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Added an hybrid RayMarching/RayTracing mode for RTReflections and RTGI. #3747

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merged 20 commits into from May 12, 2021

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anisunity
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@anisunity anisunity commented Mar 3, 2021

This PR Adds a new control mode for ray traced reflections and ray traced global illumination. This new mode combines both ray marching and ray tracing to solve visibility. This allows for both potiential peformance boost and access to details that cannot be stored in the RTAS (Decals or opaque particles). The option can be found on both volumes and are only compatible with the performance mode.

image

Testing status
Tested locally extensively with multiple scenes and assets.
Addeds 4 new tests to cover this new features.
QA needs to test because this changes quite a bit of code and is complex. Here are some things to test

  • Verify that hybrid and ray tracing is the same (minus artefacts)
  • Reflect sky should work the same way in both modes
  • Test that supported ray tracing modes (in Asset) works as expected (Hybrid is supported only in both or perf mode)
  • Test that hybrid mode works correctly on transparent that receives RTR
  • Ensure that both parameters ray steps works as expected
  • Test half resolution in hybrid
  • Test Vertex Animation in hybrid

@0lento
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0lento commented Mar 4, 2021

When testing this on 2021.2.0a61011, I only see the hybrid mode doing ray marched reflections when using Custom quality mode. Low, Medium and High don't show ray marched reflections at all.

Repro:

  • make new 3D project with 2021.2.0a6
  • reference this branch packages to it
  • run HDRP Wizard for HDRP + RT
  • enable reflections from HDRP Asset
  • add reflections to DXR volume
  • add few primitives and vertex offsetting shader graph to visualize the change (that is not possible in RT reflections due to lack of vertex offset support)
  • note how the only quality mode in reflection component that shows the dynamic reflection is Custom

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Fixed the issue reported by @0lento

@@ -13,7 +13,7 @@ class SubSurfaceScatteringEditor : VolumeComponentEditor

public override void OnEnable()
{
var o = new PropertyFetcher<GlobalIllumination>(serializedObject);
var o = new PropertyFetcher<SubSurfaceScattering>(serializedObject);
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is it a fix? in this case we need a separate PR so we can backport in other version (if other verison have this issue)

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Yes it is a fix, but let's do a diffrent PR for the backport

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I will handled it, don't need to do separte PR (for all branch)

@sebastienlagarde sebastienlagarde marked this pull request as ready for review March 9, 2021 15:45
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PR waiting for QA review

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Note for myself: we have a problem with the force foward emissive features. As it will remove the Emissive contribution from the buffer it will not work with the remarching part of the algorithm.

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This is great and improves the range of what's possible with in HDRP

What has been tested :

  • Opaque particles
  • Hybrid reflection on transparent and with transparent objects
  • Fallback if disabling ray tracing in the asset
  • Fallback if changing ray tracing supported mode in the asset
  • Decal reflection + Indirect lighting
  • Reflection and GI with Vertex animation
  • Half resolution + reflect sky

Here's a few things I noticed :

  1. For Transparent objects that receives reflection, hybrids needs to automatically fallback to "classic" ray tracing mode, to avoid this kind of things
    https://user-images.githubusercontent.com/57442369/111299407-3040f080-8650-11eb-8f5f-b40cb8aa3eb7.mp4

  2. Currently, layer mask doesn't work with hybrid mode (with Indirect Lighting & Reflections)
    https://user-images.githubusercontent.com/57442369/111299676-83b33e80-8650-11eb-9462-12eeb54f4d76.mp4

  3. When switching between hybrid and ray tracing, the text where there's "Quality" and "Mode" slightly move and change size
    https://user-images.githubusercontent.com/57442369/111299960-d987e680-8650-11eb-9cd1-39c047314bfc.mp4

  4. Now that there's multiple mode and we use the word ray marching for classic SSR, we could change tooltip name for Max Ray Steps with "Ray Marching" instead of ray tracing
    image

  5. Tooltip for Ray Max Iterations RT is inexistent. And Since this is the same kind of parameters (same, but different) that the one in the previous point (Fix issues causing planar probes to be broken with multiple cameras in the scene #4), I suggest we keep the same kind of naming : "Max Hybrid Ray Steps", tooltip should be similar also
    image

  6. @JordanL8, since it's not especially trivial how hybrid mode work, I'd like to add some information about what's supported, what's not and why it's not with this mode to avoid users getting unexpected results. I got at least 3 things :

  • In the documentation, we kind of mention that the hybrid feature is only for opaque (opaque particle is used), because information are not entirely available for transparent since they are rendered in forward. In that sense, we should mention that it will work only for material rendered in deferred since it uses information in the GBuffer.
  • Also, It wouldn't hurt to emphasis a bit more that hybrid won't really help to get unsupported ray tracing feature (like decals.. etc) if the surface that receives reflection is transparent or if the reflected object is transparent because of forward rendering
  • For Hybrid Raytraced GI, it can be interesting to note that we won't be able to get contribution from emissive decals because emission are computed later in the pipeline. For that same reason, as for now, we won't be able to get emissive contribution for materials with force forward emissive too.

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anisunity commented Mar 23, 2021

@remi-chapelain Fixed the following points 1 4 and 5

The point 2 is not a mistake, the layer mask still works for the ray traced pixels.

The rest is doc.

@sebastienlagarde merged master, DXR tests green locally

@remi-chapelain remi-chapelain self-requested a review March 25, 2021 10:02
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  1. Hybrid falls back to ray tracing when the receiver is transparent however, that fixes only half the issue and the issue introduced is a regression compared to master. In ray tracing perf mode (so in hybrid too), you lose the reflections for transparents objects that misses (fallback on sky) cf video
f7274f71cf0282b55db1453a75d97b3e.mp4
  1. Okay, so we can keep layer mask but I renamed the tooltip to say we use it for ray tracing (I noticed it was saying mask used for screen space reflections anyway.. so it was already wrong) ✔️
  2. Still having the issue but won't block for such minor/cosmetic issue ❌
  3. All good ✔️
  4. All good ✔️
  5. Doc is up to date now ✔️

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Wenzy-- commented Apr 5, 2021

In my testing. The instanced cylinder can reflect the diffuse color but not in the hybird mode. Is it normal ?

Ray marching mode

Hybird mode

Also is it possible to improve the quality in Ray marching mode? The GI is very nice but the noise is a bit annoying. Especially in the shadow side

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loopervfx commented Apr 6, 2021

4. Now that there's multiple mode and we use the word ray marching for classic SSR, we could change tooltip name for Max Ray Steps with "Ray Marching" instead of ray tracing

@remi-chapelain Can it also be considered that the ray model (Ray Marching, Ray Tracing, Ray Casting, or some combination or novel method) may not the most important distinction when setting expectations for the user here?

  1. My suggestion is that (currently) the most important distinction is whether the technique used is:
    a. Able to access off-screen World Space scene information (here called "Ray Tracing")
    -or-
    b. Limited to accessing on-screen Screen Space scene information (here called "Ray Marching")
  • Because the user will almost immediately notice the visual difference in reflections, indirect lighting, etc taking into account off-screen geometry and lights, etc (or not.)
  1. A close second in importance being the distinction between:
    a. Hardware accelerated methods requiring newer GPU architecture such as RTX or RDNA2, providing significant performance gains over programmable GPU software methods alone.
    -or-
    b. Software compute methods, requiring only compute capable GPU architecture, (also perhaps when ray tracing/marching procedurals in DXR / VKR as they can't take advantage of the triangle / ray intersection "RT cores" in dedicated GPU raytracing hardware and instead the work is handed off to conventional compute cores for rendering. @IonutNedelcuUnity mentioned something along these lines, anyway.)
  • Because the user will notice this when profiling performance
  1. The details of particular ray model(s) used coming in about third in importance to the user. I think it's still very helpful if the ray model used and other implementation details are mentioned somewhere in the UI, such as in tool-tips or in detail text, documentation, etc.
  • Because the user is less likely to perceive the difference in ray model alone, as it is not (inherently) mutually exclusive to world space vs screen space scene data being taken into account. the particular ray model used in the implementation may also be subject to change without affecting qualitative visual results.

A few other related notes on naming conventions:

  • I don't think it applies here but just to make one exception to the above: even though it's considered a type of Ray Tracing, I believe Path Tracing is more deserving of a more prominent distinction as a unified ray / lighting model as it can more dramatically improve qualitative visual results, and greatly simplify workflows. I figure you all know this but just to make clear my position in context.
  • Calling anything "Hybrid" in the context of render pipelines may create an ambiguity with the already vaguely named "Hybrid Renderer," (hybrid what? it should perhaps be in the name e.g. "Hybrid DOTS Renderer" Not sure how to best avoid or manage that here if at all. Just something else to keep in mind (I'm sure it is already for many.)

Thank you for your consideration and for all your work on these exciting new features ✨💜

… into HDRP/Add-Hybrid-RT

# Conflicts:
#	TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset
#	com.unity.render-pipelines.high-definition/CHANGELOG.md
#	com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitRaytracing.hlsl
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRenderPipeline.RaytracingIndirectDiffuse.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRenderPipeline.RaytracingReflection.cs
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@sebastienlagarde @remi-chapelain Changes done

@remi-chapelain remi-chapelain self-requested a review May 10, 2021 15:36
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Committed a few changes :

  • "Hybrid" becomes now "Mixed" to avoid confusion as @landonth pointed
  • Tooltips have been improved with information about the tracing mode (hardware, screen/world space)
  • Renamed a few variables for consistence between override, (max ray steps & max mixed ray steps)
  • Updated docs to reflect changes

Also on the QA side :

  • Checked the last fix
  • Verified that everything was properly noted on the docs

There's one last things that I want to make sure before approving :

  1. Why do we have the Max Ray Steps and Max Mixed Ray Steps in a open field in the SSR override and we have them in a slider (with a max) in the SSGI override ? Is there a reason, if not, could we make that consistent ?

image

@remi-chapelain remi-chapelain self-requested a review May 11, 2021 10:28
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What has been fixed in the last commits (pair debugging with @anisunity)

  • Changed the user facing displayed value "Max Mixed Ray Steps" to "Max Ray Steps" to avoid having to confuse further users. The variable has the same naming for "Mixed Tracing" and "Ray Marching", but it's not the same variable behind; The tooltips explain that.
  • Fixed a few issues regarding Quality settings depending on which is supported is in the assets and the tracing mode selected
  • Unclamped the max ray steps parameters in the GI override to match what is done in the screen space reflection override.
  • Changed max ray steps parameters for mixed tracing to match medium default quality settings

Ready for merge ✔️

@remi-chapelain remi-chapelain self-requested a review May 11, 2021 14:34
@sebastienlagarde sebastienlagarde merged commit 9d6db83 into master May 12, 2021
@sebastienlagarde sebastienlagarde deleted the HDRP/Add-Hybrid-RT branch May 12, 2021 17:48
Verasl added a commit that referenced this pull request May 18, 2021
commit 2010bda30b0bb94f25e6fc5e03530f559554d75c
Author: Pema Malling <pema99@users.noreply.github.com>
Date:   Fri May 14 10:18:51 2021 +0200

    Hide redundant checkboxes in Emissive Materials tab. (#4302)

    * Hide redundant checkboxes in Emissive Materials tab.
    * Add line to changelog

commit 2826ce5c97d6c47757e9b923012485700a5fc93d
Author: noreply@unity3d.com <noreply@unity3d.com>
Date:   Fri May 14 07:36:33 2021 +0000

    [CI] [trunk] Updated green project revisions

commit e9c3c877bd59d7b911939a421fe634c99acebd9c
Author: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com>
Date:   Fri May 14 09:32:47 2021 +0200

    Remove NUnit (#4536)

commit c075ddc014591eae29d8fcd86dcacbb2729a6616
Author: Jesse Barker <jesseb@unity3d.com>
Date:   Thu May 13 15:13:27 2021 -0700

    Update the BuiltIn shader GUI to use the new goodness from the blackboard categories changes (#4529)

commit 83873202b40b5ae4452cf40a7a1c2c556620cbef
Author: Emmanuel Turquin <emmanuel@turquin.org>
Date:   Thu May 13 22:05:41 2021 +0200

    [HDRP][Path Tracing] AxF material support (#4525)

    * Merge stacklit changes.

    * Updated changelog.

    * Updated docs

    Removed Stacklit material limitation from Path tracing docs.,

    * Fixed issue with NaNs generated on backfaces.

    * Merged AxF base support, and SVBRDF implementation.

    * Switched isoGGX to visible normal anisoGGX implementation.

    * Refined SVBRDF and added Car Paint support.

    * Updated changelog, and minor cosmetic changes.

    * ...

    * ...

    * Updated couple test reference images (marginal changes).

    * Changed test 1000 PT, which had also marginally changed.

    Co-authored-by: Vic-Cooper <vic.cooper@unity3d.com>

commit b88f16e643956fd7833f5a13a8543e9c9bd6e70d
Author: Théo Penavaire <theo-pnv@users.noreply.github.com>
Date:   Thu May 13 17:48:30 2021 +0200

    Remove exec bit from imgs to be able to vendor on Windows (#4530)

commit 2773810e9fb5e893e2d207ff048586414cc387e4
Author: sebastienlagarde <sebastien@unity3d.com>
Date:   Thu May 13 16:50:45 2021 +0200

    Add Tessellation support to HD master node (#4418)

    * Update manifest.json

    * Add hull / domain

    * Cleanup

    * add pragma generation

    * Add defines and keywords

    * Add displacement and all properties support

    * Refactor how we edit tessellation

    * Fix compil

    * Generate VaryingsMeshToDS struct

    * Update HDStructFields.cs

    * Update VertexAnimation.template.hlsl

    * Refactor code to prepare for tessellationfactor parameter

    * Add VaryingsMeshToDSToVertexDescriptionInputs

    * Add world displacement property

    * First working version

    * add _TESSELLATION_ADAPTATIVE keyword + polish code. More unification

    * Update CHANGELOG.md

    * Fix shader compilation error

    * Remove adapatitive tessellation keyword

    * Fix Raytracing and VFX shader

    * remove _domain qualifier, don't work

    * Clean GraphTessellation

    * Clean raytracing generation code

    * Cleanup pixel / verte generation for raytracing

    * Revert "Clean GraphTessellation"

    This reverts commit 9f4a54bb29c5dfaa443b857d5f8e232fb3f4a9e4.

