From 59453338626416833abbee2f6fe0cecaf0d0f96f Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Wed, 26 May 2021 19:23:48 +0200 Subject: [PATCH 001/102] [HDRP] Fix AxF debug output in certain configurations (#4641) * Fix AxF debug output in certain configurations. * Update comment --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/Material/AxF/AxFData.hlsl | 9 +++++++++ 2 files changed, 10 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 331a5127f76..c151aeeb701 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -201,6 +201,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed issue with velocity rejection when using physically-based DoF. - Fixed HDRP's ShaderGraphVersion migration management which was broken. - Fixed missing API documentation for LTC area light code. +- Fixed AxF debug output in certain configurations (case 1333780). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl index 665276a9aea..5330e9e7a4f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl @@ -636,8 +636,17 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p // The AxF models include both a general coloring term that they call "specular color" while the f0 is actually another term, // seemingly always scalar: +#ifndef DEBUG_DISPLAY surfaceData.fresnel0 = AXF_SAMPLE_SMP_TEXTURE2D(_SVBRDF_FresnelMap, sampler_SVBRDF_FresnelMap, uvMapping).x; surfaceData.height_mm = AXF_SAMPLE_SMP_TEXTURE2D(_SVBRDF_HeightMap, sampler_SVBRDF_HeightMap, uvMapping).x * _SVBRDF_HeightMapMaxMM; +#else + // [case 1333780]: For debug display we run out of samplers (max 16 on dx11/ps5.0) in certain configurations for two reasons: + // - An extra sampler is used for mat cap + // - The auto-generated debug code can visualize all texture properties so nothing is stripped out (unlike the non-debug case) + // To save sampler states in Debug, we reuse the sampler state of the color map for some other maps too. + surfaceData.fresnel0 = AXF_SAMPLE_SMP_TEXTURE2D(_SVBRDF_FresnelMap, sampler_SVBRDF_DiffuseColorMap, uvMapping).x; + surfaceData.height_mm = AXF_SAMPLE_SMP_TEXTURE2D(_SVBRDF_HeightMap, sampler_SVBRDF_DiffuseColorMap, uvMapping).x * _SVBRDF_HeightMapMaxMM; +#endif // Our importer range remaps the [-HALF_PI, HALF_PI) range to [0,1). We map back here: surfaceData.anisotropyAngle = HALF_PI * (2.0 * AXF_SAMPLE_SMP_TEXTURE2D(_SVBRDF_AnisoRotationMap, sampler_SVBRDF_AnisoRotationMap, uvMapping).x - 1.0); From 64a6c13769f642b358b4faf878499780b7bce454 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Wed, 26 May 2021 21:34:09 +0200 Subject: [PATCH 002/102] Fix SSR accumulation white flash (#4648) * Fix white flash * changelog Co-authored-by: sebastienlagarde --- .../CHANGELOG.md | 1 + .../Runtime/RenderPipeline/Camera/HDCamera.cs | 2 + .../HDRenderPipeline.LightLoop.cs | 45 ++++++++++++------- 3 files changed, 33 insertions(+), 15 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index c151aeeb701..63c559f091c 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -202,6 +202,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed HDRP's ShaderGraphVersion migration management which was broken. - Fixed missing API documentation for LTC area light code. - Fixed AxF debug output in certain configurations (case 1333780). +- Fixed white flash when camera is reset and SSR Accumulation mode is on. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index af0d2fb8518..9dcdd710a8f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -94,6 +94,7 @@ public struct ViewConstants public bool volumetricHistoryIsValid = false; internal int volumetricValidFrames = 0; + internal int colorPyramidHistoryValidFrames = 0; /// Width actually used for rendering after dynamic resolution and XR is applied. public int actualWidth { get; private set; } @@ -147,6 +148,7 @@ public void Reset() volumetricHistoryIsValid = false; volumetricValidFrames = 0; colorPyramidHistoryIsValid = false; + colorPyramidHistoryValidFrames = 0; dofHistoryIsValid = false; // Reset the volumetric cloud offset animation data diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs index 67f1f082b1e..0a56711d7fa 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs @@ -403,6 +403,7 @@ class RenderSSRPassData public bool usePBRAlgo; public bool accumNeedClear; public bool previousAccumNeedClear; + public bool validColorPyramid; public int width, height, viewCount; @@ -511,6 +512,7 @@ TextureHandle RenderSSR(RenderGraph renderGraph, passData.accumNeedClear = usePBRAlgo; passData.previousAccumNeedClear = usePBRAlgo && (hdCamera.currentSSRAlgorithm == ScreenSpaceReflectionAlgorithm.Approximation || hdCamera.isFirstFrame || hdCamera.resetPostProcessingHistory); hdCamera.currentSSRAlgorithm = volumeSettings.usedAlgorithm.value; // Store for next frame comparison + passData.validColorPyramid = hdCamera.colorPyramidHistoryValidFrames > 1; passData.depthBuffer = builder.ReadTexture(prepassOutput.depthBuffer); passData.depthPyramid = builder.ReadTexture(prepassOutput.depthPyramidTexture); @@ -603,22 +605,30 @@ TextureHandle RenderSSR(RenderGraph renderGraph, if (data.usePBRAlgo) { - using (new ProfilingScope(ctx.cmd, ProfilingSampler.Get(HDProfileId.SsrAccumulate))) + if (!data.validColorPyramid) { - ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._DepthTexture, data.depthBuffer); - ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._CameraDepthTexture, data.depthPyramid); - ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._NormalBufferTexture, data.normalBuffer); - ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._ColorPyramidTexture, data.colorPyramid); - ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SsrHitPointTexture, data.hitPointsTexture); - ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SSRAccumTexture, data.ssrAccum); - ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SsrLightingTextureRW, data.lightingTexture); - ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SsrAccumPrev, data.ssrAccumPrev); - ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SsrClearCoatMaskTexture, data.clearCoatMask); - ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._CameraMotionVectorsTexture, data.motionVectorsBuffer); - - ConstantBuffer.Push(ctx.cmd, data.cb, cs, HDShaderIDs._ShaderVariablesScreenSpaceReflection); - - ctx.cmd.DispatchCompute(cs, data.accumulateKernel, HDUtils.DivRoundUp(data.width, 8), HDUtils.DivRoundUp(data.height, 8), data.viewCount); + CoreUtils.SetRenderTarget(ctx.cmd, data.ssrAccum, ClearFlag.Color, Color.clear); + CoreUtils.SetRenderTarget(ctx.cmd, data.ssrAccumPrev, ClearFlag.Color, Color.clear); + } + else + { + using (new ProfilingScope(ctx.cmd, ProfilingSampler.Get(HDProfileId.SsrAccumulate))) + { + ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._DepthTexture, data.depthBuffer); + ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._CameraDepthTexture, data.depthPyramid); + ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._NormalBufferTexture, data.normalBuffer); + ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._ColorPyramidTexture, data.colorPyramid); + ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SsrHitPointTexture, data.hitPointsTexture); + ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SSRAccumTexture, data.ssrAccum); + ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SsrLightingTextureRW, data.lightingTexture); + ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SsrAccumPrev, data.ssrAccumPrev); + ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SsrClearCoatMaskTexture, data.clearCoatMask); + ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._CameraMotionVectorsTexture, data.motionVectorsBuffer); + + ConstantBuffer.Push(ctx.cmd, data.cb, cs, HDShaderIDs._ShaderVariablesScreenSpaceReflection); + + ctx.cmd.DispatchCompute(cs, data.accumulateKernel, HDUtils.DivRoundUp(data.width, 8), HDUtils.DivRoundUp(data.height, 8), data.viewCount); + } } } }); @@ -639,8 +649,13 @@ TextureHandle RenderSSR(RenderGraph renderGraph, if (!hdCamera.colorPyramidHistoryIsValid) { hdCamera.colorPyramidHistoryIsValid = true; // For the next frame... + hdCamera.colorPyramidHistoryValidFrames = 0; result = renderGraph.defaultResources.blackTextureXR; } + else + { + hdCamera.colorPyramidHistoryValidFrames++; + } } PushFullScreenDebugTexture(renderGraph, result, transparent ? FullScreenDebugMode.TransparentScreenSpaceReflections : FullScreenDebugMode.ScreenSpaceReflections); From f49b7103e04534e64d4934195c845401e8b90997 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Wed, 26 May 2021 21:51:12 +0200 Subject: [PATCH 003/102] Display Info Box when MSAA + ray tracing is onr (#4627) * Show info box when ray tracing is enabled. * Changelog * Move below MSAA Co-authored-by: sebastienlagarde --- .../CHANGELOG.md | 1 + .../RenderPipeline/HDRenderPipelineUI.Skin.cs | 1 + .../Editor/RenderPipeline/HDRenderPipelineUI.cs | 13 +++++++++++-- 3 files changed, 13 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 63c559f091c..9ad74b7f672 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -278,6 +278,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Global Camera shader constants are now pushed when doing a custom render callback. - Splited HDProjectSettings with new HDUserSettings in UserProject. Now Wizard working variable should not bother versioning tool anymore (case 1330640) - Removed redundant Show Inactive Objects and Isolate Selection checkboxes from the Emissive Materials tab of the Light Explorer (case 1331750). +- Display an info box and disable MSAA asset entry when ray tracing is enabled. ## [11.0.0] - 2020-10-21 diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs index d9e5c93c95f..28102052bcd 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs @@ -147,6 +147,7 @@ public class Styles public static readonly GUIContent supportedRayTracingMode = EditorGUIUtility.TrTextContent("Supported Ray Tracing Mode (Preview)"); public static readonly GUIContent rayTracingUnsupportedWarning = EditorGUIUtility.TrTextContent("Ray tracing is not supported on your device. Please refer to the documentation."); public static readonly GUIContent rayTracingDX12OnlyWarning = EditorGUIUtility.TrTextContent("Ray tracing is currently only supported on DX12."); + public static readonly GUIContent rayTracingMSAAUnsupported = EditorGUIUtility.TrTextContent("When Ray tracing is enabled in asset, MSAA is not supported. Please refer to the documentation."); public static readonly GUIContent maximumLODLevel = EditorGUIUtility.TrTextContent("Maximum LOD Level"); public static readonly GUIContent LODBias = EditorGUIUtility.TrTextContent("LOD Bias"); public static readonly GUIContent supportProbeVolumeContent = EditorGUIUtility.TrTextContent("Enable", "When enabled, HDRP allocates Shader variants and memory for probe volume based GI. This allows you to use probe volumes in your Unity Project."); diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs index 0673e305802..0298f1038b7 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs @@ -1138,17 +1138,26 @@ static void Drawer_SectionRenderingUnsorted(SerializedHDRenderPipelineAsset seri // MSAA is an option that is only available in full forward but Camera can be set in Full Forward only. Thus MSAA have no dependency currently //Note: do not use SerializedProperty.enumValueIndex here as this enum not start at 0 as it is used as flags. bool msaaAllowed = true; + bool hasRayTracing = false; for (int index = 0; index < serialized.serializedObject.targetObjects.Length && msaaAllowed; ++index) { - var litShaderMode = (serialized.serializedObject.targetObjects[index] as HDRenderPipelineAsset).currentPlatformRenderPipelineSettings.supportedLitShaderMode; - msaaAllowed &= litShaderMode == SupportedLitShaderMode.ForwardOnly || litShaderMode == SupportedLitShaderMode.Both; + var settings = (serialized.serializedObject.targetObjects[index] as HDRenderPipelineAsset).currentPlatformRenderPipelineSettings; + var litShaderMode = settings.supportedLitShaderMode; + bool rayTracedSupported = settings.supportRayTracing; + hasRayTracing |= rayTracedSupported; + msaaAllowed &= (litShaderMode == SupportedLitShaderMode.ForwardOnly || litShaderMode == SupportedLitShaderMode.Both) && !rayTracedSupported; } + using (new EditorGUI.DisabledScope(!msaaAllowed)) { ++EditorGUI.indentLevel; EditorGUILayout.PropertyField(serialized.renderPipelineSettings.MSAASampleCount, Styles.MSAASampleCountContent); --EditorGUI.indentLevel; } + if (hasRayTracing && serialized.renderPipelineSettings.MSAASampleCount.intValue != (int)MSAASamples.None) + { + EditorGUILayout.HelpBox(Styles.rayTracingMSAAUnsupported.text, MessageType.Info, wide: true); + } EditorGUILayout.PropertyField(serialized.renderPipelineSettings.supportMotionVectors, Styles.supportMotionVectorContent); EditorGUILayout.PropertyField(serialized.renderPipelineSettings.supportRuntimeDebugDisplay, Styles.supportRuntimeDebugDisplayContent); From 05cc16a2c0b24fa97e3a036d6537542431be4c10 Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Fri, 28 May 2021 20:19:03 +0200 Subject: [PATCH 004/102] Fix distortion when resizing the window in player builds with the Graphics Compositor enabled (#4593) Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/Compositor/CompositionManager.cs | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 9ad74b7f672..c67ac89e24d 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -203,6 +203,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed missing API documentation for LTC area light code. - Fixed AxF debug output in certain configurations (case 1333780). - Fixed white flash when camera is reset and SSR Accumulation mode is on. +- Fixed distortion when resizing the window in player builds with the Graphics Compositor enabled (case 1328968). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs index 3f984790ecb..f7961f25f00 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs @@ -515,6 +515,7 @@ void Update() m_ShaderPropertiesAreDirty = false; SetupCompositorLayers();//< required to allocate RT for the new layers } +#endif // Detect runtime resolution change foreach (var layer in m_InputLayers) @@ -526,7 +527,6 @@ void Update() break; } } -#endif if (m_CompositionProfile) { From 2325e3fbbcc36a5843af8363234c1a304afd826f Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Fri, 28 May 2021 20:19:30 +0200 Subject: [PATCH 005/102] Add support for the camera bridge in the graphics compositor (#4599) --- .../CHANGELOG.md | 1 + .../Runtime/Compositor/CompositionManager.cs | 27 +++++++++++++++++++ 2 files changed, 28 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index c67ac89e24d..24612c2bae1 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -62,6 +62,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added support for tessellation for all master node in shader graph. - Added ValidateMaterial callbacks to ShaderGUI. - Added support for internal plugin materials and HDSubTarget with their versioning system. +- Added support for the camera bridge in the graphics compositor ### Fixed - Fixed Intensity Multiplier not affecting realtime global illumination. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs index f7961f25f00..8495911011c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs @@ -802,12 +802,39 @@ void CustomRender(ScriptableRenderContext context, HDCamera camera) if (camera.camera.targetTexture) { + // When rendering to texture (or to camera bridge) we don't need to flip the image. + // If this matrix was used for the game view, then the image would appear flipped, hense the name of the variable. m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrixFlipped; ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); cmd.Blit(null, camera.camera.targetTexture, m_Material, m_Material.FindPass("ForwardOnly")); + + var recorderCaptureActions = CameraCaptureBridge.GetCaptureActions(camera.camera); + if (recorderCaptureActions != null) + { + for (recorderCaptureActions.Reset(); recorderCaptureActions.MoveNext();) + { + recorderCaptureActions.Current(camera.camera.targetTexture, cmd); + } + } } else { + var recorderCaptureActions = CameraCaptureBridge.GetCaptureActions(camera.camera); + + if (recorderCaptureActions != null) + { + m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrixFlipped; + cmd.SetInvertCulling(true); + ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); + cmd.Blit(null, BuiltinRenderTextureType.CameraTarget, m_Material, m_Material.FindPass("ForwardOnly")); + for (recorderCaptureActions.Reset(); recorderCaptureActions.MoveNext();) + { + recorderCaptureActions.Current(BuiltinRenderTextureType.CameraTarget, cmd); + } + cmd.SetInvertCulling(false); + } + + // When we render directly to game view, we render the image flipped up-side-down, like other HDRP cameras m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrix; ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); cmd.Blit(null, BuiltinRenderTextureType.CameraTarget, m_Material, m_Material.FindPass("ForwardOnly")); From b5962c955b6e6bb1d555133a252ada7019609e31 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Sat, 29 May 2021 06:46:45 -0400 Subject: [PATCH 006/102] Fix Jittered Project Matrix Infinite Far Clip Plane (#4638) * Reconstruct jittered projection matrix far plane (for Infinite ) * Changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/RenderPipeline/Camera/HDCamera.cs | 5 +++++ 2 files changed, 6 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 881e3514dc0..d3a776d433c 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -207,6 +207,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed AxF debug output in certain configurations (case 1333780). - Fixed white flash when camera is reset and SSR Accumulation mode is on. - Fixed distortion when resizing the window in player builds with the Graphics Compositor enabled (case 1328968). +- Fixed an issue with TAA causing objects not to render at extremely high far flip plane values. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index 3b815da8478..4f3dd35a2f1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -1675,6 +1675,11 @@ Matrix4x4 GetJitteredProjectionMatrix(Matrix4x4 origProj) planes.top += planeJitter.y; planes.bottom += planeJitter.y; + // Reconstruct the far plane for the jittered matrix. + // For extremely high far clip planes, the decomposed projection zFar evaluates to infinity. + if (float.IsInfinity(planes.zFar)) + planes.zFar = frustum.planes[5].distance; + proj = Matrix4x4.Frustum(planes); } From 77b6b7f9a468e48dcb16eed912dc21acc0465bbf Mon Sep 17 00:00:00 2001 From: anisunity <42026998+anisunity@users.noreply.github.com> Date: Sat, 29 May 2021 12:48:30 +0200 Subject: [PATCH 007/102] Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. (#4688) Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs | 2 ++ 2 files changed, 3 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index d3a776d433c..947cf8aee2a 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -208,6 +208,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed white flash when camera is reset and SSR Accumulation mode is on. - Fixed distortion when resizing the window in player builds with the Graphics Compositor enabled (case 1328968). - Fixed an issue with TAA causing objects not to render at extremely high far flip plane values. +- Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs index cd1f3deefc4..a04f86276a6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs @@ -96,6 +96,8 @@ internal void InitRayTracingManager() internal void ReleaseRayTracingManager() { + m_CurrentRAS.Dispose(); + if (m_RayTracingLightCluster != null) m_RayTracingLightCluster.ReleaseResources(); if (m_RayCountManager != null) From bf941a9ea1863401d1ef37e5945ad04bcece48a4 Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Sat, 29 May 2021 13:04:34 +0200 Subject: [PATCH 008/102] Fix custom pass utils Blur + Copy overdraw. (#4623) * Fix overdraw in custom pass utils blur function * Updated changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../RenderPass/CustomPass/CustomPassUtils.cs | 8 ++++---- 2 files changed, 5 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 947cf8aee2a..820b0ccad8d 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -209,6 +209,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed distortion when resizing the window in player builds with the Graphics Compositor enabled (case 1328968). - Fixed an issue with TAA causing objects not to render at extremely high far flip plane values. - Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. +- Fixed overdraw in custom pass utils blur and Copy functions (case 1333648); ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.cs index 6ca6e8ad3f5..54d0441ac9d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.cs @@ -96,7 +96,7 @@ public static void DownSample(in CustomPassContext ctx, RTHandle source, RTHandl propertyBlock.SetTexture(HDShaderIDs._Source, source); propertyBlock.SetVector(HDShaderIDs._SourceScaleBias, sourceScaleBias); SetSourceSize(propertyBlock, source); - ctx.cmd.DrawProcedural(Matrix4x4.identity, customPassUtilsMaterial, downSamplePassIndex, MeshTopology.Quads, 4, 1, propertyBlock); + ctx.cmd.DrawProcedural(Matrix4x4.identity, customPassUtilsMaterial, downSamplePassIndex, MeshTopology.Triangles, 3, 1, propertyBlock); } } @@ -137,7 +137,7 @@ public static void Copy(in CustomPassContext ctx, RTHandle source, RTHandle dest propertyBlock.SetTexture(HDShaderIDs._Source, source); propertyBlock.SetVector(HDShaderIDs._SourceScaleBias, sourceScaleBias); SetSourceSize(propertyBlock, source); - ctx.cmd.DrawProcedural(Matrix4x4.identity, customPassUtilsMaterial, copyPassIndex, MeshTopology.Quads, 4, 1, propertyBlock); + ctx.cmd.DrawProcedural(Matrix4x4.identity, customPassUtilsMaterial, copyPassIndex, MeshTopology.Triangles, 3, 1, propertyBlock); } } @@ -183,7 +183,7 @@ public static void VerticalGaussianBlur(in CustomPassContext ctx, RTHandle sourc propertyBlock.SetFloat(HDShaderIDs._SampleCount, sampleCount); propertyBlock.SetFloat(HDShaderIDs._Radius, radius); SetSourceSize(propertyBlock, source); - ctx.cmd.DrawProcedural(Matrix4x4.identity, customPassUtilsMaterial, verticalBlurPassIndex, MeshTopology.Quads, 4, 1, propertyBlock); + ctx.cmd.DrawProcedural(Matrix4x4.identity, customPassUtilsMaterial, verticalBlurPassIndex, MeshTopology.Triangles, 3, 1, propertyBlock); } } @@ -229,7 +229,7 @@ public static void HorizontalGaussianBlur(in CustomPassContext ctx, RTHandle sou propertyBlock.SetFloat(HDShaderIDs._SampleCount, sampleCount); propertyBlock.SetFloat(HDShaderIDs._Radius, radius); SetSourceSize(propertyBlock, source); - ctx.cmd.DrawProcedural(Matrix4x4.identity, customPassUtilsMaterial, horizontalBlurPassIndex, MeshTopology.Quads, 4, 1, propertyBlock); + ctx.cmd.DrawProcedural(Matrix4x4.identity, customPassUtilsMaterial, horizontalBlurPassIndex, MeshTopology.Triangles, 3, 1, propertyBlock); } } From 806dfbecea161f33aa81e71fedf692d4cf659f91 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Sat, 29 May 2021 13:05:52 +0200 Subject: [PATCH 009/102] Fix draw procedural invalid pass idx 1 on first template load (#4632) * Fix * changelog * Force sync compilation for TAA Co-authored-by: CifaCia Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader | 2 ++ 2 files changed, 3 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 820b0ccad8d..2e636033cb4 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -210,6 +210,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue with TAA causing objects not to render at extremely high far flip plane values. - Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. - Fixed overdraw in custom pass utils blur and Copy functions (case 1333648); +- Fixed invalid pass index 1 in DrawProcedural error. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader index 989128ad34a..4c9bb084707 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader @@ -16,6 +16,8 @@ Shader "Hidden/HDRP/TemporalAA" #pragma multi_compile_local_fragment _ ANTI_RINGING #pragma multi_compile_local_fragment LOW_QUALITY MEDIUM_QUALITY HIGH_QUALITY POST_DOF + #pragma editor_sync_compilation + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" From 88779eaa5c10c7997606608deb2580be7058a1a1 Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Sat, 29 May 2021 18:14:23 +0200 Subject: [PATCH 010/102] Changed light reset to preserve type (#4624) Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Editor/Lighting/HDLightUI.ContextualMenu.cs | 2 ++ 2 files changed, 3 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 2e636033cb4..4078aa746d9 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -288,6 +288,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Removed redundant Show Inactive Objects and Isolate Selection checkboxes from the Emissive Materials tab of the Light Explorer (case 1331750). - Renaming Decal Projector to HDRP Decal Projector. - Display an info box and disable MSAA asset entry when ray tracing is enabled. +- Changed light reset to preserve type. ## [11.0.0] - 2020-10-21 diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.ContextualMenu.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.ContextualMenu.cs index 13bf24d518a..e9736ee72a8 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.ContextualMenu.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.ContextualMenu.cs @@ -27,6 +27,7 @@ static void ResetLight(MenuCommand menuCommand) Light light = go.GetComponent(); HDAdditionalLightData lightAdditionalData = go.GetComponent(); + HDLightType lightType = lightAdditionalData.type; Assert.IsNotNull(light); Assert.IsNotNull(lightAdditionalData); @@ -36,6 +37,7 @@ static void ResetLight(MenuCommand menuCommand) // To avoid duplicating init code we copy default settings to Reset additional data // Note: we can't call this code inside the HDAdditionalLightData, thus why we don't wrap it in a Reset() function HDUtils.s_DefaultHDAdditionalLightData.CopyTo(lightAdditionalData); + lightAdditionalData.type = lightType; //reinit default intensity HDAdditionalLightData.InitDefaultHDAdditionalLightData(lightAdditionalData); From 30fffd5f7b47ff4e238ba84ee87cafbffc23581a Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Sat, 29 May 2021 18:34:23 +0200 Subject: [PATCH 011/102] Revert "Add support for the camera bridge in the graphics compositor (#4599)" This reverts commit 2325e3fbbcc36a5843af8363234c1a304afd826f. --- .../CHANGELOG.md | 1 - .../Runtime/Compositor/CompositionManager.cs | 27 ------------------- 2 files changed, 28 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 4078aa746d9..050cec14676 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -62,7 +62,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added support for tessellation for all master node in shader graph. - Added ValidateMaterial callbacks to ShaderGUI. - Added support for internal plugin materials and HDSubTarget with their versioning system. -- Added support for the camera bridge in the graphics compositor ### Fixed - Fixed Intensity Multiplier not affecting realtime global illumination. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs index 8495911011c..f7961f25f00 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs @@ -802,39 +802,12 @@ void CustomRender(ScriptableRenderContext context, HDCamera camera) if (camera.camera.targetTexture) { - // When rendering to texture (or to camera bridge) we don't need to flip the image. - // If this matrix was used for the game view, then the image would appear flipped, hense the name of the variable. m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrixFlipped; ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); cmd.Blit(null, camera.camera.targetTexture, m_Material, m_Material.FindPass("ForwardOnly")); - - var recorderCaptureActions = CameraCaptureBridge.GetCaptureActions(camera.camera); - if (recorderCaptureActions != null) - { - for (recorderCaptureActions.Reset(); recorderCaptureActions.MoveNext();) - { - recorderCaptureActions.Current(camera.camera.targetTexture, cmd); - } - } } else { - var recorderCaptureActions = CameraCaptureBridge.GetCaptureActions(camera.camera); - - if (recorderCaptureActions != null) - { - m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrixFlipped; - cmd.SetInvertCulling(true); - ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); - cmd.Blit(null, BuiltinRenderTextureType.CameraTarget, m_Material, m_Material.FindPass("ForwardOnly")); - for (recorderCaptureActions.Reset(); recorderCaptureActions.MoveNext();) - { - recorderCaptureActions.Current(BuiltinRenderTextureType.CameraTarget, cmd); - } - cmd.SetInvertCulling(false); - } - - // When we render directly to game view, we render the image flipped up-side-down, like other HDRP cameras m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrix; ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); cmd.Blit(null, BuiltinRenderTextureType.CameraTarget, m_Material, m_Material.FindPass("ForwardOnly")); From aabbb4bea24fcae32b8047343c3d40feb56831bb Mon Sep 17 00:00:00 2001 From: slunity <37302815+slunity@users.noreply.github.com> Date: Sat, 29 May 2021 12:35:07 -0400 Subject: [PATCH 012/102] AxF carpaint: Fix a compilation issue on Vulkan until the cpp HLSLcc side is updated. (case 1335737, related to 1314040) (#4691) Co-authored-by: sebastienlagarde --- .../CHANGELOG.md | 1 + .../Runtime/Material/AxF/AxFData.hlsl | 15 ++++++++++++++- 2 files changed, 15 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 050cec14676..97ac5322626 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -210,6 +210,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. - Fixed overdraw in custom pass utils blur and Copy functions (case 1333648); - Fixed invalid pass index 1 in DrawProcedural error. +- Fixed a compilation issue for AxF carpaints on Vulkan (case 1314040). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl index 5330e9e7a4f..b88909144a6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl @@ -98,10 +98,23 @@ struct TextureUVMapping #endif #define GETSURFACEANDBUILTINDATA_RAYCONE_PARAM ((RayCone)0) -#define AXF_CALCULATE_TEXTURE2D_LOD(a,b,c,duvdx,duvdy,scales,texelSize,rayCone) CALCULATE_TEXTURE2D_LOD(a,b,c) +#if !defined(SHADER_API_VULKAN) +#define AXF_CALCULATE_TEXTURE2D_LOD(a,b,c,duvdx,duvdy,scales,texelSize,rayCone) CALCULATE_TEXTURE2D_LOD(a,b,c) #else +// case 1335737: For Vulkan, our HLSLcc is missing an overloaded version when the texture object is a Texture2DArray. +// This won't create a problem anyway if we use gradients instead of LOD sampling, we just make sure the shader is +// configured as such on this platform. We also place a dummy macro since although eventually optimized out, HLSLcc +// will fail before the optimization prunes it out. +#define AXF_CALCULATE_TEXTURE2D_LOD(a,b,c,duvdx,duvdy,scales,texelSize,rayCone) (0) + +#ifndef FLAKES_USE_DDXDDY +#define FLAKES_USE_DDXDDY +#endif +#endif // #if !defined(SHADER_API_VULKAN) + +#else //----------------------------------------------------------------------------- //defined(SHADER_STAGE_RAY_TRACING) From dfdb31169cb371a77e4d50e21ebb9d5ef494889b Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Sat, 29 May 2021 20:36:55 +0200 Subject: [PATCH 013/102] Revert "Revert "Add support for the camera bridge in the graphics compositor (#4599)"" This reverts commit 30fffd5f7b47ff4e238ba84ee87cafbffc23581a. --- .../CHANGELOG.md | 1 + .../Runtime/Compositor/CompositionManager.cs | 27 +++++++++++++++++++ 2 files changed, 28 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 97ac5322626..5724540a653 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -62,6 +62,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added support for tessellation for all master node in shader graph. - Added ValidateMaterial callbacks to ShaderGUI. - Added support for internal plugin materials and HDSubTarget with their versioning system. +- Added support for the camera bridge in the graphics compositor ### Fixed - Fixed Intensity Multiplier not affecting realtime global illumination. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs index f7961f25f00..8495911011c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs @@ -802,12 +802,39 @@ void CustomRender(ScriptableRenderContext context, HDCamera camera) if (camera.camera.targetTexture) { + // When rendering to texture (or to camera bridge) we don't need to flip the image. + // If this matrix was used for the game view, then the image would appear flipped, hense the name of the variable. m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrixFlipped; ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); cmd.Blit(null, camera.camera.targetTexture, m_Material, m_Material.FindPass("ForwardOnly")); + + var recorderCaptureActions = CameraCaptureBridge.GetCaptureActions(camera.camera); + if (recorderCaptureActions != null) + { + for (recorderCaptureActions.Reset(); recorderCaptureActions.MoveNext();) + { + recorderCaptureActions.Current(camera.camera.targetTexture, cmd); + } + } } else { + var recorderCaptureActions = CameraCaptureBridge.GetCaptureActions(camera.camera); + + if (recorderCaptureActions != null) + { + m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrixFlipped; + cmd.SetInvertCulling(true); + ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); + cmd.Blit(null, BuiltinRenderTextureType.CameraTarget, m_Material, m_Material.FindPass("ForwardOnly")); + for (recorderCaptureActions.Reset(); recorderCaptureActions.MoveNext();) + { + recorderCaptureActions.Current(BuiltinRenderTextureType.CameraTarget, cmd); + } + cmd.SetInvertCulling(false); + } + + // When we render directly to game view, we render the image flipped up-side-down, like other HDRP cameras m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrix; ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); cmd.Blit(null, BuiltinRenderTextureType.CameraTarget, m_Material, m_Material.FindPass("ForwardOnly")); From 891fda0d3a14d66804b9f162ee715baf83d6b0e8 Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Sat, 29 May 2021 20:38:45 +0200 Subject: [PATCH 014/102] revert: Fix distortion when resizing the window in player builds with the Graphi --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 - .../Runtime/Compositor/CompositionManager.cs | 2 +- 2 files changed, 1 insertion(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 5724540a653..6e58d247422 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -206,7 +206,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed undo on light anchor. - Fixed AxF debug output in certain configurations (case 1333780). - Fixed white flash when camera is reset and SSR Accumulation mode is on. -- Fixed distortion when resizing the window in player builds with the Graphics Compositor enabled (case 1328968). - Fixed an issue with TAA causing objects not to render at extremely high far flip plane values. - Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. - Fixed overdraw in custom pass utils blur and Copy functions (case 1333648); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs index 8495911011c..759517fc63a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs @@ -515,7 +515,6 @@ void Update() m_ShaderPropertiesAreDirty = false; SetupCompositorLayers();//< required to allocate RT for the new layers } -#endif // Detect runtime resolution change foreach (var layer in m_InputLayers) @@ -527,6 +526,7 @@ void Update() break; } } +#endif if (m_CompositionProfile) { From 8fd11081a649629b84f6d783173af35c7952d3a2 Mon Sep 17 00:00:00 2001 From: anisunity <42026998+anisunity@users.noreply.github.com> Date: Sat, 29 May 2021 22:46:35 +0200 Subject: [PATCH 015/102] Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). (#4626) * Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). * Add test scene Co-authored-by: Remi Chapelain Co-authored-by: Sebastien Lagarde --- .../None/2008_Debug_SubSurfaceScattering.png | 3 + .../2008_Debug_SubSurfaceScattering.png.meta | 110 ++ .../2008_Debug_SubSurfaceScattering.unity | 1026 +++++++++++++++++ ...2008_Debug_SubSurfaceScattering.unity.meta | 7 + .../ProjectSettings/EditorBuildSettings.asset | 3 + .../CHANGELOG.md | 1 + ...Pipeline.RaytracingSubsurfaceScattering.cs | 6 +- 7 files changed, 1153 insertions(+), 3 deletions(-) create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/2008_Debug_SubSurfaceScattering.png create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/2008_Debug_SubSurfaceScattering.png.meta create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/2008_Debug_SubSurfaceScattering.unity create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/2008_Debug_SubSurfaceScattering.unity.meta diff --git a/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/2008_Debug_SubSurfaceScattering.png b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/2008_Debug_SubSurfaceScattering.png new file mode 100644 index 00000000000..ca1b2313eef --- /dev/null +++ b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/2008_Debug_SubSurfaceScattering.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8f01a861cfead987d879a6d9c4aa02faec211d0b3192169c9e6494fb34f1be60 +size 13520 diff --git a/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/2008_Debug_SubSurfaceScattering.png.meta b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/2008_Debug_SubSurfaceScattering.png.meta new file mode 100644 index 00000000000..488f349dd66 --- /dev/null +++ b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/2008_Debug_SubSurfaceScattering.png.meta @@ -0,0 +1,110 @@ +fileFormatVersion: 2 +guid: 99baeef9419ef7e4b9f4fd9dbd7d22ad +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 1 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMasterTextureLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - 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enabled: 1 path: Assets/Scenes/2007_Debug_LightCluster.unity guid: b7fbbc7d0a8ea854aae81bc3243df0ff + - enabled: 1 + path: Assets/Scenes/2008_Debug_SubSurfaceScattering.unity + guid: bb4c2806fa330ce4a8015c64186b031d - enabled: 1 path: Assets/Scenes/3001_AreaShadowsDeferred.unity guid: 490feb5a82328c647b87259fba42ec1f diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 58da98002e8..e6b57e63160 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -215,6 +215,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed overdraw in custom pass utils blur and Copy functions (case 1333648); - Fixed invalid pass index 1 in DrawProcedural error. - Fixed a compilation issue for AxF carpaints on Vulkan (case 1314040). +- Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRenderPipeline.RaytracingSubsurfaceScattering.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRenderPipeline.RaytracingSubsurfaceScattering.cs index fe2f5770d46..7fb5523c283 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRenderPipeline.RaytracingSubsurfaceScattering.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRenderPipeline.RaytracingSubsurfaceScattering.cs @@ -288,12 +288,12 @@ TextureHandle RenderSubsurfaceScatteringRT(RenderGraph renderGraph, HDCamera hdC // Denoise the result rtsssResult = DenoiseRTSSS(renderGraph, hdCamera, rtsssResult, depthStencilBuffer, normalBuffer, motionVectorsBuffer, historyValidationTexture); - // Compose it - rtsssResult = CombineRTSSS(renderGraph, hdCamera, rtsssResult, depthStencilBuffer, sssColor, ssgiBuffer, diffuseBuffer, colorBuffer); - // Push this version of the texture for debug PushFullScreenDebugTexture(renderGraph, rtsssResult, FullScreenDebugMode.RayTracedSubSurface); + // Compose it + rtsssResult = CombineRTSSS(renderGraph, hdCamera, rtsssResult, depthStencilBuffer, sssColor, ssgiBuffer, diffuseBuffer, colorBuffer); + // Return the result return rtsssResult; } From 0032b9c83f81c8d4d06974cd9753f3d2b8e3fc02 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Sun, 30 May 2021 00:27:41 +0200 Subject: [PATCH 016/102] Fix for discrepancies in saturation and intensity between screen space refraction and probe refraction (#4653) * Delete the second transmittance mul * Changelog Co-authored-by: Sebastien Lagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/Material/Lit/Lit.hlsl | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index e6b57e63160..ac161288e8e 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -216,6 +216,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed invalid pass index 1 in DrawProcedural error. - Fixed a compilation issue for AxF carpaints on Vulkan (case 1314040). - Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). +- Fixed for discrepancies in intensity and saturation between screen space refraction and probe refraction. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl index 32165b7509d..88fa98058dc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl @@ -2014,7 +2014,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, lighting.specularReflected = envLighting; #if HAS_REFRACTION else - lighting.specularTransmitted = envLighting * preLightData.transparentTransmittance; + lighting.specularTransmitted = envLighting; #endif return lighting; From 41716f02a7b74f74892bbe87bc598c54f97853ab Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Sat, 29 May 2021 18:30:05 -0400 Subject: [PATCH 017/102] Fix a Divide-by-Zero Warning for some Anisotropic Models (Fabric, Lit) (#4636) * Initialize the shading normal to a non-zero value for anisotropy * Changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Material/Fabric/ShaderGraph/ShaderPass.template.hlsl | 3 +++ .../Editor/Material/Lit/ShaderGraph/ShaderPass.template.hlsl | 3 +++ 3 files changed, 7 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index ac161288e8e..9e6a7daf89e 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -217,6 +217,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed a compilation issue for AxF carpaints on Vulkan (case 1314040). - Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). - Fixed for discrepancies in intensity and saturation between screen space refraction and probe refraction. +- Fixed a divide-by-zero warning for anisotropic shaders (Fabric, Lit). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/ShaderPass.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/ShaderPass.template.hlsl index b1ab9bda5d5..bf1eea73fdc 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/ShaderPass.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/ShaderPass.template.hlsl @@ -44,6 +44,9 @@ void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDes #ifdef _MATERIAL_FEATURE_COTTON_WOOL surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL; $SurfaceDescription.Smoothness: surfaceData.perceptualSmoothness = lerp(0.0, 0.6, surfaceDescription.Smoothness); + #else + // Initialize the normal to something non-zero to avoid div-zero warnings for anisotropy. + surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/ShaderPass.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/ShaderPass.template.hlsl index a98e9f64083..ff0cc6190c9 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/ShaderPass.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/ShaderPass.template.hlsl @@ -57,6 +57,9 @@ void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDes #ifdef _MATERIAL_FEATURE_ANISOTROPY surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY; + + // Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy. + surfaceData.normalWS = float3(0, 1, 0); #endif #ifdef _MATERIAL_FEATURE_IRIDESCENCE From 333c80039b44ea25a60c648e35651c36ffc560b2 Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Sun, 30 May 2021 00:32:57 +0200 Subject: [PATCH 018/102] [HDRP] Fix VfX lit particle AOV output color space (#4646) * Fix VfX lit particle aov output color space * Update comment Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/Debug/DebugViewMaterialGBuffer.shader | 4 ++-- .../Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl | 4 ++-- 3 files changed, 5 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 9e6a7daf89e..de8ddf2856e 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -218,6 +218,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). - Fixed for discrepancies in intensity and saturation between screen space refraction and probe refraction. - Fixed a divide-by-zero warning for anisotropic shaders (Fabric, Lit). +- Fixed VfX lit particle AOV output color space. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader index 0dce4a9fb90..0af8fa010d2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader @@ -118,8 +118,8 @@ Shader "Hidden/HDRP/DebugViewMaterialGBuffer" { // TEMP! // For now, the final blit in the backbuffer performs an sRGB write - // So in the meantime we apply the inverse transform to linear data to compensate. - if (!needLinearToSRGB) + // So in the meantime we apply the inverse transform to linear data to compensate, unless we output to AOVs. + if (!needLinearToSRGB && _DebugAOVOutput == 0) result = SRGBToLinear(max(0, result)); return float4(result, 1.0); diff --git a/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl b/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl index 4938a19cc91..811c13d09ca 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl @@ -66,8 +66,8 @@ float4 VFXCalcPixelOutputForward(const SurfaceData surfaceData, const BuiltinDat // TEMP! // For now, the final blit in the backbuffer performs an sRGB write - // So in the meantime we apply the inverse transform to linear data to compensate. - if (!needLinearToSRGB) + // So in the meantime we apply the inverse transform to linear data to compensate, unless we output to AOVs. + if (!needLinearToSRGB && _DebugAOVOutput == 0) result = SRGBToLinear(max(0, result)); outColor = float4(result, 1.0); From 809316c819af7b50249ad9efcd02e86686b2828b Mon Sep 17 00:00:00 2001 From: Emmanuel Turquin Date: Mon, 31 May 2021 12:36:15 +0200 Subject: [PATCH 019/102] [HDRP][Path Tracing] Fixed transparent unlit (#4605) * Fixed issue with transparent unlit. * Updated changelog. * Reverted accidental change to default mtl. Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl | 3 ++- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index de8ddf2856e..123da8b03e7 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -219,6 +219,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed for discrepancies in intensity and saturation between screen space refraction and probe refraction. - Fixed a divide-by-zero warning for anisotropic shaders (Fabric, Lit). - Fixed VfX lit particle AOV output color space. +- Fixed path traced transparent unlit material (case 1335500). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl index 6313f0deac3..b0c391e4d22 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl @@ -208,7 +208,8 @@ void ComputeSurfaceScattering(inout PathIntersection pathIntersection : SV_RayPa if (builtinData.opacity < 1.0) { RayDesc rayDescriptor; - rayDescriptor.Origin = GetAbsolutePositionWS(fragInput.positionRWS) - fragInput.tangentToWorld[2] * _RaytracingRayBias; + float bias = dot(WorldRayDirection(), fragInput.tangentToWorld[2]) > 0.0 ? _RaytracingRayBias : -_RaytracingRayBias; + rayDescriptor.Origin = fragInput.positionRWS + bias * fragInput.tangentToWorld[2]; rayDescriptor.Direction = WorldRayDirection(); rayDescriptor.TMin = 0.0; rayDescriptor.TMax = FLT_INF; From 08a578d0a49d204a12899aab8d5b6243a5e9a0ac Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Mon, 31 May 2021 21:22:18 +0200 Subject: [PATCH 020/102] Fix distortion with MSAA (#4711) --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Documentation~/Anti-Aliasing.md | 3 +-- .../Runtime/RenderPipeline/Settings/FrameSettings.cs | 4 ++-- 3 files changed, 4 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index e61de521f26..adad33d8ba4 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -225,6 +225,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed a divide-by-zero warning for anisotropic shaders (Fabric, Lit). - Fixed VfX lit particle AOV output color space. - Fixed path traced transparent unlit material (case 1335500). +- Fixed support of Distortion with MSAA ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Anti-Aliasing.md b/com.unity.render-pipelines.high-definition/Documentation~/Anti-Aliasing.md index 6ef5cbefc91..79cf6e3ae9d 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Anti-Aliasing.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Anti-Aliasing.md @@ -81,8 +81,7 @@ When you use MSAA, be aware of the following: 1. [Screen space reflection (SSR)](Override-Screen-Space-Reflection.md). 2. Screen space shadows. 3. [Temporal Anti-aliasing](#TAA). - 4. Distortion. - 5. Normal Buffer patch up by Decals. + 4. Normal Buffer patch up by Decals. It mean Decal which affect material's normal will not affect Screen space reflection (SSR). This is not a problem as the effect is disabled, see 1. - MSAA does not affect the following features. HDRP does not disable these effects, it just does not process MSAA for them: 1. [Post-processing](Post-Processing-Main.md). 3. [Subsurface scattering](Subsurface-Scattering.md). diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs index 0216ee6a216..41f1203db44 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs @@ -852,8 +852,8 @@ internal static void Sanitize(ref FrameSettings sanitizedFrameSettings, Camera c sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.Decals] &= renderPipelineSettings.supportDecals && !preview; sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.DecalLayers] &= renderPipelineSettings.supportDecalLayers && sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.Decals]; sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.TransparentPostpass] &= renderPipelineSettings.supportTransparentDepthPostpass && !preview && sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.TransparentObjects]; - bool distortion = sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.Distortion] &= renderPipelineSettings.supportDistortion && !msaa && !preview; - sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.RoughDistortion] &= distortion && !msaa && !preview; + bool distortion = sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.Distortion] &= renderPipelineSettings.supportDistortion && !preview; + sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.RoughDistortion] &= distortion && !preview; sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.LowResTransparent] &= renderPipelineSettings.lowresTransparentSettings.enabled && sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.TransparentObjects]; From 3c418c0a63af7faf7f703d25cf4732fa85e70637 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Mon, 31 May 2021 21:25:35 +0200 Subject: [PATCH 021/102] Fix contact shadow debug views (#4720) * Fix * changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/Debug/DebugFullScreen.shader | 4 ++-- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index adad33d8ba4..68a1a5d6f56 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -226,6 +226,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed VfX lit particle AOV output color space. - Fixed path traced transparent unlit material (case 1335500). - Fixed support of Distortion with MSAA +- Fixed contact shadow debug views not displaying correctly upon resizing of view. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader index f978bace842..9721f61f9a0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader @@ -301,7 +301,7 @@ Shader "Hidden/HDRP/DebugFullScreen" } if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_CONTACT_SHADOWS) { - uint contactShadowData = LOAD_TEXTURE2D_X(_ContactShadowTexture, input.texcoord * _ScreenSize.xy).r; + uint contactShadowData = LOAD_TEXTURE2D_X(_ContactShadowTexture, (uint2)input.positionCS.xy).r; // when the index is -1 we display all contact shadows uint mask = (_DebugContactShadowLightIndex == -1) ? -1 : 1 << _DebugContactShadowLightIndex; @@ -311,7 +311,7 @@ Shader "Hidden/HDRP/DebugFullScreen" } if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_CONTACT_SHADOWS_FADE) { - uint contactShadowData = LOAD_TEXTURE2D_X(_ContactShadowTexture, input.texcoord * _ScreenSize.xy).r; + uint contactShadowData = LOAD_TEXTURE2D_X(_ContactShadowTexture, (uint2)input.positionCS.xy).r; float fade = float((contactShadowData >> 24)) / 255.0; return float4(fade.xxx, 0.0); From 352f65d5e50815b851ae3877070de0338ed86b95 Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Mon, 31 May 2021 21:26:20 +0200 Subject: [PATCH 022/102] Update Decal-Projector.md (#4695) --- .../Documentation~/Decal-Projector.md | 1 - 1 file changed, 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md b/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md index ea757f48dd8..aaeeb9ce6d6 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md @@ -47,7 +47,6 @@ Using the Inspector allows you to change all of the Decal Projector properties, | **Draw Distance** | The distance from the Camera to the Decal at which this projector stops projecting the decal and HDRP no longer renders the decal. | | **Start Fade** | Use the slider to set the distance from the Camera at which the projector begins to fade out the decal. Scales from 0 to 1 and represents a percentage of the **Draw Distance**. A value of 0.9 begins fading the decal out at 90% of the **Draw Distance** and finished fading it out at the **Draw Distance**. | | **Angle Fade** | Use the min-max slider to control the fade out range of the decal based on the angle between the Decal backward direction and the vertex normal of the receiving surface. Only available if [Decal Layers](Decal.md) feature is enabled. | -| **End Angle Fade** | Use the slider to set the angle from the Decal backward direction at which the projector stop to fade out the decal. Scales from 0 to 180 and represents an angle in degree. Only available if [Decal Layers](Decal.md) feature is enabled. | | **Tiling** | Scales the decal Material along its UV axes. | | **Offset** | Offsets the decal Material along its UV axes. Use this with the **UV Scale** when using a Material atlas for your decal. | | **Fade Factor** | Allows you to manually fade the decal in and out. A value of 0 makes the decal fully transparent, and a value of 1 makes the decal as opaque as defined by the **Material**. The **Material** manages the maximum opacity of the decal using **Global Opacity** and an opacity map. | From acc50732677ca43b8d943dd7795907f2fc4d2523 Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Mon, 31 May 2021 21:27:16 +0200 Subject: [PATCH 023/102] [HDRP] Fixed nullref when deleting the texture asset assigned in a local volumetric fog volume (#4728) * Fixed nullref when deleting the 3D mask of a density volume (case 1339330) * Updated changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/RenderPipeline/Utility/Texture3DAtlas.cs | 3 +++ 2 files changed, 4 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 68a1a5d6f56..424a2165b13 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -227,6 +227,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed path traced transparent unlit material (case 1335500). - Fixed support of Distortion with MSAA - Fixed contact shadow debug views not displaying correctly upon resizing of view. +- Fixed an error when deleting the 3D Texture mask of a local volumetric fog volume (case 1339330). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture3DAtlas.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture3DAtlas.cs index 1e0a70b1ef9..e7c76b153c9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture3DAtlas.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture3DAtlas.cs @@ -374,6 +374,9 @@ public void Update(CommandBuffer cmd) // Second pass to update elements where the texture content have changed foreach (var element in m_TextureElementsMap.Values) { + if (element.texture == null) + continue; + int newHash = GetTextureHash(element.texture); if (element.hash != newHash) From 1672dc6432dd2e52de97566eda3b91c371e39410 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Wed, 2 Jun 2021 17:39:23 +0200 Subject: [PATCH 024/102] Fix decal layer enum (#4753) --- .../Runtime/Material/Decal/DecalProjector.cs | 2 +- .../Runtime/Material/Decal/DecalSystem.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs index bc522dfb865..51cc8c51a63 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs @@ -180,7 +180,7 @@ public bool affectsTransparency } [SerializeField] - DecalLayerEnum m_DecalLayerMask = DecalLayerEnum.LightLayerDefault; + DecalLayerEnum m_DecalLayerMask = DecalLayerEnum.DecalLayerDefault; /// /// The layer of the decal. /// diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs index 3696f352e51..b61e062bbd9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs @@ -12,7 +12,7 @@ public enum DecalLayerEnum /// The light will no affect any object. Nothing = 0, // Custom name for "Nothing" option /// Decal Layer 0. - LightLayerDefault = 1 << 0, + DecalLayerDefault = 1 << 0, /// Decal Layer 1. DecalLayer1 = 1 << 1, /// Decal Layer 2. From c40c5c5bab311e665c0a035b3f5e5741e5478f27 Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Thu, 3 Jun 2021 10:22:39 +0200 Subject: [PATCH 025/102] Fix typo --- .../Runtime/Material/LayeredLit/LayeredLit.shader | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader index cd686d72262..17b31666bd7 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader @@ -95,7 +95,7 @@ Shader "HDRP/LayeredLit" _HeightMap3("HeightMap3", 2D) = "black" {} // Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01 - // Those two properties are computed from the ones exposed in the UI and depends on the displaement mode so they are separate because we don't want to lose information upon displacement mode change. + // These two properties are computed from exposed properties by the UI block and are separated so we don't lose information by changing displacement mode in the UI block [HideInInspector] _HeightAmplitude0("Height Scale0", Float) = 0.02 [HideInInspector] _HeightAmplitude1("Height Scale1", Float) = 0.02 [HideInInspector] _HeightAmplitude2("Height Scale2", Float) = 0.02 From b443d6efe413581db06645c9c4c611027a1d00a9 Mon Sep 17 00:00:00 2001 From: anisunity <42026998+anisunity@users.noreply.github.com> Date: Mon, 7 Jun 2021 13:47:41 +0200 Subject: [PATCH 026/102] Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). (#4640) Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../RenderPipeline/Raytracing/HDRaytracingLightCluster.cs | 7 ++++++- 2 files changed, 7 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index b69fbac607b..c64d48f3027 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -229,6 +229,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed support of Distortion with MSAA - Fixed contact shadow debug views not displaying correctly upon resizing of view. - Fixed an error when deleting the 3D Texture mask of a local volumetric fog volume (case 1339330). +- Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs index d7b5633de6d..50f5e150086 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs @@ -333,7 +333,12 @@ void BuildGPULightVolumes(HDCamera hdCamera, HDRayTracingLights rayTracingLights if (currentEnvLight != null) { // If the reflection probe is disabled, we should not be adding it - if (!currentEnvLight.enabled) continue; + if (!currentEnvLight.enabled) + continue; + + // If the reflection probe is not baked yet. + if (!currentEnvLight.HasValidRenderedData()) + continue; // Compute the camera relative position Vector3 probePositionRWS = currentEnvLight.influenceToWorld.GetColumn(3); From bc1d4981f5390acac564622996da4d971905b457 Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Mon, 7 Jun 2021 13:49:40 +0200 Subject: [PATCH 027/102] Ignore hybrid duplicated reflection probes during light baking (#4663) * Ignore hybrid duplicated reflection probes during light baking * test path instead of scene Co-authored-by: sebastienlagarde --- .../CHANGELOG.md | 1 + .../Reflection/HDBakedReflectionSystem.cs | 18 ++++++++++++++++++ 2 files changed, 19 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index c64d48f3027..96198ef4b86 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -314,6 +314,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Make LitTessellation and LayeredLitTessellation fallback on Lit and LayeredLit respectively in DXR. - Display an info box and disable MSAA asset entry when ray tracing is enabled. - Changed light reset to preserve type. +- Ignore hybrid duplicated reflection probes during light baking. ## [11.0.0] - 2020-10-21 diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs index a90c253eb0c..7de099fd826 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs @@ -274,6 +274,9 @@ IScriptableBakedReflectionSystemStageNotifier handle var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId); var cacheFile = GetGICacheFileForHDProbe(states[index].probeBakingHash); + if (string.IsNullOrEmpty(probe.gameObject.scene.path)) + continue; + Assert.IsTrue(File.Exists(cacheFile)); var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); @@ -296,6 +299,9 @@ IScriptableBakedReflectionSystemStageNotifier handle var index = toBakeIndicesList.GetUnchecked(i); var instanceId = states[index].instanceID; var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId); + if (string.IsNullOrEmpty(probe.gameObject.scene.path)) + continue; + var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); AssetDatabase.ImportAsset(bakedTexturePath); ImportAssetAt(probe, bakedTexturePath); @@ -309,6 +315,9 @@ IScriptableBakedReflectionSystemStageNotifier handle var index = toBakeIndicesList.GetUnchecked(i); var instanceId = states[index].instanceID; var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId); + if (string.IsNullOrEmpty(probe.gameObject.scene.path)) + continue; + var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); var bakedTexture = AssetDatabase.LoadAssetAtPath(bakedTexturePath); Assert.IsNotNull(bakedTexture, "The baked texture was imported before, " + @@ -393,6 +402,9 @@ public static bool BakeProbes(IEnumerable bakedProbes) // Render and write the result to disk foreach (var probe in bakedProbes) { + if (string.IsNullOrEmpty(probe.gameObject.scene.path)) + continue; + var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); var planarRT = HDRenderUtilities.CreatePlanarProbeRenderTarget((int)probe.resolution, probeFormat); RenderAndWriteToFile(probe, bakedTexturePath, cubeRT, planarRT); @@ -408,6 +420,9 @@ public static bool BakeProbes(IEnumerable bakedProbes) AssetDatabase.StartAssetEditing(); foreach (var probe in bakedProbes) { + if (string.IsNullOrEmpty(probe.gameObject.scene.path)) + continue; + var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); AssetDatabase.ImportAsset(bakedTexturePath); ImportAssetAt(probe, bakedTexturePath); @@ -418,6 +433,9 @@ public static bool BakeProbes(IEnumerable bakedProbes) AssetDatabase.StartAssetEditing(); foreach (var probe in bakedProbes) { + if (string.IsNullOrEmpty(probe.gameObject.scene.path)) + continue; + var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); // Get or create the baked texture asset for the probe From 99bc6fd85aa0c81fe8af37885bc207878bf0d457 Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Mon, 7 Jun 2021 13:55:26 +0200 Subject: [PATCH 028/102] Fix double sided option moving when toggling it in the material UI (#4725) * Fix double sided option moving when toggling it in the material UI (case 1328877) * Updated changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs | 6 ++++++ 2 files changed, 7 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 96198ef4b86..db96f550e21 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -230,6 +230,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed contact shadow debug views not displaying correctly upon resizing of view. - Fixed an error when deleting the 3D Texture mask of a local volumetric fog volume (case 1339330). - Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). +- Fixed the double sided option moving when toggling it in the material UI (case 1328877). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs index d0ee935e958..189fc4d7c1d 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs @@ -623,6 +623,12 @@ protected void DrawSurfaceGUI() EditorGUI.indentLevel++; if (doubleSidedEnable != null && doubleSidedEnable.floatValue == 0 && opaqueCullMode != null) materialEditor.ShaderProperty(opaqueCullMode, Styles.opaqueCullModeText); + else + { + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.Popup(Styles.opaqueCullModeText, 0, new string[] { "Off" }); + EditorGUI.EndDisabledGroup(); + } EditorGUI.indentLevel--; if (HDRenderQueue.k_RenderQueue_AfterPostProcessOpaque.Contains(renderQueue)) { From d2368babf7b9f2be9ba30d4c999fe031b3f8a482 Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Mon, 7 Jun 2021 22:03:42 +0200 Subject: [PATCH 029/102] Fix formatting --- .../Runtime/Material/LayeredLit/LayeredLit.shader | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader index 17b31666bd7..cacd23fbf32 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader @@ -95,7 +95,7 @@ Shader "HDRP/LayeredLit" _HeightMap3("HeightMap3", 2D) = "black" {} // Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01 - // These two properties are computed from exposed properties by the UI block and are separated so we don't lose information by changing displacement mode in the UI block + // These two properties are computed from exposed properties by the UI block and are separated so we don't lose information by changing displacement mode in the UI block [HideInInspector] _HeightAmplitude0("Height Scale0", Float) = 0.02 [HideInInspector] _HeightAmplitude1("Height Scale1", Float) = 0.02 [HideInInspector] _HeightAmplitude2("Height Scale2", Float) = 0.02 From 97a953ef55d28a0f1efc9d1e8b3c3f9a4077c68e Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Tue, 8 Jun 2021 00:14:08 +0200 Subject: [PATCH 030/102] Fix volumetric fog in planar reflections (#4736) * Fix planar reflection * changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Lighting/VolumetricLighting/VolumetricLighting.cs | 4 ++++ .../Runtime/RenderPipeline/RenderPass/GenerateMaxZ.compute | 7 +++++++ 3 files changed, 12 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 222d6d319fe..92448f6d6c9 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -233,6 +233,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed some aliasing ussues with the volumetric clouds. - Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). - Fixed the double sided option moving when toggling it in the material UI (case 1328877). +- Fixed volumetric fog in planar reflections. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs index 05e18a4dbaf..e100de70c76 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs @@ -429,6 +429,10 @@ GenerateMaxZParameters PrepareGenerateMaxZParameters(HDCamera hdCamera, HDUtils. { var parameters = new GenerateMaxZParameters(); parameters.generateMaxZCS = defaultResources.shaders.maxZCS; + parameters.generateMaxZCS.shaderKeywords = null; + bool planarReflection = hdCamera.camera.cameraType == CameraType.Reflection && hdCamera.parentCamera != null; + CoreUtils.SetKeyword(parameters.generateMaxZCS, "PLANAR_OBLIQUE_DEPTH", planarReflection); + parameters.maxZKernel = parameters.generateMaxZCS.FindKernel("ComputeMaxZ"); parameters.maxZDownsampleKernel = parameters.generateMaxZCS.FindKernel("ComputeFinalMask"); parameters.dilateMaxZKernel = parameters.generateMaxZCS.FindKernel("DilateMask"); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/GenerateMaxZ.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/GenerateMaxZ.compute index b6150a137bc..d36ed192e86 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/GenerateMaxZ.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/GenerateMaxZ.compute @@ -8,6 +8,7 @@ #pragma kernel ComputeFinalMask FINAL_MASK=1 #pragma kernel DilateMask DILATE_MASK=1 +#pragma multi_compile _ PLANAR_OBLIQUE_DEPTH // In some cases we might want to avoid stopping integrating volumetric even if > max distance if the gradient is very big. // Realistically, with the dilation step this was never seen as necessary. @@ -48,14 +49,20 @@ groupshared float gs_maxDepth[GROUP_SIZE * GROUP_SIZE]; RW_TEXTURE2D_X(float, _OutputTexture); + float GetDepthToDownsample(uint2 pixCoord) { float deviceDepth = LoadCameraDepth(pixCoord); float outputDepth = 0; + if (deviceDepth == UNITY_RAW_FAR_CLIP_VALUE) outputDepth = 1e10f; else +#ifdef PLANAR_OBLIQUE_DEPTH + outputDepth = ComputeViewSpacePosition(float2(pixCoord) * _ScreenSize.zw, deviceDepth, UNITY_MATRIX_I_P).z; +#else outputDepth = LinearEyeDepth(LoadCameraDepth(pixCoord), _ZBufferParams); +#endif return outputDepth; } From 419850bcca1c9ee56e49dd19038610a5ce8a549b Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Tue, 8 Jun 2021 00:19:42 +0200 Subject: [PATCH 031/102] Fix motion blur compute dispatch size (#4737) Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs | 4 ++-- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 92448f6d6c9..f98a03fd4b4 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -234,6 +234,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). - Fixed the double sided option moving when toggling it in the material UI (case 1328877). - Fixed volumetric fog in planar reflections. +- Fixed error with motion blur and small render targets. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs index 1fb2053906f..52d45c56e6d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs @@ -2953,8 +2953,8 @@ void PrepareMotionBlurPassData(RenderGraph renderGraph, in RenderGraphBuilder bu tileSize = 16; } - int tileTexWidth = Mathf.CeilToInt(postProcessViewportSize.x / tileSize); - int tileTexHeight = Mathf.CeilToInt(postProcessViewportSize.y / tileSize); + int tileTexWidth = Mathf.CeilToInt(postProcessViewportSize.x / (float)tileSize); + int tileTexHeight = Mathf.CeilToInt(postProcessViewportSize.y / (float)tileSize); data.tileTargetSize = new Vector4(tileTexWidth, tileTexHeight, 1.0f / tileTexWidth, 1.0f / tileTexHeight); float screenMagnitude = (new Vector2(postProcessViewportSize.x, postProcessViewportSize.y).magnitude); From fc7efde5028c8bc4811f5c5c4b4e7df7952a4ceb Mon Sep 17 00:00:00 2001 From: anisunity <42026998+anisunity@users.noreply.github.com> Date: Tue, 8 Jun 2021 00:40:46 +0200 Subject: [PATCH 032/102] - Updated the recursive rendering documentation (case 1338639). (#4759) * - Updated the recursive rendering documentation (case 1338639). * review fixes Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Documentation~/Ray-Tracing-Recursive-Rendering.md | 4 +++- 2 files changed, 4 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index f98a03fd4b4..353c1bf62b6 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -320,6 +320,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Display an info box and disable MSAA asset entry when ray tracing is enabled. - Changed light reset to preserve type. - Ignore hybrid duplicated reflection probes during light baking. +- Updated the recursive rendering documentation (case 1338639). ## [11.0.0] - 2020-10-21 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md index 201d007c577..10f8a54f4f3 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md @@ -4,6 +4,8 @@ This feature is a replacement pipeline for rendering Meshes in the High Definiti The smoothness of a Material does not affect the way a ray reflects or refracts, which makes this rendering mode useful for rendering multi-layered transparent GameObjects. +HDRP might display the sky color instead of a GameObject that has ray tracing applied. This happens when the GameObject is further away from the Camera than the Max Ray Length value set in the volume component. To make the GameObject appear correctly, increase the value of the Max Ray Length property. + ![](Images/RayTracingRecursiveRendering1.png) **Car gear shift rendered with recursive ray tracing** @@ -37,5 +39,5 @@ Since recursive rendering uses an independent render pass, HDRP cannot render an | -------------- | ------------------------------------------------------------ | | **LayerMask** | Defines the layers that HDRP processes this ray-traced effect for. | | **Max Depth** | Controls the maximum number of times a ray can reflect or refract before it stops and returns the final color. Increasing this value increases execution time exponentially. | -| **Ray Length** | Controls the length of the rays that HDRP uses for ray tracing. If a ray doesn't find an intersection, then the ray returns the color of the sky. | +| **Max Ray Length** | Controls the length of the rays that HDRP uses for ray tracing. If a ray doesn't find an intersection, then the ray returns the color of the sky. | | **Min Smoothness** | Defines the threshold at which reflection rays are not cast if the smoothness value of the target surface is inferior to the one defined by the parameter. | From ca93d8883b52fc4b10e3de80ca8566c1a3d2bd1e Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Tue, 8 Jun 2021 01:03:21 +0200 Subject: [PATCH 033/102] Fix issue with OnDemand directional shadow map being corrupted when reflection probe are updated same frame (#4812) * Don't mark as rendered for reflection probes as we want the cached version to be from main view * Do the thing just for directional * Doc update * changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Documentation~/Shadows-in-HDRP.md | 2 +- .../Runtime/Lighting/Light/HDAdditionalLightData.cs | 3 ++- 3 files changed, 4 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 353c1bf62b6..d6978370102 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -235,6 +235,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the double sided option moving when toggling it in the material UI (case 1328877). - Fixed volumetric fog in planar reflections. - Fixed error with motion blur and small render targets. +- Fixed issue with on-demand directional shadow maps looking broken when a reflection probe is updated at the same time. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md b/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md index 135987e4aa3..6d332a885aa 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md @@ -160,8 +160,8 @@ While you are in the Unity Editor, HDRP updates shadow maps whenever you modify - SetShadowResolutionOverride() - SetShadowUpdateMode() or shadowUpdateMode. In this case, HDRP only refreshes the cached shadow maps if the mode changes between Every Frame and not Every Frame). - Be aware that anything that is view-dependent is likely to create problems with cached shadow maps because HDRP does not automatically update them as the main view moves. A non-obvious example of this is tessellation. Because tessellation factor is view-dependent, the geometry that the main camera sees might mismatch the geometry that HDRP rendered into the cached shadow map. If this visibly occurs, trigger a request for HDRP to update the Light's shadow map. To do this, make sure the Light's **Update Mode** is set to **On Demand** and call `RequestShadowMapRendering`. +Another non obvious scenario is when multiple views are available, the light will be updated only for a single view therefore causing the other views to have incorrect results. To avoid a common scenario in which the described artifact will occur, HDRP will not mark a shadow request as completed when performed from reflection probes with view dependent shadows and waiting until a non-reflection camera triggers a shadow update. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs index 8cba6977e9a..4865085c75a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs @@ -2287,7 +2287,8 @@ internal int UpdateShadowRequest(HDCamera hdCamera, HDShadowManager manager, HDS manager.UpdateShadowRequest(shadowRequestIndex, shadowRequest, updateType); - if (needToUpdateCachedContent) + if (needToUpdateCachedContent && (lightType != HDLightType.Directional || + hdCamera.camera.cameraType != CameraType.Reflection)) { // Handshake with the cached shadow manager to notify about the rendering. // Technically the rendering has not happened yet, but it is scheduled. From c674c4139f39158521df46315b678a9014cba4f2 Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Tue, 8 Jun 2021 01:06:07 +0200 Subject: [PATCH 034/102] Fix cropping issue with the compositor camera bridge (#4802) Co-authored-by: sebastienlagarde --- .../CHANGELOG.md | 1 + .../Runtime/Compositor/CompositionManager.cs | 10 ++++++---- 2 files changed, 7 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index d6978370102..5e8d1fd1ec2 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -236,6 +236,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed volumetric fog in planar reflections. - Fixed error with motion blur and small render targets. - Fixed issue with on-demand directional shadow maps looking broken when a reflection probe is updated at the same time. +- Fixed cropping issue with the compositor camera bridge (case 1340549). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs index 759517fc63a..85dc6e3d6d9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs @@ -151,6 +151,8 @@ public bool shaderPropertiesAreDirty ShaderVariablesGlobal m_ShaderVariablesGlobalCB = new ShaderVariablesGlobal(); + int m_RecorderTempRT = Shader.PropertyToID("TempRecorder"); + static private CompositionManager s_CompositorInstance; // Built-in Color.black has an alpha of 1, so defien here a fully transparent black @@ -824,14 +826,14 @@ void CustomRender(ScriptableRenderContext context, HDCamera camera) if (recorderCaptureActions != null) { m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrixFlipped; - cmd.SetInvertCulling(true); ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); - cmd.Blit(null, BuiltinRenderTextureType.CameraTarget, m_Material, m_Material.FindPass("ForwardOnly")); + var format = m_InputLayers[0].GetRenderTarget().format; + cmd.GetTemporaryRT(m_RecorderTempRT, camera.camera.pixelWidth, camera.camera.pixelHeight, 0, FilterMode.Point, format); + cmd.Blit(null, m_RecorderTempRT, m_Material, m_Material.FindPass("ForwardOnly")); for (recorderCaptureActions.Reset(); recorderCaptureActions.MoveNext();) { - recorderCaptureActions.Current(BuiltinRenderTextureType.CameraTarget, cmd); + recorderCaptureActions.Current(m_RecorderTempRT, cmd); } - cmd.SetInvertCulling(false); } // When we render directly to game view, we render the image flipped up-side-down, like other HDRP cameras From e47a172bc9e656e1273c213998ecf3e19bf06041 Mon Sep 17 00:00:00 2001 From: Adrian1066 <44636759+Adrian1066@users.noreply.github.com> Date: Tue, 8 Jun 2021 13:26:40 +0100 Subject: [PATCH 035/102] Fix for unused resources in depth of field (#4796) --- .../PostProcessing/Shaders/DepthOfFieldTileMax.compute | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute index fe40aa828cf..03296d6a592 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute @@ -36,8 +36,13 @@ void KMain(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : S { uint threadIdx = groupThreadId.y * TILE_SIZE + groupThreadId.x; +#if NEAR gs_cacheNear[threadIdx] = _InputNearCoCTexture[COORD_TEXTURE2D_X(min(dispatchThreadId, Size))].x; +#endif + +#if FAR gs_cacheFar[threadIdx] = _InputFarCoCTexture[COORD_TEXTURE2D_X(min(dispatchThreadId, Size))].x; +#endif GroupMemoryBarrierWithGroupSync(); @@ -47,8 +52,13 @@ void KMain(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : S { if (threadIdx < s) { +#if NEAR gs_cacheNear[threadIdx] = max(gs_cacheNear[threadIdx], gs_cacheNear[threadIdx + s]); +#endif + +#if FAR gs_cacheFar[threadIdx] = max(gs_cacheFar[threadIdx], gs_cacheFar[threadIdx + s]); +#endif } GroupMemoryBarrierWithGroupSync(); From 61518ea5fe0c526ba26645f4160abd56fa56351e Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Wed, 9 Jun 2021 13:46:20 +0200 Subject: [PATCH 036/102] Removing the word Radii from exposure settings (#4854) * Rename in UX * Update docs --- .../Documentation~/Override-Exposure.md | 2 +- .../Editor/PostProcessing/ExposureEditor.