Skip to content

Conversation

adrien-de-tocqueville
Copy link
Contributor

@adrien-de-tocqueville adrien-de-tocqueville commented Feb 1, 2021

Purpose of this PR

fix for https://fogbugz.unity3d.com/f/cases/1273362/


Testing status

tested with the repro project linked on the fogbugz page
Now using the frustum planes don't reduce the amount of culled objects

This PR: #1616
made the unintialized variable have a default value of 1 by not using the planes (unintended side effect which would effectively give a more efficient culling, unrelated to the fact the planes are present)


Comments to reviewers

I am not sure of who to put in URP team to review that
Also, what should be the backports ?

kecho and others added 30 commits January 14, 2021 12:52
* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

* Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

* Implement custom drawer for layer mask parameters (#3066)

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

* Fixing hull constant shader's tesselation cull algorithm.
Before it was comparing edges being out of the frustum. This is wrong
because the camera could be inside a triangle, in which case the edges could
be out of at least 1 frustum plane.
Correct fix is to check all three vertices if they are out of at least 1 plane.
Result packed tightly into the functions w return component.

* Renamed to a new function so we keep backwards compatibility.
Restored the shadow shader pass path, accidentally changed it to bool4 and use near plane.

* Fixing type back to bool, instead of bool4

* Merging changelog information from rebase.

* Making sure scene declaration pass is a bool4

* Adding new test for tesselation culling, with a weird camera angle which fails previous setup.

* Fixing formatting of code, rearranging order of test in editor build settings.

* Adding reference images for test.

* Missing meta file for new tests

* Fix bad merge issue

* fix bad merge issue

* fix bad merge issue

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
… m_FrameCount to the camera frame count (case 1301356). (#3032)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
… dynamic res upscale (#3070)

* Added a RenderGraph pass that resets the camera size after the dynamic res upscale

* Updated changelog

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

* fixed class name

* update class name

* PR fix

* Fixed RTHandle scale

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* Apply the fix

* Changelog

* Mofified approach to the fix, this time also fixing override saving of light unit

* Use more precise rect line offset calculation

* Update CHANGELOG.md

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

* Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

* Implement custom drawer for layer mask parameters (#3066)

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

* Apply the fix

* Changelog

* Update CHANGELOG.md

* fix merge issue

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* Fix labels style

* Update CHANGELOG.md

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

* Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

* Implement custom drawer for layer mask parameters (#3066)

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

* Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020)

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

* Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027)

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

* Changed the warning message for ray traced area shadows (case 1303410). (#3029)

* - Changed the warning message for ray traced area shadows (case 1303410).

* Adds approximation information about ray-traced area shadows

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed side effect on styles during compositor rendering.

* Update CHANGELOG.md

* fix merge issue

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

* Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

* Implement custom drawer for layer mask parameters (#3066)

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

* Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020)

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

* Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027)

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

* Changed the warning message for ray traced area shadows (case 1303410). (#3029)

* - Changed the warning message for ray traced area shadows (case 1303410).

* Adds approximation information about ray-traced area shadows

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)

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

* Removed 2505_Area_Light_ShadowMask_Baking from baking queue (#3087)

* Lightmaps / Removed scene from baking queue + meta files

* update reference screenshots

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

* Fix size and spacing of compositor info boxes

* Fix typo in changelog

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
…tor (#3105)

* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

* Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

* Implement custom drawer for layer mask parameters (#3066)

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

* Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020)

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

* Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027)

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

* Changed the warning message for ray traced area shadows (case 1303410). (#3029)

* - Changed the warning message for ray traced area shadows (case 1303410).

* Adds approximation information about ray-traced area shadows

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)

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

* Removed 2505_Area_Light_ShadowMask_Baking from baking queue (#3087)

* Lightmaps / Removed scene from baking queue + meta files

* update reference screenshots

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

* Removed unused index parameter

* Fix box light attenuation (#3056)

* Fix box light attenuation

* Update screenshots

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

* Revert "Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)"

This reverts commit 55bb6ff.

* Revert "Revert "Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)""

This reverts commit 57ee23b.