    * Revert "remove _domain qualifier, don't work"

    This reverts commit 37c774928f2ac7f5cdd680ecf496910602d31aa4.

    * Fix motion vector with tessellation and shader graph

    * Formatting

    * Clean Required fill for HDRP shader

    * Fix motion vector

    * add missing custom interpolartors pass

    * Fix Back Then Front

    * clean a comment

    * Fix issue with depth prepass

    * Update HDShaderPasses.cs

    * Fix test

    * Fix compilation

    * rename to Tessellation Displacement

    * test

    * revert test

    * Change tessellation factor evaluation from hull to vertex shader

    * Add support for custom interpolator

    * revert change to packages

    * proper revert of manifest of hd template

    * Fix custom interpolator in VFX (revert previous change on vertex)

    * Fix missing code in motion vector for custom interpolator after revert

    * For to revert _TessellationAdaptative in Littessellation.shader

    * Update 1219_Lit_Light_On_Tessellation + fix few typo

    * Update 8201_VertexAnimation test

    * Update 8207_CustomInterpolators

    * Update 8207_CustomInterpolators (bis)

    * Fix test 1219

    * Update 4013 Transparent motion vector with Tess version

    * Address PR feedback on field

    * More animation test with motion vetor

    * rename 4013 Test to 4013_TransparentAndOpaqueMotionVector

    * update 002-HDMaterial with SGLit tess

    * update 101-ReflectionsPerfFullRes with Tess

    * Move field GraphTessellation to HDRP

    * Add default value

    * Address PR feedback

    * update references screenshots for playmode test and DXR

    * Formatting

    * revert undesired change

    * fix DotsInstancedInV1AndV2

    * Update 002-HDMaterials.unity

    * Fix issue with Keyword

    * Update  8101_Opaque with Keyword Lit Tess SG

    * Fix decal subtarget broekn after the refactor to not affect SG files

    * Revert "Update 002-HDMaterials.unity"

    This reverts commit 9d3143ad98eca5ed36eab7936f4c27f5614f1b65.

    * Fix remaining Yamato issue + do some cleanup. Should have Yamato green now

    * Fixed Phong mode keyword not working correctly

    * update all references screenshots (miss DX12)

    * Update DX12 playmode screenshots

    * Add documentation

    * Update whats-new-12.md

    * Reworded sections of the tessellation page

    * Updated the what's new page and corrected a link on the tessellation page

    * Additional information

    * Wrong default value

    * Removed old master node documentation

    * Moved master tessellation blocks to Relevant and added missing closing table tag

    * Reviewed the upgrade guide

    * Update VertexAnimatoin 8201 screenshots

    * Added a clamp on value in graph settings on artist request

    * Fix time for vertex animation in SGLit material causing instability of test 8201

    * Fix grammar

    * Fixed selection with correct default value for offset to 0

    * Fixed usage of transform node with Tessellation (was not compiling)

    * Fixed the unresponsive edit field

    * Fix default values

    * Update 8201 with latest shots after disabling the TimeParameters

    * Fix shadergraph of custom interpolator test not correctly update after the fix of default position

    * Add performance information

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

commit e7a6baa5313b8bfb28e91fcfc073f916b875f7e6
Author: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com>
Date:   Thu May 13 10:41:15 2021 +0200

    [URP]Fix possible recursion loop from invalid camera stack data (#4499)

    If two cameras refeer to each other on their stack the was an stack overflow,

commit a906ce8cbad66d08d398fa41e9b050aae04a6ebd
Author: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com>
Date:   Thu May 13 10:40:32 2021 +0200

    [XPipeline][HDRP]Light Editor unification (#4376)

    * [XPipeline]Light Editor unification

    - Fix indentation of additional properties
    - Fix indentation of Help button
    - Hide light layers

    * Updated documentation to describe new behaviour

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

commit ec7f64ed16cb551ae403bc9b46b3f46c13b6dcdd
Author: noreply@unity3d.com <noreply@unity3d.com>
Date:   Thu May 13 07:37:06 2021 +0000

    [CI] [trunk] Updated green project revisions

commit c429246124c3c130114f74becb462c7675d61682
Author: Sai Narayan Natarajan <Nightmask3@gmail.com>
Date:   Wed May 12 16:28:11 2021 -0700

    [2021.2][SG] Blackboard Categories  (#4452)

    * creating branch and first commit

    * moving things to jsonrefs

    * Fixed save/load of category data and changed to use JsonRefs

    * minor change to use new function call

    * first pass property drawer library, needs work

    * more work

    * Implemented property interweaving

    * adding foldout to categories

    * Fixing exception thrown when adding input

    * working base for HDRP

    * added back misisng flags to URP shader gui

    * pushing current work

    * Fixing issue with unexposed properties getting written out to MinimalCategoryData

    * updated changelog

    * Added support for category drawing to Lit/SpriteLit/SpriteUnlit targets

    * Added remove category action

    * Committing current work so esme can rebase

    * Added renaming behavior

    * Revert "Added renaming behavior"

    This reverts commit 2b60c9bd1a720ae2b28d77b04d852c4832aa0944.

    * Fixed issues with category merging and deletion

    * added comment and removed unused functions and code

    * Fixed issue with undo/redo on Right-Click delete for categories

    * Added Renaming behavior

    * Fixing issues with cleaning up controllers for deleted categories

    * Updated category data

    * Added latest version of graph data

    * added custom shader graph property drawers for HDRP and URP material inspector

    Also fixed bugs with the creation of boolean/enum keywords, built-in keywords, and handling of virtual texture properties

    * While category entry is selected, using the ‘+’ button to add item directly to the category

    * Added missing HDRP support

    * Fixing test failures

    * fixing issue with deleting and undoing categories caused by controllers not properly cleaning themselves up

    * clean up

    * fixing issues with callbacks not being called and reference types being overwritten when they shouldnt be

    * Revert "Added Renaming behavior"

    This reverts commit 688db2b4069d4ce8b3d3f79c81464f410c4d5750.

    * Fixed minor bugs and added renaming

    * init commit for foldouts.

    * undo/redo fix

    * reorderable categories

    * handling duplication and searching for which cateogry to place an input in

    * Added drag item behavior

    * addressed marcs review comments and ripped out interleaved categories

    fixed bugs caused by the changes and did some testing to ensure no regressions

    * multiselection move category

    * multiselection foldout support added

    * Fixed issue with drag and drop insertion at specified index as opposed to adding to end always

    * Fixed bug with stray nodes getting created when drag/dropping into categories

    * Fixed bug with empty categories getting shown in the material inspector

    * switched to editor prefs, losing undo/redo but also serialization impact

    * whitespace

    * more whitespace

    * Fixed issues with category and child selection

    * started work on copy-paste

    * Continued work on copy-paste

    * Removing header region from un-named/default categories

    * Refactor AddShaderInputAction to make it more extensible  (#4271)

    * Added refactor

    * New refactor

    * Fixed Typo

    * Added AssertHelper

    * Set isKeyword to false when adding deprecated color

    * Completed copy-paste work and addressed review comments, category name sanitization, bug fixes

    * Fixing Nunit assertion dependency

    * Fixed URP material inspector integration

    * Fixed first round of feedback from Landon

    * Removing try catch blocks around graph data mutation to unblock landons testing

    * more bugfixes

    * more bugfixes

    * Second round of bugfixes, removed ununsed uss file

    * addressed russ's review comments, fixed duplication bug

    * Removed old code

    * ran formatter and removed commented code

    * Fixed bugs with "Convert To Property" and property node view display and reference name bugs

    * Addressed review coments from Chris and Josh

    * fixing more bugs reported by URP QA

    * Ran formatter

    * Added tests for categories and ran formatter again just in case

    Tests for add/delete/rename/duplicate/expand-collapse of categories

    Co-authored-by: Elizabeth LeGros <elizabeth.legros@unity3d.com>
    Co-authored-by: Tracy Chen <67800322+tracychen1234@users.noreply.github.com>
    Co-authored-by: Esmeralda Salamone <esmeralda.salamone@unity3d.com>

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    [CI] [trunk] Updated editor to 961bbd167d68a1b4f85e1702a4cd6152ac9b7660

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commit 657bd19d956a76d5bffd2588be7454a3a457b868
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commit 085bb3a7dcaf3da2ef3d1b9bad3d1e021072a05e
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commit 2dd2599ab8c6963e84ab20cf06b83e4b7cc77b68
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Date:   Wed May 12 23:23:09 2021 +0000

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commit 6fe487de16b1dda1d4551a9d838aeaeeaea0ab74
Author: sebastienlagarde <sebastien@unity3d.com>
Date:   Thu May 13 00:25:55 2021 +0200

    Disable 107/108/309/310 hybrid test XR (#4524)

commit edc73d6829398e04ebd10718fabb4fb345234c60
Author: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Date:   Wed May 12 23:12:07 2021 +0200

    APV toggle in global settings  (#4515)

    * somehow broken...

    * This is ok now, just need to skip work next.

    * Disable stuff when global setting is off

    * More checks + hide options from UIs

    * False by default

commit 2da53e0c521f02314ab3616ddfca1c5fef9c4b20
Author: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Date:   Wed May 12 23:09:26 2021 +0200

    Make the probe reference volume transform irrelevant (#4520)

    * Most of the work - just need some testing

    * Actually use faster bound search

    * docs

    * Reintroduce missing of used of index

    * Remove dependency on scale.

    * Put identity rotation

    * No translation and remove checks on transform

commit 353b28bfbc3b628a41db26a0414b6bd1e6baa02e
Author: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Date:   Wed May 12 23:03:13 2021 +0200

    Remove the need of saving the scenes when baking probe volumes (#4521)

    * Remove the need of saving scenes

    * remove debug log

    * Add some extra checks

commit fb6ca4444dc6597ecd73bca5356e62f0b1f9f7a5
Author: julienf-unity <julienf@unity3D.com>
Date:   Wed May 12 21:31:32 2021 +0200

    [VFX] SDF Baker + bounds helper tool (#4501)

    New tool to help set VFX Bounds https://jira.unity3d.com/browse/GVFXG-18
    New tool : Signed Distance Field baker. https://jira.unity3d.com/browse/GVFXG-60

commit ad60027b08cee55e14a3e82cb5f5ac351610a3d8
Author: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Date:   Wed May 12 20:58:38 2021 +0200

    Surface gradient decal blending (#4463)

    * Surface gradient decal blending

    * Shader Config and upgrade guide

    * Fix normal flipping and normal buffer

    * Enable feature with multicompile

    * Declare multi compile per pass

    * Graphic Test

    * Strip keyword

    * Remove test 1703

    * Update screenshot

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

commit b683936c02f3aedc579c41fb823b588728f25ac6
Author: Emmanuel Turquin <emmanuel@turquin.org>
Date:   Wed May 12 20:26:01 2021 +0200

    [HDRP][Path Tracing] Stacklit material support (#4483)

    * Merge stacklit changes.

    * Updated changelog.

    * Updated docs

    Removed Stacklit material limitation from Path tracing docs.,

    * Fixed issue with NaNs generated on backfaces.

    * Switched isoGGX to visible normal anisoGGX implementation.

    Co-authored-by: Vic-Cooper <vic.cooper@unity3d.com>
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

commit fb5b2d6a92310fed6324fac544a5c4a3d3646a1a
Author: Sebastien Lagarde <sebastien@unity3d.com>
Date:   Wed May 12 20:22:06 2021 +0200

    Disable 9601_SkinnedMeshBatching-Off and 9602_SkinnedMeshBatching-On to get a greenYamato

commit 9d6db83478c213bc066e5f728d94b7faa6662543
Author: anisunity <42026998+anisunity@users.noreply.github.com>
Date:   Wed May 12 19:48:36 2021 +0200

    Added an hybrid RayMarching/RayTracing mode for RTReflections and RTGI. (#3747)

    * Added an hybrid RayMarching/RayTracing mode for RTReflections and RTGI.

    * Added supporting documentation

    * Fixed the hybrid not working with the quality presets

    * Display the ray steps parameters in the asset

    * Enable ray tracing on asset

    * review fixes

    * Readded tracing modes snippet and includes

    * Layer mask tooltip

    * Update volume components

    * Fixed an issue with transparent RTR

    * Variable consistence + Hybrid becomes Mixed

    * Misc fixes

    * Changed correct default for max ray steps (medium as default)

    * Fix an error in picking the max ray step for the mixed tracing

    * Adding back the preview tags on ray tracing and mixed

    * Formatting

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

commit 8a1e8b1604b3109e01a297099bdf7946edeb6ee2
Author: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Date:   Wed May 12 19:47:15 2021 +0200

    [HDRP] Timeline animation of physical camera / focus distance mode (#4286)

    * Focus distance source dropdown

    * Fix gc alloc, add changelog, add documentation

    * Small change in the docs

    * Public API documentation

    * Review comments

    * Small fix

    * Update documentation based on review comments

    * Fix bad merge

    * Add ability to animate physical camera parameters (change class to struct)

    * Update obsolete comment

    * Mark CopyTo on HDPhysicalCamera as obsolete

    * Remove copyto method from HDPhysicalCamera and update tests

    * Mark CopyTo as obsolete and make sure throws a compilation error when used.