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md index e518fe71eb3..2c9aea993f7 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md @@ -94,7 +94,7 @@ To configure **Automatic Mode**, select the **Metering Mode**. This tells the Ca | **Center Around Exposure target** | Whether the procedural mask will be centered around the GameObject set as Exposure Target in the [Camera](HDRP-Camera.md). | | **Center** | Sets the center of the procedural metering mask ([0,0] being bottom left of the screen and [1,1] top right of the screen). Available only when **Center Around Exposure target** is disabled. | | **Offset** | Sets an offset to where mask is centered . Available only when **Center Around Exposure target** is enabled. | - | **Radii** | Sets the radii (horizontal and vertical) of the procedural mask, in terms of fraction of half the screen (i.e. 0.5 means a mask that stretch half of the screen in both directions). | + | **Radius** | Sets the radiuses (horizontal and vertical) of the procedural mask, in terms of fraction of half the screen (i.e. 0.5 means a mask that stretch half of the screen in both directions). | | **Softness** | Sets the softness of the mask, the higher the value the less influence is given to pixels at the edge of the mask. | | **Mask Min Intensity** | All pixels below this threshold (in EV100 units) will be assigned a weight of 0 in the metering mask. | | **Mask Max Intensity** | All pixels above this threshold (in EV100 units) will be assigned a weight of 0 in the metering mask. | diff --git a/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs b/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs index 590aeaad799..4f6dbce523f 100644 --- a/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs @@ -121,7 +121,7 @@ public override void OnInspectorGUI() PropertyField(m_ProceduralCenter, centerLabel); var radiiValue = m_ProceduralRadii.value.vector2Value; m_ProceduralRadii.value.vector2Value = new Vector2(Mathf.Clamp01(radiiValue.x), Mathf.Clamp01(radiiValue.y)); - PropertyField(m_ProceduralRadii, EditorGUIUtility.TrTextContent("Radii", "Sets the radii of the procedural mask, in terms of fraction of the screen (i.e. 0.5 means a radius that stretch half of the screen).")); + PropertyField(m_ProceduralRadii, EditorGUIUtility.TrTextContent("Radius", "Sets the radiuses of the procedural mask, in terms of fraction of the screen (i.e. 0.5 means a radius that stretch half of the screen).")); PropertyField(m_ProceduralSoftness, EditorGUIUtility.TrTextContent("Softness", "Sets the softness of the mask, the higher the value the less influence is given to pixels at the edge of the mask")); PropertyField(m_ProceduralMinIntensity); PropertyField(m_ProceduralMaxIntensity); From 85ebbc24ba3ad33926dc5fca2dae7a0d8dde4e2d Mon Sep 17 00:00:00 2001 From: Emmanuel Turquin Date: Thu, 10 Jun 2021 19:16:40 +0200 Subject: [PATCH 037/102] [HDRP][Path Tracing] Support for shadow mattes (#4745) * Shadow matte support. * Updated changelog. * Only take occluders into account, closer match to raster mode. * Added test scene. 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da692e001514ec24dbc4cca1949ff7e8, type: 3} + m_Name: + m_EditorClassIdentifier: + version: 12 + hdPluginSubTargetMaterialVersions: + m_Keys: [] + m_Values: diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte/ShadowMatteMtl.mat.meta b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte/ShadowMatteMtl.mat.meta new file mode 100644 index 00000000000..9e120fba435 --- /dev/null +++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte/ShadowMatteMtl.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d3a3284ffd1224b40a3e28f699a2aca8 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset index 5e6d340fe20..47d18369e5a 100644 --- a/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset @@ -41,8 +41,6 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/108_ReflectionsHybridHalfRes.unity guid: 4a71d9b31d3fb4e40a56b5be93a15b8d - path: Assets/Scenes/108_ReflectionEmissive_Perf_Exposure_0.unity - guid: 84d0d38a16a53224e9a6612392dafaa7 - enabled: 1 path: Assets/Scenes/108_ReflectionEmissive_Perf_Exposure_12.unity guid: 9256657e1a6d16c4ba20bef7ab633c92 @@ -307,6 +305,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/5010_PathTracingAlpha.unity guid: 99680d74d8a49be44bd19065fae3d569 + - enabled: 1 + path: Assets/Scenes/5011_PathTracing_ShadowMatte.unity + guid: a2a018bd807332e419183347eebc8a0c - enabled: 1 path: Assets/Scenes/6000_VertexFormats.unity guid: 6788ab4459664394f96537c7ad864afb diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 2d63ab142b4..15eed915cef 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -70,6 +70,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added the receiver motion rejection toggle to RTGI (case 1330168). - Added info box when low resolution transparency is selected, but its not enabled in the HDRP settings. This will help new users find the correct knob in the HDRP Asset. - Added a dialog box when you import a Material that has a diffusion profile to add the diffusion profile to global settings. +- Added support for Unlit shadow mattes in Path Tracing (case 1335487). ### Fixed - Fixed Intensity Multiplier not affecting realtime global illumination. diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/ShaderPass.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/ShaderPass.template.hlsl index 3c3d49b5c74..60fca175100 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/ShaderPass.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/ShaderPass.template.hlsl @@ -18,29 +18,40 @@ void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDes } #endif - #if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT - HDShadowContext shadowContext = InitShadowContext(); - float3 shadow3; - // We need to recompute some coordinate not computed by default for shadow matte - posInput = GetPositionInput(fragInputs.positionSS.xy, _ScreenSize.zw, fragInputs.positionSS.z, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); - float3 upWS = normalize(fragInputs.tangentToWorld[1]); - uint renderingLayers = GetMeshRenderingLightLayer(); - ShadowLoopMin(shadowContext, posInput, upWS, asuint(_ShadowMatteFilter), renderingLayers, shadow3); - float4 shadow = float4(shadow3, dot(shadow3, float3(1.0/3.0, 1.0/3.0, 1.0/3.0))); - - float4 shadowColor = (1.0 - shadow) * surfaceDescription.ShadowTint.rgba; - float localAlpha = saturate(shadowColor.a + surfaceDescription.Alpha); - - // Keep the nested lerp - // With no Color (bsdfData.color.rgb, bsdfData.color.a == 0.0f), just use ShadowColor*Color to avoid a ring of "white" around the shadow - // And mix color to consider the Color & ShadowColor alpha (from texture or/and color picker) - #ifdef _SURFACE_TYPE_TRANSPARENT - surfaceData.color = lerp(shadowColor.rgb * surfaceData.color, lerp(lerp(shadowColor.rgb, surfaceData.color, 1.0 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow), surfaceDescription.Alpha); - #else - surfaceData.color = lerp(lerp(shadowColor.rgb, surfaceData.color, 1.0 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow); + #ifdef _ENABLE_SHADOW_MATTE + + #if SHADERPASS == SHADERPASS_FORWARD_UNLIT + + HDShadowContext shadowContext = InitShadowContext(); + float3 shadow3; + // We need to recompute some coordinate not computed by default for shadow matte + posInput = GetPositionInput(fragInputs.positionSS.xy, _ScreenSize.zw, fragInputs.positionSS.z, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); + float3 upWS = normalize(fragInputs.tangentToWorld[1]); + uint renderingLayers = GetMeshRenderingLightLayer(); + ShadowLoopMin(shadowContext, posInput, upWS, asuint(_ShadowMatteFilter), renderingLayers, shadow3); + float4 shadow = float4(shadow3, dot(shadow3, float3(1.0/3.0, 1.0/3.0, 1.0/3.0))); + + float4 shadowColor = (1.0 - shadow) * surfaceDescription.ShadowTint.rgba; + float localAlpha = saturate(shadowColor.a + surfaceDescription.Alpha); + + // Keep the nested lerp + // With no Color (bsdfData.color.rgb, bsdfData.color.a == 0.0f), just use ShadowColor*Color to avoid a ring of "white" around the shadow + // And mix color to consider the Color & ShadowColor alpha (from texture or/and color picker) + #ifdef _SURFACE_TYPE_TRANSPARENT + surfaceData.color = lerp(shadowColor.rgb * surfaceData.color, lerp(lerp(shadowColor.rgb, surfaceData.color, 1.0 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow), surfaceDescription.Alpha); + #else + surfaceData.color = lerp(lerp(shadowColor.rgb, surfaceData.color, 1.0 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow); + #endif + localAlpha = ApplyBlendMode(surfaceData.color, localAlpha).a; + + surfaceDescription.Alpha = localAlpha; + + #elif SHADERPASS == SHADERPASS_PATH_TRACING + + surfaceData.normalWS = fragInputs.tangentToWorld[2]; + surfaceData.shadowTint = surfaceDescription.ShadowTint.rgba; + #endif - localAlpha = ApplyBlendMode(surfaceData.color, localAlpha).a; - surfaceDescription.Alpha = localAlpha; - #endif + #endif // _ENABLE_SHADOW_MATTE } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/ShaderPassDefine.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/ShaderPassDefine.template.hlsl index ad1b12f4ab6..7c8f52189ac 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/ShaderPassDefine.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/ShaderPassDefine.template.hlsl @@ -3,7 +3,7 @@ $EnableShadowMatte: #define _ENABLE_SHADOW_MATTE // Following Macro are only used by Unlit material -#if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT +#if defined(_ENABLE_SHADOW_MATTE) && (SHADERPASS == SHADERPASS_FORWARD_UNLIT || SHADERPASS == SHADERPASS_PATH_TRACING) #define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER #define HAS_LIGHTLOOP #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs index 290bab0ae9b..d66f852ba16 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs @@ -19,9 +19,14 @@ public struct SurfaceData [SurfaceDataAttributes("Color", false, true)] public Vector3 color; + // Both normalWS and shadowTint are used for shadow mattes + [MaterialSharedPropertyMapping(MaterialSharedProperty.Normal)] [SurfaceDataAttributes(new string[] {"Normal", "Normal View Space"}, true)] public Vector3 normalWS; + + [SurfaceDataAttributes("Shadow Tint", false, true)] + public Vector4 shadowTint; }; //----------------------------------------------------------------------------- diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs.hlsl index 626407fe6fb..77480f5adf3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs.hlsl @@ -10,6 +10,7 @@ #define DEBUGVIEW_UNLIT_SURFACEDATA_COLOR (300) #define DEBUGVIEW_UNLIT_SURFACEDATA_NORMAL (301) #define DEBUGVIEW_UNLIT_SURFACEDATA_NORMAL_VIEW_SPACE (302) +#define DEBUGVIEW_UNLIT_SURFACEDATA_SHADOW_TINT (303) // // UnityEngine.Rendering.HighDefinition.Unlit+BSDFData: static fields @@ -22,6 +23,7 @@ struct SurfaceData { float3 color; float3 normalWS; + float4 shadowTint; }; // Generated from UnityEngine.Rendering.HighDefinition.Unlit+BSDFData @@ -48,6 +50,10 @@ void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout f case DEBUGVIEW_UNLIT_SURFACEDATA_NORMAL_VIEW_SPACE: result = surfacedata.normalWS * 0.5 + 0.5; break; + case DEBUGVIEW_UNLIT_SURFACEDATA_SHADOW_TINT: + result = surfacedata.shadowTint.xyz; + needLinearToSRGB = true; + break; } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs.hlsl.meta index 750e97f4c51..456c1969bd1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs.hlsl.meta +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs.hlsl.meta @@ -1,9 +1,7 @@ fileFormatVersion: 2 guid: 69c83587055c7b1488151841534b03e1 -timeCreated: 1476887739 -licenseType: Pro -ShaderImporter: - defaultTextures: [] +ShaderIncludeImporter: + externalObjects: {} userData: assetBundleName: assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl index ac85f5a1abf..3ef6daf1603 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl @@ -19,6 +19,9 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p // The shader graph can require to export the geometry normal. We thus need to initialize this variable surfaceData.normalWS = 0.0; + // Also initialize shadow tint to avoid warning (although it won't be used in that context) + surfaceData.shadowTint = 0.0; + #ifdef _ALPHATEST_ON GENERIC_ALPHA_TEST(alpha, _AlphaCutoff); #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingLight.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingLight.hlsl index 2ee3943545d..54d3678e2d9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingLight.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingLight.hlsl @@ -109,7 +109,7 @@ bool IsDistantLightActive(DirectionalLightData lightData, float3 normal) return dot(normal, lightData.forward) <= sin(lightData.angularDiameter * 0.5); } -LightList CreateLightList(float3 position, float3 normal, uint lightLayers, bool withLocal = true, bool withDistant = true) +LightList CreateLightList(float3 position, float3 normal, uint lightLayers = DEFAULT_LIGHT_LAYERS, bool withLocal = true, bool withDistant = true) { LightList list; uint i; @@ -692,7 +692,7 @@ float GetLocalLightsInterval(float3 rayOrigin, float3 rayDirection, out float tM LightList CreateLightList(float3 position, bool sampleLocalLights) { - return CreateLightList(position, 0.0, ~0, sampleLocalLights, !sampleLocalLights); + return CreateLightList(position, 0.0, DEFAULT_LIGHT_LAYERS, sampleLocalLights, !sampleLocalLights); } #endif // UNITY_PATH_TRACING_LIGHT_INCLUDED diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader index bb7b7acd296..931284779f0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader @@ -58,6 +58,7 @@ Shader "Hidden/HDRP/CustomPassRenderersUtils" // Outline linear eye depth to the color surfaceData.color = LinearEyeDepth(fragInputs.positionSS.z, _ZBufferParams); surfaceData.normalWS = 0.0; + surfaceData.shadowTint = 0.0; } #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl" @@ -88,6 +89,7 @@ Shader "Hidden/HDRP/CustomPassRenderersUtils" builtinData.emissiveColor = 0; surfaceData.color = 0; surfaceData.normalWS = 0.0; + surfaceData.shadowTint = 0.0; } #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl" @@ -117,6 +119,7 @@ Shader "Hidden/HDRP/CustomPassRenderersUtils" builtinData.emissiveColor = 0; surfaceData.color = fragInputs.tangentToWorld[2].xyz; surfaceData.normalWS = 0.0; + surfaceData.shadowTint = 0.0; } #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl" @@ -146,6 +149,7 @@ Shader "Hidden/HDRP/CustomPassRenderersUtils" builtinData.emissiveColor = 0; surfaceData.color = fragInputs.tangentToWorld[0].xyz; surfaceData.normalWS = 0.0; + surfaceData.shadowTint = 0.0; } #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl index b0c391e4d22..8117833aa74 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl @@ -20,6 +20,44 @@ float3 GetPositionBias(float3 geomNormal, float bias, bool below) return geomNormal * (below ? -bias : bias); } +#ifdef _ENABLE_SHADOW_MATTE + +// Compute scalar visibility for shadow mattes, between 0 and 1 +float ComputeVisibility(float3 position, float3 normal, float3 inputSample) +{ + LightList lightList = CreateLightList(position, normal); + + RayDesc rayDescriptor; + rayDescriptor.Origin = position + normal * _RaytracingRayBias; + rayDescriptor.TMin = 0.0; + + // By default, full visibility + float visibility = 1.0; + + // We will ignore value and pdf here, as we only want to catch occluders (no distance falloffs, cosines, etc.) + float3 value; + float pdf; + + if (SampleLights(lightList, inputSample, rayDescriptor.Origin, normal, false, rayDescriptor.Direction, value, pdf, rayDescriptor.TMax)) + { + // Shoot a transmission ray (to mark it as such, purposedly set remaining depth to an invalid value) + PathIntersection intersection; + intersection.remainingDepth = _RaytracingMaxRecursion + 1; + rayDescriptor.TMax -= _RaytracingRayBias; + intersection.value = 1.0; + + // FIXME: For the time being, we choose not to apply any back/front-face culling for shadows, will possibly change in the future + TraceRay(_RaytracingAccelerationStructure, RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH | RAY_FLAG_FORCE_NON_OPAQUE | RAY_FLAG_SKIP_CLOSEST_HIT_SHADER, + RAYTRACINGRENDERERFLAG_CAST_SHADOW, 0, 1, 1, rayDescriptor, intersection); + + visibility = Luminance(intersection.value); + } + + return visibility; +} + +#endif // _ENABLE_SHADOW_MATTE + // Function responsible for surface scattering void ComputeSurfaceScattering(inout PathIntersection pathIntersection : SV_RayPayload, AttributeData attributeData : SV_IntersectionAttributes, float4 inputSample) { @@ -203,6 +241,13 @@ void ComputeSurfaceScattering(inout PathIntersection pathIntersection : SV_RayPa pathIntersection.value = (!currentDepth || computeDirect) ? bsdfData.color * GetInverseCurrentExposureMultiplier() + builtinData.emissiveColor : 0.0; +// Apply shadow matte if requested +#ifdef _ENABLE_SHADOW_MATTE + float3 shadowColor = lerp(pathIntersection.value, surfaceData.shadowTint.rgb * GetInverseCurrentExposureMultiplier(), surfaceData.shadowTint.a); + float visibility = ComputeVisibility(fragInput.positionRWS, surfaceData.normalWS, inputSample.xyz); + pathIntersection.value = lerp(shadowColor, pathIntersection.value, visibility); +#endif + // Simulate opacity blending by simply continuing along the current ray #ifdef _SURFACE_TYPE_TRANSPARENT if (builtinData.opacity < 1.0) From ad127f53a1c1533e3405178f5a86b9431ea93674 Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Thu, 10 Jun 2021 19:59:08 +0200 Subject: [PATCH 038/102] Revert "[HDRP][Path Tracing] Support for shadow mattes (#4745)" This reverts commit 85ebbc24ba3ad33926dc5fca2dae7a0d8dde4e2d. --- .../None/5011_PathTracing_ShadowMatte.png | 3 - .../5011_PathTracing_ShadowMatte.png.meta | 98 - .../Scenes/5011_PathTracing_ShadowMatte.meta | 8 - .../Scenes/5011_PathTracing_ShadowMatte.unity | 2304 ----------------- .../5011_PathTracing_ShadowMatte.unity.meta | 7 - .../Scene Settings Profile.asset | 178 -- .../Scene Settings Profile.asset.meta | 8 - .../ShadowMatteDefaultMtl.mat | 105 - .../ShadowMatteDefaultMtl.mat.meta | 8 - .../ShadowMatteGraph.shadergraph | 592 ----- .../ShadowMatteGraph.shadergraph.meta | 10 - .../ShadowMatteGraphDefault.shadergraph | 592 ----- .../ShadowMatteGraphDefault.shadergraph.meta | 10 - .../ShadowMatteMtl.mat | 105 - .../ShadowMatteMtl.mat.meta | 8 - .../ProjectSettings/EditorBuildSettings.asset | 5 +- .../CHANGELOG.md | 1 - .../ShaderGraph/ShaderPass.template.hlsl | 57 +- .../ShaderPassDefine.template.hlsl | 2 +- .../Runtime/Material/Unlit/Unlit.cs | 5 - .../Runtime/Material/Unlit/Unlit.cs.hlsl | 6 - .../Runtime/Material/Unlit/Unlit.cs.hlsl.meta | 6 +- .../Runtime/Material/Unlit/UnlitData.hlsl | 3 - .../PathTracing/Shaders/PathTracingLight.hlsl | 4 +- .../CustomPassRenderersUtils.shader | 4 - .../ShaderPass/ShaderPassPathTracing.hlsl | 45 - 26 files changed, 32 insertions(+), 4142 deletions(-) delete mode 100644 TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/5011_PathTracing_ShadowMatte.png delete mode 100644 TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/5011_PathTracing_ShadowMatte.png.meta delete mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte.meta delete mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte.unity delete mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte.unity.meta delete mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte/Scene Settings Profile.asset delete mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte/Scene Settings Profile.asset.meta delete mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte/ShadowMatteDefaultMtl.mat delete mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte/ShadowMatteDefaultMtl.mat.meta delete mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte/ShadowMatteGraph.shadergraph delete mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte/ShadowMatteGraph.shadergraph.meta delete mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte/ShadowMatteGraphDefault.shadergraph delete mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte/ShadowMatteGraphDefault.shadergraph.meta delete mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte/ShadowMatteMtl.mat delete mode 100644 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da692e001514ec24dbc4cca1949ff7e8, type: 3} - m_Name: - m_EditorClassIdentifier: - version: 12 - hdPluginSubTargetMaterialVersions: - m_Keys: [] - m_Values: diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte/ShadowMatteMtl.mat.meta b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte/ShadowMatteMtl.mat.meta deleted file mode 100644 index 9e120fba435..00000000000 --- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/5011_PathTracing_ShadowMatte/ShadowMatteMtl.mat.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d3a3284ffd1224b40a3e28f699a2aca8 -NativeFormatImporter: - externalObjects: {} - mainObjectFileID: 2100000 - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset index 47d18369e5a..5e6d340fe20 100644 --- a/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset @@ -41,6 +41,8 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/108_ReflectionsHybridHalfRes.unity guid: 4a71d9b31d3fb4e40a56b5be93a15b8d + path: Assets/Scenes/108_ReflectionEmissive_Perf_Exposure_0.unity + guid: 84d0d38a16a53224e9a6612392dafaa7 - enabled: 1 path: Assets/Scenes/108_ReflectionEmissive_Perf_Exposure_12.unity guid: 9256657e1a6d16c4ba20bef7ab633c92 @@ -305,9 +307,6 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/5010_PathTracingAlpha.unity guid: 99680d74d8a49be44bd19065fae3d569 - - enabled: 1 - path: Assets/Scenes/5011_PathTracing_ShadowMatte.unity - guid: a2a018bd807332e419183347eebc8a0c - enabled: 1 path: Assets/Scenes/6000_VertexFormats.unity guid: 6788ab4459664394f96537c7ad864afb diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 15eed915cef..2d63ab142b4 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -70,7 +70,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added the receiver motion rejection toggle to RTGI (case 1330168). - Added info box when low resolution transparency is selected, but its not enabled in the HDRP settings. This will help new users find the correct knob in the HDRP Asset. - Added a dialog box when you import a Material that has a diffusion profile to add the diffusion profile to global settings. -- Added support for Unlit shadow mattes in Path Tracing (case 1335487). ### Fixed - Fixed Intensity Multiplier not affecting realtime global illumination. diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/ShaderPass.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/ShaderPass.template.hlsl index 60fca175100..3c3d49b5c74 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/ShaderPass.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/ShaderPass.template.hlsl @@ -18,40 +18,29 @@ void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDes } #endif - #ifdef _ENABLE_SHADOW_MATTE - - #if SHADERPASS == SHADERPASS_FORWARD_UNLIT - - HDShadowContext shadowContext = InitShadowContext(); - float3 shadow3; - // We need to recompute some coordinate not computed by default for shadow matte - posInput = GetPositionInput(fragInputs.positionSS.xy, _ScreenSize.zw, fragInputs.positionSS.z, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); - float3 upWS = normalize(fragInputs.tangentToWorld[1]); - uint renderingLayers = GetMeshRenderingLightLayer(); - ShadowLoopMin(shadowContext, posInput, upWS, asuint(_ShadowMatteFilter), renderingLayers, shadow3); - float4 shadow = float4(shadow3, dot(shadow3, float3(1.0/3.0, 1.0/3.0, 1.0/3.0))); - - float4 shadowColor = (1.0 - shadow) * surfaceDescription.ShadowTint.rgba; - float localAlpha = saturate(shadowColor.a + surfaceDescription.Alpha); - - // Keep the nested lerp - // With no Color (bsdfData.color.rgb, bsdfData.color.a == 0.0f), just use ShadowColor*Color to avoid a ring of "white" around the shadow - // And mix color to consider the Color & ShadowColor alpha (from texture or/and color picker) - #ifdef _SURFACE_TYPE_TRANSPARENT - surfaceData.color = lerp(shadowColor.rgb * surfaceData.color, lerp(lerp(shadowColor.rgb, surfaceData.color, 1.0 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow), surfaceDescription.Alpha); - #else - surfaceData.color = lerp(lerp(shadowColor.rgb, surfaceData.color, 1.0 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow); - #endif - localAlpha = ApplyBlendMode(surfaceData.color, localAlpha).a; - - surfaceDescription.Alpha = localAlpha; - - #elif SHADERPASS == SHADERPASS_PATH_TRACING - - surfaceData.normalWS = fragInputs.tangentToWorld[2]; - surfaceData.shadowTint = surfaceDescription.ShadowTint.rgba; - + #if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT + HDShadowContext shadowContext = InitShadowContext(); + float3 shadow3; + // We need to recompute some coordinate not computed by default for shadow matte + posInput = GetPositionInput(fragInputs.positionSS.xy, _ScreenSize.zw, fragInputs.positionSS.z, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); + float3 upWS = normalize(fragInputs.tangentToWorld[1]); + uint renderingLayers = GetMeshRenderingLightLayer(); + ShadowLoopMin(shadowContext, posInput, upWS, asuint(_ShadowMatteFilter), renderingLayers, shadow3); + float4 shadow = float4(shadow3, dot(shadow3, float3(1.0/3.0, 1.0/3.0, 1.0/3.0))); + + float4 shadowColor = (1.0 - shadow) * surfaceDescription.ShadowTint.rgba; + float localAlpha = saturate(shadowColor.a + surfaceDescription.Alpha); + + // Keep the nested lerp + // With no Color (bsdfData.color.rgb, bsdfData.color.a == 0.0f), just use ShadowColor*Color to avoid a ring of "white" around the shadow + // And mix color to consider the Color & ShadowColor alpha (from texture or/and color picker) + #ifdef _SURFACE_TYPE_TRANSPARENT + surfaceData.color = lerp(shadowColor.rgb * surfaceData.color, lerp(lerp(shadowColor.rgb, surfaceData.color, 1.0 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow), surfaceDescription.Alpha); + #else + surfaceData.color = lerp(lerp(shadowColor.rgb, surfaceData.color, 1.0 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow); #endif + localAlpha = ApplyBlendMode(surfaceData.color, localAlpha).a; - #endif // _ENABLE_SHADOW_MATTE + surfaceDescription.Alpha = localAlpha; + #endif } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/ShaderPassDefine.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/ShaderPassDefine.template.hlsl index 7c8f52189ac..ad1b12f4ab6 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/ShaderPassDefine.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/ShaderPassDefine.template.hlsl @@ -3,7 +3,7 @@ $EnableShadowMatte: #define _ENABLE_SHADOW_MATTE // Following Macro are only used by Unlit material -#if defined(_ENABLE_SHADOW_MATTE) && (SHADERPASS == SHADERPASS_FORWARD_UNLIT || SHADERPASS == SHADERPASS_PATH_TRACING) +#if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT #define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER #define HAS_LIGHTLOOP #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs index d66f852ba16..290bab0ae9b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs @@ -19,14 +19,9 @@ public struct SurfaceData [SurfaceDataAttributes("Color", false, true)] public Vector3 color; - // Both normalWS and shadowTint are used for shadow mattes - [MaterialSharedPropertyMapping(MaterialSharedProperty.Normal)] [SurfaceDataAttributes(new string[] {"Normal", "Normal View Space"}, true)] public Vector3 normalWS; - - [SurfaceDataAttributes("Shadow Tint", false, true)] - public Vector4 shadowTint; }; //----------------------------------------------------------------------------- diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs.hlsl index 77480f5adf3..626407fe6fb 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs.hlsl @@ -10,7 +10,6 @@ #define DEBUGVIEW_UNLIT_SURFACEDATA_COLOR (300) #define DEBUGVIEW_UNLIT_SURFACEDATA_NORMAL (301) #define DEBUGVIEW_UNLIT_SURFACEDATA_NORMAL_VIEW_SPACE (302) -#define DEBUGVIEW_UNLIT_SURFACEDATA_SHADOW_TINT (303) // // UnityEngine.Rendering.HighDefinition.Unlit+BSDFData: static fields @@ -23,7 +22,6 @@ struct SurfaceData { float3 color; float3 normalWS; - float4 shadowTint; }; // Generated from UnityEngine.Rendering.HighDefinition.Unlit+BSDFData @@ -50,10 +48,6 @@ void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout f case DEBUGVIEW_UNLIT_SURFACEDATA_NORMAL_VIEW_SPACE: result = surfacedata.normalWS * 0.5 + 0.5; break; - case DEBUGVIEW_UNLIT_SURFACEDATA_SHADOW_TINT: - result = surfacedata.shadowTint.xyz; - needLinearToSRGB = true; - break; } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs.hlsl.meta index 456c1969bd1..750e97f4c51 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs.hlsl.meta +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.cs.hlsl.meta @@ -1,7 +1,9 @@ fileFormatVersion: 2 guid: 69c83587055c7b1488151841534b03e1 -ShaderIncludeImporter: - externalObjects: {} +timeCreated: 1476887739 +licenseType: Pro +ShaderImporter: + defaultTextures: [] userData: assetBundleName: assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl index 3ef6daf1603..ac85f5a1abf 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl @@ -19,9 +19,6 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p // The shader graph can require to export the geometry normal. We thus need to initialize this variable surfaceData.normalWS = 0.0; - // Also initialize shadow tint to avoid warning (although it won't be used in that context) - surfaceData.shadowTint = 0.0; - #ifdef _ALPHATEST_ON GENERIC_ALPHA_TEST(alpha, _AlphaCutoff); #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingLight.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingLight.hlsl index 54d3678e2d9..2ee3943545d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingLight.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingLight.hlsl @@ -109,7 +109,7 @@ bool IsDistantLightActive(DirectionalLightData lightData, float3 normal) return dot(normal, lightData.forward) <= sin(lightData.angularDiameter * 0.5); } -LightList CreateLightList(float3 position, float3 normal, uint lightLayers = DEFAULT_LIGHT_LAYERS, bool withLocal = true, bool withDistant = true) +LightList CreateLightList(float3 position, float3 normal, uint lightLayers, bool withLocal = true, bool withDistant = true) { LightList list; uint i; @@ -692,7 +692,7 @@ float GetLocalLightsInterval(float3 rayOrigin, float3 rayDirection, out float tM LightList CreateLightList(float3 position, bool sampleLocalLights) { - return CreateLightList(position, 0.0, DEFAULT_LIGHT_LAYERS, sampleLocalLights, !sampleLocalLights); + return CreateLightList(position, 0.0, ~0, sampleLocalLights, !sampleLocalLights); } #endif // UNITY_PATH_TRACING_LIGHT_INCLUDED diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader index 931284779f0..bb7b7acd296 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader @@ -58,7 +58,6 @@ Shader "Hidden/HDRP/CustomPassRenderersUtils" // Outline linear eye depth to the color surfaceData.color = LinearEyeDepth(fragInputs.positionSS.z, _ZBufferParams); surfaceData.normalWS = 0.0; - surfaceData.shadowTint = 0.0; } #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl" @@ -89,7 +88,6 @@ Shader "Hidden/HDRP/CustomPassRenderersUtils" builtinData.emissiveColor = 0; surfaceData.color = 0; surfaceData.normalWS = 0.0; - surfaceData.shadowTint = 0.0; } #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl" @@ -119,7 +117,6 @@ Shader "Hidden/HDRP/CustomPassRenderersUtils" builtinData.emissiveColor = 0; surfaceData.color = fragInputs.tangentToWorld[2].xyz; surfaceData.normalWS = 0.0; - surfaceData.shadowTint = 0.0; } #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl" @@ -149,7 +146,6 @@ Shader "Hidden/HDRP/CustomPassRenderersUtils" builtinData.emissiveColor = 0; surfaceData.color = fragInputs.tangentToWorld[0].xyz; surfaceData.normalWS = 0.0; - surfaceData.shadowTint = 0.0; } #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl index 8117833aa74..b0c391e4d22 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl @@ -20,44 +20,6 @@ float3 GetPositionBias(float3 geomNormal, float bias, bool below) return geomNormal * (below ? -bias : bias); } -#ifdef _ENABLE_SHADOW_MATTE - -// Compute scalar visibility for shadow mattes, between 0 and 1 -float ComputeVisibility(float3 position, float3 normal, float3 inputSample) -{ - LightList lightList = CreateLightList(position, normal); - - RayDesc rayDescriptor; - rayDescriptor.Origin = position + normal * _RaytracingRayBias; - rayDescriptor.TMin = 0.0; - - // By default, full visibility - float visibility = 1.0; - - // We will ignore value and pdf here, as we only want to catch occluders (no distance falloffs, cosines, etc.) - float3 value; - float pdf; - - if (SampleLights(lightList, inputSample, rayDescriptor.Origin, normal, false, rayDescriptor.Direction, value, pdf, rayDescriptor.TMax)) - { - // Shoot a transmission ray (to mark it as such, purposedly set remaining depth to an invalid value) - PathIntersection intersection; - intersection.remainingDepth = _RaytracingMaxRecursion + 1; - rayDescriptor.TMax -= _RaytracingRayBias; - intersection.value = 1.0; - - // FIXME: For the time being, we choose not to apply any back/front-face culling for shadows, will possibly change in the future - TraceRay(_RaytracingAccelerationStructure, RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH | RAY_FLAG_FORCE_NON_OPAQUE | RAY_FLAG_SKIP_CLOSEST_HIT_SHADER, - RAYTRACINGRENDERERFLAG_CAST_SHADOW, 0, 1, 1, rayDescriptor, intersection); - - visibility = Luminance(intersection.value); - } - - return visibility; -} - -#endif // _ENABLE_SHADOW_MATTE - // Function responsible for surface scattering void ComputeSurfaceScattering(inout PathIntersection pathIntersection : SV_RayPayload, AttributeData attributeData : SV_IntersectionAttributes, float4 inputSample) { @@ -241,13 +203,6 @@ void ComputeSurfaceScattering(inout PathIntersection pathIntersection : SV_RayPa pathIntersection.value = (!currentDepth || computeDirect) ? bsdfData.color * GetInverseCurrentExposureMultiplier() + builtinData.emissiveColor : 0.0; -// Apply shadow matte if requested -#ifdef _ENABLE_SHADOW_MATTE - float3 shadowColor = lerp(pathIntersection.value, surfaceData.shadowTint.rgb * GetInverseCurrentExposureMultiplier(), surfaceData.shadowTint.a); - float visibility = ComputeVisibility(fragInput.positionRWS, surfaceData.normalWS, inputSample.xyz); - pathIntersection.value = lerp(shadowColor, pathIntersection.value, visibility); -#endif - // Simulate opacity blending by simply continuing along the current ray #ifdef _SURFACE_TYPE_TRANSPARENT if (builtinData.opacity < 1.0) From 2c08712b60ad8fcedbb1d55dcc2b0d98b7cb6bda Mon Sep 17 00:00:00 2001 From: anisunity <42026998+anisunity@users.noreply.github.com> Date: Thu, 10 Jun 2021 20:01:43 +0200 Subject: [PATCH 039/102] Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). (#4756) * Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). * Update test ref image Co-authored-by: Remi Chapelain Co-authored-by: sebastienlagarde --- .../Direct3D12/None/710_ShadowAlphaCutoff.png | 4 +- .../None/710_ShadowAlphaCutoff.png.meta | 14 +- .../Assets/Scenes/710_ShadowAlphaCutoff.unity | 191 ++++++++++-- .../Scenes/ShadowData/M_TransparentCutoff.mat | 291 ++++++++++++++++++ .../ShadowData/M_TransparentCutoff.mat.meta | 8 + .../CHANGELOG.md | 1 + .../ShaderPassRaytracingVisibility.hlsl | 15 +- 7 files changed, 479 insertions(+), 45 deletions(-) create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/M_TransparentCutoff.mat create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/M_TransparentCutoff.mat.meta diff --git a/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/710_ShadowAlphaCutoff.png b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/710_ShadowAlphaCutoff.png index b2cdeb9245f..ee7815d57e3 100644 --- a/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/710_ShadowAlphaCutoff.png +++ b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/710_ShadowAlphaCutoff.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b689e4829a6ea4d97844879fdc9d40cb787202a284f3bed40160daed8334e10f -size 116645 +oid sha256:a806e8de4436f86e543dc794bd4614cee460eb7f9c430d55a953ab03c744786d +size 118720 diff --git a/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/710_ShadowAlphaCutoff.png.meta b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/710_ShadowAlphaCutoff.png.meta index 85c496ca668..503486e048f 100644 --- a/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/710_ShadowAlphaCutoff.png.meta +++ b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/710_ShadowAlphaCutoff.png.meta @@ -24,6 +24,7 @@ TextureImporter: streamingMipmaps: 0 streamingMipmapsPriority: 0 vTOnly: 0 + ignoreMasterTextureLimit: 0 grayScaleToAlpha: 0 generateCubemap: 6 cubemapConvolution: 0 @@ -32,12 +33,12 @@ TextureImporter: maxTextureSize: 2048 textureSettings: serializedVersion: 2 - filterMode: -1 - aniso: -1 - mipBias: -100 - wrapU: -1 - wrapV: -1 - wrapW: -1 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 nPOTScale: 0 lightmap: 0 compressionQuality: 50 @@ -88,6 +89,7 @@ TextureImporter: edges: [] weights: [] secondaryTextures: [] + nameFileIdTable: {} spritePackingTag: pSDRemoveMatte: 0 pSDShowRemoveMatteOption: 0 diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/710_ShadowAlphaCutoff.unity b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/710_ShadowAlphaCutoff.unity index 7eb623bd26e..18b9a6ffa58 100644 --- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/710_ShadowAlphaCutoff.unity +++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/710_ShadowAlphaCutoff.unity @@ -167,6 +167,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -215,6 +216,7 @@ Transform: m_LocalRotation: {x: 0.7071068, y: 0, z: 0, w: 0.7071068} m_LocalPosition: {x: 6, y: 0.97, z: -0.59} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 10 @@ -263,6 +265,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -311,6 +314,7 @@ Transform: m_LocalRotation: {x: 0.7071068, y: 0, z: 0, w: 0.7071068} m_LocalPosition: {x: 4, y: 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_SpecularAAScreenSpaceVariance: 0.1 + - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 + - _SrcBlend: 1 + - _StencilRef: 0 + - _StencilRefDepth: 0 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 2 + - _StencilRefMV: 32 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 + - _SubsurfaceMask: 1 + - _SupportDecals: 1 + - _SurfaceType: 1 + - _TexWorldScale: 1 + - _TexWorldScaleEmissive: 1 + - _Thickness: 1 + - _TransmissionEnable: 1 + - _TransparentBackfaceEnable: 0 + - _TransparentCullMode: 2 + - _TransparentDepthPostpassEnable: 0 + - _TransparentDepthPrepassEnable: 0 + - _TransparentSortPriority: 0 + - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 + - _UVBase: 0 + - _UVDetail: 0 + - _UVEmissive: 0 + - _UseEmissiveIntensity: 0 + - _UseShadowThreshold: 1 + - _ZTestDepthEqualForOpaque: 4 + - _ZTestGBuffer: 3 + - _ZTestModeDistortion: 4 + - _ZTestTransparent: 4 + - _ZWrite: 0 + m_Colors: + - _BaseColor: {r: 1, g: 1, b: 1, a: 0.5019608} + - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 0.5019608} + - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} + - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} + - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} + - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} + - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} + - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} + - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} + - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} + - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/M_TransparentCutoff.mat.meta b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/M_TransparentCutoff.mat.meta new file mode 100644 index 00000000000..3e169d2b0c3 --- /dev/null +++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/M_TransparentCutoff.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3659ca9a7436f1b4c8257fc419166a0a +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 2d63ab142b4..c2cb3aa77ab 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -243,6 +243,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed error with motion blur and small render targets. - Fixed issue with on-demand directional shadow maps looking broken when a reflection probe is updated at the same time. - Fixed cropping issue with the compositor camera bridge (case 1340549). +- Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl index 88b9d134a1b..c9a9a60278a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl @@ -53,24 +53,29 @@ void AnyHitVisibility(inout RayIntersection rayIntersection : SV_RayPayload, Att BuiltinData builtinData; bool isVisible; GetSurfaceAndBuiltinData(fragInput, viewWS, posInput, surfaceData, builtinData, currentVertex, rayIntersection.cone, isVisible); + + // If this point is not visible, ignore the hit and force end the shader + if (!isVisible) + { + IgnoreHit(); + return; + } #if defined(TRANSPARENT_COLOR_SHADOW) && defined(_SURFACE_TYPE_TRANSPARENT) // Compute the velocity of the itnersection float3 positionOS = ObjectRayOrigin() + ObjectRayDirection() * rayIntersection.t; float3 previousPositionWS = TransformPreviousObjectToWorld(positionOS); rayIntersection.velocity = saturate(length(previousPositionWS - fragInput.positionRWS)); + // Adjust the color based on the transmittance or opacity #if HAS_REFRACTION rayIntersection.color *= lerp(surfaceData.transmittanceColor, float3(0.0, 0.0, 0.0), 1.0 - surfaceData.transmittanceMask); #else rayIntersection.color *= (1.0 - builtinData.opacity); #endif + + // Ignore to move to the following intersections IgnoreHit(); #else - // If this fella is not opaque, then we ignore this hit - if (!isVisible) - { - IgnoreHit(); - } else { // If this fella is opaque, then we need to stop From 83ddbed8279ec31c3a8c43afcbdb3bd37749107d Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Thu, 10 Jun 2021 20:26:10 +0200 Subject: [PATCH 040/102] Use non jittered projection in outline pass (#4836) Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Editor/Material/ShaderGraph/HDShaderPasses.cs | 1 + .../Runtime/Material/AxF/AxF.shader | 1 + .../Runtime/Material/LayeredLit/LayeredLit.shader | 1 + .../Runtime/Material/LayeredLit/LayeredLitTessellation.shader | 1 + .../Runtime/Material/Lit/Lit.shader | 1 + .../Runtime/Material/Lit/LitTessellation.shader | 1 + .../Runtime/Material/TerrainLit/TerrainLitTemplate.hlsl | 3 +++ .../Runtime/Material/Unlit/Unlit.shader | 2 +- .../Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl | 2 +- .../Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl | 3 ++- 11 files changed, 14 insertions(+), 3 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index c2cb3aa77ab..7446bd3bb82 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -244,6 +244,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed issue with on-demand directional shadow maps looking broken when a reflection probe is updated at the same time. - Fixed cropping issue with the compositor camera bridge (case 1340549). - Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). +- Fixed object outline flickering with TAA. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs index 67680b2a8b1..0c23d919573 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs @@ -185,6 +185,7 @@ IncludeCollection GenerateIncludes() { var includes = new IncludeCollection(); + includes.Add(CoreIncludes.kPickingSpaceTransforms, IncludeLocation.Pregraph); includes.Add(CoreIncludes.CorePregraph); if (supportLighting) includes.Add(CoreIncludes.kNormalSurfaceGradient, IncludeLocation.Pregraph); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader index ed07909ba3f..51fa138f49c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader @@ -285,6 +285,7 @@ Shader "HDRP/AxF" // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS // This will drive the output of the scene selection shader + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDepthPass.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader index cacd23fbf32..5a82b060f75 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader @@ -650,6 +650,7 @@ Shader "HDRP/LayeredLit" #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS // This will drive the output of the scene selection shader + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader index 43b084c780d..bc31b4bde04 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader @@ -676,6 +676,7 @@ Shader "HDRP/LayeredLitTessellation" #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS // This will drive the output of the scene selection shader + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader index 89726a19280..54ff7af0670 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader @@ -441,6 +441,7 @@ Shader "HDRP/Lit" // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS // This will drive the output of the scene selection shader + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader index 74f9b3584dc..4447f75025d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader @@ -461,6 +461,7 @@ Shader "HDRP/LitTessellation" // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS // This will drive the output of the scene selection shader + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplate.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplate.hlsl index 857c4ffeb27..8456169111b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplate.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplate.hlsl @@ -25,6 +25,9 @@ #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif +#ifdef SCENESELECTIONPASS + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" +#endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #if SHADERPASS == SHADERPASS_FORWARD diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader index 7f4f78db0c8..94d75eed3ec 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader @@ -167,7 +167,7 @@ Shader "HDRP/Unlit" #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS // This will drive the output of the scene selection shader - + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitDepthPass.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl index 4bbaa81a190..0f3de1735f1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl @@ -14,7 +14,7 @@ float4 GetTessellationFactors(float3 p0, float3 p1, float3 p2, float3 n0, float3 // Thus the following code play with both. float frustumEps = -maxDisplacement; // "-" Expected parameter for CullTriangleEdgesFrustum -#ifndef SCENEPICKINGPASS +#if !defined(SCENESELECTIONPASS) && !defined(SCENEPICKINGPASS) // TODO: the only reason I test the near plane here is that I am not sure that the product of other tessellation factors // (such as screen-space/distance-based) results in the tessellation factor of 1 for the geometry behind the near plane. // If that is the case (and, IMHO, it should be), we shouldn't have to test the near plane here. diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl index d6d014f6c8e..7623688cfc2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl @@ -1,10 +1,11 @@ #ifndef UNITY_PICKING_SPACE_TRANSFORMS_INCLUDED #define UNITY_PICKING_SPACE_TRANSFORMS_INCLUDED -#ifdef SCENEPICKINGPASS +#if defined(SCENEPICKINGPASS) || defined(SCENESELECTIONPASS) // The picking pass uses custom matrices defined directly from the c++ // So we have to redefine the space transform functions to overwrite the used matrices +// For the selection pass, we want to use the non jittered projection matrix to avoid object outline flickering #undef SHADEROPTIONS_CAMERA_RELATIVE_RENDERING From 2d9d391937e709c70e6f7fdafb48e1b74c3997e9 Mon Sep 17 00:00:00 2001 From: Emmanuel Turquin Date: Thu, 10 Jun 2021 20:33:11 +0200 Subject: [PATCH 041/102] [HDRP][Path Tracing] Sky settings now properly taken into account when using recorder (#4856) * Make sure sky settings are correctly set when recording. * Updated changelog. Co-authored-by: sebastienlagarde --- .../CHANGELOG.md | 1 + .../RenderPipeline/PathTracing/PathTracing.cs | 27 +++++++++---------- 2 files changed, 14 insertions(+), 14 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 7446bd3bb82..604b677e36e 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -245,6 +245,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed cropping issue with the compositor camera bridge (case 1340549). - Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). - Fixed object outline flickering with TAA. +- Fixed issue with sky settings being ignored when using the recorder and path tracing (case 1340507). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs index 8c25441976b..43eb3d4d0ae 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs @@ -160,17 +160,8 @@ private void OnSceneGui(SceneView sv) #endif // UNITY_EDITOR - private void CheckDirtiness(HDCamera hdCamera) + private void CheckDirtiness(HDCamera hdCamera, int camID, CameraData camData) { - if (m_SubFrameManager.isRecording) - { - return; - } - - // Grab the cached data for the current camera - int camID = hdCamera.camera.GetInstanceID(); - CameraData camData = m_SubFrameManager.GetCameraData(camID); - // Check camera resolution dirtiness if (hdCamera.actualWidth != camData.width || hdCamera.actualHeight != camData.height) { @@ -367,21 +358,29 @@ TextureHandle RenderPathTracing(RenderGraph renderGraph, HDCamera hdCamera, Text if (!pathTracingShader || !m_PathTracingSettings.enable.value) return TextureHandle.nullHandle; - CheckDirtiness(hdCamera); + int camID = hdCamera.camera.GetInstanceID(); + CameraData camData = m_SubFrameManager.GetCameraData(camID); if (!m_SubFrameManager.isRecording) { + CheckDirtiness(hdCamera, camID, camData); + // If we are recording, the max iteration is set/overridden by the subframe manager, otherwise we read it from the path tracing volume m_SubFrameManager.subFrameCount = (uint)m_PathTracingSettings.maximumSamples.value; } + else + { + // When recording, as be bypass dirtiness checks which update camData, we need to indicate whether we want to render a sky or not + camData.skyEnabled = (hdCamera.clearColorMode == HDAdditionalCameraData.ClearColorMode.Sky); + m_SubFrameManager.SetCameraData(camID, camData); + } #if UNITY_HDRP_DXR_TESTS_DEFINE if (Application.isPlaying) m_SubFrameManager.subFrameCount = 1; #endif - var cameraData = m_SubFrameManager.GetCameraData(hdCamera.camera.GetInstanceID()); - if (cameraData.currentIteration < m_SubFrameManager.subFrameCount) + if (camData.currentIteration < m_SubFrameManager.subFrameCount) { // Keep a sky texture around, that we compute only once per accumulation (except when recording, with potential camera motion blur) if (m_RenderSky || m_SubFrameManager.isRecording) @@ -390,7 +389,7 @@ TextureHandle RenderPathTracing(RenderGraph renderGraph, HDCamera hdCamera, Text m_RenderSky = false; } - RenderPathTracing(m_RenderGraph, hdCamera, cameraData, m_FrameTexture, m_SkyTexture); + RenderPathTracing(m_RenderGraph, hdCamera, camData, m_FrameTexture, m_SkyTexture); } RenderAccumulation(m_RenderGraph, hdCamera, m_FrameTexture, colorBuffer, true); From 30cbb05cec96508e476cd5e09b03048ec725eabd Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Mon, 14 Jun 2021 14:23:47 -0400 Subject: [PATCH 042/102] Fix Resolution Issues for Physically Based Depth of Field (#4848) * Add the necesarry texture coordinate clamping for RTHandle for color pyramid sampling * Add some resolution independence, fitted for 1920x1080 * Changelog * Switch back to point sampling from trilinear, with commentary * Update test reference images * Small correction to the point sampling, always sample mip 0. * Re-update the test images, for mip 0 color sampling * Use a simpler UV scaling/clamping since we are now point sampling. Co-authored-by: sebastienlagarde --- .../Vulkan/None/4082_DepthOfField-PB.png | 4 ++-- .../Vulkan/None/4083_DepthOfField-FP16AlphaPB.png | 4 ++-- .../OSXEditor/Metal/None/4082_DepthOfField-PB.png | 4 ++-- .../Metal/None/4083_DepthOfField-FP16AlphaPB.png | 4 ++-- .../Direct3D11/None/4082_DepthOfField-PB.png | 4 ++-- .../None/4083_DepthOfField-FP16AlphaPB.png | 4 ++-- .../Direct3D12/None/4082_DepthOfField-PB.png | 4 ++-- .../None/4083_DepthOfField-FP16AlphaPB.png | 4 ++-- .../Vulkan/None/4082_DepthOfField-PB.png | 4 ++-- .../Vulkan/None/4083_DepthOfField-FP16AlphaPB.png | 4 ++-- .../CHANGELOG.md | 2 ++ .../PostProcessing/Shaders/DoFGather.compute | 14 ++++++++++---- .../HDRenderPipeline.PostProcess.cs | 15 ++++++++++----- 13 files changed, 42 insertions(+), 29 deletions(-) diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/4082_DepthOfField-PB.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/4082_DepthOfField-PB.png index c94b2adda04..3ee1fa584f3 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/4082_DepthOfField-PB.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/4082_DepthOfField-PB.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5e3fe51aa2a91de4c0ffca81b810b4775b1d185cea6f826502ef42a2d5d69a61 -size 167321 +oid sha256:0a4ce49f78de681e6eace0521185820482c3088967f928f6f0d407167e37c27e +size 146801 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/4083_DepthOfField-FP16AlphaPB.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/4083_DepthOfField-FP16AlphaPB.png index 1cd14c5b90f..4aa48847dc3 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/4083_DepthOfField-FP16AlphaPB.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/4083_DepthOfField-FP16AlphaPB.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4369ac040c0fc8c42566c16b896378a3c7782396931751878fa57d647c8f0f72 -size 97037 +oid sha256:2ea83bf11d2a67e43cd3b5c7ae8c6abcae801701c198d6de0621369b7abda495 +size 98860 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/4082_DepthOfField-PB.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/4082_DepthOfField-PB.png index e8c67df3982..3ee1fa584f3 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/4082_DepthOfField-PB.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/4082_DepthOfField-PB.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:2d2db1a3a7c7a5d08ab3942f3df877942786342b2faf86f55702a81af17eb9ff -size 64353 +oid sha256:0a4ce49f78de681e6eace0521185820482c3088967f928f6f0d407167e37c27e +size 146801 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/4083_DepthOfField-FP16AlphaPB.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/4083_DepthOfField-FP16AlphaPB.png index 09099d01c73..4aa48847dc3 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/4083_DepthOfField-FP16AlphaPB.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/4083_DepthOfField-FP16AlphaPB.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:31dce3aeba0b91c648fd74074cf6e010b62d9a21f9b2f107fdd55180d4ff9bcd -size 98385 +oid sha256:2ea83bf11d2a67e43cd3b5c7ae8c6abcae801701c198d6de0621369b7abda495 +size 98860 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/4082_DepthOfField-PB.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/4082_DepthOfField-PB.png index 518ba33993c..3ee1fa584f3 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/4082_DepthOfField-PB.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/4082_DepthOfField-PB.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:6424c099493a3aba1478b4a95c959ea04f129cce6ef1359baf617ba71d448e94 -size 146796 +oid sha256:0a4ce49f78de681e6eace0521185820482c3088967f928f6f0d407167e37c27e +size 146801 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/4083_DepthOfField-FP16AlphaPB.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/4083_DepthOfField-FP16AlphaPB.png index b912703feb3..4aa48847dc3 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/4083_DepthOfField-FP16AlphaPB.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/4083_DepthOfField-FP16AlphaPB.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:44558ae529850d50d8675e0d349e574db65fac44c4d5f8469cc4badd23198d8d -size 98248 +oid sha256:2ea83bf11d2a67e43cd3b5c7ae8c6abcae801701c198d6de0621369b7abda495 +size 98860 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/4082_DepthOfField-PB.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/4082_DepthOfField-PB.png index a5782d0956e..3ee1fa584f3 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/4082_DepthOfField-PB.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/4082_DepthOfField-PB.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ab01e2f479a4dc48b61aad718435776c551495d0d6e58b83cb0892eddc272395 -size 168204 +oid sha256:0a4ce49f78de681e6eace0521185820482c3088967f928f6f0d407167e37c27e +size 146801 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/4083_DepthOfField-FP16AlphaPB.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/4083_DepthOfField-FP16AlphaPB.png index b912703feb3..4aa48847dc3 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/4083_DepthOfField-FP16AlphaPB.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/4083_DepthOfField-FP16AlphaPB.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:44558ae529850d50d8675e0d349e574db65fac44c4d5f8469cc4badd23198d8d -size 98248 +oid sha256:2ea83bf11d2a67e43cd3b5c7ae8c6abcae801701c198d6de0621369b7abda495 +size 98860 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/4082_DepthOfField-PB.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/4082_DepthOfField-PB.png index c94b2adda04..3ee1fa584f3 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/4082_DepthOfField-PB.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/4082_DepthOfField-PB.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5e3fe51aa2a91de4c0ffca81b810b4775b1d185cea6f826502ef42a2d5d69a61 -size 167321 +oid sha256:0a4ce49f78de681e6eace0521185820482c3088967f928f6f0d407167e37c27e +size 146801 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/4083_DepthOfField-FP16AlphaPB.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/4083_DepthOfField-FP16AlphaPB.png index 1cd14c5b90f..4aa48847dc3 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/4083_DepthOfField-FP16AlphaPB.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/4083_DepthOfField-FP16AlphaPB.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4369ac040c0fc8c42566c16b896378a3c7782396931751878fa57d647c8f0f72 -size 97037 +oid sha256:2ea83bf11d2a67e43cd3b5c7ae8c6abcae801701c198d6de0621369b7abda495 +size 98860 diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 604b677e36e..dbbdc1a7876 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -246,6 +246,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). - Fixed object outline flickering with TAA. - Fixed issue with sky settings being ignored when using the recorder and path tracing (case 1340507). +- Fixed some resolution aliasing for physically based depth of field (case 1340551). +- Fixed an issue with resolution dependence for physically based depth of field. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGather.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGather.compute index 89a7efbcb3c..84be341ec2f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGather.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGather.compute @@ -34,11 +34,10 @@ RW_TEXTURE2D_X(CTYPE, _OutputTexture); // A set of Defines to fine-tune the algorithm #define ADAPTIVE_SAMPLING #define STRATIFY -#define FORCE_POINT_SAMPLING #define RING_OCCLUSION #define PER_TILE_BG_FG_CLASSIFICATION #define PHYSICAL_WEIGHTS - +#define FORCE_POINT_SAMPLING #define GROUP_RES 8u #define GROUP_SIZE (GROUP_RES * GROUP_RES) @@ -73,9 +72,16 @@ float GetCoCRadius(int2 positionSS) CTYPE GetColorSample(float2 sampleTC, float lod) { #ifndef FORCE_POINT_SAMPLING - return SAMPLE_TEXTURE2D_X_LOD(_InputTexture, s_trilinear_clamp_sampler, ClampAndScaleUVForBilinearPostProcessTexture(sampleTC * _PostProcessScreenSize.zw), lod).CTYPE_SWIZZLE; + float texelsToClamp = (1u << (uint)ceil(lod)) + 1; + float2 uv = ClampAndScaleUVPostProcessTexture(sampleTC * _PostProcessScreenSize.zw, _PostProcessScreenSize.zw, texelsToClamp); + + // Trilinear sampling can introduce some "leaking" between in-focus and out-of-focus regions, hence why we force point + // sampling. Ideally, this choice should be per-tile (use trilinear only in tiles without in-focus pixels), but until + // we do this, it is more safe to point sample. + return SAMPLE_TEXTURE2D_X_LOD(_InputTexture, s_trilinear_clamp_sampler, uv, lod).CTYPE_SWIZZLE; #else - return LOAD_TEXTURE2D_X(_InputTexture, sampleTC).CTYPE_SWIZZLE; + float2 uv = ClampAndScaleUVPostProcessTextureForPoint(sampleTC * _PostProcessScreenSize.zw); + return SAMPLE_TEXTURE2D_X_LOD(_InputTexture, s_point_clamp_sampler, uv, 0.0).CTYPE_SWIZZLE; #endif } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs index 7090ab865be..de3bb39aecb 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs @@ -2413,14 +2413,19 @@ static void ReprojectCoCHistory(in DepthOfFieldParameters parameters, CommandBuf static void DoPhysicallyBasedDepthOfField(in DepthOfFieldParameters dofParameters, CommandBuffer cmd, RTHandle source, RTHandle destination, RTHandle fullresCoC, RTHandle prevCoCHistory, RTHandle nextCoCHistory, RTHandle motionVecTexture, RTHandle sourcePyramid, RTHandle depthBuffer, RTHandle minMaxCoCPing, RTHandle minMaxCoCPong, bool taaEnabled) { - float scale = 1f / (float)dofParameters.resolution; - int targetWidth = Mathf.RoundToInt(dofParameters.viewportSize.x * scale); - int targetHeight = Mathf.RoundToInt(dofParameters.viewportSize.y * scale); + // Currently Physically Based DoF is performed at "full" resolution (ie does not utilize DepthOfFieldResolution) + // However, to produce similar results when switching between various resolutions, or dynamic resolution, + // we must incorporate resolution independence, fitted with a 1920x1080 reference resolution. + var scale = dofParameters.viewportSize / new Vector2(1920f, 1080f); + float resolutionScale = Mathf.Min(scale.x, scale.y) * 2f; + + float farMaxBlur = resolutionScale * dofParameters.farMaxBlur; + float nearMaxBlur = resolutionScale * dofParameters.nearMaxBlur; // Map the old "max radius" parameters to a bigger range, so we can work on more challenging scenes, [0, 16] --> [0, 64] Vector2 cocLimit = new Vector2( - Mathf.Max(4 * dofParameters.farMaxBlur, 0.01f), - Mathf.Max(4 * dofParameters.nearMaxBlur, 0.01f)); + Mathf.Max(4 * farMaxBlur, 0.01f), + Mathf.Max(4 * nearMaxBlur, 0.01f)); float maxCoc = Mathf.Max(cocLimit.x, cocLimit.y); ComputeShader cs; From 5c6b711997afd598a0c55bbe77b01c74f4085b14 Mon Sep 17 00:00:00 2001 From: Emmanuel Turquin Date: Mon, 14 Jun 2021 21:27:16 +0200 Subject: [PATCH 043/102] Fixed bug introduced by sky-for-recorder support. (#4906) --- .../RenderPipeline/PathTracing/PathTracing.cs | 29 ++++++++++--------- 1 file changed, 15 insertions(+), 14 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs index 43eb3d4d0ae..04b5344d64c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs @@ -112,11 +112,13 @@ internal void ResetPathTracing() m_SubFrameManager.Reset(); } - internal void ResetPathTracing(int camID, CameraData camData) + internal CameraData ResetPathTracing(int camID, CameraData camData) { m_RenderSky = true; camData.ResetIteration(); m_SubFrameManager.SetCameraData(camID, camData); + + return camData; } private Vector4 ComputeDoFConstants(HDCamera hdCamera, PathTracing settings) @@ -160,15 +162,14 @@ private void OnSceneGui(SceneView sv) #endif // UNITY_EDITOR - private void CheckDirtiness(HDCamera hdCamera, int camID, CameraData camData) + private CameraData CheckDirtiness(HDCamera hdCamera, int camID, CameraData camData) { // Check camera resolution dirtiness if (hdCamera.actualWidth != camData.width || hdCamera.actualHeight != camData.height) { camData.width = (uint)hdCamera.actualWidth; camData.height = (uint)hdCamera.actualHeight; - ResetPathTracing(camID, camData); - return; + return ResetPathTracing(camID, camData); } // Check camera sky dirtiness @@ -176,8 +177,7 @@ private void CheckDirtiness(HDCamera hdCamera, int camID, CameraData camData) if (enabled != camData.skyEnabled) { camData.skyEnabled = enabled; - ResetPathTracing(camID, camData); - return; + return ResetPathTracing(camID, camData); } // Check camera fog dirtiness @@ -185,15 +185,13 @@ private void CheckDirtiness(HDCamera hdCamera, int camID, CameraData camData) if (enabled != camData.fogEnabled) { camData.fogEnabled = enabled; - ResetPathTracing(camID, camData); - return; + return ResetPathTracing(camID, camData); } // Check camera matrix dirtiness if (hdCamera.mainViewConstants.nonJitteredViewProjMatrix != (hdCamera.mainViewConstants.prevViewProjMatrix)) { - ResetPathTracing(camID, camData); - return; + return ResetPathTracing(camID, camData); } // Check materials dirtiness @@ -201,7 +199,7 @@ private void CheckDirtiness(HDCamera hdCamera, int camID, CameraData camData) { m_MaterialsDirty = false; ResetPathTracing(); - return; + return camData; } // Check light or geometry transforms dirtiness @@ -209,7 +207,7 @@ private void CheckDirtiness(HDCamera hdCamera, int camID, CameraData camData) { m_TransformDirty = false; ResetPathTracing(); - return; + return camData; } // Check lights dirtiness @@ -217,7 +215,7 @@ private void CheckDirtiness(HDCamera hdCamera, int camID, CameraData camData) { m_CacheLightCount = (uint)m_RayTracingLights.lightCount; ResetPathTracing(); - return; + return camData; } // Check geometry dirtiness @@ -234,6 +232,8 @@ private void CheckDirtiness(HDCamera hdCamera, int camID, CameraData camData) m_RenderSky = true; m_CameraID = camID; } + + return camData; } static RTHandle PathTracingHistoryBufferAllocatorFunction(string viewName, int frameIndex, RTHandleSystem rtHandleSystem) @@ -363,7 +363,8 @@ TextureHandle RenderPathTracing(RenderGraph renderGraph, HDCamera hdCamera, Text if (!m_SubFrameManager.isRecording) { - CheckDirtiness(hdCamera, camID, camData); + // Check if things have changed and if we need to restart the accumulation + camData = CheckDirtiness(hdCamera, camID, camData); // If we are recording, the max iteration is set/overridden by the subframe manager, otherwise we read it from the path tracing volume m_SubFrameManager.subFrameCount = (uint)m_PathTracingSettings.maximumSamples.value; From 3cb73546550a00563f3c9cbef1cdc84ad2dfe886 Mon Sep 17 00:00:00 2001 From: Kleber Garcia Date: Tue, 15 Jun 2021 12:52:39 -0400 Subject: [PATCH 044/102] =?UTF-8?q?[Fogbugz=201341576]=20Memory=20leaks=20?= =?UTF-8?q?when=20the=20player=20is=20paused,=20and=20the=20user=20changes?= =?UTF-8?q?=20pipeline=E2=80=A6=20(#4845)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * Memory leaks when the player is paused, and the user changes pipeline settings * changelog --- com.unity.render-pipelines.core/CHANGELOG.md | 1 + com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index a2195fc55a7..d70cce8b947 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -29,6 +29,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed issue displaying a warning of different probe reference volume profiles even when they are equivalent. - Fixed missing increment/decrement controls from DebugUIIntField & DebugUIUIntField widget prefabs. - Fixed IES Importer related to new API on core. +- Fixed memory leak when changing SRP pipeline settings, and having the player in pause mode. ### Added - Support for the PlayStation 5 platform has been added. diff --git a/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs b/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs index 7b6808c6b79..628cd82a506 100644 --- a/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs +++ b/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs @@ -995,7 +995,7 @@ public static void Destroy(UnityObject obj) if (obj != null) { #if UNITY_EDITOR - if (Application.isPlaying) + if (Application.isPlaying && !UnityEditor.EditorApplication.isPaused) UnityObject.Destroy(obj); else UnityObject.DestroyImmediate(obj); From 7615d7b45c86daaa1e2e897bc96ddfe73d613147 Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Wed, 16 Jun 2021 18:42:25 +0200 Subject: [PATCH 045/102] [HDRP] Fixed shadergraph double save (#4916) * Don't need to save twice shadergraph the first time we create a graph * Updated changelog --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Editor/Material/ShaderGraph/HDSubTarget.cs | 1 + 2 files changed, 2 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 033651dd4b1..4c69d7d367e 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -256,6 +256,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed issue with sky settings being ignored when using the recorder and path tracing (case 1340507). - Fixed some resolution aliasing for physically based depth of field (case 1340551). - Fixed an issue with resolution dependence for physically based depth of field. +- Fixed the shader graph files that was still dirty after the first save (case 1342039). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs index 8f48c235721..ccf1f911177 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs @@ -113,6 +113,7 @@ public override void Setup(ref TargetSetupContext context) { Migrate(); + systemData.materialNeedsUpdateHash = ComputeMaterialNeedsUpdateHash(); context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); context.AddAssetDependency(subTargetAssetGuid, AssetCollection.Flags.SourceDependency); var inspector = TargetsVFX() ? VFXHDRPSubTarget.Inspector : customInspector; From 30135ea4c1c1ded8fa54777daded9ac63e4c1dd1 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Wed, 16 Jun 2021 21:09:58 +0200 Subject: [PATCH 046/102] Write 0 instead of micro sized motion vectors + fix extremely fast velocities (#4820) * Kill micromovements. * Do same for camera * Debug view update * Changelog * Remove unnecessary comment * Fix excessive velocity end up marked as no velocity Co-authored-by: sebastienlagarde --- .../CHANGELOG.md | 2 ++ .../Runtime/Debug/DebugDisplay.cs | 14 ++++++++++++++ .../Runtime/Debug/DebugFullScreen.shader | 6 +++++- .../Runtime/Material/Builtin/BuiltinData.hlsl | 12 ++++++++++++ .../Runtime/Material/BuiltinUtilities.hlsl | 8 ++++++++ .../RenderPipeline/HDRenderPipeline.Debug.cs | 1 + .../Runtime/RenderPipeline/HDStringConstants.cs | 1 + .../MotionVectors/CameraMotionVectors.shader | 8 ++++++++ 8 files changed, 51 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 4c69d7d367e..7881ba03b68 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -73,6 +73,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added support for Unlit shadow mattes in Path Tracing (case 1335487). - Added a shortcut to HDRP Wizard documentation. - Added support of motion vector buffer in custom postprocess +- Added a minimum motion vector length to the motion vector debug view. ### Fixed - Fixed Intensity Multiplier not affecting realtime global illumination. @@ -257,6 +258,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed some resolution aliasing for physically based depth of field (case 1340551). - Fixed an issue with resolution dependence for physically based depth of field. - Fixed the shader graph files that was still dirty after the first save (case 1342039). +- Fixed cases in which object and camera motion vectors would cancel out, but didn't. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs index 76a8cf4f108..a0708676e10 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs @@ -263,6 +263,10 @@ public class DebugData /// Index of the camera to freeze for visibility. public int debugCameraToFreeze = 0; + /// Minimum length a motion vector needs to be to be displayed in the debug display. Unit is pixels. + public float minMotionVectorLength = 0.0f; + + // TODO: The only reason this exist is because of Material/Engine debug enums // They have repeating values, which caused issues when iterating through the enum, thus the need for explicit indices // Once we refactor material/engine debug to avoid repeating values, we should be able to remove that. @@ -1821,6 +1825,16 @@ void RegisterRenderingDebug() } }); } + else if (data.fullScreenDebugMode == FullScreenDebugMode.MotionVectors) + { + widgetList.Add(new DebugUI.Container + { + children = + { + new DebugUI.FloatField {displayName = "Min Motion Vector Length (in pixels)", getter = () => data.minMotionVectorLength, setter = value => data.minMotionVectorLength = value, min = () => 0} + } + }); + } widgetList.AddRange(new DebugUI.Widget[] { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader index 9721f61f9a0..89f14fa1666 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader @@ -35,6 +35,7 @@ Shader "Hidden/HDRP/DebugFullScreen" float _VertexDensityMaxPixelCost; uint _DebugContactShadowLightIndex; int _DebugDepthPyramidMip; + float _MinMotionVector; CBUFFER_END TEXTURE2D_X(_DebugFullScreenTexture); @@ -219,7 +220,10 @@ Shader "Hidden/HDRP/DebugFullScreen" if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_MOTION_VECTORS) { float2 mv = SampleMotionVectors(input.texcoord); - + if (length(mv * _ScreenSize.xy) < _MinMotionVector) + { + return float4(0, 0, 0, 1); + } // Background color intensity - keep this low unless you want to make your eyes bleed const float kMinIntensity = 0.03f; const float kMaxIntensity = 0.50f; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl index 57a77da2eb0..47e327a54bf 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl @@ -11,6 +11,18 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl" // Require for GetIndexColor auto generated #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs.hlsl" +//----------------------------------------------------------------------------- +// Modification Options +//----------------------------------------------------------------------------- +// Due to various transform and conversions that happen, some precision is lost along the way. +// as a result, motion vectors that are close to 0 due to cancellation of components (camera and object) end up not doing so. +// To workaround the issue, if the computed motion vector is less than MICRO_MOVEMENT_THRESHOLD (now 1% of a pixel) +// if KILL_MICRO_MOVEMENT is == 1, we set the motion vector to 0 instead. +// An alternative could be rounding the motion vectors (e.g. round(motionVec.xy * 1eX) / 1eX) with X varying on how many digits) +// but that might lead to artifacts with mismatch between actual motion and written motion vectors on non trivial motion vector lengths. +#define KILL_MICRO_MOVEMENT +#define MICRO_MOVEMENT_THRESHOLD (0.01f * _ScreenSize.zw) + //----------------------------------------------------------------------------- // helper macro //----------------------------------------------------------------------------- diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl index 8ab5bc388dd..2f3cd68414e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl @@ -14,6 +14,14 @@ float2 CalculateMotionVector(float4 positionCS, float4 previousPositionCS) previousPositionCS.xy = previousPositionCS.xy / previousPositionCS.w; float2 motionVec = (positionCS.xy - previousPositionCS.xy); + +#ifdef KILL_MICRO_MOVEMENT + motionVec.x = abs(motionVec.x) < MICRO_MOVEMENT_THRESHOLD.x ? 0 : motionVec.x; + motionVec.y = abs(motionVec.y) < MICRO_MOVEMENT_THRESHOLD.y ? 0 : motionVec.y; +#endif + + motionVec = clamp(motionVec, -1.0f + MICRO_MOVEMENT_THRESHOLD, 1.0f - MICRO_MOVEMENT_THRESHOLD); + #if UNITY_UV_STARTS_AT_TOP motionVec.y = -motionVec.y; #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs index 837173f4407..779038422b1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs @@ -361,6 +361,7 @@ TextureHandle ResolveFullScreenDebug(RenderGraph renderGraph, TextureHandle inpu mpb.SetFloat(HDShaderIDs._TransparencyOverdrawMaxPixelCost, (float)data.debugDisplaySettings.data.transparencyDebugSettings.maxPixelCost); mpb.SetFloat(HDShaderIDs._QuadOverdrawMaxQuadCost, (float)data.debugDisplaySettings.data.maxQuadCost); mpb.SetFloat(HDShaderIDs._VertexDensityMaxPixelCost, (float)data.debugDisplaySettings.data.maxVertexDensity); + mpb.SetFloat(HDShaderIDs._MinMotionVector, data.debugDisplaySettings.data.minMotionVectorLength); if (fullscreenBuffer != null) ctx.cmd.SetRandomWriteTarget(1, fullscreenBuffer); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs index 1325a9533e7..68d9766cf53 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs @@ -424,6 +424,7 @@ static class HDShaderIDs public static readonly int _TransparencyOverdrawMaxPixelCost = Shader.PropertyToID("_TransparencyOverdrawMaxPixelCost"); public static readonly int _QuadOverdrawMaxQuadCost = Shader.PropertyToID("_QuadOverdrawMaxQuadCost"); public static readonly int _VertexDensityMaxPixelCost = Shader.PropertyToID("_VertexDensityMaxPixelCost"); + public static readonly int _MinMotionVector = Shader.PropertyToID("_MinMotionVector"); public static readonly int _CustomDepthTexture = Shader.PropertyToID("_CustomDepthTexture"); public static readonly int _CustomColorTexture = Shader.PropertyToID("_CustomColorTexture"); public static readonly int _CustomPassInjectionPoint = Shader.PropertyToID("_CustomPassInjectionPoint"); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MotionVectors/CameraMotionVectors.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MotionVectors/CameraMotionVectors.shader index 4a03fe3c643..ddbc92e218f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MotionVectors/CameraMotionVectors.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MotionVectors/CameraMotionVectors.shader @@ -57,6 +57,14 @@ Shader "Hidden/HDRP/CameraMotionVectors" // Convert from Clip space (-1..1) to NDC 0..1 space float2 motionVector = (positionCS - previousPositionCS); + +#ifdef KILL_MICRO_MOVEMENT + motionVector.x = abs(motionVector.x) < MICRO_MOVEMENT_THRESHOLD.x ? 0 : motionVector.x; + motionVector.y = abs(motionVector.y) < MICRO_MOVEMENT_THRESHOLD.y ? 0 : motionVector.y; +#endif + + motionVector = clamp(motionVector, -1.0f + MICRO_MOVEMENT_THRESHOLD, 1.0f - MICRO_MOVEMENT_THRESHOLD); + #if UNITY_UV_STARTS_AT_TOP motionVector.y = -motionVector.y; #endif From df511613a37df41179bba39f563271dc9ffab778 Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Wed, 16 Jun 2021 21:11:21 +0200 Subject: [PATCH 047/102] [HDRP] Fix material upgrader (#4821) * Fix HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material * Updated changelog Co-authored-by: sebastienlagarde --- .../CHANGELOG.md | 1 + .../Editor/Core/TextureCombiner/TextureCombiner.cs | 13 ++++++------- 2 files changed, 7 insertions(+), 7 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 7881ba03b68..de2aa97bfca 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -259,6 +259,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue with resolution dependence for physically based depth of field. - Fixed the shader graph files that was still dirty after the first save (case 1342039). - Fixed cases in which object and camera motion vectors would cancel out, but didn't. +- Fixed HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material (case 1339865). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/Core/TextureCombiner/TextureCombiner.cs b/com.unity.render-pipelines.high-definition/Editor/Core/TextureCombiner/TextureCombiner.cs index 0377c33f18f..3afd04fc641 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Core/TextureCombiner/TextureCombiner.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Core/TextureCombiner/TextureCombiner.cs @@ -246,7 +246,7 @@ public Texture2D Combine(string savePath) //cleanup "raw" textures foreach (KeyValuePair prop in m_RawTextures) { - if (AssetDatabase.Contains(prop.Value)) + if (prop.Key != prop.Value && AssetDatabase.Contains(prop.Value)) AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(prop.Value)); } @@ -262,13 +262,12 @@ private Texture GetRawTexture(Texture original, bool sRGBFallback = false) if (m_RawTextures == null) m_RawTextures = new Dictionary(); if (!m_RawTextures.ContainsKey(original)) { - if (AssetDatabase.Contains(original)) - { - string path = AssetDatabase.GetAssetPath(original); - string rawPath = "Assets/raw_" + Path.GetFileName(path); - - AssetDatabase.CopyAsset(path, rawPath); + string path = AssetDatabase.GetAssetPath(original); + string rawPath = "Assets/raw_" + Path.GetFileName(path); + bool isBuiltinResource = path.Contains("unity_builtin"); + if (!isBuiltinResource && AssetDatabase.Contains(original) && AssetDatabase.CopyAsset(path, rawPath)) + { AssetDatabase.ImportAsset(rawPath); TextureImporter rawImporter = (TextureImporter)AssetImporter.GetAtPath(rawPath); From 2bc152b6a600e2d1b290d6454abc806986e3fb38 Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Wed, 16 Jun 2021 21:15:07 +0200 Subject: [PATCH 048/102] [HDRP] Fix custom pass volume not executed in scene view (#4860) * Fix custom pass volume not executed in scene view because of the volume culling mask * Updated changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../RenderPass/CustomPass/CustomPassVolume.cs | 6 +++--- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index de2aa97bfca..bbfb6872663 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -260,6 +260,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the shader graph files that was still dirty after the first save (case 1342039). - Fixed cases in which object and camera motion vectors would cancel out, but didn't. - Fixed HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material (case 1339865). +- Fixed custom pass volume not executed in scene view because of the volume culling mask. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassVolume.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassVolume.cs index 490cb246bcd..d1924e12e7c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassVolume.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassVolume.cs @@ -111,7 +111,8 @@ bool IsVisible(HDCamera hdCamera) #endif // We never execute volume if the layer is not within the culling layers of the camera - if ((hdCamera.volumeLayerMask & (1 << gameObject.layer)) == 0) + // Special case for the scene view: we can't easily change it's volume later mask, so by default we show all custom passes + if (hdCamera.camera.cameraType != CameraType.SceneView && (hdCamera.volumeLayerMask & (1 << gameObject.layer)) == 0) return false; return true; @@ -171,8 +172,7 @@ internal static void Update(HDCamera camera) // Traverse all volumes foreach (var volume in m_ActivePassVolumes) { - // Ignore volumes that are not in the camera layer mask - if ((camera.volumeLayerMask & (1 << volume.gameObject.layer)) == 0) + if (!volume.IsVisible(camera)) continue; // Global volumes always have influence From b0442c67f097d9cd6ae6cd3bbc6ff23b3b62bf38 Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Thu, 17 Jun 2021 19:51:56 +0200 Subject: [PATCH 049/102] Fix reflection probe tootltip (#4890) Co-authored-by: sebastienlagarde --- .../Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs index e8d31d1a78b..0458e2cedd3 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs @@ -64,7 +64,7 @@ ProbeSettingsOverride displayedFields if ((displayedFields.probe & proxy) != 0) { PropertyFieldWithoutToggle(ProbeSettingsFields.proxyUseInfluenceVolumeAsProxyVolume, serialized.proxyUseInfluenceVolumeAsProxyVolume, EditorGUIUtility.TrTextContent("Use Influence Volume As Proxy Volume", "When enabled, this Reflection Probe uses the boundaries of the Influence Volume as its Proxy Volume."), displayedFields.probe); - PropertyFieldWithoutToggle(ProbeSettingsFields.proxyCapturePositionProxySpace, serialized.proxyCapturePositionProxySpace, EditorGUIUtility.TrTextContent("Capture Position", "Sets the position, relative to the Transform Position, from which the Reflection Probe captures its surroundings."), displayedFields.probe, + PropertyFieldWithoutToggle(ProbeSettingsFields.proxyCapturePositionProxySpace, serialized.proxyCapturePositionProxySpace, EditorGUIUtility.TrTextContent("Capture Position", "Sets the position, relative to the Proxy Volume Position, from which the Reflection Probe captures its surroundings."), displayedFields.probe, (p, l) => { EditorGUILayout.PropertyField(p, l); From 51af23ddffd877e3f85bc22a77da9212b92e1ae7 Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Thu, 17 Jun 2021 19:53:17 +0200 Subject: [PATCH 050/102] Updated the Physically Based Sky documentation for baked lights (#4891) * Updated the Physically Based Sky documentation for baked lights * Rewrite Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 - .../Documentation~/Override-Physically-Based-Sky.md | 2 ++ 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index be19158c24f..c411e094f46 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -351,7 +351,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Display an info box and disable MSAA asset entry when ray tracing is enabled. - Changed light reset to preserve type. - Ignore hybrid duplicated reflection probes during light baking. -- Updated the recursive rendering documentation (case 1338639). - Replaced the context menu by a search window when adding custom pass. - Moved supportRuntimeDebugDisplay option from HDRPAsset to HDRPGlobalSettings. - When a ray hits the sky in the ray marching part of mixed ray tracing, it is considered a miss. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md index b7e0c0133b3..714545a6678 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md @@ -27,6 +27,8 @@ Next, set the Volume to use **Physically Based Sky**. The [Visual Environment](O To change how much the atmosphere attenuates light, you can change the density of both air and aerosol molecules (participating media) in the atmosphere. You can also use aerosols to simulate real-world pollution or fog. +**Note**: HDRP only takes into account Lights that have **Affect Physically Based Sky** enabled. After Unity bakes the lighting in your project, Physically Based Sky ignores all Lights that have their **Mode** property set to **Baked**. To fix this, set the **Mode** to **Realtime** or **Mixed**. + **Note:** When Unity initializes a Physically Based Sky, it performs a resource-intensive operation which can cause the frame rate of your project to drop for a few frames. Once Unity has completed this operation, it stores the data in a cache to access the next time Unity initializes this volume. However, you may experience this frame rate drop if you have two Physically Based Sky volumes with different properties and switch between them. ![](Images/Override-PhysicallyBasedSky4.png) From 7f5b5645332187de5631d22768952c619a579680 Mon Sep 17 00:00:00 2001 From: JulienIgnace-Unity Date: Thu, 17 Jun 2021 19:54:21 +0200 Subject: [PATCH 051/102] Fixed remapping of depth pyramid debug (#4893) * Fixed remapping of depth pyramid debug * Removed debug pragma * Update changelog * Updated tooltip --- .../CHANGELOG.md | 1 + .../Runtime/Debug/DebugDisplay.cs | 24 +++++++++---------- .../Runtime/Debug/DebugFullScreen.shader | 5 +++- 3 files changed, 17 insertions(+), 13 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index c411e094f46..7d6326f4707 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -266,6 +266,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed cases in which object and camera motion vectors would cancel out, but didn't. - Fixed HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material (case 1339865). - Fixed custom pass volume not executed in scene view because of the volume culling mask. +- Fixed remapping of depth pyramid debug view ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs index eb5d2091adb..4f5e75a7d4c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs @@ -1192,9 +1192,9 @@ static class LightingStrings public static readonly NameAndTooltip FullscreenDebugMode = new() { name = "Fullscreen Debug Mode", tooltip = "Use the drop-down to select a rendering mode to display as an overlay on the screen." }; public static readonly NameAndTooltip ScreenSpaceShadowIndex = new() { name = "Screen Space Shadow Index", tooltip = "Select the index of the screen space shadows to view with the slider. There must be a Light in the scene that uses Screen Space Shadows." }; public static readonly NameAndTooltip DepthPyramidDebugMip = new() { name = "Debug Mip", tooltip = "Enable to view a lower-resolution mipmap." }; - public static readonly NameAndTooltip DepthPyramidEnableRemap = new() { name = "Enable Depth Remap", tooltip = "" }; - public static readonly NameAndTooltip DepthPyramidRangeMin = new() { name = "Depth Range Min Value", tooltip = "" }; - public static readonly NameAndTooltip DepthPyramidRangeMax = new() { name = "Depth Range Max Value", tooltip = "" }; + public static readonly NameAndTooltip DepthPyramidEnableRemap = new() { name = "Enable Depth Remap", tooltip = "Enable remapping of displayed depth values for better vizualization." }; + public static readonly NameAndTooltip DepthPyramidRangeMin = new() { name = "Depth Range Min Value", tooltip = "Distance at which depth values remap starts (0 is near plane, 1 is far plane)" }; + public static readonly NameAndTooltip DepthPyramidRangeMax = new() { name = "Depth Range Max Value", tooltip = "Distance at which depth values remap ends (0 is near plane, 1 is far plane)" }; public static readonly NameAndTooltip ContactShadowsLightIndex = new() { name = "Light Index", tooltip = "Enable to display Contact shadows for each Light individually." }; // Tile/Cluster debug @@ -1499,16 +1499,16 @@ void RegisterLightingDebug() case FullScreenDebugMode.FinalColorPyramid: case FullScreenDebugMode.DepthPyramid: { - list.Add(new DebugUI.Container + var depthPyramidContainer = new DebugUI.Container(); + depthPyramidContainer.children.Add(new DebugUI.FloatField { nameAndTooltip = LightingStrings.DepthPyramidDebugMip, getter = () => data.fullscreenDebugMip, setter = value => data.fullscreenDebugMip = value, min = () => 0f, max = () => 1f, incStep = 0.05f }); + depthPyramidContainer.children.Add(new DebugUI.BoolField { nameAndTooltip = LightingStrings.DepthPyramidEnableRemap, getter = () => data.enableDebugDepthRemap, setter = value => data.enableDebugDepthRemap = value, onValueChanged = RefreshLightingDebug }); + if (data.enableDebugDepthRemap) { - children = - { - new DebugUI.FloatField { nameAndTooltip = LightingStrings.DepthPyramidDebugMip, getter = () => data.fullscreenDebugMip, setter = value => data.fullscreenDebugMip = value, min = () => 0f, max = () => 1f, incStep = 0.05f }, - new DebugUI.BoolField { nameAndTooltip = LightingStrings.DepthPyramidEnableRemap, getter = () => data.enableDebugDepthRemap, setter = value => data.enableDebugDepthRemap = value }, - new DebugUI.FloatField { nameAndTooltip = LightingStrings.DepthPyramidRangeMin, getter = () => data.fullScreenDebugDepthRemap.x, setter = value => data.fullScreenDebugDepthRemap.x = value, min = () => 0f, max = () => 1f, incStep = 0.05f }, - new DebugUI.FloatField { nameAndTooltip = LightingStrings.DepthPyramidRangeMax, getter = () => data.fullScreenDebugDepthRemap.y, setter = value => data.fullScreenDebugDepthRemap.y = value, min = () => 0f, max = () => 1f, incStep = 0.05f } - } - }); + depthPyramidContainer.children.Add(new DebugUI.FloatField { nameAndTooltip = LightingStrings.DepthPyramidRangeMin, getter = () => data.fullScreenDebugDepthRemap.x, setter = value => data.fullScreenDebugDepthRemap.x = Mathf.Min(value, data.fullScreenDebugDepthRemap.y), min = () => 0f, max = () => 1f, incStep = 0.01f }); + depthPyramidContainer.children.Add(new DebugUI.FloatField { nameAndTooltip = LightingStrings.DepthPyramidRangeMax, getter = () => data.fullScreenDebugDepthRemap.y, setter = value => data.fullScreenDebugDepthRemap.y = Mathf.Max(value, data.fullScreenDebugDepthRemap.x), min = () => 0.01f, max = () => 1f, incStep = 0.01f }); + } + + list.Add(depthPyramidContainer); break; } case FullScreenDebugMode.ContactShadows: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader index 89f14fa1666..4b1b5362fbb 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader @@ -342,7 +342,10 @@ Shader "Hidden/HDRP/DebugFullScreen" float depth = LOAD_TEXTURE2D_X(_CameraDepthTexture, pixCoord + mipOffset).r; PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); - float linearDepth = lerp(_FullScreenDebugDepthRemap.x, _FullScreenDebugDepthRemap.y, (posInput.linearDepth - _FullScreenDebugDepthRemap.z) / (_FullScreenDebugDepthRemap.w - _FullScreenDebugDepthRemap.z)); + // We square the factors to have more precision near zero which is where people usually want to visualize depth. + float remappedFar = min(_FullScreenDebugDepthRemap.w, _FullScreenDebugDepthRemap.y * _FullScreenDebugDepthRemap.y * _FullScreenDebugDepthRemap.w); + float remappedNear = max(_FullScreenDebugDepthRemap.z, _FullScreenDebugDepthRemap.x * _FullScreenDebugDepthRemap.x * _FullScreenDebugDepthRemap.w); + float linearDepth = lerp(0.0, 1.0, (posInput.linearDepth - remappedNear) / (remappedFar - remappedNear)); return float4(linearDepth.xxx, 1.0); } From 24b3ea9527732d733cc1531008df9059f25f9ed0 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Thu, 17 Jun 2021 19:55:30 +0200 Subject: [PATCH 052/102] Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4895) * Fix AO perceived wobble * changelog Co-authored-by: sebastienlagarde --- .../CHANGELOG.md | 1 + .../GTAOTemporalDenoise.compute | 31 ++++++++++--------- .../HDRenderPipeline.AmbientOcclusion.cs | 4 +-- .../Runtime/RenderPipeline/Camera/HDCamera.cs | 2 +- 4 files changed, 20 insertions(+), 18 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 7d6326f4707..a94e6fdccf0 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -267,6 +267,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material (case 1339865). - Fixed custom pass volume not executed in scene view because of the volume culling mask. - Fixed remapping of depth pyramid debug view +- Fix wobbling/tearing-like artifacts with SSAO. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOTemporalDenoise.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOTemporalDenoise.compute index d13e1c7caa6..2d57eb37a34 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOTemporalDenoise.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOTemporalDenoise.compute @@ -2,29 +2,29 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl" #pragma kernel TemporalDenoise - #pragma multi_compile HALF_RES FULL_RES -uint PackHistoryData(float AO, float depth, float mvLen) + +float4 PackHistoryData(float AO, float depth, float mvLen) { - uint packedVal = 0; - packedVal = BitFieldInsert(0x000000ff, UnpackInt(AO, 8), packedVal); - packedVal = BitFieldInsert(0x0000ff00, UnpackInt(mvLen, 8) << 8, packedVal); - packedVal = BitFieldInsert(0xffff0000, UnpackInt(depth, 16) << 16, packedVal); - return packedVal; + float4 finalHistory; + finalHistory.xy = PackFloatToR8G8(depth); + finalHistory.z = saturate(AO); + finalHistory.w = saturate(mvLen); + return finalHistory; } -void UnpackHistoryData(uint historyData, out float AO, out float depth, out float mvLen) +void UnpackHistoryData(float4 historyData, out float AO, out float depth, out float mvLen) { - AO = UnpackUIntToFloat(historyData, 0, 8); - mvLen = UnpackUIntToFloat(historyData, 8, 8); - depth = UnpackUIntToFloat(historyData, 16, 16); + AO = historyData.z; + mvLen = saturate(historyData.w); + depth = UnpackFloatFromR8G8(historyData.xy); } -RW_TEXTURE2D_X(uint, _AOOutputHistory); +RW_TEXTURE2D_X(float4, _AOOutputHistory); TEXTURE2D_X(_AOPackedBlurred); -TEXTURE2D_X_UINT(_AOPackedHistory); +TEXTURE2D_X(_AOPackedHistory); RW_TEXTURE2D_X(float, _OcclusionTexture); float3 FindMinMaxAvgAO(float2 centralPos) @@ -67,11 +67,12 @@ void TemporalDenoise(uint3 dispatchThreadId : SV_DispatchThreadID) float2 motionVector; DecodeMotionVector(LOAD_TEXTURE2D_X(_CameraMotionVectorsTexture, closest), motionVector); float motionVecLength = length(motionVector); + float4 prevData = 0; - float2 uv = (dispatchThreadId.xy + 0.5) * _AOBufferSize.zw; + float2 uv = ((dispatchThreadId.xy + 0.5) * _AOBufferSize.zw); float2 prevFrameNDC = uv - motionVector; - uint prevData = asuint(_AOPackedHistory[COORD_TEXTURE2D_X((prevFrameNDC) * _AOHistorySize.xy)].x); + prevData = (SAMPLE_TEXTURE2D_X_LOD(_AOPackedHistory, s_linear_clamp_sampler, (prevFrameNDC) * _RTHandleScaleHistory.zw, 0)); float prevMotionVecLen, prevAO, prevDepth; UnpackHistoryData(prevData, prevAO, prevDepth, prevMotionVecLen); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/HDRenderPipeline.AmbientOcclusion.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/HDRenderPipeline.AmbientOcclusion.cs index 40e15a5f4c4..14d65c991c4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/HDRenderPipeline.AmbientOcclusion.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/HDRenderPipeline.AmbientOcclusion.cs @@ -48,8 +48,8 @@ RenderAOParameters PrepareRenderAOParameters(HDCamera camera, Vector2 historySiz } else { - parameters.runningRes = new Vector2(camera.actualWidth, camera.actualHeight) * 0.5f; - cb._AOBufferSize = new Vector4(camera.actualWidth * 0.5f, camera.actualHeight * 0.5f, 2.0f / camera.actualWidth, 2.0f / camera.actualHeight); + parameters.runningRes = new Vector2(Mathf.RoundToInt(camera.actualWidth * 0.5f), Mathf.RoundToInt(camera.actualHeight * 0.5f)); + cb._AOBufferSize = new Vector4(parameters.runningRes.x, parameters.runningRes.y, 1.0f / parameters.runningRes.x, 1.0f / parameters.runningRes.y); } parameters.temporalAccumulation = settings.temporalAccumulation.value && camera.frameSettings.IsEnabled(FrameSettingsField.MotionVectors); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index b4b3c3c57bb..d90dfa6a998 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -1296,7 +1296,7 @@ struct AmbientOcclusionAllocator public RTHandle Allocator(string id, int frameIndex, RTHandleSystem rtHandleSystem) { - return rtHandleSystem.Alloc(Vector2.one * scaleFactor, TextureXR.slices, filterMode: FilterMode.Point, colorFormat: GraphicsFormat.R32_UInt, dimension: TextureXR.dimension, useDynamicScale: true, enableRandomWrite: true, name: string.Format("{0}_AO Packed history_{1}", id, frameIndex)); + return rtHandleSystem.Alloc(Vector2.one * scaleFactor, TextureXR.slices, filterMode: FilterMode.Point, colorFormat: GraphicsFormat.R8G8B8A8_UNorm, dimension: TextureXR.dimension, useDynamicScale: true, enableRandomWrite: true, name: string.Format("{0}_AO Packed history_{1}", id, frameIndex)); } } From 3f2772b1b763d6929680146b1ec41cf976a775d0 Mon Sep 17 00:00:00 2001 From: John Parsaie Date: Thu, 17 Jun 2021 14:25:03 -0400 Subject: [PATCH 053/102] Fix Asymmetric Projection Matrices and Fog / Pathtracing (#4926) * Check for asymmetric projections and choose the generic path if so. * Fix asymmetric projections for the pathtracer ray generation. * Changelog * Simplify the matrix multiplication for computing the generic matrix. Co-authored-by: sebastienlagarde --- .../CHANGELOG.md | 1 + .../Runtime/RenderPipeline/Camera/HDCamera.cs | 22 ++++++++++++++----- .../Shaders/PathTracingMain.raytrace | 6 ++--- .../Runtime/RenderPipeline/Utility/HDUtils.cs | 8 +++++++ 4 files changed, 28 insertions(+), 9 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index a94e6fdccf0..6cc2f2ccbb4 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -268,6 +268,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed custom pass volume not executed in scene view because of the volume culling mask. - Fixed remapping of depth pyramid debug view - Fix wobbling/tearing-like artifacts with SSAO. +- Fixed an issue with asymmetric projection matrices and fog / pathtracing. (case 1330290). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index d90dfa6a998..a4f41ecb1f5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -1748,14 +1748,24 @@ Matrix4x4 GetJitteredProjectionMatrix(Matrix4x4 origProj) Matrix4x4 ComputePixelCoordToWorldSpaceViewDirectionMatrix(ViewConstants viewConstants, Vector4 resolution, float aspect = -1) { // In XR mode, use a more generic matrix to account for asymmetry in the projection - if (xr.enabled) + var useGenericMatrix = xr.enabled; + + // Asymmetry is also possible from a user-provided projection, so we must check for it too. + // Note however, that in case of physical camera, the lens shift term is the only source of + // asymmetry, and this is accounted for in the optimized path below. Additionally, Unity C++ will + // automatically disable physical camera when the projection is overridden by user. + useGenericMatrix |= HDUtils.IsProjectionMatrixAsymmetric(viewConstants.projMatrix) && !camera.usePhysicalProperties; + + if (useGenericMatrix) { - var transform = Matrix4x4.Scale(new Vector3(-1.0f, -1.0f, -1.0f)) * viewConstants.invViewProjMatrix; - transform = transform * Matrix4x4.Scale(new Vector3(1.0f, -1.0f, 1.0f)); - transform = transform * Matrix4x4.Translate(new Vector3(-1.0f, -1.0f, 0.0f)); - transform = transform * Matrix4x4.Scale(new Vector3(2.0f * resolution.z, 2.0f * resolution.w, 1.0f)); + var viewSpaceRasterTransform = new Matrix4x4( + new Vector4(2.0f * resolution.z, 0.0f, 0.0f, -1.0f), + new Vector4(0.0f, -2.0f * resolution.w, 0.0f, 1.0f), + new Vector4(0.0f, 0.0f, 1.0f, 0.0f), + new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); - return transform.transpose; + var transformT = viewConstants.invViewProjMatrix.transpose * Matrix4x4.Scale(new Vector3(-1.0f, -1.0f, -1.0f)); + return viewSpaceRasterTransform * transformT; } float verticalFoV = camera.GetGateFittedFieldOfView() * Mathf.Deg2Rad; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMain.raytrace b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMain.raytrace index 059f71932dd..acc8fd1423e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMain.raytrace +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMain.raytrace @@ -99,12 +99,12 @@ void RayGen() uint2 currentPixelCoord = uint2(LaunchIndex.x, LaunchIndex.y); // Jitter them (we use 4x10 dimensions of our sequence during path tracing atm, so pick the next available ones) - float3 jitteredPixelCoord = float3(currentPixelCoord, 1.0); + float4 jitteredPixelCoord = float4(currentPixelCoord, 1.0, 1.0); jitteredPixelCoord.x += GetSample(currentPixelCoord, _RaytracingSampleIndex, 40); jitteredPixelCoord.y += GetSample(currentPixelCoord, _RaytracingSampleIndex, 41); - // Compute the ray direction from those coordinates (for zero aperture) - float3 directionWS = -normalize(mul(jitteredPixelCoord, (float3x3)_PixelCoordToViewDirWS)); + // Compute the ray direction from those coordinates (for zero aperture + float3 directionWS = -normalize(mul(jitteredPixelCoord, _PixelCoordToViewDirWS).xyz); float3 cameraPosWS = GetPrimaryCameraPosition(); float apertureRadius = _PathTracedDoFConstants.x; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs index 299678d4457..726a0e240d0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs @@ -132,6 +132,14 @@ internal static int GetRuntimeDebugPanelWidth(HDCamera hdCamera) internal static float ProjectionMatrixAspect(in Matrix4x4 matrix) => - matrix.m11 / matrix.m00; + /// + /// Determine if a projection matrix is off-center (asymmetric). + /// + /// + /// + internal static bool IsProjectionMatrixAsymmetric(in Matrix4x4 matrix) + => matrix.m02 != 0 || matrix.m12 != 0; + internal static Matrix4x4 ComputePixelCoordToWorldSpaceViewDirectionMatrix(float verticalFoV, Vector2 lensShift, Vector4 screenSize, Matrix4x4 worldToViewMatrix, bool renderToCubemap, float aspectRatio = -1, bool isOrthographic = false) { Matrix4x4 viewSpaceRasterTransform; From 08333638af7c61b448a28d0b2f7bbbbc357993cf Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Fri, 18 Jun 2021 09:11:49 +0200 Subject: [PATCH 054/102] =?UTF-8?q?Revert:=20Fix=20wobble-like=20(or=20tea?= =?UTF-8?q?ring-like)=20SSAO=20issues=20when=20temporal=20reprojection?= =?UTF-8?q?=E2=80=A6?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../CHANGELOG.md | 1 - .../GTAOTemporalDenoise.compute | 31 +++++++++---------- .../HDRenderPipeline.AmbientOcclusion.cs | 4 +-- .../Runtime/RenderPipeline/Camera/HDCamera.cs | 2 +- 4 files changed, 18 insertions(+), 20 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index ebc114fdee5..d35612eb54d 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -270,7 +270,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material (case 1339865). - Fixed custom pass volume not executed in scene view because of the volume culling mask. - Fixed remapping of depth pyramid debug view -- Fix wobbling/tearing-like artifacts with SSAO. - Fixed an issue with asymmetric projection matrices and fog / pathtracing. (case 1330290). ### Changed diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOTemporalDenoise.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOTemporalDenoise.compute index 2d57eb37a34..d13e1c7caa6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOTemporalDenoise.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOTemporalDenoise.compute @@ -2,29 +2,29 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl" #pragma kernel TemporalDenoise -#pragma multi_compile HALF_RES FULL_RES +#pragma multi_compile HALF_RES FULL_RES -float4 PackHistoryData(float AO, float depth, float mvLen) +uint PackHistoryData(float AO, float depth, float mvLen) { - float4 finalHistory; - finalHistory.xy = PackFloatToR8G8(depth); - finalHistory.z = saturate(AO); - finalHistory.w = saturate(mvLen); - return finalHistory; + uint packedVal = 0; + packedVal = BitFieldInsert(0x000000ff, UnpackInt(AO, 8), packedVal); + packedVal = BitFieldInsert(0x0000ff00, UnpackInt(mvLen, 8) << 8, packedVal); + packedVal = BitFieldInsert(0xffff0000, UnpackInt(depth, 16) << 16, packedVal); + return packedVal; } -void UnpackHistoryData(float4 historyData, out float AO, out float depth, out float mvLen) +void UnpackHistoryData(uint historyData, out float AO, out float depth, out float mvLen) { - AO = historyData.z; - mvLen = saturate(historyData.w); - depth = UnpackFloatFromR8G8(historyData.xy); + AO = UnpackUIntToFloat(historyData, 0, 8); + mvLen = UnpackUIntToFloat(historyData, 8, 8); + depth = UnpackUIntToFloat(historyData, 16, 16); } -RW_TEXTURE2D_X(float4, _AOOutputHistory); +RW_TEXTURE2D_X(uint, _AOOutputHistory); TEXTURE2D_X(_AOPackedBlurred); -TEXTURE2D_X(_AOPackedHistory); +TEXTURE2D_X_UINT(_AOPackedHistory); RW_TEXTURE2D_X(float, _OcclusionTexture); float3 FindMinMaxAvgAO(float2 centralPos) @@ -67,12 +67,11 @@ void TemporalDenoise(uint3 dispatchThreadId : SV_DispatchThreadID) float2 motionVector; DecodeMotionVector(LOAD_TEXTURE2D_X(_CameraMotionVectorsTexture, closest), motionVector); float motionVecLength = length(motionVector); - float4 prevData = 0; - float2 uv = ((dispatchThreadId.xy + 0.5) * _AOBufferSize.zw); + float2 uv = (dispatchThreadId.xy + 0.5) * _AOBufferSize.zw; float2 prevFrameNDC = uv - motionVector; - prevData = (SAMPLE_TEXTURE2D_X_LOD(_AOPackedHistory, s_linear_clamp_sampler, (prevFrameNDC) * _RTHandleScaleHistory.zw, 0)); + uint prevData = asuint(_AOPackedHistory[COORD_TEXTURE2D_X((prevFrameNDC) * _AOHistorySize.xy)].x); float prevMotionVecLen, prevAO, prevDepth; UnpackHistoryData(prevData, prevAO, prevDepth, prevMotionVecLen); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/HDRenderPipeline.AmbientOcclusion.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/HDRenderPipeline.AmbientOcclusion.cs index 14d65c991c4..40e15a5f4c4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/HDRenderPipeline.AmbientOcclusion.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/HDRenderPipeline.AmbientOcclusion.cs @@ -48,8 +48,8 @@ RenderAOParameters PrepareRenderAOParameters(HDCamera camera, Vector2 historySiz } else { - parameters.runningRes = new Vector2(Mathf.RoundToInt(camera.actualWidth * 0.5f), Mathf.RoundToInt(camera.actualHeight * 0.5f)); - cb._AOBufferSize = new Vector4(parameters.runningRes.x, parameters.runningRes.y, 1.0f / parameters.runningRes.x, 1.0f / parameters.runningRes.y); + parameters.runningRes = new Vector2(camera.actualWidth, camera.actualHeight) * 0.5f; + cb._AOBufferSize = new Vector4(camera.actualWidth * 0.5f, camera.actualHeight * 0.5f, 2.0f / camera.actualWidth, 2.0f / camera.actualHeight); } parameters.temporalAccumulation = settings.temporalAccumulation.value && camera.frameSettings.IsEnabled(FrameSettingsField.MotionVectors); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index b282cef98ee..2c0eceb5712 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -1296,7 +1296,7 @@ struct AmbientOcclusionAllocator public RTHandle Allocator(string id, int frameIndex, RTHandleSystem rtHandleSystem) { - return rtHandleSystem.Alloc(Vector2.one * scaleFactor, TextureXR.slices, filterMode: FilterMode.Point, colorFormat: GraphicsFormat.R8G8B8A8_UNorm, dimension: TextureXR.dimension, useDynamicScale: true, enableRandomWrite: true, name: string.Format("{0}_AO Packed history_{1}", id, frameIndex)); + return rtHandleSystem.Alloc(Vector2.one * scaleFactor, TextureXR.slices, filterMode: FilterMode.Point, colorFormat: GraphicsFormat.R32_UInt, dimension: TextureXR.dimension, useDynamicScale: true, enableRandomWrite: true, name: string.Format("{0}_AO Packed history_{1}", id, frameIndex)); } } From 2f4a5450f3505bcfa837c58df7321c9b3e8d5290 Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Tue, 6 Jul 2021 14:41:10 +0200 Subject: [PATCH 055/102] Fix GBuffer depth debug mode (#5054) --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/RenderPipeline/HDRenderPipeline.Debug.cs | 5 ++++- .../Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs | 2 +- 3 files changed, 6 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index d35612eb54d..a3a9de9382d 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -271,6 +271,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed custom pass volume not executed in scene view because of the volume culling mask. - Fixed remapping of depth pyramid debug view - Fixed an issue with asymmetric projection matrices and fog / pathtracing. (case 1330290). +- Fixed gbuffer depth debug mode for materials not rendered during the prepass. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs index 779038422b1..465c18d6d19 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs @@ -1052,13 +1052,14 @@ class DebugViewMaterialData public ComputeBufferHandle perVoxelOffset; public DBufferOutput dbuffer; public GBufferOutput gbuffer; + public TextureHandle depthBuffer; public Texture clearColorTexture; public RenderTexture clearDepthTexture; public bool clearDepth; } - TextureHandle RenderDebugViewMaterial(RenderGraph renderGraph, CullingResults cull, HDCamera hdCamera, BuildGPULightListOutput lightLists, DBufferOutput dbuffer, GBufferOutput gbuffer) + TextureHandle RenderDebugViewMaterial(RenderGraph renderGraph, CullingResults cull, HDCamera hdCamera, BuildGPULightListOutput lightLists, DBufferOutput dbuffer, GBufferOutput gbuffer, TextureHandle depthBuffer) { bool msaa = hdCamera.msaaEnabled; @@ -1081,6 +1082,7 @@ TextureHandle RenderDebugViewMaterial(RenderGraph renderGraph, CullingResults cu passData.debugGBufferMaterial = m_currentDebugViewMaterialGBuffer; passData.outputColor = builder.WriteTexture(output); passData.gbuffer = ReadGBuffer(gbuffer, builder); + passData.depthBuffer = builder.ReadTexture(depthBuffer); builder.SetRenderFunc( (DebugViewMaterialData data, RenderGraphContext context) => @@ -1090,6 +1092,7 @@ TextureHandle RenderDebugViewMaterial(RenderGraph renderGraph, CullingResults cu { data.debugGBufferMaterial.SetTexture(HDShaderIDs._GBufferTexture[i], gbufferHandles.mrt[i]); } + data.debugGBufferMaterial.SetTexture(HDShaderIDs._CameraDepthTexture, data.depthBuffer); HDUtils.DrawFullScreen(context.cmd, data.debugGBufferMaterial, data.outputColor); }); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs index 533cc10b386..899542192d5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs @@ -108,7 +108,7 @@ void RecordRenderGraph(RenderRequest renderRequest, // Stop Single Pass is after post process. StartXRSinglePass(m_RenderGraph, hdCamera); - colorBuffer = RenderDebugViewMaterial(m_RenderGraph, cullingResults, hdCamera, gpuLightListOutput, prepassOutput.dbuffer, prepassOutput.gbuffer); + colorBuffer = RenderDebugViewMaterial(m_RenderGraph, cullingResults, hdCamera, gpuLightListOutput, prepassOutput.dbuffer, prepassOutput.gbuffer, prepassOutput.depthBuffer); colorBuffer = ResolveMSAAColor(m_RenderGraph, hdCamera, colorBuffer); } else if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && From 17725584a7bd3df5bfcd5320ab9b740a9128e27f Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Thu, 8 Jul 2021 10:37:45 +0200 Subject: [PATCH 056/102] Fixed Volume Gizmo size when rescaling parent GameObject (#4915) --- com.unity.render-pipelines.core/CHANGELOG.md | 1 + com.unity.render-pipelines.core/Runtime/Volume/Volume.cs | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index 37808905c4a..ff6d3638640 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -61,6 +61,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Skip wind calculations for Speed Tree 8 when wind vector is zero (case 1343002) - Fixed memory leak when changing SRP pipeline settings, and having the player in pause mode. - Fixed alignment in Volume Components +- Fixed Volume Gizmo size when rescaling parent GameObject ### Changed - Changed Window/Render Pipeline/Render Pipeline Debug to Window/Analysis/Rendering Debugger diff --git a/com.unity.render-pipelines.core/Runtime/Volume/Volume.cs b/com.unity.render-pipelines.core/Runtime/Volume/Volume.cs index 58404103df0..46ab5b925f3 100644 --- a/com.unity.render-pipelines.core/Runtime/Volume/Volume.cs +++ b/com.unity.render-pipelines.core/Runtime/Volume/Volume.cs @@ -152,7 +152,7 @@ void OnDrawGizmos() if (isGlobal || colliders == null) return; - var scale = transform.localScale; + var scale = transform.lossyScale; var invScale = new Vector3(1f / scale.x, 1f / scale.y, 1f / scale.z); Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, scale); Gizmos.color = CoreRenderPipelinePreferences.volumeGizmoColor; From d88d1eb51012128e8be0cfa3dac55a44569d7a24 Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Thu, 8 Jul 2021 14:02:26 +0200 Subject: [PATCH 057/102] Fix Vertex Color Mode documentation (#4976) --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../surface-inputs/layered-surface-inputs.md | 2 +- .../Runtime/Material/LayeredLit/LayeredLitData.hlsl | 8 ++------ 3 files changed, 4 insertions(+), 7 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index a3a9de9382d..266c6826afa 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -272,6 +272,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed remapping of depth pyramid debug view - Fixed an issue with asymmetric projection matrices and fog / pathtracing. (case 1330290). - Fixed gbuffer depth debug mode for materials not rendered during the prepass. +- Fixed Vertex Color Mode documentation for layered lit shader. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-inputs/layered-surface-inputs.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-inputs/layered-surface-inputs.md index f9c30981821..ae74d9a0550 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-inputs/layered-surface-inputs.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-inputs/layered-surface-inputs.md @@ -6,7 +6,7 @@ | **World Scale** | Set the world-space size of the Texture in meters. If you set this to **1**, then HDRP maps the Texture to 1 meter in world space.If you set this to **2**, then HDRP maps the Texture to 0.5 meters in world space.This property only appears when you select **Planar** or **Triplanar** from the **BlendMask UV Mapping** drop-down. | | **Tiling** | Set an **X** and **Y** tile rate for the **Layer Mask** UV. HDRP uses the **X** and **Y** values to tile the Texture assigned to the **Layer Mask** across the Material’s surface, in object space. | | **Offset** | Set an **X** and **Y** offset for the **Layer Mask** UV. HDRP uses the **X** and **Y** values to offset the Texture assigned to the **Layer Mask** from the Material’s surface, in object space. | -| **Vertex Color Mode** | Use the drop-down to select the method HDRP uses to combine the **Layer Mask** to manager layer visibility.
• **None**: Only the **Layer Mask** affects visibility. HDRP does not combine it with vertex colors.
• **Multiply**: Multiplies the vertex colors from a layer with the corresponding values from the channel in the **Layer Mask** that represents that layer. The default value for a pixel in the mask is 1. Multiplying the vertex colors of a layer by the **Layer Mask** reduces the intensity of that layer, unless the value in the **Layer Mask** is 1.
• **Add**: Remaps vertex color values to between 0 and 1, and then adds them to the corresponding values from the channel in the **Layer Mask** that represents that layer. **Layer Mask** values between 0 and 0.5 reduce the effect of that layer, values between 0.5 and 1 increase the effect of that layer. | +| **Vertex Color Mode** | Use the drop-down to select the method HDRP uses to combine the **Layer Mask** to manager layer visibility.
• **None**: Only the **Layer Mask** affects visibility. HDRP does not combine it with vertex colors.
• **Multiply**: Multiplies the vertex colors from a layer with the corresponding values from the channel in the **Layer Mask** that represents that layer. The default value for a pixel in the mask is 1. Multiplying the vertex colors of a layer by the **Layer Mask** reduces the intensity of that layer, unless the value in the **Layer Mask** is 1.
• **Add**: Remaps vertex color values to between -1 and 1, and then adds them to the corresponding values from the channel in the **Layer Mask** that represents that layer. Vertex color values between 0 and 0.5 reduce the effect of that layer, values between 0.5 and 1 increase the effect of that layer. | | **Main Layer Influence** | Enable the checkbox to allow the **Main Layer** to influence the albedo, normal, and height of **Layer 1**, **Layer 2**, and **Layer 3**. You can change the strength of the influence for each layer. | | **Use Height Based Blend** | Enable the checkbox to blend the layers with a heightmap. HDRP then evaluates the height of each layer to check whether to display that layer or the layer above. | | **Height Transition** | Use the slider to set the transition blend size between the Materials in each layer. | diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl index 6cb601047af..3b1a16e7511 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl @@ -504,14 +504,10 @@ float4 GetBlendMask(LayerTexCoord layerTexCoord, float4 vertexColor, bool useLod // Settings this specific Main layer blend mask in alpha allow to be transparent in case we don't use it and 1 is provide by default. float4 blendMasks = useLodSampling ? SAMPLE_UVMAPPING_TEXTURE2D_LOD(_LayerMaskMap, sampler_LayerMaskMap, layerTexCoord.blendMask, lod) : SAMPLE_UVMAPPING_TEXTURE2D(_LayerMaskMap, sampler_LayerMaskMap, layerTexCoord.blendMask); - // Wind uses vertex alpha as an intensity parameter. - // So in case Layered shader uses wind, we need to hardcode the alpha here so that the main layer can be visible without affecting wind intensity. - // It also means that when using wind, users can't use vertex color to modulate the effect of influence from the main layer. - float4 maskVertexColor = vertexColor; #if defined(_LAYER_MASK_VERTEX_COLOR_MUL) - blendMasks *= saturate(maskVertexColor); + blendMasks *= saturate(vertexColor); #elif defined(_LAYER_MASK_VERTEX_COLOR_ADD) - blendMasks = saturate(blendMasks + maskVertexColor * 2.0 - 1.0); + blendMasks = saturate(blendMasks + vertexColor * 2.0 - 1.0); #endif return blendMasks; From 8ef3637778efcbb52e9f2a1acfa27998b6f3e89f Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Thu, 8 Jul 2021 19:29:47 +0200 Subject: [PATCH 058/102] Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4986) * Fix AO perceived wobble * changelog * Update screenshots Co-authored-by: sebastienlagarde --- .../8107_UnlitShadowMatteAmbientOcclusion.png | 4 +-- ...8_UnlitShadowMatteAmbientOcclusionMSAA.png | 4 +-- .../8107_UnlitShadowMatteAmbientOcclusion.png | 4 +-- ...8_UnlitShadowMatteAmbientOcclusionMSAA.png | 4 +-- .../8107_UnlitShadowMatteAmbientOcclusion.png | 4 +-- ...8_UnlitShadowMatteAmbientOcclusionMSAA.png | 4 +-- .../8107_UnlitShadowMatteAmbientOcclusion.png | 4 +-- ...8_UnlitShadowMatteAmbientOcclusionMSAA.png | 4 +-- .../8107_UnlitShadowMatteAmbientOcclusion.png | 4 +-- ...8_UnlitShadowMatteAmbientOcclusionMSAA.png | 4 +-- .../CHANGELOG.md | 1 + .../GTAOTemporalDenoise.compute | 31 ++++++++++--------- .../HDRenderPipeline.AmbientOcclusion.cs | 4 +-- .../Runtime/RenderPipeline/Camera/HDCamera.cs | 2 +- 14 files changed, 40 insertions(+), 38 deletions(-) diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/8107_UnlitShadowMatteAmbientOcclusion.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/8107_UnlitShadowMatteAmbientOcclusion.png index d554495d4d0..f35cc7f8ee1 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/8107_UnlitShadowMatteAmbientOcclusion.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/8107_UnlitShadowMatteAmbientOcclusion.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:36b7ef1864346e0419b46d3d0585de86967f3bae4edbffb45fa649dd0673334a -size 82974 +oid sha256:02f5de4e4dd7fab3e0f64a5967cfd93afd27aed1273f078351bae833b2e15623 +size 47046 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png index 3c10221e0d8..63a52c695f8 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:70feedb69c19f0d4a5918a1d503e068ecacf3c858c04872fbe3adc9a2c00d736 -size 91585 +oid sha256:041361a2eba0a8a63ea77d6c0625fa373bd605ac03333b630d24e7dda79c50b9 +size 50044 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/8107_UnlitShadowMatteAmbientOcclusion.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/8107_UnlitShadowMatteAmbientOcclusion.png index 99e7778630f..71239ea868b 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/8107_UnlitShadowMatteAmbientOcclusion.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/8107_UnlitShadowMatteAmbientOcclusion.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b45692f759489a18e0974b4775d0d29de02abd22320c59795df50cc53ed56bed -size 89493 +oid sha256:86915c40a294ba265d0e6496612e0ce687d1d567cc56d77ab40936fd9b913a1b +size 46475 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png index 38a632ae71f..aa156f81b7c 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4cb1e1c5295af9808796ed508f6f992dd97292d1d59c5c85f7ffe8ee9496a966 -size 93923 +oid sha256:38ea07b15054169af0af8cbcfa42fbd405ca6f0b05fadc1f0c55c9234e923728 +size 50980 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/8107_UnlitShadowMatteAmbientOcclusion.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/8107_UnlitShadowMatteAmbientOcclusion.png index ea1b9466c02..c862dfc97d4 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/8107_UnlitShadowMatteAmbientOcclusion.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/8107_UnlitShadowMatteAmbientOcclusion.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e1de15c8b6830182be308f5d24a154edf41c8ab1338ca0fc761f8d11eae9a31f -size 92608 +oid sha256:766ec06be5c7cde93f22ad4e3d6c86a172874b9a2cc7c7be6c874495791c424d +size 47189 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png index 9ffefe50791..b2bd275d7ca 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:59ed5afa0f05b464bf6eeb1ab72261c61abc802d52ed19ed63e2e6f252c0bdca -size 90166 +oid sha256:99278ebc85539337b53c6de3e942b721b318415f80a2d3b5a1b756b70ae5e2aa +size 49753 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/8107_UnlitShadowMatteAmbientOcclusion.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/8107_UnlitShadowMatteAmbientOcclusion.png index 4fe261127cd..1c2fd2e839e 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/8107_UnlitShadowMatteAmbientOcclusion.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/8107_UnlitShadowMatteAmbientOcclusion.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e0e91c16e2a9eed9286fe4a0d41ea1c0c2c72040e96c24dcfdb78f3dde07586c -size 92026 +oid sha256:3adb1fc05ff590fe8f79a4fd27d6b225e713d8e7cced8d247e2407d03ddffc68 +size 47088 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png index cae94555dda..ba638a4ec8a 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:6d4f25f3cac2e181874a610cef34a950731fa3d493a8a9fc66ad9c39b2f57d78 -size 90843 +oid sha256:91588deb769b4b0a65733ee17d893793dbdecf3df719a83933dbf92cd0002381 +size 49661 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/8107_UnlitShadowMatteAmbientOcclusion.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/8107_UnlitShadowMatteAmbientOcclusion.png index c9b1544779e..dac945a8c32 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/8107_UnlitShadowMatteAmbientOcclusion.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/8107_UnlitShadowMatteAmbientOcclusion.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ffbd0a32383705d4c3714eedbff88b217878198de3317c99c15018b5369f6687 -size 82987 +oid sha256:03ed9e44c88d273d9374a566ee231fca746cfb241d864302861b607105db0908 +size 47030 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png index 3c10221e0d8..c4550b9af4b 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/8108_UnlitShadowMatteAmbientOcclusionMSAA.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:70feedb69c19f0d4a5918a1d503e068ecacf3c858c04872fbe3adc9a2c00d736 -size 91585 +oid sha256:7e7be58b91920d97468d116ab22260b8528d483850f1b12d0fde84de0b8872aa +size 50039 diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 5869ed58774..03d1759eb17 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -279,6 +279,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed override camera rendering custom pass API aspect ratio issue when rendering to a render texture. - Fixed gbuffer depth debug mode for materials not rendered during the prepass. - Fixed Vertex Color Mode documentation for layered lit shader. +- Fixed wobbling/tearing-like artifacts with SSAO. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOTemporalDenoise.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOTemporalDenoise.compute index d13e1c7caa6..2d57eb37a34 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOTemporalDenoise.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOTemporalDenoise.compute @@ -2,29 +2,29 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl" #pragma kernel TemporalDenoise - #pragma multi_compile HALF_RES FULL_RES -uint PackHistoryData(float AO, float depth, float mvLen) + +float4 PackHistoryData(float AO, float depth, float mvLen) { - uint packedVal = 0; - packedVal = BitFieldInsert(0x000000ff, UnpackInt(AO, 8), packedVal); - packedVal = BitFieldInsert(0x0000ff00, UnpackInt(mvLen, 8) << 8, packedVal); - packedVal = BitFieldInsert(0xffff0000, UnpackInt(depth, 16) << 16, packedVal); - return packedVal; + float4 finalHistory; + finalHistory.xy = PackFloatToR8G8(depth); + finalHistory.z = saturate(AO); + finalHistory.w = saturate(mvLen); + return finalHistory; } -void UnpackHistoryData(uint historyData, out float AO, out float depth, out float mvLen) +void UnpackHistoryData(float4 historyData, out float AO, out float depth, out float mvLen) { - AO = UnpackUIntToFloat(historyData, 0, 8); - mvLen = UnpackUIntToFloat(historyData, 8, 8); - depth = UnpackUIntToFloat(historyData, 16, 16); + AO = historyData.z; + mvLen = saturate(historyData.w); + depth = UnpackFloatFromR8G8(historyData.xy); } -RW_TEXTURE2D_X(uint, _AOOutputHistory); +RW_TEXTURE2D_X(float4, _AOOutputHistory); TEXTURE2D_X(_AOPackedBlurred); -TEXTURE2D_X_UINT(_AOPackedHistory); +TEXTURE2D_X(_AOPackedHistory); RW_TEXTURE2D_X(float, _OcclusionTexture); float3 FindMinMaxAvgAO(float2 centralPos) @@ -67,11 +67,12 @@ void TemporalDenoise(uint3 dispatchThreadId : SV_DispatchThreadID) float2 motionVector; DecodeMotionVector(LOAD_TEXTURE2D_X(_CameraMotionVectorsTexture, closest), motionVector); float motionVecLength = length(motionVector); + float4 prevData = 0; - float2 uv = (dispatchThreadId.xy + 0.5) * _AOBufferSize.zw; + float2 uv = ((dispatchThreadId.xy + 0.5) * _AOBufferSize.zw); float2 prevFrameNDC = uv - motionVector; - uint prevData = asuint(_AOPackedHistory[COORD_TEXTURE2D_X((prevFrameNDC) * _AOHistorySize.xy)].x); + prevData = (SAMPLE_TEXTURE2D_X_LOD(_AOPackedHistory, s_linear_clamp_sampler, (prevFrameNDC) * _RTHandleScaleHistory.zw, 0)); float prevMotionVecLen, prevAO, prevDepth; UnpackHistoryData(prevData, prevAO, prevDepth, prevMotionVecLen); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/HDRenderPipeline.AmbientOcclusion.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/HDRenderPipeline.AmbientOcclusion.cs index 40e15a5f4c4..14d65c991c4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/HDRenderPipeline.AmbientOcclusion.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/HDRenderPipeline.AmbientOcclusion.cs @@ -48,8 +48,8 @@ RenderAOParameters PrepareRenderAOParameters(HDCamera camera, Vector2 historySiz } else { - parameters.runningRes = new Vector2(camera.actualWidth, camera.actualHeight) * 0.5f; - cb._AOBufferSize = new Vector4(camera.actualWidth * 0.5f, camera.actualHeight * 0.5f, 2.0f / camera.actualWidth, 2.0f / camera.actualHeight); + parameters.runningRes = new Vector2(Mathf.RoundToInt(camera.actualWidth * 0.5f), Mathf.RoundToInt(camera.actualHeight * 0.5f)); + cb._AOBufferSize = new Vector4(parameters.runningRes.x, parameters.runningRes.y, 1.0f / parameters.runningRes.x, 1.0f / parameters.runningRes.y); } parameters.temporalAccumulation = settings.temporalAccumulation.value && camera.frameSettings.IsEnabled(FrameSettingsField.MotionVectors); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index 2c0eceb5712..b282cef98ee 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -1296,7 +1296,7 @@ struct AmbientOcclusionAllocator public RTHandle Allocator(string id, int frameIndex, RTHandleSystem rtHandleSystem) { - return rtHandleSystem.Alloc(Vector2.one * scaleFactor, TextureXR.slices, filterMode: FilterMode.Point, colorFormat: GraphicsFormat.R32_UInt, dimension: TextureXR.dimension, useDynamicScale: true, enableRandomWrite: true, name: string.Format("{0}_AO Packed history_{1}", id, frameIndex)); + return rtHandleSystem.Alloc(Vector2.one * scaleFactor, TextureXR.slices, filterMode: FilterMode.Point, colorFormat: GraphicsFormat.R8G8B8A8_UNorm, dimension: TextureXR.dimension, useDynamicScale: true, enableRandomWrite: true, name: string.Format("{0}_AO Packed history_{1}", id, frameIndex)); } } From 5dd669ef59ba6270a7dcd8e785b05ce417302924 Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Thu, 8 Jul 2021 23:48:18 +0200 Subject: [PATCH 059/102] Fix formatting in NestedOverrideCameraRendering --- .../9702_CustomPass_API/NestedOverrideCameraRendering.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/NestedOverrideCameraRendering.cs b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/NestedOverrideCameraRendering.cs index adec95fcda7..479a47e8d5e 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/NestedOverrideCameraRendering.cs +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/NestedOverrideCameraRendering.cs @@ -52,4 +52,4 @@ protected override void Cleanup() { temp.Release(); } -} \ No newline at end of file +} From a299cb8e60187fa89c94db8bacfe9cafaa3e9411 Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Fri, 9 Jul 2021 12:45:20 +0200 Subject: [PATCH 060/102] [HDRP] Fix white flash with SSR when resetting camera history (#5089) * Fix white flash with SSR when resetting camera history * Move branch login inside GetPreviousExposureTexture * Fix for fixed exposure --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/RenderPipeline/Camera/HDCamera.cs | 1 + .../Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs | 7 +++++-- 3 files changed, 7 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 03d1759eb17..293c92164e9 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -280,6 +280,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed gbuffer depth debug mode for materials not rendered during the prepass. - Fixed Vertex Color Mode documentation for layered lit shader. - Fixed wobbling/tearing-like artifacts with SSAO. +- Fixed white flash with SSR when resetting camera history (case 1335263). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index b282cef98ee..f14a81e3b57 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -561,6 +561,7 @@ RTHandle Allocator(string id, int frameIndex, RTHandleSystem rtHandleSystem) internal HDAdditionalCameraData.TAAQualityLevel TAAQuality { get; private set; } = HDAdditionalCameraData.TAAQualityLevel.Medium; internal bool resetPostProcessingHistory = true; + internal bool didResetPostProcessingHistoryInLastFrame = false; internal bool dithering => m_AdditionalCameraData != null && m_AdditionalCameraData.dithering; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs index 9d1e4cda0b5..28d9118b6b6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs @@ -514,6 +514,8 @@ TextureHandle RenderPostProcess(RenderGraph renderGraph, source = FXAAPass(renderGraph, hdCamera, source); + hdCamera.didResetPostProcessingHistoryInLastFrame = hdCamera.resetPostProcessingHistory; + hdCamera.resetPostProcessingHistory = false; } @@ -779,8 +781,9 @@ internal RTHandle GetExposureTextureHandle(RTHandle rt) RTHandle GetPreviousExposureTexture(HDCamera camera) { - // See GetExposureTexture - return GetExposureTextureHandle(camera.currentExposureTextures.previous); + // If the history was reset in the previous frame, then the history buffers were actually rendered with a neutral EV100 exposure multiplier + return (camera.didResetPostProcessingHistoryInLastFrame && !IsExposureFixed(camera)) ? + m_EmptyExposureTexture : GetExposureTextureHandle(camera.currentExposureTextures.previous); } RTHandle GetExposureDebugData() From 8c39e99489941cbcf26010a789efd2399762f95d Mon Sep 17 00:00:00 2001 From: Kleber Garcia Date: Fri, 9 Jul 2021 17:02:46 -0400 Subject: [PATCH 061/102] [Fobguz # 1348357] VFX Particle templates missing stencil flags (#5080) * Adding missing macro for stencil flags in particle forward shaders. This will let flags like TAA Reject be useful * Changelog --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Editor/VFXGraph/Shaders/Templates/Mesh/PassForward.template | 2 ++ .../Shaders/Templates/PlanarPrimitive/PassForward.template | 2 ++ 3 files changed, 5 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 293c92164e9..72e31dbcda5 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -281,6 +281,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed Vertex Color Mode documentation for layered lit shader. - Fixed wobbling/tearing-like artifacts with SSAO. - Fixed white flash with SSR when resetting camera history (case 1335263). +- Fixed VFX flag "Exclude From TAA" not working for some particle types. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassForward.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassForward.template index ff73982d939..04200aa7c21 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassForward.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassForward.template @@ -2,6 +2,8 @@ Pass { Tags { "LightMode"="${VFXHDRPForwardPassName}"} + ${VFXStencilForward} + HLSLPROGRAM #pragma target 4.5 diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassForward.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassForward.template index ddb73c674a2..ae5db3870a6 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassForward.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassForward.template @@ -3,6 +3,8 @@ Pass { Tags { "LightMode"="${VFXHDRPForwardPassName}"} + ${VFXStencilForward} + HLSLPROGRAM #pragma target 4.5 From df294f73703d84fcbf5699296f65294ef3580a47 Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Tue, 13 Jul 2021 13:02:59 +0200 Subject: [PATCH 062/102] Fix object disappearing from lookdev (#5063) * Fixed objects disappearing from Lookdev window when entering playmode (case 1309368). * Updated changelog * Added hideflags in Lookdev context --- .../Editor/LookDev/LookDev.cs | 19 ++++++++++++++++++- .../CHANGELOG.md | 1 + 2 files changed, 19 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs b/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs index 5fad0777435..31d7d7b88b4 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs @@ -2,6 +2,7 @@ using UnityEngine.Rendering.LookDev; using UnityEditorInternal; using UnityEngine; +using System.Linq; namespace UnityEditor.Rendering.LookDev { @@ -32,6 +33,11 @@ internal static Context currentContext { if (s_CurrentContext == null || s_CurrentContext.Equals(null)) { + // In case the context is still alive somewhere but the static reference has been lost, we can find the object back with this + s_CurrentContext = TryFindCurrentContext(); + if (s_CurrentContext != null) + return s_CurrentContext; + s_CurrentContext = LoadConfigInternal(); if (s_CurrentContext == null) s_CurrentContext = defaultContext; @@ -43,11 +49,22 @@ internal static Context currentContext private set => s_CurrentContext = value; } + static Context TryFindCurrentContext() + { + Context context = s_CurrentContext; + + if (context != null) + return context; + + return Resources.FindObjectsOfTypeAll().FirstOrDefault(); + } + static Context defaultContext { get { var context = UnityEngine.ScriptableObject.CreateInstance(); + context.hideFlags = HideFlags.HideAndDontSave; context.Init(); return context; } @@ -132,7 +149,7 @@ internal static void Initialize(DisplayWindow window) // Lookdev Initialize can be called when the window is re-created by the editor layout system. // In that case, the current context won't be null and there might be objects to reload from the temp ID - ConfigureLookDev(reloadWithTemporaryID: s_CurrentContext != null); + ConfigureLookDev(reloadWithTemporaryID: TryFindCurrentContext() != null); } [Callbacks.DidReloadScripts] diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 4ce7bfee618..2c899b7ce96 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -297,6 +297,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed wobbling/tearing-like artifacts with SSAO. - Fixed white flash with SSR when resetting camera history (case 1335263). - Fixed VFX flag "Exclude From TAA" not working for some particle types. +- Fixed objects disappearing from Lookdev window when entering playmode (case 1309368). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard From ae9e7a6260b44ab1d3b0375dc8ecba6d4a032848 Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Tue, 13 Jul 2021 14:00:12 +0200 Subject: [PATCH 063/102] [HDRP] Fix render object after taa jittering (#5088) * Add a pass after TAA to restore non jittered matrices * updated changelog Co-authored-by: sebastienlagarde --- .../CHANGELOG.md | 1 + .../HDRenderPipeline.PostProcess.cs | 37 +++++++++++++++---- 2 files changed, 30 insertions(+), 8 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index ca66704dce5..b73b3ff8091 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -299,6 +299,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed VFX flag "Exclude From TAA" not working for some particle types. - Fixed Dof and MSAA. DoF is now using the min depth of the per-pixel MSAA samples when MSAA is enabled. This removes 1-pixel ringing from in focus objects (case 1347291). - Fixed objects disappearing from Lookdev window when entering playmode (case 1309368). +- Fixed rendering of objects just after the TAA pass (before post process injection point). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs index cdca03f091d..51c90d81b13 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs @@ -483,6 +483,7 @@ TextureHandle RenderPostProcess(RenderGraph renderGraph, if (hdCamera.antialiasing == HDAdditionalCameraData.AntialiasingMode.TemporalAntialiasing) { source = DoTemporalAntialiasing(renderGraph, hdCamera, depthBuffer, motionVectors, depthBufferMipChain, source, postDoF: false, "TAA Destination"); + RestoreNonjitteredMatrices(renderGraph, hdCamera); } else if (hdCamera.antialiasing == HDAdditionalCameraData.AntialiasingMode.SubpixelMorphologicalAntiAliasing) { @@ -538,6 +539,34 @@ TextureHandle RenderPostProcess(RenderGraph renderGraph, return dest; } + class RestoreNonJitteredPassData + { + public ShaderVariablesGlobal globalCB; + public HDCamera hdCamera; + } + + void RestoreNonjitteredMatrices(RenderGraph renderGraph, HDCamera hdCamera) + { + using (var builder = renderGraph.AddRenderPass("Restore Non-Jittered Camera Matrices", out var passData)) + { + passData.hdCamera = hdCamera; + passData.globalCB = m_ShaderVariablesGlobalCB; + + builder.SetRenderFunc((RestoreNonJitteredPassData data, RenderGraphContext ctx) => + { + // Note about AfterPostProcess and TAA: + // When TAA is enabled rendering is jittered and then resolved during the post processing pass. + // It means that any rendering done after post processing need to disable jittering. This is what we do with hdCamera.UpdateViewConstants(false); + // The issue is that the only available depth buffer is jittered so pixels would wobble around depth tested edges. + // In order to avoid that we decide that objects rendered after Post processes while TAA is active will not benefit from the depth buffer so we disable it. + hdCamera.UpdateAllViewConstants(false); + hdCamera.UpdateShaderVariablesGlobalCB(ref m_ShaderVariablesGlobalCB); + + ConstantBuffer.PushGlobal(ctx.cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); + }); + } + } + #region AfterPostProcess class AfterPostProcessPassData { @@ -576,14 +605,6 @@ TextureHandle RenderAfterPostProcessObjects(RenderGraph renderGraph, HDCamera hd builder.SetRenderFunc( (AfterPostProcessPassData data, RenderGraphContext ctx) => { - // Note about AfterPostProcess and TAA: - // When TAA is enabled rendering is jittered and then resolved during the post processing pass. - // It means that any rendering done after post processing need to disable jittering. This is what we do with hdCamera.UpdateViewConstants(false); - // The issue is that the only available depth buffer is jittered so pixels would wobble around depth tested edges. - // In order to avoid that we decide that objects rendered after Post processes while TAA is active will not benefit from the depth buffer so we disable it. - data.hdCamera.UpdateAllViewConstants(false); - data.hdCamera.UpdateShaderVariablesGlobalCB(ref data.globalCB); - UpdateOffscreenRenderingConstants(ref data.globalCB, true, 1.0f); ConstantBuffer.PushGlobal(ctx.cmd, data.globalCB, HDShaderIDs._ShaderVariablesGlobal); From 883197e1ee4a5676f4b202fe6debaa0e20e0f311 Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Tue, 13 Jul 2021 18:00:54 +0200 Subject: [PATCH 064/102] Fix GC alloc in hd/bugfix branch (#5134) * Fixed GC alloc on hd/bugfix branch * Fix GC alloc again --- .../Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs index 51c90d81b13..cba11416b21 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs @@ -559,10 +559,10 @@ void RestoreNonjitteredMatrices(RenderGraph renderGraph, HDCamera hdCamera) // It means that any rendering done after post processing need to disable jittering. This is what we do with hdCamera.UpdateViewConstants(false); // The issue is that the only available depth buffer is jittered so pixels would wobble around depth tested edges. // In order to avoid that we decide that objects rendered after Post processes while TAA is active will not benefit from the depth buffer so we disable it. - hdCamera.UpdateAllViewConstants(false); - hdCamera.UpdateShaderVariablesGlobalCB(ref m_ShaderVariablesGlobalCB); + data.hdCamera.UpdateAllViewConstants(false); + data.hdCamera.UpdateShaderVariablesGlobalCB(ref data.globalCB); - ConstantBuffer.PushGlobal(ctx.cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); + ConstantBuffer.PushGlobal(ctx.cmd, data.globalCB, HDShaderIDs._ShaderVariablesGlobal); }); } } From eeb2ce5d519b618d9acf8189509fd18fb76e454c Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Wed, 14 Jul 2021 00:24:41 +0200 Subject: [PATCH 065/102] Fix refraction tile artifacts near reflection probe edges (#4727) * Pick the right probe at object center instead of tile granularity. * changelog * Missing commit * Move stuff in lightloop and out of prelightData * Update LightLoop.hlsl * Formatting Co-authored-by: sebastienlagarde --- .../CHANGELOG.md | 1 + .../Runtime/Lighting/LightLoop/LightLoop.hlsl | 43 +++++++++++++++---- 2 files changed, 35 insertions(+), 9 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index b73b3ff8091..5794e4b036d 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -300,6 +300,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed Dof and MSAA. DoF is now using the min depth of the per-pixel MSAA samples when MSAA is enabled. This removes 1-pixel ringing from in focus objects (case 1347291). - Fixed objects disappearing from Lookdev window when entering playmode (case 1309368). - Fixed rendering of objects just after the TAA pass (before post process injection point). +- Fixed tiled artifacts in refraction at borders between two reflection probes. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl index 08c6c497cd8..e897095cfa3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl @@ -349,21 +349,46 @@ void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BS } #endif - EnvLightData envLightData; - if (envLightCount > 0) - { - envLightData = FetchEnvLight(envLightStart, 0); - } - else - { - envLightData = InitSkyEnvLightData(0); - } +#if HAS_REFRACTION + // For refraction to be stable, we should reuse the same refraction probe for the whole object. + // Otherwise as if the object span different tiles it could produce a different refraction probe picking and thus have visual artifacts. + // For this we need to find the tile that is at the center of the object that is being rendered. + // And then select the first refraction probe of this list. if ((featureFlags & LIGHTFEATUREFLAGS_SSREFRACTION) && (_EnableSSRefraction > 0)) { + // grab current object position and retrieve in which tile it belongs too + float4x4 modelMat = GetObjectToWorldMatrix(); + float3 objPos = modelMat._m03_m13_m23; + float4 posClip = TransformWorldToHClip(objPos); + posClip.xyz = posClip.xyz / posClip.w; + + uint2 tileObj = (saturate(posClip.xy * 0.5f + 0.5f) * _ScreenSize.xy) / GetTileSize(); + + uint envLightStart, envLightCount; + + // Fetch first env light to provide the scene proxy for screen space refraction computation + PositionInputs localInput; + ZERO_INITIALIZE(PositionInputs, localInput); + localInput.tileCoord = tileObj.xy; + localInput.linearDepth = posClip.w; + + GetCountAndStart(localInput, LIGHTCATEGORY_ENV, envLightStart, envLightCount); + + EnvLightData envLightData; + if (envLightCount > 0) + { + envLightData = FetchEnvLight(FetchIndex(envLightStart, 0)); + } + else // If no refraction probe, use sky + { + envLightData = InitSkyEnvLightData(0); + } + IndirectLighting lighting = EvaluateBSDF_ScreenspaceRefraction(context, V, posInput, preLightData, bsdfData, envLightData, refractionHierarchyWeight); AccumulateIndirectLighting(lighting, aggregateLighting); } +#endif // Reflection probes are sorted by volume (in the increasing order). if (featureFlags & LIGHTFEATUREFLAGS_ENV) From feb034c8efb476133b2f77417afd78777781202f Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Tue, 20 Jul 2021 17:57:21 +0200 Subject: [PATCH 066/102] Fix camera rotation uncontrollable with low framerate (#5076) * Fix camera rotation uncontrollable with low framerate. * updated changelog --- .../Runtime/Camera/FreeCamera.cs | 14 +++++++------- .../CHANGELOG.md | 1 + .../SampleSceneAssets/Scripts/LookWithMouse.cs | 10 ++++++---- .../Scripts/SimpleCameraController.cs | 8 ++++---- .../Assets/Scripts/SimpleCameraController.cs | 17 +++++++++++++---- 5 files changed, 31 insertions(+), 19 deletions(-) diff --git a/com.unity.render-pipelines.core/Runtime/Camera/FreeCamera.cs b/com.unity.render-pipelines.core/Runtime/Camera/FreeCamera.cs index 8504387eeaa..3c37b7a6175 100644 --- a/com.unity.render-pipelines.core/Runtime/Camera/FreeCamera.cs +++ b/com.unity.render-pipelines.core/Runtime/Camera/FreeCamera.cs @@ -14,6 +14,8 @@ namespace UnityEngine.Rendering [CoreRPHelpURLAttribute("Free-Camera")] public class FreeCamera : MonoBehaviour { + const float k_MouseSensitivityMultiplier = 0.01f; + /// /// Rotation speed when using a controller. /// @@ -21,7 +23,7 @@ public class FreeCamera : MonoBehaviour /// /// Rotation speed when using the mouse. /// - public float m_LookSpeedMouse = 10.0f; + public float m_LookSpeedMouse = 4.0f; /// /// Movement speed. /// @@ -51,7 +53,6 @@ public class FreeCamera : MonoBehaviour InputAction lookAction; InputAction moveAction; InputAction speedAction; - InputAction fireAction; InputAction yMoveAction; #endif @@ -94,7 +95,6 @@ void RegisterInputs() moveAction.Enable(); lookAction.Enable(); speedAction.Enable(); - fireAction.Enable(); yMoveAction.Enable(); #endif @@ -129,8 +129,8 @@ void UpdateInputs() #if USE_INPUT_SYSTEM var lookDelta = lookAction.ReadValue(); - inputRotateAxisX = lookDelta.x * m_LookSpeedMouse * Time.deltaTime; - inputRotateAxisY = lookDelta.y * m_LookSpeedMouse * Time.deltaTime; + inputRotateAxisX = lookDelta.x * m_LookSpeedMouse * k_MouseSensitivityMultiplier; + inputRotateAxisY = lookDelta.y * m_LookSpeedMouse * k_MouseSensitivityMultiplier; leftShift = Keyboard.current.leftShiftKey.isPressed; fire1 = Mouse.current?.leftButton?.isPressed == true || Gamepad.current?.xButton?.isPressed == true; @@ -148,8 +148,8 @@ void UpdateInputs() inputRotateAxisX = Input.GetAxis(kMouseX) * m_LookSpeedMouse; inputRotateAxisY = Input.GetAxis(kMouseY) * m_LookSpeedMouse; } - inputRotateAxisX += (Input.GetAxis(kRightStickX) * m_LookSpeedController * Time.deltaTime); - inputRotateAxisY += (Input.GetAxis(kRightStickY) * m_LookSpeedController * Time.deltaTime); + inputRotateAxisX += (Input.GetAxis(kRightStickX) * m_LookSpeedController * k_MouseSensitivityMultiplier); + inputRotateAxisY += (Input.GetAxis(kRightStickY) * m_LookSpeedController * k_MouseSensitivityMultiplier); leftShift = Input.GetKey(KeyCode.LeftShift); fire1 = Input.GetAxis("Fire1") > 0.0f; diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 5794e4b036d..8825eae56d3 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -301,6 +301,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed objects disappearing from Lookdev window when entering playmode (case 1309368). - Fixed rendering of objects just after the TAA pass (before post process injection point). - Fixed tiled artifacts in refraction at borders between two reflection probes. +- Fixed the FreeCamera and SimpleCameraController mouse rotation unusable at low framerate (case 1340344). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.template-hd/Assets/SampleSceneAssets/Scripts/LookWithMouse.cs b/com.unity.template-hd/Assets/SampleSceneAssets/Scripts/LookWithMouse.cs index 417522f8083..2aabbd014f9 100644 --- a/com.unity.template-hd/Assets/SampleSceneAssets/Scripts/LookWithMouse.cs +++ b/com.unity.template-hd/Assets/SampleSceneAssets/Scripts/LookWithMouse.cs @@ -8,6 +8,8 @@ public class LookWithMouse : MonoBehaviour { + const float k_MouseSensitivityMultiplier = 0.01f; + public float mouseSensitivity = 100f; public Transform playerBody; @@ -39,11 +41,11 @@ void Update() mouseY += value.y; } - mouseX *= mouseSensitivity * Time.deltaTime; - mouseY *= mouseSensitivity * Time.deltaTime; + mouseX *= mouseSensitivity * k_MouseSensitivityMultiplier; + mouseY *= mouseSensitivity * k_MouseSensitivityMultiplier; #else - float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime; - float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime; + float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * k_MouseSensitivityMultiplier; + float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * k_MouseSensitivityMultiplier; #endif xRotation -= mouseY; diff --git a/com.unity.template-hd/Assets/SampleSceneAssets/Scripts/SimpleCameraController.cs b/com.unity.template-hd/Assets/SampleSceneAssets/Scripts/SimpleCameraController.cs index 5bb58871577..cc156229ed7 100644 --- a/com.unity.template-hd/Assets/SampleSceneAssets/Scripts/SimpleCameraController.cs +++ b/com.unity.template-hd/Assets/SampleSceneAssets/Scripts/SimpleCameraController.cs @@ -54,6 +54,8 @@ public void UpdateTransform(Transform t) } } + const float k_MouseSensitivityMultiplier = 0.01f; + CameraState m_TargetCameraState = new CameraState(); CameraState m_InterpolatingCameraState = new CameraState(); @@ -165,8 +167,6 @@ Vector3 GetInputTranslationDirection() void Update() { - // Exit Sample - if (IsEscapePressed()) { Application.Quit(); @@ -191,7 +191,7 @@ void Update() // Rotation if (IsCameraRotationAllowed()) { - var mouseMovement = GetInputLookRotation() * Time.deltaTime * mouseSensitivity; + var mouseMovement = GetInputLookRotation() * k_MouseSensitivityMultiplier * mouseSensitivity; if (invertY) mouseMovement.y = -mouseMovement.y; @@ -243,7 +243,7 @@ Vector2 GetInputLookRotation() delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes. return delta; #else - return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1)); + return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); #endif } diff --git a/com.unity.template-universal/Assets/Scripts/SimpleCameraController.cs b/com.unity.template-universal/Assets/Scripts/SimpleCameraController.cs index 0d788d77806..5e87216df31 100644 --- a/com.unity.template-universal/Assets/Scripts/SimpleCameraController.cs +++ b/com.unity.template-universal/Assets/Scripts/SimpleCameraController.cs @@ -54,6 +54,8 @@ public void UpdateTransform(Transform t) } } + const float k_MouseSensitivityMultiplier = 0.01f; + CameraState m_TargetCameraState = new CameraState(); CameraState m_InterpolatingCameraState = new CameraState(); @@ -65,6 +67,9 @@ public void UpdateTransform(Transform t) public float positionLerpTime = 0.2f; [Header("Rotation Settings")] + [Tooltip("Multiplier for the sensitivity of the rotation.")] + public float mouseSensitivity = 60.0f; + [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")] public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f)); @@ -188,7 +193,7 @@ void Update() // Rotation if (IsCameraRotationAllowed()) { - var mouseMovement = GetInputLookRotation() * Time.deltaTime * 5; + var mouseMovement = GetInputLookRotation() * k_MouseSensitivityMultiplier * mouseSensitivity; if (invertY) mouseMovement.y = -mouseMovement.y; @@ -227,16 +232,20 @@ float GetBoostFactor() #if ENABLE_INPUT_SYSTEM return boostFactorAction.ReadValue().y * 0.01f; #else - return Input.mouseScrollDelta.y * 0.2f; + return Input.mouseScrollDelta.y * 0.01f; #endif } Vector2 GetInputLookRotation() { + // try to compensate the diff between the two input systems by multiplying with empirical values #if ENABLE_INPUT_SYSTEM - return lookAction.ReadValue(); + var delta = lookAction.ReadValue(); + delta *= 0.5f; // Account for scaling applied directly in Windows code by old input system. + delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes. + return delta; #else - return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")) * 10; + return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); #endif } From f4b940ef5324321f850639e46933b63a2fcae8f5 Mon Sep 17 00:00:00 2001 From: Kleber Garcia Date: Tue, 20 Jul 2021 16:19:34 -0400 Subject: [PATCH 067/102] Clearing out render targets and randmo write targets on pipeline destruction (#5176) Changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/RenderPipeline/HDRenderPipeline.cs | 2 ++ 2 files changed, 3 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 8825eae56d3..2bc7eab2050 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -302,6 +302,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed rendering of objects just after the TAA pass (before post process injection point). - Fixed tiled artifacts in refraction at borders between two reflection probes. - Fixed the FreeCamera and SimpleCameraController mouse rotation unusable at low framerate (case 1340344). +- Fixed warning "Releasing render texture that is set to be RenderTexture.active!" on pipeline disposal / hdrp live editing. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index 9fcec5b745c..53a18b87998 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -647,6 +647,8 @@ void InitializeRenderStateBlocks() /// Is disposing. protected override void Dispose(bool disposing) { + Graphics.ClearRandomWriteTargets(); + Graphics.SetRenderTarget(null); DisposeProbeCameraPool(); UnsetRenderingFeatures(); From 455ebc2dad92848b493bc0268c9b73659e1d0a96 Mon Sep 17 00:00:00 2001 From: JulienIgnace-Unity Date: Thu, 22 Jul 2021 17:43:33 +0200 Subject: [PATCH 068/102] Fixed a null ref exception when adding a new environment to the library. (#5131) * Fixed a null ref exception when adding a new environment to the library. * Update changelog Co-authored-by: sebastienlagarde --- .../Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs | 1 + com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + 2 files changed, 2 insertions(+) diff --git a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs index c99d96075d4..af8ec1b84ef 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs @@ -291,6 +291,7 @@ void RefreshLibraryDisplay() m_EnvironmentListToolbar.style.visibility = Visibility.Visible; m_NoEnvironmentList.style.display = DisplayStyle.None; } + m_EnvironmentList.RefreshItems(); } } diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 2bc7eab2050..dd6f7e540f3 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -303,6 +303,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed tiled artifacts in refraction at borders between two reflection probes. - Fixed the FreeCamera and SimpleCameraController mouse rotation unusable at low framerate (case 1340344). - Fixed warning "Releasing render texture that is set to be RenderTexture.active!" on pipeline disposal / hdrp live editing. +- Fixed a null ref exception when adding a new environment to the Look Dev library. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard From f20b3d8a14cc8df57d6f801d955c4e690ef3318b Mon Sep 17 00:00:00 2001 From: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com> Date: Thu, 22 Jul 2021 17:56:51 +0200 Subject: [PATCH 069/102] FogBugz#1348462 - Wait for accessing the HDProjectSettings instance as it was before. (#5141) --- .../Editor/Wizard/HDWizard.Window.cs | 12 ++++-------- 1 file changed, 4 insertions(+), 8 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs b/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs index abc92e887b4..4b633e7330e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs @@ -252,10 +252,6 @@ static HDWizard() static void WizardBehaviourDelayed() { - if (!HDProjectSettings.wizardIsStartPopup) - throw new Exception( - $"HDProjectSettings.wizardIsStartPopup must be true"); - if (frameToWait > 0) { --frameToWait; @@ -265,6 +261,10 @@ static void WizardBehaviourDelayed() // No need to update this method, unsubscribe from the application update EditorApplication.update -= WizardBehaviourDelayed; + // If the wizard does not need to be shown at start up, do nothing. + if (!HDProjectSettings.wizardIsStartPopup) + return; + //Application.isPlaying cannot be called in constructor. Do it here if (Application.isPlaying) return; @@ -307,10 +307,6 @@ static void CheckPersistencyPopupAlreadyOpened() [Callbacks.DidReloadScripts] static void WizardBehaviour() { - // If the wizard does not need to be shown at start up, do nothing. - if (!HDProjectSettings.wizardIsStartPopup) - return; - //We need to wait at least one frame or the popup will not show up frameToWait = 10; EditorApplication.update += WizardBehaviourDelayed; From 8722fe0336476e4b080220c869e8004cd018fa8b Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Mon, 26 Jul 2021 12:23:57 +0200 Subject: [PATCH 070/102] Fix nullref in volume system after deleting a volume object (#5161) * Fix nullref in volume system after deleting a volume object (case 1348374) * Updated changelog Co-authored-by: sebastienlagarde --- .../Runtime/Volume/VolumeManager.cs | 4 ++++ com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + 2 files changed, 5 insertions(+) diff --git a/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs b/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs index 29e1edff05e..0be10b9a448 100644 --- a/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs +++ b/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs @@ -347,6 +347,9 @@ public void Update(VolumeStack stack, Transform trigger, LayerMask layerMask) // Traverse all volumes foreach (var volume in volumes) { + if (volume == null) + continue; + #if UNITY_EDITOR // Skip volumes that aren't in the scene currently displayed in the scene view if (!IsVolumeRenderedByCamera(volume, camera)) @@ -417,6 +420,7 @@ public void Update(VolumeStack stack, Transform trigger, LayerMask layerMask) public Volume[] GetVolumes(LayerMask layerMask) { var volumes = GrabVolumes(layerMask); + volumes.RemoveAll(v => v == null); return volumes.ToArray(); } diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index dd6f7e540f3..ce429f93a93 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -304,6 +304,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the FreeCamera and SimpleCameraController mouse rotation unusable at low framerate (case 1340344). - Fixed warning "Releasing render texture that is set to be RenderTexture.active!" on pipeline disposal / hdrp live editing. - Fixed a null ref exception when adding a new environment to the Look Dev library. +- Fixed a nullref in volume system after deleting a volume object (case 1348374). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard From bc579c7779aafaa4c22769d53c5b0dc9b865981e Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Mon, 26 Jul 2021 15:10:25 +0200 Subject: [PATCH 071/102] [HDRP] Fix APV UI loosing focus when changing a param (#5219) * Fixed the APV UI losing focus when the helpbox about baking appears in the probe volume. --- .../Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs | 3 ++- .../Editor/Lighting/ProbeVolume/ProbeVolumeUI.Skin.cs | 1 + com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + 3 files changed, 4 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs b/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs index 8c9ade6b816..48d84480863 100644 --- a/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs +++ b/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs @@ -139,7 +139,8 @@ static void Drawer_VolumeContent(SerializedProbeVolume serialized, Editor owner) EditorGUI.BeginChangeCheck(); if ((serialized.serializedObject.targetObject as ProbeVolume).mightNeedRebaking) { - EditorGUILayout.HelpBox("The probe volume has changed since last baking or the data was never baked.\nPlease bake lighting in the lighting panel to update the lighting data.", MessageType.Warning, wide: true); + var helpBoxRect = GUILayoutUtility.GetRect(new GUIContent(Styles.s_ProbeVolumeChangedMessage, EditorGUIUtility.IconContent("Warning@2x").image), EditorStyles.helpBox); + EditorGUI.HelpBox(helpBoxRect, Styles.s_ProbeVolumeChangedMessage, MessageType.Warning); } EditorGUILayout.PropertyField(serialized.globalVolume, Styles.s_GlobalVolume); diff --git a/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Skin.cs b/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Skin.cs index a228dcc6aa8..d9cb2a1a36c 100644 --- a/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Skin.cs +++ b/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Skin.cs @@ -11,6 +11,7 @@ internal static class Styles internal static readonly GUIContent s_MinMaxSubdivSlider = new GUIContent("Subdivision Controller", "Control how much the probe baking system will subdivide in this volume.\nBoth min and max values are used to compute the allowed subdivision levels inside this volume. e.g. a Min subdivision of 2 will ensure that there is at least 2 levels of subdivision everywhere in the volume."); internal static readonly GUIContent s_ObjectLayerMask = new GUIContent("Object Layer Mask", "Control which layers will be used to select the meshes for the probe placement algorithm."); internal static readonly GUIContent s_GeometryDistanceOffset = new GUIContent("Geometry Distance Offset", "Affects the minimum distance at which the subdivision system will place probes near the geometry."); + internal static readonly string s_ProbeVolumeChangedMessage = "The probe volume has changed since last baking or the data was never baked.\nPlease bake lighting in the lighting panel to update the lighting data."; internal static readonly Color k_GizmoColorBase = new Color32(137, 222, 144, 255); diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index a74f1139ffb..4c1c8d024da 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -322,6 +322,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed warning "Releasing render texture that is set to be RenderTexture.active!" on pipeline disposal / hdrp live editing. - Fixed a null ref exception when adding a new environment to the Look Dev library. - Fixed a nullref in volume system after deleting a volume object (case 1348374). +- Fixed the APV UI loosing focus when the helpbox about baking appears in the probe volume. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard From 3a75e92144dd05f378d3efac5713409ff74bc200 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Tue, 27 Jul 2021 12:35:33 +0200 Subject: [PATCH 072/102] Small changes (#5220) --- .../Runtime/Lighting/LightLoop/LightLoop.hlsl | 3 ++- .../Runtime/Material/Lit/Lit.hlsl | 4 ---- 2 files changed, 2 insertions(+), 5 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl index d888f812ca6..d7dffad8c58 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl @@ -9,7 +9,8 @@ #ifndef SCALARIZE_LIGHT_LOOP // We perform scalarization only for forward rendering as for deferred loads will already be scalar since tiles will match waves and therefore all threads will read from the same tile. -// More info on scalarization: https://flashypixels.wordpress.com/2018/11/10/intro-to-gpu-scalarization-part-2-scalarize-all-the-lights/ +// More info on scalarization: https://flashypixels.wordpress.com/2018/11/10/intro-to-gpu-scalarization-part-2-scalarize-all-the-lights/ . +// Note that it is currently disabled on gamecore platforms for issues with wave intrinsics and the new compiler, it will be soon investigated, but we disable it in the meantime. #define SCALARIZE_LIGHT_LOOP (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER) && !defined(SHADER_API_GAMECORE) && SHADERPASS == SHADERPASS_FORWARD) #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl index 9a88464765e..29d0c121ba0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl @@ -88,10 +88,6 @@ TEXTURE2D_X(_ShadowMaskTexture); // Alias for shadow mask, so we don't need to k // If a user do a lighting architecture without material classification, this can be remove #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl" -// Currently disable SSR until critical editor fix is available -#undef LIGHTFEATUREFLAGS_SSREFLECTION -#define LIGHTFEATUREFLAGS_SSREFLECTION 0 - // Combination need to be define in increasing "comlexity" order as define by FeatureFlagsToTileVariant static const uint kFeatureVariantFlags[NUM_FEATURE_VARIANTS] = { From 9bf35af05bda50dec761cc2c1c7da650f759f9d1 Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Wed, 28 Jul 2021 12:58:34 +0200 Subject: [PATCH 073/102] Fix update order in Graphics Compositor causing jumpy camera updates (#5235) --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/Compositor/CompositionManager.cs | 4 ++-- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 5dd2e50c41b..49b020bc24c 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -323,6 +323,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed a null ref exception when adding a new environment to the Look Dev library. - Fixed a nullref in volume system after deleting a volume object (case 1348374). - Fixed the APV UI loosing focus when the helpbox about baking appears in the probe volume. +- Fixed update order in Graphics Compositor causing jumpy camera updates (case 1345566). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs index ded36bb69b1..d6912ee7c01 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs @@ -500,8 +500,8 @@ public void UpdateLayerSetup() static HDRenderPipelineGlobalSettings m_globalSettings; - // Update is called once per frame - void Update() + // LateUpdate is called once per frame + void LateUpdate() { // TODO: move all validation calls to onValidate. Before doing it, this needs some extra testing to ensure nothing breaks if (enableOutput == false || ValidatePipeline() == false || ValidateAndFixRuntime() == false || RuntimeCheck() == false) From bf1b3e0794c40efb586a815b7c8bd87206e467d7 Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Wed, 28 Jul 2021 13:07:29 +0200 Subject: [PATCH 074/102] Prevent material from having infinite intensity (#5132) * Prevent material from having infinite intensity * Fix switching from ldr to hdr emissive * Fix input field precision * Round the max value * Make two variables Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Editor/Material/UIBlocks/EmissionUIBlock.cs | 6 ++++-- .../Runtime/Lighting/LightUtils.cs | 7 +++++-- 3 files changed, 10 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 49b020bc24c..3f886024b17 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -324,6 +324,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed a nullref in volume system after deleting a volume object (case 1348374). - Fixed the APV UI loosing focus when the helpbox about baking appears in the probe volume. - Fixed update order in Graphics Compositor causing jumpy camera updates (case 1345566). +- Fixed material inspector that allowed setting intensity to an infinite value. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs index 9a6cb060e80..de5a56bb69e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs @@ -12,6 +12,8 @@ namespace UnityEditor.Rendering.HighDefinition /// public class EmissionUIBlock : MaterialUIBlock { + static float s_MaxEvValue = Mathf.Floor(LightUtils.ConvertLuminanceToEv(float.MaxValue)); + /// Options for emission block features. Use this to control which fields are visible. [Flags] public enum Features @@ -131,7 +133,7 @@ internal static void UpdateEmissiveColorLDRFromIntensityAndEmissiveColor(Materia internal static void UpdateEmissiveColorLDRFromIntensityAndEmissiveColor(MaterialProperty emissiveColorLDR, MaterialProperty emissiveIntensity, MaterialProperty emissiveColor) { - Color emissiveColorLDRLinear = emissiveColorLDR.colorValue / emissiveIntensity.floatValue; + Color emissiveColorLDRLinear = emissiveColor.colorValue / emissiveIntensity.floatValue; emissiveColorLDR.colorValue = emissiveColorLDRLinear.gamma; } @@ -156,7 +158,7 @@ internal static void DoEmissiveIntensityGUI(MaterialEditor materialEditor, Mater { float evValue = LightUtils.ConvertLuminanceToEv(emissiveIntensity.floatValue); evValue = EditorGUILayout.FloatField(Styles.emissiveIntensityText, evValue); - evValue = Mathf.Clamp(evValue, 0, float.MaxValue); + evValue = Mathf.Clamp(evValue, 0, s_MaxEvValue); emissiveIntensity.floatValue = LightUtils.ConvertEvToLuminance(evValue); } else diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightUtils.cs index 9b394101678..35769ee6618 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightUtils.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightUtils.cs @@ -8,6 +8,9 @@ namespace UnityEngine.Rendering.HighDefinition /// class LightUtils { + static float s_LuminanceToEvFactor = Mathf.Log(100f / ColorUtils.s_LightMeterCalibrationConstant); + static float s_EvToLuminanceFactor = -Mathf.Log(100f / ColorUtils.s_LightMeterCalibrationConstant); + // Physical light unit helper // All light unit are in lumen (Luminous power) // Punctual light (point, spot) are convert to candela (cd = lumens / steradian) @@ -164,7 +167,7 @@ public static float ConvertCandelaToLux(float candela, float distance) public static float ConvertEvToLuminance(float ev) { float k = ColorUtils.s_LightMeterCalibrationConstant; - return (k / 100.0f) * Mathf.Pow(2, ev); + return Mathf.Pow(2, ev + s_EvToLuminanceFactor); } /// @@ -194,7 +197,7 @@ public static float ConvertEvToLux(float ev, float distance) public static float ConvertLuminanceToEv(float luminance) { float k = ColorUtils.s_LightMeterCalibrationConstant; - return (float)Math.Log((luminance * 100f) / k, 2); + return Mathf.Log(luminance, 2) + s_LuminanceToEvFactor; } /// From 1bfc26e1dcde006d6f5f3ffad7a2b4e0129cca47 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Chapelain?= <57442369+remi-chapelain@users.noreply.github.com> Date: Thu, 29 Jul 2021 12:41:11 +0200 Subject: [PATCH 075/102] [HDRP] Adding limitations of decal emissive positive contribution to the documentation (#5237) * Add emissive positive contribution limitation to the doc * changelog * Update CHANGELOG.md * Update Decal-Projector.md * Update Decal-Shader.md Co-authored-by: sebastienlagarde --- .../Documentation~/Decal-Projector.md | 3 ++- .../Documentation~/Decal-Shader.md | 2 +- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md b/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md index aaeeb9ce6d6..1143638f346 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md @@ -55,7 +55,8 @@ Using the Inspector allows you to change all of the Decal Projector properties, ## Limitations - The Decal Projector can affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal Master Stack](master-stack-decal.md). However, it can only affect transparent Materials with the [Decal Shader](Decal-Shader.md). -- Decal Emissive isn't supported on Transparent Material. +- Emissive decals isn't supported on Transparent Material. +- Emissive decals always give an additive positive contribution. This property does not affect the existing emissive properties of the Materials assigned to a GameObject. - The **Receive Decals** property of Materials in HDRP does not affect emissive decals. HDRP always renders emissive decals unless you use Decal Layers, which can disable emissive decals on a Layer by Layer basis. - If you project a decal onto a transparent surface, HDRP ignores the decal's Texture tiling. - In **Project Settings > Graphics**, if **Instancing Variants** is set to **Strip All**, Unity strips the Decal Shader this component references when you build your Project. This happens even if you include the Shader in the **Always Included Shaders** list. If Unity strips the Shader during the build process, the decal does not appear in your built Application. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Decal-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Decal-Shader.md index 98d74451cdf..f3ce9b8b3cc 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Decal-Shader.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Decal-Shader.md @@ -15,7 +15,7 @@ These properties allow you to set the affected attributes of the Material the de | **Affect Metal** | Enable the checkbox to make the decal use the metallic property of its **Mask Map**. Otherwise the decal has no metallic effect. Uses the red channel of the **Mask Map**.
This property only appears when you enable the **Metal and Ambient Occlusion properties** checkbox in your [HDRP Asset](HDRP-Asset.md#Decals). | | **Affect Ambient Occlusion** | Enable the checkbox to make the decal use the ambient occlusion property of its **Mask Map**. Otherwise the decal has no ambient occlusion effect. Uses the green channel of the **Mask Map**.
This property only appears when you enable the **Metal and Ambient Occlusion properties** checkbox in your [HDRP Asset](HDRP-Asset.md#Decals). | | **Affect Smoothness** | Enable the checkbox to make the decal use the smoothness property of its **Mask Map**. Otherwise the decal has no smoothness effect. Uses the alpha channel of the **Mask Map**.
| -| **Affect Emissive** | Enable the checkbox to make this decal emissive. When enabled, this Material appears self-illuminated and acts as a visible source of light. This property does not work with transparent receiving Materials. | +| **Affect Emissive** | Enable the checkbox to make this decal emissive. When enabled, this Material appears self-illuminated and acts as a visible source of light. This property does not work with transparent receiving Materials. Emissive decals always give an additive positive contribution. This property does not affect the existing emissive properties of the Materials assigned to a GameObject. | ### Surface Inputs From 72d81c0c47d85a948d53cb2fe0594b819611ed73 Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Thu, 29 Jul 2021 12:43:40 +0200 Subject: [PATCH 076/102] [HDRP] Fix issue with path tracing when switching between non-persistent cameras (#5246) * Fix issue with path traceing accumulation when switching between cameras. * Check if camera history is persistent Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/RenderPipeline/PathTracing/PathTracing.cs | 7 +++++++ 2 files changed, 8 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index b6c36198266..cef5e30d6f1 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -335,6 +335,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed some of the extreme ghosting in DLSS by using a bit mask to bias the color of particles. VFX tagged as Exclude from TAA will be on this pass. - Fixed update order in Graphics Compositor causing jumpy camera updates (case 1345566). - Fixed material inspector that allowed setting intensity to an infinite value. +- Fixed issue when switching between non-persistent cameras when path tarcing is enabled (case 1337843). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs index bc01b51192f..699262a7d10 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs @@ -361,6 +361,13 @@ TextureHandle RenderPathTracing(RenderGraph renderGraph, HDCamera hdCamera, Text int camID = hdCamera.camera.GetInstanceID(); CameraData camData = m_SubFrameManager.GetCameraData(camID); + // Check if the camera has a valid history buffer and if not reset the accumulation. + // This can happen if a script disables and re-enables the camera (case 1337843). + if (!hdCamera.isPersistent && hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.PathTracing) == null) + { + m_SubFrameManager.Reset(camID); + } + if (!m_SubFrameManager.isRecording) { // Check if things have changed and if we need to restart the accumulation From 77957b51b47e0acec42252e41f46809bffcab11b Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Thu, 29 Jul 2021 15:53:37 +0200 Subject: [PATCH 077/102] removed undesired files --- .../CHANGELOG_BACKUP_594.md | 2993 ----------------- .../CHANGELOG_BASE_594.md | 2978 ---------------- .../CHANGELOG_LOCAL_594.md | 2980 ---------------- .../CHANGELOG_REMOTE_594.md | 2988 ---------------- 4 files changed, 11939 deletions(-) delete mode 100644 com.unity.render-pipelines.high-definition/CHANGELOG_BACKUP_594.md delete mode 100644 com.unity.render-pipelines.high-definition/CHANGELOG_BASE_594.md delete mode 100644 com.unity.render-pipelines.high-definition/CHANGELOG_LOCAL_594.md delete mode 100644 com.unity.render-pipelines.high-definition/CHANGELOG_REMOTE_594.md diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG_BACKUP_594.md b/com.unity.render-pipelines.high-definition/CHANGELOG_BACKUP_594.md deleted file mode 100644 index ace001e659b..00000000000 --- a/com.unity.render-pipelines.high-definition/CHANGELOG_BACKUP_594.md +++ /dev/null @@ -1,2993 +0,0 @@ -# Changelog -All notable changes to this package will be documented in this file. - -The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) -and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). - -## [12.0.0] - 2021-01-11 - -### Added -- Added support for XboxSeries platform. -- Added pivot point manipulation for Decals (inspector and edit mode). -- Added UV manipulation for Decals (edit mode). -- Added color and intensity customization for Decals. -- Added a history rejection criterion based on if the pixel was moving in world space (case 1302392). -- Added the default quality settings to the HDRP asset for RTAO, RTR and RTGI (case 1304370). -- Added TargetMidGrayParameterDrawer -- Added an option to have double sided GI be controlled separately from material double-sided option. -- Added new AOV APIs for overriding the internal rendering format, and for outputing the world space position. -- Added browsing of the documentation of Compositor Window -- Added a complete solution for volumetric clouds for HDRP including a cloud map generation tool. -- Added a Force Forward Emissive option for Lit Material that forces the Emissive contribution to render in a separate forward pass when the Lit Material is in Deferred Lit shader Mode. -- Added new API in CachedShadowManager -- Added an additional check in the "check scene for ray tracing" (case 1314963). -- Added shader graph unit test for IsFrontFace node -- API to allow OnDemand shadows to not render upon placement in the Cached Shadow Atlas. -- Exposed update upon light movement for directional light shadows in UI. -- Added a setting in the HDRP asset to change the Density Volume mask resolution of being locked at 32x32x32 (HDRP Asset > Lighting > Volumetrics > Max Density Volume Size). -- Added a Falloff Mode (Linear or Exponential) in the Density Volume for volume blending with Blend Distance. -- Added support for screen space shadows (directional and point, no area) for shadow matte unlit shader graph. -- Added support for volumetric clouds in planar reflections. -- Added deferred shading debug visualization -- Added a new control slider on RTR and RTGI to force the LOD Bias on both effects. -- Added missing documentation for volumetric clouds. -- Added the support of interpolators for SV_POSITION in shader graph. -- Added a "Conservative" mode for shader graph depth offset. -- Added an error message when trying to use disk lights with realtime GI (case 1317808). -- Added support for multi volumetric cloud shadows. -- Added a Scale Mode setting for Decals. -- Added LTC Fitting tools for all BRDFs that HDRP supports. -- Added Area Light support for Hair and Fabric master nodes. -- Added a fallback for the ray traced directional shadow in case of a transmission (case 1307870). -- Added support for Fabric material in Path Tracing. -- Added help URL for volumetric clouds override. -- Added Global settings check in Wizard -- Added localization on Wizard window -- Added an info box for micro shadow editor (case 1322830). -- Added support for alpha channel in FXAA (case 1323941). -- Added Speed Tree 8 shader graph as default Speed Tree 8 shader for HDRP. -- Added the multicompile for dynamic lightmaps to support enlighten in ray tracing (case 1318927). -- Added support for lighting full screen debug mode in automated tests. -- Added a way for fitting a probe volume around either the scene contents or a selection. -- Added support for mip bias override on texture samplers through the HDAdditionalCameraData component. -- Added Lens Flare Samples -- Added new checkbox to enable mip bias in the Dynamic Resolution HDRP quality settings. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail. -- Added a toggle to render the volumetric clouds locally or in the skybox. -- Added the ability to control focus distance either from the physical camera properties or the volume. -- Added the ability to animate many physical camera properties with Timeline. -- Added a mixed RayMarching/RayTracing mode for RTReflections and RTGI. -- Added path tracing support for stacklit material. -- Added path tracing support for AxF material. -- Added support for surface gradient based normal blending for decals. -- Added support for tessellation for all master node in shader graph. -- Added ValidateMaterial callbacks to ShaderGUI. -- Added support for internal plugin materials and HDSubTarget with their versioning system. -- Added a slider that controls how much the volumetric clouds erosion value affects the ambient occlusion term. -- Added three animation curves to control the density, erosion, and ambient occlusion in the custom submode of the simple controls. -- Added support for the camera bridge in the graphics compositor -- Added slides to control the shape noise offset. -- Added two toggles to control occluder rejection and receiver rejection for the ray traced ambient occlusion (case 1330168). -- Added the receiver motion rejection toggle to RTGI (case 1330168). -- Added info box when low resolution transparency is selected, but its not enabled in the HDRP settings. This will help new users find the correct knob in the HDRP Asset. -- Added a dialog box when you import a Material that has a diffusion profile to add the diffusion profile to global settings. -- Added support for Unlit shadow mattes in Path Tracing (case 1335487). -- Added a shortcut to HDRP Wizard documentation. -- Added support of motion vector buffer in custom postprocess -- Added tooltips for content inside the Rendering Debugger window. -- Added support for reflection probes as a fallback for ray traced reflections (case 1338644). -- Added a minimum motion vector length to the motion vector debug view. -- Added a better support for LODs in the ray tracing acceleration structure. -- Added a property on the HDRP asset to allow users to avoid ray tracing effects running at too low percentages (case 1342588). -- Added dependency to mathematics and burst, HDRP now will utilize this to improve on CPU cost. First implementation of burstified decal projector is here. -- Added warning for when a light is not fitting in the cached shadow atlas and added option to set maximum resolution that would fit. -- Added a custom post process injection point AfterPostProcessBlurs executing after depth of field and motion blur. - -### Fixed -- Fixed Intensity Multiplier not affecting realtime global illumination. -- Fixed an exception when opening the color picker in the material UI (case 1307143). -- Fixed lights shadow frustum near and far planes. -- The HDRP Wizard is only opened when a SRP in use is of type HDRenderPipeline. -- Fixed various issues with non-temporal SSAO and rendergraph. -- Fixed white flashes on camera cuts on volumetric fog. -- Fixed light layer issue when performing editing on multiple lights. -- Fixed an issue where selection in a debug panel would reset when cycling through enum items. -- Fixed material keywords with fbx importer. -- Fixed lightmaps not working properly with shader graphs in ray traced reflections (case 1305335). -- Fixed skybox for ortho cameras. -- Fixed crash on SubSurfaceScattering Editor when the selected pipeline is not HDRP -- Fixed model import by adding additional data if needed. -- Fix screen being over-exposed when changing very different skies. -- Fixed pixelated appearance of Contrast Adaptive Sharpen upscaler and several other issues when Hardware DRS is on -- VFX: Debug material view were rendering pink for albedo. (case 1290752) -- VFX: Debug material view incorrect depth test. (case 1293291) -- VFX: Fixed LPPV with lit particles in deferred (case 1293608) -- Fixed incorrect debug wireframe overlay on tessellated geometry (using littessellation), caused by the picking pass using an incorrect camera matrix. -- Fixed nullref in layered lit shader editor. -- Fix issue with Depth of Field CoC debug view. -- Fixed an issue where first frame of SSAO could exhibit ghosting artefacts. -- Fixed an issue with the mipmap generation internal format after rendering format change. -- Fixed multiple any hit occuring on transparent objects (case 1294927). -- Cleanup Shader UI. -- Indentation of the HDRenderPipelineAsset inspector UI for quality -- Spacing on LayerListMaterialUIBlock -- Generating a GUIContent with an Icon instead of making MaterialHeaderScopes drawing a Rect every time -- Fixed sub-shadow rendering for cached shadow maps. -- Fixed PCSS filtering issues with cached shadow maps. -- Fixed performance issue with ShaderGraph and Alpha Test -- Fixed error when increasing the maximum planar reflection limit (case 1306530). -- Fixed alpha output in debug view and AOVs when using shadow matte (case 1311830). -- Fixed an issue with transparent meshes writing their depths and recursive rendering (case 1314409). -- Fixed issue with compositor custom pass hooks added/removed repeatedly (case 1315971). -- Fixed: SSR with transparent (case 1311088) -- Fixed decals in material debug display. -- Fixed Force RGBA16 when scene filtering is active (case 1228736) -- Fix crash on VolumeComponentWithQualityEditor when the current Pipeline is not HDRP -- Fixed WouldFitInAtlas that would previously return wrong results if any one face of a point light would fit (it used to return true even though the light in entirety wouldn't fit). -- Fixed issue with NaNs in Volumetric Clouds on some platforms. -- Fixed update upon light movement for directional light rotation. -- Fixed issue that caused a rebake of Probe Volume Data to see effect of changed normal bias. -- Fixed loss of persistency of ratio between pivot position and size when sliding by 0 in DecalProjector inspector (case 1308338) -- Fixed nullref when adding a volume component in a Volume profile asset (case 1317156). -- Fixed decal normal for double sided materials (case 1312065). -- Fixed multiple HDRP Frame Settings panel issues: missing "Refraction" Frame Setting. Fixing ordering of Rough Distortion, it should now be under the Distortion setting. -- Fixed Rough Distortion frame setting not greyed out when Distortion is disabled in HDRP Asset -- Fixed issue with automatic exposure settings not updating scene view. -- Fixed issue with velocity rejection in post-DoF TAA. Fixing this reduces ghosting (case 1304381). -- Fixed missing option to use POM on emissive for tessellated shaders. -- Fixed an issue in the planar reflection probe convolution. -- Fixed an issue with debug overriding emissive material color for deferred path (case 1313123). -- Fixed a limit case when the camera is exactly at the lower cloud level (case 1316988). -- Fixed the various history buffers being discarded when the fog was enabled/disabled (case 1316072). -- Fixed resize IES when already baked in the Atlas 1299233 -- Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode -- Fixed issue with physically-based DoF computation and transparent materials with depth-writes ON. -- Fixed issue of accessing default frame setting stored in current HDRPAsset instead fo the default HDRPAsset -- Fixed SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset -- Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode -- Fixed Missing lighting quality settings for SSGI (case 1312067). -- Fixed HDRP material being constantly dirty. -- Fixed wizard checking FrameSettings not in HDRP Global Settings -- Fixed error when opening the default composition graph in the Graphics Compositor (case 1318933). -- Fixed gizmo rendering when wireframe mode is selected. -- Fixed issue in path tracing, where objects would cast shadows even if not present in the path traced layers (case 1318857). -- Fixed SRP batcher not compatible with Decal (case 1311586) -- Fixed wrong color buffer being bound to pre refraction custom passes. -- Fixed issue in Probe Reference Volume authoring component triggering an asset reload on all operations. -- Fixed grey screen on playstation platform when histogram exposure is enabled but the curve mapping is not used. -- Fixed HDRPAsset loosing its reference to the ray tracing resources when clicking on a different quality level that doesn't have ray tracing (case 1320304). -- Fixed SRP batcher not compatible with Decal (case 1311586). -- Fixed error message when having MSAA and Screen Space Shadows (case 1318698). -- Fixed Nans happening when the history render target is bigger than the current viewport (case 1321139). -- Fixed Tube and Disc lights mode selection (case 1317776) -- Fixed preview camera updating the skybox material triggering GI baking (case 1314361/1314373). -- The default LookDev volume profile is now copied and referenced in the Asset folder instead of the package folder. -- Fixed SSS on console platforms. -- Assets going through the migration system are now dirtied. -- Fixed warning fixed on ShadowLoop include (HDRISky and Unlit+ShadowMatte) -- Fixed SSR Precision for 4K Screens -- Fixed issue with gbuffer debug view when virtual texturing is enabled. -- Fixed volumetric fog noise due to sun light leaking (case 1319005) -- Fixed an issue with Decal normal blending producing NaNs. -- Fixed issue in wizard when resource folder don't exist -- Fixed issue with Decal projector edge on Metal (case 1286074) -- Fixed Exposure Frame Settings control issues on Planar reflection probes (case 1312153). Dynamic reflections now keep their own exposure relative to their parent camera. -- Fixed multicamera rendering for Dynamic Resolution Scaling using dx12 hardware mode. Using a planar reflection probe (another render camera) should be safe. -- Fixed Render Graph Debug UI not refreshing correctly in the Render Pipeline Debugger. -- Fixed SSS materials in planar reflections (case 1319027). -- Fixed Decal's pivot edit mode 2D slider gizmo not supporting multi-edition -- Fixed missing Update in Wizard's DXR Documentation -- Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter. -- Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking -- Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling. -- Fixed generation of the packed depth pyramid when hardware Dynamic Resolution Scaling is enabled. -- Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter. -- Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking -- Fixed Decal's UV edit mode with negative UV -- Fixed issue with the color space of AOVs (case 1324759) -- Fixed issue with history buffers when using multiple AOVs (case 1323684). -- Fixed camera preview with multi selection (case 1324126). -- Fix potential NaN on apply distortion pass. -- Fixed the camera controller in the template with the old input system (case 1326816). -- Fixed broken Lanczos filter artifacts on ps4, caused by a very aggressive epsilon (case 1328904) -- Fixed global Settings ignore the path set via Fix All in HDRP wizard (case 1327978) -- Fixed issue with an assert getting triggered with OnDemand shadows. -- Fixed GBuffer clear option in FrameSettings not working -- Fixed usage of Panini Projection with floating point HDRP and Post Processing color buffers. -- Fixed a NaN generating in Area light code. -- Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture. -- Fixed ResourceReloader that was not call anymore at pipeline construction -- Fixed undo of some properties on light editor. -- Fixed an issue where auto baking of ambient and reflection probe done for builtin renderer would cause wrong baking in HDRP. -- Fixed some reference to old frame settings names in HDRP Wizard. -- Fixed issue with constant buffer being stomped on when async tasks run concurrently to shadows. -- Fixed migration step overriden by data copy when creating a HDRenderPipelineGlobalSettings from a HDRPAsset. -- Fixed null reference exception in Raytracing SSS volume component. -- Fixed artifact appearing when diffuse and specular normal differ too much for eye shader with area lights -- Fixed LightCluster debug view for ray tracing. -- Fixed issue with RAS build fail when LOD was missing a renderer -- Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. -- Fixed an issue where runtime debug window UI would leak game objects. -- Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero (case 1329624). -- Fixed ray traced reflections that were too dark for unlit materials. Reflections are now more consistent with the material emissiveness. -- Fixed pyramid color being incorrect when hardware dynamic resolution is enabled. -- Fixed SSR Accumulation with Offset with Viewport Rect Offset on Camera -- Fixed material Emission properties not begin animated when recording an animation (case 1328108). -- Fixed fog precision in some camera positions (case 1329603). -- Fixed contact shadows tile coordinates calculations. -- Fixed issue with history buffer allocation for AOVs when the request does not come in first frame. -- Fix Clouds on Metal or platforms that don't support RW in same shader of R11G11B10 textures. -- Fixed blocky looking bloom when dynamic resolution scaling was used. -- Fixed normals provided in object space or world space, when using double sided materials. -- Fixed multi cameras using cloud layers shadows. -- Fixed HDAdditionalLightData's CopyTo and HDAdditionalCameraData's CopyTo missing copy. -- Fixed issue with velocity rejection when using physically-based DoF. -- Fixed HDRP's ShaderGraphVersion migration management which was broken. -- Fixed missing API documentation for LTC area light code. -- Fixed diffusion profile breaking after upgrading HDRP (case 1337892). -- Fixed undo on light anchor. -- Fixed some depth comparison instabilities with volumetric clouds. -- Fixed AxF debug output in certain configurations (case 1333780). -- Fixed white flash when camera is reset and SSR Accumulation mode is on. -- Fixed an issue with TAA causing objects not to render at extremely high far flip plane values. -- Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. -- Fixed overdraw in custom pass utils blur and Copy functions (case 1333648); -- Fixed invalid pass index 1 in DrawProcedural error. -- Fixed a compilation issue for AxF carpaints on Vulkan (case 1314040). -- Fixed issue with hierarchy object filtering. -- Fixed a lack of syncronization between the camera and the planar camera for volumetric cloud animation data. -- Fixed for wrong cached area light initialization. -- Fixed unexpected rendering of 2D cookies when switching from Spot to Point light type (case 1333947). -- Fixed the fallback to custom went changing a quality settings not workings properly (case 1338657). -- Fixed ray tracing with XR and camera relative rendering (case 1336608). -- Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). -- Fixed for discrepancies in intensity and saturation between screen space refraction and probe refraction. -- Fixed a divide-by-zero warning for anisotropic shaders (Fabric, Lit). -- Fixed VfX lit particle AOV output color space. -- Fixed path traced transparent unlit material (case 1335500). -- Fixed support of Distortion with MSAA -- Fixed contact shadow debug views not displaying correctly upon resizing of view. -- Fixed an error when deleting the 3D Texture mask of a local volumetric fog volume (case 1339330). -- Fixed some aliasing issues with the volumetric clouds. -- Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). -- Fixed the double sided option moving when toggling it in the material UI (case 1328877). -- Fixed incorrect RTHandle scale in DoF when TAA is enabled. -- Fixed an incompatibility between MSAA and Volumetric Clouds. -- Fixed volumetric fog in planar reflections. -- Fixed error with motion blur and small render targets. -- Fixed issue with on-demand directional shadow maps looking broken when a reflection probe is updated at the same time. -- Fixed cropping issue with the compositor camera bridge (case 1340549). -- Fixed an issue with normal management for recursive rendering (case 1324082). -- Fixed aliasing artifacts that are related to numerical imprecisions of the light rays in the volumetric clouds (case 1340731). -- Fixed exposure issues with volumetric clouds on planar reflection -- Fixed bad feedback loop occuring when auto exposure adaptation time was too small. -- Fixed an issue where enabling GPU Instancing on a ShaderGraph Material would cause compile failures [1338695]. -- Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). -- Fixed object outline flickering with TAA. -- Fixed issue with sky settings being ignored when using the recorder and path tracing (case 1340507). -- Fixed some resolution aliasing for physically based depth of field (case 1340551). -- Fixed an issue with resolution dependence for physically based depth of field. -- Fixed sceneview debug mode rendering (case 1211436) -- Fixed Pixel Displacement that could be set on tessellation shader while it's not supported. -- Fixed an issue where disabled reflection probes were still sent into the the ray tracing light cluster. -- Fixed nullref when enabling fullscreen passthrough in HDRP Camera. -- Fixed tessellation displacement with planar mapping -- Fixed the shader graph files that was still dirty after the first save (case 1342039). -- Fixed cases in which object and camera motion vectors would cancel out, but didn't. -- Fixed HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material (case 1339865). -- Fixed custom pass volume not executed in scene view because of the volume culling mask. -- Fixed remapping of depth pyramid debug view -- Fixed an issue with asymmetric projection matrices and fog / pathtracing. (case 1330290). -- Fixed rounding issue when accessing the color buffer in the DoF shader. -- HD Global Settings can now be unassigned in the Graphics tab if HDRP is not the active pipeline(case 1343570). -- Fix diffusion profile displayed in the inspector. -- HDRP Wizard can still be opened from Windows > Rendering, if the project is not using a Render Pipeline. -- Fixed override camera rendering custom pass API aspect ratio issue when rendering to a render texture. -- Fixed the incorrect value written to the VT feedback buffer when VT is not used. -- Fixed support for ray binning for ray tracing in XR (case 1346374). -- Fixed exposure not being properly handled in ray tracing performance (RTGI and RTR, case 1346383). -- Fixed the RTAO debug view being broken. -- Fixed an issue that made camera motion vectors unavailable in custom passes. -- Fixed the possibility to hide custom pass from the create menu with the HideInInspector attribute. -- Fixed support of multi-editing on custom pass volumes. -- Fixed possible QNANS during first frame of SSGI, caused by uninitialized first frame data. -- Fixed various SSGI issues (case 1340851, case 1339297, case 1327919). -- Prevent user from spamming and corrupting installation of nvidia package. -- Fixed an issue with surface gradient based normal blending for decals (volume gradients weren't converted to SG before resolving in some cases). -- Fixed distortion when resizing the graphics compositor window in builds (case 1328968). -- Fixed custom pass workflow for single camera effects. -- Fixed gbuffer depth debug mode for materials not rendered during the prepass. -- Fixed Vertex Color Mode documentation for layered lit shader. -- Fixed wobbling/tearing-like artifacts with SSAO. -- Fixed white flash with SSR when resetting camera history (case 1335263). -- Fixed VFX flag "Exclude From TAA" not working for some particle types. -- Spot Light radius is not changed when editing the inner or outer angle of a multi selection (case 1345264) -- Fixed Dof and MSAA. DoF is now using the min depth of the per-pixel MSAA samples when MSAA is enabled. This removes 1-pixel ringing from in focus objects (case 1347291). -- Fixed parameter ranges in HDRP Asset settings. -- Fixed CPU performance of decal projectors, by a factor of %100 (walltime) on HDRP PS4, by burstifying decal projectors CPU processing. -- Only display HDRP Camera Preview if HDRP is the active pipeline (case 1350767). -- Prevent any unwanted light sync when not in HDRP (case 1217575) -- Fixed missing global wind parameters in the visual environment. -- Fixed fabric IBL (Charlie) pre-convolution performance and accuracy (uses 1000x less samples and is closer match with the ground truth) -- Fixed conflicting runtime debug menu command with an option to disable runtime debug window hotkey. -- Fixed screen-space shadows with XR single-pass and camera relative rendering (1348260). -- Fixed ghosting issues if the exposure changed too much (RTGI). -- Fixed failures on platforms that do not support ray tracing due to an engine behavior change. -- Fixed infinite propagation of nans for RTGI and SSGI (case 1349738). -- Fixed access to main directional light from script. -- Fixed an issue with reflection probe normalization via APV when no probes are in scene. -- Fixed Volumetric Clouds not updated when using RenderTexture as input for cloud maps. -- Fixed custom post process name not displayed correctly in GPU markers. -- Fixed objects disappearing from Lookdev window when entering playmode (case 1309368). -- Fixed rendering of objects just after the TAA pass (before post process injection point). -- Fixed tiled artifacts in refraction at borders between two reflection probes. -- Fixed the FreeCamera and SimpleCameraController mouse rotation unusable at low framerate (case 1340344). -- Fixed warning "Releasing render texture that is set to be RenderTexture.active!" on pipeline disposal / hdrp live editing. -- Fixed a null ref exception when adding a new environment to the Look Dev library. -- Fixed a nullref in volume system after deleting a volume object (case 1348374). -- Fixed the APV UI loosing focus when the helpbox about baking appears in the probe volume. -<<<<<<< HEAD -- Fixed update order in Graphics Compositor causing jumpy camera updates (case 1345566). -- Fixed material inspector that allowed setting intensity to an infinite value. -======= -- Fixed enabling a lensflare in playmode. -- Fixed white flashes when history is reset due to changes on type of upsampler. -- Fixed misc TAA issue: Slightly improved TAA flickering, Reduced ringing of TAA sharpening, tweak TAA High quality central color filtering. -- Fixed TAA upsampling algorithm, now work properly -- Fixed custom post process template not working with Blit method. -- Fixed support for instanced motion vector rendering -- Fixed an issue that made Custom Pass buffers inaccessible in ShaderGraph. -- Fixed some of the extreme ghosting in DLSS by using a bit mask to bias the color of particles. VFX tagged as Exclude from TAA will be on this pass. ->>>>>>> master - -### Changed -- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard -- Removed the material pass probe volumes evaluation mode. -- Changed GameObject/Rendering/Density Volume to GameObject/Rendering/Local Volumetric Fog -- Changed GameObject/Volume/Sky and Fog Volume to GameObject/Volume/Sky and Fog Global Volume -- Move the Decal Gizmo Color initialization to preferences -- Unifying the history validation pass so that it is only done once for the whole frame and not per effect. -- Moved Edit/Render Pipeline/HD Render Pipeline/Render Selected Camera to log Exr to Edit/Rendering/Render Selected HDRP Camera to log Exr -- Moved Edit/Render Pipeline/HD Render Pipeline/Export Sky to Image to Edit/Rendering/Export HDRP Sky to Image -- Moved Edit/Render Pipeline/HD Render Pipeline/Check Scene Content for Ray Tracing to Edit/Rendering/Check Scene Content for HDRP Ray Tracing -- Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Project Materials to High Definition Materials to Edit/Rendering/Materials/Convert All Built-in Materials to HDRP" -- Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Selected Materials to High Definition Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to HDRP -- Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Scene Terrains to High Definition Terrains to Edit/Rendering/Materials/Convert Scene Terrains to HDRP Terrains -- Changed the Channel Mixer Volume Component UI.Showing all the channels. -- Updated the tooltip for the Decal Angle Fade property (requires to enable Decal Layers in both HDRP asset and Frame settings) (case 1308048). -- The RTAO's history is now discarded if the occlusion caster was moving (case 1303418). -- Change Asset/Create/Shader/HD Render Pipeline/Decal Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Eye Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Fabric Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Fabric Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Hair Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/HDRP/Lit -- Change Asset/Create/Shader/HD Render Pipeline/StackLit Shader Graph to Asset/Create/Shader Graph/HDRP/StackLit Shader GraphShader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Unlit Shader Graph to Asset/Create/Shader Graph/HDRP/Unlit Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Custom FullScreen Pass to Asset/Create/Shader/HDRP Custom FullScreen Pass -- Change Asset/Create/Shader/HD Render Pipeline/Custom Renderers Pass to Asset/Create/Shader/HDRP Custom Renderers Pass -- Change Asset/Create/Shader/HD Render Pipeline/Post Process Pass to Asset/Create/Shader/HDRP Post Process -- Change Assets/Create/Rendering/High Definition Render Pipeline Asset to Assets/Create/Rendering/HDRP Asset -- Change Assets/Create/Rendering/Diffusion Profile to Assets/Create/Rendering/HDRP Diffusion Profile -- Change Assets/Create/Rendering/C# Custom Pass to Assets/Create/Rendering/HDRP C# Custom Pass -- Change Assets/Create/Rendering/C# Post Process Volume to Assets/Create/Rendering/HDRP C# Post Process Volume -- Change labels about scroll direction and cloud type. -- Change the handling of additional properties to base class -- Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities. -- Improving the screen space global illumination. -- ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added. -- Improved the Camera Inspector, new sections and better grouping of fields -- Moving MaterialHeaderScopes to Core -- Changed resolution (to match the render buffer) of the sky used for camera misses in Path Tracing. (case 1304114). -- Tidy up of platform abstraction code for shader optimization. -- Display a warning help box when decal atlas is out of size. -- Moved the HDRP render graph debug panel content to the Rendering debug panel. -- Changed Path Tracing's maximum intensity from clamped (0 to 100) to positive value (case 1310514). -- Avoid unnecessary RenderGraphBuilder.ReadTexture in the "Set Final Target" pass -- Change Allow dynamic resolution from Rendering to Output on the Camera Inspector -- Change Link FOV to Physical Camera to Physical Camera, and show and hide everything on the Projection Section -- Change FOV Axis to Field of View Axis -- Density Volumes can now take a 3D RenderTexture as mask, the mask can use RGBA format for RGB fog. -- Decreased the minimal Fog Distance value in the Density Volume to 0.05. -- Virtual Texturing Resolver now performs RTHandle resize logic in HDRP instead of in core Unity -- Cached the base types of Volume Manager to improve memory and cpu usage. -- Reduced the maximal number of bounces for both RTGI and RTR (case 1318876). -- Changed Density Volume for Local Volumetric Fog -- HDRP Global Settings are now saved into their own asset (HDRenderPipelineGlobalSettings) and HDRenderPipeline's default asset refers to this new asset. -- Improved physically based Depth of Field with better near defocus blur quality. -- Changed the behavior of the clear coat and SSR/RTR for the stack lit to mimic the Lit's behavior (case 1320154). -- The default LookDev volume profile is now copied and referened in the Asset folder instead of the package folder. -- Changed normal used in path tracing to create a local light list from the geometric to the smooth shading one. -- Embed the HDRP config package instead of copying locally, the `Packages` folder is versionned by Collaborate. (case 1276518) -- Materials with Transparent Surface type, the property Sorting Priority is clamped on the UI from -50 to 50 instead of -100 to 100. -- Improved lighting models for AxF shader area lights. -- Updated Wizard to better handle RenderPipelineAsset in Quality Settings -- UI for Frame Settings has been updated: default values in the HDRP Settings and Custom Frame Settings are always editable -- Updated Light's shadow layer name in Editor. -- Increased path tracing max samples from 4K to 16K (case 1327729). -- Film grain does not affect the alpha channel. -- Disable TAA sharpening on alpha channel. -- Enforced more consistent shading normal computation for path tracing, so that impossible shading/geometric normal combinations are avoided (case 1323455). -- Default black texture XR is now opaque (alpha = 1). -- Changed ray tracing acceleration structure build, so that only meshes with HDRP materials are included (case 1322365). -- Changed default sidedness to double, when a mesh with a mix of single and double-sided materials is added to the ray tracing acceleration structure (case 1323451). -- Use the new API for updating Reflection Probe state (fixes garbage allocation, case 1290521) -- Augmented debug visualization for probe volumes. -- Global Camera shader constants are now pushed when doing a custom render callback. -- Splited HDProjectSettings with new HDUserSettings in UserProject. Now Wizard working variable should not bother versioning tool anymore (case 1330640) -- Removed redundant Show Inactive Objects and Isolate Selection checkboxes from the Emissive Materials tab of the Light Explorer (case 1331750). -- Renaming Decal Projector to HDRP Decal Projector. -- The HDRP Render Graph now uses the new RendererList API for rendering and (optional) pass culling. -- Increased the minimal density of the volumetric clouds. -- Changed the storage format of volumetric clouds presets for easier editing. -- Reduced the maximum distance per ray step of volumetric clouds. -- Improved the fly through ghosting artifacts in the volumetric clouds. -- Make LitTessellation and LayeredLitTessellation fallback on Lit and LayeredLit respectively in DXR. -- Display an info box and disable MSAA asset entry when ray tracing is enabled. -- Changed light reset to preserve type. -- Ignore hybrid duplicated reflection probes during light baking. -- Replaced the context menu by a search window when adding custom pass. -- Moved supportRuntimeDebugDisplay option from HDRPAsset to HDRPGlobalSettings. -- When a ray hits the sky in the ray marching part of mixed ray tracing, it is considered a miss. -- TAA jitter is disabled while using Frame Debugger now. -- Depth of field at half or quarter resolution is now computed consistently with the full resolution option (case 1335687). -- Hair uses GGX LTC for area light specular. -- Moved invariants outside of loop for a minor CPU speedup in the light loop code. -- Various improvements to the volumetric clouds. -- Restore old version of the RendererList structs/api for compatibility. -- Various improvements to SSGI (case 1340851, case 1339297, case 1327919). -- Changed the NVIDIA install button to the standard FixMeButton. -- Improved a bit the area cookie behavior for higher smoothness values to reduce artifacts. -- Improved volumetric clouds (added new noise for erosion, reduced ghosting while flying through, altitude distortion, ghosting when changing from local to distant clouds, fix issue in wind distortion along the Z axis). -- Fixed upscaling issue that is exagerated by DLSS (case 1347250). -- Improvements to the RTGI denoising. - -## [11.0.0] - 2020-10-21 - -### Added -- Added a new API to bake HDRP probes from C# (case 1276360) -- Added support for pre-exposure for planar reflections. -- Added support for nested volume components to volume system. -- Added a cameraCullingResult field in Custom Pass Context to give access to both custom pass and camera culling result. -- Added a toggle to allow to include or exclude smooth surfaces from ray traced reflection denoising. -- Added support for raytracing for AxF material -- Added rasterized area light shadows for AxF material -- Added a cloud system and the CloudLayer volume override. -- Added per-stage shader keywords. - -### Fixed -- Fixed probe volumes debug views. -- Fixed ShaderGraph Decal material not showing exposed properties. -- Fixed couple samplers that had the wrong name in raytracing code -- VFX: Fixed LPPV with lit particles in deferred (case 1293608) -- Fixed the default background color for previews to use the original color. -- Fixed compilation issues on platforms that don't support XR. -- Fixed issue with compute shader stripping for probe volumes variants. -- Fixed issue with an empty index buffer not being released. -- Fixed issue when debug full screen 'Transparent Screen Space Reflection' do not take in consideration debug exposure - -### Changed -- Removed the material pass probe volumes evaluation mode. -- Volume parameter of type Cubemap can now accept Cubemap render textures and custom render textures. -- Removed the superior clamping value for the recursive rendering max ray length. -- Removed the superior clamping value for the ray tracing light cluster size. -- Removed the readonly keyword on the cullingResults of the CustomPassContext to allow users to overwrite. -- The DrawRenderers function of CustomPassUtils class now takes a sortingCriteria in parameter. -- When in half res, RTR denoising is executed at half resolution and the upscale happens at the end. -- Removed the upscale radius from the RTR. - -## [10.3.0] - 2020-12-01 - -### Added -- Added a slider to control the fallback value of the directional shadow when the cascade have no coverage. -- Added light unit slider for automatic and automatic histrogram exposure limits. -- Added View Bias for mesh decals. -- Added support for the PlayStation 5 platform. - -### Fixed -- Fixed computation of geometric normal in path tracing (case 1293029). -- Fixed issues with path-traced volumetric scattering (cases 1295222, 1295234). -- Fixed issue with faulty shadow transition when view is close to an object under some aspect ratio conditions -- Fixed issue where some ShaderGraph generated shaders were not SRP compatible because of UnityPerMaterial cbuffer layout mismatches [1292501] (https://issuetracker.unity3d.com/issues/a2-some-translucent-plus-alphaclipping-shadergraphs-are-not-srp-batcher-compatible) -- Fixed issues with path-traced volumetric scattering (cases 1295222, 1295234) -- Fixed Rendergraph issue with virtual texturing and debug mode while in forward. -- Fixed wrong coat normal space in shader graph -- Fixed NullPointerException when baking probes from the lighting window (case 1289680) -- Fixed volumetric fog with XR single-pass rendering. -- Fixed issues with first frame rendering when RenderGraph is used (auto exposure, AO) -- Fixed AOV api in render graph (case 1296605) -- Fixed a small discrepancy in the marker placement in light intensity sliders (case 1299750) -- Fixed issue with VT resolve pass rendergraph errors when opaque and transparent are disabled in frame settings. -- Fixed a bug in the sphere-aabb light cluster (case 1294767). -- Fixed issue when submitting SRPContext during EndCameraRendering. -- Fixed baked light being included into the ray tracing light cluster (case 1296203). -- Fixed enums UI for the shadergraph nodes. -- Fixed ShaderGraph stack blocks appearing when opening the settings in Hair and Eye ShaderGraphs. -- Fixed white screen when undoing in the editor. -- Fixed display of LOD Bias and maximum level in frame settings when using Quality Levels -- Fixed an issue when trying to open a look dev env library when Look Dev is not supported. -- Fixed shader graph not supporting indirectdxr multibounce (case 1294694). -- Fixed the planar depth texture not being properly created and rendered to (case 1299617). -- Fixed C# 8 compilation issue with turning on nullable checks (case 1300167) -- Fixed affects AO for deacl materials. -- Fixed case where material keywords would not get setup before usage. -- Fixed an issue with material using distortion from ShaderGraph init after Material creation (case 1294026) -- Fixed Clearcoat on Stacklit or Lit breaks when URP is imported into the project (case 1297806) -- VFX : Debug material view were rendering pink for albedo. (case 1290752) -- Fixed XR depth copy when using MSAA. -- Fixed GC allocations from XR occlusion mesh when using multipass. -- Fixed an issue with the frame count management for the volumetric fog (case 1299251). -- Fixed an issue with half res ssgi upscale. -- Fixed timing issues with accumulation motion blur -- Fixed register spilling on FXC in light list shaders. -- Fixed issue with shadow mask and area lights. -- Fixed an issue with the capture callback (now includes post processing results). -- Fixed decal draw order for ShaderGraph decal materials. -- Fixed StackLit ShaderGraph surface option property block to only display energy conserving specular color option for the specular parametrization (case 1257050) -- Fixed missing BeginCameraRendering call for custom render mode of a Camera. -- Fixed LayerMask editor for volume parameters. -- Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). -- Fixed box light attenuation. -- Fixed after post process custom pass scale issue when dynamic resolution is enabled (case 1299194). -- Fixed an issue with light intensity prefab override application not visible in the inspector (case 1299563). -- Fixed Undo/Redo instability of light temperature. -- Fixed label style in pbr sky editor. -- Fixed side effect on styles during compositor rendering. -- Fixed size and spacing of compositor info boxes (case 1305652). -- Fixed spacing of UI widgets in the Graphics Compositor (case 1305638). -- Fixed undo-redo on layered lit editor. -- Fixed tesselation culling, big triangles using lit tesselation shader would dissapear when camera is too close to them (case 1299116) -- Fixed issue with compositor related custom passes still active after disabling the compositor (case 1305330) -- Fixed regression in Wizard that not fix runtime ressource anymore (case 1287627) -- Fixed error in Depth Of Field near radius blur calculation (case 1306228). -- Fixed a reload bug when using objects from the scene in the lookdev (case 1300916). -- Fixed some render texture leaks. -- Fixed light gizmo showing shadow near plane when shadows are disabled. -- Fixed path tracing alpha channel support (case 1304187). -- Fixed shadow matte not working with ambient occlusion when MSAA is enabled -- Fixed issues with compositor's undo (cases 1305633, 1307170). -- VFX : Debug material view incorrect depth test. (case 1293291) -- Fixed wrong shader / properties assignement to materials created from 3DsMax 2021 Physical Material. (case 1293576) -- Fixed Emissive color property from Autodesk Interactive materials not editable in Inspector. (case 1307234) -- Fixed exception when changing the current render pipeline to from HDRP to universal (case 1306291). -- Fixed an issue in shadergraph when switch from a RenderingPass (case 1307653) -- Fixed LookDev environment library assignement after leaving playmode. -- Fixed a locale issue with the diffusion profile property values in ShaderGraph on PC where comma is the decimal separator. -- Fixed error in the RTHandle scale of Depth Of Field when TAA is enabled. -- Fixed Quality Level set to the last one of the list after a Build (case 1307450) -- Fixed XR depth copy (case 1286908). -- Fixed Warnings about "SceneIdMap" missing script in eye material sample scene - -### Changed -- Now reflection probes cannot have SSAO, SSGI, SSR, ray tracing effects or volumetric reprojection. -- Rename HDRP sub menu in Assets/Create/Shader to HD Render Pipeline for consistency. -- Improved robustness of volumetric sampling in path tracing (case 1295187). -- Changed the message when the graphics device doesn't support ray tracing (case 1287355). -- When a Custom Pass Volume is disabled, the custom pass Cleanup() function is called, it allows to release resources when the volume isn't used anymore. -- Enable Reflector for Spotlight by default -- Changed the convergence time of ssgi to 16 frames and the preset value -- Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. -- Changed the warning message for ray traced area shadows (case 1303410). -- Disabled specular occlusion for what we consider medium and larger scale ao > 1.25 with a 25cm falloff interval. -- Change the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count (case 1301356). -- Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts. -- Transparent materials created by the Model Importer are set to not cast shadows. ( case 1295747) -- Change some light unit slider value ranges to better reflect the lighting scenario. -- Change the tooltip for color shadows and semi-transparent shadows (case 1307704). - -## [10.2.1] - 2020-11-30 - -### Added -- Added a warning when trying to bake with static lighting being in an invalid state. - -### Fixed -- Fixed stylesheet reloading for LookDev window and Wizard window. -- Fixed XR single-pass rendering with legacy shaders using unity_StereoWorldSpaceCameraPos. -- Fixed issue displaying wrong debug mode in runtime debug menu UI. -- Fixed useless editor repaint when using lod bias. -- Fixed multi-editing with new light intensity slider. -- Fixed issue with density volumes flickering when editing shape box. -- Fixed issue with image layers in the graphics compositor (case 1289936). -- Fixed issue with angle fading when rotating decal projector. -- Fixed issue with gameview repaint in the graphics compositor (case 1290622). -- Fixed some labels being clipped in the Render Graph Viewer -- Fixed issue when decal projector material is none. -- Fixed the sampling of the normal buffer in the the forward transparent pass. -- Fixed bloom prefiltering tooltip. -- Fixed NullReferenceException when loading multipel scene async -- Fixed missing alpha blend state properties in Axf shader and update default stencil properties -- Fixed normal buffer not bound to custom pass anymore. -- Fixed issues with camera management in the graphics compositor (cases 1292548, 1292549). -- Fixed an issue where a warning about the static sky not being ready was wrongly displayed. -- Fixed the clear coat not being handled properly for SSR and RTR (case 1291654). -- Fixed ghosting in RTGI and RTAO when denoising is enabled and the RTHandle size is not equal to the Viewport size (case 1291654). -- Fixed alpha output when atmospheric scattering is enabled. -- Fixed issue with TAA history sharpening when view is downsampled. -- Fixed lookdev movement. -- Fixed volume component tooltips using the same parameter name. -- Fixed issue with saving some quality settings in volume overrides (case 1293747) -- Fixed NullReferenceException in HDRenderPipeline.UpgradeResourcesIfNeeded (case 1292524) -- Fixed SSGI texture allocation when not using the RenderGraph. -- Fixed NullReference Exception when setting Max Shadows On Screen to 0 in the HDRP asset. -- Fixed path tracing accumulation not being reset when changing to a different frame of an animation. -- Fixed issue with saving some quality settings in volume overrides (case 1293747) - -### Changed -- Volume Manager now always tests scene culling masks. This was required to fix hybrid workflow. -- Now the screen space shadow is only used if the analytic value is valid. -- Distance based roughness is disabled by default and have a control -- Changed the name from the Depth Buffer Thickness to Depth Tolerance for SSGI (case 1301352). - -## [10.2.0] - 2020-10-19 - -### Added -- Added a rough distortion frame setting and and info box on distortion materials. -- Adding support of 4 channel tex coords for ray tracing (case 1265309). -- Added a help button on the volume component toolbar for documentation. -- Added range remapping to metallic property for Lit and Decal shaders. -- Exposed the API to access HDRP shader pass names. -- Added the status check of default camera frame settings in the DXR wizard. -- Added frame setting for Virtual Texturing. -- Added a fade distance for light influencing volumetric lighting. -- Adding an "Include For Ray Tracing" toggle on lights to allow the user to exclude them when ray tracing is enabled in the frame settings of a camera. -- Added fog volumetric scattering support for path tracing. -- Added new algorithm for SSR with temporal accumulation -- Added quality preset of the new volumetric fog parameters. -- Added missing documentation for unsupported SG RT nodes and light's include for raytracing attrbute. -- Added documentation for LODs not being supported by ray tracing. -- Added more options to control how the component of motion vectors coming from the camera transform will affect the motion blur with new clamping modes. -- Added anamorphism support for phsyical DoF, switched to blue noise sampling and fixed tiling artifacts. - -### Fixed -- Fixed an issue where the Exposure Shader Graph node had clipped text. (case 1265057) -- Fixed an issue when rendering into texture where alpha would not default to 1.0 when using 11_11_10 color buffer in non-dev builds. -- Fixed issues with reordering and hiding graphics compositor layers (cases 1283903, 1285282, 1283886). -- Fixed the possibility to have a shader with a pre-refraction render queue and refraction enabled at the same time. -- Fixed a migration issue with the rendering queue in ShaderGraph when upgrading to 10.x; -- Fixed the object space matrices in shader graph for ray tracing. -- Changed the cornea refraction function to take a view dir in object space. -- Fixed upside down XR occlusion mesh. -- Fixed precision issue with the atmospheric fog. -- Fixed issue with TAA and no motion vectors. -- Fixed the stripping not working the terrain alphatest feature required for terrain holes (case 1205902). -- Fixed bounding box generation that resulted in incorrect light culling (case 3875925). -- VFX : Fix Emissive writing in Opaque Lit Output with PSSL platforms (case 273378). -- Fixed issue where pivot of DecalProjector was not aligned anymore on Transform position when manipulating the size of the projector from the Inspector. -- Fixed a null reference exception when creating a diffusion profile asset. -- Fixed the diffusion profile not being registered as a dependency of the ShaderGraph. -- Fixing exceptions in the console when putting the SSGI in low quality mode (render graph). -- Fixed NullRef Exception when decals are in the scene, no asset is set and HDRP wizard is run. -- Fixed issue with TAA causing bleeding of a view into another when multiple views are visible. -- Fix an issue that caused issues of usability of editor if a very high resolution is set by mistake and then reverted back to a smaller resolution. -- Fixed issue where Default Volume Profile Asset change in project settings was not added to the undo stack (case 1285268). -- Fixed undo after enabling compositor. -- Fixed the ray tracing shadow UI being displayed while it shouldn't (case 1286391). -- Fixed issues with physically-based DoF, improved speed and robustness -- Fixed a warning happening when putting the range of lights to 0. -- Fixed issue when null parameters in a volume component would spam null reference errors. Produce a warning instead. -- Fixed volument component creation via script. -- Fixed GC allocs in render graph. -- Fixed scene picking passes. -- Fixed broken ray tracing light cluster full screen debug. -- Fixed dead code causing error. -- Fixed issue when dragging slider in inspector for ProjectionDepth. -- Fixed issue when resizing Inspector window that make the DecalProjector editor flickers. -- Fixed issue in DecalProjector editor when the Inspector window have a too small width: the size appears on 2 lines but the editor not let place for the second one. -- Fixed issue (null reference in console) when selecting a DensityVolume with rectangle selection. -- Fixed issue when linking the field of view with the focal length in physical camera -- Fixed supported platform build and error message. -- Fixed exceptions occuring when selecting mulitple decal projectors without materials assigned (case 1283659). -- Fixed LookDev error message when pipeline is not loaded. -- Properly reject history when enabling seond denoiser for RTGI. -- Fixed an issue that could cause objects to not be rendered when using Vulkan API. -- Fixed issue with lookdev shadows looking wrong upon exiting playmode. -- Fixed temporary Editor freeze when selecting AOV output in graphics compositor (case 1288744). -- Fixed normal flip with double sided materials. -- Fixed shadow resolution settings level in the light explorer. -- Fixed the ShaderGraph being dirty after the first save. -- Fixed XR shadows culling -- Fixed Nans happening when upscaling the RTGI. -- Fixed the adjust weight operation not being done for the non-rendergraph pipeline. -- Fixed overlap with SSR Transparent default frame settings message on DXR Wizard. -- Fixed alpha channel in the stop NaNs and motion blur shaders. -- Fixed undo of duplicate environments in the look dev environment library. -- Fixed a ghosting issue with RTShadows (Sun, Point and Spot), RTAO and RTGI when the camera is moving fast. -- Fixed a SSGI denoiser bug for large scenes. -- Fixed a Nan issue with SSGI. -- Fixed an issue with IsFrontFace node in Shader Graph not working properly -- Fixed CustomPassUtils.RenderFrom* functions and CustomPassUtils.DisableSinglePassRendering struct in VR. -- Fixed custom pass markers not recorded when render graph was enabled. -- Fixed exceptions when unchecking "Big Tile Prepass" on the frame settings with render-graph. -- Fixed an issue causing errors in GenerateMaxZ when opaque objects or decals are disabled. -- Fixed an issue with Bake button of Reflection Probe when in custom mode -- Fixed exceptions related to the debug display settings when changing the default frame settings. -- Fixed picking for materials with depth offset. -- Fixed issue with exposure history being uninitialized on second frame. -- Fixed issue when changing FoV with the physical camera fold-out closed. -- Fixed some labels being clipped in the Render Graph Viewer - -### Changed -- Combined occlusion meshes into one to reduce draw calls and state changes with XR single-pass. -- Claryfied doc for the LayeredLit material. -- Various improvements for the Volumetric Fog. -- Use draggable fields for float scalable settings -- Migrated the fabric & hair shadergraph samples directly into the renderpipeline resources. -- Removed green coloration of the UV on the DecalProjector gizmo. -- Removed _BLENDMODE_PRESERVE_SPECULAR_LIGHTING keyword from shaders. -- Now the DXR wizard displays the name of the target asset that needs to be changed. -- Standardized naming for the option regarding Transparent objects being able to receive Screen Space Reflections. -- Making the reflection and refractions of cubemaps distance based. -- Changed Receive SSR to also controls Receive SSGI on opaque objects. -- Improved the punctual light shadow rescale algorithm. -- Changed the names of some of the parameters for the Eye Utils SG Nodes. -- Restored frame setting for async compute of contact shadows. -- Removed the possibility to have MSAA (through the frame settings) when ray tracing is active. -- Range handles for decal projector angle fading. -- Smoother angle fading for decal projector. - -## [10.1.0] - 2020-10-12 - -### Added -- Added an option to have only the metering mask displayed in the debug mode. -- Added a new mode to cluster visualization debug where users can see a slice instead of the cluster on opaque objects. -- Added ray traced reflection support for the render graph version of the pipeline. -- Added render graph support of RTAO and required denoisers. -- Added render graph support of RTGI. -- Added support of RTSSS and Recursive Rendering in the render graph mode. -- Added support of RT and screen space shadow for render graph. -- Added tooltips with the full name of the (graphics) compositor properties to properly show large names that otherwise are clipped by the UI (case 1263590) -- Added error message if a callback AOV allocation fail -- Added marker for all AOV request operation on GPU -- Added remapping options for Depth Pyramid debug view mode -- Added an option to support AOV shader at runtime in HDRP settings (case 1265070) -- Added support of SSGI in the render graph mode. -- Added option for 11-11-10 format for cube reflection probes. -- Added an optional check in the HDRP DXR Wizard to verify 64 bits target architecture -- Added option to display timing stats in the debug menu as an average over 1 second. -- Added a light unit slider to provide users more context when authoring physically based values. -- Added a way to check the normals through the material views. -- Added Simple mode to Earth Preset for PBR Sky -- Added the export of normals during the prepass for shadow matte for proper SSAO calculation. -- Added the usage of SSAO for shadow matte unlit shader graph. -- Added the support of input system V2 -- Added a new volume component parameter to control the max ray length of directional lights(case 