

* [HDRP] Update eye sample scene (#3227)

* Update eye sample scene

Fix warning in play mode and add text for size

* changelog

* Update instructions

* Put diffusion profiles in pural (because there's two)

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

* Change the tooltip for color shadows and semi-transparent shadows (case 1307704). #3237

* [10.x.x][VFX] Remove some shader warnings (#3248)

* Fix Event connected directly to Output Event (revival) #154

* Restore disabled 26_NonUnifomScale due to a wrong merge (need backport to 10.x.x)

* [HDRP] Fix debug view material (albedo/normal/...)

* 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

* 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

* Dont flag dirty in vfxgraph is the model modified is a copy (#165)

* Added excludeFromTAA setting to VFX outputs

* Fix Custom Spawn serialization (#132)

* Fix case 1294180 : Error feedback throwing an error while changing capacity (#174)

* 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>

* Fix incorrect compilation condition for linux build (#184)

* 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()

* Sample Point Cache operator (#92)

* Fix Case 1223747 - NaN caused by normal bending (#181)

* [Subgraph] Prevent Pasting Context invalid subgraph (#191)

* 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

* 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>

* Update HDRP project assets

* Change VisualEffect inspector "Edit" button to "New" when no asset is set

* 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 …

* backout update gradien test

* Update ref images + deactivate test 26

* update URP assets

* DEactivate test 32 + clean ribbon template vfx

* Fix 1290493 - Spaceship specific warnings (#176)

* Fix regression from #176

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Gabriel de la Cruz <gabriel.delacruz@unity3d.com>
Co-authored-by: Thomas Iché <thomasi@unity3d.com>
Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
Co-authored-by: Ludovic Theobald <ludovic.theobald@unity3d.com>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [HDRP] Fix metal warning + fix reference screenshots + disable unstable metal test #3251

* Removed the upper clamp values for recursive rendering and light cluster size (case 1294620) #2753

* Removed the upper clamp values for recursive rendering and light cluster size (case 1294620) #2753 - bis

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [HDRP] Fix reference screenshots for Metal

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [10.x.x] Backport of small fixes for 10.3 (#3225)

* Backport of #3095

* Added fix for enquing render passes at runtime

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

* Backport of #2856

Co-authored-by: Elvar Örn Unnþórsson <ellioman@ellioman.com>
Co-authored-by: Nicolaj Zøllner <nicolaj.zollner@unity3d.com>

* [10.x.x backport] PR#3009 DOC-2492: How to use the Render Objects Renderer Feature (#3217)

* [10.x.x backport] PR#3009 DOC-2492: How to use the Render Objects Renderer Feature

* Backported latest corrections.

* Correction from Jonas.

* Ran the formatting tool.

* updated filters (#3242)

* [HDRP] update some docs based on latest changelog (#3253)

* Update some docs

* Proof read upgrading to 2020.2

* Proof read whats new doc

* Fixed typo

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [10.x] misc. SDET backports for week 01/01 - 07/01 (#3011)

* Cherry-pick e4b0ab135 - Enforce true isolation testing for upm ci

* Cherry-pick 5d26a14  - Update SDET tooling

* Apply master changes on the PR template

* Bump gfx-testframework to 7.8.0-preview

* Revert "Cherry-pick e4b0ab135 - Enforce true isolation testing for upm ci"

This reverts commit e6a37ea07760e18f1a84717434501d9e5b7a0a79.

* Hooks fixes and improvements from feedback (#2990)

* Update python requirement to 3.6

* Force LF on all files

* Update Tools readme

* Update git hooks revision

* Backport  23c2fde

* Revert "Bump gfx-testframework to 7.8.0-preview"

This reverts commit 4c015ad56953519ba5dd76ce3e2db8a35a405336.

* [CI] [2020.2] Updated green project revisions

* [HDRP] Delete undesired cloudlayer meta file

* bump to 10.3.1 (#3261)

* Compute Skinning is applied in VertMesh through defines
 - Add separate shader for skinning
 - Set DOTS_SKINNING define for all passes when hybrid v2 is enabled
 - Add new builtin property that determines if skinning should be applied

Add front buffer index to access deformed vertices of current/previous frame.

Actually get the the vertex position of the current frame when rendering the object itself.

d3d debug pragma for HDTarget

Remove skin setting component

Apply skinning in motion vec pass, rename function

Add motion vectors to unity instancing properties

Remove compute deformation node

Enable vertexID when DOTS_INSTANCING_ON is defined

Remove manual adding of vertex id and defines in HD shader passes

Remove skinning include and define

Remove compute mesh index property when dots instancing is not defined

Shader cleanup for dots deformations

Rename shader file for dots skinning functions

Remove changes from HDShaderPasses

Remove formatting issues

Remove include define

Remove all changes from HDShaderPasses

Remove debug pragma

Update some comments
Also skin vertices even if motion vectors are not skinned

Remove duplicated define

Add compute mesh index to URP shader variables. Add function to fetch vertices from compute buffer in ShaderVariablesFunctions

Rename some functions, move fetching to different file

Rename deformation function for HDRP

Keep vertex ID as optional when hybrid v2 is not used

Remove formatting from HDTarget

Updated changelogs to be more descriptive.