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

commit cb9abee54347f4cd8ee19a472c4d6883ff5833c6
Author: NetteVI <nette.vi@gmail.com>
Date:   Wed May 12 10:27:49 2021 -0700

    Fix Unifed Shader Precision Model in SRP shaders by supporting half precision on desktop  (#4349)

    * Ensure broader support by overriding half into min16float when unified model is enabled

    * Changelog

    Co-authored-by: Jeannette Yu <jeannette.yu@unity3d.com>

commit 6823cb9804c7702c628fc6fd76fdbe623e6aafeb
Author: Jonas Sideravičius <jonass@unity3d.com>
Date:   Wed May 12 20:13:40 2021 +0300

    [Universal] RenderPass Input Attachments for Deferred Renderer and exposing the RenderPass option (#4445)

    * enabled MSAA when the RenderPass API is used. Resolving implicitly to the color target's resolve surface

    * Initial lazy merging prototype

    * Lazy merging prototype: all the needed attachments are now added to the RenderPass attachment list. Merging subpasses and attachments which are the same or compatible

    * initial work to add lazy merging to the deferred renderer (doesn't handle coorrectly edge cases)

    * MRT attachments merging improvements

    * fix for a crash because of incomplete Targets setup for merged render passes

    * change m_ShadowmapWidth/Height variables to use renderTargetWidth

    * m_ActiveRenderPassQueue[i] to var renderPass

    * changing hash ctor logic to merge width/height and include depth rtID

    * fix setlastpass flag loop

    * NativeArray memory leak fix

    * refactoring to remove duplicated code

    * fix non-renderpass passes getting hashes and etc.

    * more cleaning up, moving RenderPass code in separate functions for clarity

    * lists to arrays and other gc.alloc related stuff

    * merge leftovers

    * moving all the RenderPass API specific code in separate methods as a preparation step to move into different files (potentially)

    * remove Configure in SetLastPassFlag

    * refatoring (in progress): moving all the RenderPass API specific code to NativeRenderPassUtils

    * fixing depth-only offscreen camera and exposing usesNativeRenderPass

    * merge leftovers

    * more cleaning up and refactoring

    * splitting initial scene index setup from RenderPass data, and moved RenderPass data to the NativeRenderPass class

    * Revert "splitting initial scene index setup from RenderPass data, and moved RenderPass data to the NativeRenderPass class"

    This reverts commit ef3e215f9371a48748e412401c3ba40f21a20a88.

    * fix for RenderPass MRT attachments being setup when the RenderPass API is disabled

    * adding profiler samples to NativeRenderPass code

    * moving more RenderPass related code in NativeRenderPass.cs

    * removed any direct references to RenderPass frame data outside of NativeRenderPass

    * fixing targetTexture != null and depthOnly pass cornercase with wrong target being picked

    * NativeRenderPass from static to partial class conversion

    * add RenderPassDescriptor to contain dimensions and etc.

    * add GetDefaultGraphicsFormat for RenderPass attachment descriptors

    * remove isFirstMergeable and isLastMergeable and add comments

    * moving some stuff and removing some parameters for methods due to partial class impl

    * some more cleanup

    * more cleanup: making methods non static and reducing the input parameters

    * renamed attachmentIndices in m_InputAttachmentIndices

    * more cleanup: removing unnecessary statics

    * improved subpass merging

    * more renaming of methods

    * renaming more stuff for consistency with previous renamings

    * renderPass MRT clear logic fixed

    * useDepth always if depthOnly is true

    * fixing useDepth not picking up default depth attachment

    * adding SupportsNativeRenderPass to rendererFeatures and adding mechanism to enable/disable it properly

    * formatting check fix

    * more formatting check fixes...

    * include cleanup

    * add validation check and fallback

    * reviewer feedback changes

    * merge cleanup

    * quick hack to add input attachments

    * some more changes for input attachment handling

    * some changes to fb fetch color attachments, depthTexture switched with depthAttachment, not final as it doesn't work just yet

    * adding _RENDER_PASS_ENABLED keyword and all of the fb fetch logic

    * some cleanup regarding non-renderpass depthcopy texture

    * fix non-renderpass path depth

    * fix deferred fog using fb fetch

    * adding positionCS to remaining InputData gbuffer related passes and fixing BeginRenderPass errors

    * fix scene view not rendering properly

    * more fixes for scene and other cameratypes - disabling renderPass altogether for all of the pipeline logic

    * exposing Native RenderPass option in the renderer asset

    * whitespace cleanup

    * some more cleanup and refactoring

    * formatting fixes

    * GC.Alloc fixes for deferred renderer

    * formatting fixes

    * Revert "formatting fixes"

    This reverts commit be3faeb480eefbd37d5bacc271bebc4f4cef4643.

    * retry formatting fixes without other file changes

    * adding GBUFFER number defines for more clear fb fetch macros

    * disabling RenderPass API for SSAO/DepthNormal/Decals

    * minor MRT attachment clear fix

    * disable input attachments if there is a Depth/Normal pass injected inbetween Gbuffer and defrred passes

    * first pass with input attachments changing hard return to warning msg

    * reverting some changes for rendererFeatures, as they have renderpass disable already

    * some comments and other stuff regarding review feedback

    * some depthcopy logic skip for RenderPass Deferred

    * typo fix

    * LOAD_FRAMEBUFFER_INPUT using same parameter for single channel read

    * removing clipPos from inputData init

    * disabling RenderPass API for GLES2

    Co-authored-by: Manuele Bonanno <manuele.bonanno@unity3d.com>
    Co-authored-by: Felipe Lira <felipedrl@gmail.com>

commit 023ee4d1e8d8b2faa3b6184516d183c856fb8fa1
Author: Peter Bay Bastian <pbbastian@users.noreply.github.com>
Date:   Wed May 12 19:01:35 2021 +0200

    URP Forward+ (#4500)

    * Create local test project

    * Update mathematics version, and add burst

    * Min max Z job

    * Add constructor for min max Z job

    * Z-sort job prototype (untested)

    * Working radix sort using mean Z

    * Added re-ordering job and profiling marker

    * 1-level tiling

    * TilingJob -> FineTilingJob

    * Work on groups of 32 lights at a time

    * Minor optimizations

    * rename

    * Move some data into one struct

    * Hierarchical tiling

    * Perf improvements for hierarchical tiling

    * Aperture Z-distribution

    * Represent tile cone as SDF instead

    * Separate tiling into X & Y + better debug view

    * Extract light data for slice culling

    * First pass of integration into URP lighting

    * Add clustering lighting UI option

    * Overlap culling with setup

    * Get rid of last Shader.SetGlobal

    * Clean up buffers in ForwardLights

    * Fix support for shadows

    * Support for directional lights

    * Remove unused code

    * Use more general shader keyword, move setting to UniversalRenderer, expose tile size to UI, reduce tile size if it doesn't fit in buffers, introduce new 8 px tile size

    * Handle ZBin factor better and reduce max Zbins to 4096

    * Add clustered keyword to SM4.5 shaders

    * Make work on Android, fix shadows being stripped, strip clustered variants properly

    * Change back to UBOs

    * Combine slices into tile structure

    * Add clustered keyword to remaining shaders, and remove CPU part from keyword name

    * Re-integrate Lighting.hlsl changes after merge with refactor in master

    * Hide UI behind flag, do some minor clean up and fixing

    * Update UI text to reflect experimental

    * Remove local test project

    * Remove screenshots

    * Revert a change

    * Undo some unintentional changes and make new API points internal

    * Remove unused var

    * Remove some more public API

    * Clarify some magic numbers

    * Add keyword to Shader Graph targets

    * Fix for crashes

    * Fix assertion failure

    * fix for merge

    * Workaround memory allocation assert bug

    * Fix GPU crash

    * Remove workaround for preview cameras

commit 828d7185c10974910d85c0bdeb77d91652ab4063
Author: Chris Tchou <ctchou@unity3d.com>
Date:   Wed May 12 09:33:56 2021 -0700

    [ShaderGraph] [2021.2] BranchOnInputConnection uses "Not Connected" in Preview (#4474)

    * Changing the BranchOnInputConnection node to default to "Not Connected" in preview mode

    * Simplifying the node and fixing an issue with colliding function names

    * Adding changelog

    * Fix for 1334621

    * Updating changelog

    Co-authored-by: Marc Templin <marctem@users.noreply.github.com>

commit d53e35d5aca7482ed8dc1fb257873dcb6aae029c
Author: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Date:   Wed May 12 17:24:32 2021 +0100

    [VFX] Updated URP Lit Output Documentation (#4519)

    * Updated lit output documentation

    * Added missing properties

    * Add *HDRP* tag to Thickness

    It's relative to the diffusion profile

    Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

commit af0de63c68cad7bec71446d4425d17a627dd8b94
Author: skhiat <55133890+skhiat@users.noreply.github.com>
Date:   Wed May 12 17:04:06 2021 +0200

    Various fixes for Lens Flare (#4462)

    * Fix occlusion on URP

    * Update Doc

    * Update doc

    * Update text

    * Uses "Flares" on Scene View

    * Change default values for component

    * Fix VR

    * Change Default value for Random

    * uniformize namespaces

    * Move resource icons outside of Resources folder

    * update asset factory

    * Uniformizing folder editor/runtime PostProcess -> PostProcessing

    * Fix range by scripting API

    * Replace LensFlareDataSRPEditor

    * Use higher res icon for thumbnail

    * Add margin and black background to thumbnail icons

    * Fix header alignment

    * typo for HDRP

    * Fix for HDRP & URP

    * Add back contextual menu on header

    * Add baground for element

    * tmp xr

    # Conflicts:
    #	com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs
    #	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs

    * Enable standard behavior

    * Add Oxford comma

    * Hide EditorOnly code

    Co-authored-by: RSlysz <remi@unity3d.com>

commit 0533b87bebbfbc7dbd13613e63a31a441a9f4b98
Author: anisunity <42026998+anisunity@users.noreply.github.com>
Date:   Wed May 12 17:02:06 2021 +0200

    Added a toggle to render the volumetric clouds locally or in the skybox. (#4471)

    * Added a toggle to render the volumetric clouds locally or in the skybox.

    * The info box was displayed when it shouldn't and not displayed when it should

    * Tooltip/summary update on local clouds parameter

    * Update old cloud test to match new default local clouds value

    * Added new cloud scene to test "skybox" clouds

    * Added reference image for 5012 test

    * Removing scattering direction and fixing intensity
    Fixing a bug in the depth upscaling in skybox mode

    * Update doc

    * Update 5011 test ref image

    * Move constant as define

    * Fixing formatting and changing the erosion noise

    * update reference images

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

commit 297fd03c7c14a3c74a52516b63ec8fb8bf2314a2
Author: sebastienlagarde <sebastien@unity3d.com>
Date:   Wed May 12 16:58:00 2021 +0200

    Revert: Handle asymmetry in projection matrix (#4428)

commit 7d08d9169365cf7aa8249119289dcf443560f698
Author: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Date:   Wed May 12 15:53:57 2021 +0200

    [HDRP] Fix issue with velocity rejection when using physically-based DoF. (#4502)

    * Fix issue with velocity rejection when using physically-based DoF.

    * Skip velocity write on post-dof taa

    * Update C# side too (not necessary but keeps code consistent)

    * Invalidate DoF history buffer on camera reset.

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

commit d2aaf5ff42a35658286025ae026c6f3e7294c22f
Author: Chris Chu <47998819+unity-cchu@users.noreply.github.com>
Date:   Wed May 12 21:37:34 2021 +0800

    2d/fixes for composite shadow casting (#4516)

    * In progress work

    * Updated the RenderType

    * Fix for problem with overlapping shadow casters

    * In progress work

    * More fixes to shadows

    * Fixed issue with shader

    * Updated shader

    * Fixed issues with unshadow material creation

    * Formatting fixes

commit 299a65419eaf5be8c02b355ab5170ab96039e19e
Author: Théo Penavaire <theo-pnv@users.noreply.github.com>
Date:   Wed May 12 15:16:51 2021 +0200

    Bump gfx test framework to 7.8.11-preview for all test projects (#4517)

commit 7ceeb11d2c083ead498f64bec3f2e89cf0c56001
Author: John Parsaie <johnpa@unity3d.com>
Date:   Wed May 12 09:09:33 2021 -0400

    Preparation for New Hair Material Type (Marschner) (#4475)

    * Initial commit of the marschner infrastructure (LUT/LTC, Analytic BSDF, ShaderGraph, etc.)

    * Initial commit to add scattering mode dropdown

    * Add the framework for a preintegrated Marschner FGD

    * Re-hide the material type for hair

    * Correct some slight typos

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

commit b9884b09b12e31c61797db4e47adc14ada7d8046
Author: mingwai <cinight@users.noreply.github.com>
Date:   Wed May 12 15:01:54 2021 +0200

    Forward to Universal RendererData upgrader fix (#4300)

    * fix issue of RendererData won't upgrade if changes are discarded with source control
    * Make sure upgrader still work with projects with cache
    * Do allRenderer search in delayCall, also check MainAssetType instead of EndsWith

commit 4684f41b60af1b1ee3de244da8dca52ac247b0e4
Author: Théo Penavaire <theo-pnv@users.noreply.github.com>
Date:   Wed May 12 14:57:01 2021 +0200

    Add modules.terrain to the HDRP dependencies (#4514)

    * Remove upmNoDefaultPackages

    * Revert "Remove upmNoDefaultPackages"

    This reverts commit 723fcd0980b27d4d0a40748cc5535948d9b2842e.