1279849). -- Added support for 'Pyramid' and 'Box' spot light shapes in path tracing. -- Added high quality prefiltering option for Bloom. -- Added support for camera relative ray tracing (and keeping non-camera relative ray tracing working) -- Added a rough refraction option on planar reflections. -- Added scalability settings for the planar reflection resolution. -- Added tests for AOV stacking and UI rendering in the graphics compositor. -- Added a new ray tracing only function that samples the specular part of the materials. -- Adding missing marker for ray tracing profiling (RaytracingDeferredLighting) -- Added the support of eye shader for ray tracing. -- Exposed Refraction Model to the material UI when using a Lit ShaderGraph. -- Added bounding sphere support to screen-space axis-aligned bounding box generation pass. - -### Fixed -- Fixed several issues with physically-based DoF (TAA ghosting of the CoC buffer, smooth layer transitions, etc) -- Fixed GPU hang on D3D12 on xbox. -- Fixed game view artifacts on resizing when hardware dynamic resolution was enabled -- Fixed black line artifacts occurring when Lanczos upsampling was set for dynamic resolution -- Fixed Amplitude -> Min/Max parametrization conversion -- Fixed CoatMask block appearing when creating lit master node (case 1264632) -- Fixed issue with SceneEV100 debug mode indicator when rescaling the window. -- Fixed issue with PCSS filter being wrong on first frame. -- Fixed issue with emissive mesh for area light not appearing in playmode if Reload Scene option is disabled in Enter Playmode Settings. -- Fixed issue when Reflection Probes are set to OnEnable and are never rendered if the probe is enabled when the camera is farther than the probe fade distance. -- Fixed issue with sun icon being clipped in the look dev window. -- Fixed error about layers when disabling emissive mesh for area lights. -- Fixed issue when the user deletes the composition graph or .asset in runtime (case 1263319) -- Fixed assertion failure when changing resolution to compositor layers after using AOVs (case 1265023) -- Fixed flickering layers in graphics compositor (case 1264552) -- Fixed issue causing the editor field not updating the disc area light radius. -- Fixed issues that lead to cookie atlas to be updated every frame even if cached data was valid. -- Fixed an issue where world space UI was not emitted for reflection cameras in HDRP -- Fixed an issue with cookie texture atlas that would cause realtime textures to always update in the atlas even when the content did not change. -- Fixed an issue where only one of the two lookdev views would update when changing the default lookdev volume profile. -- Fixed a bug related to light cluster invalidation. -- Fixed shader warning in DofGather (case 1272931) -- Fixed AOV export of depth buffer which now correctly export linear depth (case 1265001) -- Fixed issue that caused the decal atlas to not be updated upon changing of the decal textures content. -- Fixed "Screen position out of view frustum" error when camera is at exactly the planar reflection probe location. -- Fixed Amplitude -> Min/Max parametrization conversion -- Fixed issue that allocated a small cookie for normal spot lights. -- Fixed issue when undoing a change in diffuse profile list after deleting the volume profile. -- Fixed custom pass re-ordering and removing. -- Fixed TAA issue and hardware dynamic resolution. -- Fixed a static lighting flickering issue caused by having an active planar probe in the scene while rendering inspector preview. -- Fixed an issue where even when set to OnDemand, the sky lighting would still be updated when changing sky parameters. -- Fixed an error message trigerred when a mesh has more than 32 sub-meshes (case 1274508). -- Fixed RTGI getting noisy for grazying angle geometry (case 1266462). -- Fixed an issue with TAA history management on pssl. -- Fixed the global illumination volume override having an unwanted advanced mode (case 1270459). -- Fixed screen space shadow option displayed on directional shadows while they shouldn't (case 1270537). -- Fixed the handling of undo and redo actions in the graphics compositor (cases 1268149, 1266212, 1265028) -- Fixed issue with composition graphs that include virtual textures, cubemaps and other non-2D textures (cases 1263347, 1265638). -- Fixed issues when selecting a new composition graph or setting it to None (cases 1263350, 1266202) -- Fixed ArgumentNullException when saving shader graphs after removing the compositor from the scene (case 1268658) -- Fixed issue with updating the compositor output when not in play mode (case 1266216) -- Fixed warning with area mesh (case 1268379) -- Fixed issue with diffusion profile not being updated upon reset of the editor. -- Fixed an issue that lead to corrupted refraction in some scenarios on xbox. -- Fixed for light loop scalarization not happening. -- Fixed issue with stencil not being set in rendergraph mode. -- Fixed for post process being overridable in reflection probes even though it is not supported. -- Fixed RTGI in performance mode when light layers are enabled on the asset. -- Fixed SSS materials appearing black in matcap mode. -- Fixed a collision in the interaction of RTR and RTGI. -- Fix for lookdev toggling renderers that are set to non editable or are hidden in the inspector. -- Fixed issue with mipmap debug mode not properly resetting full screen mode (and viceversa). -- Added unsupported message when using tile debug mode with MSAA. -- Fixed SSGI compilation issues on PS4. -- Fixed "Screen position out of view frustum" error when camera is on exactly the planar reflection probe plane. -- Workaround issue that caused objects using eye shader to not be rendered on xbox. -- Fixed GC allocation when using XR single-pass test mode. -- Fixed text in cascades shadow split being truncated. -- Fixed rendering of custom passes in the Custom Pass Volume inspector -- Force probe to render again if first time was during async shader compilation to avoid having cyan objects. -- Fixed for lookdev library field not being refreshed upon opening a library from the environment library inspector. -- Fixed serialization issue with matcap scale intensity. -- Close Add Override popup of Volume Inspector when the popup looses focus (case 1258571) -- Light quality setting for contact shadow set to on for High quality by default. -- Fixed an exception thrown when closing the look dev because there is no active SRP anymore. -- Fixed alignment of framesettings in HDRP Default Settings -- Fixed an exception thrown when closing the look dev because there is no active SRP anymore. -- Fixed an issue where entering playmode would close the LookDev window. -- Fixed issue with rendergraph on console failing on SSS pass. -- Fixed Cutoff not working properly with ray tracing shaders default and SG (case 1261292). -- Fixed shader compilation issue with Hair shader and debug display mode -- Fixed cubemap static preview not updated when the asset is imported. -- Fixed wizard DXR setup on non-DXR compatible devices. -- Fixed Custom Post Processes affecting preview cameras. -- Fixed issue with lens distortion breaking rendering. -- Fixed save popup appearing twice due to HDRP wizard. -- Fixed error when changing planar probe resolution. -- Fixed the dependecy of FrameSettings (MSAA, ClearGBuffer, DepthPrepassWithDeferred) (case 1277620). -- Fixed the usage of GUIEnable for volume components (case 1280018). -- Fixed the diffusion profile becoming invalid when hitting the reset (case 1269462). -- Fixed issue with MSAA resolve killing the alpha channel. -- Fixed a warning in materialevalulation -- Fixed an error when building the player. -- Fixed issue with box light not visible if range is below one and range attenuation is off. -- Fixed an issue that caused a null reference when deleting camera component in a prefab. (case 1244430) -- Fixed issue with bloom showing a thin black line after rescaling window. -- Fixed rendergraph motion vector resolve. -- Fixed the Ray-Tracing related Debug Display not working in render graph mode. -- Fix nan in pbr sky -- Fixed Light skin not properly applied on the LookDev when switching from Dark Skin (case 1278802) -- Fixed accumulation on DX11 -- Fixed issue with screen space UI not drawing on the graphics compositor (case 1279272). -- Fixed error Maximum allowed thread group count is 65535 when resolution is very high. -- LOD meshes are now properly stripped based on the maximum lod value parameters contained in the HDRP asset. -- Fixed an inconsistency in the LOD group UI where LOD bias was not the right one. -- Fixed outlines in transitions between post-processed and plain regions in the graphics compositor (case 1278775). -- Fix decal being applied twice with LOD Crossfade. -- Fixed camera stacking for AOVs in the graphics compositor (case 1273223). -- Fixed backface selection on some shader not ignore correctly. -- Disable quad overdraw on ps4. -- Fixed error when resizing the graphics compositor's output and when re-adding a compositor in the scene -- Fixed issues with bloom, alpha and HDR layers in the compositor (case 1272621). -- Fixed alpha not having TAA applied to it. -- Fix issue with alpha output in forward. -- Fix compilation issue on Vulkan for shaders using high quality shadows in XR mode. -- Fixed wrong error message when fixing DXR resources from Wizard. -- Fixed compilation error of quad overdraw with double sided materials -- Fixed screen corruption on xbox when using TAA and Motion Blur with rendergraph. -- Fixed UX issue in the graphics compositor related to clear depth and the defaults for new layers, add better tooltips and fix minor bugs (case 1283904) -- Fixed scene visibility not working for custom pass volumes. -- Fixed issue with several override entries in the runtime debug menu. -- Fixed issue with rendergraph failing to execute every 30 minutes. -- Fixed Lit ShaderGraph surface option property block to only display transmission and energy conserving specular color options for their proper material mode (case 1257050) -- Fixed nan in reflection probe when volumetric fog filtering is enabled, causing the whole probe to be invalid. -- Fixed Debug Color pixel became grey -- Fixed TAA flickering on the very edge of screen. -- Fixed profiling scope for quality RTGI. -- Fixed the denoising and multi-sample not being used for smooth multibounce RTReflections. -- Fixed issue where multiple cameras would cause GC each frame. -- Fixed after post process rendering pass options not showing for unlit ShaderGraphs. -- Fixed null reference in the Undo callback of the graphics compositor -- Fixed cullmode for SceneSelectionPass. -- Fixed issue that caused non-static object to not render at times in OnEnable reflection probes. -- Baked reflection probes now correctly use static sky for ambient lighting. - -### Changed -- Preparation pass for RTSSShadows to be supported by render graph. -- Add tooltips with the full name of the (graphics) compositor properties to properly show large names that otherwise are clipped by the UI (case 1263590) -- Composition profile .asset files cannot be manually edited/reset by users (to avoid breaking things - case 1265631) -- Preparation pass for RTSSShadows to be supported by render graph. -- Changed the way the ray tracing property is displayed on the material (QOL 1265297). -- Exposed lens attenuation mode in default settings and remove it as a debug mode. -- Composition layers without any sub layers are now cleared to black to avoid confusion (case 1265061). -- Slight reduction of VGPR used by area light code. -- Changed thread group size for contact shadows (save 1.1ms on PS4) -- Make sure distortion stencil test happens before pixel shader is run. -- Small optimization that allows to skip motion vector prepping when the whole wave as velocity of 0. -- Improved performance to avoid generating coarse stencil buffer when not needed. -- Remove HTile generation for decals (faster without). -- Improving SSGI Filtering and fixing a blend issue with RTGI. -- Changed the Trackball UI so that it allows explicit numeric values. -- Reduce the G-buffer footprint of anisotropic materials -- Moved SSGI out of preview. -- Skip an unneeded depth buffer copy on consoles. -- Replaced the Density Volume Texture Tool with the new 3D Texture Importer. -- Rename Raytracing Node to Raytracing Quality Keyword and rename high and low inputs as default and raytraced. All raytracing effects now use the raytraced mode but path tracing. -- Moved diffusion profile list to the HDRP default settings panel. -- Skip biquadratic resampling of vbuffer when volumetric fog filtering is enabled. -- Optimized Grain and sRGB Dithering. -- On platforms that allow it skip the first mip of the depth pyramid and compute it alongside the depth buffer used for low res transparents. -- When trying to install the local configuration package, if another one is already present the user is now asked whether they want to keep it or not. -- Improved MSAA color resolve to fix issues when very bright and very dark samples are resolved together. -- Improve performance of GPU light AABB generation -- Removed the max clamp value for the RTR, RTAO and RTGI's ray length (case 1279849). -- Meshes assigned with a decal material are not visible anymore in ray-tracing or path-tracing. -- Removed BLEND shader keywords. -- Remove a rendergraph debug option to clear resources on release from UI. -- added SV_PrimitiveID in the VaryingMesh structure for fulldebugscreenpass as well as primitiveID in FragInputs -- Changed which local frame is used for multi-bounce RTReflections. -- Move System Generated Values semantics out of VaryingsMesh structure. -- Other forms of FSAA are silently deactivated, when path tracing is on. -- Removed XRSystemTests. The GC verification is now done during playmode tests (case 1285012). -- SSR now uses the pre-refraction color pyramid. -- Various improvements for the Volumetric Fog. -- Optimizations for volumetric fog. - -## [10.0.0] - 2019-06-10 - -### Added -- Ray tracing support for VR single-pass -- Added sharpen filter shader parameter and UI for TemporalAA to control image quality instead of hardcoded value -- Added frame settings option for custom post process and custom passes as well as custom color buffer format option. -- Add check in wizard on SRP Batcher enabled. -- Added default implementations of OnPreprocessMaterialDescription for FBX, Obj, Sketchup and 3DS file formats. -- Added custom pass fade radius -- Added after post process injection point for custom passes -- Added basic alpha compositing support - Alpha is available afterpostprocess when using FP16 buffer format. -- Added falloff distance on Reflection Probe and Planar Reflection Probe -- Added Backplate projection from the HDRISky -- Added Shadow Matte in UnlitMasterNode, which only received shadow without lighting -- Added hability to name LightLayers in HDRenderPipelineAsset -- Added a range compression factor for Reflection Probe and Planar Reflection Probe to avoid saturation of colors. -- Added path tracing support for directional, point and spot lights, as well as emission from Lit and Unlit. -- Added non temporal version of SSAO. -- Added more detailed ray tracing stats in the debug window -- Added Disc area light (bake only) -- Added a warning in the material UI to prevent transparent + subsurface-scattering combination. -- Added XR single-pass setting into HDRP asset -- Added a penumbra tint option for lights -- Added support for depth copy with XR SDK -- Added debug setting to Render Pipeline Debug Window to list the active XR views -- Added an option to filter the result of the volumetric lighting (off by default). -- Added a transmission multiplier for directional lights -- Added XR single-pass test mode to Render Pipeline Debug Window -- Added debug setting to Render Pipeline Window to list the active XR views -- Added a new refraction mode for the Lit shader (thin). Which is a box refraction with small thickness values -- Added the code to support Barn Doors for Area Lights based on a shaderconfig option. -- Added HDRPCameraBinder property binder for Visual Effect Graph -- Added "Celestial Body" controls to the Directional Light -- Added new parameters to the Physically Based Sky -- Added Reflections to the DXR Wizard -- Added the possibility to have ray traced colored and semi-transparent shadows on directional lights. -- Added a check in the custom post process template to throw an error if the default shader is not found. -- Exposed the debug overlay ratio in the debug menu. -- Added a separate frame settings for tonemapping alongside color grading. -- Added the receive fog option in the material UI for ShaderGraphs. -- Added a public virtual bool in the custom post processes API to specify if a post processes should be executed in the scene view. -- Added a menu option that checks scene issues with ray tracing. Also removed the previously existing warning at runtime. -- Added Contrast Adaptive Sharpen (CAS) Upscaling effect. -- Added APIs to update probe settings at runtime. -- Added documentation for the rayTracingSupported method in HDRP -- Added user-selectable format for the post processing passes. -- Added support for alpha channel in some post-processing passes (DoF, TAA, Uber). -- Added warnings in FrameSettings inspector when using DXR and atempting to use Asynchronous Execution. -- Exposed Stencil bits that can be used by the user. -- Added history rejection based on velocity of intersected objects for directional, point and spot lights. -- Added a affectsVolumetric field to the HDAdditionalLightData API to know if light affects volumetric fog. -- Add OS and Hardware check in the Wizard fixes for DXR. -- Added option to exclude camera motion from motion blur. -- Added semi-transparent shadows for point and spot lights. -- Added support for semi-transparent shadow for unlit shader and unlit shader graph. -- Added the alpha clip enabled toggle to the material UI for all HDRP shader graphs. -- Added Material Samples to explain how to use the lit shader features -- Added an initial implementation of ray traced sub surface scattering -- Added AssetPostprocessors and Shadergraphs to handle Arnold Standard Surface and 3DsMax Physical material import from FBX. -- Added support for Smoothness Fade start work when enabling ray traced reflections. -- Added Contact shadow, Micro shadows and Screen space refraction API documentation. -- Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, etc. -- Added path tracing support for refraction and internal reflections. -- Added support for Thin Refraction Model and Lit's Clear Coat in Path Tracing. -- Added the Tint parameter to Sky Colored Fog. -- Added of Screen Space Reflections for Transparent materials -- Added a fallback for ray traced area light shadows in case the material is forward or the lit mode is forward. -- Added a new debug mode for light layers. -- Added an "enable" toggle to the SSR volume component. -- Added support for anisotropic specular lobes in path tracing. -- Added support for alpha clipping in path tracing. -- Added support for light cookies in path tracing. -- Added support for transparent shadows in path tracing. -- Added support for iridescence in path tracing. -- Added support for background color in path tracing. -- Added a path tracing test to the test suite. -- Added a warning and workaround instructions that appear when you enable XR single-pass after the first frame with the XR SDK. -- Added the exposure sliders to the planar reflection probe preview -- Added support for subsurface scattering in path tracing. -- Added a new mode that improves the filtering of ray traced shadows (directional, point and spot) based on the distance to the occluder. -- Added support of cookie baking and add support on Disc light. -- Added support for fog attenuation in path tracing. -- Added a new debug panel for volumes -- Added XR setting to control camera jitter for temporal effects -- Added an error message in the DrawRenderers custom pass when rendering opaque objects with an HDRP asset in DeferredOnly mode. -- Added API to enable proper recording of path traced scenes (with the Unity recorder or other tools). -- Added support for fog in Recursive rendering, ray traced reflections and ray traced indirect diffuse. -- Added an alpha blend option for recursive rendering -- Added support for stack lit for ray tracing effects. -- Added support for hair for ray tracing effects. -- Added support for alpha to coverage for HDRP shaders and shader graph -- Added support for Quality Levels to Subsurface Scattering. -- Added option to disable XR rendering on the camera settings. -- Added support for specular AA from geometric curvature in AxF -- Added support for baked AO (no input for now) in AxF -- Added an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA. -- Added a frame setting for alpha to mask. -- Added support for custom passes in the AOV API -- Added Light decomposition lighting debugging modes and support in AOV -- Added exposure compensation to Fixed exposure mode -- Added support for rasterized area light shadows in StackLit -- Added support for texture-weighted automatic exposure -- Added support for POM for emissive map -- Added alpha channel support in motion blur pass. -- Added the HDRP Compositor Tool (in Preview). -- Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping. -- Added support for arbitrary resolution scaling of Volumetric Lighting to the Fog volume component. -- Added range attenuation for box-shaped spotlights. -- Added scenes for hair and fabric and decals with material samples -- Added fabric materials and textures -- Added information for fabric materials in fabric scene -- Added a DisplayInfo attribute to specify a name override and a display order for Volume Component fields (used only in default inspector for now). -- Added Min distance to contact shadows. -- Added support for Depth of Field in path tracing (by sampling the lens aperture). -- Added an API in HDRP to override the camera within the rendering of a frame (mainly for custom pass). -- Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. -- Added support for AxF measurements importing into texture resources tilings. -- Added Layer parameter on Area Light to modify Layer of generated Emissive Mesh -- Added a flow map parameter to HDRI Sky -- Implemented ray traced reflections for transparent objects. -- Add a new parameter to control reflections in recursive rendering. -- Added an initial version of SSGI. -- Added Virtual Texturing cache settings to control the size of the Streaming Virtual Texturing caches. -- Added back-compatibility with builtin stereo matrices. -- Added CustomPassUtils API to simplify Blur, Copy and DrawRenderers custom passes. -- Added Histogram guided automatic exposure. -- Added few exposure debug modes. -- Added support for multiple path-traced views at once (e.g., scene and game views). -- Added support for 3DsMax's 2021 Simplified Physical Material from FBX files in the Model Importer. -- Added custom target mid grey for auto exposure. -- Added CustomPassUtils API to simplify Blur, Copy and DrawRenderers custom passes. -- Added an API in HDRP to override the camera within the rendering of a frame (mainly for custom pass). -- Added more custom pass API functions, mainly to render objects from another camera. -- Added support for transparent Unlit in path tracing. -- Added a minimal lit used for RTGI in peformance mode. -- Added procedural metering mask that can follow an object -- Added presets quality settings for RTAO and RTGI. -- Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). -- Added a Cloud Layer volume override. -- Added Fast Memory support for platform that support it. -- Added CPU and GPU timings for ray tracing effects. -- Added support to combine RTSSS and RTGI (1248733). -- Added IES Profile support for Point, Spot and Rectangular-Area lights -- Added support for multiple mapping modes in AxF. -- Add support of lightlayers on indirect lighting controller -- Added compute shader stripping. -- Added Cull Mode option for opaque materials and ShaderGraphs. -- Added scene view exposure override. -- Added support for exposure curve remapping for min/max limits. -- Added presets for ray traced reflections. -- Added final image histogram debug view (both luminance and RGB). -- Added an example texture and rotation to the Cloud Layer volume override. -- Added an option to extend the camera culling for skinned mesh animation in ray tracing effects (1258547). -- Added decal layer system similar to light layer. Mesh will receive a decal when both decal layer mask matches. -- Added shader graph nodes for rendering a complex eye shader. -- Added more controls to contact shadows and increased quality in some parts. -- Added a physically based option in DoF volume. -- Added API to check if a Camera, Light or ReflectionProbe is compatible with HDRP. -- Added path tracing test scene for normal mapping. -- Added missing API documentation. -- Remove CloudLayer -- Added quad overdraw and vertex density debug modes. - -### Fixed -- fix when saved HDWizard window tab index out of range (1260273) -- Fix when rescale probe all direction below zero (1219246) -- Update documentation of HDRISky-Backplate, precise how to have Ambient Occlusion on the Backplate -- Sorting, undo, labels, layout in the Lighting Explorer. -- Fixed sky settings and materials in Shader Graph Samples package -- Fix/workaround a probable graphics driver bug in the GTAO shader. -- Fixed Hair and PBR shader graphs double sided modes -- Fixed an issue where updating an HDRP asset in the Quality setting panel would not recreate the pipeline. -- Fixed issue with point lights being considered even when occupying less than a pixel on screen (case 1183196) -- Fix a potential NaN source with iridescence (case 1183216) -- Fixed issue of spotlight breaking when minimizing the cone angle via the gizmo (case 1178279) -- Fixed issue that caused decals not to modify the roughness in the normal buffer, causing SSR to not behave correctly (case 1178336) -- Fixed lit transparent refraction with XR single-pass rendering -- Removed extra jitter for TemporalAA in VR -- Fixed ShaderGraph time in main preview -- Fixed issue on some UI elements in HDRP asset not expanding when clicking the arrow (case 1178369) -- Fixed alpha blending in custom post process -- Fixed the modification of the _AlphaCutoff property in the material UI when exposed with a ShaderGraph parameter. -- Fixed HDRP test `1218_Lit_DiffusionProfiles` on Vulkan. -- Fixed an issue where building a player in non-dev mode would generate render target error logs every frame -- Fixed crash when upgrading version of HDRP -- Fixed rendering issues with material previews -- Fixed NPE when using light module in Shuriken particle systems (1173348). -- Refresh cached shadow on editor changes -- Fixed light supported units caching (1182266) -- Fixed an issue where SSAO (that needs temporal reprojection) was still being rendered when Motion Vectors were not available (case 1184998) -- Fixed a nullref when modifying the height parameters inside the layered lit shader UI. -- Fixed Decal gizmo that become white after exiting play mode -- Fixed Decal pivot position to behave like a spotlight -- Fixed an issue where using the LightingOverrideMask would break sky reflection for regular cameras -- Fix DebugMenu FrameSettingsHistory persistency on close -- Fix DensityVolume, ReflectionProbe aned PlanarReflectionProbe advancedControl display -- Fix DXR scene serialization in wizard -- Fixed an issue where Previews would reallocate History Buffers every frame -- Fixed the SetLightLayer function in HDAdditionalLightData setting the wrong light layer -- Fix error first time a preview is created for planar -- Fixed an issue where SSR would use an incorrect roughness value on ForwardOnly (StackLit, AxF, Fabric, etc.) materials when the pipeline is configured to also allow deferred Lit. -- Fixed issues with light explorer (cases 1183468, 1183269) -- Fix dot colors in LayeredLit material inspector -- Fix undo not resetting all value when undoing the material affectation in LayerLit material -- Fix for issue that caused gizmos to render in render textures (case 1174395) -- Fixed the light emissive mesh not updated when the light was disabled/enabled -- Fixed light and shadow layer sync when setting the HDAdditionalLightData.lightlayersMask property -- Fixed a nullref when a custom post process component that was in the HDRP PP list is removed from the project -- Fixed issue that prevented decals from modifying specular occlusion (case 1178272). -- Fixed exposure of volumetric reprojection -- Fixed multi selection support for Scalable Settings in lights -- Fixed font shaders in test projects for VR by using a Shader Graph version -- Fixed refresh of baked cubemap by incrementing updateCount at the end of the bake (case 1158677). -- Fixed issue with rectangular area light when seen from the back -- Fixed decals not affecting lightmap/lightprobe -- Fixed zBufferParams with XR single-pass rendering -- Fixed moving objects not rendered in custom passes -- Fixed abstract classes listed in the + menu of the custom pass list -- Fixed custom pass that was rendered in previews -- Fixed precision error in zero value normals when applying decals (case 1181639) -- Fixed issue that triggered No Scene Lighting view in game view as well (case 1156102) -- Assign default volume profile when creating a new HDRP Asset -- Fixed fov to 0 in planar probe breaking the projection matrix (case 1182014) -- Fixed bugs with shadow caching -- Reassign the same camera for a realtime probe face render request to have appropriate history buffer during realtime probe rendering. -- Fixed issue causing wrong shading when normal map mode is Object space, no normal map is set, but a detail map is present (case 1143352) -- Fixed issue with decal and htile optimization -- Fixed TerrainLit shader compilation error regarding `_Control0_TexelSize` redefinition (case 1178480). -- Fixed warning about duplicate HDRuntimeReflectionSystem when configuring play mode without domain reload. -- Fixed an editor crash when multiple decal projectors were selected and some had null material -- Added all relevant fix actions to FixAll button in Wizard -- Moved FixAll button on top of the Wizard -- Fixed an issue where fog color was not pre-exposed correctly -- Fix priority order when custom passes are overlapping -- Fix cleanup not called when the custom pass GameObject is destroyed -- Replaced most instances of GraphicsSettings.renderPipelineAsset by GraphicsSettings.currentRenderPipeline. This should fix some parameters not working on Quality Settings overrides. -- Fixed an issue with Realtime GI not working on upgraded projects. -- Fixed issue with screen space shadows fallback texture was not set as a texture array. -- Fixed Pyramid Lights bounding box -- Fixed terrain heightmap default/null values and epsilons -- Fixed custom post-processing effects breaking when an abstract class inherited from `CustomPostProcessVolumeComponent` -- Fixed XR single-pass rendering in Editor by using ShaderConfig.s_XrMaxViews to allocate matrix array -- Multiple different skies rendered at the same time by different cameras are now handled correctly without flickering -- Fixed flickering issue happening when different volumes have shadow settings and multiple cameras are present. -- Fixed issue causing planar probes to disappear if there is no light in the scene. -- Fixed a number of issues with the prefab isolation mode (Volumes leaking from the main scene and reflection not working properly) -- Fixed an issue with fog volume component upgrade not working properly -- Fixed Spot light Pyramid Shape has shadow artifacts on aspect ratio values lower than 1 -- Fixed issue with AO upsampling in XR -- Fixed camera without HDAdditionalCameraData component not rendering -- Removed the macro ENABLE_RAYTRACING for most of the ray tracing code -- Fixed prefab containing camera reloading in loop while selected in the Project view -- Fixed issue causing NaN wheh the Z scale of an object is set to 0. -- Fixed DXR shader passes attempting to render before pipeline loaded -- Fixed black ambient sky issue when importing a project after deleting Library. -- Fixed issue when upgrading a Standard transparent material (case 1186874) -- Fixed area light cookies not working properly with stack lit -- Fixed material render queue not updated when the shader is changed in the material inspector. -- Fixed a number of issues with full screen debug modes not reseting correctly when setting another mutually exclusive mode -- Fixed compile errors for platforms with no VR support -- Fixed an issue with volumetrics and RTHandle scaling (case 1155236) -- Fixed an issue where sky lighting might be updated uselessly -- Fixed issue preventing to allow setting decal material to none (case 1196129) -- Fixed XR multi-pass decals rendering -- Fixed several fields on Light Inspector that not supported Prefab overrides -- Fixed EOL for some files -- Fixed scene view rendering with volumetrics and XR enabled -- Fixed decals to work with multiple cameras -- Fixed optional clear of GBuffer (Was always on) -- Fixed render target clears with XR single-pass rendering -- Fixed HDRP samples file hierarchy -- Fixed Light units not matching light type -- Fixed QualitySettings panel not displaying HDRP Asset -- Fixed black reflection probes the first time loading a project -- Fixed y-flip in scene view with XR SDK -- Fixed Decal projectors do not immediately respond when parent object layer mask is changed in editor. -- Fixed y-flip in scene view with XR SDK -- Fixed a number of issues with Material Quality setting -- Fixed the transparent Cull Mode option in HD unlit master node settings only visible if double sided is ticked. -- Fixed an issue causing shadowed areas by contact shadows at the edge of far clip plane if contact shadow length is very close to far clip plane. -- Fixed editing a scalable settings will edit all loaded asset in memory instead of targetted asset. -- Fixed Planar reflection default viewer FOV -- Fixed flickering issues when moving the mouse in the editor with ray tracing on. -- Fixed the ShaderGraph main preview being black after switching to SSS in the master node settings -- Fixed custom fullscreen passes in VR -- Fixed camera culling masks not taken in account in custom pass volumes -- Fixed object not drawn in custom pass when using a DrawRenderers with an HDRP shader in a build. -- Fixed injection points for Custom Passes (AfterDepthAndNormal and BeforePreRefraction were missing) -- Fixed a enum to choose shader tags used for drawing objects (DepthPrepass or Forward) when there is no override material. -- Fixed lit objects in the BeforePreRefraction, BeforeTransparent and BeforePostProcess. -- Fixed the None option when binding custom pass render targets to allow binding only depth or color. -- Fixed custom pass buffers allocation so they are not allocated if they're not used. -- Fixed the Custom Pass entry in the volume create asset menu items. -- Fixed Prefab Overrides workflow on Camera. -- Fixed alignment issue in Preset for Camera. -- Fixed alignment issue in Physical part for Camera. -- Fixed FrameSettings multi-edition. -- Fixed a bug happening when denoising multiple ray traced light shadows -- Fixed minor naming issues in ShaderGraph settings -- VFX: Removed z-fight glitches that could appear when using deferred depth prepass and lit quad primitives -- VFX: Preserve specular option for lit outputs (matches HDRP lit shader) -- Fixed an issue with Metal Shader Compiler and GTAO shader for metal -- Fixed resources load issue while upgrading HDRP package. -- Fix LOD fade mask by accounting for field of view -- Fixed spot light missing from ray tracing indirect effects. -- Fixed a UI bug in the diffusion profile list after fixing them from the wizard. -- Fixed the hash collision when creating new diffusion profile assets. -- Fixed a light leaking issue with box light casting shadows (case 1184475) -- Fixed Cookie texture type in the cookie slot of lights (Now displays a warning because it is not supported). -- Fixed a nullref that happens when using the Shuriken particle light module -- Fixed alignment in Wizard -- Fixed text overflow in Wizard's helpbox -- Fixed Wizard button fix all that was not automatically grab all required fixes -- Fixed VR tab for MacOS in Wizard -- Fixed local config package workflow in Wizard -- Fixed issue with contact shadows shifting when MSAA is enabled. -- Fixed EV100 in the PBR sky -- Fixed an issue In URP where sometime the camera is not passed to the volume system and causes a null ref exception (case 1199388) -- Fixed nullref when releasing HDRP with custom pass disabled -- Fixed performance issue derived from copying stencil buffer. -- Fixed an editor freeze when importing a diffusion profile asset from a unity package. -- Fixed an exception when trying to reload a builtin resource. -- Fixed the light type intensity unit reset when switching the light type. -- Fixed compilation error related to define guards and CreateLayoutFromXrSdk() -- Fixed documentation link on CustomPassVolume. -- Fixed player build when HDRP is in the project but not assigned in the graphic settings. -- Fixed an issue where ambient probe would be black for the first face of a baked reflection probe -- VFX: Fixed Missing Reference to Visual Effect Graph Runtime Assembly -- Fixed an issue where rendering done by users in EndCameraRendering would be executed before the main render loop. -- Fixed Prefab Override in main scope of Volume. -- Fixed alignment issue in Presset of main scope of Volume. -- Fixed persistence of ShowChromeGizmo and moved it to toolbar for coherency in ReflectionProbe and PlanarReflectionProbe. -- Fixed Alignement issue in ReflectionProbe and PlanarReflectionProbe. -- Fixed Prefab override workflow issue in ReflectionProbe and PlanarReflectionProbe. -- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in ReflectionProbe and PlanarReflectionProbe. -- Fixed Prefab override workflow issue in DensityVolume. -- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in DensityVolume. -- Fix light limit counts specified on the HDRP asset -- Fixed Quality Settings for SSR, Contact Shadows and Ambient Occlusion volume components -- Fixed decalui deriving from hdshaderui instead of just shaderui -- Use DelayedIntField instead of IntField for scalable settings -- Fixed init of debug for FrameSettingsHistory on SceneView camera -- Added a fix script to handle the warning 'referenced script in (GameObject 'SceneIDMap') is missing' -- Fix Wizard load when none selected for RenderPipelineAsset -- Fixed TerrainLitGUI when per-pixel normal property is not present. -- Fixed rendering errors when enabling debug modes with custom passes -- Fix an issue that made PCSS dependent on Atlas resolution (not shadow map res) -- Fixing a bug whith histories when n>4 for ray traced shadows -- Fixing wrong behavior in ray traced shadows for mesh renderers if their cast shadow is shadow only or double sided -- Only tracing rays for shadow if the point is inside the code for spotlight shadows -- Only tracing rays if the point is inside the range for point lights -- Fixing ghosting issues when the screen space shadow indexes change for a light with ray traced shadows -- Fixed an issue with stencil management and Xbox One build that caused corrupted output in deferred mode. -- Fixed a mismatch in behavior between the culling of shadow maps and ray traced point and spot light shadows -- Fixed recursive ray tracing not working anymore after intermediate buffer refactor. -- Fixed ray traced shadow denoising not working (history rejected all the time). -- Fixed shader warning on xbox one -- Fixed cookies not working for spot lights in ray traced reflections, ray traced GI and recursive rendering -- Fixed an inverted handling of CoatSmoothness for SSR in StackLit. -- Fixed missing distortion inputs in Lit and Unlit material UI. -- Fixed issue that propagated NaNs across multiple frames through the exposure texture. -- Fixed issue with Exclude from TAA stencil ignored. -- Fixed ray traced reflection exposure issue. -- Fixed issue with TAA history not initialising corretly scale factor for first frame -- Fixed issue with stencil test of material classification not using the correct Mask (causing false positive and bad performance with forward material in deferred) -- Fixed issue with History not reset when chaning antialiasing mode on camera -- Fixed issue with volumetric data not being initialized if default settings have volumetric and reprojection off. -- Fixed ray tracing reflection denoiser not applied in tier 1 -- Fixed the vibility of ray tracing related methods. -- Fixed the diffusion profile list not saved when clicking the fix button in the material UI. -- Fixed crash when pushing bounce count higher than 1 for ray traced GI or reflections -- Fixed PCSS softness scale so that it better match ray traced reference for punctual lights. -- Fixed exposure management for the path tracer -- Fixed AxF material UI containing two advanced options settings. -- Fixed an issue where cached sky contexts were being destroyed wrongly, breaking lighting in the LookDev -- Fixed issue that clamped PCSS softness too early and not after distance scale. -- Fixed fog affect transparent on HD unlit master node -- Fixed custom post processes re-ordering not saved. -- Fixed NPE when using scalable settings -- Fixed an issue where PBR sky precomputation was reset incorrectly in some cases causing bad performance. -- Fixed a bug due to depth history begin overriden too soon -- Fixed CustomPassSampleCameraColor scale issue when called from Before Transparent injection point. -- Fixed corruption of AO in baked probes. -- Fixed issue with upgrade of projects that still had Very High as shadow filtering quality. -- Fixed issue that caused Distortion UI to appear in Lit. -- Fixed several issues with decal duplicating when editing them. -- Fixed initialization of volumetric buffer params (1204159) -- Fixed an issue where frame count was incorrectly reset for the game view, causing temporal processes to fail. -- Fixed Culling group was not disposed error. -- Fixed issues on some GPU that do not support gathers on integer textures. -- Fixed an issue with ambient probe not being initialized for the first frame after a domain reload for volumetric fog. -- Fixed the scene visibility of decal projectors and density volumes -- Fixed a leak in sky manager. -- Fixed an issue where entering playmode while the light editor is opened would produce null reference exceptions. -- Fixed the debug overlay overlapping the debug menu at runtime. -- Fixed an issue with the framecount when changing scene. -- Fixed errors that occurred when using invalid near and far clip plane values for planar reflections. -- Fixed issue with motion blur sample weighting function. -- Fixed motion vectors in MSAA. -- Fixed sun flare blending (case 1205862). -- Fixed a lot of issues related to ray traced screen space shadows. -- Fixed memory leak caused by apply distortion material not being disposed. -- Fixed Reflection probe incorrectly culled when moving its parent (case 1207660) -- Fixed a nullref when upgrading the Fog volume components while the volume is opened in the inspector. -- Fix issues where decals on PS4 would not correctly write out the tile mask causing bits of the decal to go missing. -- Use appropriate label width and text content so the label is completely visible -- Fixed an issue where final post process pass would not output the default alpha value of 1.0 when using 11_11_10 color buffer format. -- Fixed SSR issue after the MSAA Motion Vector fix. -- Fixed an issue with PCSS on directional light if punctual shadow atlas was not allocated. -- Fixed an issue where shadow resolution would be wrong on the first face of a baked reflection probe. -- Fixed issue with PCSS softness being incorrect for cascades different than the first one. -- Fixed custom post process not rendering when using multiple HDRP asset in quality settings -- Fixed probe gizmo missing id (case 1208975) -- Fixed a warning in raytracingshadowfilter.compute -- Fixed issue with AO breaking with small near plane values. -- Fixed custom post process Cleanup function not called in some cases. -- Fixed shader warning in AO code. -- Fixed a warning in simpledenoiser.compute -- Fixed tube and rectangle light culling to use their shape instead of their range as a bounding box. -- Fixed caused by using gather on a UINT texture in motion blur. -- Fix issue with ambient occlusion breaking when dynamic resolution is active. -- Fixed some possible NaN causes in Depth of Field. -- Fixed Custom Pass nullref due to the new Profiling Sample API changes -- Fixed the black/grey screen issue on after post process Custom Passes in non dev builds. -- Fixed particle lights. -- Improved behavior of lights and probe going over the HDRP asset limits. -- Fixed issue triggered when last punctual light is disabled and more than one camera is used. -- Fixed Custom Pass nullref due to the new Profiling Sample API changes -- Fixed the black/grey screen issue on after post process Custom Passes in non dev builds. -- Fixed XR rendering locked to vsync of main display with Standalone Player. -- Fixed custom pass cleanup not called at the right time when using multiple volumes. -- Fixed an issue on metal with edge of decal having artifact by delaying discard of fragments during decal projection -- Fixed various shader warning -- Fixing unnecessary memory allocations in the ray tracing cluster build -- Fixed duplicate column labels in LightEditor's light tab -- Fixed white and dark flashes on scenes with very high or very low exposure when Automatic Exposure is being used. -- Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. -- Fixed memory leak in Sky when in matcap mode. -- Fixed compilation issues on platform that don't support VR. -- Fixed migration code called when we create a new HDRP asset. -- Fixed RemoveComponent on Camera contextual menu to not remove Camera while a component depend on it. -- Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. -- Fixed a null reference exception in the probe UI when no HDRP asset is present. -- Fixed the outline example in the doc (sampling range was dependent on screen resolution) -- Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. -- Fixed an issue where Decal Projectors created from script where rotated around the X axis by 90°. -- Fixed frustum used to compute Density Volumes visibility when projection matrix is oblique. -- Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. -- Fix for NaNs on certain geometry with Lit shader -- [case 1210058](https://fogbugz.unity3d.com/f/cases/1210058/) -- Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. -- Fixed a null reference exception in the probe UI when no HDRP asset is present. -- Fixed the outline example in the doc (sampling range was dependent on screen resolution) -- Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. -- Fixed an issue where materials newly created from the contextual menu would have an invalid state, causing various problems until it was edited. -- Fixed transparent material created with ZWrite enabled (now it is disabled by default for new transparent materials) -- Fixed mouseover on Move and Rotate tool while DecalProjector is selected. -- Fixed wrong stencil state on some of the pixel shader versions of deferred shader. -- Fixed an issue where creating decals at runtime could cause a null reference exception. -- Fixed issue that displayed material migration dialog on the creation of new project. -- Fixed various issues with time and animated materials (cases 1210068, 1210064). -- Updated light explorer with latest changes to the Fog and fixed issues when no visual environment was present. -- Fixed not handleling properly the recieve SSR feature with ray traced reflections -- Shadow Atlas is no longer allocated for area lights when they are disabled in the shader config file. -- Avoid MRT Clear on PS4 as it is not implemented yet. -- Fixed runtime debug menu BitField control. -- Fixed the radius value used for ray traced directional light. -- Fixed compilation issues with the layered lit in ray tracing shaders. -- Fixed XR autotests viewport size rounding -- Fixed mip map slider knob displayed when cubemap have no mipmap -- Remove unnecessary skip of material upgrade dialog box. -- Fixed the profiling sample mismatch errors when enabling the profiler in play mode -- Fixed issue that caused NaNs in reflection probes on consoles. -- Fixed adjusting positive axis of Blend Distance slides the negative axis in the density volume component. -- Fixed the blend of reflections based on the weight. -- Fixed fallback for ray traced reflections when denoising is enabled. -- Fixed error spam issue with terrain detail terrainDetailUnsupported (cases 1211848) -- Fixed hardware dynamic resolution causing cropping/scaling issues in scene view (case 1158661) -- Fixed Wizard check order for `Hardware and OS` and `Direct3D12` -- Fix AO issue turning black when Far/Near plane distance is big. -- Fixed issue when opening lookdev and the lookdev volume have not been assigned yet. -- Improved memory usage of the sky system. -- Updated label in HDRP quality preference settings (case 1215100) -- Fixed Decal Projector gizmo not undoing properly (case 1216629) -- Fix a leak in the denoising of ray traced reflections. -- Fixed Alignment issue in Light Preset -- Fixed Environment Header in LightingWindow -- Fixed an issue where hair shader could write garbage in the diffuse lighting buffer, causing NaNs. -- Fixed an exposure issue with ray traced sub-surface scattering. -- Fixed runtime debug menu light hierarchy None not doing anything. -- Fixed the broken ShaderGraph preview when creating a new Lit graph. -- Fix indentation issue in preset of LayeredLit material. -- Fixed minor issues with cubemap preview in the inspector. -- Fixed wrong build error message when building for android on mac. -- Fixed an issue related to denoising ray trace area shadows. -- Fixed wrong build error message when building for android on mac. -- Fixed Wizard persistency of Direct3D12 change on domain reload. -- Fixed Wizard persistency of FixAll on domain reload. -- Fixed Wizard behaviour on domain reload. -- Fixed a potential source of NaN in planar reflection probe atlas. -- Fixed an issue with MipRatio debug mode showing _DebugMatCapTexture not being set. -- Fixed missing initialization of input params in Blit for VR. -- Fix Inf source in LTC for area lights. -- Fix issue with AO being misaligned when multiple view are visible. -- Fix issue that caused the clamp of camera rotation motion for motion blur to be ineffective. -- Fixed issue with AssetPostprocessors dependencies causing models to be imported twice when upgrading the package version. -- Fixed culling of lights with XR SDK -- Fixed memory stomp in shadow caching code, leading to overflow of Shadow request array and runtime errors. -- Fixed an issue related to transparent objects reading the ray traced indirect diffuse buffer -- Fixed an issue with filtering ray traced area lights when the intensity is high or there is an exposure. -- Fixed ill-formed include path in Depth Of Field shader. -- Fixed shader graph and ray tracing after the shader target PR. -- Fixed a bug in semi-transparent shadows (object further than the light casting shadows) -- Fix state enabled of default volume profile when in package. -- Fixed removal of MeshRenderer and MeshFilter on adding Light component. -- Fixed Ray Traced SubSurface Scattering not working with ray traced area lights -- Fixed Ray Traced SubSurface Scattering not working in forward mode. -- Fixed a bug in debug light volumes. -- Fixed a bug related to ray traced area light shadow history. -- Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap. -- Fixed a leak in the PBR sky renderer. -- Added a tooltip to the Ambient Mode parameter in the Visual Envionment volume component. -- Static lighting sky now takes the default volume into account (this fixes discrepancies between baked and realtime lighting). -- Fixed a leak in the sky system. -- Removed MSAA Buffers allocation when lit shader mode is set to "deferred only". -- Fixed invalid cast for realtime reflection probes (case 1220504) -- Fixed invalid game view rendering when disabling all cameras in the scene (case 1105163) -- Hide reflection probes in the renderer components. -- Fixed infinite reload loop while displaying Light's Shadow's Link Light Layer in Inspector of Prefab Asset. -- Fixed the culling was not disposed error in build log. -- Fixed the cookie atlas size and planar atlas size being too big after an upgrade of the HDRP asset. -- Fixed transparent SSR for shader graph. -- Fixed an issue with emissive light meshes not being in the RAS. -- Fixed DXR player build -- Fixed the HDRP asset migration code not being called after an upgrade of the package -- Fixed draw renderers custom pass out of bound exception -- Fixed the PBR shader rendering in deferred -- Fixed some typos in debug menu (case 1224594) -- Fixed ray traced point and spot lights shadows not rejecting istory when semi-transparent or colored. -- Fixed a warning due to StaticLightingSky when reloading domain in some cases. -- Fixed the MaxLightCount being displayed when the light volume debug menu is on ColorAndEdge. -- Fixed issue with unclear naming of debug menu for decals. -- Fixed z-fighting in scene view when scene lighting is off (case 1203927) -- Fixed issue that prevented cubemap thumbnails from rendering (only on D3D11 and Metal). -- Fixed ray tracing with VR single-pass -- Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. -- Fixed error in the console when switching shader to decal in the material UI. -- Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). -- Fixed an issue where a dynamic sky changing any frame may not update the ambient probe. -- Fixed cubemap thumbnail generation at project load time. -- Fixed cubemap thumbnail generation at project load time. -- Fixed XR culling with multiple cameras -- Fixed XR single-pass with Mock HMD plugin -- Fixed sRGB mismatch with XR SDK -- Fixed an issue where default volume would not update when switching profile. -- Fixed issue with uncached reflection probe cameras reseting the debug mode (case 1224601) -- Fixed an issue where AO override would not override specular occlusion. -- Fixed an issue where Volume inspector might not refresh correctly in some cases. -- Fixed render texture with XR -- Fixed issue with resources being accessed before initialization process has been performed completely. -- Half fixed shuriken particle light that cast shadows (only the first one will be correct) -- Fixed issue with atmospheric fog turning black if a planar reflection probe is placed below ground level. (case 1226588) -- Fixed custom pass GC alloc issue in CustomPassVolume.GetActiveVolumes(). -- Fixed a bug where instanced shadergraph shaders wouldn't compile on PS4. -- Fixed an issue related to the envlightdatasrt not being bound in recursive rendering. -- Fixed shadow cascade tooltip when using the metric mode (case 1229232) -- Fixed how the area light influence volume is computed to match rasterization. -- Focus on Decal uses the extends of the projectors -- Fixed usage of light size data that are not available at runtime. -- Fixed the depth buffer copy made before custom pass after opaque and normal injection point. -- Fix for issue that prevented scene from being completely saved when baked reflection probes are present and lighting is set to auto generate. -- Fixed drag area width at left of Light's intensity field in Inspector. -- Fixed light type resolution when performing a reset on HDAdditionalLightData (case 1220931) -- Fixed reliance on atan2 undefined behavior in motion vector debug shader. -- Fixed an usage of a a compute buffer not bound (1229964) -- Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. -- Fix issues in the post process system with RenderTexture being invalid in some cases, causing rendering problems. -- Fixed an issue where unncessarily serialized members in StaticLightingSky component would change each time the scene is changed. -- Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). -- Fixed a regression in the ray traced indirect diffuse due to the new probe system. -- Fix for range compression factor for probes going negative (now clamped to positive values). -- Fixed path validation when creating new volume profile (case 1229933) -- Fixed a bug where Decal Shader Graphs would not recieve reprojected Position, Normal, or Bitangent data. (1239921) -- Fix reflection hierarchy for CARPAINT in AxF. -- Fix precise fresnel for delta lights for SVBRDF in AxF. -- Fixed the debug exposure mode for display sky reflection and debug view baked lighting -- Fixed MSAA depth resolve when there is no motion vectors -- Fixed various object leaks in HDRP. -- Fixed compile error with XR SubsystemManager. -- Fix for assertion triggering sometimes when saving a newly created lit shader graph (case 1230996) -- Fixed culling of planar reflection probes that change position (case 1218651) -- Fixed null reference when processing lightprobe (case 1235285) -- Fix issue causing wrong planar reflection rendering when more than one camera is present. -- Fix black screen in XR when HDRP package is present but not used. -- Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). -- Fixed white flash happening with auto-exposure in some cases (case 1223774) -- Fixed NaN which can appear with real time reflection and inf value -- Fixed an issue that was collapsing the volume components in the HDRP default settings -- Fixed warning about missing bound decal buffer -- Fixed shader warning on Xbox for ResolveStencilBuffer.compute. -- Fixed PBR shader ZTest rendering in deferred. -- Replaced commands incompatible with async compute in light list build process. -- Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. Note that the diffusion profile or the material references need to be edited once before this can work properly. -- Fix MaterialBalls having same guid issue -- Fix spelling and grammatical errors in material samples -- Fixed unneeded cookie texture allocation for cone stop lights. -- Fixed scalarization code for contact shadows. -- Fixed volume debug in playmode -- Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) -- Fixed shader warning in PCSS code when using Vulkan. -- Fixed decal that aren't working without Metal and Ambient Occlusion option enabled. -- Fixed an error about procedural sky being logged by mistake. -- Fixed shadowmask UI now correctly showing shadowmask disable -- Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. -- Fixed a null ref exception in static sky when the default volume profile is invalid. -- DXR: Fixed shader compilation error with shader graph and pathtracer -- Fixed SceneView Draw Modes not being properly updated after opening new scene view panels or changing the editor layout. -- VFX: Removed irrelevant queues in render queue selection from HDRP outputs -- VFX: Motion Vector are correctly renderered with MSAA [Case 1240754](https://issuetracker.unity3d.com/product/unity/issues/guid/1240754/) -- Fixed a cause of NaN when a normal of 0-length is generated (usually via shadergraph). -- Fixed issue with screen-space shadows not enabled properly when RT is disabled (case 1235821) -- Fixed a performance issue with stochastic ray traced area shadows. -- Fixed cookie texture not updated when changing an import settings (srgb for example). -- Fixed flickering of the game/scene view when lookdev is running. -- Fixed issue with reflection probes in realtime time mode with OnEnable baking having wrong lighting with sky set to dynamic (case 1238047). -- Fixed transparent motion vectors not working when in MSAA. -- Fix error when removing DecalProjector from component contextual menu (case 1243960) -- Fixed issue with post process when running in RGBA16 and an object with additive blending is in the scene. -- Fixed corrupted values on LayeredLit when using Vertex Color multiply mode to multiply and MSAA is activated. -- Fix conflicts with Handles manipulation when performing a Reset in DecalComponent (case 1238833) -- Fixed depth prepass and postpass being disabled after changing the shader in the material UI. -- Fixed issue with sceneview camera settings not being saved after Editor restart. -- Fixed issue when switching back to custom sensor type in physical camera settings (case 1244350). -- Fixed a null ref exception when running playmode tests with the render pipeline debug window opened. -- Fixed some GCAlloc in the debug window. -- Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) -- Fixed thin refraction mode not working properly. -- Fixed assert on tests caused by probe culling results being requested when culling did not happen. (case 1246169) -- Fixed over consumption of GPU memory by the Physically Based Sky. -- Fixed an invalid rotation in Planar Reflection Probe editor display, that was causing an error message (case 1182022) -- Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. -- Fixed issue that caused not all baked reflection to be deleted upon clicking "Clear Baked Data" in the lighting menu (case 1136080) -- Fixed an issue where asset preview could be rendered white because of static lighting sky. -- Fixed an issue where static lighting was not updated when removing the static lighting sky profile. -- Fixed the show cookie atlas debug mode not displaying correctly when enabling the clear cookie atlas option. -- Fixed various multi-editing issues when changing Emission parameters. -- Fixed error when undo a Reflection Probe removal in a prefab instance. (case 1244047) -- Fixed Microshadow not working correctly in deferred with LightLayers -- Tentative fix for missing include in depth of field shaders. -- Fixed the light overlap scene view draw mode (wasn't working at all). -- Fixed taaFrameIndex and XR tests 4052 and 4053 -- Fixed the prefab integration of custom passes (Prefab Override Highlight not working as expected). -- Cloned volume profile from read only assets are created in the root of the project. (case 1154961) -- Fixed Wizard check on default volume profile to also check it is not the default one in package. -- Fix erroneous central depth sampling in TAA. -- Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset -- Fixed issue with Model Importer materials falling back to the Legacy default material instead of HDRP's default material when import happens at Editor startup. -- Fixed a wrong condition in CameraSwitcher, potentially causing out of bound exceptions. -- Fixed an issue where editing the Look Dev default profile would not reflect directly in the Look Dev window. -- Fixed a bug where the light list is not cleared but still used when resizing the RT. -- Fixed exposure debug shader with XR single-pass rendering. -- Fixed issues with scene view and transparent motion vectors. -- Fixed black screens for linux/HDRP (1246407) -- Fixed a vulkan and metal warning in the SSGI compute shader. -- Fixed an exception due to the color pyramid not allocated when SSGI is enabled. -- Fixed an issue with the first Depth history was incorrectly copied. -- Fixed path traced DoF focusing issue -- Fix an issue with the half resolution Mode (performance) -- Fix an issue with the color intensity of emissive for performance rtgi -- Fixed issue with rendering being mostly broken when target platform disables VR. -- Workaround an issue caused by GetKernelThreadGroupSizes failing to retrieve correct group size. -- Fix issue with fast memory and rendergraph. -- Fixed transparent motion vector framesetting not sanitized. -- Fixed wrong order of post process frame settings. -- Fixed white flash when enabling SSR or SSGI. -- The ray traced indrect diffuse and RTGI were combined wrongly with the rest of the lighting (1254318). -- Fixed an exception happening when using RTSSS without using RTShadows. -- Fix inconsistencies with transparent motion vectors and opaque by allowing camera only transparent motion vectors. -- Fix reflection probe frame settings override -- Fixed certain shadow bias artifacts present in volumetric lighting (case 1231885). -- Fixed area light cookie not updated when switch the light type from a spot that had a cookie. -- Fixed issue with dynamic resolution updating when not in play mode. -- Fixed issue with Contrast Adaptive Sharpening upsample mode and preview camera. -- Fix issue causing blocky artifacts when decals affect metallic and are applied on material with specular color workflow. -- Fixed issue with depth pyramid generation and dynamic resolution. -- Fixed an issue where decals were duplicated in prefab isolation mode. -- Fixed an issue where rendering preview with MSAA might generate render graph errors. -- Fixed compile error in PS4 for planar reflection filtering. -- Fixed issue with blue line in prefabs for volume mode. -- Fixing the internsity being applied to RTAO too early leading to unexpected results (1254626). -- Fix issue that caused sky to incorrectly render when using a custom projection matrix. -- Fixed null reference exception when using depth pre/post pass in shadergraph with alpha clip in the material. -- Appropriately constraint blend distance of reflection probe while editing with the inspector (case 1248931) -- Fixed AxF handling of roughness for Blinn-Phong type materials -- Fixed AxF UI errors when surface type is switched to transparent -- Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change. -- Fixed an exception occuring when a camera doesn't have an HDAdditionalCameraData (1254383). -- Fixed ray tracing with XR single-pass. -- Fixed warning in HDAdditionalLightData OnValidate (cases 1250864, 1244578) -- Fixed a bug related to denoising ray traced reflections. -- Fixed nullref in the layered lit material inspector. -- Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time. -- Fixed an issue where static sky lighting would not be updated for a new scene until it's reloaded at least once. -- Fixed culling for decals when used in prefabs and edited in context. -- Force to rebake probe with missing baked texture. (1253367) -- Fix supported Mac platform detection to handle new major version (11.0) properly -- Fixed typo in the Render Pipeline Wizard under HDRP+VR -- Change transparent SSR name in frame settings to avoid clipping. -- Fixed missing include guards in shadow hlsl files. -- Repaint the scene view whenever the scene exposure override is changed. -- Fixed an error when clearing the SSGI history texture at creation time (1259930). -- Fixed alpha to mask reset when toggling alpha test in the material UI. -- Fixed an issue where opening the look dev window with the light theme would make the window blink and eventually crash unity. -- Fixed fallback for ray tracing and light layers (1258837). -- Fixed Sorting Priority not displayed correctly in the DrawRenderers custom pass UI. -- Fixed glitch in Project settings window when selecting diffusion profiles in material section (case 1253090) -- Fixed issue with light layers bigger than 8 (and above the supported range). -- Fixed issue with culling layer mask of area light's emissive mesh -- Fixed overused the atlas for Animated/Render Target Cookies (1259930). -- Fixed errors when switching area light to disk shape while an area emissive mesh was displayed. -- Fixed default frame settings MSAA toggle for reflection probes (case 1247631) -- Fixed the transparent SSR dependency not being properly disabled according to the asset dependencies (1260271). -- Fixed issue with completely black AO on double sided materials when normal mode is set to None. -- Fixed UI drawing of the quaternion (1251235) -- Fix an issue with the quality mode and perf mode on RTR and RTGI and getting rid of unwanted nans (1256923). -- Fixed unitialized ray tracing resources when using non-default HDRP asset (case 1259467). -- Fixed overused the atlas for Animated/Render Target Cookies (1259930). -- Fixed sky asserts with XR multipass -- Fixed for area light not updating baked light result when modifying with gizmo. -- Fixed robustness issue with GetOddNegativeScale() in ray tracing, which was impacting normal mapping (1261160). -- Fixed regression where moving face of the probe gizmo was not moving its position anymore. -- Fixed XR single-pass macros in tessellation shaders. -- Fixed path-traced subsurface scattering mixing with diffuse and specular BRDFs (1250601). -- Fixed custom pass re-ordering issues. -- Improved robustness of normal mapping when scale is 0, and mapping is extreme (normals in or below the tangent plane). -- Fixed XR Display providers not getting zNear and zFar plane distances passed to them when in HDRP. -- Fixed rendering breaking when disabling tonemapping in the frame settings. -- Fixed issue with serialization of exposure modes in volume profiles not being consistent between HDRP versions (case 1261385). -- Fixed issue with duplicate names in newly created sub-layers in the graphics compositor (case 1263093). -- Remove MSAA debug mode when renderpipeline asset has no MSAA -- Fixed some post processing using motion vectors when they are disabled -- Fixed the multiplier of the environement lights being overriden with a wrong value for ray tracing (1260311). -- Fixed a series of exceptions happening when trying to load an asset during wizard execution (1262171). -- Fixed an issue with Stacklit shader not compiling correctly in player with debug display on (1260579) -- Fixed couple issues in the dependence of building the ray tracing acceleration structure. -- Fix sun disk intensity -- Fixed unwanted ghosting for smooth surfaces. -- Fixing an issue in the recursive rendering flag texture usage. -- Fixed a missing dependecy for choosing to evaluate transparent SSR. -- Fixed issue that failed compilation when XR is disabled. -- Fixed a compilation error in the IES code. -- Fixed issue with dynamic resolution handler when no OnResolutionChange callback is specified. -- Fixed multiple volumes, planar reflection, and decal projector position when creating them from the menu. -- Reduced the number of global keyword used in deferredTile.shader -- Fixed incorrect processing of Ambient occlusion probe (9% error was introduced) -- Fixed multiedition of framesettings drop down (case 1270044) -- Fixed planar probe gizmo - -### Changed -- Improve MIP selection for decals on Transparents -- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled -- Rename Emission Radius to Radius in UI in Point, Spot -- Angular Diameter parameter for directional light is no longuer an advanced property -- DXR: Remove Light Radius and Angular Diamater of Raytrace shadow. Angular Diameter and Radius are used instead. -- Remove MaxSmoothness parameters from UI for point, spot and directional light. The MaxSmoothness is now deduce from Radius Parameters -- DXR: Remove the Ray Tracing Environement Component. Add a Layer Mask to the ray Tracing volume components to define which objects are taken into account for each effect. -- Removed second cubemaps used for shadowing in lookdev -- Disable Physically Based Sky below ground -- Increase max limit of area light and reflection probe to 128 -- Change default texture for detailmap to grey -- Optimize Shadow RT load on Tile based architecture platforms. -- Improved quality of SSAO. -- Moved RequestShadowMapRendering() back to public API. -- Update HDRP DXR Wizard with an option to automatically clone the hdrp config package and setup raytracing to 1 in shaders file. -- Added SceneSelection pass for TerrainLit shader. -- Simplified Light's type API regrouping the logic in one place (Check type in HDAdditionalLightData) -- The support of LOD CrossFade (Dithering transition) in master nodes now required to enable it in the master node settings (Save variant) -- Improved shadow bias, by removing constant depth bias and substituting it with slope-scale bias. -- Fix the default stencil values when a material is created from a SSS ShaderGraph. -- Tweak test asset to be compatible with XR: unlit SG material for canvas and double-side font material -- Slightly tweaked the behaviour of bloom when resolution is low to reduce artifacts. -- Hidden fields in Light Inspector that is not relevant while in BakingOnly mode. -- Changed parametrization of PCSS, now softness is derived from angular diameter (for directional lights) or shape radius (for point/spot lights) and min filter size is now in the [0..1] range. -- Moved the copy of the geometry history buffers to right after the depth mip chain generation. -- Rename "Luminance" to "Nits" in UX for physical light unit -- Rename FrameSettings "SkyLighting" to "SkyReflection" -- Reworked XR automated tests -- The ray traced screen space shadow history for directional, spot and point lights is discarded if the light transform has changed. -- Changed the behavior for ray tracing in case a mesh renderer has both transparent and opaque submeshes. -- Improve history buffer management -- Replaced PlayerSettings.virtualRealitySupported with XRGraphics.tryEnable. -- Remove redundant FrameSettings RealTimePlanarReflection -- Improved a bit the GC calls generated during the rendering. -- Material update is now only triggered when the relevant settings are touched in the shader graph master nodes -- Changed the way Sky Intensity (on Sky volume components) is handled. It's now a combo box where users can choose between Exposure, Multiplier or Lux (for HDRI sky only) instead of both multiplier and exposure being applied all the time. Added a new menu item to convert old profiles. -- Change how method for specular occlusions is decided on inspector shader (Lit, LitTesselation, LayeredLit, LayeredLitTessellation) -- Unlocked SSS, SSR, Motion Vectors and Distortion frame settings for reflections probes. -- Hide unused LOD settings in Quality Settings legacy window. -- Reduced the constrained distance for temporal reprojection of ray tracing denoising -- Removed shadow near plane from the Directional Light Shadow UI. -- Improved the performances of custom pass culling. -- The scene view camera now replicates the physical parameters from the camera tagged as "MainCamera". -- Reduced the number of GC.Alloc calls, one simple scene without plarnar / probes, it should be 0B. -- Renamed ProfilingSample to ProfilingScope and unified API. Added GPU Timings. -- Updated macros to be compatible with the new shader preprocessor. -- Ray tracing reflection temporal filtering is now done in pre-exposed space -- Search field selects the appropriate fields in both project settings panels 'HDRP Default Settings' and 'Quality/HDRP' -- Disabled the refraction and transmission map keywords if the material is opaque. -- Keep celestial bodies outside the atmosphere. -- Updated the MSAA documentation to specify what features HDRP supports MSAA for and what features it does not. -- Shader use for Runtime Debug Display are now correctly stripper when doing a release build -- Now each camera has its own Volume Stack. This allows Volume Parameters to be updated as early as possible and be ready for the whole frame without conflicts between cameras. -- Disable Async for SSR, SSAO and Contact shadow when aggregated ray tracing frame setting is on. -- Improved performance when entering play mode without domain reload by a factor of ~25 -- Renamed the camera profiling sample to include the camera name -- Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes. -- Renamed the camera profiling sample to include the camera name -- Renamed the post processing graphic formats to match the new convention. -- The restart in Wizard for DXR will always be last fix from now on -- Refactoring pre-existing materials to share more shader code between rasterization and ray tracing. -- Setting a material's Refraction Model to Thin does not overwrite the Thickness and Transmission Absorption Distance anymore. -- Removed Wind textures from runtime as wind is no longer built into the pipeline -- Changed Shader Graph titles of master nodes to be more easily searchable ("HDRP/x" -> "x (HDRP)") -- Expose StartSinglePass() and StopSinglePass() as public interface for XRPass -- Replaced the Texture array for 2D cookies (spot, area and directional lights) and for planar reflections by an atlas. -- Moved the tier defining from the asset to the concerned volume components. -- Changing from a tier management to a "mode" management for reflection and GI and removing the ability to enable/disable deferred and ray bining (they are now implied by performance mode) -- The default FrameSettings for ScreenSpaceShadows is set to true for Camera in order to give a better workflow for DXR. -- Refactor internal usage of Stencil bits. -- Changed how the material upgrader works and added documentation for it. -- Custom passes now disable the stencil when overwriting the depth and not writing into it. -- Renamed the camera profiling sample to include the camera name -- Changed the way the shadow casting property of transparent and tranmissive materials is handeled for ray tracing. -- Changed inspector materials stencil setting code to have more sharing. -- Updated the default scene and default DXR scene and DefaultVolumeProfile. -- Changed the way the length parameter is used for ray traced contact shadows. -- Improved the coherency of PCSS blur between cascades. -- Updated VR checks in Wizard to reflect new XR System. -- Removing unused alpha threshold depth prepass and post pass for fabric shader graph. -- Transform result from CIE XYZ to sRGB color space in EvalSensitivity for iridescence. -- Moved BeginCameraRendering callback right before culling. -- Changed the visibility of the Indirect Lighting Controller component to public. -- Renamed the cubemap used for diffuse convolution to a more explicit name for the memory profiler. -- Improved behaviour of transmission color on transparent surfaces in path tracing. -- Light dimmer can now get values higher than one and was renamed to multiplier in the UI. -- Removed info box requesting volume component for Visual Environment and updated the documentation with the relevant information. -- Improved light selection oracle for light sampling in path tracing. -- Stripped ray tracing subsurface passes with ray tracing is not enabled. -- Remove LOD cross fade code for ray tracing shaders -- Removed legacy VR code -- Add range-based clipping to box lights (case 1178780) -- Improve area light culling (case 1085873) -- Light Hierarchy debug mode can now adjust Debug