Rename material property

Add dots skinning function to URP passes PBR-Forward/GBuffer, Lit-Forward/GBuffer, Depth/DepthNormal, ShadowCaster, Unlit, PostProcessing, ScreenSpaceShadows, SimpleLit-Forward/GBiffer, PreviewPass

Remove modulus from deform vertex function

Remove modulus, change to uints

Remove documentation for Compute Deformation Node

* Turn on Probevolumes for crazy hunter branch with SH2 encoding mode

* Add missing generated shader includes for ProbeVolumes

* Fix FreeCamera speed boost controls

Two issues:

1. Holding Shift key during mouse-look with right mouse button would only boost speed for a single frame because it was checking GetKeyDown. Fixed by checking GetKey.

2. The Shift key only gives a speed boost when mouse-looking with RMB, but the Fire input (LMB by default) should always work. However, there was an issue where Fire would not boost the camera if the RMB was held down. This change fixes that so Fire will always boost and Shift will still only boost during mouse-look.

* Make ProbeVolumes visible to Unity.Entities.Hybrid.HybridComponents in order to support entities 0.18

* Dots deformation changes in upgrade

* Mask Volumes. An ability to place volumes with 3D textures into the world, paint custom color into them and sample this data in any Shader Graph. To be used as a global volumetric splat map. (#16)

(cherry picked from commit f68dc61b5c92ccea7f249e7f58aab1583799ddcb)

* Backport of motion vectors for skinned meshes in DOTS feature. Source Graphics repo branch: 10.x.x/dots-deformations/motion-vectors backported to 10.3.1/dots-deformations/motion-vectors ac5b927dfbe52eec3170a6a61d4e3e3e295d1e9f

* Fix bad merge in HybridDeformedVertexStreamIndex

* 10.3.1/dynamic density volumes (#18)

* Apply patch from partner/crazyhunter-10.x.x-dynamic-density-volumes from the main Graphics repo

* Fix HLSL truncation warning in shader

* Eliminate the possibility of a null atlas texture by always allocating a 1x1x1 texture at minimum

* Change from one callback per volume to a single callback

* Remove time parameter from PrepareDensityVolumeData

* Address review comments
https://github.com/bonfirestudios/unity-com.unity.render-pipelines.high-definition/pull/18

* Add UI to control density volume atlas size

* Statically allocate the density volume atlas instead of growing it

* Log error if density volumes exceed size of the atlas

* bugfix to DotsDeformation.hlsl::FetchComputeVertexData() to tangentOS.w in tangentOS output so mirrored normals produce correct normal maps

* Probe Volume Improvements

Probe Volumes: Force the lightmapper to free old additionalbakedata jobs in a few cases, such as when probe volumes are disabled, or when probe volumes are hidden. Previously, it looks like the lightmapper could hang onto this data until you quit. (#19)

Probe Volumes: Lots of bugfixes and improvements to bilateral filtering modes. Octahedral Depth data now working (requires changes on the C++ side). Added support for comparing filtering the texel coordinates and then taking a single sample, vs taking 8x samples and then filtering the results. Ported over from unity graphics repo 3c3b091391675b23702df4bb3c2afbf291e102c6

Probe Volumes: Lots of bugfixes around baking. Reflection Probes and Density Volumes: now respect scene visibility toggles in regards to their contribution to the scene. TODO: Remove debug logging that was added! Backing up WIP work.

SceneObjectIDMap: Fix bug where index from gameobject dictionary would get out of sync from entries after an insertion occurred to fill a hole. This resulted in a nasty bug where reflection probes would occasionally generate the same filename as eachother, would overwrite eachothers textures, and would point to the same texture after the bake completed.

Probe Volume: Comment out log spam. Planning to clean it out completely in a follow up commit

Probe Volume: Remove log spam from ProbeVolumeManager

Added HDRP_STRIP_LEGACY_AMBIENT_PROBE_BAKING define for enabling legacy ambient probe bake feature stripping - requires custom build with backport of https://ono.unity3d.com/unity/unity/pull-request/123092/_/lighting/SRP-opt-out-skymanager

Make HDBakedReflectionSystem public for baking API

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

* Probe Volumes: Lots of bugfixes and improvements to bilateral filtering modes. Octahedral Depth data now working (requires changes on the C++ side). Added support for comparing filtering the texel coordinates and then taking a single sample, vs taking 8x samples and then filtering the results. Ported over from unity graphics repo 3c3b091391675b23702df4bb3c2afbf291e102c6

* p

* Probe Volumes: Track whether or not bake inputs has been set, and only attempt to get bake data if the inputs was set. Otherwise the lightmapper will error out.

* Mask Volume: Hotfix: Avoid attempting to upload degenerate data to the atlas by extending IsDataAssigned() check to include a Length > 0 test

* Mask Volumes tools update (#22)

* Fixed the issue when the scene view camera moves on selecting the painting tool.

* Use normalized values for color and opacity settings. Fixed the effect of opacity and hardness.

* Added the brush color inversion while Ctrl is pressed, for quick erasing.

* Replaced the Recreate Asset button with Resample Asset. The data is not lost after resizing or changing voxel density now.

* Fixed a Mask Volume resampling error when old resolution has 1 on any axis.

* Mask Volume: Use resolution from MaskVolumeAsset instead of MaskVolumeArtistParameters for rendering. Resolution in parameters is just for creating new assets or resampling to a new resolution.

* Mask Volume: Use normal bias in painting.

* Mask Volume: Use input pressure as opacity.

* Mask Volume: Added inner radius and normal bias brush gizmos.

* Fixed the case when a Mask Volume asset is saved to a file empty. The "Resample Asset" button can process an empty asset and fill it with valid data now. (#23)

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