    * Add terrain module to hdrp deps

commit 7ee1bbf5743af4635cc693604341021499096d66
Author: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Date:   Wed May 12 14:30:37 2021 +0200

    revert show on startup to project settings (#4511)

commit d88262ffa0723008d5436817b83b67c0ce594854
Author: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Date:   Wed May 12 13:58:21 2021 +0200

    Faster auto-fit of index for APV (#4505)

    * Most of the work - just need some testing

    * Actually use faster bound search

    * docs

    * Reintroduce missing of used of index

    * Tentative fix for yamato.

    * More complete checks

    * Removing some null checks as prevent for correct deserialization.

    Co-authored-by: Julien Ignace <julien@unity3d.com>

commit a539dc8d389b8be0e390fbd90eef2c934d7afb46
Author: Felipe Lira <felipedrl@gmail.com>
Date:   Wed May 12 12:15:58 2021 +0200

    Updated Template Project (#4486)

    * Updated Template Project

    * Enabled Reflection Probe blending on high quality.

    * Updated Sking Weights to unlimited in high quality and 4 in other quality levels.

commit eeed4333b3e427293934775b4ddcf9d1716e94c7
Author: Jesper Mortensen <jesper@unity3d.com>
Date:   Wed May 12 10:52:44 2021 +0200

    Lighting/urp reflectionprobe tests2 (#4257)

    * Add test scene for reflection probe testing

    A simple fast baking scene with two reflection probes. A couple of emissive cubes and a floor comprise the scene.

    * The edit mode parametric test.

    WIP

    # Conflicts:
    #	TestProjects/UniversalGraphicsTest_Lighting/Assets/Test/Editor/Unity.Testing.SRP.Universal.Editor.asmdef

    * Fix up path to avoid deleting the entire scene

    * Tweaks to test.

    * Clear the disk cache before bake as reflection probes are cached.
    * We cannot support Auto at this point, due to framework limitations.

    * Add the custom test settings script.

    * Add more permutations

    * Shorten names abit to not get super long template filenames.

    * Use POT test image size

    * Add test template images for Windows, obtained locally.

    * Updated templates

    * Add meta files

    * Rename the asmdef

    * Revert "Merge branch 'master' into lighting/URP-reflectionprobe-tests-merged"

    This reverts commit 20de236aa6181bd9303e4af9c44452d217e3a259, reversing
    changes made to 78048d597b2fbb125c5a922e23f38757bd4815c6.

    * Use the test settings script from the URP test package.

    * use the right script again

    * Use CPU Lightmapper

    * Avoid comma's in the reference image filenames.

    * Use new test version with "," fix

    * Strip the parantheses from filenames

    * Revert changes to reference images due to bad merge

    * OSX OpenGLCore images

    * Linux OpenGL core images

    * Linux Vulkan images

    * Disable auto platform selection for linux

    * use gpu for urp lighting editmode (windows)

    * D3D12 Images

    * Win Vulkan Images

    * Remove spaces from asset names.

    * Only use large flavor agent, as alarge is not available with GPU

    * Add comment about clearing the disk cache.

    Fix some formatting.

    * Revert use of xlarge flavour with GPU

    * Reverted another instance of xlarge flavor with GPU

    * restore xlarge flavor on GPU targets

    * Remove the packages lock file

    Co-authored-by: Felipe Lira <felipedrl@gmail.com>
    Co-authored-by: Sophia <sophia@unity3d.com>

commit 0ac94749006926210a762cddb341077c3815b4b9
Author: noreply@unity3d.com <noreply@unity3d.com>
Date:   Wed May 12 08:04:48 2021 +0000

    [CI] [trunk] Updated green project revisions

commit 0de4625e8b5604e3e573b4b681b84460ef77d791
Author: Jesse Barker <jesseb@unity3d.com>
Date:   Tue May 11 15:53:07 2021 -0700

    [2021.2][ShaderGraph] Add Shader Graph Target for the built-in render pipeline

commit 19560332f928a6cfdbb1c5f7e4e9a0e8b4742661
Author: eh-unity <59870743+eh-unity@users.noreply.github.com>
Date:   Tue May 11 22:59:14 2021 +0300

    Universal/light cookies (#4329)

    * Add cookie texture to URP light editor.

    * Add cookie 2D scale to additional data, replacing legacy uniform scale.
    * Add 2D scale UI for directional cookie
    * Refactor LightAdditionalData helpers in the URP light editor

    * Rough implementation for directional main light cookie and scaffolding.

    * Move Texture2DAtlas to core.

    * Add a prototype core asset class
    * Move blitting functions into a blitter class
    * Move TextureHash to core.
    * Change HDUtils.Blit into wrappers for core.Blitter.

    * Move blitter. Make it fully static.

    * Init Blitter from pipeline shaders.

    * Fix direct static blitter init.

    * Integrate core blitter. Add core blit shaders.

    * Refactor direct light cookie proto into a LightCookieManager.

    * Add light priority field.

    * Add additional light sorting.

    * Atlas update.

    * Refactor cookie shader data.

    * Bug fixes and debug stuff.

    * Fix spot light.

    * Fix light buffer indexing.

    * Blitter, add Cube to Octahedral quad projection (2d tex) support.

    * Fix point lights.

    * Add Cube to 2D texture(s) blit for 2d atlas.

    * More basic support to blit/project Cube texture into 2D.

    * Cube cookie and atlas improvements.

    Fixed atlas behavior.
    Support Cube cookie textures.
    Use PoW2 atlas and mips for cookies.
    Scale Octahedral projection size.

    * Add directional light cookie offset.

    * Add light version field.

    * Prototyping the shader interface.

    * Fix merge.

    * Fix merge.

    * Fix merge.

    * Fix direct light cookie size.

    * Direct light now properly a size and not a scale.
    * Fix a null bug, always allocate cpu data buffers.

    * Add basic/sanity Light Cookie test case.

    * Minor clean up.

    * Fixes.

    * Basic cookie resolution and format settings UI.

    * Fix missing import.

    * Move Uv transform/params handling to a function.

    * Use floats instead of halves for UVs.

    * Multiple directional cookie lights with uv params.

    * Fix merge.

    * Mipmap improvements.

    * Change in params to ref params to avoid copies.

    * Shader cleanup and refactor.

    * Texture format fixes for main light.

    * Rename EngineTypes to UnityTypes

    * Fix merge and light editor UI.

    * Remove renamed EngineType.hlsl

    * Add shader variants.

    * Atlas refactoring and fixes.

    * Fixes and additional light 2d texture format conversion.

    * Add missing terrain variants.

    * Add shadergraph keywords.

    * Add support for Cube to Octahedral 2D single channel blits.

    * Improve atlas formats.

    * Detect 1chn to 1chn swizzle case.

    * Fix gamma mode fallback.

    * Fix merge. Fix lightcookie integration.

    * Remove debug code.

    * Remove support for additional directional cookie lights.

    * Not many use cases.
    * Consumes a lot of constants.

    * Initial deferred integration

    * Use keyword to enable/disable a deferred light.

    * Fix OpenGL.

    * Remove light cookie sorting (reuse visible light order) and light priority.

    * Flip uvRect to consistently be scale, offset.

    * Fix medium quality mode.

    * Fix typo.

    * Fix pointless allocations.

    * Add GI integration. Fix shader mistakes.

    * Match directional light transform with other pipes and GI.

    * Comment fix.

    * Fix comment.

    * Make cookie additional lights options UI independent of shadows enable/disable.

    * Add cookie foundation test to testlist and editor reference images.

    * Add/move test textures.

    * Move test textures into a folder.

    * Add a light cookie GI baking test in Lighting tests.

    * Added deferred cookie lighting test.

    * Fix half -> real.

    * Fix merge and Cookie UI.

    * Review fixes.

    * Use a unique keyword for deferred additional cookie light enable/disable.

    * Reduce amount of variants by using only one keyword for light cookies.

    * Add deferred test case to build list.

    * Share lightCookieManager between forward and deferred lights.

    * Review fixes.

    * Reduce visibility of atlas implmentations.

    * Actually use the correct visibility.

    * Add missing foundation test ref images.

    * Add missing lighting ref images.

    * Remove filtering from light cookie baking test. Update ref images.

    * Update com.unity.render-pipelines.universal/Runtime/LightCookieManager.cs

    Co-authored-by: svens-unity <55388940+svens-unity@users.noreply.github.com>

    * Update com.unity.render-pipelines.universal/Runtime/LightCookieManager.cs

    Co-authored-by: svens-unity <55388940+svens-unity@users.noreply.github.com>

    * Review fixes.

    * Edit changelog.

    * Add more missing test ref images.

    * Fix todo.

    Co-authored-by: svens-unity <55388940+svens-unity@users.noreply.github.com>
    Co-authored-by: Felipe Lira <felipedrl@gmail.com>

commit 81ff7731fc5e664129001a7f7ef0f8874d2f02fe
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue May 11 21:57:47 2021 +0200

    [VFX/URP] Lit Output (#4353)

    * Move universal template & binder to universal package using specific define

    * Dummy forward lit mesh output (copied from unlit)

    * *Add test data

    * First draft integration of the whole lit pipe file (directly inspired from HDRP integration)

    * *Integrate builtin option in URPLitOutput

    * *Update temp test data

    * *Add some notes

    * Fix normal computation & integrate view vector

    * *Update test data

    * Fix point light

    Missing _ADDITIONAL_LIGHTS expected define

    * ShaderGraph integration

    * Update test date

    * Integrate shadowpass & selection

    * Integrate GBuffer

    : TODO missing _GBUFFER_NORMALS_OCT integration

    * Integrate gbuffer & shadergraph

    * Fix missing variant _GBUFFER_NORMALS_OCT

    * Move emission in correct place for URP

    * Add note

    * *Commit test data

    * Fix dephnormals pass

    * Fix shadow sampling (actually should be in multicompile)

    * Replace hard coded define by multi compile to support urp configuration

    * *Update temp test data

    * *Add missing define

    * Rename Standard to Metallic to fit with URP design

    * Clean note in VFXLit.hlsl

    * Clean VFXShaderGraphParticleOutput.cs

    * Remove out of context settings

    * Fix missing init for surfaceData.alpha

    * Remove GetTileSize()

    * Remove useless parameter in VFXGetInputData

    * Remove deprecated comment

    * Integrate MixFog & OutputAlpha

    * *Update test data

    * Revert unexpected change

    * *Apply formatting on new files & changes (using space instead of tab)

    * *Add note about Forward & missing integration for DepthNormals

    * *Update test data to fix alpha clipping in SG : _EmissiveLit.shadergraph wasn't using alpha clipping in vfx settings

    * Fix missing bakedGI initialization : missing contribution when metallic is 0 on standard material

    https://unity.slack.com/archives/G1BTWN88Z/p1619613768228000?thread_ts=1619603784.221700&cid=G1BTWN88Z

    * *Udpate test data with material comparison

    * *Update test data (fix the yellowish difference with reference)

    * Fix DepthNormal passes

    The SSAO passes are now correctly rendered if DepthNormal is required
    Use specific NEED_TANGENT & NEED_NORMAL

    * Fix SpecularColor integration

    TODO : Check default value consistency with URP

    * Remove MaskMap & Add Specular/Metallic/OcclusionMap

    - Integrate "SmoothnessSource" option as well
    - Smoothness = Metallic.r * baseSmoothness
    - SpecularColor = SpecularMap.rgb * baseSpecularColor

    * *Minor remove comment about DepthNormals

    * Integrate Planar Primitives for URP Lit Output

    * Fix compilation error about OUTPUT_GBUFFER

    * Add lit strip quad output

    * *Minor : use nameof when appropriate

    * *Push test data (including shadow error compilation)

    * Fix shadow & depth pass when there is normal

    - See https://unity.slack.com/archives/G1BTWN88Z/p1619796803269100?thread_ts=1619603784.221700&cid=G1BTWN88Z
    - Minor : Use nameof
    - Add TODOPAUL about FORCE_NORMAL_VARYING which is needed in gbuffer

    * *Add proper test data : 103_LitFoward/Deferred/Accurate

    N.B.: There is an issue with depth passes & planar primitive "Output Particle Lit Octagon': undeclared identifier 'normalWS'"

    * Fix planar primitive : "Output Particle Lit Octagon': undeclared identifier 'normalWS'" (for depth passes)

    NEED_NORMAL vs NEEDS_NORMAL wasn't consistent everywhere

    * Isolate change for FORCE_NORMAL_VARYING

    * Integrate FORCE_NORMAL_VARYING for planar to prevent z-fight

    * Fix specular color write in gbuffer for deferred setup

    The define "_SPECULAR_SETUP" was missing

    * *Minor increase a bit number of frame before capture to be sure to capture the appropriate scene result

    N.B.: Still an issue while running though graphicTest, the global probes isn't applied.