Exposure for visualizing high exposure scenes. -- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. -- Renamed "Environment" to "Reflection Probes" in tile/cluster debug menu. -- Utilities namespace is obsolete, moved its content to UnityEngine.Rendering (case 1204677) -- Obsolete Utilities namespace was removed, instead use UnityEngine.Rendering (case 1204677) -- Moved most of the compute shaders to the multi_compile API instead of multiple kernels. -- Use multi_compile API for deferred compute shader with shadow mask. -- Remove the raytracing rendering queue system to make recursive raytraced material work when raytracing is disabled -- Changed a few resources used by ray tracing shaders to be global resources (using register space1) for improved CPU performance. -- All custom pass volumes are now executed for one injection point instead of the first one. -- Hidden unsupported choice in emission in Materials -- Temporal Anti aliasing improvements. -- Optimized PrepareLightsForGPU (cost reduced by over 25%) and PrepareGPULightData (around twice as fast now). -- Moved scene view camera settings for HDRP from the preferences window to the scene view camera settings window. -- Updated shaders to be compatible with Microsoft's DXC. -- Debug exposure in debug menu have been replace to debug exposure compensation in EV100 space and is always visible. -- Further optimized PrepareLightsForGPU (3x faster with few shadows, 1.4x faster with a lot of shadows or equivalently cost reduced by 68% to 37%). -- Raytracing: Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform. -- Raytracing: Removed the dynamic lightmap multicompile. -- Raytracing: Remove the LOD cross fade multi compile for ray tracing. -- Cookie are now supported in lightmaper. All lights casting cookie and baked will now include cookie influence. -- Avoid building the mip chain a second time for SSR for transparent objects. -- Replaced "High Quality" Subsurface Scattering with a set of Quality Levels. -- Replaced "High Quality" Volumetric Lighting with "Screen Resolution Percentage" and "Volume Slice Count" on the Fog volume component. -- Merged material samples and shader samples -- Update material samples scene visuals -- Use multi_compile API for deferred compute shader with shadow mask. -- Made the StaticLightingSky class public so that users can change it by script for baking purpose. -- Shadowmask and realtime reflectoin probe property are hide in Quality settings -- Improved performance of reflection probe management when using a lot of probes. -- Ignoring the disable SSR flags for recursive rendering. -- Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. -- Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering. -- MSAA Within Forward Frame Setting is now enabled by default on Cameras when new Render Pipeline Asset is created -- Slightly changed the TAA anti-flicker mechanism so that it is more aggressive on almost static images (only on High preset for now). -- Changed default exposure compensation to 0. -- Refactored shadow caching system. -- Removed experimental namespace for ray tracing code. -- Increase limit for max numbers of lights in UX -- Removed direct use of BSDFData in the path tracing pass, delegated to the material instead. -- Pre-warm the RTHandle system to reduce the amount of memory allocations and the total memory needed at all points. -- DXR: Only read the geometric attributes that are required using the share pass info and shader graph defines. -- DXR: Dispatch binned rays in 1D instead of 2D. -- Lit and LayeredLit tessellation cross lod fade don't used dithering anymore between LOD but fade the tessellation height instead. Allow a smoother transition -- Changed the way planar reflections are filtered in order to be a bit more "physically based". -- Increased path tracing BSDFs roughness range from [0.001, 0.999] to [0.00001, 0.99999]. -- Changing the default SSGI radius for the all configurations. -- Changed the default parameters for quality RTGI to match expected behavior. -- Add color clear pass while rendering XR occlusion mesh to avoid leaks. -- Only use one texture for ray traced reflection upscaling. -- Adjust the upscale radius based on the roughness value. -- DXR: Changed the way the filter size is decided for directional, point and spot shadows. -- Changed the default exposure mode to "Automatic (Histogram)", along with "Limit Min" to -4 and "Limit Max" to 16. -- Replaced the default scene system with the builtin Scene Template feature. -- Changed extensions of shader CAS include files. -- Making the planar probe atlas's format match the color buffer's format. -- Removing the planarReflectionCacheCompressed setting from asset. -- SHADERPASS for TransparentDepthPrepass and TransparentDepthPostpass identification is using respectively SHADERPASS_TRANSPARENT_DEPTH_PREPASS and SHADERPASS_TRANSPARENT_DEPTH_POSTPASS -- Moved the Parallax Occlusion Mapping node into Shader Graph. -- Renamed the debug name from SSAO to ScreenSpaceAmbientOcclusion (1254974). -- Added missing tooltips and improved the UI of the aperture control (case 1254916). -- Fixed wrong tooltips in the Dof Volume (case 1256641). -- The `CustomPassLoadCameraColor` and `CustomPassSampleCameraColor` functions now returns the correct color buffer when used in after post process instead of the color pyramid (which didn't had post processes). -- PBR Sky now doesn't go black when going below sea level, but it instead freezes calculation as if on the horizon. -- Fixed an issue with quality setting foldouts not opening when clicking on them (1253088). -- Shutter speed can now be changed by dragging the mouse over the UI label (case 1245007). -- Remove the 'Point Cube Size' for cookie, use the Cubemap size directly. -- VFXTarget with Unlit now allows EmissiveColor output to be consistent with HDRP unlit. -- Only building the RTAS if there is an effect that will require it (1262217). -- Fixed the first ray tracing frame not having the light cluster being set up properly (1260311). -- Render graph pre-setup for ray traced ambient occlusion. -- Avoid casting multiple rays and denoising for hard directional, point and spot ray traced shadows (1261040). -- Making sure the preview cameras do not use ray tracing effects due to a by design issue to build ray tracing acceleration structures (1262166). -- Preparing ray traced reflections for the render graph support (performance and quality). -- Preparing recursive rendering for the render graph port. -- Preparation pass for RTGI, temporal filter and diffuse denoiser for render graph. -- Updated the documentation for the DXR implementation. -- Changed the DXR wizard to support optional checks. -- Changed the DXR wizard steps. -- Preparation pass for RTSSS to be supported by render graph. -- Changed the color space of EmissiveColorLDR property on all shader. Was linear but should have been sRGB. Auto upgrade script handle the conversion. - -## [7.1.1] - 2019-09-05 - -### Added -- Transparency Overdraw debug mode. Allows to visualize transparent objects draw calls as an "heat map". -- Enabled single-pass instancing support for XR SDK with new API cmd.SetInstanceMultiplier() -- XR settings are now available in the HDRP asset -- Support for Material Quality in Shader Graph -- Material Quality support selection in HDRP Asset -- Renamed XR shader macro from UNITY_STEREO_ASSIGN_COMPUTE_EYE_INDEX to UNITY_XR_ASSIGN_VIEW_INDEX -- Raytracing ShaderGraph node for HDRP shaders -- Custom passes volume component with 3 injection points: Before Rendering, Before Transparent and Before Post Process -- Alpha channel is now properly exported to camera render textures when using FP16 color buffer format -- Support for XR SDK mirror view modes -- HD Master nodes in Shader Graph now support Normal and Tangent modification in vertex stage. -- DepthOfFieldCoC option in the fullscreen debug modes. -- Added override Ambient Occlusion option on debug windows -- Added Custom Post Processes with 3 injection points: Before Transparent, Before Post Process and After Post Process -- Added draft of minimal interactive path tracing (experimental) based on DXR API - Support only 4 area light, lit and unlit shader (non-shadergraph) -- Small adjustments to TAA anti flicker (more aggressive on high values). - -### Fixed -- Fixed wizard infinite loop on cancellation -- Fixed with compute shader error about too many threads in threadgroup on low GPU -- Fixed invalid contact shadow shaders being created on metal -- Fixed a bug where if Assembly.GetTypes throws an exception due to mis-versioned dlls, then no preprocessors are used in the shader stripper -- Fixed typo in AXF decal property preventing to compile -- Fixed reflection probe with XR single-pass and FPTL -- Fixed force gizmo shown when selecting camera in hierarchy -- Fixed issue with XR occlusion mesh and dynamic resolution -- Fixed an issue where lighting compute buffers were re-created with the wrong size when resizing the window, causing tile artefacts at the top of the screen. -- Fix FrameSettings names and tooltips -- Fixed error with XR SDK when the Editor is not in focus -- Fixed errors with RenderGraph, XR SDK and occlusion mesh -- Fixed shadow routines compilation errors when "real" type is a typedef on "half". -- Fixed toggle volumetric lighting in the light UI -- Fixed post-processing history reset handling rt-scale incorrectly -- Fixed crash with terrain and XR multi-pass -- Fixed ShaderGraph material synchronization issues -- Fixed a null reference exception when using an Emissive texture with Unlit shader (case 1181335) -- Fixed an issue where area lights and point lights where not counted separately with regards to max lights on screen (case 1183196) -- Fixed an SSR and Subsurface Scattering issue (appearing black) when using XR. - -### Changed -- Update Wizard layout. -- Remove almost all Garbage collection call within a frame. -- Rename property AdditionalVeclocityChange to AddPrecomputeVelocity -- Call the End/Begin camera rendering callbacks for camera with customRender enabled -- Changeg framesettings migration order of postprocess flags as a pr for reflection settings flags have been backported to 2019.2 -- Replaced usage of ENABLE_VR in XRSystem.cs by version defines based on the presence of the built-in VR and XR modules -- Added an update virtual function to the SkyRenderer class. This is called once per frame. This allows a given renderer to amortize heavy computation at the rate it chooses. Currently only the physically based sky implements this. -- Removed mandatory XRPass argument in HDCamera.GetOrCreate() -- Restored the HDCamera parameter to the sky rendering builtin parameters. -- Removed usage of StructuredBuffer for XR View Constants -- Expose Direct Specular Lighting control in FrameSettings -- Deprecated ExponentialFog and VolumetricFog volume components. Now there is only one exponential fog component (Fog) which can add Volumetric Fog as an option. Added a script in Edit -> Render Pipeline -> Upgrade Fog Volume Components. - -## [7.0.1] - 2019-07-25 - -### Added -- Added option in the config package to disable globally Area Lights and to select shadow quality settings for the deferred pipeline. -- When shader log stripping is enabled, shader stripper statistics will be written at `Temp/shader-strip.json` -- Occlusion mesh support from XR SDK - -### Fixed -- Fixed XR SDK mirror view blit, cleanup some XRTODO and removed XRDebug.cs -- Fixed culling for volumetrics with XR single-pass rendering -- Fix shadergraph material pass setup not called -- Fixed documentation links in component's Inspector header bar -- Cookies using the render texture output from a camera are now properly updated -- Allow in ShaderGraph to enable pre/post pass when the alpha clip is disabled - -### Changed -- RenderQueue for Opaque now start at Background instead of Geometry. -- Clamp the area light size for scripting API when we change the light type -- Added a warning in the material UI when the diffusion profile assigned is not in the HDRP asset - - -## [7.0.0] - 2019-07-17 - -### Added -- `Fixed`, `Viewer`, and `Automatic` modes to compute the FOV used when rendering a `PlanarReflectionProbe` -- A checkbox to toggle the chrome gizmo of `ReflectionProbe`and `PlanarReflectionProbe` -- Added a Light layer in shadows that allow for objects to cast shadows without being affected by light (and vice versa). -- You can now access ShaderGraph blend states from the Material UI (for example, **Surface Type**, **Sorting Priority**, and **Blending Mode**). This change may break Materials that use a ShaderGraph, to fix them, select **Edit > Render Pipeline > Reset all ShaderGraph Scene Materials BlendStates**. This syncs the blendstates of you ShaderGraph master nodes with the Material properties. -- You can now control ZTest, ZWrite, and CullMode for transparent Materials. -- Materials that use Unlit Shaders or Unlit Master Node Shaders now cast shadows. -- Added an option to enable the ztest on **After Post Process** materials when TAA is disabled. -- Added a new SSAO (based on Ground Truth Ambient Occlusion algorithm) to replace the previous one. -- Added support for shadow tint on light -- BeginCameraRendering and EndCameraRendering callbacks are now called with probes -- Adding option to update shadow maps only On Enable and On Demand. -- Shader Graphs that use time-dependent vertex modification now generate correct motion vectors. -- Added option to allow a custom spot angle for spot light shadow maps. -- Added frame settings for individual post-processing effects -- Added dither transition between cascades for Low and Medium quality settings -- Added single-pass instancing support with XR SDK -- Added occlusion mesh support with XR SDK -- Added support of Alembic velocity to various shaders -- Added support for more than 2 views for single-pass instancing -- Added support for per punctual/directional light min roughness in StackLit -- Added mirror view support with XR SDK -- Added VR verification in HDRPWizard -- Added DXR verification in HDRPWizard -- Added feedbacks in UI of Volume regarding skies -- Cube LUT support in Tonemapping. Cube LUT helpers for external grading are available in the Post-processing Sample package. - -### Fixed -- Fixed an issue with history buffers causing effects like TAA or auto exposure to flicker when more than one camera was visible in the editor -- The correct preview is displayed when selecting multiple `PlanarReflectionProbe`s -- Fixed volumetric rendering with camera-relative code and XR stereo instancing -- Fixed issue with flashing cyan due to async compilation of shader when selecting a mesh -- Fix texture type mismatch when the contact shadow are disabled (causing errors on IOS devices) -- Fixed Generate Shader Includes while in package -- Fixed issue when texture where deleted in ShadowCascadeGUI -- Fixed issue in FrameSettingsHistory when disabling a camera several time without enabling it in between. -- Fixed volumetric reprojection with camera-relative code and XR stereo instancing -- Added custom BaseShaderPreprocessor in HDEditorUtils.GetBaseShaderPreprocessorList() -- Fixed compile issue when USE_XR_SDK is not defined -- Fixed procedural sky sun disk intensity for high directional light intensities -- Fixed Decal mip level when using texture mip map streaming to avoid dropping to lowest permitted mip (now loading all mips) -- Fixed deferred shading for XR single-pass instancing after lightloop refactor -- Fixed cluster and material classification debug (material classification now works with compute as pixel shader lighting) -- Fixed IOS Nan by adding a maximun epsilon definition REAL_EPS that uses HALF_EPS when fp16 are used -- Removed unnecessary GC allocation in motion blur code -- Fixed locked UI with advanded influence volume inspector for probes -- Fixed invalid capture direction when rendering planar reflection probes -- Fixed Decal HTILE optimization with platform not supporting texture atomatic (Disable it) -- Fixed a crash in the build when the contact shadows are disabled -- Fixed camera rendering callbacks order (endCameraRendering was being called before the actual rendering) -- Fixed issue with wrong opaque blending settings for After Postprocess -- Fixed issue with Low resolution transparency on PS4 -- Fixed a memory leak on volume profiles -- Fixed The Parallax Occlusion Mappping node in shader graph and it's UV input slot -- Fixed lighting with XR single-pass instancing by disabling deferred tiles -- Fixed the Bloom prefiltering pass -- Fixed post-processing effect relying on Unity's random number generator -- Fixed camera flickering when using TAA and selecting the camera in the editor -- Fixed issue with single shadow debug view and volumetrics -- Fixed most of the problems with light animation and timeline -- Fixed indirect deferred compute with XR single-pass instancing -- Fixed a slight omission in anisotropy calculations derived from HazeMapping in StackLit -- Improved stack computation numerical stability in StackLit -- Fix PBR master node always opaque (wrong blend modes for forward pass) -- Fixed TAA with XR single-pass instancing (missing macros) -- Fixed an issue causing Scene View selection wire gizmo to not appear when using HDRP Shader Graphs. -- Fixed wireframe rendering mode (case 1083989) -- Fixed the renderqueue not updated when the alpha clip is modified in the material UI. -- Fixed the PBR master node preview -- Remove the ReadOnly flag on Reflection Probe's cubemap assets during bake when there are no VCS active. -- Fixed an issue where setting a material debug view would not reset the other exclusive modes -- Spot light shapes are now correctly taken into account when baking -- Now the static lighting sky will correctly take the default values for non-overridden properties -- Fixed material albedo affecting the lux meter -- Extra test in deferred compute shading to avoid shading pixels that were not rendered by the current camera (for camera stacking) - -### Changed -- Optimization: Reduce the group size of the deferred lighting pass from 16x16 to 8x8 -- Replaced HDCamera.computePassCount by viewCount -- Removed xrInstancing flag in RTHandles (replaced by TextureXR.slices and TextureXR.dimensions) -- Refactor the HDRenderPipeline and lightloop code to preprare for high level rendergraph -- Removed the **Back Then Front Rendering** option in the fabric Master Node settings. Enabling this option previously did nothing. -- Changed shader type Real to translate to FP16 precision on some platforms. -- Shader framework refactor: Introduce CBSDF, EvaluateBSDF, IsNonZeroBSDF to replace BSDF functions -- Shader framework refactor: GetBSDFAngles, LightEvaluation and SurfaceShading functions -- Replace ComputeMicroShadowing by GetAmbientOcclusionForMicroShadowing -- Rename WorldToTangent to TangentToWorld as it was incorrectly named -- Remove SunDisk and Sun Halo size from directional light -- Remove all obsolete wind code from shader -- Renamed DecalProjectorComponent into DecalProjector for API alignment. -- Improved the Volume UI and made them Global by default -- Remove very high quality shadow option -- Change default for shadow quality in Deferred to Medium -- Enlighten now use inverse squared falloff (before was using builtin falloff) -- Enlighten is now deprecated. Please use CPU or GPU lightmaper instead. -- Remove the name in the diffusion profile UI -- Changed how shadow map resolution scaling with distance is computed. Now it uses screen space area rather than light range. -- Updated MoreOptions display in UI -- Moved Display Area Light Emissive Mesh script API functions in the editor namespace -- direct strenght properties in ambient occlusion now affect direct specular as well -- Removed advanced Specular Occlusion control in StackLit: SSAO based SO control is hidden and fixed to behave like Lit, SPTD is the only HQ technique shown for baked SO. -- Shader framework refactor: Changed ClampRoughness signature to include PreLightData access. -- HDRPWizard window is now in Window > General > HD Render Pipeline Wizard -- Moved StaticLightingSky to LightingWindow -- Removes the current "Scene Settings" and replace them with "Sky & Fog Settings" (with Physically Based Sky and Volumetric Fog). -- Changed how cached shadow maps are placed inside the atlas to minimize re-rendering of them. - -## [6.7.0-preview] - 2019-05-16 - -### Added -- Added ViewConstants StructuredBuffer to simplify XR rendering -- Added API to render specific settings during a frame -- Added stadia to the supported platforms (2019.3) -- Enabled cascade blends settings in the HD Shadow component -- Added Hardware Dynamic Resolution support. -- Added MatCap debug view to replace the no scene lighting debug view. -- Added clear GBuffer option in FrameSettings (default to false) -- Added preview for decal shader graph (Only albedo, normal and emission) -- Added exposure weight control for decal -- Screen Space Directional Shadow under a define option. Activated for ray tracing -- Added a new abstraction for RendererList that will help transition to Render Graph and future RendererList API -- Added multipass support for VR -- Added XR SDK integration (multipass only) -- Added Shader Graph samples for Hair, Fabric and Decal master nodes. -- Add fade distance, shadow fade distance and light layers to light explorer -- Add method to draw light layer drawer in a rect to HDEditorUtils - -### Fixed -- Fixed deserialization crash at runtime -- Fixed for ShaderGraph Unlit masternode not writing velocity -- Fixed a crash when assiging a new HDRP asset with the 'Verify Saving Assets' option enabled -- Fixed exposure to properly support TEXTURE2D_X -- Fixed TerrainLit basemap texture generation -- Fixed a bug that caused nans when material classification was enabled and a tile contained one standard material + a material with transmission. -- Fixed gradient sky hash that was not using the exposure hash -- Fixed displayed default FrameSettings in HDRenderPipelineAsset wrongly updated on scripts reload. -- Fixed gradient sky hash that was not using the exposure hash. -- Fixed visualize cascade mode with exposure. -- Fixed (enabled) exposure on override lighting debug modes. -- Fixed issue with LightExplorer when volume have no profile -- Fixed issue with SSR for negative, infinite and NaN history values -- Fixed LightLayer in HDReflectionProbe and PlanarReflectionProbe inspector that was not displayed as a mask. -- Fixed NaN in transmission when the thickness and a color component of the scattering distance was to 0 -- Fixed Light's ShadowMask multi-edition. -- Fixed motion blur and SMAA with VR single-pass instancing -- Fixed NaNs generated by phase functionsin volumetric lighting -- Fixed NaN issue with refraction effect and IOR of 1 at extreme grazing angle -- Fixed nan tracker not using the exposure -- Fixed sorting priority on lit and unlit materials -- Fixed null pointer exception when there are no AOVRequests defined on a camera -- Fixed dirty state of prefab using disabled ReflectionProbes -- Fixed an issue where gizmos and editor grid were not correctly depth tested -- Fixed created default scene prefab non editable due to wrong file extension. -- Fixed an issue where sky convolution was recomputed for nothing when a preview was visible (causing extreme slowness when fabric convolution is enabled) -- Fixed issue with decal that wheren't working currently in player -- Fixed missing stereo rendering macros in some fragment shaders -- Fixed exposure for ReflectionProbe and PlanarReflectionProbe gizmos -- Fixed single-pass instancing on PSVR -- Fixed Vulkan shader issue with Texture2DArray in ScreenSpaceShadow.compute by re-arranging code (workaround) -- Fixed camera-relative issue with lights and XR single-pass instancing -- Fixed single-pass instancing on Vulkan -- Fixed htile synchronization issue with shader graph decal -- Fixed Gizmos are not drawn in Camera preview -- Fixed pre-exposure for emissive decal -- Fixed wrong values computed in PreIntegrateFGD and in the generation of volumetric lighting data by forcing the use of fp32. -- Fixed NaNs arising during the hair lighting pass -- Fixed synchronization issue in decal HTile that occasionally caused rendering artifacts around decal borders -- Fixed QualitySettings getting marked as modified by HDRP (and thus checked out in Perforce) -- Fixed a bug with uninitialized values in light explorer -- Fixed issue with LOD transition -- Fixed shader warnings related to raytracing and TEXTURE2D_X - -### Changed -- Refactor PixelCoordToViewDirWS to be VR compatible and to compute it only once per frame -- Modified the variants stripper to take in account multiple HDRP assets used in the build. -- Improve the ray biasing code to avoid self-intersections during the SSR traversal -- Update Pyramid Spot Light to better match emitted light volume. -- Moved _XRViewConstants out of UnityPerPassStereo constant buffer to fix issues with PSSL -- Removed GetPositionInput_Stereo() and single-pass (double-wide) rendering mode -- Changed label width of the frame settings to accommodate better existing options. -- SSR's Default FrameSettings for camera is now enable. -- Re-enabled the sharpening filter on Temporal Anti-aliasing -- Exposed HDEditorUtils.LightLayerMaskDrawer for integration in other packages and user scripting. -- Rename atmospheric scattering in FrameSettings to Fog -- The size modifier in the override for the culling sphere in Shadow Cascades now defaults to 0.6, which is the same as the formerly hardcoded value. -- Moved LOD Bias and Maximum LOD Level from Frame Setting section `Other` to `Rendering` -- ShaderGraph Decal that affect only emissive, only draw in emissive pass (was drawing in dbuffer pass too) -- Apply decal projector fade factor correctly on all attribut and for shader graph decal -- Move RenderTransparentDepthPostpass after all transparent -- Update exposure prepass to interleave XR single-pass instancing views in a checkerboard pattern -- Removed ScriptRuntimeVersion check in wizard. - -## [6.6.0-preview] - 2019-04-01 - -### Added -- Added preliminary changes for XR deferred shading -- Added support of 111110 color buffer -- Added proper support for Recorder in HDRP -- Added depth offset input in shader graph master nodes -- Added a Parallax Occlusion Mapping node -- Added SMAA support -- Added Homothety and Symetry quick edition modifier on volume used in ReflectionProbe, PlanarReflectionProbe and DensityVolume -- Added multi-edition support for DecalProjectorComponent -- Improve hair shader -- Added the _ScreenToTargetScaleHistory uniform variable to be used when sampling HDRP RTHandle history buffers. -- Added settings in `FrameSettings` to change `QualitySettings.lodBias` and `QualitySettings.maximumLODLevel` during a rendering -- Added an exposure node to retrieve the current, inverse and previous frame exposure value. -- Added an HD scene color node which allow to sample the scene color with mips and a toggle to remove the exposure. -- Added safeguard on HD scene creation if default scene not set in the wizard -- Added Low res transparency rendering pass. - -### Fixed -- Fixed HDRI sky intensity lux mode -- Fixed dynamic resolution for XR -- Fixed instance identifier semantic string used by Shader Graph -- Fixed null culling result occuring when changing scene that was causing crashes -- Fixed multi-edition light handles and inspector shapes -- Fixed light's LightLayer field when multi-editing -- Fixed normal blend edition handles on DensityVolume -- Fixed an issue with layered lit shader and height based blend where inactive layers would still have influence over the result -- Fixed multi-selection handles color for DensityVolume -- Fixed multi-edition inspector's blend distances for HDReflectionProbe, PlanarReflectionProbe and DensityVolume -- Fixed metric distance that changed along size in DensityVolume -- Fixed DensityVolume shape handles that have not same behaviour in advance and normal edition mode -- Fixed normal map blending in TerrainLit by only blending the derivatives -- Fixed Xbox One rendering just a grey screen instead of the scene -- Fixed probe handles for multiselection -- Fixed baked cubemap import settings for convolution -- Fixed regression causing crash when attempting to open HDRenderPipelineWizard without an HDRenderPipelineAsset setted -- Fixed FullScreenDebug modes: SSAO, SSR, Contact shadow, Prerefraction Color Pyramid, Final Color Pyramid -- Fixed volumetric rendering with stereo instancing -- Fixed shader warning -- Fixed missing resources in existing asset when updating package -- Fixed PBR master node preview in forward rendering or transparent surface -- Fixed deferred shading with stereo instancing -- Fixed "look at" edition mode of Rotation tool for DecalProjectorComponent -- Fixed issue when switching mode in ReflectionProbe and PlanarReflectionProbe -- Fixed issue where migratable component version where not always serialized when part of prefab's instance -- Fixed an issue where shadow would not be rendered properly when light layer are not enabled -- Fixed exposure weight on unlit materials -- Fixed Light intensity not played in the player when recorded with animation/timeline -- Fixed some issues when multi editing HDRenderPipelineAsset -- Fixed emission node breaking the main shader graph preview in certain conditions. -- Fixed checkout of baked probe asset when baking probes. -- Fixed invalid gizmo position for rotated ReflectionProbe -- Fixed multi-edition of material's SurfaceType and RenderingPath -- Fixed whole pipeline reconstruction on selecting for the first time or modifying other than the currently used HDRenderPipelineAsset -- Fixed single shadow debug mode -- Fixed global scale factor debug mode when scale > 1 -- Fixed debug menu material overrides not getting applied to the Terrain Lit shader -- Fixed typo in computeLightVariants -- Fixed deferred pass with XR instancing by disabling ComputeLightEvaluation -- Fixed bloom resolution independence -- Fixed lens dirt intensity not behaving properly -- Fixed the Stop NaN feature -- Fixed some resources to handle more than 2 instanced views for XR -- Fixed issue with black screen (NaN) produced on old GPU hardware or intel GPU hardware with gaussian pyramid -- Fixed issue with disabled punctual light would still render when only directional light is present - -### Changed -- DensityVolume scripting API will no longuer allow to change between advance and normal edition mode -- Disabled depth of field, lens distortion and panini projection in the scene view -- TerrainLit shaders and includes are reorganized and made simpler. -- TerrainLit shader GUI now allows custom properties to be displayed in the Terrain fold-out section. -- Optimize distortion pass with stencil -- Disable SceneSelectionPass in shader graph preview -- Control punctual light and area light shadow atlas separately -- Move SMAA anti-aliasing option to after Temporal Anti Aliasing one, to avoid problem with previously serialized project settings -- Optimize rendering with static only lighting and when no cullable lights/decals/density volumes are present. -- Updated handles for DecalProjectorComponent for enhanced spacial position readability and have edition mode for better SceneView management -- DecalProjectorComponent are now scale independent in order to have reliable metric unit (see new Size field for changing the size of the volume) -- Restructure code from HDCamera.Update() by adding UpdateAntialiasing() and UpdateViewConstants() -- Renamed velocity to motion vectors -- Objects rendered during the After Post Process pass while TAA is enabled will not benefit from existing depth buffer anymore. This is done to fix an issue where those object would wobble otherwise -- Removed usage of builtin unity matrix for shadow, shadow now use same constant than other view -- The default volume layer mask for cameras & probes is now `Default` instead of `Everything` - -## [6.5.0-preview] - 2019-03-07 - -### Added -- Added depth-of-field support with stereo instancing -- Adding real time area light shadow support -- Added a new FrameSettings: Specular Lighting to toggle the specular during the rendering - -### Fixed -- Fixed diffusion profile upgrade breaking package when upgrading to a new version -- Fixed decals cropped by gizmo not updating correctly if prefab -- Fixed an issue when enabling SSR on multiple view -- Fixed edition of the intensity's unit field while selecting multiple lights -- Fixed wrong calculation in soft voxelization for density volume -- Fixed gizmo not working correctly with pre-exposure -- Fixed issue with setting a not available RT when disabling motion vectors -- Fixed planar reflection when looking at mirror normal -- Fixed mutiselection issue with HDLight Inspector -- Fixed HDAdditionalCameraData data migration -- Fixed failing builds when light explorer window is open -- Fixed cascade shadows border sometime causing artefacts between cascades -- Restored shadows in the Cascade Shadow debug visualization -- `camera.RenderToCubemap` use proper face culling - -### Changed -- When rendering reflection probe disable all specular lighting and for metals use fresnelF0 as diffuse color for bake lighting. - -## [6.4.0-preview] - 2019-02-21 - -### Added -- VR: Added TextureXR system to selectively expand TEXTURE2D macros to texture array for single-pass stereo instancing + Convert textures call to these macros -- Added an unit selection dropdown next to shutter speed (camera) -- Added error helpbox when trying to use a sub volume component that require the current HDRenderPipelineAsset to support a feature that it is not supporting. -- Add mesh for tube light when display emissive mesh is enabled - -### Fixed -- Fixed Light explorer. The volume explorer used `profile` instead of `sharedProfile` which instantiate a custom volume profile instead of editing the asset itself. -- Fixed UI issue where all is displayed using metric unit in shadow cascade and Percent is set in the unit field (happening when opening the inspector). -- Fixed inspector event error when double clicking on an asset (diffusion profile/material). -- Fixed nullref on layered material UI when the material is not an asset. -- Fixed nullref exception when undo/redo a light property. -- Fixed visual bug when area light handle size is 0. - -### Changed -- Update UI for 32bit/16bit shadow precision settings in HDRP asset -- Object motion vectors have been disabled in all but the game view. Camera motion vectors are still enabled everywhere, allowing TAA and Motion Blur to work on static objects. -- Enable texture array by default for most rendering code on DX11 and unlock stereo instancing (DX11 only for now) - -## [6.3.0-preview] - 2019-02-18 - -### Added -- Added emissive property for shader graph decals -- Added a diffusion profile override volume so the list of diffusion profile assets to use can be chanaged without affecting the HDRP asset -- Added a "Stop NaNs" option on cameras and in the Scene View preferences. -- Added metric display option in HDShadowSettings and improve clamping -- Added shader parameter mapping in DebugMenu -- Added scripting API to configure DebugData for DebugMenu - -### Fixed -- Fixed decals in forward -- Fixed issue with stencil not correctly setup for various master node and shader for the depth pass, motion vector pass and GBuffer/Forward pass -- Fixed SRP batcher and metal -- Fixed culling and shadows for Pyramid, Box, Rectangle and Tube lights -- Fixed an issue where scissor render state leaking from the editor code caused partially black rendering - -### Changed -- When a lit material has a clear coat mask that is not null, we now use the clear coat roughness to compute the screen space reflection. -- Diffusion profiles are now limited to one per asset and can be referenced in materials, shader graphs and vfx graphs. Materials will be upgraded automatically except if they are using a shader graph, in this case it will display an error message. - -## [6.2.0-preview] - 2019-02-15 - -### Added -- Added help box listing feature supported in a given HDRenderPipelineAsset alongs with the drawbacks implied. -- Added cascade visualizer, supporting disabled handles when not overriding. - -### Fixed -- Fixed post processing with stereo double-wide -- Fixed issue with Metal: Use sign bit to find the cache type instead of lowest bit. -- Fixed invalid state when creating a planar reflection for the first time -- Fix FrameSettings's LitShaderMode not restrained by supported LitShaderMode regression. - -### Changed -- The default value roughness value for the clearcoat has been changed from 0.03 to 0.01 -- Update default value of based color for master node -- Update Fabric Charlie Sheen lighting model - Remove Fresnel component that wasn't part of initial model + Remap smoothness to [0.0 - 0.6] range for more artist friendly parameter - -### Changed -- Code refactor: all macros with ARGS have been swapped with macros with PARAM. This is because the ARGS macros were incorrectly named. - -## [6.1.0-preview] - 2019-02-13 - -### Added -- Added support for post-processing anti-aliasing in the Scene View (FXAA and TAA). These can be set in Preferences. -- Added emissive property for decal material (non-shader graph) - -### Fixed -- Fixed a few UI bugs with the color grading curves. -- Fixed "Post Processing" in the scene view not toggling post-processing effects -- Fixed bake only object with flag `ReflectionProbeStaticFlag` when baking a `ReflectionProbe` - -### Changed -- Removed unsupported Clear Depth checkbox in Camera inspector -- Updated the toggle for advanced mode in inspectors. - -## [6.0.0-preview] - 2019-02-23 - -### Added -- Added new API to perform a camera rendering -- Added support for hair master node (Double kajiya kay - Lambert) -- Added Reset behaviour in DebugMenu (ingame mapping is right joystick + B) -- Added Default HD scene at new scene creation while in HDRP -- Added Wizard helping to configure HDRP project -- Added new UI for decal material to allow remapping and scaling of some properties -- Added cascade shadow visualisation toggle in HD shadow settings -- Added icons for assets -- Added replace blending mode for distortion -- Added basic distance fade for density volumes -- Added decal master node for shader graph -- Added HD unlit master node (Cross Pipeline version is name Unlit) -- Added new Rendering Queue in materials -- Added post-processing V3 framework embed in HDRP, remove postprocess V2 framework -- Post-processing now uses the generic volume framework -- New depth-of-field, bloom, panini projection effects, motion blur -- Exposure is now done as a pre-exposition pass, the whole system has been revamped -- Exposure now use EV100 everywhere in the UI (Sky, Emissive Light) -- Added emissive intensity (Luminance and EV100 control) control for Emissive -- Added pre-exposure weigth for Emissive -- Added an emissive color node and a slider to control the pre-exposure percentage of emission color -- Added physical camera support where applicable -- Added more color grading tools -- Added changelog level for Shader Variant stripping -- Added Debug mode for validation of material albedo and metalness/specularColor values -- Added a new dynamic mode for ambient probe and renamed BakingSky to StaticLightingSky -- Added command buffer parameter to all Bind() method of material -- Added Material validator in Render Pipeline Debug -- Added code to future support of DXR (not enabled) -- Added support of multiviewport -- Added HDRenderPipeline.RequestSkyEnvironmentUpdate function to force an update from script when sky is set to OnDemand -- Added a Lighting and BackLighting slots in Lit, StackLit, Fabric and Hair master nodes -- Added support for overriding terrain detail rendering shaders, via the render pipeline editor resources asset -- Added xrInstancing flag support to RTHandle -- Added support for cullmask for decal projectors -- Added software dynamic resolution support -- Added support for "After Post-Process" render pass for unlit shader -- Added support for textured rectangular area lights -- Added stereo instancing macros to MSAA shaders -- Added support for Quarter Res Raytraced Reflections (not enabled) -- Added fade factor for decal projectors. -- Added stereo instancing macros to most shaders used in VR -- Added multi edition support for HDRenderPipelineAsset - -### Fixed -- Fixed logic to disable FPTL with stereo rendering -- Fixed stacklit transmission and sun highlight -- Fixed decals with stereo rendering -- Fixed sky with stereo rendering -- Fixed flip logic for postprocessing + VR -- Fixed copyStencilBuffer pass for some specific platforms -- Fixed point light shadow map culling that wasn't taking into account far plane -- Fixed usage of SSR with transparent on all master node -- Fixed SSR and microshadowing on fabric material -- Fixed blit pass for stereo rendering -- Fixed lightlist bounds for stereo rendering -- Fixed windows and in-game DebugMenu sync. -- Fixed FrameSettings' LitShaderMode sync when opening DebugMenu. -- Fixed Metal specific issues with decals, hitting a sampler limit and compiling AxF shader -- Fixed an issue with flipped depth buffer during postprocessing -- Fixed normal map use for shadow bias with forward lit - now use geometric normal -- Fixed transparent depth prepass and postpass access so they can be use without alpha clipping for lit shader -- Fixed support of alpha clip shadow for lit master node -- Fixed unlit master node not compiling -- Fixed issue with debug display of reflection probe -- Fixed issue with phong tessellations not working with lit shader -- Fixed issue with vertex displacement being affected by heightmap setting even if not heightmap where assign -- Fixed issue with density mode on Lit terrain producing NaN -- Fixed issue when going back and forth from Lit to LitTesselation for displacement mode -- Fixed issue with ambient occlusion incorrectly applied to emissiveColor with light layers in deferred -- Fixed issue with fabric convolution not using the correct convolved texture when fabric convolution is enabled -- Fixed issue with Thick mode for Transmission that was disabling transmission with directional light -- Fixed shutdown edge cases with HDRP tests -- Fixed slowdow when enabling Fabric convolution in HDRP asset -- Fixed specularAA not compiling in StackLit Master node -- Fixed material debug view with stereo rendering -- Fixed material's RenderQueue edition in default view. -- Fixed banding issues within volumetric density buffer -- Fixed missing multicompile for MSAA for AxF -- Fixed camera-relative support for stereo rendering -- Fixed remove sync with render thread when updating decal texture atlas. -- Fixed max number of keyword reach [256] issue. Several shader feature are now local -- Fixed Scene Color and Depth nodes -- Fixed SSR in forward -- Fixed custom editor of Unlit, HD Unlit and PBR shader graph master node -- Fixed issue with NewFrame not correctly calculated in Editor when switching scene -- Fixed issue with TerrainLit not compiling with depth only pass and normal buffer -- Fixed geometric normal use for shadow bias with PBR master node in forward -- Fixed instancing macro usage for decals -- Fixed error message when having more than one directional light casting shadow -- Fixed error when trying to display preview of Camera or PlanarReflectionProbe -- Fixed LOAD_TEXTURE2D_ARRAY_MSAA macro -- Fixed min-max and amplitude clamping value in inspector of vertex displacement materials -- Fixed issue with alpha shadow clip (was incorrectly clipping object shadow) -- Fixed an issue where sky cubemap would not be cleared correctly when setting the current sky to None -- Fixed a typo in Static Lighting Sky component UI -- Fixed issue with incorrect reset of RenderQueue when switching shader in inspector GUI -- Fixed issue with variant stripper stripping incorrectly some variants -- Fixed a case of ambient lighting flickering because of previews -- Fixed Decals when rendering multiple camera in a single frame -- Fixed cascade shadow count in shader -- Fixed issue with Stacklit shader with Haze effect -- Fixed an issue with the max sample count for the TAA -- Fixed post-process guard band for XR -- Fixed exposure of emissive of Unlit -- Fixed depth only and motion vector pass for Unlit not working correctly with MSAA -- Fixed an issue with stencil buffer copy causing unnecessary compute dispatches for lighting -- Fixed multi edition issue in FrameSettings -- Fixed issue with SRP batcher and DebugDisplay variant of lit shader -- Fixed issue with debug material mode not doing alpha test -- Fixed "Attempting to draw with missing UAV bindings" errors on Vulkan -- Fixed pre-exposure incorrectly apply to preview -- Fixed issue with duplicate 3D texture in 3D texture altas of volumetric? -- Fixed Camera rendering order (base on the depth parameter) -- Fixed shader graph decals not being cropped by gizmo -- Fixed "Attempting to draw with missing UAV bindings" errors on Vulkan. - - -### Changed -- ColorPyramid compute shader passes is swapped to pixel shader passes on platforms where the later is faster. -- Removing the simple lightloop used by the simple lit shader -- Whole refactor of reflection system: Planar and reflection probe -- Separated Passthrough from other RenderingPath -- Update several properties naming and caption based on feedback from documentation team -- Remove tile shader variant for transparent backface pass of lit shader -- Rename all HDRenderPipeline to HDRP folder for shaders -- Rename decal property label (based on doc team feedback) -- Lit shader mode now default to Deferred to reduce build time -- Update UI of Emission parameters in shaders -- Improve shader variant stripping including shader graph variant -- Refactored render loop to render realtime probes visible per camera -- Enable SRP batcher by default -- Shader code refactor: Rename LIGHTLOOP_SINGLE_PASS => LIGHTLOOP_DISABLE_TILE_AND_CLUSTER and clean all usage of LIGHTLOOP_TILE_PASS -- Shader code refactor: Move pragma definition of vertex and pixel shader inside pass + Move SURFACE_GRADIENT definition in XXXData.hlsl -- Micro-shadowing in Lit forward now use ambientOcclusion instead of SpecularOcclusion -- Upgraded FrameSettings workflow, DebugMenu and Inspector part relative to it -- Update build light list shader code to support 32 threads in wavefronts on some platforms -- LayeredLit layers' foldout are now grouped in one main foldout per layer -- Shadow alpha clip can now be enabled on lit shader and haor shader enven for opaque -- Temporal Antialiasing optimization for Xbox One X -- Parameter depthSlice on SetRenderTarget functions now defaults to -1 to bind the entire resource -- Rename SampleCameraDepth() functions to LoadCameraDepth() and SampleCameraDepth(), same for SampleCameraColor() functions -- Improved Motion Blur quality. -- Update stereo frame settings values for single-pass instancing and double-wide -- Rearrange FetchDepth functions to prepare for stereo-instancing -- Remove unused _ComputeEyeIndex -- Updated HDRenderPipelineAsset inspector -- Re-enable SRP batcher for metal -- Updated Frame Settings UX in the HDRP Settings and Camera - -## [5.2.0-preview] - 2018-11-27 - -### Added -- Added option to run Contact Shadows and Volumetrics Voxelization stage in Async Compute -- Added camera freeze debug mode - Allow to visually see culling result for a camera -- Added support of Gizmo rendering before and after postprocess in Editor -- Added support of LuxAtDistance for punctual lights - -### Fixed -- Fixed Debug.DrawLine and Debug.Ray call to work in game view -- Fixed DebugMenu's enum resetted on change -- Fixed divide by 0 in refraction causing NaN -- Fixed disable rough refraction support -- Fixed refraction, SSS and atmospheric scattering for VR -- Fixed forward clustered lighting for VR (double-wide). -- Fixed Light's UX to not allow negative intensity -- Fixed HDRenderPipelineAsset inspector broken when displaying its FrameSettings from project windows. -- Fixed forward clustered lighting for VR (double-wide). -- Fixed HDRenderPipelineAsset inspector broken when displaying its FrameSettings from project windows. -- Fixed Decals and SSR diable flags for all shader graph master node (Lit, Fabric, StackLit, PBR) -- Fixed Distortion blend mode for shader graph master node (Lit, StackLit) -- Fixed bent Normal for Fabric master node in shader graph -- Fixed PBR master node lightlayers -- Fixed shader stripping for built-in lit shaders. - -### Changed -- Rename "Regular" in Diffusion profile UI "Thick Object" -- Changed VBuffer depth parametrization for volumetric from distanceRange to depthExtent - Require update of volumetric settings - Fog start at near plan -- SpotLight with box shape use Lux unit only - -## [5.1.0-preview] - 2018-11-19 - -### Added - -- Added a separate Editor resources file for resources Unity does not take when it builds a Player. -- You can now disable SSR on Materials in Shader Graph. -- Added support for MSAA when the Supported Lit Shader Mode is set to Both. Previously HDRP only supported MSAA for Forward mode. -- You can now override the emissive color of a Material when in debug mode. -- Exposed max light for Light Loop Settings in HDRP asset UI. -- HDRP no longer performs a NormalDBuffer pass update if there are no decals in the Scene. -- Added distant (fall-back) volumetric fog and improved the fog evaluation precision. -- Added an option to reflect sky in SSR. -- Added a y-axis offset for the PlanarReflectionProbe and offset tool. -- Exposed the option to run SSR and SSAO on async compute. -- Added support for the _GlossMapScale parameter in the Legacy to HDRP Material converter. -- Added wave intrinsic instructions for use in Shaders (for AMD GCN). - - -### Fixed -- Fixed sphere shaped influence handles clamping in Reflection Probes. -- Fixed Reflection Probe data migration for projects created before using HDRP. -- Fixed UI of Layered Material where Unity previously rendered the scrollbar above the Copy button. -- Fixed Material tessellations parameters Start fade distance and End fade distance. Originally, Unity clamped these values when you modified them. -- Fixed various distortion and refraction issues - handle a better fall-back. -- Fixed SSR for multiple views. -- Fixed SSR issues related to self-intersections. -- Fixed shape density volume handle speed. -- Fixed density volume shape handle moving too fast. -- Fixed the Camera velocity pass that we removed by mistake. -- Fixed some null pointer exceptions when disabling motion vectors support. -- Fixed viewports for both the Subsurface Scattering combine pass and the transparent depth prepass. -- Fixed the blend mode pop-up in the UI. It previously did not appear when you enabled pre-refraction. -- Fixed some null pointer exceptions that previously occurred when you disabled motion vectors support. -- Fixed Layered Lit UI issue with scrollbar. -- Fixed cubemap assignation on custom ReflectionProbe. -- Fixed Reflection Probes’ capture settings' shadow distance. -- Fixed an issue with the SRP batcher and Shader variables declaration. -- Fixed thickness and subsurface slots for fabric Shader master node that wasn't appearing with the right combination of flags. -- Fixed d3d debug layer warning. -- Fixed PCSS sampling quality. -- Fixed the Subsurface and transmission Material feature enabling for fabric Shader. -- Fixed the Shader Graph UV node’s dimensions when using it in a vertex Shader. -- Fixed the planar reflection mirror gizmo's rotation. -- Fixed HDRenderPipelineAsset's FrameSettings not showing the selected enum in the Inspector drop-down. -- Fixed an error with async compute. -- MSAA now supports transparency. -- The HDRP Material upgrader tool now converts metallic values correctly. -- Volumetrics now render in Reflection Probes. -- Fixed a crash that occurred whenever you set a viewport size to 0. -- Fixed the Camera physic parameter that the UI previously did not display. -- Fixed issue in pyramid shaped spotlight handles manipulation - -### Changed - -- Renamed Line shaped Lights to Tube Lights. -- HDRP now uses mean height fog parametrization. -- Shadow quality settings are set to All when you use HDRP (This setting is not visible in the UI when using SRP). This avoids Legacy Graphics Quality Settings disabling the shadows and give SRP full control over the Shadows instead. -- HDRP now internally uses premultiplied alpha for all fog. -- Updated default FrameSettings used for realtime Reflection Probes when you create a new HDRenderPipelineAsset. -- Remove multi-camera support. LWRP and HDRP will not support multi-camera layered rendering. -- Updated Shader Graph subshaders to use the new instancing define. -- Changed fog distance calculation from distance to plane to distance to sphere. -- Optimized forward rendering using AMD GCN by scalarizing the light loop. -- Changed the UI of the Light Editor. -- Change ordering of includes in HDRP Materials in order to reduce iteration time for faster compilation. -- Added a StackLit master node replacing the InspectorUI version. IMPORTANT: All previously authored StackLit Materials will be lost. You need to recreate them with the master node. - -## [5.0.0-preview] - 2018-09-28 - -### Added -- Added occlusion mesh to depth prepass for VR (VR still disabled for now) -- Added a debug mode to display only one shadow at once -- Added controls for the highlight created by directional lights -- Added a light radius setting to punctual lights to soften light attenuation and simulate fill lighting -- Added a 'minRoughness' parameter to all non-area lights (was previously only available for certain light types) -- Added separate volumetric light/shadow dimmers -- Added per-pixel jitter to volumetrics to reduce aliasing artifacts -- Added a SurfaceShading.hlsl file, which implements material-agnostic shading functionality in an efficient manner -- Added support for shadow bias for thin object transmission -- Added FrameSettings to control realtime planar reflection -- Added control for SRPBatcher on HDRP Asset -- Added an option to clear the shadow atlases in the debug menu -- Added a color visualization of the shadow atlas rescale in debug mode -- Added support for disabling SSR on materials -- Added intrinsic for XBone -- Added new light volume debugging tool -- Added a new SSR debug view mode -- Added translaction's scale invariance on DensityVolume -- Added multiple supported LitShadermode and per renderer choice in case of both Forward and Deferred supported -- Added custom specular occlusion mode to Lit Shader Graph Master node - -### Fixed -- Fixed a normal bias issue with Stacklit (Was causing light leaking) -- Fixed camera preview outputing an error when both scene and game view where display and play and exit was call -- Fixed override debug mode not apply correctly on static GI -- Fixed issue where XRGraphicsConfig values set in the asset inspector GUI weren't propagating correctly (VR still disabled for now) -- Fixed issue with tangent that was using SurfaceGradient instead of regular normal decoding -- Fixed wrong error message display when switching to unsupported target like IOS -- Fixed an issue with ambient occlusion texture sometimes not being created properly causing broken rendering -- Shadow near plane is no longer limited at 0.1 -- Fixed decal draw order on transparent material -- Fixed an issue where sometime the lookup texture used for GGX convolution was broken, causing broken rendering -- Fixed an issue where you wouldn't see any fog for certain pipeline/scene configurations -- Fixed an issue with volumetric lighting where the anisotropy value of 0 would not result in perfectly isotropic lighting -- Fixed shadow bias when the atlas is rescaled -- Fixed shadow cascade sampling outside of the atlas when cascade count is inferior to 4 -- Fixed shadow filter width in deferred rendering not matching shader config -- Fixed stereo sampling of depth texture in MSAA DepthValues.shader -- Fixed box light UI which allowed negative and zero sizes, thus causing NaNs -- Fixed stereo rendering in HDRISky.shader (VR) -- Fixed normal blend and blend sphere influence for reflection probe -- Fixed distortion filtering (was point filtering, now trilinear) -- Fixed contact shadow for large distance -- Fixed depth pyramid debug view mode -- Fixed sphere shaped influence handles clamping in reflection probes -- Fixed reflection probes data migration for project created before using hdrp -- Fixed ambient occlusion for Lit Master Node when slot is connected - -### Changed -- Use samplerunity_ShadowMask instead of samplerunity_samplerLightmap for shadow mask -- Allow to resize reflection probe gizmo's size -- Improve quality of screen space shadow -- Remove support of projection model for ScreenSpaceLighting (SSR always use HiZ and refraction always Proxy) -- Remove all the debug mode from SSR that are obsolete now -- Expose frameSettings and Capture settings for reflection and planar probe -- Update UI for reflection probe, planar probe, camera and HDRP Asset -- Implement proper linear blending for volumetric lighting via deep compositing as described in the paper "Deep Compositing Using Lie Algebras" -- Changed planar mapping to match terrain convention (XZ instead of ZX) -- XRGraphicsConfig is no longer Read/Write. Instead, it's read-only. This improves consistency of XR behavior between the legacy render pipeline and SRP -- Change reflection probe data migration code (to update old reflection probe to new one) -- Updated gizmo for ReflectionProbes -- Updated UI and Gizmo of DensityVolume - -## [4.0.0-preview] - 2018-09-28 - -### Added -- Added a new TerrainLit shader that supports rendering of Unity terrains. -- Added controls for linear fade at the boundary of density volumes -- Added new API to control decals without monobehaviour object -- Improve Decal Gizmo -- Implement Screen Space Reflections (SSR) (alpha version, highly experimental) -- Add an option to invert the fade parameter on a Density Volume -- Added a Fabric shader (experimental) handling cotton and silk -- Added support for MSAA in forward only for opaque only -- Implement smoothness fade for SSR -- Added support for AxF shader (X-rite format - require special AxF importer from Unity not part of HDRP) -- Added control for sundisc on directional light (hack) -- Added a new HD Lit Master node that implements Lit shader support for Shader Graph -- Added Micro shadowing support (hack) -- Added an event on HDAdditionalCameraData for custom rendering -- HDRP Shader Graph shaders now support 4-channel UVs. - -### Fixed -- Fixed an issue where sometimes the deferred shadow texture would not be valid, causing wrong rendering. -- Stencil test during decals normal buffer update is now properly applied -- Decals corectly update normal buffer in forward -- Fixed a normalization problem in reflection probe face fading causing artefacts in some cases -- Fix multi-selection behavior of Density Volumes overwriting the albedo value -- Fixed support of depth texture for RenderTexture. HDRP now correctly output depth to user depth buffer if RenderTexture request it. -- Fixed multi-selection behavior of Density Volumes overwriting the albedo value -- Fixed support of depth for RenderTexture. HDRP now correctly output depth to user depth buffer if RenderTexture request it. -- Fixed support of Gizmo in game view in the editor -- Fixed gizmo for spot light type -- Fixed issue with TileViewDebug mode being inversed in gameview -- Fixed an issue with SAMPLE_TEXTURECUBE_SHADOW macro -- Fixed issue with color picker not display correctly when game and scene view are visible at the same time -- Fixed an issue with reflection probe face fading -- Fixed camera motion vectors shader and associated matrices to update correctly for single-pass double-wide stereo rendering -- Fixed light attenuation functions when range attenuation is disabled -- Fixed shadow component algorithm fixup not dirtying the scene, so changes can be saved to disk. -- Fixed some GC leaks for HDRP -- Fixed contact shadow not affected by shadow dimmer -- Fixed GGX that works correctly for the roughness value of 0 (mean specular highlgiht will disappeard for perfect mirror, we rely on maxSmoothness instead to always have a highlight even on mirror surface) -- Add stereo support to ShaderPassForward.hlsl. Forward rendering now seems passable in limited test scenes with camera-relative rendering disabled. -- Add stereo support to ProceduralSky.shader and OpaqueAtmosphericScattering.shader. -- Added CullingGroupManager to fix more GC.Alloc's in HDRP -- Fixed rendering when multiple cameras render into the same render texture - -### Changed -- Changed the way depth & color pyramids are built to be faster and better quality, thus improving the look of distortion and refraction. -- Stabilize the dithered LOD transition mask with respect to the camera rotation. -- Avoid multiple depth buffer copies when decals are present -- Refactor code related to the RT handle system (No more normal buffer manager) -- Remove deferred directional shadow and move evaluation before lightloop -- Add a function GetNormalForShadowBias() that material need to implement to return the normal used for normal shadow biasing -- Remove Jimenez Subsurface scattering code (This code was disabled by default, now remove to ease maintenance) -- Change Decal API, decal contribution is now done in Material. Require update of material using decal -- Move a lot of files from CoreRP to HDRP/CoreRP. All moved files weren't used by Ligthweight pipeline. Long term they could move back to CoreRP after CoreRP become out of preview -- Updated camera inspector UI -- Updated decal gizmo -- Optimization: The objects that are rendered in the Motion Vector Pass are not rendered in the prepass anymore -- Removed setting shader inclue path via old API, use package shader include paths -- The default value of 'maxSmoothness' for punctual lights has been changed to 0.99 -- Modified deferred compute and vert/frag shaders for first steps towards stereo support -- Moved material specific Shader Graph files into corresponding material folders. -- Hide environment lighting settings when enabling HDRP (Settings are control from sceneSettings) -- Update all shader includes to use absolute path (allow users to create material in their Asset folder) -- Done a reorganization of the files (Move ShaderPass to RenderPipeline folder, Move all shadow related files to Lighting/Shadow and others) -- Improved performance and quality of Screen Space Shadows - -## [3.3.0-preview] - 2018-01-01 - -### Added -- Added an error message to say to use Metal or Vulkan when trying to use OpenGL API -- Added a new Fabric shader model that supports Silk and Cotton/Wool -- Added a new HDRP Lighting Debug mode to visualize Light Volumes for Point, Spot, Line, Rectangular and Reflection Probes -- Add support for reflection probe light layers -- Improve quality of anisotropic on IBL - -### Fixed -- Fix an issue where the screen where darken when rendering camera preview -- Fix display correct target platform when showing message to inform user that a platform is not supported -- Remove workaround for metal and vulkan in normal buffer encoding/decoding -- Fixed an issue with color picker not working in forward -- Fixed an issue where reseting HDLight do not reset all of its parameters -- Fixed shader compile warning in DebugLightVolumes.shader - -### Changed -- Changed default reflection probe to be 256x256x6 and array size to be 64 -- Removed dependence on the NdotL for thickness evaluation for translucency (based on artist's input) -- Increased the precision when comparing Planar or HD reflection probe volumes -- Remove various GC alloc in C#. Slightly better performance - -## [3.2.0-preview] - 2018-01-01 - -### Added -- Added a luminance meter in the debug menu -- Added support of Light, reflection probe, emissive material, volume settings related to lighting to Lighting explorer -- Added support for 16bit shadows - -### Fixed -- Fix issue with package upgrading (HDRP resources asset is now versionned to worarkound package manager limitation) -- Fix HDReflectionProbe offset displayed in gizmo different than what is affected. -- Fix decals getting into a state where they could not be removed or disabled. -- Fix lux meter mode - The lux meter isn't affected by the sky anymore -- Fix area light size reset when multi-selected -- Fix filter pass number in HDUtils.BlitQuad -- Fix Lux meter mode that was applying SSS -- Fix planar reflections that were not working with tile/cluster (olbique matrix) -- Fix debug menu at runtime not working after nested prefab PR come to trunk -- Fix scrolling issue in density volume - -### Changed -- Shader code refactor: Split MaterialUtilities file in two parts BuiltinUtilities (independent of FragInputs) and MaterialUtilities (Dependent of FragInputs) -- Change screen space shadow rendertarget format from ARGB32 to RG16 - -## [3.1.0-preview] - 2018-01-01 - -### Added -- Decal now support per channel selection mask. There is now two mode. One with BaseColor, Normal and Smoothness and another one more expensive with BaseColor, Normal, Smoothness, Metal and AO. Control is on HDRP Asset. This may require to launch an update script for old scene: 'Edit/Render Pipeline/Single step upgrade script/Upgrade all DecalMaterial MaskBlendMode'. -- Decal now supports depth bias for decal mesh, to prevent z-fighting -- Decal material now supports draw order for decal projectors -- Added LightLayers support (Base on mask from renderers name RenderingLayers and mask from light name LightLayers - if they match, the light apply) - cost an extra GBuffer in deferred (more bandwidth) -- When LightLayers is enabled, the AmbientOclusion is store in the GBuffer in deferred path allowing to avoid double occlusion with SSAO. In forward the double occlusion is now always avoided. -- Added the possibility to add an override transform on the camera for volume interpolation -- Added desired lux intensity and auto multiplier for HDRI sky -- Added an option to disable light by type in the debug menu -- Added gradient sky -- Split EmissiveColor and bakeDiffuseLighting in forward avoiding the emissiveColor to be affect by SSAO -- Added a volume to control indirect light intensity -- Added EV 100 intensity unit for area lights -- Added support for RendererPriority on Renderer. This allow to control order of transparent rendering manually. HDRP have now two stage of sorting for transparent in addition to bact to front. Material have a priority then Renderer have a priority. -- Add Coupling of (HD)Camera and HDAdditionalCameraData for reset and remove in inspector contextual menu of Camera -- Add Coupling of (HD)ReflectionProbe and HDAdditionalReflectionData for reset and remove in inspector contextual menu of ReflectoinProbe -- Add macro to forbid unity_ObjectToWorld/unity_WorldToObject to be use as it doesn't handle camera relative rendering -- Add opacity control on contact shadow - -### Fixed -- Fixed an issue with PreIntegratedFGD texture being sometimes destroyed and not regenerated causing rendering to break -- PostProcess input buffers are not copied anymore on PC if the viewport size matches the final render target size -- Fixed an issue when manipulating a lot of decals, it was displaying a lot of errors in the inspector -- Fixed capture material with reflection probe -- Refactored Constant Buffers to avoid hitting the maximum number of bound CBs in some cases. -- Fixed the light range affecting the transform scale when changed. -- Snap to grid now works for Decal projector resizing. -- Added a warning for 128x128 cookie texture without mipmaps -- Replace the sampler used for density volumes for correct wrap mode handling - -### Changed -- Move Render Pipeline Debug "Windows from Windows->General-> Render Pipeline debug windows" to "Windows from Windows->Analysis-> Render Pipeline debug windows" -- Update detail map formula for smoothness and albedo, goal it to bright and dark perceptually and scale factor is use to control gradient speed -- Refactor the Upgrade material system. Now a material can be update from older version at any time. Call Edit/Render Pipeline/Upgrade all Materials to newer version -- Change name EnableDBuffer to EnableDecals at several place (shader, hdrp asset...), this require a call to Edit/Render Pipeline/Upgrade all Materials to newer version to have up to date material. -- Refactor shader code: BakeLightingData structure have been replace by BuiltinData. Lot of shader code have been remove/change. -- Refactor shader code: All GBuffer are now handled by the deferred material. Mean ShadowMask and LightLayers are control by lit material in lit.hlsl and not outside anymore. Lot of shader code have been remove/change. -- Refactor shader code: Rename GetBakedDiffuseLighting to ModifyBakedDiffuseLighting. This function now handle lighting model for transmission too. Lux meter debug mode is factor outisde. -- Refactor shader code: GetBakedDiffuseLighting is not call anymore in GBuffer or forward pass, including the ConvertSurfaceDataToBSDFData and GetPreLightData, this is done in ModifyBakedDiffuseLighting now -- Refactor shader code: Added a backBakeDiffuseLighting to BuiltinData to handle lighting for transmission -- Refactor shader code: Material must now call InitBuiltinData (Init all to zero + init bakeDiffuseLighting and backBakeDiffuseLighting ) and PostInitBuiltinData - -## [3.0.0-preview] - 2018-01-01 - -### Fixed -- Fixed an issue with distortion that was using previous frame instead of current frame -- Fixed an issue where disabled light where not upgrade correctly to the new physical light unit system introduce in 2.0.5-preview - -### Changed -- Update assembly definitions to output assemblies that match Unity naming convention (Unity.*). - -## [2.0.5-preview] - 2018-01-01 - -### Added -- Add option supportDitheringCrossFade on HDRP Asset to allow to remove shader variant during player build if needed -- Add contact shadows for punctual lights (in additional shadow settings), only one light is allowed to cast contact shadows at the same time and so at each frame a dominant light is choosed among all light with contact shadows enabled. -- Add PCSS shadow filter support (from SRP Core) -- Exposed shadow budget parameters in HDRP asset -- Add an option to generate an emissive mesh for area lights (currently rectangle light only). The mesh fits the size, intensity and color of the light. -- Add an option to the HDRP asset to increase the resolution of volumetric lighting. -- Add additional ligth unit support for punctual light (Lumens, Candela) and area lights (Lumens, Luminance) -- Add dedicated Gizmo for the box Influence volume of HDReflectionProbe / PlanarReflectionProbe - -### Changed -- Re-enable shadow mask mode in debug view -- SSS and Transmission code have been refactored to be able to share it between various material. Guidelines are in SubsurfaceScattering.hlsl -- Change code in area light with LTC for Lit shader. Magnitude is now take from FGD texture instead of a separate texture -- Improve camera relative rendering: We now apply camera translation on the model matrix, so before the TransformObjectToWorld(). Note: unity_WorldToObject and unity_ObjectToWorld must never be used directly. -- Rename positionWS to positionRWS (Camera relative world position) at a lot of places (mainly in interpolator and FragInputs). In case of custom shader user will be required to update their code. -- Rename positionWS, capturePositionWS, proxyPositionWS, influencePositionWS to positionRWS, capturePositionRWS, proxyPositionRWS, influencePositionRWS (Camera relative world position) in LightDefinition struct. -- Improve the quality of trilinear filtering of density volume textures. -- Improve UI for HDReflectionProbe / PlanarReflectionProbe - -### Fixed -- Fixed a shader preprocessor issue when compiling DebugViewMaterialGBuffer.shader against Metal target -- Added a temporary workaround to Lit.hlsl to avoid broken lighting code with Metal/AMD -- Fixed issue when using more than one volume texture mask with density volumes. -- Fixed an error which prevented volumetric lighting from working if no density volumes with 3D textures were present. -- Fix contact shadows applied on transmission -- Fix issue with forward opaque lit shader variant being removed by the shader preprocessor -- Fixed compilation errors on platforms with limited XRSetting support. -- Fixed apply range attenuation option on punctual light -- Fixed issue with color temperature not take correctly into account with static lighting -- Don't display fog when diffuse lighting, specular lighting, or lux meter debug mode are enabled. - -## [2.0.4-preview] - 2018-01-01 - -### Fixed -- Fix issue when disabling rough refraction and building a player. Was causing a crash. - -## [2.0.3-preview] - 2018-01-01 - -### Added -- Increased debug color picker limit up to 260k lux - -## [2.0.2-preview] - 2018-01-01 - -### Added -- Add Light -> Planar Reflection Probe command -- Added a false color mode in rendering debug -- Add support for mesh decals -- Add flag to disable projector decals on transparent geometry to save performance and decal texture atlas space -- Add ability to use decal diffuse map as mask only -- Add visualize all shadow masks in lighting debug -- Add export of normal and roughness buffer for forwardOnly and when in supportOnlyForward mode for forward -- Provide a define in lit.hlsl (FORWARD_MATERIAL_READ_FROM_WRITTEN_NORMAL_BUFFER) when output buffer normal is used to read the normal and roughness instead of caclulating it (can save performance, but lower quality due to compression) -- Add color swatch to decal material - -### Changed -- Change Render -> Planar Reflection creation to 3D Object -> Mirror -- Change "Enable Reflector" name on SpotLight to "Angle Affect Intensity" -- Change prototype of BSDFData ConvertSurfaceDataToBSDFData(SurfaceData surfaceData) to BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData) - -### Fixed -- Fix issue with StackLit in deferred mode with deferredDirectionalShadow due to GBuffer not being cleared. Gbuffer is still not clear and issue was fix with the new Output of normal buffer. -- Fixed an issue where interpolation volumes were not updated correctly for reflection captures. -- Fixed an exception in Light Loop settings UI - -## [2.0.1-preview] - 2018-01-01 - -### Added -- Add stripper of shader variant when building a player. Save shader compile time. -- Disable per-object culling that was executed in C++ in HD whereas it was not used (Optimization) -- Enable texture streaming debugging (was not working before 2018.2) -- Added Screen Space Reflection with Proxy Projection Model -- Support correctly scene selection for alpha tested object -- Add per light shadow mask mode control (i.e shadow mask distance and shadow mask). It use the option NonLightmappedOnly -- Add geometric filtering to Lit shader (allow to reduce specular aliasing) -- Add shortcut to create DensityVolume and PlanarReflection in hierarchy -- Add a DefaultHDMirrorMaterial material for PlanarReflection -- Added a script to be able to upgrade material to newer version of HDRP -- Removed useless duplication of ForwardError passes. -- Add option to not compile any DEBUG_DISPLAY shader in the player (Faster build) call Support Runtime Debug display - -### Changed -- Changed SupportForwardOnly to SupportOnlyForward in render pipeline settings -- Changed versioning variable name in HDAdditionalXXXData from m_version to version -- Create unique name when creating a game object in the rendering menu (i.e Density Volume(2)) -- Re-organize various files and folder location to clean the repository -- Change Debug windows name and location. Now located at: Windows -> General -> Render Pipeline Debug - -### Removed -- Removed GlobalLightLoopSettings.maxPlanarReflectionProbes and instead use value of GlobalLightLoopSettings.planarReflectionProbeCacheSize -- Remove EmissiveIntensity parameter and change EmissiveColor to be HDR (Matching Builtin Unity behavior) - Data need to be updated - Launch Edit -> Single Step Upgrade Script -> Upgrade all Materials emissionColor - -### Fixed -- Fix issue with LOD transition and instancing -- Fix discrepency between object motion vector and camera motion vector -- Fix issue with spot and dir light gizmo axis not highlighted correctly -- Fix potential crash while register debug windows inputs at startup -- Fix warning when creating Planar reflection -- Fix specular lighting debug mode (was rendering black) -- Allow projector decal with null material to allow to configure decal when HDRP is not set -- Decal atlas texture offset/scale is updated after allocations (used to be before so it was using date from previous frame) - -## [0.0.0-preview] - 2018-01-01 - -### Added -- Configure the VolumetricLightingSystem code path to be on by default -- Trigger a build exception when trying to build an unsupported platform -- Introduce the VolumetricLightingController component, which can (and should) be placed on the camera, and allows one to control the near and the far plane of the V-Buffer (volumetric "froxel" buffer) along with the depth distribution (from logarithmic to linear) -- Add 3D texture support for DensityVolumes -- Add a better mapping of roughness to mipmap for planar reflection -- The VolumetricLightingSystem now uses RTHandles, which allows to save memory by sharing buffers between different cameras (history buffers are not shared), and reduce reallocation frequency by reallocating buffers only if the rendering resolution increases (and suballocating within existing buffers if the rendering resolution decreases) -- Add a Volumetric Dimmer slider to lights to control the intensity of the scattered volumetric lighting -- Add UV tiling and offset support for decals. -- Add mipmapping support for volume 3D mask textures - -### Changed -- Default number of planar reflection change from 4 to 2 -- Rename _MainDepthTexture to _CameraDepthTexture -- The VolumetricLightingController has been moved to the Interpolation Volume framework and now functions similarly to the VolumetricFog settings -- Update of UI of cookie, CubeCookie, Reflection probe and planar reflection probe to combo box -- Allow enabling/disabling shadows for area lights when they are set to baked. -- Hide applyRangeAttenuation and FadeDistance for directional shadow as they are not used - -### Removed -- Remove Resource folder of PreIntegratedFGD and add the resource to RenderPipeline Asset - -### Fixed -- Fix ConvertPhysicalLightIntensityToLightIntensity() function used when creating light from script to match HDLightEditor behavior -- Fix numerical issues with the default value of mean free path of volumetric fog -- Fix the bug preventing decals from coexisting with density volumes -- Fix issue with alpha tested geometry using planar/triplanar mapping not render correctly or flickering (due to being wrongly alpha tested in depth prepass) -- Fix meta pass with triplanar (was not handling correctly the normal) -- Fix preview when a planar reflection is present -- Fix Camera preview, it is now a Preview cameraType (was a SceneView) -- Fix handling unknown GPUShadowTypes in the shadow manager. -- Fix area light shapes sent as point lights to the baking backends when they are set to baked. -- Fix unnecessary division by PI for baked area lights. -- Fix line lights sent to the lightmappers. The backends don't support this light type. -- Fix issue with shadow mask framesettings not correctly taken into account when shadow mask is enabled for lighting. -- Fix directional light and shadow mask transition, they are now matching making smooth transition -- Fix banding issues caused by high intensity volumetric lighting -- Fix the debug window being emptied on SRP asset reload -- Fix issue with debug mode not correctly clearing the GBuffer in editor after a resize -- Fix issue with ResetMaterialKeyword not resetting correctly ToggleOff/Roggle Keyword -- Fix issue with motion vector not render correctly if there is no depth prepass in deferred - -## [0.0.0-preview] - 2018-01-01 - -### Added -- Screen Space Refraction projection model (Proxy raycasting, HiZ raymarching) -- Screen Space Refraction settings as volume component -- Added buffered frame history per camera -- Port Global Density Volumes to the Interpolation Volume System. -- Optimize ImportanceSampleLambert() to not require the tangent frame. -- Generalize SampleVBuffer() to handle different sampling and reconstruction methods. -- Improve the quality of volumetric lighting reprojection. -- Optimize Morton Order code in the Subsurface Scattering pass. -- Planar Reflection Probe support roughness (gaussian convolution of captured probe) -- Use an atlas instead of a texture array for cluster transparent decals -- Add a debug view to visualize the decal atlas -- Only store decal textures to atlas if decal is visible, debounce out of memory decal atlas warning. -- Add manipulator gizmo on decal to improve authoring workflow -- Add a minimal StackLit material (work in progress, this version can be used as template to add new material) - -### Changed -- EnableShadowMask in FrameSettings (But shadowMaskSupport still disable by default) -- Forced Planar Probe update modes to (Realtime, Every Update, Mirror Camera) -- Screen Space Refraction proxy model uses the proxy of the first environment light (Reflection probe/Planar probe) or the sky -- Moved RTHandle static methods to RTHandles -- Renamed RTHandle to RTHandleSystem.RTHandle -- Move code for PreIntegratedFDG (Lit.shader) into its dedicated folder to be share with other material -- Move code for LTCArea (Lit.shader) into its dedicated folder to be share with other material - -### Removed -- Removed Planar Probe mirror plane position and normal fields in inspector, always display mirror plane and normal gizmos - -### Fixed -- Fix fog flags in scene view is now taken into account -- Fix sky in preview windows that were disappearing after a load of a new level -- Fix numerical issues in IntersectRayAABB(). -- Fix alpha blending of volumetric lighting with transparent objects. -- Fix the near plane of the V-Buffer causing out-of-bounds look-ups in the clustered data structure. -- Depth and color pyramid are properly computed and sampled when the camera renders inside a viewport of a RTHandle. -- Fix decal atlas debug view to work correctly when shadow atlas view is also enabled -- Fix TransparentSSR with non-rendergraph. -- Fix shader compilation warning on SSR compute shader. diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG_BASE_594.md b/com.unity.render-pipelines.high-definition/CHANGELOG_BASE_594.md deleted file mode 100644 index 5dd2e50c41b..00000000000 --- a/com.unity.render-pipelines.high-definition/CHANGELOG_BASE_594.md +++ /dev/null @@ -1,2978 +0,0 @@ -# Changelog -All notable changes to this package will be documented in this file. - -The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) -and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). - -## [12.0.0] - 2021-01-11 - -### Added -- Added support for XboxSeries platform. -- Added pivot point manipulation for Decals (inspector and edit mode). -- Added UV manipulation for Decals (edit mode). -- Added color and intensity customization for Decals. -- Added a history rejection criterion based on if the pixel was moving in world space (case 1302392). -- Added the default quality settings to the HDRP asset for RTAO, RTR and RTGI (case 1304370). -- Added TargetMidGrayParameterDrawer -- Added an option to have double sided GI be controlled separately from material double-sided option. -- Added new AOV APIs for overriding the internal rendering format, and for outputing the world space position. -- Added browsing of the documentation of Compositor Window -- Added a complete solution for volumetric clouds for HDRP including a cloud map generation tool. -- Added a Force Forward Emissive option for Lit Material that forces the Emissive contribution to render in a separate forward pass when the Lit Material is in Deferred Lit shader Mode. -- Added new API in CachedShadowManager -- Added an additional check in the "check scene for ray tracing" (case 1314963). -- Added shader graph unit test for IsFrontFace node -- API to allow OnDemand shadows to not render upon placement in the Cached Shadow Atlas. -- Exposed update upon light movement for directional light shadows in UI. -- Added a setting in the HDRP asset to change the Density Volume mask resolution of being locked at 32x32x32 (HDRP Asset > Lighting > Volumetrics > Max Density Volume Size). -- Added a Falloff Mode (Linear or Exponential) in the Density Volume for volume blending with Blend Distance. -- Added support for screen space shadows (directional and point, no area) for shadow matte unlit shader graph. -- Added support for volumetric clouds in planar reflections. -- Added deferred shading debug visualization -- Added a new control slider on RTR and RTGI to force the LOD Bias on both effects. -- Added missing documentation for volumetric clouds. -- Added the support of interpolators for SV_POSITION in shader graph. -- Added a "Conservative" mode for shader graph depth offset. -- Added an error message when trying to use disk lights with realtime GI (case 1317808). -- Added support for multi volumetric cloud shadows. -- Added a Scale Mode setting for Decals. -- Added LTC Fitting tools for all BRDFs that HDRP supports. -- Added Area Light support for Hair and Fabric master nodes. -- Added a fallback for the ray traced directional shadow in case of a transmission (case 1307870). -- Added support for Fabric material in Path Tracing. -- Added help URL for volumetric clouds override. -- Added Global settings check in Wizard -- Added localization on Wizard window -- Added an info box for micro shadow editor (case 1322830). -- Added support for alpha channel in FXAA (case 1323941). -- Added Speed Tree 8 shader graph as default Speed Tree 8 shader for HDRP. -- Added the multicompile for dynamic lightmaps to support enlighten in ray tracing (case 1318927). -- Added support for lighting full screen debug mode in automated tests. -- Added a way for fitting a probe volume around either the scene contents or a selection. -- Added support for mip bias override on texture samplers through the HDAdditionalCameraData component. -- Added Lens Flare Samples -- Added new checkbox to enable mip bias in the Dynamic Resolution HDRP quality settings. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail. -- Added a toggle to render the volumetric clouds locally or in the skybox. -- Added the ability to control focus distance either from the physical camera properties or the volume. -- Added the ability to animate many physical camera properties with Timeline. -- Added a mixed RayMarching/RayTracing mode for RTReflections and RTGI. -- Added path tracing support for stacklit material. -- Added path tracing support for AxF material. -- Added support for surface gradient based normal blending for decals. -- Added support for tessellation for all master node in shader graph. -- Added ValidateMaterial callbacks to ShaderGUI. -- Added support for internal plugin materials and HDSubTarget with their versioning system. -- Added a slider that controls how much the volumetric clouds erosion value affects the ambient occlusion term. -- Added three animation curves to control the density, erosion, and ambient occlusion in the custom submode of the simple controls. -- Added support for the camera bridge in the graphics compositor -- Added slides to control the shape noise offset. -- Added two toggles to control occluder rejection and receiver rejection for the ray traced ambient occlusion (case 1330168). -- Added the receiver motion rejection toggle to RTGI (case 1330168). -- Added info box when low resolution transparency is selected, but its not enabled in the HDRP settings. This will help new users find the correct knob in the HDRP Asset. -- Added a dialog box when you import a Material that has a diffusion profile to add the diffusion profile to global settings. -- Added support for Unlit shadow mattes in Path Tracing (case 1335487). -- Added a shortcut to HDRP Wizard documentation. -- Added support of motion vector buffer in custom postprocess -- Added tooltips for content inside the Rendering Debugger window. -- Added support for reflection probes as a fallback for ray traced reflections (case 1338644). -- Added a minimum motion vector length to the motion vector debug view. -- Added a better support for LODs in the ray tracing acceleration structure. -- Added a property on the HDRP asset to allow users to avoid ray tracing effects running at too low percentages (case 1342588). -- Added dependency to mathematics and burst, HDRP now will utilize this to improve on CPU cost. First implementation of burstified decal projector is here. - -### Fixed -- Fixed Intensity Multiplier not affecting realtime global illumination. -- Fixed an exception when opening the color picker in the material UI (case 1307143). -- Fixed lights shadow frustum near and far planes. -- The HDRP Wizard is only opened when a SRP in use is of type HDRenderPipeline. -- Fixed various issues with non-temporal SSAO and rendergraph. -- Fixed white flashes on camera cuts on volumetric fog. -- Fixed light layer issue when performing editing on multiple lights. -- Fixed an issue where selection in a debug panel would reset when cycling through enum items. -- Fixed material keywords with fbx importer. -- Fixed lightmaps not working properly with shader graphs in ray traced reflections (case 1305335). -- Fixed skybox for ortho cameras. -- Fixed crash on SubSurfaceScattering Editor when the selected pipeline is not HDRP -- Fixed model import by adding additional data if needed. -- Fix screen being over-exposed when changing very different skies. -- Fixed pixelated appearance of Contrast Adaptive Sharpen upscaler and several other issues when Hardware DRS is on -- VFX: Debug material view were rendering pink for albedo. (case 1290752) -- VFX: Debug material view incorrect depth test. (case 1293291) -- VFX: Fixed LPPV with lit particles in deferred (case 1293608) -- Fixed incorrect debug wireframe overlay on tessellated geometry (using littessellation), caused by the picking pass using an incorrect camera matrix. -- Fixed nullref in layered lit shader editor. -- Fix issue with Depth of Field CoC debug view. -- Fixed an issue where first frame of SSAO could exhibit ghosting artefacts. -- Fixed an issue with the mipmap generation internal format after rendering format change. -- Fixed multiple any hit occuring on transparent objects (case 1294927). -- Cleanup Shader UI. -- Indentation of the HDRenderPipelineAsset inspector UI for quality -- Spacing on LayerListMaterialUIBlock -- Generating a GUIContent with an Icon instead of making MaterialHeaderScopes drawing a Rect every time -- Fixed sub-shadow rendering for cached shadow maps. -- Fixed PCSS filtering issues with cached shadow maps. -- Fixed performance issue with ShaderGraph and Alpha Test -- Fixed error when increasing the maximum planar reflection limit (case 1306530). -- Fixed alpha output in debug view and AOVs when using shadow matte (case 1311830). -- Fixed an issue with transparent meshes writing their depths and recursive rendering (case 1314409). -- Fixed issue with compositor custom pass hooks added/removed repeatedly (case 1315971). -- Fixed: SSR with transparent (case 1311088) -- Fixed decals in material debug display. -- Fixed Force RGBA16 when scene filtering is active (case 1228736) -- Fix crash on VolumeComponentWithQualityEditor when the current Pipeline is not HDRP -- Fixed WouldFitInAtlas that would previously return wrong results if any one face of a point light would fit (it used to return true even though the light in entirety wouldn't fit). -- Fixed issue with NaNs in Volumetric Clouds on some platforms. -- Fixed update upon light movement for directional light rotation. -- Fixed issue that caused a rebake of Probe Volume Data to see effect of changed normal bias. -- Fixed loss of persistency of ratio between pivot position and size when sliding by 0 in DecalProjector inspector (case 1308338) -- Fixed nullref when adding a volume component in a Volume profile asset (case 1317156). -- Fixed decal normal for double sided materials (case 1312065). -- Fixed multiple HDRP Frame Settings panel issues: missing "Refraction" Frame Setting. Fixing ordering of Rough Distortion, it should now be under the Distortion setting. -- Fixed Rough Distortion frame setting not greyed out when Distortion is disabled in HDRP Asset -- Fixed issue with automatic exposure settings not updating scene view. -- Fixed issue with velocity rejection in post-DoF TAA. Fixing this reduces ghosting (case 1304381). -- Fixed missing option to use POM on emissive for tessellated shaders. -- Fixed an issue in the planar reflection probe convolution. -- Fixed an issue with debug overriding emissive material color for deferred path (case 1313123). -- Fixed a limit case when the camera is exactly at the lower cloud level (case 1316988). -- Fixed the various history buffers being discarded when the fog was enabled/disabled (case 1316072). -- Fixed resize IES when already baked in the Atlas 1299233 -- Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode -- Fixed issue with physically-based DoF computation and transparent materials with depth-writes ON. -- Fixed issue of accessing default frame setting stored in current HDRPAsset instead fo the default HDRPAsset -- Fixed SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset -- Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode -- Fixed Missing lighting quality settings for SSGI (case 1312067). -- Fixed HDRP material being constantly dirty. -- Fixed wizard checking FrameSettings not in HDRP Global Settings -- Fixed error when opening the default composition graph in the Graphics Compositor (case 1318933). -- Fixed gizmo rendering when wireframe mode is selected. -- Fixed issue in path tracing, where objects would cast shadows even if not present in the path traced layers (case 1318857). -- Fixed SRP batcher not compatible with Decal (case 1311586) -- Fixed wrong color buffer being bound to pre refraction custom passes. -- Fixed issue in Probe Reference Volume authoring component triggering an asset reload on all operations. -- Fixed grey screen on playstation platform when histogram exposure is enabled but the curve mapping is not used. -- Fixed HDRPAsset loosing its reference to the ray tracing resources when clicking on a different quality level that doesn't have ray tracing (case 1320304). -- Fixed SRP batcher not compatible with Decal (case 1311586). -- Fixed error message when having MSAA and Screen Space Shadows (case 1318698). -- Fixed Nans happening when the history render target is bigger than the current viewport (case 1321139). -- Fixed Tube and Disc lights mode selection (case 1317776) -- Fixed preview camera updating the skybox material triggering GI baking (case 1314361/1314373). -- The default LookDev volume profile is now copied and referenced in the Asset folder instead of the package folder. -- Fixed SSS on console platforms. -- Assets going through the migration system are now dirtied. -- Fixed warning fixed on ShadowLoop include (HDRISky and Unlit+ShadowMatte) -- Fixed SSR Precision for 4K Screens -- Fixed issue with gbuffer debug view when virtual texturing is enabled. -- Fixed volumetric fog noise due to sun light leaking (case 1319005) -- Fixed an issue with Decal normal blending producing NaNs. -- Fixed issue in wizard when resource folder don't exist -- Fixed issue with Decal projector edge on Metal (case 1286074) -- Fixed Exposure Frame Settings control issues on Planar reflection probes (case 1312153). Dynamic reflections now keep their own exposure relative to their parent camera. -- Fixed multicamera rendering for Dynamic Resolution Scaling using dx12 hardware mode. Using a planar reflection probe (another render camera) should be safe. -- Fixed Render Graph Debug UI not refreshing correctly in the Render Pipeline Debugger. -- Fixed SSS materials in planar reflections (case 1319027). -- Fixed Decal's pivot edit mode 2D slider gizmo not supporting multi-edition -- Fixed missing Update in Wizard's DXR Documentation -- Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter. -- Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking -- Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling. -- Fixed generation of the packed depth pyramid when hardware Dynamic Resolution Scaling is enabled. -- Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter. -- Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking -- Fixed Decal's UV edit mode with negative UV -- Fixed issue with the color space of AOVs (case 1324759) -- Fixed issue with history buffers when using multiple AOVs (case 1323684). -- Fixed camera preview with multi selection (case 1324126). -- Fix potential NaN on apply distortion pass. -- Fixed the camera controller in the template with the old input system (case 1326816). -- Fixed broken Lanczos filter artifacts on ps4, caused by a very aggressive epsilon (case 1328904) -- Fixed global Settings ignore the path set via Fix All in HDRP wizard (case 1327978) -- Fixed issue with an assert getting triggered with OnDemand shadows. -- Fixed GBuffer clear option in FrameSettings not working -- Fixed usage of Panini Projection with floating point HDRP and Post Processing color buffers. -- Fixed a NaN generating in Area light code. -- Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture. -- Fixed ResourceReloader that was not call anymore at pipeline construction -- Fixed undo of some properties on light editor. -- Fixed an issue where auto baking of ambient and reflection probe done for builtin renderer would cause wrong baking in HDRP. -- Fixed some reference to old frame settings names in HDRP Wizard. -- Fixed issue with constant buffer being stomped on when async tasks run concurrently to shadows. -- Fixed migration step overriden by data copy when creating a HDRenderPipelineGlobalSettings from a HDRPAsset. -- Fixed null reference exception in Raytracing SSS volume component. -- Fixed artifact appearing when diffuse and specular normal differ too much for eye shader with area lights -- Fixed LightCluster debug view for ray tracing. -- Fixed issue with RAS build fail when LOD was missing a renderer -- Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. -- Fixed an issue where runtime debug window UI would leak game objects. -- Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero (case 1329624). -- Fixed ray traced reflections that were too dark for unlit materials. Reflections are now more consistent with the material emissiveness. -- Fixed pyramid color being incorrect when hardware dynamic resolution is enabled. -- Fixed SSR Accumulation with Offset with Viewport Rect Offset on Camera -- Fixed material Emission properties not begin animated when recording an animation (case 1328108). -- Fixed fog precision in some camera positions (case 1329603). -- Fixed contact shadows tile coordinates calculations. -- Fixed issue with history buffer allocation for AOVs when the request does not come in first frame. -- Fix Clouds on Metal or platforms that don't support RW in same shader of R11G11B10 textures. -- Fixed blocky looking bloom when dynamic resolution scaling was used. -- Fixed normals provided in object space or world space, when using double sided materials. -- Fixed multi cameras using cloud layers shadows. -- Fixed HDAdditionalLightData's CopyTo and HDAdditionalCameraData's CopyTo missing copy. -- Fixed issue with velocity rejection when using physically-based DoF. -- Fixed HDRP's ShaderGraphVersion migration management which was broken. -- Fixed missing API documentation for LTC area light code. -- Fixed diffusion profile breaking after upgrading HDRP (case 1337892). -- Fixed undo on light anchor. -- Fixed some depth comparison instabilities with volumetric clouds. -- Fixed AxF debug output in certain configurations (case 1333780). -- Fixed white flash when camera is reset and SSR Accumulation mode is on. -- Fixed an issue with TAA causing objects not to render at extremely high far flip plane values. -- Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. -- Fixed overdraw in custom pass utils blur and Copy functions (case 1333648); -- Fixed invalid pass index 1 in DrawProcedural error. -- Fixed a compilation issue for AxF carpaints on Vulkan (case 1314040). -- Fixed issue with hierarchy object filtering. -- Fixed a lack of syncronization between the camera and the planar camera for volumetric cloud animation data. -- Fixed for wrong cached area light initialization. -- Fixed unexpected rendering of 2D cookies when switching from Spot to Point light type (case 1333947). -- Fixed the fallback to custom went changing a quality settings not workings properly (case 1338657). -- Fixed ray tracing with XR and camera relative rendering (case 1336608). -- Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). -- Fixed for discrepancies in intensity and saturation between screen space refraction and probe refraction. -- Fixed a divide-by-zero warning for anisotropic shaders (Fabric, Lit). -- Fixed VfX lit particle AOV output color space. -- Fixed path traced transparent unlit material (case 1335500). -- Fixed support of Distortion with MSAA -- Fixed contact shadow debug views not displaying correctly upon resizing of view. -- Fixed an error when deleting the 3D Texture mask of a local volumetric fog volume (case 1339330). -- Fixed some aliasing issues with the volumetric clouds. -- Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). -- Fixed the double sided option moving when toggling it in the material UI (case 1328877). -- Fixed incorrect RTHandle scale in DoF when TAA is enabled. -- Fixed an incompatibility between MSAA and Volumetric Clouds. -- Fixed volumetric fog in planar reflections. -- Fixed error with motion blur and small render targets. -- Fixed issue with on-demand directional shadow maps looking broken when a reflection probe is updated at the same time. -- Fixed cropping issue with the compositor camera bridge (case 1340549). -- Fixed an issue with normal management for recursive rendering (case 1324082). -- Fixed aliasing artifacts that are related to numerical imprecisions of the light rays in the volumetric clouds (case 1340731). -- Fixed exposure issues with volumetric clouds on planar reflection -- Fixed bad feedback loop occuring when auto exposure adaptation time was too small. -- Fixed an issue where enabling GPU Instancing on a ShaderGraph Material would cause compile failures [1338695]. -- Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). -- Fixed object outline flickering with TAA. -- Fixed issue with sky settings being ignored when using the recorder and path tracing (case 1340507). -- Fixed some resolution aliasing for physically based depth of field (case 1340551). -- Fixed an issue with resolution dependence for physically based depth of field. -- Fixed sceneview debug mode rendering (case 1211436) -- Fixed Pixel Displacement that could be set on tessellation shader while it's not supported. -- Fixed an issue where disabled reflection probes were still sent into the the ray tracing light cluster. -- Fixed nullref when enabling fullscreen passthrough in HDRP Camera. -- Fixed tessellation displacement with planar mapping -- Fixed the shader graph files that was still dirty after the first save (case 1342039). -- Fixed cases in which object and camera motion vectors would cancel out, but didn't. -- Fixed HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material (case 1339865). -- Fixed custom pass volume not executed in scene view because of the volume culling mask. -- Fixed remapping of depth pyramid debug view -- Fixed an issue with asymmetric projection matrices and fog / pathtracing. (case 1330290). -- Fixed rounding issue when accessing the color buffer in the DoF shader. -- HD Global Settings can now be unassigned in the Graphics tab if HDRP is not the active pipeline(case 1343570). -- Fix diffusion profile displayed in the inspector. -- HDRP Wizard can still be opened from Windows > Rendering, if the project is not using a Render Pipeline. -- Fixed override camera rendering custom pass API aspect ratio issue when rendering to a render texture. -- Fixed the incorrect value written to the VT feedback buffer when VT is not used. -- Fixed support for ray binning for ray tracing in XR (case 1346374). -- Fixed exposure not being properly handled in ray tracing performance (RTGI and RTR, case 1346383). -- Fixed the RTAO debug view being broken. -- Fixed an issue that made camera motion vectors unavailable in custom passes. -- Fixed the possibility to hide custom pass from the create menu with the HideInInspector attribute. -- Fixed support of multi-editing on custom pass volumes. -- Fixed possible QNANS during first frame of SSGI, caused by uninitialized first frame data. -- Fixed various SSGI issues (case 1340851, case 1339297, case 1327919). -- Prevent user from spamming and corrupting installation of nvidia package. -- Fixed an issue with surface gradient based normal blending for decals (volume gradients weren't converted to SG before resolving in some cases). -- Fixed distortion when resizing the graphics compositor window in builds (case 1328968). -- Fixed custom pass workflow for single camera effects. -- Fixed gbuffer depth debug mode for materials not rendered during the prepass. -- Fixed Vertex Color Mode documentation for layered lit shader. -- Fixed wobbling/tearing-like artifacts with SSAO. -- Fixed white flash with SSR when resetting camera history (case 1335263). -- Fixed VFX flag "Exclude From TAA" not working for some particle types. -- Spot Light radius is not changed when editing the inner or outer angle of a multi selection (case 1345264) -- Fixed Dof and MSAA. DoF is now using the min depth of the per-pixel MSAA samples when MSAA is enabled. This removes 1-pixel ringing from in focus objects (case 1347291). -- Fixed parameter ranges in HDRP Asset settings. -- Fixed CPU performance of decal projectors, by a factor of %100 (walltime) on HDRP PS4, by burstifying decal projectors CPU processing. -- Only display HDRP Camera Preview if HDRP is the active pipeline (case 1350767). -- Prevent any unwanted light sync when not in HDRP (case 1217575) -- Fixed missing global wind parameters in the visual environment. -- Fixed fabric IBL (Charlie) pre-convolution performance and accuracy (uses 1000x less samples and is closer match with the ground truth) -- Fixed conflicting runtime debug menu command with an option to disable runtime debug window hotkey. -- Fixed screen-space shadows with XR single-pass and camera relative rendering (1348260). -- Fixed ghosting issues if the exposure changed too much (RTGI). -- Fixed failures on platforms that do not support ray tracing due to an engine behavior change. -- Fixed infinite propagation of nans for RTGI and SSGI (case 1349738). -- Fixed access to main directional light from script. -- Fixed an issue with reflection probe normalization via APV when no probes are in scene. -- Fixed Volumetric Clouds not updated when using RenderTexture as input for cloud maps. -- Fixed custom post process name not displayed correctly in GPU markers. -- Fixed objects disappearing from Lookdev window when entering playmode (case 1309368). -- Fixed rendering of objects just after the TAA pass (before post process injection point). -- Fixed tiled artifacts in refraction at borders between two reflection probes. -- Fixed the FreeCamera and SimpleCameraController mouse rotation unusable at low framerate (case 1340344). -- Fixed warning "Releasing render texture that is set to be RenderTexture.active!" on pipeline disposal / hdrp live editing. -- Fixed a null ref exception when adding a new environment to the Look Dev library. -- Fixed a nullref in volume system after deleting a volume object (case 1348374). -- Fixed the APV UI loosing focus when the helpbox about baking appears in the probe volume. - -### Changed -- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard -- Removed the material pass probe volumes evaluation mode. -- Changed GameObject/Rendering/Density Volume to GameObject/Rendering/Local Volumetric Fog -- Changed GameObject/Volume/Sky and Fog Volume to GameObject/Volume/Sky and Fog Global Volume -- Move the Decal Gizmo Color initialization to preferences -- Unifying the history validation pass so that it is only done once for the whole frame and not per effect. -- Moved Edit/Render Pipeline/HD Render Pipeline/Render Selected Camera to log Exr to Edit/Rendering/Render Selected HDRP Camera to log Exr -- Moved Edit/Render Pipeline/HD Render Pipeline/Export Sky to Image to Edit/Rendering/Export HDRP Sky to Image -- Moved Edit/Render Pipeline/HD Render Pipeline/Check Scene Content for Ray Tracing to Edit/Rendering/Check Scene Content for HDRP Ray Tracing -- Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Project Materials to High Definition Materials to Edit/Rendering/Materials/Convert All Built-in Materials to HDRP" -- Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Selected Materials to High Definition Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to HDRP -- Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Scene Terrains to High Definition Terrains to Edit/Rendering/Materials/Convert Scene Terrains to HDRP Terrains -- Changed the Channel Mixer Volume Component UI.Showing all the channels. -- Updated the tooltip for the Decal Angle Fade property (requires to enable Decal Layers in both HDRP asset and Frame settings) (case 1308048). -- The RTAO's history is now discarded if the occlusion caster was moving (case 1303418). -- Change Asset/Create/Shader/HD Render Pipeline/Decal Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Eye Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Fabric Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Fabric Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Hair Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/HDRP/Lit -- Change Asset/Create/Shader/HD Render Pipeline/StackLit Shader Graph to Asset/Create/Shader Graph/HDRP/StackLit Shader GraphShader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Unlit Shader Graph to Asset/Create/Shader Graph/HDRP/Unlit Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Custom FullScreen Pass to Asset/Create/Shader/HDRP Custom FullScreen Pass -- Change Asset/Create/Shader/HD Render Pipeline/Custom Renderers Pass to Asset/Create/Shader/HDRP Custom Renderers Pass -- Change Asset/Create/Shader/HD Render Pipeline/Post Process Pass to Asset/Create/Shader/HDRP Post Process -- Change Assets/Create/Rendering/High Definition Render Pipeline Asset to Assets/Create/Rendering/HDRP Asset -- Change Assets/Create/Rendering/Diffusion Profile to Assets/Create/Rendering/HDRP Diffusion Profile -- Change Assets/Create/Rendering/C# Custom Pass to Assets/Create/Rendering/HDRP C# Custom Pass -- Change Assets/Create/Rendering/C# Post Process Volume to Assets/Create/Rendering/HDRP C# Post Process Volume -- Change labels about scroll direction and cloud type. -- Change the handling of additional properties to base class -- Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities. -- Improving the screen space global illumination. -- ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added. -- Improved the Camera Inspector, new sections and better grouping of fields -- Moving MaterialHeaderScopes to Core -- Changed resolution (to match the render buffer) of the sky used for camera misses in Path Tracing. (case 1304114). -- Tidy up of platform abstraction code for shader optimization. -- Display a warning help box when decal atlas is out of size. -- Moved the HDRP render graph debug panel content to the Rendering debug panel. -- Changed Path Tracing's maximum intensity from clamped (0 to 100) to positive value (case 1310514). -- Avoid unnecessary RenderGraphBuilder.ReadTexture in the "Set Final Target" pass -- Change Allow dynamic resolution from Rendering to Output on the Camera Inspector -- Change Link FOV to Physical Camera to Physical Camera, and show and hide everything on the Projection Section -- Change FOV Axis to Field of View Axis -- Density Volumes can now take a 3D RenderTexture as mask, the mask can use RGBA format for RGB fog. -- Decreased the minimal Fog Distance value in the Density Volume to 0.05. -- Virtual Texturing Resolver now performs RTHandle resize logic in HDRP instead of in core Unity -- Cached the base types of Volume Manager to improve memory and cpu usage. -- Reduced the maximal number of bounces for both RTGI and RTR (case 1318876). -- Changed Density Volume for Local Volumetric Fog -- HDRP Global Settings are now saved into their own asset (HDRenderPipelineGlobalSettings) and HDRenderPipeline's default asset refers to this new asset. -- Improved physically based Depth of Field with better near defocus blur quality. -- Changed the behavior of the clear coat and SSR/RTR for the stack lit to mimic the Lit's behavior (case 1320154). -- The default LookDev volume profile is now copied and referened in the Asset folder instead of the package folder. -- Changed normal used in path tracing to create a local light list from the geometric to the smooth shading one. -- Embed the HDRP config package instead of copying locally, the `Packages` folder is versionned by Collaborate. (case 1276518) -- Materials with Transparent Surface type, the property Sorting Priority is clamped on the UI from -50 to 50 instead of -100 to 100. -- Improved lighting models for AxF shader area lights. -- Updated Wizard to better handle RenderPipelineAsset in Quality Settings -- UI for Frame Settings has been updated: default values in the HDRP Settings and Custom Frame Settings are always editable -- Updated Light's shadow layer name in Editor. -- Increased path tracing max samples from 4K to 16K (case 1327729). -- Film grain does not affect the alpha channel. -- Disable TAA sharpening on alpha channel. -- Enforced more consistent shading normal computation for path tracing, so that impossible shading/geometric normal combinations are avoided (case 1323455). -- Default black texture XR is now opaque (alpha = 1). -- Changed ray tracing acceleration structure build, so that only meshes with HDRP materials are included (case 1322365). -- Changed default sidedness to double, when a mesh with a mix of single and double-sided materials is added to the ray tracing acceleration structure (case 1323451). -- Use the new API for updating Reflection Probe state (fixes garbage allocation, case 1290521) -- Augmented debug visualization for probe volumes. -- Global Camera shader constants are now pushed when doing a custom render callback. -- Splited HDProjectSettings with new HDUserSettings in UserProject. Now Wizard working variable should not bother versioning tool anymore (case 1330640) -- Removed redundant Show Inactive Objects and Isolate Selection checkboxes from the Emissive Materials tab of the Light Explorer (case 1331750). -- Renaming Decal Projector to HDRP Decal Projector. -- The HDRP Render Graph now uses the new RendererList API for rendering and (optional) pass culling. -- Increased the minimal density of the volumetric clouds. -- Changed the storage format of volumetric clouds presets for easier editing. -- Reduced the maximum distance per ray step of volumetric clouds. -- Improved the fly through ghosting artifacts in the volumetric clouds. -- Make LitTessellation and LayeredLitTessellation fallback on Lit and LayeredLit respectively in DXR. -- Display an info box and disable MSAA asset entry when ray tracing is enabled. -- Changed light reset to preserve type. -- Ignore hybrid duplicated reflection probes during light baking. -- Replaced the context menu by a search window when adding custom pass. -- Moved supportRuntimeDebugDisplay option from HDRPAsset to HDRPGlobalSettings. -- When a ray hits the sky in the ray marching part of mixed ray tracing, it is considered a miss. -- TAA jitter is disabled while using Frame Debugger now. -- Depth of field at half or quarter resolution is now computed consistently with the full resolution option (case 1335687). -- Hair uses GGX LTC for area light specular. -- Moved invariants outside of loop for a minor CPU speedup in the light loop code. -- Various improvements to the volumetric clouds. -- Restore old version of the RendererList structs/api for compatibility. -- Various improvements to SSGI (case 1340851, case 1339297, case 1327919). -- Changed the NVIDIA install button to the standard FixMeButton. -- Improved a bit the area cookie behavior for higher smoothness values to reduce artifacts. -- Improved volumetric clouds (added new noise for erosion, reduced ghosting while flying through, altitude distortion, ghosting when changing from local to distant clouds, fix issue in wind distortion along the Z axis). -- Fixed upscaling issue that is exagerated by DLSS (case 1347250). -- Improvements to the RTGI denoising. - -## [11.0.0] - 2020-10-21 - -### Added -- Added a new API to bake HDRP probes from C# (case 1276360) -- Added support for pre-exposure for planar reflections. -- Added support for nested volume components to volume system. -- Added a cameraCullingResult field in Custom Pass Context to give access to both custom pass and camera culling result. -- Added a toggle to allow to include or exclude smooth surfaces from ray traced reflection denoising. -- Added support for raytracing for AxF material -- Added rasterized area light shadows for AxF material -- Added a cloud system and the CloudLayer volume override. -- Added per-stage shader keywords. - -### Fixed -- Fixed probe volumes debug views. -- Fixed ShaderGraph Decal material not showing exposed properties. -- Fixed couple samplers that had the wrong name in raytracing code -- VFX: Fixed LPPV with lit particles in deferred (case 1293608) -- Fixed the default background color for previews to use the original color. -- Fixed compilation issues on platforms that don't support XR. -- Fixed issue with compute shader stripping for probe volumes variants. -- Fixed issue with an empty index buffer not being released. -- Fixed issue when debug full screen 'Transparent Screen Space Reflection' do not take in consideration debug exposure - -### Changed -- Removed the material pass probe volumes evaluation mode. -- Volume parameter of type Cubemap can now accept Cubemap render textures and custom render textures. -- Removed the superior clamping value for the recursive rendering max ray length. -- Removed the superior clamping value for the ray tracing light cluster size. -- Removed the readonly keyword on the cullingResults of the CustomPassContext to allow users to overwrite. -- The DrawRenderers function of CustomPassUtils class now takes a sortingCriteria in parameter. -- When in half res, RTR denoising is executed at half resolution and the upscale happens at the end. -- Removed the upscale radius from the RTR. - -## [10.3.0] - 2020-12-01 - -### Added -- Added a slider to control the fallback value of the directional shadow when the cascade have no coverage. -- Added light unit slider for automatic and automatic histrogram exposure limits. -- Added View Bias for mesh decals. -- Added support for the PlayStation 5 platform. - -### Fixed -- Fixed computation of geometric normal in path tracing (case 1293029). -- Fixed issues with path-traced volumetric scattering (cases 1295222, 1295234). -- Fixed issue with faulty shadow transition when view is close to an object under some aspect ratio conditions -- Fixed issue where some ShaderGraph generated shaders were not SRP compatible because of UnityPerMaterial cbuffer layout mismatches [1292501] (https://issuetracker.unity3d.com/issues/a2-some-translucent-plus-alphaclipping-shadergraphs-are-not-srp-batcher-compatible) -- Fixed issues with path-traced volumetric scattering (cases 1295222, 1295234) -- Fixed Rendergraph issue with virtual texturing and debug mode while in forward. -- Fixed wrong coat normal space in shader graph -- Fixed NullPointerException when baking probes from the lighting window (case 1289680) -- Fixed volumetric fog with XR single-pass rendering. -- Fixed issues with first frame rendering when RenderGraph is used (auto exposure, AO) -- Fixed AOV api in render graph (case 1296605) -- Fixed a small discrepancy in the marker placement in light intensity sliders (case 1299750) -- Fixed issue with VT resolve pass rendergraph errors when opaque and transparent are disabled in frame settings. -- Fixed a bug in the sphere-aabb light cluster (case 1294767). -- Fixed issue when submitting SRPContext during EndCameraRendering. -- Fixed baked light being included into the ray tracing light cluster (case 1296203). -- Fixed enums UI for the shadergraph nodes. -- Fixed ShaderGraph stack blocks appearing when opening the settings in Hair and Eye ShaderGraphs. -- Fixed white screen when undoing in the editor. -- Fixed display of LOD Bias and maximum level in frame settings when using Quality Levels -- Fixed an issue when trying to open a look dev env library when Look Dev is not supported. -- Fixed shader graph not supporting indirectdxr multibounce (case 1294694). -- Fixed the planar depth texture not being properly created and rendered to (case 1299617). -- Fixed C# 8 compilation issue with turning on nullable checks (case 1300167) -- Fixed affects AO for deacl materials. -- Fixed case where material keywords would not get setup before usage. -- Fixed an issue with material using distortion from ShaderGraph init after Material creation (case 1294026) -- Fixed Clearcoat on Stacklit or Lit breaks when URP is imported into the project (case 1297806) -- VFX : Debug material view were rendering pink for albedo. (case 1290752) -- Fixed XR depth copy when using MSAA. -- Fixed GC allocations from XR occlusion mesh when using multipass. -- Fixed an issue with the frame count management for the volumetric fog (case 1299251). -- Fixed an issue with half res ssgi upscale. -- Fixed timing issues with accumulation motion blur -- Fixed register spilling on FXC in light list shaders. -- Fixed issue with shadow mask and area lights. -- Fixed an issue with the capture callback (now includes post processing results). -- Fixed decal draw order for ShaderGraph decal materials. -- Fixed StackLit ShaderGraph surface option property block to only display energy conserving specular color option for the specular parametrization (case 1257050) -- Fixed missing BeginCameraRendering call for custom render mode of a Camera. -- Fixed LayerMask editor for volume parameters. -- Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). -- Fixed box light attenuation. -- Fixed after post process custom pass scale issue when dynamic resolution is enabled (case 1299194). -- Fixed an issue with light intensity prefab override application not visible in the inspector (case 1299563). -- Fixed Undo/Redo instability of light temperature. -- Fixed label style in pbr sky editor. -- Fixed side effect on styles during compositor rendering. -- Fixed size and spacing of compositor info boxes (case 1305652). -- Fixed spacing of UI widgets in the Graphics Compositor (case 1305638). -- Fixed undo-redo on layered lit editor. -- Fixed tesselation culling, big triangles using lit tesselation shader would dissapear when camera is too close to them (case 1299116) -- Fixed issue with compositor related custom passes still active after disabling the compositor (case 1305330) -- Fixed regression in Wizard that not fix runtime ressource anymore (case 1287627) -- Fixed error in Depth Of Field near radius blur calculation (case 1306228). -- Fixed a reload bug when using objects from the scene in the lookdev (case 1300916). -- Fixed some render texture leaks. -- Fixed light gizmo showing shadow near plane when shadows are disabled. -- Fixed path tracing alpha channel support (case 1304187). -- Fixed shadow matte not working with ambient occlusion when MSAA is enabled -- Fixed issues with compositor's undo (cases 1305633, 1307170). -- VFX : Debug material view incorrect depth test. (case 1293291) -- Fixed wrong shader / properties assignement to materials created from 3DsMax 2021 Physical Material. (case 1293576) -- Fixed Emissive color property from Autodesk Interactive materials not editable in Inspector. (case 1307234) -- Fixed exception when changing the current render pipeline to from HDRP to universal (case 1306291). -- Fixed an issue in shadergraph when switch from a RenderingPass (case 1307653) -- Fixed LookDev environment library assignement after leaving playmode. -- Fixed a locale issue with the diffusion profile property values in ShaderGraph on PC where comma is the decimal separator. -- Fixed error in the RTHandle scale of Depth Of Field when TAA is enabled. -- Fixed Quality Level set to the last one of the list after a Build (case 1307450) -- Fixed XR depth copy (case 1286908). -- Fixed Warnings about "SceneIdMap" missing script in eye material sample scene - -### Changed -- Now reflection probes cannot have SSAO, SSGI, SSR, ray tracing effects or volumetric reprojection. -- Rename HDRP sub menu in Assets/Create/Shader to HD Render Pipeline for consistency. -- Improved robustness of volumetric sampling in path tracing (case 1295187). -- Changed the message when the graphics device doesn't support ray tracing (case 1287355). -- When a Custom Pass Volume is disabled, the custom pass Cleanup() function is called, it allows to release resources when the volume isn't used anymore. -- Enable Reflector for Spotlight by default -- Changed the convergence time of ssgi to 16 frames and the preset value -- Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. -- Changed the warning message for ray traced area shadows (case 1303410). -- Disabled specular occlusion for what we consider medium and larger scale ao > 1.25 with a 25cm falloff interval. -- Change the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count (case 1301356). -- Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts. -- Transparent materials created by the Model Importer are set to not cast shadows. ( case 1295747) -- Change some light unit slider value ranges to better reflect the lighting scenario. -- Change the tooltip for color shadows and semi-transparent shadows (case 1307704). - -## [10.2.1] - 2020-11-30 - -### Added -- Added a warning when trying to bake with static lighting being in an invalid state. - -### Fixed -- Fixed stylesheet reloading for LookDev window and Wizard window. -- Fixed XR single-pass rendering with legacy shaders using unity_StereoWorldSpaceCameraPos. -- Fixed issue displaying wrong debug mode in runtime debug menu UI. -- Fixed useless editor repaint when using lod bias. -- Fixed multi-editing with new light intensity slider. -- Fixed issue with density volumes flickering when editing shape box. -- Fixed issue with image layers in the graphics compositor (case 1289936). -- Fixed issue with angle fading when rotating decal projector. -- Fixed issue with gameview repaint in the graphics compositor (case 1290622). -- Fixed some labels being clipped in the Render Graph Viewer -- Fixed issue when decal projector material is none. -- Fixed the sampling of the normal buffer in the the forward transparent pass. -- Fixed bloom prefiltering tooltip. -- Fixed NullReferenceException when loading multipel scene async -- Fixed missing alpha blend state properties in Axf shader and update default stencil properties -- Fixed normal buffer not bound to custom pass anymore. -- Fixed issues with camera management in the graphics compositor (cases 1292548, 1292549). -- Fixed an issue where a warning about the static sky not being ready was wrongly displayed. -- Fixed the clear coat not being handled properly for SSR and RTR (case 1291654). -- Fixed ghosting in RTGI and RTAO when denoising is enabled and the RTHandle size is not equal to the Viewport size (case 1291654). -- Fixed alpha output when atmospheric scattering is enabled. -- Fixed issue with TAA history sharpening when view is downsampled. -- Fixed lookdev movement. -- Fixed volume component tooltips using the same parameter name. -- Fixed issue with saving some quality settings in volume overrides (case 1293747) -- Fixed NullReferenceException in HDRenderPipeline.UpgradeResourcesIfNeeded (case 1292524) -- Fixed SSGI texture allocation when not using the RenderGraph. -- Fixed NullReference Exception when setting Max Shadows On Screen to 0 in the HDRP asset. -- Fixed path tracing accumulation not being reset when changing to a different frame of an animation. -- Fixed issue with saving some quality settings in volume overrides (case 1293747) - -### Changed -- Volume Manager now always tests scene culling masks. This was required to fix hybrid workflow. -- Now the screen space shadow is only used if the analytic value is valid. -- Distance based roughness is disabled by default and have a control -- Changed the name from the Depth Buffer Thickness to Depth Tolerance for SSGI (case 1301352). - -## [10.2.0] - 2020-10-19 - -### Added -- Added a rough distortion frame setting and and info box on distortion materials. -- Adding support of 4 channel tex coords for ray tracing (case 1265309). -- Added a help button on the volume component toolbar for documentation. -- Added range remapping to metallic property for Lit and Decal shaders. -- Exposed the API to access HDRP shader pass names. -- Added the status check of default camera frame settings in the DXR wizard. -- Added frame setting for Virtual Texturing. -- Added a fade distance for light influencing volumetric lighting. -- Adding an "Include For Ray Tracing" toggle on lights to allow the user to exclude them when ray tracing is enabled in the frame settings of a camera. -- Added fog volumetric scattering support for path tracing. -- Added new algorithm for SSR with temporal accumulation -- Added quality preset of the new volumetric fog parameters. -- Added missing documentation for unsupported SG RT nodes and light's include for raytracing attrbute. -- Added documentation for LODs not being supported by ray tracing. -- Added more options to control how the component of motion vectors coming from the camera transform will affect the motion blur with new clamping modes. -- Added anamorphism support for phsyical DoF, switched to blue noise sampling and fixed tiling artifacts. - -### Fixed -- Fixed an issue where the Exposure Shader Graph node had clipped text. (case 1265057) -- Fixed an issue when rendering into texture where alpha would not default to 1.0 when using 11_11_10 color buffer in non-dev builds. -- Fixed issues with reordering and hiding graphics compositor layers (cases 1283903, 1285282, 1283886). -- Fixed the possibility to have a shader with a pre-refraction render queue and refraction enabled at the same time. -- Fixed a migration issue with the rendering queue in ShaderGraph when upgrading to 10.x; -- Fixed the object space matrices in shader graph for ray tracing. -- Changed the cornea refraction function to take a view dir in object space. -- Fixed upside down XR occlusion mesh. -- Fixed precision issue with the atmospheric fog. -- Fixed issue with TAA and no motion vectors. -- Fixed the stripping not working the terrain alphatest feature required for terrain holes (case 1205902). -- Fixed bounding box generation that resulted in incorrect light culling (case 3875925). -- VFX : Fix Emissive writing in Opaque Lit Output with PSSL platforms (case 273378). -- Fixed issue where pivot of DecalProjector was not aligned anymore on Transform position when manipulating the size of the projector from the Inspector. -- Fixed a null reference exception when creating a diffusion profile asset. -- Fixed the diffusion profile not being registered as a dependency of the ShaderGraph. -- Fixing exceptions in the console when putting the SSGI in low quality mode (render graph). -- Fixed NullRef Exception when decals are in the scene, no asset is set and HDRP wizard is run. -- Fixed issue with TAA causing bleeding of a view into another when multiple views are visible. -- Fix an issue that caused issues of usability of editor if a very high resolution is set by mistake and then reverted back to a smaller resolution. -- Fixed issue where Default Volume Profile Asset change in project settings was not added to the undo stack (case 1285268). -- Fixed undo after enabling compositor. -- Fixed the ray tracing shadow UI being displayed while it shouldn't (case 1286391). -- Fixed issues with physically-based DoF, improved speed and robustness -- Fixed a warning happening when putting the range of lights to 0. -- Fixed issue when null parameters in a volume component would spam null reference errors. Produce a warning instead. -- Fixed volument component creation via script. -- Fixed GC allocs in render graph. -- Fixed scene picking passes. -- Fixed broken ray tracing light cluster full screen debug. -- Fixed dead code causing error. -- Fixed issue when dragging slider in inspector for ProjectionDepth. -- Fixed issue when resizing Inspector window that make the DecalProjector editor flickers. -- Fixed issue in DecalProjector editor when the Inspector window have a too small width: the size appears on 2 lines but the editor not let place for the second one. -- Fixed issue (null reference in console) when selecting a DensityVolume with rectangle selection. -- Fixed issue when linking the field of view with the focal length in physical camera -- Fixed supported platform build and error message. -- Fixed exceptions occuring when selecting mulitple decal projectors without materials assigned (case 1283659). -- Fixed LookDev error message when pipeline is not loaded. -- Properly reject history when enabling seond denoiser for RTGI. -- Fixed an issue that could cause objects to not be rendered when using Vulkan API. -- Fixed issue with lookdev shadows looking wrong upon exiting playmode. -- Fixed temporary Editor freeze when selecting AOV output in graphics compositor (case 1288744). -- Fixed normal flip with double sided materials. -- Fixed shadow resolution settings level in the light explorer. -- Fixed the ShaderGraph being dirty after the first save. -- Fixed XR shadows culling -- Fixed Nans happening when upscaling the RTGI. -- Fixed the adjust weight operation not being done for the non-rendergraph pipeline. -- Fixed overlap with SSR Transparent default frame settings message on DXR Wizard. -- Fixed alpha channel in the stop NaNs and motion blur shaders. -- Fixed undo of duplicate environments in the look dev environment library. -- Fixed a ghosting issue with RTShadows (Sun, Point and Spot), RTAO and RTGI when the camera is moving fast. -- Fixed a SSGI denoiser bug for large scenes. -- Fixed a Nan issue with SSGI. -- Fixed an issue with IsFrontFace node in Shader Graph not working properly -- Fixed CustomPassUtils.RenderFrom* functions and CustomPassUtils.DisableSinglePassRendering struct in VR. -- Fixed custom pass markers not recorded when render graph was enabled. -- Fixed exceptions when unchecking "Big Tile Prepass" on the frame settings with render-graph. -- Fixed an issue causing errors in GenerateMaxZ when opaque objects or decals are disabled. -- Fixed an issue with Bake button of Reflection Probe when in custom mode -- Fixed exceptions related to the debug display settings when changing the default frame settings. -- Fixed picking for materials with depth offset. -- Fixed issue with exposure history being uninitialized on second frame. -- Fixed issue when changing FoV with the physical camera fold-out closed. -- Fixed some labels being clipped in the Render Graph Viewer - -### Changed -- Combined occlusion meshes into one to reduce draw calls and state changes with XR single-pass. -- Claryfied doc for the LayeredLit material. -- Various improvements for the Volumetric Fog. -- Use draggable fields for float scalable settings -- Migrated the fabric & hair shadergraph samples directly into the renderpipeline resources. -- Removed green coloration of the UV on the DecalProjector gizmo. -- Removed _BLENDMODE_PRESERVE_SPECULAR_LIGHTING keyword from shaders. -- Now the DXR wizard displays the name of the target asset that needs to be changed. -- Standardized naming for the option regarding Transparent objects being able to receive Screen Space Reflections. -- Making the reflection and refractions of cubemaps distance based. -- Changed Receive SSR to also controls Receive SSGI on opaque objects. -- Improved the punctual light shadow rescale algorithm. -- Changed the names of some of the parameters for the Eye Utils SG Nodes. -- Restored frame setting for async compute of contact shadows. -- Removed the possibility to have MSAA (through the frame settings) when ray tracing is active. -- Range handles for decal projector angle fading. -- Smoother angle fading for decal projector. - -## [10.1.0] - 2020-10-12 - -### Added -- Added an option to have only the metering mask displayed in the debug mode. -- Added a new mode to cluster visualization debug where users can see a slice instead of the cluster on opaque objects. -- Added ray traced reflection support for the render graph version of the pipeline. -- Added render graph support of RTAO and required denoisers. -- Added render graph support of RTGI. -- Added support of RTSSS and Recursive Rendering in the render graph mode. -- Added support of RT and screen space shadow for render graph. -- Added tooltips with the full name of the (graphics) compositor properties to properly show large names that otherwise are clipped by the UI (case 1263590) -- Added error message if a callback AOV allocation fail -- Added marker for all AOV request operation on GPU -- Added remapping options for Depth Pyramid debug view mode -- Added an option to support AOV shader at runtime in HDRP settings (case 1265070) -- Added support of SSGI in the render graph mode. -- Added option for 11-11-10 format for cube reflection probes. -- Added an optional check in the HDRP DXR Wizard to verify 64 bits target architecture -- Added option to display timing stats in the debug menu as an average over 1 second. -- Added a light unit slider to provide users more context when authoring physically based values. -- Added a way to check the normals through the material views. -- Added Simple mode to Earth Preset for PBR Sky -- Added the export of normals during the prepass for shadow matte for proper SSAO calculation. -- Added the usage of SSAO for shadow matte unlit shader graph. -- Added the support of input system V2 -- Added a new volume component parameter to control the max ray length of directional lights(case 1279849). -- Added support for 'Pyramid' and 'Box' spot light shapes in path tracing. -- Added high quality prefiltering option for Bloom. -- Added support for camera relative ray tracing (and keeping non-camera relative ray tracing working) -- Added a rough refraction option on planar reflections. -- Added scalability settings for the planar reflection resolution. -- Added tests for AOV stacking and UI rendering in the graphics compositor. -- Added a new ray tracing only function that samples the specular part of the materials. -- Adding missing marker for ray tracing profiling (RaytracingDeferredLighting) -- Added the support of eye shader for ray tracing. -- Exposed Refraction Model to the material UI when using a Lit ShaderGraph. -- Added bounding sphere support to screen-space axis-aligned bounding box generation pass. - -### Fixed -- Fixed several issues with physically-based DoF (TAA ghosting of the CoC buffer, smooth layer transitions, etc) -- Fixed GPU hang on D3D12 on xbox. -- Fixed game view artifacts on resizing when hardware dynamic resolution was enabled -- Fixed black line artifacts occurring when Lanczos upsampling was set for dynamic resolution -- Fixed Amplitude -> Min/Max parametrization conversion -- Fixed CoatMask block appearing when creating lit master node (case 1264632) -- Fixed issue with SceneEV100 debug mode indicator when rescaling the window. -- Fixed issue with PCSS filter being wrong on first frame. -- Fixed issue with emissive mesh for area light not appearing in playmode if Reload Scene option is disabled in Enter Playmode Settings. -- Fixed issue when Reflection Probes are set to OnEnable and are never rendered if the probe is enabled when the camera is farther than the probe fade distance. -- Fixed issue with sun icon being clipped in the look dev window. -- Fixed error about layers when disabling emissive mesh for area lights. -- Fixed issue when the user deletes the composition graph or .asset in runtime (case 1263319) -- Fixed assertion failure when changing resolution to compositor layers after using AOVs (case 1265023) -- Fixed flickering layers in graphics compositor (case 1264552) -- Fixed issue causing the editor field not updating the disc area light radius. -- Fixed issues that lead to cookie atlas to be updated every frame even if cached data was valid. -- Fixed an issue where world space UI was not emitted for reflection cameras in HDRP -- Fixed an issue with cookie texture atlas that would cause realtime textures to always update in the atlas even when the content did not change. -- Fixed an issue where only one of the two lookdev views would update when changing the default lookdev volume profile. -- Fixed a bug related to light cluster invalidation. -- Fixed shader warning in DofGather (case 1272931) -- Fixed AOV export of depth buffer which now correctly export linear depth (case 1265001) -- Fixed issue that caused the decal atlas to not be updated upon changing of the decal textures content. -- Fixed "Screen position out of view frustum" error when camera is at exactly the planar reflection probe location. -- Fixed Amplitude -> Min/Max parametrization conversion -- Fixed issue that allocated a small cookie for normal spot lights. -- Fixed issue when undoing a change in diffuse profile list after deleting the volume profile. -- Fixed custom pass re-ordering and removing. -- Fixed TAA issue and hardware dynamic resolution. -- Fixed a static lighting flickering issue caused by having an active planar probe in the scene while rendering inspector preview. -- Fixed an issue where even when set to OnDemand, the sky lighting would still be updated when changing sky parameters. -- Fixed an error message trigerred when a mesh has more than 32 sub-meshes (case 1274508). -- Fixed RTGI getting noisy for grazying angle geometry (case 1266462). -- Fixed an issue with TAA history management on pssl. -- Fixed the global illumination volume override having an unwanted advanced mode (case 1270459). -- Fixed screen space shadow option displayed on directional shadows while they shouldn't (case 1270537). -- Fixed the handling of undo and redo actions in the graphics compositor (cases 1268149, 1266212, 1265028) -- Fixed issue with composition graphs that include virtual textures, cubemaps and other non-2D textures (cases 1263347, 1265638). -- Fixed issues when selecting a new composition graph or setting it to None (cases 1263350, 1266202) -- Fixed ArgumentNullException when saving shader graphs after removing the compositor from the scene (case 1268658) -- Fixed issue with updating the compositor output when not in play mode (case 1266216) -- Fixed warning with area mesh (case 1268379) -- Fixed issue with diffusion profile not being updated upon reset of the editor. -- Fixed an issue that lead to corrupted refraction in some scenarios on xbox. -- Fixed for light loop scalarization not happening. -- Fixed issue with stencil not being set in rendergraph mode. -- Fixed for post process being overridable in reflection probes even though it is not supported. -- Fixed RTGI in performance mode when light layers are enabled on the asset. -- Fixed SSS materials appearing black in matcap mode. -- Fixed a collision in the interaction of RTR and RTGI. -- Fix for lookdev toggling renderers that are set to non editable or are hidden in the inspector. -- Fixed issue with mipmap debug mode not properly resetting full screen mode (and viceversa). -- Added unsupported message when using tile debug mode with MSAA. -- Fixed SSGI compilation issues on PS4. -- Fixed "Screen position out of view frustum" error when camera is on exactly the planar reflection probe plane. -- Workaround issue that caused objects using eye shader to not be rendered on xbox. -- Fixed GC allocation when using XR single-pass test mode. -- Fixed text in cascades shadow split being truncated. -- Fixed rendering of custom passes in the Custom Pass Volume inspector -- Force probe to render again if first time was during async shader compilation to avoid having cyan objects. -- Fixed for lookdev library field not being refreshed upon opening a library from the environment library inspector. -- Fixed serialization issue with matcap scale intensity. -- Close Add Override popup of Volume Inspector when the popup looses focus (case 1258571) -- Light quality setting for contact shadow set to on for High quality by default. -- Fixed an exception thrown when closing the look dev because there is no active SRP anymore. -- Fixed alignment of framesettings in HDRP Default Settings -- Fixed an exception thrown when closing the look dev because there is no active SRP anymore. -- Fixed an issue where entering playmode would close the LookDev window. -- Fixed issue with rendergraph on console failing on SSS pass. -- Fixed Cutoff not working properly with ray tracing shaders default and SG (case 1261292). -- Fixed shader compilation issue with Hair shader and debug display mode -- Fixed cubemap static preview not updated when the asset is imported. -- Fixed wizard DXR setup on non-DXR compatible devices. -- Fixed Custom Post Processes affecting preview cameras. -- Fixed issue with lens distortion breaking rendering. -- Fixed save popup appearing twice due to HDRP wizard. -- Fixed error when changing planar probe resolution. -- Fixed the dependecy of FrameSettings (MSAA, ClearGBuffer, DepthPrepassWithDeferred) (case 1277620). -- Fixed the usage of GUIEnable for volume components (case 1280018). -- Fixed the diffusion profile becoming invalid when hitting the reset (case 1269462). -- Fixed issue with MSAA resolve killing the alpha channel. -- Fixed a warning in materialevalulation -- Fixed an error when building the player. -- Fixed issue with box light not visible if range is below one and range attenuation is off. -- Fixed an issue that caused a null reference when deleting camera component in a prefab. (case 1244430) -- Fixed issue with bloom showing a thin black line after rescaling window. -- Fixed rendergraph motion vector resolve. -- Fixed the Ray-Tracing related Debug Display not working in render graph mode. -- Fix nan in pbr sky -- Fixed Light skin not properly applied on the LookDev when switching from Dark Skin (case 1278802) -- Fixed accumulation on DX11 -- Fixed issue with screen space UI not drawing on the graphics compositor (case 1279272). -- Fixed error Maximum allowed thread group count is 65535 when resolution is very high. -- LOD meshes are now properly stripped based on the maximum lod value parameters contained in the HDRP asset. -- Fixed an inconsistency in the LOD group UI where LOD bias was not the right one. -- Fixed outlines in transitions between post-processed and plain regions in the graphics compositor (case 1278775). -- Fix decal being applied twice with LOD Crossfade. -- Fixed camera stacking for AOVs in the graphics compositor (case 1273223). -- Fixed backface selection on some shader not ignore correctly. -- Disable quad overdraw on ps4. -- Fixed error when resizing the graphics compositor's output and when re-adding a compositor in the scene -- Fixed issues with bloom, alpha and HDR layers in the compositor (case 1272621). -- Fixed alpha not having TAA applied to it. -- Fix issue with alpha output in forward. -- Fix compilation issue on Vulkan for shaders using high quality shadows in XR mode. -- Fixed wrong error message when fixing DXR resources from Wizard. -- Fixed compilation error of quad overdraw with double sided materials -- Fixed screen corruption on xbox when using TAA and Motion Blur with rendergraph. -- Fixed UX issue in the graphics compositor related to clear depth and the defaults for new layers, add better tooltips and fix minor bugs (case 1283904) -- Fixed scene visibility not working for custom pass volumes. -- Fixed issue with several override entries in the runtime debug menu. -- Fixed issue with rendergraph failing to execute every 30 minutes. -- Fixed Lit ShaderGraph surface option property block to only display transmission and energy conserving specular color options for their proper material mode (case 1257050) -- Fixed nan in reflection probe when volumetric fog filtering is enabled, causing the whole probe to be invalid. -- Fixed Debug Color pixel became grey -- Fixed TAA flickering on the very edge of screen. -- Fixed profiling scope for quality RTGI. -- Fixed the denoising and multi-sample not being used for smooth multibounce RTReflections. -- Fixed issue where multiple cameras would cause GC each frame. -- Fixed after post process rendering pass options not showing for unlit ShaderGraphs. -- Fixed null reference in the Undo callback of the graphics compositor -- Fixed cullmode for SceneSelectionPass. -- Fixed issue that caused non-static object to not render at times in OnEnable reflection probes. -- Baked reflection probes now correctly use static sky for ambient lighting. - -### Changed -- Preparation pass for RTSSShadows to be supported by render graph. -- Add tooltips with the full name of the (graphics) compositor properties to properly show large names that otherwise are clipped by the UI (case 1263590) -- Composition profile .asset files cannot be manually edited/reset by users (to avoid breaking things - case 1265631) -- Preparation pass for RTSSShadows to be supported by render graph. -- Changed the way the ray tracing property is displayed on the material (QOL 1265297). -- Exposed lens attenuation mode in default settings and remove it as a debug mode. -- Composition layers without any sub layers are now cleared to black to avoid confusion (case 1265061). -- Slight reduction of VGPR used by area light code. -- Changed thread group size for contact shadows (save 1.1ms on PS4) -- Make sure distortion stencil test happens before pixel shader is run. -- Small optimization that allows to skip motion vector prepping when the whole wave as velocity of 0. -- Improved performance to avoid generating coarse stencil buffer when not needed. -- Remove HTile generation for decals (faster without). -- Improving SSGI Filtering and fixing a blend issue with RTGI. -- Changed the Trackball UI so that it allows explicit numeric values. -- Reduce the G-buffer footprint of anisotropic materials -- Moved SSGI out of preview. -- Skip an unneeded depth buffer copy on consoles. -- Replaced the Density Volume Texture Tool with the new 3D Texture Importer. -- Rename Raytracing Node to Raytracing Quality Keyword and rename high and low inputs as default and raytraced. All raytracing effects now use the raytraced mode but path tracing. -- Moved diffusion profile list to the HDRP default settings panel. -- Skip biquadratic resampling of vbuffer when volumetric fog filtering is enabled. -- Optimized Grain and sRGB Dithering. -- On platforms that allow it skip the first mip of the depth pyramid and compute it alongside the depth buffer used for low res transparents. -- When trying to install the local configuration package, if another one is already present the user is now asked whether they want to keep it or not. -- Improved MSAA color resolve to fix issues when very bright and very dark samples are resolved together. -- Improve performance of GPU light AABB generation -- Removed the max clamp value for the RTR, RTAO and RTGI's ray length (case 1279849). -- Meshes assigned with a decal material are not visible anymore in ray-tracing or path-tracing. -- Removed BLEND shader keywords. -- Remove a rendergraph debug option to clear resources on release from UI. -- added SV_PrimitiveID in the VaryingMesh structure for fulldebugscreenpass as well as primitiveID in FragInputs -- Changed which local frame is used for multi-bounce RTReflections. -- Move System Generated Values semantics out of VaryingsMesh structure. -- Other forms of FSAA are silently deactivated, when path tracing is on. -- Removed XRSystemTests. The GC verification is now done during playmode tests (case 1285012). -- SSR now uses the pre-refraction color pyramid. -- Various improvements for the Volumetric Fog. -- Optimizations for volumetric fog. - -## [10.0.0] - 2019-06-10 - -### Added -- Ray tracing support for VR single-pass -- Added sharpen filter shader parameter and UI for TemporalAA to control image quality instead of hardcoded value -- Added frame settings option for custom post process and custom passes as well as custom color buffer format option. -- Add check in wizard on SRP Batcher enabled. -- Added default implementations of OnPreprocessMaterialDescription for FBX, Obj, Sketchup and 3DS file formats. -- Added custom pass fade radius -- Added after post process injection point for custom passes -- Added basic alpha compositing support - Alpha is available afterpostprocess when using FP16 buffer format. -- Added falloff distance on Reflection Probe and Planar Reflection Probe -- Added Backplate projection from the HDRISky -- Added Shadow Matte in UnlitMasterNode, which only received shadow without lighting -- Added hability to name LightLayers in HDRenderPipelineAsset -- Added a range compression factor for Reflection Probe and Planar Reflection Probe to avoid saturation of colors. -- Added path tracing support for directional, point and spot lights, as well as emission from Lit and Unlit. -- Added non temporal version of SSAO. -- Added more detailed ray tracing stats in the debug window -- Added Disc area light (bake only) -- Added a warning in the material UI to prevent transparent + subsurface-scattering combination. -- Added XR single-pass setting into HDRP asset -- Added a penumbra tint option for lights -- Added support for depth copy with XR SDK -- Added debug setting to Render Pipeline Debug Window to list the active XR views -- Added an option to filter the result of the volumetric lighting (off by default). -- Added a transmission multiplier for directional lights -- Added XR single-pass test mode to Render Pipeline Debug Window -- Added debug setting to Render Pipeline Window to list the active XR views -- Added a new refraction mode for the Lit shader (thin). Which is a box refraction with small thickness values -- Added the code to support Barn Doors for Area Lights based on a shaderconfig option. -- Added HDRPCameraBinder property binder for Visual Effect Graph -- Added "Celestial Body" controls to the Directional Light -- Added new parameters to the Physically Based Sky -- Added Reflections to the DXR Wizard -- Added the possibility to have ray traced colored and semi-transparent shadows on directional lights. -- Added a check in the custom post process template to throw an error if the default shader is not found. -- Exposed the debug overlay ratio in the debug menu. -- Added a separate frame settings for tonemapping alongside color grading. -- Added the receive fog option in the material UI for ShaderGraphs. -- Added a public virtual bool in the custom post processes API to specify if a post processes should be executed in the scene view. -- Added a menu option that checks scene issues with ray tracing. Also removed the previously existing warning at runtime. -- Added Contrast Adaptive Sharpen (CAS) Upscaling effect. -- Added APIs to update probe settings at runtime. -- Added documentation for the rayTracingSupported method in HDRP -- Added user-selectable format for the post processing passes. -- Added support for alpha channel in some post-processing passes (DoF, TAA, Uber). -- Added warnings in FrameSettings inspector when using DXR and atempting to use Asynchronous Execution. -- Exposed Stencil bits that can be used by the user. -- Added history rejection based on velocity of intersected objects for directional, point and spot lights. -- Added a affectsVolumetric field to the HDAdditionalLightData API to know if light affects volumetric fog. -- Add OS and Hardware check in the Wizard fixes for DXR. -- Added option to exclude camera motion from motion blur. -- Added semi-transparent shadows for point and spot lights. -- Added support for semi-transparent shadow for unlit shader and unlit shader graph. -- Added the alpha clip enabled toggle to the material UI for all HDRP shader graphs. -- Added Material Samples to explain how to use the lit shader features -- Added an initial implementation of ray traced sub surface scattering -- Added AssetPostprocessors and Shadergraphs to handle Arnold Standard Surface and 3DsMax Physical material import from FBX. -- Added support for Smoothness Fade start work when enabling ray traced reflections. -- Added Contact shadow, Micro shadows and Screen space refraction API documentation. -- Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, etc. -- Added path tracing support for refraction and internal reflections. -- Added support for Thin Refraction Model and Lit's Clear Coat in Path Tracing. -- Added