* Fix default value of  _SpecularOcclusionBlend

* Fix color picker UI glitch in the Graphics Compositor

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060)

* Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063)

* Implement custom drawer for layer mask parameters (#3066)

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

* Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020)

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

* Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027)

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

* Changed the warning message for ray traced area shadows (case 1303410). (#3029)

* - Changed the warning message for ray traced area shadows (case 1303410).

* Adds approximation information about ray-traced area shadows

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)

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

* Fix 1299233 ies resize bug

* change log

* Update CHANGELOG.md

* fix merge issue

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
* create standalone_cache jobs

* use cache jobs for trunk verification

* fix commands so linux can recognise them

need to wrap each string around "extra-editor-arg"
* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* Fix undo redo on layered lit editor

* Update CHANGELOG.md

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
* Added vulkan install in system requirements

* Reworded content

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* Fix issue with compositor related custom passes still active after disabling the compositor

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
* Fixed Render Graph immediate mode. (#3033)

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

* Fix issue with shadow mask and area lights (#3019)

* Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one)

* Changelog

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

* Fix issue with capture callback (now includes post processing results) (#3035)

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

* [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018)

* Fixed ShaderGraph decal draw order

* Updated changelog

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

* Fixed various Look Dev issues after exiting Playmode (#2956)

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* Fixed a few render texture memory leaks.

* Update changelog

* Added comment

* Update CHANGELOG.md

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
* Fix runtim resource wizard fix regression

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed lookdev reload bug when viewing a scene object

* Updated changelog

* Re-added lookdev fix

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix error in Depth Of Field near radius blur calculation

* Fix typo

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix gc alloc errors

* Avoid setting the name of an object during render (gc alloc)

* Avoid gc allocs (for real this time)
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts.

* Update changelog

* Remove useless code

* Compilation fix.

* Update doc

* Update Override-HDRI-Sky.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Added alpha support changes for path tracing in bugfix branch.

* Updated changelog and added doc.

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Histogram and scalarization warnings.

* Fix warning in probe

* Changelog

* Update CHANGELOG.md

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
JordanL8 and others added 5 commits February 1, 2021 12:23
* Fix needs of exposure for debug display "SSR Transparent"

* Add Change Log
* Fixed an exception when opening the color picker in a material UI

* Updated changelog
* Added tooltip in decal fade angle prop

* Updated changelog
@github-actions
Copy link

github-actions bot commented Feb 1, 2021

It appears that you made a non-draft PR!
Please convert your PR to draft (button on the right side of the page)
and cancel any jobs that started on Yamato.
See the PR template for more information.
Thank you!

@sebastienlagarde sebastienlagarde changed the base branch from hd/bugfix to master February 1, 2021 18:55
@sebastienlagarde sebastienlagarde changed the base branch from master to hd/bugfix February 1, 2021 18:55
@sebastienlagarde
Copy link
Contributor

Note: This PR must target master. However it include change from hd/bugfix, so it will need to wait to merge hd/bugfix before merging this PR

Copy link
Contributor

@Wilfrid-Unity Wilfrid-Unity left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Thanks Adrien, I checked that the shadows were culled as expected in the repro project.

For changes related to URP shadows, I suggest pinging @lukaschod, @simon-engelbrecht-soerensen

Copy link
Contributor

@eh-unity eh-unity left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I assume hd/bugfix is now merged? Should target master?
I also suggested a minor comment improvement.
Otherwise looks good to me.

shadowSliceData.resolution = shadowResolution;
shadowSliceData.shadowTransform = GetShadowTransform(shadowSliceData.projectionMatrix, shadowSliceData.viewMatrix);

// This used to be fixed to .6f, but is now configureable.
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Perhaps add to the comment that this is "culling sphere radius multiplier", so it's clear to the next reader. I had do a search to understand that as "cascade blend culling factor" seems like something "completely" different.

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

sure. Also in the end i changed the value to 0.6 because I think i makes more sense, since it was the original value

@adrien-de-tocqueville adrien-de-tocqueville requested a review from a team as a code owner February 12, 2021 11:35
@adrien-de-tocqueville adrien-de-tocqueville changed the base branch from hd/bugfix to master February 12, 2021 11:36
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Projects

None yet

Development

Successfully merging this pull request may close these issues.