    * Fix missing variant for _REFLECTION_PROBE_BLENDING & _REFLECTION_PROBE_BOX_PROJECTION

    * Fix alpha clipping when there isn't any shadergraph

    * *Minor : manually format newly added template

    * Handle X-Pipeline Output cohabitation

    - Add HDRP in namespace & name of output
    - Add URP & name of output
    - Use CanBeCompiled behavior to exclude invalid output (cc @jenniferd-unity using GetCurrentRenderPipelineAsset helper, private static in VFXAbstractParticleOutput)
    - Unify naming Universal => URP
    - There was an expected conflict in meta version c6841bdef989b6d408d7298703cfde75 => 7f7a196c2fc0e28498f906f9af84b44f

    * Fix 103_Lit : c6841bdef989b6d408d7298703cfde75 => 7f7a196c2fc0e28498f906f9af84b44f

    * Fix inconsistent emission

    The emission isn't implicitly multiply by opacity in URP (difference is visible on transparent)

    * Fix debug display & reduce variant

    - Use independant VFXPassForwardLitAdditionalPragma to prevent useless multicompile on unlit
    - Fix debug_display (cc @arttu-peltonen) : #pragma multi_compile _ DEBUG_DISPLAY

    * *Enable URP_ENABLE_DEBUG_DISPLAY in debug project

    * Remove test data

    * Manually fix m_ReflectionProbeUsage to 1 since UI has been removed

    See this conversation : https://unity.slack.com/archives/GBJ7AU4V8/p1620147480404400?thread_ts=1620139076.367600&cid=GBJ7AU4V8
    It will require a fix in C++ : https://github.cds.internal.unity3d.com/unity/unity/blob/trunk/Modules/VFX/Public/VFXRenderer.cpp#L38

    * *Update reference image (for DX11)

    * Manual fix after merge

    * *Minor : Unify naming of folder in template for URP

    * Fix SSAO result

    I think the change comes from the fix @ 3fc3a2337891edf68d61ca24a2a8175a413b9a27

    * Fix 1-Cascade Shadow Case

    We don't have specific implementation to process shadow coord at vertex stage (yet)

    * *Unexpecte return

    * Fix incorrect usage of GraphicsSettings.currentRenderPipeline

    ... but actually, we should use currentSRPBinder to be consistent

    * Fix missing "#if HAS_VFX_GRAPH"

    The vfx package remains optionnal in URP

    * Temp Workaround : ignore reflectionProbes settings in visual effect inspector

    Awaiting another change in VFXRenderer : https://unity.slack.com/archives/GBJ7AU4V8/p1620304727424700?thread_ts=1620139076.367600&cid=GBJ7AU4V8

    * Fix Light Layer missing variant

    * *Update tooltip for smoothness source

    Thanks !

    * *Refactor (minor) : Use currentSRPBinder instead of GetCurrentRenderPipelineAsset

    cc @julienf

    * *Update changelog.md

    * *Add reference images on OSX

    * Fix the workaround test about reflection probe

    Error at 971c1a44e7d494ff7dcd4496d37a48339ea2b9ac

    * Fix warning of unused serialized field

    Issue introduced at https://github.com/Unity-Technologies/Graphics/pull/4199

    * Fix GI in deferred (due to change at https://github.com/Unity-Technologies/Graphics/commit/32b8bcaa742f3398cd44dbc8cf59256f4fb46ad8)

    - Wrong view direction computation
    - Use appropriate GlobalIllumination
    - Minor : Remove deprecated .meta

    * *Update vfx reference images

    Expected change from cf6521c41ce8e7c0369bf489d795a0c48568626b

    * Fix minor issue : Remove "TODOPAUL"

    https://github.com/Unity-Technologies/Graphics/pull/4353#discussion_r629340407
    It's actually correct to name it forward it, it doesn't have to match with URP

    * Remove useless code for DEBUG_DISPLAY

    https://github.com/Unity-Technologies/Graphics/pull/4353#discussion_r629336131

    * Better filter out approach for not compilable context

    - Fix this issue : https://github.com/Unity-Technologies/Graphics/pull/4353#discussion_r629389906
    - It prevents useless implicit pass as sorting
    - It also removes attributes only used in not compilable context
    => Tested editor test & playmode hdrp (cc @julienf)

    * *Minor : rename Foward => Forward in test asset

    * Minor : Remove noise map default assignement

    * Rename materialType => workflowMode

    Using FormerlySerializedAs to avoid breaking test data from QA

    * *Minor Update Test Data

    * Minor : Handle fallback for smoothness source

    Switch to MetallicAlpha => SpecularAlpha & MetallicAlpha => SpecularAlpha when it's possible (aka map is available)

commit 9a5449ccaefea370522ed6d3db3448a3b445fc97
Author: simonbz <simonbz@unity3d.com>
Date:   Tue May 11 15:44:14 2021 -0400

    AnimationClip upgrade  (#4135)

    * Create test project for universal upgrades

    * Expose new internal members on MaterialUpgrader

    - Used to allow animation clip upgrader to know what has changed between shader

    * Add some testing resources and utilities to test project

    * Add dependency on Moq for writing tests

    * Add AnimationClipUpgrader and tests to core package

    * Add menu items for AnimationClipUpgrader in Universal package

    * Add UpgradeUtility class and tests

    - Added GetAllUpgradePathsToShaders() method and replace usage in AnimationClipUpgrader
    - Add seealso comments throughout

    * Rename ClipUsage -> SerializedShaderPropertyUsage

    - Also move into UpgradeUtility.cs

    * Extract GetNewPropertyName() into UpgradeUtility

    - Move IMaterial and MaterialProxy into UpgradeUtility
    - Add tests

    * Cleanup in AnimationClipUpgrader and added comment to detail
    limitations.

    * Added AnimationClipProxy.ReplaceBindings to leverage AnimationUtility.SetEditorCurves for performance.
    Adjusted tests to account for that.

    * Updated CHANGELOG.md.

    * Updated CHANGELOG.md.

    * Upgrade to latest URP material version

    * Remove no longer used ReplaceBinding()

    * Make SerializedShaderPropertyUsage internal

    * Apply reviewer feedback

    - Move AnimationClipUpgrader and UpgradeUtility into Universal editor assembly and adjust internals visibility
    - Remove menu items and unnecessary menu callbacks from AnimationClipUpgrader
    - Upgrade AnimationClips along with materials via menu items
    - Make GetUpgraders() private again
    - Slightly modify language of dialog box

    * Change how known upgrade paths are passed to clip upgrader

    - Now keyed by unique identifier for a material, rather than by an IMaterial itself. Previous approach would only work if the IMaterial identity was guaranteed to be still intact after an upgrade (i.e., IMaterial was a MaterialProxy).

    * Remove unused assets from test project

    * Updated GatherClipsUsageForGameObject to use AnimationUtility.GetAnimationClip to gather associated Animation Clips.

    * Add support for upgrading clips in a Timeline (#4195)

    * Add support for updating clips in a timeline

    * Added support for standalone clips of timeline in the animation clip upgrade framework.
    Added tests to better cover timeline upgrade paths.

    * Simplify integration test

    - Rename it and include expected usage in test names
    - Pass in single clip rather than array, since we were only testing single clips anyway
    - Return usage

    * Suggested changes in pull-request.

    Co-authored-by: Simon Bouvier-Zappa <simonbz@unity3d.com>

    * Revert vestiges of previous changes that have no effect

    * Update…
phi-lira added a commit that referenced this pull request Jun 17, 2021
* initial commit for the uxml's

* updates to widget

* update to uxml for editor part

* updates to layout

* Added first init of coonverters

* Updated styling and added new converter item

* Added convert method and restructured code

removed list to the convert method.
removed the return och list struct. Instead the converter owns those items now.

* added test converters. will be removed before done

* Added converter Context

* Made the widget root element Bindable

Made the bindings to the UI and the saved properties

* Moved code into init phase

* updates to the bindings to the Serilized Object

* Updated the naming of core converter

Added category to converter class
Added which converstion stage the converter is in, like Builit-in to URP, Built-in To HDRP or your own converstion stage.

* Made sure user doesnt init twize

moved Converter Core to Core RP folder

* moved the uxml's and uss to core and the Editor

* spring cleaning

* Updated the converter UI to get errors and pending

Added functionality for disabling a converter
added methods for marking items for failurs or success

* Added OnClicked method

 that is called when switching item in the list of converter items.

* added status enum

made so that the icons get updated accordingly

* updated the ui a bit

Made a small border
added padding.
removed a visual element

* changed icon size and removed Visual element

* Added contextual menu, but commented it out

* Added active bool to converteritemstate

Tested contextual menu for list view items

* oups, active bool was placed in the wrong statment

* Added manipulator, trying out userData for index

* cleaned out and documented code

* fixed a small bug in init method and list refresh

* Removed unnecessary files

* added some doc strings

* Addressed PR Feedback

* removed old tests that shouldnt live here

* PR feedback, split code into files

* added progressbar and material upgrader

* Spring cleaning

* Moved code into folder

* New name for Conversion, changed to Container

* Updated with PR feedback and Doc strings

* Adressed PR feedback

Added name space
change variable names on VisualElements Assets
commented choices code

* Addressed PR Feedback. Changed message string

* Moved converter to URP package.

Removed public accessor for methods in material upgrader

* Made converter and container internal

* Start work on quality converter

* Added lots of pesudo code

* Continued work on quality setting converter

* api tweak

* Update to new API from Upgrader Framework

* Changed protection level of converter

* Added base implementation of searcher for finding cameras

* Exposing quality settings internally for URP

* started to add actual settings storing for later conversion

* Pipeline asset settings now getting populated from quality settings

* added API for providing the suffix for renderers getting created

* additional cleanup

* More clean up

* More cleanup and moved to better folder

* Removed all camera code for now

* Change switch statement back for the formatter

* Squashed commit of the following:

commit 2010bda30b0bb94f25e6fc5e03530f559554d75c
Author: Pema Malling <pema99@users.noreply.github.com>
Date:   Fri May 14 10:18:51 2021 +0200

    Hide redundant checkboxes in Emissive Materials tab. (#4302)

    * Hide redundant checkboxes in Emissive Materials tab.
    * Add line to changelog

commit 2826ce5c97d6c47757e9b923012485700a5fc93d
Author: noreply@unity3d.com <noreply@unity3d.com>
Date:   Fri May 14 07:36:33 2021 +0000

    [CI] [trunk] Updated green project revisions

commit e9c3c877bd59d7b911939a421fe634c99acebd9c
Author: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com>
Date:   Fri May 14 09:32:47 2021 +0200

    Remove NUnit (#4536)

commit c075ddc014591eae29d8fcd86dcacbb2729a6616
Author: Jesse Barker <jesseb@unity3d.com>
Date:   Thu May 13 15:13:27 2021 -0700

    Update the BuiltIn shader GUI to use the new goodness from the blackboard categories changes (#4529)

commit 83873202b40b5ae4452cf40a7a1c2c556620cbef
Author: Emmanuel Turquin <emmanuel@turquin.org>
Date:   Thu May 13 22:05:41 2021 +0200

    [HDRP][Path Tracing] AxF material support (#4525)

    * Merge stacklit changes.

    * Updated changelog.

    * Updated docs

    Removed Stacklit material limitation from Path tracing docs.,

    * Fixed issue with NaNs generated on backfaces.

    * Merged AxF base support, and SVBRDF implementation.

    * Switched isoGGX to visible normal anisoGGX implementation.

    * Refined SVBRDF and added Car Paint support.

    * Updated changelog, and minor cosmetic changes.

    * ...

    * ...

    * Updated couple test reference images (marginal changes).

    * Changed test 1000 PT, which had also marginally changed.

    Co-authored-by: Vic-Cooper <vic.cooper@unity3d.com>

commit b88f16e643956fd7833f5a13a8543e9c9bd6e70d
Author: Théo Penavaire <theo-pnv@users.noreply.github.com>
Date:   Thu May 13 17:48:30 2021 +0200

    Remove exec bit from imgs to be able to vendor on Windows (#4530)

commit 2773810e9fb5e893e2d207ff048586414cc387e4
Author: sebastienlagarde <sebastien@unity3d.com>
Date:   Thu May 13 16:50:45 2021 +0200

    Add Tessellation support to HD master node (#4418)

    * Update manifest.json

    * Add hull / domain

    * Cleanup

    * add pragma generation

    * Add defines and keywords

    * Add displacement and all properties support

    * Refactor how we edit tessellation

    * Fix compil

    * Generate VaryingsMeshToDS struct

    * Update HDStructFields.cs

    * Update VertexAnimation.template.hlsl

    * Refactor code to prepare for tessellationfactor parameter

    * Add VaryingsMeshToDSToVertexDescriptionInputs

    * Add world displacement property

    * First working version

    * add _TESSELLATION_ADAPTATIVE keyword + polish code. More unification

    * Update CHANGELOG.md

    * Fix shader compilation error

    * Remove adapatitive tessellation keyword

    * Fix Raytracing and VFX shader

    * remove _domain qualifier, don't work

    * Clean GraphTessellation

    * Clean raytracing generation code

    * Cleanup pixel / verte generation for raytracing

    * Revert "Clean GraphTessellation"

    This reverts commit 9f4a54bb29c5dfaa443b857d5f8e232fb3f4a9e4.

    * Revert "remove _domain qualifier, don't work"

    This reverts commit 37c774928f2ac7f5cdd680ecf496910602d31aa4.

