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URP: Fix issue 1324359 - Make scene view selection work properly again. #4174

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merged 99 commits into from Apr 14, 2021

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@stramit stramit commented Apr 14, 2021

Fix issue where scene view selection was not working as intended

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

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

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

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

* Changelog

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

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

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

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

* Fixed ShaderGraph decal draw order

* Updated changelog

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

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

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

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

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

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

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

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

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

* Fixing type back to bool, instead of bool4

* Merging changelog information from rebase.

* Making sure scene declaration pass is a bool4

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

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

* Adding reference images for test.

* Missing meta file for new tests

* Fix bad merge issue

* fix bad merge issue

* fix bad merge issue

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

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

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

* Updated changelog

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

* fixed class name

* update class name

* PR fix

* Fixed RTHandle scale

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

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

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

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

* Changelog

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

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

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

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

* Fixed ShaderGraph decal draw order

* Updated changelog

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

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

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* Apply the fix

* Changelog

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

* Use more precise rect line offset calculation

* Update CHANGELOG.md

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

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

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

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

* Changelog

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

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

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

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

* Fixed ShaderGraph decal draw order

* Updated changelog

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

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

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

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

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

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

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

* Apply the fix

* Changelog

* Update CHANGELOG.md

* fix merge issue

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

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

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

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

* Changelog

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

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

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

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

* Fixed ShaderGraph decal draw order

* Updated changelog

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

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

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* Fix labels style

* Update CHANGELOG.md

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

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

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

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

* Changelog

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

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

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

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

* Fixed ShaderGraph decal draw order

* Updated changelog

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

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

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

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

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

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

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

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

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

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

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

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

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

* Adds approximation information about ray-traced area shadows

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

* Fixed side effect on styles during compositor rendering.

* Update CHANGELOG.md

* fix merge issue

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

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

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

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

* Changelog

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

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

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

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

* Fixed ShaderGraph decal draw order

* Updated changelog

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

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

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

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

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

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

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

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

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

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

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

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

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

* Adds approximation information about ray-traced area shadows

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

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

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

* Removed 2505_Area_Light_ShadowMask_Baking from baking queue (#3087)

* Lightmaps / Removed scene from baking queue + meta files

* update reference screenshots

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

* Fix size and spacing of compositor info boxes

* Fix typo in changelog

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

* Fixed Render Graph immediate mode. (#3033)

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

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

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

* Changelog

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

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

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

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

* Fixed ShaderGraph decal draw order

* Updated changelog

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

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

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

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

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

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

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

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

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

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

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

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

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

* Adds approximation information about ray-traced area shadows

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

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

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

* Removed 2505_Area_Light_ShadowMask_Baking from baking queue (#3087)

* Lightmaps / Removed scene from baking queue + meta files

* update reference screenshots

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

* Removed unused index parameter

* Fix box light attenuation (#3056)

* Fix box light attenuation

* Update screenshots

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

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

This reverts commit 55bb6ff.

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

This reverts commit 57ee23b.

* Fix default value of  _SpecularOcclusionBlend

* Fix color picker UI glitch in the Graphics Compositor

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

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

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

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

* Changelog

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

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

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

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

* Fixed ShaderGraph decal draw order

* Updated changelog

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

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

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

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

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

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

* Adding mixed light baking shadowmask test (#3052)

* adding a shadow mask test

* Update reference images

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

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

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

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

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

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

* Adds approximation information about ray-traced area shadows

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

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

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

* Fix 1299233 ies resize bug

* change log

* Update CHANGELOG.md

* fix merge issue

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

* use cache jobs for trunk verification

* fix commands so linux can recognise them

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

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

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

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

* Changelog

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

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

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

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

* Fixed ShaderGraph decal draw order

* Updated changelog

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

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

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* Fix undo redo on layered lit editor

* Update CHANGELOG.md

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

* Reworded content

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

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

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

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

* Changelog

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

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

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

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

* Fixed ShaderGraph decal draw order

* Updated changelog

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

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

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

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

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

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

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

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

* Changelog

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

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

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

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

* Fixed ShaderGraph decal draw order

* Updated changelog

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

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

* Fixed access to invalid Contexts references after exiting playmode.

* Fixed comparison gizmo after playmode.

* Fixes from PR feedback

* Fixed a few render texture memory leaks.

* Update changelog

* Added comment

* Update CHANGELOG.md

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

* Update CHANGELOG.md

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

* Updated changelog

* Re-added lookdev fix

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

* Fix typo

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

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

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

* Update changelog

* Remove useless code

* Compilation fix.

* Update doc

* Update Override-HDRI-Sky.md

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

* Updated changelog and added doc.

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

* Fix warning in probe

* Changelog

* Update CHANGELOG.md

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
sebastienlagarde and others added 9 commits February 14, 2021 20:16
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Updated documentation of RequestRenderNextUpdate

* Fixed documentation

* Update HDProbe.cs

* Update HDAdditionalReflectionData.cs

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
…nity-Technologies/Graphics into core/sv-highlighting

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md
#	com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs
… into core/sv-highlighting

# Conflicts:
#	com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs
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It appears that you made a non-draft PR!
Please convert your PR to draft (button on the right side of the page)
and cancel any jobs that started on Yamato.
See the PR template for more information.
Thank you!

@cinight cinight self-requested a review April 14, 2021 10:02
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Grey-out working fine now. verified with URP template and repro project in 1180254. Checked shaded, wireframe and shaded wireframe modes.

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@Verasl Verasl left a comment

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LGTM

@stramit stramit requested a review from a team as a code owner April 14, 2021 12:57
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@jessebarker jessebarker left a comment

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LGTM

@stramit stramit merged commit 94e2109 into master Apr 14, 2021
@stramit stramit deleted the core/sv-highlighting branch April 14, 2021 16:38
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