    * Fix motion vector with tessellation and shader graph

    * Formatting

    * Clean Required fill for HDRP shader

    * Fix motion vector

    * add missing custom interpolartors pass

    * Fix Back Then Front

    * clean a comment

    * Fix issue with depth prepass

    * Update HDShaderPasses.cs

    * Fix test

    * Fix compilation

    * rename to Tessellation Displacement

    * test

    * revert test

    * Change tessellation factor evaluation from hull to vertex shader

    * Add support for custom interpolator

    * revert change to packages

    * proper revert of manifest of hd template

    * Fix custom interpolator in VFX (revert previous change on vertex)

    * Fix missing code in motion vector for custom interpolator after revert

    * For to revert _TessellationAdaptative in Littessellation.shader

    * Update 1219_Lit_Light_On_Tessellation + fix few typo

    * Update 8201_VertexAnimation test

    * Update 8207_CustomInterpolators

    * Update 8207_CustomInterpolators (bis)

    * Fix test 1219

    * Update 4013 Transparent motion vector with Tess version

    * Address PR feedback on field

    * More animation test with motion vetor

    * rename 4013 Test to 4013_TransparentAndOpaqueMotionVector

    * update 002-HDMaterial with SGLit tess

    * update 101-ReflectionsPerfFullRes with Tess

    * Move field GraphTessellation to HDRP

    * Add default value

    * Address PR feedback

    * update references screenshots for playmode test and DXR

    * Formatting

    * revert undesired change

    * fix DotsInstancedInV1AndV2

    * Update 002-HDMaterials.unity

    * Fix issue with Keyword

    * Update  8101_Opaque with Keyword Lit Tess SG

    * Fix decal subtarget broekn after the refactor to not affect SG files

    * Revert "Update 002-HDMaterials.unity"

    This reverts commit 9d3143ad98eca5ed36eab7936f4c27f5614f1b65.

    * Fix remaining Yamato issue + do some cleanup. Should have Yamato green now

    * Fixed Phong mode keyword not working correctly

    * update all references screenshots (miss DX12)

    * Update DX12 playmode screenshots

    * Add documentation

    * Update whats-new-12.md

    * Reworded sections of the tessellation page

    * Updated the what's new page and corrected a link on the tessellation page

    * Additional information

    * Wrong default value

    * Removed old master node documentation

    * Moved master tessellation blocks to Relevant and added missing closing table tag

    * Reviewed the upgrade guide

    * Update VertexAnimatoin 8201 screenshots

    * Added a clamp on value in graph settings on artist request

    * Fix time for vertex animation in SGLit material causing instability of test 8201

    * Fix grammar

    * Fixed selection with correct default value for offset to 0

    * Fixed usage of transform node with Tessellation (was not compiling)

    * Fixed the unresponsive edit field

    * Fix default values

    * Update 8201 with latest shots after disabling the TimeParameters

    * Fix shadergraph of custom interpolator test not correctly update after the fix of default position

    * Add performance information

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

commit e7a6baa5313b8bfb28e91fcfc073f916b875f7e6
Author: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com>
Date:   Thu May 13 10:41:15 2021 +0200

    [URP]Fix possible recursion loop from invalid camera stack data (#4499)

    If two cameras refeer to each other on their stack the was an stack overflow,

commit a906ce8cbad66d08d398fa41e9b050aae04a6ebd
Author: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com>
Date:   Thu May 13 10:40:32 2021 +0200

    [XPipeline][HDRP]Light Editor unification (#4376)

    * [XPipeline]Light Editor unification

    - Fix indentation of additional properties
    - Fix indentation of Help button
    - Hide light layers

    * Updated documentation to describe new behaviour

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

commit ec7f64ed16cb551ae403bc9b46b3f46c13b6dcdd
Author: noreply@unity3d.com <noreply@unity3d.com>
Date:   Thu May 13 07:37:06 2021 +0000

    [CI] [trunk] Updated green project revisions

commit c429246124c3c130114f74becb462c7675d61682
Author: Sai Narayan Natarajan <Nightmask3@gmail.com>
Date:   Wed May 12 16:28:11 2021 -0700

    [2021.2][SG] Blackboard Categories  (#4452)

    * creating branch and first commit

    * moving things to jsonrefs

    * Fixed save/load of category data and changed to use JsonRefs

    * minor change to use new function call

    * first pass property drawer library, needs work

    * more work

    * Implemented property interweaving

    * adding foldout to categories

    * Fixing exception thrown when adding input

    * working base for HDRP

    * added back misisng flags to URP shader gui

    * pushing current work

    * Fixing issue with unexposed properties getting written out to MinimalCategoryData

    * updated changelog

    * Added support for category drawing to Lit/SpriteLit/SpriteUnlit targets

    * Added remove category action

    * Committing current work so esme can rebase

    * Added renaming behavior

    * Revert "Added renaming behavior"

    This reverts commit 2b60c9bd1a720ae2b28d77b04d852c4832aa0944.

    * Fixed issues with category merging and deletion

    * added comment and removed unused functions and code

    * Fixed issue with undo/redo on Right-Click delete for categories

    * Added Renaming behavior

    * Fixing issues with cleaning up controllers for deleted categories

    * Updated category data

    * Added latest version of graph data

    * added custom shader graph property drawers for HDRP and URP material inspector

    Also fixed bugs with the creation of boolean/enum keywords, built-in keywords, and handling of virtual texture properties

    * While category entry is selected, using the ‘+’ button to add item directly to the category

    * Added missing HDRP support

    * Fixing test failures

    * fixing issue with deleting and undoing categories caused by controllers not properly cleaning themselves up

    * clean up

    * fixing issues with callbacks not being called and reference types being overwritten when they shouldnt be

    * Revert "Added Renaming behavior"

    This reverts commit 688db2b4069d4ce8b3d3f79c81464f410c4d5750.

    * Fixed minor bugs and added renaming

    * init commit for foldouts.

    * undo/redo fix

    * reorderable categories

    * handling duplication and searching for which cateogry to place an input in

    * Added drag item behavior

    * addressed marcs review comments and ripped out interleaved categories

    fixed bugs caused by the changes and did some testing to ensure no regressions

    * multiselection move category

    * multiselection foldout support added

    * Fixed issue with drag and drop insertion at specified index as opposed to adding to end always

    * Fixed bug with stray nodes getting created when drag/dropping into categories

    * Fixed bug with empty categories getting shown in the material inspector

    * switched to editor prefs, losing undo/redo but also serialization impact

    * whitespace

    * more whitespace

    * Fixed issues with category and child selection

    * started work on copy-paste

    * Continued work on copy-paste

    * Removing header region from un-named/default categories

    * Refactor AddShaderInputAction to make it more extensible  (#4271)

    * Added refactor

    * New refactor

    * Fixed Typo

    * Added AssertHelper

    * Set isKeyword to false when adding deprecated color

    * Completed copy-paste work and addressed review comments, category name sanitization, bug fixes

    * Fixing Nunit assertion dependency

    * Fixed URP material inspector integration

    * Fixed first round of feedback from Landon

    * Removing try catch blocks around graph data mutation to unblock landons testing

    * more bugfixes

    * more bugfixes

    * Second round of bugfixes, removed ununsed uss file

    * addressed russ's review comments, fixed duplication bug

    * Removed old code

    * ran formatter and removed commented code

    * Fixed bugs with "Convert To Property" and property node view display and reference name bugs

    * Addressed review coments from Chris and Josh

    * fixing more bugs reported by URP QA

    * Ran formatter

    * Added tests for categories and ran formatter again just in case

    Tests for add/delete/rename/duplicate/expand-collapse of categories

    Co-authored-by: Elizabeth LeGros <elizabeth.legros@unity3d.com>
    Co-authored-by: Tracy Chen <67800322+tracychen1234@users.noreply.github.com>
    Co-authored-by: Esmeralda Salamone <esmeralda.salamone@unity3d.com>

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Author: noreply@unity3d.com <noreply@unity3d.com>
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commit 085bb3a7dcaf3da2ef3d1b9bad3d1e021072a05e
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commit 2dd2599ab8c6963e84ab20cf06b83e4b7cc77b68
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Date:   Wed May 12 23:23:09 2021 +0000

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commit 6fe487de16b1dda1d4551a9d838aeaeeaea0ab74
Author: sebastienlagarde <sebastien@unity3d.com>
Date:   Thu May 13 00:25:55 2021 +0200

    Disable 107/108/309/310 hybrid test XR (#4524)

commit edc73d6829398e04ebd10718fabb4fb345234c60
Author: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Date:   Wed May 12 23:12:07 2021 +0200

    APV toggle in global settings  (#4515)

    * somehow broken...

    * This is ok now, just need to skip work next.

    * Disable stuff when global setting is off

    * More checks + hide options from UIs

    * False by default

commit 2da53e0c521f02314ab3616ddfca1c5fef9c4b20
Author: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Date:   Wed May 12 23:09:26 2021 +0200

    Make the probe reference volume transform irrelevant (#4520)

    * Most of the work - just need some testing

    * Actually use faster bound search

    * docs

    * Reintroduce missing of used of index

    * Remove dependency on scale.

    * Put identity rotation

    * No translation and remove checks on transform

commit 353b28bfbc3b628a41db26a0414b6bd1e6baa02e
Author: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Date:   Wed May 12 23:03:13 2021 +0200

    Remove the need of saving the scenes when baking probe volumes (#4521)

    * Remove the need of saving scenes

    * remove debug log

    * Add some extra checks

commit fb6ca4444dc6597ecd73bca5356e62f0b1f9f7a5
Author: julienf-unity <julienf@unity3D.com>
Date:   Wed May 12 21:31:32 2021 +0200

    [VFX] SDF Baker + bounds helper tool (#4501)

    New tool to help set VFX Bounds https://jira.unity3d.com/browse/GVFXG-18
    New tool : Signed Distance Field baker. https://jira.unity3d.com/browse/GVFXG-60

commit ad60027b08cee55e14a3e82cb5f5ac351610a3d8
Author: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Date:   Wed May 12 20:58:38 2021 +0200

    Surface gradient decal blending (#4463)

    * Surface gradient decal blending

    * Shader Config and upgrade guide

    * Fix normal flipping and normal buffer

    * Enable feature with multicompile

    * Declare multi compile per pass

    * Graphic Test

    * Strip keyword

    * Remove test 1703

    * Update screenshot

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

commit b683936c02f3aedc579c41fb823b588728f25ac6
Author: Emmanuel Turquin <emmanuel@turquin.org>
Date:   Wed May 12 20:26:01 2021 +0200

    [HDRP][Path Tracing] Stacklit material support (#4483)

    * Merge stacklit changes.

    * Updated changelog.

    * Updated docs

    Removed Stacklit material limitation from Path tracing docs.,

    * Fixed issue with NaNs generated on backfaces.

    * Switched isoGGX to visible normal anisoGGX implementation.

    Co-authored-by: Vic-Cooper <vic.cooper@unity3d.com>
    Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

commit fb5b2d6a92310fed6324fac544a5c4a3d3646a1a
Author: Sebastien Lagarde <sebastien@unity3d.com>
Date:   Wed May 12 20:22:06 2021 +0200

    Disable 9601_SkinnedMeshBatching-Off and 9602_SkinnedMeshBatching-On to get a greenYamato

commit 9d6db83478c213bc066e5f728d94b7faa6662543
Author: anisunity <42026998+anisunity@users.noreply.github.com>
Date:   Wed May 12 19:48:36 2021 +0200

    Added an hybrid RayMarching/RayTracing mode for RTReflections and RTGI. (#3747)

    * Added an hybrid RayMarching/RayTracing mode for RTReflections and RTGI.

    * Added supporting documentation

    * Fixed the hybrid not working with the quality presets

    * Display the ray steps parameters in the asset

    * Enable ray tracing on asset

    * review fixes

    * Readded tracing modes snippet and includes

    * Layer mask tooltip

    * Update volume components

    * Fixed an issue with transparent RTR

    * Variable consistence + Hybrid becomes Mixed

    * Misc fixes

    * Changed correct default for max ray steps (medium as default)

    * Fix an error in picking the max ray step for the mixed tracing

    * Adding back the preview tags on ray tracing and mixed

    * Formatting

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

commit 8a1e8b1604b3109e01a297099bdf7946edeb6ee2
Author: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Date:   Wed May 12 19:47:15 2021 +0200

    [HDRP] Timeline animation of physical camera / focus distance mode (#4286)

    * Focus distance source dropdown

    * Fix gc alloc, add changelog, add documentation

    * Small change in the docs

    * Public API documentation

    * Review comments

    * Small fix

    * Update documentation based on review comments

    * Fix bad merge

    * Add ability to animate physical camera parameters (change class to struct)

    * Update obsolete comment

    * Mark CopyTo on HDPhysicalCamera as obsolete

    * Remove copyto method from HDPhysicalCamera and update tests

    * Mark CopyTo as obsolete and make sure throws a compilation error when used.

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

commit cb9abee54347f4cd8ee19a472c4d6883ff5833c6
Author: NetteVI <nette.vi@gmail.com>
Date:   Wed May 12 10:27:49 2021 -0700

    Fix Unifed Shader Precision Model in SRP shaders by supporting half precision on desktop  (#4349)

    * Ensure broader support by overriding half into min16float when unified model is enabled

    * Changelog

    Co-authored-by: Jeannette Yu <jeannette.yu@unity3d.com>

commit 6823cb9804c7702c628fc6fd76fdbe623e6aafeb
Author: Jonas Sideravičius <jonass@unity3d.com>
Date:   Wed May 12 20:13:40 2021 +0300

    [Universal] RenderPass Input Attachments for Deferred Renderer and exposing the RenderPass option (#4445)

    * enabled MSAA when the RenderPass API is used. Resolving implicitly to the color target's resolve surface

    * Initial lazy merging prototype

    * Lazy merging prototype: all the needed attachments are now added to the RenderPass attachment list. Merging subpasses and attachments which are the same or compatible

    * initial work to add lazy merging to the deferred renderer (doesn't handle coorrectly edge cases)

    * MRT attachments merging improvements

    * fix for a crash because of incomplete Targets setup for merged render passes

    * change m_ShadowmapWidth/Height variables to use renderTargetWidth

    * m_ActiveRenderPassQueue[i] to var renderPass

    * changing hash ctor logic to merge width/height and include depth rtID

    * fix setlastpass flag loop

    * NativeArray memory leak fix

    * refactoring to remove duplicated code

    * fix non-renderpass passes getting hashes and etc.

    * more cleaning up, moving RenderPass code in separate functions for clarity

    * lists to arrays and other gc.alloc related stuff

    * merge leftovers

    * moving all the RenderPass API specific code in separate methods as a preparation step to move into different files (potentially)

    * remove Configure in SetLastPassFlag

    * refatoring (in progress): moving all the RenderPass API specific code to NativeRenderPassUtils

    * fixing depth-only offscreen camera and exposing usesNativeRenderPass

    * merge leftovers

    * more cleaning up and refactoring

    * splitting initial scene index setup from RenderPass data, and moved RenderPass data to the NativeRenderPass class

    * Revert "splitting initial scene index setup from RenderPass data, and moved RenderPass data to the NativeRenderPass class"

    This reverts commit ef3e215f9371a48748e412401c3ba40f21a20a88.

    * fix for RenderPass MRT attachments being setup when the RenderPass API is disabled

    * adding profiler samples to NativeRenderPass code

    * moving more RenderPass related code in NativeRenderPass.cs

    * removed any direct references to RenderPass frame data outside of NativeRenderPass

    * fixing targetTexture != null and depthOnly pass cornercase with wrong target being picked

    * NativeRenderPass from static to partial class conversion

    * add RenderPassDescriptor to contain dimensions and etc.

    * add GetDefaultGraphicsFormat for RenderPass attachment descriptors

    * remove isFirstMergeable and isLastMergeable and add comments

    * moving some stuff and removing some parameters for methods due to partial class impl

    * some more cleanup

    * more cleanup: making methods non static and reducing the input parameters

    * renamed attachmentIndices in m_InputAttachmentIndices

    * more cleanup: removing unnecessary statics

    * improved subpass merging

    * more renaming of methods

    * renaming more stuff for consistency with previous renamings

    * renderPass MRT clear logic fixed

    * useDepth always if depthOnly is true

    * fixing useDepth not picking up default depth attachment

    * adding SupportsNativeRenderPass to rendererFeatures and adding mechanism to enable/disable it properly

    * formatting check fix

    * more formatting check fixes...

    * include cleanup

    * add validation check and fallback

    * reviewer feedback changes

    * merge cleanup

    * quick hack to add input attachments

    * some more changes for input attachment handling

    * some changes to fb fetch color attachments, depthTexture switched with depthAttachment, not final as it doesn't work just yet

    * adding _RENDER_PASS_ENABLED keyword and all of the fb fetch logic

    * some cleanup regarding non-renderpass depthcopy texture

    * fix non-renderpass path depth

    * fix deferred fog using fb fetch

    * adding positionCS to remaining InputData gbuffer related passes and fixing BeginRenderPass errors

    * fix scene view not rendering properly

    * more fixes for scene and other cameratypes - disabling renderPass altogether for all of the pipeline logic

    * exposing Native RenderPass option in the renderer asset

    * whitespace cleanup

    * some more cleanup and refactoring

    * formatting fixes

    * GC.Alloc fixes for deferred renderer

    * formatting fixes

    * Revert "formatting fixes"

    This reverts commit be3faeb480eefbd37d5bacc271bebc4f4cef4643.

    * retry formatting fixes without other file changes

    * adding GBUFFER number defines for more clear fb fetch macros

    * disabling RenderPass API for SSAO/DepthNormal/Decals

    * minor MRT attachment clear fix

    * disable input attachments if there is a Depth/Normal pass injected inbetween Gbuffer and defrred passes

    * first pass with input attachments changing hard return to warning msg

    * reverting some changes for rendererFeatures, as they have renderpass disable already

    * some comments and other stuff regarding review feedback

    * some depthcopy logic skip for RenderPass Deferred

    * typo fix

    * LOAD_FRAMEBUFFER_INPUT using same parameter for single channel read

    * removing clipPos from inputData init

    * disabling RenderPass API for GLES2

    Co-authored-by: Manuele Bonanno <manuele.bonanno@unity3d.com>
    Co-authored-by: Felipe Lira <felipedrl@gmail.com>

commit 023ee4d1e8d8b2faa3b6184516d183c856fb8fa1
Author: Peter Bay Bastian <pbbastian@users.noreply.github.com>
Date:   Wed May 12 19:01:35 2021 +0200

    URP Forward+ (#4500)

    * Create local test project

    * Update mathematics version, and add burst

    * Min max Z job

    * Add constructor for min max Z job

    * Z-sort job prototype (untested)

    * Working radix sort using mean Z

    * Added re-ordering job and profiling marker

    * 1-level tiling

    * TilingJob -> FineTilingJob

    * Work on groups of 32 lights at a time

    * Minor optimizations

    * rename

    * Move some data into one struct

    * Hierarchical tiling

    * Perf improvements for hierarchical tiling

    * Aperture Z-distribution

    * Represent tile cone as SDF instead

    * Separate tiling into X & Y + better debug view

    * Extract light data for slice culling

    * First pass of integration into URP lighting

    * Add clustering lighting UI option

    * Overlap culling with setup

    * Get rid of last Shader.SetGlobal

    * Clean up buffers in ForwardLights

    * Fix support for shadows

    * Support for directional lights

    * Remove unused code

    * Use more general shader keyword, move setting to UniversalRenderer, expose tile size to UI, reduce tile size if it doesn't fit in buffers, introduce new 8 px tile size

    * Handle ZBin factor better and reduce max Zbins to 4096

    * Add clustered keyword to SM4.5 shaders

    * Make work on Android, fix shadows being stripped, strip clustered variants properly

    * Change back to UBOs

    * Combine slices into tile structure

    * Add clustered keyword to remaining shaders, and remove CPU part from keyword name

    * Re-integrate Lighting.hlsl changes after merge with refactor in master

    * Hide UI behind flag, do some minor clean up and fixing

    * Update UI text to reflect experimental

    * Remove local test project

    * Remove screenshots

    * Revert a change

    * Undo some unintentional changes and make new API points internal

    * Remove unused var

    * Remove some more public API

    * Clarify some magic numbers

    * Add keyword to Shader Graph targets

    * Fix for crashes

    * Fix assertion failure

    * fix for merge

    * Workaround memory allocation assert bug

    * Fix GPU crash

    * Remove workaround for preview cameras

commit 828d7185c10974910d85c0bdeb77d91652ab4063
Author: Chris Tchou <ctchou@unity3d.com>
Date:   Wed May 12 09:33:56 2021 -0700

    [ShaderGraph] [2021.2] BranchOnInputConnection uses "Not Connected" in Preview (#4474)

    * Changing the BranchOnInputConnection node to default to "Not Connected" in preview mode

    * Simplifying the node and fixing an issue with colliding function names

    * Adding changelog

    * Fix for 1334621

    * Updating changelog

    Co-authored-by: Marc Templin <marctem@users.noreply.github.com>

commit d53e35d5aca7482ed8dc1fb257873dcb6aae029c
Author: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Date:   Wed May 12 17:24:32 2021 +0100

    [VFX] Updated URP Lit Output Documentation (#4519)

    * Updated lit output documentation

    * Added missing properties

    * Add *HDRP* tag to Thickness

    It's relative to the diffusion profile

    Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

commit af0de63c68cad7bec71446d4425d17a627dd8b94
Author: skhiat <55133890+skhiat@users.noreply.github.com>
Date:   Wed May 12 17:04:06 2021 +0200

    Various fixes for Lens Flare (#4462)

    * Fix occlusion on URP

    * Update Doc

    * Update doc

    * Update text

    * Uses "Flares" on Scene View

    * Change default values for component

    * Fix VR

    * Change Default value for Random

    * uniformize namespaces

    * Move resource icons outside of Resources folder

    * update asset factory

    * Uniformizing folder editor/runtime PostProcess -> PostProcessing

    * Fix range by scripting API

    * Replace LensFlareDataSRPEditor

    * Use higher res icon for thumbnail

    * Add margin and black background to thumbnail icons

    * Fix header alignment

    * typo for HDRP

    * Fix for HDRP & URP

    * Add back contextual menu on header

    * Add baground for element

    * tmp xr

    # Conflicts:
    #	com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs
    #	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs

    * Enable standard behavior

    * Add Oxford comma

    * Hide EditorOnly code

    Co-authored-by: RSlysz <remi@unity3d.com>

commit 0533b87bebbfbc7dbd13613e63a31a441a9f4b98
Author: anisunity <42026998+anisunity@users.noreply.github.com>
Date:   Wed May 12 17:02:06 2021 +0200

    Added a toggle to render the volumetric clouds locally or in the skybox. (#4471)

    * Added a toggle to render the volumetric clouds locally or in the skybox.

    * The info box was displayed when it shouldn't and not displayed when it should

    * Tooltip/summary update on local clouds parameter

    * Update old cloud test to match new default local clouds value

    * Added new cloud scene to test "skybox" clouds

    * Added reference image for 5012 test

    * Removing scattering direction and fixing intensity
    Fixing a bug in the depth upscaling in skybox mode

    * Update doc

    * Update 5011 test ref image

    * Move constant as define

    * Fixing formatting and changing the erosion noise

    * update reference images

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

commit 297fd03c7c14a3c74a52516b63ec8fb8bf2314a2
Author: sebastienlagarde <sebastien@unity3d.com>
Date:   Wed May 12 16:58:00 2021 +0200

    Revert: Handle asymmetry in projection matrix (#4428)

commit 7d08d9169365cf7aa8249119289dcf443560f698
Author: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Date:   Wed May 12 15:53:57 2021 +0200

    [HDRP] Fix issue with velocity rejection when using physically-based DoF. (#4502)

    * Fix issue with velocity rejection when using physically-based DoF.

    * Skip velocity write on post-dof taa

    * Update C# side too (not necessary but keeps code consistent)

    * Invalidate DoF history buffer on camera reset.

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

commit d2aaf5ff42a35658286025ae026c6f3e7294c22f
Author: Chris Chu <47998819+unity-cchu@users.noreply.github.com>
Date:   Wed May 12 21:37:34 2021 +0800

    2d/fixes for composite shadow casting (#4516)

    * In progress work

    * Updated the RenderType

    * Fix for problem with overlapping shadow casters

    * In progress work

    * More fixes to shadows

    * Fixed issue with shader

    * Updated shader

    * Fixed issues with unshadow material creation

    * Formatting fixes

commit 299a65419eaf5be8c02b355ab5170ab96039e19e
Author: Théo Penavaire <theo-pnv@users.noreply.github.com>
Date:   Wed May 12 15:16:51 2021 +0200

    Bump gfx test framework to 7.8.11-preview for all test projects (#4517)

commit 7ceeb11d2c083ead498f64bec3f2e89cf0c56001
Author: John Parsaie <johnpa@unity3d.com>
Date:   Wed May 12 09:09:33 2021 -0400

    Preparation for New Hair Material Type (Marschner) (#4475)

    * Initial commit of the marschner infrastructure (LUT/LTC, Analytic BSDF, ShaderGraph, etc.)

    * Initial commit to add scattering mode dropdown

    * Add the framework for a preintegrated Marschner FGD

    * Re-hide the material type for hair

    * Correct some slight typos

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

commit b9884b09b12e31c61797db4e47adc14ada7d8046
Author: mingwai <cinight@users.noreply.github.com>
Date:   Wed May 12 15:01:54 2021 +0200

    Forward to Universal RendererData upgrader fix (#4300)

    * fix issue of RendererData won't upgrade if changes are discarded with source control
    * Make sure upgrader still work with projects with cache
    * Do allRenderer search in delayCall, also check MainAssetType instead of EndsWith

commit 4684f41b60af1b1ee3de244da8dca52ac247b0e4
Author: Théo Penavaire <theo-pnv@users.noreply.github.com>
Date:   Wed May 12 14:57:01 2021 +0200

    Add modules.terrain to the HDRP dependencies (#4514)

    * Remove upmNoDefaultPackages

    * Revert "Remove upmNoDefaultPackages"

    This reverts commit 723fcd0980b27d4d0a40748cc5535948d9b2842e.

    * Add terrain module to hdrp deps

commit 7ee1bbf5743af4635cc693604341021499096d66
Author: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Date:   Wed May 12 14:30:37 2021 +0200

    revert show on startup to project settings (#4511)

commit d88262ffa0723008d5436817b83b67c0ce594854
Author: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Date:   Wed May 12 13:58:21 2021 +0200

    Faster auto-fit of index for APV (#4505)

    * Most of the work - just need some testing

    * Actually use faster bound search

    * docs

    * Reintroduce missing of used of index

    * Tentative fix for yamato.

    * More complete checks

    * Removing some null checks as prevent for correct deserialization.

    Co-authored-by: Julien Ignace <julien@unity3d.com>

commit a539dc8d389b8be0e390fbd90eef2c934d7afb46
Author: Felipe Lira <felipedrl@gmail.com>
Date:   Wed May 12 12:15:58 2021 +0200

    Updated Template Project (#4486)

    * Updated Template Project

    * Enabled Reflection Probe blending on high quality.

    * Updated Sking Weights to unlimited in high quality and 4 in other quality levels.

commit eeed4333b3e427293934775b4ddcf9d1716e94c7
Author: Jesper Mortensen <jesper@unity3d.com>
Date:   Wed May 12 10:52:44 2021 +0200

    Lighting/urp reflectionprobe tests2 (#4257)

    * Add test scene for reflection probe testing

    A simple fast baking scene with two reflection probes. A couple of emissive cubes and a floor comprise the scene.

    * The edit mode parametric test.

    WIP

    # Conflicts:
    #	TestProjects/UniversalGraphicsTest_Lighting/Assets/Test/Editor/Unity.Testing.SRP.Universal.Editor.asmdef

    * Fix up path to avoid deleting the entire scene

    * Tweaks to test.

    * Clear the disk cache before bake as reflection probes are cached.
    * We cannot support Auto at this point, due to framework limitations.

    * Add the custom test settings script.

    * Add more permutations

    * Shorten names abit to not get super long template filenames.

    * Use POT test image size

    * Add test template images for Windows, obtained locally.

    * Updated templates

    * Add meta files

    * Rename the asmdef

    * Revert "Merge branch 'master' into lighting/URP-reflectionprobe-tests-merged"

    This reverts commit 20de236aa6181bd9303e4af9c44452d217e3a259, reversing
    changes made to 78048d597b2fbb125c5a922e23f38757bd4815c6.

    * Use the test settings script from the URP test package.

    * use the right script again

    * Use CPU Lightmapper

    * Avoid comma's in the reference image filenames.

    * Use new test version with "," fix

    * Strip the parantheses from filenames

    * Revert changes to reference images due to bad merge

    * OSX OpenGLCore images

    * Linux OpenGL core images

    * Linux Vulkan images

    * Disable auto platform selection for linux

    * use gpu for urp lighting editmode (windows)

    * D3D12 Images

    * Win Vulkan Images

    * Remove spaces from asset names.

    * Only use large flavor agent, as alarge is not available with GPU

    * Add comment about clearing the disk cache.

    Fix some formatting.

    * Revert use of xlarge flavour with GPU

    * Reverted another instance of xlarge flavor with GPU

    * restore xlarge flavor on GPU targets

    * Remove the packages lock file

    Co-authored-by: Felipe Lira <felipedrl@gmail.com>
    Co-authored-by: Sophia <sophia@unity3d.com>

commit 0ac94749006926210a762cddb341077c3815b4b9
Author: noreply@unity3d.com <noreply@unity3d.com>
Date:   Wed May 12 08:04:48 2021 +0000

    [CI] [trunk] Updated green project revisions

commit 0de4625e8b5604e3e573b4b681b84460ef77d791
Author: Jesse Barker <jesseb@unity3d.com>
Date:   Tue May 11 15:53:07 2021 -0700

    [2021.2][ShaderGraph] Add Shader Graph Target for the built-in render pipeline

commit 19560332f928a6cfdbb1c5f7e4e9a0e8b4742661
Author: eh-unity <59870743+eh-unity@users.noreply.github.com>
Date:   Tue May 11 22:59:14 2021 +0300

    Universal/light cookies (#4329)

    * Add cookie texture to URP light editor.

    * Add cookie 2D scale to additional data, replacing legacy uniform scale.
    * Add 2D scale UI for directional cookie
    * Refactor LightAdditionalData helpers in the URP light editor

    * Rough implementation for directional main light cookie and scaffolding.

    * Move Texture2DAtlas to core.

    * Add a prototype core asset class
    * Move blitting functions into a blitter class
    * Move TextureHash to core.
    * Change HDUtils.Blit into wrappers for core.Blitter.

    * Move blitter. Make it fully static.

    * Init Blitter from pipeline shaders.

    * Fix direct static blitter init.

    * Integrate core blitter. Add core blit shaders.

    * Refactor direct light cookie proto into a LightCookieManager.

    * Add light priority field.

    * Add additional light sorting.

    * Atlas update.

    * Refactor cookie shader data.

    * Bug fixes and debug stuff.

    * Fix spot light.

    * Fix light buffer indexing.

    * Blitter, add Cube to Octahedral quad projection (2d tex) support.

    * Fix point lights.

    * Add Cube to 2D texture(s) blit for 2d atlas.

    * More basic support to blit/project Cube texture into 2D.

    * Cube cookie and atlas improvements.

    Fixed atlas behavior.
    Support Cube cookie textures.
    Use PoW2 atlas and mips for cookies.
    Scale Octahedral projection size.

    * Add directional light cookie offset.

    * Add light version field.

    * Prototyping the shader interface.

    * Fix merge.

    * Fix merge.

    * Fix merge.

    * Fix direct light cookie size.

    * Direct light now properly a size and not a scale.
    * Fix a null bug, always allocate cpu data buffers.

    * Add basic/sanity Light Cookie test case.

    * Minor clean up.

    * Fixes.

    * Basic cookie resolution and format settings UI.

    * Fix missing import.

    * Move Uv transform/params handling to a function.

    * Use floats instead of halves for UVs.

    * Multiple directional cookie lights with uv params.

    * Fix merge.

    * Mipmap improvements.

    * Change in params to ref params to avoid copies.

    * Shader cleanup and refactor.

    * Texture format fixes for main light.

    * Rename EngineTypes to UnityTypes

    * Fix merge and light editor UI.

    * Remove renamed EngineType.hlsl

    * Add shader variants.

    * Atlas refactoring and fixes.

    * Fixes and additional light 2d texture format conversion.

    * Add missing terrain variants.

    * Add shadergraph keywords.

    * Add support for Cube to Octahedral 2D single channel blits.

    * Improve atlas formats.

    * Detect 1chn to 1chn swizzle case.

    * Fix gamma mode fallback.

    * Fix merge. Fix lightcookie integration.

    * Remove debug code.

    * Remove support for additional directional cookie lights.

    * Not many use cases.
    * Consumes a lot of constants.

    * Initial deferred integration

    * Use keyword to enable/disable a deferred light.

    * Fix OpenGL.

    * Remove light cookie sorting (reuse visible light order) and light priority.

    * Flip uvRect to consistently be scale, offset.

    * Fix medium quality mode.

    * Fix typo.

    * Fix pointless allocations.

    * Add GI integration. Fix shader mistakes.

    * Match directional light transform with other pipes and GI.

    * Comment fix.

    * Fix comment.

    * Make cookie additional lights options UI independent of shadows enable/disable.

    * Add cookie foundation test to testlist and editor reference images.

    * Add/move test textures.

    * Move test textures into a folder.

    * Add a light cookie GI baking test in Lighting tests.

    * Added deferred cookie lighting test.

    * Fix half -> real.

    * Fix merge and Cookie UI.

    * Review fixes.

    * Use a unique keyword for deferred additional cookie light enable/disable.

    * Reduce amount of variants by using only one keyword for light cookies.

    * Add deferred test case to build list.

    * Share lightCookieManager between forward and deferred lights.

    * Review fixes.

    * Reduce visibility of atlas implmentations.

    * Actually use the correct visibility.

    * Add missing foundation test ref images.

    * Add missing lighting ref images.

    * Remove filtering from light cookie baking test. Update ref images.

    * Update com.unity.render-pipelines.universal/Runtime/LightCookieManager.cs

    Co-authored-by: svens-unity <55388940+svens-unity@users.noreply.github.com>

    * Update com.unity.render-pipelines.universal/Runtime/LightCookieManager.cs

    Co-authored-by: svens-unity <55388940+svens-unity@users.noreply.github.com>

    * Review fixes.

    * Edit changelog.

    * Add more missing test ref images.

    * Fix todo.

    Co-authored-by: svens-unity <55388940+svens-unity@users.noreply.github.com>
    Co-authored-by: Felipe Lira <felipedrl@gmail.com>

commit 81ff7731fc5e664129001a7f7ef0f8874d2f02fe
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue May 11 21:57:47 2021 +0200

    [VFX/URP] Lit Output (#4353)

    * Move universal template & binder to universal package using specific define

    * Dummy forward lit mesh output (copied from unlit)

    * *Add test data

    * First draft integration of the whole lit pipe file (directly inspired from HDRP integration)

    * *Integrate builtin option in URPLitOutput

    * *Update temp test data

    * *Add some notes

    * Fix normal computation & integrate view vector

    * *Update test data

    * Fix point light

    Missing _ADDITIONAL_LIGHTS expected define

    * ShaderGraph integration

    * Update test date

    * Integrate shadowpass & selection

    * Integrate GBuffer

    : TODO missing _GBUFFER_NORMALS_OCT integration

    * Integrate gbuffer & shadergraph

    * Fix missing variant _GBUFFER_NORMALS_OCT

    * Move emission in correct place for URP

    * Add note

    * *Commit test data

    * Fix dephnormals pass

    * Fix shadow sampling (actually should be in multicompile)

    * Replace hard coded define by multi compile to support urp configuration

    * *Update temp test data

    * *Add missing define

    * Rename Standard to Metallic to fit with URP design

    * Clean note in VFXLit.hlsl

    * Clean VFXShaderGraphParticleOutput.cs

    * Remove out of context settings

    * Fix missing init for surfaceData.alpha

    * Remove GetTileSize()

    * Remove useless parameter in VFXGetInputData

    * Remove deprecated comment

    * Integrate MixFog & OutputAlpha

    * *Update test data

    * Revert unexpected change

    * *Apply formatting on new files & changes (using space instead of tab)

    * *Add note about Forward & missing integration for DepthNormals

    * *Update test data to fix alpha clipping in SG : _EmissiveLit.shadergraph wasn't using alpha clipping in vfx settings

    * Fix missing bakedGI initialization : missing contribution when metallic is 0 on standard material

    https://unity.slack.com/archives/G1BTWN88Z/p1619613768228000?thread_ts=1619603784.221700&cid=G1BTWN88Z

    * *Udpate test data with material comparison

    * *Update test data (fix the yellowish difference with reference)

    * Fix DepthNormal passes

    The SSAO passes are now correctly rendered if DepthNormal is required
    Use specific NEED_TANGENT & NEED_NORMAL

    * Fix SpecularColor integration

    TODO : Check default value consistency with URP

    * Remove MaskMap & Add Specular/Metallic/OcclusionMap

    - Integrate "SmoothnessSource" option as well
    - Smoothness = Metallic.r * baseSmoothness
    - SpecularColor = SpecularMap.rgb * baseSpecularColor

    * *Minor remove comment about DepthNormals

    * Integrate Planar Primitives for URP Lit Output

    * Fix compilation error about OUTPUT_GBUFFER

    * Add lit strip quad output

    * *Minor : use nameof when appropriate

    * *Push test data (including shadow error compilation)

    * Fix shadow & depth pass when there is normal

    - See https://unity.slack.com/archives/G1BTWN88Z/p1619796803269100?thread_ts=1619603784.221700&cid=G1BTWN88Z
    - Minor : Use nameof
    - Add TODOPAUL about FORCE_NORMAL_VARYING which is needed in gbuffer

    * *Add proper test data : 103_LitFoward/Deferred/Accurate

    N.B.: There is an issue with depth passes & planar primitive "Output Particle Lit Octagon': undeclared identifier 'normalWS'"

    * Fix planar primitive : "Output Particle Lit Octagon': undeclared identifier 'normalWS'" (for depth passes)

    NEED_NORMAL vs NEEDS_NORMAL wasn't consistent everywhere

    * Isolate change for FORCE_NORMAL_VARYING

    * Integrate FORCE_NORMAL_VARYING for planar to prevent z-fight

    * Fix specular color write in gbuffer for deferred setup

    The define "_SPECULAR_SETUP" was missing

    * *Minor increase a bit number of frame before capture to be sure to capture the appropriate scene result

    N.B.: Still an issue while running though graphicTest, the global probes isn't applied.

    * Fix missing variant for _REFLECTION_PROBE_BLENDING & _REFLECTION_PROBE_BOX_PROJECTION

    * Fix alpha clipping when there isn't any shadergraph

    * *Minor : manually format newly added template

    * Handle X-Pipeline Output cohabitation

    - Add HDRP in namespace & name of output
    - Add URP & name of output
    - Use CanBeCompiled behavior to exclude invalid output (cc @jenniferd-unity using GetCurrentRenderPipelineAsset helper, private static in VFXAbstractParticleOutput)
    - Unify naming Universal => URP
    - There was an expected conflict in meta version c6841bdef989b6d408d7298703cfde75 => 7f7a196c2fc0e28498f906f9af84b44f

    * Fix 103_Lit : c6841bdef989b6d408d7298703cfde75 => 7f7a196c2fc0e28498f906f9af84b44f

    * Fix inconsistent emission

    The emission isn't implicitly multiply by opacity in URP (difference is visible on transparent)

    * Fix debug display & reduce variant

    - Use independant VFXPassForwardLitAdditionalPragma to prevent useless multicompile on unlit
    - Fix debug_display (cc @arttu-peltonen) : #pragma multi_compile _ DEBUG_DISPLAY

    * *Enable URP_ENABLE_DEBUG_DISPLAY in debug project

    * Remove test data

    * Manually fix m_ReflectionProbeUsage to 1 since UI has been removed

    See this conversation : https://unity.slack.com/archives/GBJ7AU4V8/p1620147480404400?thread_ts=1620139076.367600&cid=GBJ7AU4V8
    It will require a fix in C++ : https://github.cds.internal.unity3d.com/unity/unity/blob/trunk/Modules/VFX/Public/VFXRenderer.cpp#L38

    * *Update reference image (for DX11)

    * Manual fix after merge

    * *Minor : Unify naming of folder in template for URP

    * Fix SSAO result

    I think the change comes from the fix @ 3fc3a2337891edf68d61ca24a2a8175a413b9a27

    * Fix 1-Cascade Shadow Case

    We don't have specific implementation to process shadow coord at vertex stage (yet)

    * *Unexpect…
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