the Tint parameter to Sky Colored Fog. -- Added of Screen Space Reflections for Transparent materials -- Added a fallback for ray traced area light shadows in case the material is forward or the lit mode is forward. -- Added a new debug mode for light layers. -- Added an "enable" toggle to the SSR volume component. -- Added support for anisotropic specular lobes in path tracing. -- Added support for alpha clipping in path tracing. -- Added support for light cookies in path tracing. -- Added support for transparent shadows in path tracing. -- Added support for iridescence in path tracing. -- Added support for background color in path tracing. -- Added a path tracing test to the test suite. -- Added a warning and workaround instructions that appear when you enable XR single-pass after the first frame with the XR SDK. -- Added the exposure sliders to the planar reflection probe preview -- Added support for subsurface scattering in path tracing. -- Added a new mode that improves the filtering of ray traced shadows (directional, point and spot) based on the distance to the occluder. -- Added support of cookie baking and add support on Disc light. -- Added support for fog attenuation in path tracing. -- Added a new debug panel for volumes -- Added XR setting to control camera jitter for temporal effects -- Added an error message in the DrawRenderers custom pass when rendering opaque objects with an HDRP asset in DeferredOnly mode. -- Added API to enable proper recording of path traced scenes (with the Unity recorder or other tools). -- Added support for fog in Recursive rendering, ray traced reflections and ray traced indirect diffuse. -- Added an alpha blend option for recursive rendering -- Added support for stack lit for ray tracing effects. -- Added support for hair for ray tracing effects. -- Added support for alpha to coverage for HDRP shaders and shader graph -- Added support for Quality Levels to Subsurface Scattering. -- Added option to disable XR rendering on the camera settings. -- Added support for specular AA from geometric curvature in AxF -- Added support for baked AO (no input for now) in AxF -- Added an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA. -- Added a frame setting for alpha to mask. -- Added support for custom passes in the AOV API -- Added Light decomposition lighting debugging modes and support in AOV -- Added exposure compensation to Fixed exposure mode -- Added support for rasterized area light shadows in StackLit -- Added support for texture-weighted automatic exposure -- Added support for POM for emissive map -- Added alpha channel support in motion blur pass. -- Added the HDRP Compositor Tool (in Preview). -- Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping. -- Added support for arbitrary resolution scaling of Volumetric Lighting to the Fog volume component. -- Added range attenuation for box-shaped spotlights. -- Added scenes for hair and fabric and decals with material samples -- Added fabric materials and textures -- Added information for fabric materials in fabric scene -- Added a DisplayInfo attribute to specify a name override and a display order for Volume Component fields (used only in default inspector for now). -- Added Min distance to contact shadows. -- Added support for Depth of Field in path tracing (by sampling the lens aperture). -- Added an API in HDRP to override the camera within the rendering of a frame (mainly for custom pass). -- Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. -- Added support for AxF measurements importing into texture resources tilings. -- Added Layer parameter on Area Light to modify Layer of generated Emissive Mesh -- Added a flow map parameter to HDRI Sky -- Implemented ray traced reflections for transparent objects. -- Add a new parameter to control reflections in recursive rendering. -- Added an initial version of SSGI. -- Added Virtual Texturing cache settings to control the size of the Streaming Virtual Texturing caches. -- Added back-compatibility with builtin stereo matrices. -- Added CustomPassUtils API to simplify Blur, Copy and DrawRenderers custom passes. -- Added Histogram guided automatic exposure. -- Added few exposure debug modes. -- Added support for multiple path-traced views at once (e.g., scene and game views). -- Added support for 3DsMax's 2021 Simplified Physical Material from FBX files in the Model Importer. -- Added custom target mid grey for auto exposure. -- Added CustomPassUtils API to simplify Blur, Copy and DrawRenderers custom passes. -- Added an API in HDRP to override the camera within the rendering of a frame (mainly for custom pass). -- Added more custom pass API functions, mainly to render objects from another camera. -- Added support for transparent Unlit in path tracing. -- Added a minimal lit used for RTGI in peformance mode. -- Added procedural metering mask that can follow an object -- Added presets quality settings for RTAO and RTGI. -- Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). -- Added a Cloud Layer volume override. -- Added Fast Memory support for platform that support it. -- Added CPU and GPU timings for ray tracing effects. -- Added support to combine RTSSS and RTGI (1248733). -- Added IES Profile support for Point, Spot and Rectangular-Area lights -- Added support for multiple mapping modes in AxF. -- Add support of lightlayers on indirect lighting controller -- Added compute shader stripping. -- Added Cull Mode option for opaque materials and ShaderGraphs. -- Added scene view exposure override. -- Added support for exposure curve remapping for min/max limits. -- Added presets for ray traced reflections. -- Added final image histogram debug view (both luminance and RGB). -- Added an example texture and rotation to the Cloud Layer volume override. -- Added an option to extend the camera culling for skinned mesh animation in ray tracing effects (1258547). -- Added decal layer system similar to light layer. Mesh will receive a decal when both decal layer mask matches. -- Added shader graph nodes for rendering a complex eye shader. -- Added more controls to contact shadows and increased quality in some parts. -- Added a physically based option in DoF volume. -- Added API to check if a Camera, Light or ReflectionProbe is compatible with HDRP. -- Added path tracing test scene for normal mapping. -- Added missing API documentation. -- Remove CloudLayer -- Added quad overdraw and vertex density debug modes. - -### Fixed -- fix when saved HDWizard window tab index out of range (1260273) -- Fix when rescale probe all direction below zero (1219246) -- Update documentation of HDRISky-Backplate, precise how to have Ambient Occlusion on the Backplate -- Sorting, undo, labels, layout in the Lighting Explorer. -- Fixed sky settings and materials in Shader Graph Samples package -- Fix/workaround a probable graphics driver bug in the GTAO shader. -- Fixed Hair and PBR shader graphs double sided modes -- Fixed an issue where updating an HDRP asset in the Quality setting panel would not recreate the pipeline. -- Fixed issue with point lights being considered even when occupying less than a pixel on screen (case 1183196) -- Fix a potential NaN source with iridescence (case 1183216) -- Fixed issue of spotlight breaking when minimizing the cone angle via the gizmo (case 1178279) -- Fixed issue that caused decals not to modify the roughness in the normal buffer, causing SSR to not behave correctly (case 1178336) -- Fixed lit transparent refraction with XR single-pass rendering -- Removed extra jitter for TemporalAA in VR -- Fixed ShaderGraph time in main preview -- Fixed issue on some UI elements in HDRP asset not expanding when clicking the arrow (case 1178369) -- Fixed alpha blending in custom post process -- Fixed the modification of the _AlphaCutoff property in the material UI when exposed with a ShaderGraph parameter. -- Fixed HDRP test `1218_Lit_DiffusionProfiles` on Vulkan. -- Fixed an issue where building a player in non-dev mode would generate render target error logs every frame -- Fixed crash when upgrading version of HDRP -- Fixed rendering issues with material previews -- Fixed NPE when using light module in Shuriken particle systems (1173348). -- Refresh cached shadow on editor changes -- Fixed light supported units caching (1182266) -- Fixed an issue where SSAO (that needs temporal reprojection) was still being rendered when Motion Vectors were not available (case 1184998) -- Fixed a nullref when modifying the height parameters inside the layered lit shader UI. -- Fixed Decal gizmo that become white after exiting play mode -- Fixed Decal pivot position to behave like a spotlight -- Fixed an issue where using the LightingOverrideMask would break sky reflection for regular cameras -- Fix DebugMenu FrameSettingsHistory persistency on close -- Fix DensityVolume, ReflectionProbe aned PlanarReflectionProbe advancedControl display -- Fix DXR scene serialization in wizard -- Fixed an issue where Previews would reallocate History Buffers every frame -- Fixed the SetLightLayer function in HDAdditionalLightData setting the wrong light layer -- Fix error first time a preview is created for planar -- Fixed an issue where SSR would use an incorrect roughness value on ForwardOnly (StackLit, AxF, Fabric, etc.) materials when the pipeline is configured to also allow deferred Lit. -- Fixed issues with light explorer (cases 1183468, 1183269) -- Fix dot colors in LayeredLit material inspector -- Fix undo not resetting all value when undoing the material affectation in LayerLit material -- Fix for issue that caused gizmos to render in render textures (case 1174395) -- Fixed the light emissive mesh not updated when the light was disabled/enabled -- Fixed light and shadow layer sync when setting the HDAdditionalLightData.lightlayersMask property -- Fixed a nullref when a custom post process component that was in the HDRP PP list is removed from the project -- Fixed issue that prevented decals from modifying specular occlusion (case 1178272). -- Fixed exposure of volumetric reprojection -- Fixed multi selection support for Scalable Settings in lights -- Fixed font shaders in test projects for VR by using a Shader Graph version -- Fixed refresh of baked cubemap by incrementing updateCount at the end of the bake (case 1158677). -- Fixed issue with rectangular area light when seen from the back -- Fixed decals not affecting lightmap/lightprobe -- Fixed zBufferParams with XR single-pass rendering -- Fixed moving objects not rendered in custom passes -- Fixed abstract classes listed in the + menu of the custom pass list -- Fixed custom pass that was rendered in previews -- Fixed precision error in zero value normals when applying decals (case 1181639) -- Fixed issue that triggered No Scene Lighting view in game view as well (case 1156102) -- Assign default volume profile when creating a new HDRP Asset -- Fixed fov to 0 in planar probe breaking the projection matrix (case 1182014) -- Fixed bugs with shadow caching -- Reassign the same camera for a realtime probe face render request to have appropriate history buffer during realtime probe rendering. -- Fixed issue causing wrong shading when normal map mode is Object space, no normal map is set, but a detail map is present (case 1143352) -- Fixed issue with decal and htile optimization -- Fixed TerrainLit shader compilation error regarding `_Control0_TexelSize` redefinition (case 1178480). -- Fixed warning about duplicate HDRuntimeReflectionSystem when configuring play mode without domain reload. -- Fixed an editor crash when multiple decal projectors were selected and some had null material -- Added all relevant fix actions to FixAll button in Wizard -- Moved FixAll button on top of the Wizard -- Fixed an issue where fog color was not pre-exposed correctly -- Fix priority order when custom passes are overlapping -- Fix cleanup not called when the custom pass GameObject is destroyed -- Replaced most instances of GraphicsSettings.renderPipelineAsset by GraphicsSettings.currentRenderPipeline. This should fix some parameters not working on Quality Settings overrides. -- Fixed an issue with Realtime GI not working on upgraded projects. -- Fixed issue with screen space shadows fallback texture was not set as a texture array. -- Fixed Pyramid Lights bounding box -- Fixed terrain heightmap default/null values and epsilons -- Fixed custom post-processing effects breaking when an abstract class inherited from `CustomPostProcessVolumeComponent` -- Fixed XR single-pass rendering in Editor by using ShaderConfig.s_XrMaxViews to allocate matrix array -- Multiple different skies rendered at the same time by different cameras are now handled correctly without flickering -- Fixed flickering issue happening when different volumes have shadow settings and multiple cameras are present. -- Fixed issue causing planar probes to disappear if there is no light in the scene. -- Fixed a number of issues with the prefab isolation mode (Volumes leaking from the main scene and reflection not working properly) -- Fixed an issue with fog volume component upgrade not working properly -- Fixed Spot light Pyramid Shape has shadow artifacts on aspect ratio values lower than 1 -- Fixed issue with AO upsampling in XR -- Fixed camera without HDAdditionalCameraData component not rendering -- Removed the macro ENABLE_RAYTRACING for most of the ray tracing code -- Fixed prefab containing camera reloading in loop while selected in the Project view -- Fixed issue causing NaN wheh the Z scale of an object is set to 0. -- Fixed DXR shader passes attempting to render before pipeline loaded -- Fixed black ambient sky issue when importing a project after deleting Library. -- Fixed issue when upgrading a Standard transparent material (case 1186874) -- Fixed area light cookies not working properly with stack lit -- Fixed material render queue not updated when the shader is changed in the material inspector. -- Fixed a number of issues with full screen debug modes not reseting correctly when setting another mutually exclusive mode -- Fixed compile errors for platforms with no VR support -- Fixed an issue with volumetrics and RTHandle scaling (case 1155236) -- Fixed an issue where sky lighting might be updated uselessly -- Fixed issue preventing to allow setting decal material to none (case 1196129) -- Fixed XR multi-pass decals rendering -- Fixed several fields on Light Inspector that not supported Prefab overrides -- Fixed EOL for some files -- Fixed scene view rendering with volumetrics and XR enabled -- Fixed decals to work with multiple cameras -- Fixed optional clear of GBuffer (Was always on) -- Fixed render target clears with XR single-pass rendering -- Fixed HDRP samples file hierarchy -- Fixed Light units not matching light type -- Fixed QualitySettings panel not displaying HDRP Asset -- Fixed black reflection probes the first time loading a project -- Fixed y-flip in scene view with XR SDK -- Fixed Decal projectors do not immediately respond when parent object layer mask is changed in editor. -- Fixed y-flip in scene view with XR SDK -- Fixed a number of issues with Material Quality setting -- Fixed the transparent Cull Mode option in HD unlit master node settings only visible if double sided is ticked. -- Fixed an issue causing shadowed areas by contact shadows at the edge of far clip plane if contact shadow length is very close to far clip plane. -- Fixed editing a scalable settings will edit all loaded asset in memory instead of targetted asset. -- Fixed Planar reflection default viewer FOV -- Fixed flickering issues when moving the mouse in the editor with ray tracing on. -- Fixed the ShaderGraph main preview being black after switching to SSS in the master node settings -- Fixed custom fullscreen passes in VR -- Fixed camera culling masks not taken in account in custom pass volumes -- Fixed object not drawn in custom pass when using a DrawRenderers with an HDRP shader in a build. -- Fixed injection points for Custom Passes (AfterDepthAndNormal and BeforePreRefraction were missing) -- Fixed a enum to choose shader tags used for drawing objects (DepthPrepass or Forward) when there is no override material. -- Fixed lit objects in the BeforePreRefraction, BeforeTransparent and BeforePostProcess. -- Fixed the None option when binding custom pass render targets to allow binding only depth or color. -- Fixed custom pass buffers allocation so they are not allocated if they're not used. -- Fixed the Custom Pass entry in the volume create asset menu items. -- Fixed Prefab Overrides workflow on Camera. -- Fixed alignment issue in Preset for Camera. -- Fixed alignment issue in Physical part for Camera. -- Fixed FrameSettings multi-edition. -- Fixed a bug happening when denoising multiple ray traced light shadows -- Fixed minor naming issues in ShaderGraph settings -- VFX: Removed z-fight glitches that could appear when using deferred depth prepass and lit quad primitives -- VFX: Preserve specular option for lit outputs (matches HDRP lit shader) -- Fixed an issue with Metal Shader Compiler and GTAO shader for metal -- Fixed resources load issue while upgrading HDRP package. -- Fix LOD fade mask by accounting for field of view -- Fixed spot light missing from ray tracing indirect effects. -- Fixed a UI bug in the diffusion profile list after fixing them from the wizard. -- Fixed the hash collision when creating new diffusion profile assets. -- Fixed a light leaking issue with box light casting shadows (case 1184475) -- Fixed Cookie texture type in the cookie slot of lights (Now displays a warning because it is not supported). -- Fixed a nullref that happens when using the Shuriken particle light module -- Fixed alignment in Wizard -- Fixed text overflow in Wizard's helpbox -- Fixed Wizard button fix all that was not automatically grab all required fixes -- Fixed VR tab for MacOS in Wizard -- Fixed local config package workflow in Wizard -- Fixed issue with contact shadows shifting when MSAA is enabled. -- Fixed EV100 in the PBR sky -- Fixed an issue In URP where sometime the camera is not passed to the volume system and causes a null ref exception (case 1199388) -- Fixed nullref when releasing HDRP with custom pass disabled -- Fixed performance issue derived from copying stencil buffer. -- Fixed an editor freeze when importing a diffusion profile asset from a unity package. -- Fixed an exception when trying to reload a builtin resource. -- Fixed the light type intensity unit reset when switching the light type. -- Fixed compilation error related to define guards and CreateLayoutFromXrSdk() -- Fixed documentation link on CustomPassVolume. -- Fixed player build when HDRP is in the project but not assigned in the graphic settings. -- Fixed an issue where ambient probe would be black for the first face of a baked reflection probe -- VFX: Fixed Missing Reference to Visual Effect Graph Runtime Assembly -- Fixed an issue where rendering done by users in EndCameraRendering would be executed before the main render loop. -- Fixed Prefab Override in main scope of Volume. -- Fixed alignment issue in Presset of main scope of Volume. -- Fixed persistence of ShowChromeGizmo and moved it to toolbar for coherency in ReflectionProbe and PlanarReflectionProbe. -- Fixed Alignement issue in ReflectionProbe and PlanarReflectionProbe. -- Fixed Prefab override workflow issue in ReflectionProbe and PlanarReflectionProbe. -- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in ReflectionProbe and PlanarReflectionProbe. -- Fixed Prefab override workflow issue in DensityVolume. -- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in DensityVolume. -- Fix light limit counts specified on the HDRP asset -- Fixed Quality Settings for SSR, Contact Shadows and Ambient Occlusion volume components -- Fixed decalui deriving from hdshaderui instead of just shaderui -- Use DelayedIntField instead of IntField for scalable settings -- Fixed init of debug for FrameSettingsHistory on SceneView camera -- Added a fix script to handle the warning 'referenced script in (GameObject 'SceneIDMap') is missing' -- Fix Wizard load when none selected for RenderPipelineAsset -- Fixed TerrainLitGUI when per-pixel normal property is not present. -- Fixed rendering errors when enabling debug modes with custom passes -- Fix an issue that made PCSS dependent on Atlas resolution (not shadow map res) -- Fixing a bug whith histories when n>4 for ray traced shadows -- Fixing wrong behavior in ray traced shadows for mesh renderers if their cast shadow is shadow only or double sided -- Only tracing rays for shadow if the point is inside the code for spotlight shadows -- Only tracing rays if the point is inside the range for point lights -- Fixing ghosting issues when the screen space shadow indexes change for a light with ray traced shadows -- Fixed an issue with stencil management and Xbox One build that caused corrupted output in deferred mode. -- Fixed a mismatch in behavior between the culling of shadow maps and ray traced point and spot light shadows -- Fixed recursive ray tracing not working anymore after intermediate buffer refactor. -- Fixed ray traced shadow denoising not working (history rejected all the time). -- Fixed shader warning on xbox one -- Fixed cookies not working for spot lights in ray traced reflections, ray traced GI and recursive rendering -- Fixed an inverted handling of CoatSmoothness for SSR in StackLit. -- Fixed missing distortion inputs in Lit and Unlit material UI. -- Fixed issue that propagated NaNs across multiple frames through the exposure texture. -- Fixed issue with Exclude from TAA stencil ignored. -- Fixed ray traced reflection exposure issue. -- Fixed issue with TAA history not initialising corretly scale factor for first frame -- Fixed issue with stencil test of material classification not using the correct Mask (causing false positive and bad performance with forward material in deferred) -- Fixed issue with History not reset when chaning antialiasing mode on camera -- Fixed issue with volumetric data not being initialized if default settings have volumetric and reprojection off. -- Fixed ray tracing reflection denoiser not applied in tier 1 -- Fixed the vibility of ray tracing related methods. -- Fixed the diffusion profile list not saved when clicking the fix button in the material UI. -- Fixed crash when pushing bounce count higher than 1 for ray traced GI or reflections -- Fixed PCSS softness scale so that it better match ray traced reference for punctual lights. -- Fixed exposure management for the path tracer -- Fixed AxF material UI containing two advanced options settings. -- Fixed an issue where cached sky contexts were being destroyed wrongly, breaking lighting in the LookDev -- Fixed issue that clamped PCSS softness too early and not after distance scale. -- Fixed fog affect transparent on HD unlit master node -- Fixed custom post processes re-ordering not saved. -- Fixed NPE when using scalable settings -- Fixed an issue where PBR sky precomputation was reset incorrectly in some cases causing bad performance. -- Fixed a bug due to depth history begin overriden too soon -- Fixed CustomPassSampleCameraColor scale issue when called from Before Transparent injection point. -- Fixed corruption of AO in baked probes. -- Fixed issue with upgrade of projects that still had Very High as shadow filtering quality. -- Fixed issue that caused Distortion UI to appear in Lit. -- Fixed several issues with decal duplicating when editing them. -- Fixed initialization of volumetric buffer params (1204159) -- Fixed an issue where frame count was incorrectly reset for the game view, causing temporal processes to fail. -- Fixed Culling group was not disposed error. -- Fixed issues on some GPU that do not support gathers on integer textures. -- Fixed an issue with ambient probe not being initialized for the first frame after a domain reload for volumetric fog. -- Fixed the scene visibility of decal projectors and density volumes -- Fixed a leak in sky manager. -- Fixed an issue where entering playmode while the light editor is opened would produce null reference exceptions. -- Fixed the debug overlay overlapping the debug menu at runtime. -- Fixed an issue with the framecount when changing scene. -- Fixed errors that occurred when using invalid near and far clip plane values for planar reflections. -- Fixed issue with motion blur sample weighting function. -- Fixed motion vectors in MSAA. -- Fixed sun flare blending (case 1205862). -- Fixed a lot of issues related to ray traced screen space shadows. -- Fixed memory leak caused by apply distortion material not being disposed. -- Fixed Reflection probe incorrectly culled when moving its parent (case 1207660) -- Fixed a nullref when upgrading the Fog volume components while the volume is opened in the inspector. -- Fix issues where decals on PS4 would not correctly write out the tile mask causing bits of the decal to go missing. -- Use appropriate label width and text content so the label is completely visible -- Fixed an issue where final post process pass would not output the default alpha value of 1.0 when using 11_11_10 color buffer format. -- Fixed SSR issue after the MSAA Motion Vector fix. -- Fixed an issue with PCSS on directional light if punctual shadow atlas was not allocated. -- Fixed an issue where shadow resolution would be wrong on the first face of a baked reflection probe. -- Fixed issue with PCSS softness being incorrect for cascades different than the first one. -- Fixed custom post process not rendering when using multiple HDRP asset in quality settings -- Fixed probe gizmo missing id (case 1208975) -- Fixed a warning in raytracingshadowfilter.compute -- Fixed issue with AO breaking with small near plane values. -- Fixed custom post process Cleanup function not called in some cases. -- Fixed shader warning in AO code. -- Fixed a warning in simpledenoiser.compute -- Fixed tube and rectangle light culling to use their shape instead of their range as a bounding box. -- Fixed caused by using gather on a UINT texture in motion blur. -- Fix issue with ambient occlusion breaking when dynamic resolution is active. -- Fixed some possible NaN causes in Depth of Field. -- Fixed Custom Pass nullref due to the new Profiling Sample API changes -- Fixed the black/grey screen issue on after post process Custom Passes in non dev builds. -- Fixed particle lights. -- Improved behavior of lights and probe going over the HDRP asset limits. -- Fixed issue triggered when last punctual light is disabled and more than one camera is used. -- Fixed Custom Pass nullref due to the new Profiling Sample API changes -- Fixed the black/grey screen issue on after post process Custom Passes in non dev builds. -- Fixed XR rendering locked to vsync of main display with Standalone Player. -- Fixed custom pass cleanup not called at the right time when using multiple volumes. -- Fixed an issue on metal with edge of decal having artifact by delaying discard of fragments during decal projection -- Fixed various shader warning -- Fixing unnecessary memory allocations in the ray tracing cluster build -- Fixed duplicate column labels in LightEditor's light tab -- Fixed white and dark flashes on scenes with very high or very low exposure when Automatic Exposure is being used. -- Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. -- Fixed memory leak in Sky when in matcap mode. -- Fixed compilation issues on platform that don't support VR. -- Fixed migration code called when we create a new HDRP asset. -- Fixed RemoveComponent on Camera contextual menu to not remove Camera while a component depend on it. -- Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. -- Fixed a null reference exception in the probe UI when no HDRP asset is present. -- Fixed the outline example in the doc (sampling range was dependent on screen resolution) -- Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. -- Fixed an issue where Decal Projectors created from script where rotated around the X axis by 90°. -- Fixed frustum used to compute Density Volumes visibility when projection matrix is oblique. -- Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. -- Fix for NaNs on certain geometry with Lit shader -- [case 1210058](https://fogbugz.unity3d.com/f/cases/1210058/) -- Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. -- Fixed a null reference exception in the probe UI when no HDRP asset is present. -- Fixed the outline example in the doc (sampling range was dependent on screen resolution) -- Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. -- Fixed an issue where materials newly created from the contextual menu would have an invalid state, causing various problems until it was edited. -- Fixed transparent material created with ZWrite enabled (now it is disabled by default for new transparent materials) -- Fixed mouseover on Move and Rotate tool while DecalProjector is selected. -- Fixed wrong stencil state on some of the pixel shader versions of deferred shader. -- Fixed an issue where creating decals at runtime could cause a null reference exception. -- Fixed issue that displayed material migration dialog on the creation of new project. -- Fixed various issues with time and animated materials (cases 1210068, 1210064). -- Updated light explorer with latest changes to the Fog and fixed issues when no visual environment was present. -- Fixed not handleling properly the recieve SSR feature with ray traced reflections -- Shadow Atlas is no longer allocated for area lights when they are disabled in the shader config file. -- Avoid MRT Clear on PS4 as it is not implemented yet. -- Fixed runtime debug menu BitField control. -- Fixed the radius value used for ray traced directional light. -- Fixed compilation issues with the layered lit in ray tracing shaders. -- Fixed XR autotests viewport size rounding -- Fixed mip map slider knob displayed when cubemap have no mipmap -- Remove unnecessary skip of material upgrade dialog box. -- Fixed the profiling sample mismatch errors when enabling the profiler in play mode -- Fixed issue that caused NaNs in reflection probes on consoles. -- Fixed adjusting positive axis of Blend Distance slides the negative axis in the density volume component. -- Fixed the blend of reflections based on the weight. -- Fixed fallback for ray traced reflections when denoising is enabled. -- Fixed error spam issue with terrain detail terrainDetailUnsupported (cases 1211848) -- Fixed hardware dynamic resolution causing cropping/scaling issues in scene view (case 1158661) -- Fixed Wizard check order for `Hardware and OS` and `Direct3D12` -- Fix AO issue turning black when Far/Near plane distance is big. -- Fixed issue when opening lookdev and the lookdev volume have not been assigned yet. -- Improved memory usage of the sky system. -- Updated label in HDRP quality preference settings (case 1215100) -- Fixed Decal Projector gizmo not undoing properly (case 1216629) -- Fix a leak in the denoising of ray traced reflections. -- Fixed Alignment issue in Light Preset -- Fixed Environment Header in LightingWindow -- Fixed an issue where hair shader could write garbage in the diffuse lighting buffer, causing NaNs. -- Fixed an exposure issue with ray traced sub-surface scattering. -- Fixed runtime debug menu light hierarchy None not doing anything. -- Fixed the broken ShaderGraph preview when creating a new Lit graph. -- Fix indentation issue in preset of LayeredLit material. -- Fixed minor issues with cubemap preview in the inspector. -- Fixed wrong build error message when building for android on mac. -- Fixed an issue related to denoising ray trace area shadows. -- Fixed wrong build error message when building for android on mac. -- Fixed Wizard persistency of Direct3D12 change on domain reload. -- Fixed Wizard persistency of FixAll on domain reload. -- Fixed Wizard behaviour on domain reload. -- Fixed a potential source of NaN in planar reflection probe atlas. -- Fixed an issue with MipRatio debug mode showing _DebugMatCapTexture not being set. -- Fixed missing initialization of input params in Blit for VR. -- Fix Inf source in LTC for area lights. -- Fix issue with AO being misaligned when multiple view are visible. -- Fix issue that caused the clamp of camera rotation motion for motion blur to be ineffective. -- Fixed issue with AssetPostprocessors dependencies causing models to be imported twice when upgrading the package version. -- Fixed culling of lights with XR SDK -- Fixed memory stomp in shadow caching code, leading to overflow of Shadow request array and runtime errors. -- Fixed an issue related to transparent objects reading the ray traced indirect diffuse buffer -- Fixed an issue with filtering ray traced area lights when the intensity is high or there is an exposure. -- Fixed ill-formed include path in Depth Of Field shader. -- Fixed shader graph and ray tracing after the shader target PR. -- Fixed a bug in semi-transparent shadows (object further than the light casting shadows) -- Fix state enabled of default volume profile when in package. -- Fixed removal of MeshRenderer and MeshFilter on adding Light component. -- Fixed Ray Traced SubSurface Scattering not working with ray traced area lights -- Fixed Ray Traced SubSurface Scattering not working in forward mode. -- Fixed a bug in debug light volumes. -- Fixed a bug related to ray traced area light shadow history. -- Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap. -- Fixed a leak in the PBR sky renderer. -- Added a tooltip to the Ambient Mode parameter in the Visual Envionment volume component. -- Static lighting sky now takes the default volume into account (this fixes discrepancies between baked and realtime lighting). -- Fixed a leak in the sky system. -- Removed MSAA Buffers allocation when lit shader mode is set to "deferred only". -- Fixed invalid cast for realtime reflection probes (case 1220504) -- Fixed invalid game view rendering when disabling all cameras in the scene (case 1105163) -- Hide reflection probes in the renderer components. -- Fixed infinite reload loop while displaying Light's Shadow's Link Light Layer in Inspector of Prefab Asset. -- Fixed the culling was not disposed error in build log. -- Fixed the cookie atlas size and planar atlas size being too big after an upgrade of the HDRP asset. -- Fixed transparent SSR for shader graph. -- Fixed an issue with emissive light meshes not being in the RAS. -- Fixed DXR player build -- Fixed the HDRP asset migration code not being called after an upgrade of the package -- Fixed draw renderers custom pass out of bound exception -- Fixed the PBR shader rendering in deferred -- Fixed some typos in debug menu (case 1224594) -- Fixed ray traced point and spot lights shadows not rejecting istory when semi-transparent or colored. -- Fixed a warning due to StaticLightingSky when reloading domain in some cases. -- Fixed the MaxLightCount being displayed when the light volume debug menu is on ColorAndEdge. -- Fixed issue with unclear naming of debug menu for decals. -- Fixed z-fighting in scene view when scene lighting is off (case 1203927) -- Fixed issue that prevented cubemap thumbnails from rendering (only on D3D11 and Metal). -- Fixed ray tracing with VR single-pass -- Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. -- Fixed error in the console when switching shader to decal in the material UI. -- Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). -- Fixed an issue where a dynamic sky changing any frame may not update the ambient probe. -- Fixed cubemap thumbnail generation at project load time. -- Fixed cubemap thumbnail generation at project load time. -- Fixed XR culling with multiple cameras -- Fixed XR single-pass with Mock HMD plugin -- Fixed sRGB mismatch with XR SDK -- Fixed an issue where default volume would not update when switching profile. -- Fixed issue with uncached reflection probe cameras reseting the debug mode (case 1224601) -- Fixed an issue where AO override would not override specular occlusion. -- Fixed an issue where Volume inspector might not refresh correctly in some cases. -- Fixed render texture with XR -- Fixed issue with resources being accessed before initialization process has been performed completely. -- Half fixed shuriken particle light that cast shadows (only the first one will be correct) -- Fixed issue with atmospheric fog turning black if a planar reflection probe is placed below ground level. (case 1226588) -- Fixed custom pass GC alloc issue in CustomPassVolume.GetActiveVolumes(). -- Fixed a bug where instanced shadergraph shaders wouldn't compile on PS4. -- Fixed an issue related to the envlightdatasrt not being bound in recursive rendering. -- Fixed shadow cascade tooltip when using the metric mode (case 1229232) -- Fixed how the area light influence volume is computed to match rasterization. -- Focus on Decal uses the extends of the projectors -- Fixed usage of light size data that are not available at runtime. -- Fixed the depth buffer copy made before custom pass after opaque and normal injection point. -- Fix for issue that prevented scene from being completely saved when baked reflection probes are present and lighting is set to auto generate. -- Fixed drag area width at left of Light's intensity field in Inspector. -- Fixed light type resolution when performing a reset on HDAdditionalLightData (case 1220931) -- Fixed reliance on atan2 undefined behavior in motion vector debug shader. -- Fixed an usage of a a compute buffer not bound (1229964) -- Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. -- Fix issues in the post process system with RenderTexture being invalid in some cases, causing rendering problems. -- Fixed an issue where unncessarily serialized members in StaticLightingSky component would change each time the scene is changed. -- Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). -- Fixed a regression in the ray traced indirect diffuse due to the new probe system. -- Fix for range compression factor for probes going negative (now clamped to positive values). -- Fixed path validation when creating new volume profile (case 1229933) -- Fixed a bug where Decal Shader Graphs would not recieve reprojected Position, Normal, or Bitangent data. (1239921) -- Fix reflection hierarchy for CARPAINT in AxF. -- Fix precise fresnel for delta lights for SVBRDF in AxF. -- Fixed the debug exposure mode for display sky reflection and debug view baked lighting -- Fixed MSAA depth resolve when there is no motion vectors -- Fixed various object leaks in HDRP. -- Fixed compile error with XR SubsystemManager. -- Fix for assertion triggering sometimes when saving a newly created lit shader graph (case 1230996) -- Fixed culling of planar reflection probes that change position (case 1218651) -- Fixed null reference when processing lightprobe (case 1235285) -- Fix issue causing wrong planar reflection rendering when more than one camera is present. -- Fix black screen in XR when HDRP package is present but not used. -- Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). -- Fixed white flash happening with auto-exposure in some cases (case 1223774) -- Fixed NaN which can appear with real time reflection and inf value -- Fixed an issue that was collapsing the volume components in the HDRP default settings -- Fixed warning about missing bound decal buffer -- Fixed shader warning on Xbox for ResolveStencilBuffer.compute. -- Fixed PBR shader ZTest rendering in deferred. -- Replaced commands incompatible with async compute in light list build process. -- Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. Note that the diffusion profile or the material references need to be edited once before this can work properly. -- Fix MaterialBalls having same guid issue -- Fix spelling and grammatical errors in material samples -- Fixed unneeded cookie texture allocation for cone stop lights. -- Fixed scalarization code for contact shadows. -- Fixed volume debug in playmode -- Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) -- Fixed shader warning in PCSS code when using Vulkan. -- Fixed decal that aren't working without Metal and Ambient Occlusion option enabled. -- Fixed an error about procedural sky being logged by mistake. -- Fixed shadowmask UI now correctly showing shadowmask disable -- Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. -- Fixed a null ref exception in static sky when the default volume profile is invalid. -- DXR: Fixed shader compilation error with shader graph and pathtracer -- Fixed SceneView Draw Modes not being properly updated after opening new scene view panels or changing the editor layout. -- VFX: Removed irrelevant queues in render queue selection from HDRP outputs -- VFX: Motion Vector are correctly renderered with MSAA [Case 1240754](https://issuetracker.unity3d.com/product/unity/issues/guid/1240754/) -- Fixed a cause of NaN when a normal of 0-length is generated (usually via shadergraph). -- Fixed issue with screen-space shadows not enabled properly when RT is disabled (case 1235821) -- Fixed a performance issue with stochastic ray traced area shadows. -- Fixed cookie texture not updated when changing an import settings (srgb for example). -- Fixed flickering of the game/scene view when lookdev is running. -- Fixed issue with reflection probes in realtime time mode with OnEnable baking having wrong lighting with sky set to dynamic (case 1238047). -- Fixed transparent motion vectors not working when in MSAA. -- Fix error when removing DecalProjector from component contextual menu (case 1243960) -- Fixed issue with post process when running in RGBA16 and an object with additive blending is in the scene. -- Fixed corrupted values on LayeredLit when using Vertex Color multiply mode to multiply and MSAA is activated. -- Fix conflicts with Handles manipulation when performing a Reset in DecalComponent (case 1238833) -- Fixed depth prepass and postpass being disabled after changing the shader in the material UI. -- Fixed issue with sceneview camera settings not being saved after Editor restart. -- Fixed issue when switching back to custom sensor type in physical camera settings (case 1244350). -- Fixed a null ref exception when running playmode tests with the render pipeline debug window opened. -- Fixed some GCAlloc in the debug window. -- Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) -- Fixed thin refraction mode not working properly. -- Fixed assert on tests caused by probe culling results being requested when culling did not happen. (case 1246169) -- Fixed over consumption of GPU memory by the Physically Based Sky. -- Fixed an invalid rotation in Planar Reflection Probe editor display, that was causing an error message (case 1182022) -- Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. -- Fixed issue that caused not all baked reflection to be deleted upon clicking "Clear Baked Data" in the lighting menu (case 1136080) -- Fixed an issue where asset preview could be rendered white because of static lighting sky. -- Fixed an issue where static lighting was not updated when removing the static lighting sky profile. -- Fixed the show cookie atlas debug mode not displaying correctly when enabling the clear cookie atlas option. -- Fixed various multi-editing issues when changing Emission parameters. -- Fixed error when undo a Reflection Probe removal in a prefab instance. (case 1244047) -- Fixed Microshadow not working correctly in deferred with LightLayers -- Tentative fix for missing include in depth of field shaders. -- Fixed the light overlap scene view draw mode (wasn't working at all). -- Fixed taaFrameIndex and XR tests 4052 and 4053 -- Fixed the prefab integration of custom passes (Prefab Override Highlight not working as expected). -- Cloned volume profile from read only assets are created in the root of the project. (case 1154961) -- Fixed Wizard check on default volume profile to also check it is not the default one in package. -- Fix erroneous central depth sampling in TAA. -- Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset -- Fixed issue with Model Importer materials falling back to the Legacy default material instead of HDRP's default material when import happens at Editor startup. -- Fixed a wrong condition in CameraSwitcher, potentially causing out of bound exceptions. -- Fixed an issue where editing the Look Dev default profile would not reflect directly in the Look Dev window. -- Fixed a bug where the light list is not cleared but still used when resizing the RT. -- Fixed exposure debug shader with XR single-pass rendering. -- Fixed issues with scene view and transparent motion vectors. -- Fixed black screens for linux/HDRP (1246407) -- Fixed a vulkan and metal warning in the SSGI compute shader. -- Fixed an exception due to the color pyramid not allocated when SSGI is enabled. -- Fixed an issue with the first Depth history was incorrectly copied. -- Fixed path traced DoF focusing issue -- Fix an issue with the half resolution Mode (performance) -- Fix an issue with the color intensity of emissive for performance rtgi -- Fixed issue with rendering being mostly broken when target platform disables VR. -- Workaround an issue caused by GetKernelThreadGroupSizes failing to retrieve correct group size. -- Fix issue with fast memory and rendergraph. -- Fixed transparent motion vector framesetting not sanitized. -- Fixed wrong order of post process frame settings. -- Fixed white flash when enabling SSR or SSGI. -- The ray traced indrect diffuse and RTGI were combined wrongly with the rest of the lighting (1254318). -- Fixed an exception happening when using RTSSS without using RTShadows. -- Fix inconsistencies with transparent motion vectors and opaque by allowing camera only transparent motion vectors. -- Fix reflection probe frame settings override -- Fixed certain shadow bias artifacts present in volumetric lighting (case 1231885). -- Fixed area light cookie not updated when switch the light type from a spot that had a cookie. -- Fixed issue with dynamic resolution updating when not in play mode. -- Fixed issue with Contrast Adaptive Sharpening upsample mode and preview camera. -- Fix issue causing blocky artifacts when decals affect metallic and are applied on material with specular color workflow. -- Fixed issue with depth pyramid generation and dynamic resolution. -- Fixed an issue where decals were duplicated in prefab isolation mode. -- Fixed an issue where rendering preview with MSAA might generate render graph errors. -- Fixed compile error in PS4 for planar reflection filtering. -- Fixed issue with blue line in prefabs for volume mode. -- Fixing the internsity being applied to RTAO too early leading to unexpected results (1254626). -- Fix issue that caused sky to incorrectly render when using a custom projection matrix. -- Fixed null reference exception when using depth pre/post pass in shadergraph with alpha clip in the material. -- Appropriately constraint blend distance of reflection probe while editing with the inspector (case 1248931) -- Fixed AxF handling of roughness for Blinn-Phong type materials -- Fixed AxF UI errors when surface type is switched to transparent -- Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change. -- Fixed an exception occuring when a camera doesn't have an HDAdditionalCameraData (1254383). -- Fixed ray tracing with XR single-pass. -- Fixed warning in HDAdditionalLightData OnValidate (cases 1250864, 1244578) -- Fixed a bug related to denoising ray traced reflections. -- Fixed nullref in the layered lit material inspector. -- Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time. -- Fixed an issue where static sky lighting would not be updated for a new scene until it's reloaded at least once. -- Fixed culling for decals when used in prefabs and edited in context. -- Force to rebake probe with missing baked texture. (1253367) -- Fix supported Mac platform detection to handle new major version (11.0) properly -- Fixed typo in the Render Pipeline Wizard under HDRP+VR -- Change transparent SSR name in frame settings to avoid clipping. -- Fixed missing include guards in shadow hlsl files. -- Repaint the scene view whenever the scene exposure override is changed. -- Fixed an error when clearing the SSGI history texture at creation time (1259930). -- Fixed alpha to mask reset when toggling alpha test in the material UI. -- Fixed an issue where opening the look dev window with the light theme would make the window blink and eventually crash unity. -- Fixed fallback for ray tracing and light layers (1258837). -- Fixed Sorting Priority not displayed correctly in the DrawRenderers custom pass UI. -- Fixed glitch in Project settings window when selecting diffusion profiles in material section (case 1253090) -- Fixed issue with light layers bigger than 8 (and above the supported range). -- Fixed issue with culling layer mask of area light's emissive mesh -- Fixed overused the atlas for Animated/Render Target Cookies (1259930). -- Fixed errors when switching area light to disk shape while an area emissive mesh was displayed. -- Fixed default frame settings MSAA toggle for reflection probes (case 1247631) -- Fixed the transparent SSR dependency not being properly disabled according to the asset dependencies (1260271). -- Fixed issue with completely black AO on double sided materials when normal mode is set to None. -- Fixed UI drawing of the quaternion (1251235) -- Fix an issue with the quality mode and perf mode on RTR and RTGI and getting rid of unwanted nans (1256923). -- Fixed unitialized ray tracing resources when using non-default HDRP asset (case 1259467). -- Fixed overused the atlas for Animated/Render Target Cookies (1259930). -- Fixed sky asserts with XR multipass -- Fixed for area light not updating baked light result when modifying with gizmo. -- Fixed robustness issue with GetOddNegativeScale() in ray tracing, which was impacting normal mapping (1261160). -- Fixed regression where moving face of the probe gizmo was not moving its position anymore. -- Fixed XR single-pass macros in tessellation shaders. -- Fixed path-traced subsurface scattering mixing with diffuse and specular BRDFs (1250601). -- Fixed custom pass re-ordering issues. -- Improved robustness of normal mapping when scale is 0, and mapping is extreme (normals in or below the tangent plane). -- Fixed XR Display providers not getting zNear and zFar plane distances passed to them when in HDRP. -- Fixed rendering breaking when disabling tonemapping in the frame settings. -- Fixed issue with serialization of exposure modes in volume profiles not being consistent between HDRP versions (case 1261385). -- Fixed issue with duplicate names in newly created sub-layers in the graphics compositor (case 1263093). -- Remove MSAA debug mode when renderpipeline asset has no MSAA -- Fixed some post processing using motion vectors when they are disabled -- Fixed the multiplier of the environement lights being overriden with a wrong value for ray tracing (1260311). -- Fixed a series of exceptions happening when trying to load an asset during wizard execution (1262171). -- Fixed an issue with Stacklit shader not compiling correctly in player with debug display on (1260579) -- Fixed couple issues in the dependence of building the ray tracing acceleration structure. -- Fix sun disk intensity -- Fixed unwanted ghosting for smooth surfaces. -- Fixing an issue in the recursive rendering flag texture usage. -- Fixed a missing dependecy for choosing to evaluate transparent SSR. -- Fixed issue that failed compilation when XR is disabled. -- Fixed a compilation error in the IES code. -- Fixed issue with dynamic resolution handler when no OnResolutionChange callback is specified. -- Fixed multiple volumes, planar reflection, and decal projector position when creating them from the menu. -- Reduced the number of global keyword used in deferredTile.shader -- Fixed incorrect processing of Ambient occlusion probe (9% error was introduced) -- Fixed multiedition of framesettings drop down (case 1270044) -- Fixed planar probe gizmo - -### Changed -- Improve MIP selection for decals on Transparents -- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled -- Rename Emission Radius to Radius in UI in Point, Spot -- Angular Diameter parameter for directional light is no longuer an advanced property -- DXR: Remove Light Radius and Angular Diamater of Raytrace shadow. Angular Diameter and Radius are used instead. -- Remove MaxSmoothness parameters from UI for point, spot and directional light. The MaxSmoothness is now deduce from Radius Parameters -- DXR: Remove the Ray Tracing Environement Component. Add a Layer Mask to the ray Tracing volume components to define which objects are taken into account for each effect. -- Removed second cubemaps used for shadowing in lookdev -- Disable Physically Based Sky below ground -- Increase max limit of area light and reflection probe to 128 -- Change default texture for detailmap to grey -- Optimize Shadow RT load on Tile based architecture platforms. -- Improved quality of SSAO. -- Moved RequestShadowMapRendering() back to public API. -- Update HDRP DXR Wizard with an option to automatically clone the hdrp config package and setup raytracing to 1 in shaders file. -- Added SceneSelection pass for TerrainLit shader. -- Simplified Light's type API regrouping the logic in one place (Check type in HDAdditionalLightData) -- The support of LOD CrossFade (Dithering transition) in master nodes now required to enable it in the master node settings (Save variant) -- Improved shadow bias, by removing constant depth bias and substituting it with slope-scale bias. -- Fix the default stencil values when a material is created from a SSS ShaderGraph. -- Tweak test asset to be compatible with XR: unlit SG material for canvas and double-side font material -- Slightly tweaked the behaviour of bloom when resolution is low to reduce artifacts. -- Hidden fields in Light Inspector that is not relevant while in BakingOnly mode. -- Changed parametrization of PCSS, now softness is derived from angular diameter (for directional lights) or shape radius (for point/spot lights) and min filter size is now in the [0..1] range. -- Moved the copy of the geometry history buffers to right after the depth mip chain generation. -- Rename "Luminance" to "Nits" in UX for physical light unit -- Rename FrameSettings "SkyLighting" to "SkyReflection" -- Reworked XR automated tests -- The ray traced screen space shadow history for directional, spot and point lights is discarded if the light transform has changed. -- Changed the behavior for ray tracing in case a mesh renderer has both transparent and opaque submeshes. -- Improve history buffer management -- Replaced PlayerSettings.virtualRealitySupported with XRGraphics.tryEnable. -- Remove redundant FrameSettings RealTimePlanarReflection -- Improved a bit the GC calls generated during the rendering. -- Material update is now only triggered when the relevant settings are touched in the shader graph master nodes -- Changed the way Sky Intensity (on Sky volume components) is handled. It's now a combo box where users can choose between Exposure, Multiplier or Lux (for HDRI sky only) instead of both multiplier and exposure being applied all the time. Added a new menu item to convert old profiles. -- Change how method for specular occlusions is decided on inspector shader (Lit, LitTesselation, LayeredLit, LayeredLitTessellation) -- Unlocked SSS, SSR, Motion Vectors and Distortion frame settings for reflections probes. -- Hide unused LOD settings in Quality Settings legacy window. -- Reduced the constrained distance for temporal reprojection of ray tracing denoising -- Removed shadow near plane from the Directional Light Shadow UI. -- Improved the performances of custom pass culling. -- The scene view camera now replicates the physical parameters from the camera tagged as "MainCamera". -- Reduced the number of GC.Alloc calls, one simple scene without plarnar / probes, it should be 0B. -- Renamed ProfilingSample to ProfilingScope and unified API. Added GPU Timings. -- Updated macros to be compatible with the new shader preprocessor. -- Ray tracing reflection temporal filtering is now done in pre-exposed space -- Search field selects the appropriate fields in both project settings panels 'HDRP Default Settings' and 'Quality/HDRP' -- Disabled the refraction and transmission map keywords if the material is opaque. -- Keep celestial bodies outside the atmosphere. -- Updated the MSAA documentation to specify what features HDRP supports MSAA for and what features it does not. -- Shader use for Runtime Debug Display are now correctly stripper when doing a release build -- Now each camera has its own Volume Stack. This allows Volume Parameters to be updated as early as possible and be ready for the whole frame without conflicts between cameras. -- Disable Async for SSR, SSAO and Contact shadow when aggregated ray tracing frame setting is on. -- Improved performance when entering play mode without domain reload by a factor of ~25 -- Renamed the camera profiling sample to include the camera name -- Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes. -- Renamed the camera profiling sample to include the camera name -- Renamed the post processing graphic formats to match the new convention. -- The restart in Wizard for DXR will always be last fix from now on -- Refactoring pre-existing materials to share more shader code between rasterization and ray tracing. -- Setting a material's Refraction Model to Thin does not overwrite the Thickness and Transmission Absorption Distance anymore. -- Removed Wind textures from runtime as wind is no longer built into the pipeline -- Changed Shader Graph titles of master nodes to be more easily searchable ("HDRP/x" -> "x (HDRP)") -- Expose StartSinglePass() and StopSinglePass() as public interface for XRPass -- Replaced the Texture array for 2D cookies (spot, area and directional lights) and for planar reflections by an atlas. -- Moved the tier defining from the asset to the concerned volume components. -- Changing from a tier management to a "mode" management for reflection and GI and removing the ability to enable/disable deferred and ray bining (they are now implied by performance mode) -- The default FrameSettings for ScreenSpaceShadows is set to true for Camera in order to give a better workflow for DXR. -- Refactor internal usage of Stencil bits. -- Changed how the material upgrader works and added documentation for it. -- Custom passes now disable the stencil when overwriting the depth and not writing into it. -- Renamed the camera profiling sample to include the camera name -- Changed the way the shadow casting property of transparent and tranmissive materials is handeled for ray tracing. -- Changed inspector materials stencil setting code to have more sharing. -- Updated the default scene and default DXR scene and DefaultVolumeProfile. -- Changed the way the length parameter is used for ray traced contact shadows. -- Improved the coherency of PCSS blur between cascades. -- Updated VR checks in Wizard to reflect new XR System. -- Removing unused alpha threshold depth prepass and post pass for fabric shader graph. -- Transform result from CIE XYZ to sRGB color space in EvalSensitivity for iridescence. -- Moved BeginCameraRendering callback right before culling. -- Changed the visibility of the Indirect Lighting Controller component to public. -- Renamed the cubemap used for diffuse convolution to a more explicit name for the memory profiler. -- Improved behaviour of transmission color on transparent surfaces in path tracing. -- Light dimmer can now get values higher than one and was renamed to multiplier in the UI. -- Removed info box requesting volume component for Visual Environment and updated the documentation with the relevant information. -- Improved light selection oracle for light sampling in path tracing. -- Stripped ray tracing subsurface passes with ray tracing is not enabled. -- Remove LOD cross fade code for ray tracing shaders -- Removed legacy VR code -- Add range-based clipping to box lights (case 1178780) -- Improve area light culling (case 1085873) -- Light Hierarchy debug mode can now adjust Debug Exposure for visualizing high exposure scenes. -- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. -- Renamed "Environment" to "Reflection Probes" in tile/cluster debug menu. -- Utilities namespace is obsolete, moved its content to UnityEngine.Rendering (case 1204677) -- Obsolete Utilities namespace was removed, instead use UnityEngine.Rendering (case 1204677) -- Moved most of the compute shaders to the multi_compile API instead of multiple kernels. -- Use multi_compile API for deferred compute shader with shadow mask. -- Remove the raytracing rendering queue system to make recursive raytraced material work when raytracing is disabled -- Changed a few resources used by ray tracing shaders to be global resources (using register space1) for improved CPU performance. -- All custom pass volumes are now executed for one injection point instead of the first one. -- Hidden unsupported choice in emission in Materials -- Temporal Anti aliasing improvements. -- Optimized PrepareLightsForGPU (cost reduced by over 25%) and PrepareGPULightData (around twice as fast now). -- Moved scene view camera settings for HDRP from the preferences window to the scene view camera settings window. -- Updated shaders to be compatible with Microsoft's DXC. -- Debug exposure in debug menu have been replace to debug exposure compensation in EV100 space and is always visible. -- Further optimized PrepareLightsForGPU (3x faster with few shadows, 1.4x faster with a lot of shadows or equivalently cost reduced by 68% to 37%). -- Raytracing: Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform. -- Raytracing: Removed the dynamic lightmap multicompile. -- Raytracing: Remove the LOD cross fade multi compile for ray tracing. -- Cookie are now supported in lightmaper. All lights casting cookie and baked will now include cookie influence. -- Avoid building the mip chain a second time for SSR for transparent objects. -- Replaced "High Quality" Subsurface Scattering with a set of Quality Levels. -- Replaced "High Quality" Volumetric Lighting with "Screen Resolution Percentage" and "Volume Slice Count" on the Fog volume component. -- Merged material samples and shader samples -- Update material samples scene visuals -- Use multi_compile API for deferred compute shader with shadow mask. -- Made the StaticLightingSky class public so that users can change it by script for baking purpose. -- Shadowmask and realtime reflectoin probe property are hide in Quality settings -- Improved performance of reflection probe management when using a lot of probes. -- Ignoring the disable SSR flags for recursive rendering. -- Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. -- Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering. -- MSAA Within Forward Frame Setting is now enabled by default on Cameras when new Render Pipeline Asset is created -- Slightly changed the TAA anti-flicker mechanism so that it is more aggressive on almost static images (only on High preset for now). -- Changed default exposure compensation to 0. -- Refactored shadow caching system. -- Removed experimental namespace for ray tracing code. -- Increase limit for max numbers of lights in UX -- Removed direct use of BSDFData in the path tracing pass, delegated to the material instead. -- Pre-warm the RTHandle system to reduce the amount of memory allocations and the total memory needed at all points. -- DXR: Only read the geometric attributes that are required using the share pass info and shader graph defines. -- DXR: Dispatch binned rays in 1D instead of 2D. -- Lit and LayeredLit tessellation cross lod fade don't used dithering anymore between LOD but fade the tessellation height instead. Allow a smoother transition -- Changed the way planar reflections are filtered in order to be a bit more "physically based". -- Increased path tracing BSDFs roughness range from [0.001, 0.999] to [0.00001, 0.99999]. -- Changing the default SSGI radius for the all configurations. -- Changed the default parameters for quality RTGI to match expected behavior. -- Add color clear pass while rendering XR occlusion mesh to avoid leaks. -- Only use one texture for ray traced reflection upscaling. -- Adjust the upscale radius based on the roughness value. -- DXR: Changed the way the filter size is decided for directional, point and spot shadows. -- Changed the default exposure mode to "Automatic (Histogram)", along with "Limit Min" to -4 and "Limit Max" to 16. -- Replaced the default scene system with the builtin Scene Template feature. -- Changed extensions of shader CAS include files. -- Making the planar probe atlas's format match the color buffer's format. -- Removing the planarReflectionCacheCompressed setting from asset. -- SHADERPASS for TransparentDepthPrepass and TransparentDepthPostpass identification is using respectively SHADERPASS_TRANSPARENT_DEPTH_PREPASS and SHADERPASS_TRANSPARENT_DEPTH_POSTPASS -- Moved the Parallax Occlusion Mapping node into Shader Graph. -- Renamed the debug name from SSAO to ScreenSpaceAmbientOcclusion (1254974). -- Added missing tooltips and improved the UI of the aperture control (case 1254916). -- Fixed wrong tooltips in the Dof Volume (case 1256641). -- The `CustomPassLoadCameraColor` and `CustomPassSampleCameraColor` functions now returns the correct color buffer when used in after post process instead of the color pyramid (which didn't had post processes). -- PBR Sky now doesn't go black when going below sea level, but it instead freezes calculation as if on the horizon. -- Fixed an issue with quality setting foldouts not opening when clicking on them (1253088). -- Shutter speed can now be changed by dragging the mouse over the UI label (case 1245007). -- Remove the 'Point Cube Size' for cookie, use the Cubemap size directly. -- VFXTarget with Unlit now allows EmissiveColor output to be consistent with HDRP unlit. -- Only building the RTAS if there is an effect that will require it (1262217). -- Fixed the first ray tracing frame not having the light cluster being set up properly (1260311). -- Render graph pre-setup for ray traced ambient occlusion. -- Avoid casting multiple rays and denoising for hard directional, point and spot ray traced shadows (1261040). -- Making sure the preview cameras do not use ray tracing effects due to a by design issue to build ray tracing acceleration structures (1262166). -- Preparing ray traced reflections for the render graph support (performance and quality). -- Preparing recursive rendering for the render graph port. -- Preparation pass for RTGI, temporal filter and diffuse denoiser for render graph. -- Updated the documentation for the DXR implementation. -- Changed the DXR wizard to support optional checks. -- Changed the DXR wizard steps. -- Preparation pass for RTSSS to be supported by render graph. -- Changed the color space of EmissiveColorLDR property on all shader. Was linear but should have been sRGB. Auto upgrade script handle the conversion. - -## [7.1.1] - 2019-09-05 - -### Added -- Transparency Overdraw debug mode. Allows to visualize transparent objects draw calls as an "heat map". -- Enabled single-pass instancing support for XR SDK with new API cmd.SetInstanceMultiplier() -- XR settings are now available in the HDRP asset -- Support for Material Quality in Shader Graph -- Material Quality support selection in HDRP Asset -- Renamed XR shader macro from UNITY_STEREO_ASSIGN_COMPUTE_EYE_INDEX to UNITY_XR_ASSIGN_VIEW_INDEX -- Raytracing ShaderGraph node for HDRP shaders -- Custom passes volume component with 3 injection points: Before Rendering, Before Transparent and Before Post Process -- Alpha channel is now properly exported to camera render textures when using FP16 color buffer format -- Support for XR SDK mirror view modes -- HD Master nodes in Shader Graph now support Normal and Tangent modification in vertex stage. -- DepthOfFieldCoC option in the fullscreen debug modes. -- Added override Ambient Occlusion option on debug windows -- Added Custom Post Processes with 3 injection points: Before Transparent, Before Post Process and After Post Process -- Added draft of minimal interactive path tracing (experimental) based on DXR API - Support only 4 area light, lit and unlit shader (non-shadergraph) -- Small adjustments to TAA anti flicker (more aggressive on high values). - -### Fixed -- Fixed wizard infinite loop on cancellation -- Fixed with compute shader error about too many threads in threadgroup on low GPU -- Fixed invalid contact shadow shaders being created on metal -- Fixed a bug where if Assembly.GetTypes throws an exception due to mis-versioned dlls, then no preprocessors are used in the shader stripper -- Fixed typo in AXF decal property preventing to compile -- Fixed reflection probe with XR single-pass and FPTL -- Fixed force gizmo shown when selecting camera in hierarchy -- Fixed issue with XR occlusion mesh and dynamic resolution -- Fixed an issue where lighting compute buffers were re-created with the wrong size when resizing the window, causing tile artefacts at the top of the screen. -- Fix FrameSettings names and tooltips -- Fixed error with XR SDK when the Editor is not in focus -- Fixed errors with RenderGraph, XR SDK and occlusion mesh -- Fixed shadow routines compilation errors when "real" type is a typedef on "half". -- Fixed toggle volumetric lighting in the light UI -- Fixed post-processing history reset handling rt-scale incorrectly -- Fixed crash with terrain and XR multi-pass -- Fixed ShaderGraph material synchronization issues -- Fixed a null reference exception when using an Emissive texture with Unlit shader (case 1181335) -- Fixed an issue where area lights and point lights where not counted separately with regards to max lights on screen (case 1183196) -- Fixed an SSR and Subsurface Scattering issue (appearing black) when using XR. - -### Changed -- Update Wizard layout. -- Remove almost all Garbage collection call within a frame. -- Rename property AdditionalVeclocityChange to AddPrecomputeVelocity -- Call the End/Begin camera rendering callbacks for camera with customRender enabled -- Changeg framesettings migration order of postprocess flags as a pr for reflection settings flags have been backported to 2019.2 -- Replaced usage of ENABLE_VR in XRSystem.cs by version defines based on the presence of the built-in VR and XR modules -- Added an update virtual function to the SkyRenderer class. This is called once per frame. This allows a given renderer to amortize heavy computation at the rate it chooses. Currently only the physically based sky implements this. -- Removed mandatory XRPass argument in HDCamera.GetOrCreate() -- Restored the HDCamera parameter to the sky rendering builtin parameters. -- Removed usage of StructuredBuffer for XR View Constants -- Expose Direct Specular Lighting control in FrameSettings -- Deprecated ExponentialFog and VolumetricFog volume components. Now there is only one exponential fog component (Fog) which can add Volumetric Fog as an option. Added a script in Edit -> Render Pipeline -> Upgrade Fog Volume Components. - -## [7.0.1] - 2019-07-25 - -### Added -- Added option in the config package to disable globally Area Lights and to select shadow quality settings for the deferred pipeline. -- When shader log stripping is enabled, shader stripper statistics will be written at `Temp/shader-strip.json` -- Occlusion mesh support from XR SDK - -### Fixed -- Fixed XR SDK mirror view blit, cleanup some XRTODO and removed XRDebug.cs -- Fixed culling for volumetrics with XR single-pass rendering -- Fix shadergraph material pass setup not called -- Fixed documentation links in component's Inspector header bar -- Cookies using the render texture output from a camera are now properly updated -- Allow in ShaderGraph to enable pre/post pass when the alpha clip is disabled - -### Changed -- RenderQueue for Opaque now start at Background instead of Geometry. -- Clamp the area light size for scripting API when we change the light type -- Added a warning in the material UI when the diffusion profile assigned is not in the HDRP asset - - -## [7.0.0] - 2019-07-17 - -### Added -- `Fixed`, `Viewer`, and `Automatic` modes to compute the FOV used when rendering a `PlanarReflectionProbe` -- A checkbox to toggle the chrome gizmo of `ReflectionProbe`and `PlanarReflectionProbe` -- Added a Light layer in shadows that allow for objects to cast shadows without being affected by light (and vice versa). -- You can now access ShaderGraph blend states from the Material UI (for example, **Surface Type**, **Sorting Priority**, and **Blending Mode**). This change may break Materials that use a ShaderGraph, to fix them, select **Edit > Render Pipeline > Reset all ShaderGraph Scene Materials BlendStates**. This syncs the blendstates of you ShaderGraph master nodes with the Material properties. -- You can now control ZTest, ZWrite, and CullMode for transparent Materials. -- Materials that use Unlit Shaders or Unlit Master Node Shaders now cast shadows. -- Added an option to enable the ztest on **After Post Process** materials when TAA is disabled. -- Added a new SSAO (based on Ground Truth Ambient Occlusion algorithm) to replace the previous one. -- Added support for shadow tint on light -- BeginCameraRendering and EndCameraRendering callbacks are now called with probes -- Adding option to update shadow maps only On Enable and On Demand. -- Shader Graphs that use time-dependent vertex modification now generate correct motion vectors. -- Added option to allow a custom spot angle for spot light shadow maps. -- Added frame settings for individual post-processing effects -- Added dither transition between cascades for Low and Medium quality settings -- Added single-pass instancing support with XR SDK -- Added occlusion mesh support with XR SDK -- Added support of Alembic velocity to various shaders -- Added support for more than 2 views for single-pass instancing -- Added support for per punctual/directional light min roughness in StackLit -- Added mirror view support with XR SDK -- Added VR verification in HDRPWizard -- Added DXR verification in HDRPWizard -- Added feedbacks in UI of Volume regarding skies -- Cube LUT support in Tonemapping. Cube LUT helpers for external grading are available in the Post-processing Sample package. - -### Fixed -- Fixed an issue with history buffers causing effects like TAA or auto exposure to flicker when more than one camera was visible in the editor -- The correct preview is displayed when selecting multiple `PlanarReflectionProbe`s -- Fixed volumetric rendering with camera-relative code and XR stereo instancing -- Fixed issue with flashing cyan due to async compilation of shader when selecting a mesh -- Fix texture type mismatch when the contact shadow are disabled (causing errors on IOS devices) -- Fixed Generate Shader Includes while in package -- Fixed issue when texture where deleted in ShadowCascadeGUI -- Fixed issue in FrameSettingsHistory when disabling a camera several time without enabling it in between. -- Fixed volumetric reprojection with camera-relative code and XR stereo instancing -- Added custom BaseShaderPreprocessor in HDEditorUtils.GetBaseShaderPreprocessorList() -- Fixed compile issue when USE_XR_SDK is not defined -- Fixed procedural sky sun disk intensity for high directional light intensities -- Fixed Decal mip level when using texture mip map streaming to avoid dropping to lowest permitted mip (now loading all mips) -- Fixed deferred shading for XR single-pass instancing after lightloop refactor -- Fixed cluster and material classification debug (material classification now works with compute as pixel shader lighting) -- Fixed IOS Nan by adding a maximun epsilon definition REAL_EPS that uses HALF_EPS when fp16 are used -- Removed unnecessary GC allocation in motion blur code -- Fixed locked UI with advanded influence volume inspector for probes -- Fixed invalid capture direction when rendering planar reflection probes -- Fixed Decal HTILE optimization with platform not supporting texture atomatic (Disable it) -- Fixed a crash in the build when the contact shadows are disabled -- Fixed camera rendering callbacks order (endCameraRendering was being called before the actual rendering) -- Fixed issue with wrong opaque blending settings for After Postprocess -- Fixed issue with Low resolution transparency on PS4 -- Fixed a memory leak on volume profiles -- Fixed The Parallax Occlusion Mappping node in shader graph and it's UV input slot -- Fixed lighting with XR single-pass instancing by disabling deferred tiles -- Fixed the Bloom prefiltering pass -- Fixed post-processing effect relying on Unity's random number generator -- Fixed camera flickering when using TAA and selecting the camera in the editor -- Fixed issue with single shadow debug view and volumetrics -- Fixed most of the problems with light animation and timeline -- Fixed indirect deferred compute with XR single-pass instancing -- Fixed a slight omission in anisotropy calculations derived from HazeMapping in StackLit -- Improved stack computation numerical stability in StackLit -- Fix PBR master node always opaque (wrong blend modes for forward pass) -- Fixed TAA with XR single-pass instancing (missing macros) -- Fixed an issue causing Scene View selection wire gizmo to not appear when using HDRP Shader Graphs. -- Fixed wireframe rendering mode (case 1083989) -- Fixed the renderqueue not updated when the alpha clip is modified in the material UI. -- Fixed the PBR master node preview -- Remove the ReadOnly flag on Reflection Probe's cubemap assets during bake when there are no VCS active. -- Fixed an issue where setting a material debug view would not reset the other exclusive modes -- Spot light shapes are now correctly taken into account when baking -- Now the static lighting sky will correctly take the default values for non-overridden properties -- Fixed material albedo affecting the lux meter -- Extra test in deferred compute shading to avoid shading pixels that were not rendered by the current camera (for camera stacking) - -### Changed -- Optimization: Reduce the group size of the deferred lighting pass from 16x16 to 8x8 -- Replaced HDCamera.computePassCount by viewCount -- Removed xrInstancing flag in RTHandles (replaced by TextureXR.slices and TextureXR.dimensions) -- Refactor the HDRenderPipeline and lightloop code to preprare for high level rendergraph -- Removed the **Back Then Front Rendering** option in the fabric Master Node settings. Enabling this option previously did nothing. -- Changed shader type Real to translate to FP16 precision on some platforms. -- Shader framework refactor: Introduce CBSDF, EvaluateBSDF, IsNonZeroBSDF to replace BSDF functions -- Shader framework refactor: GetBSDFAngles, LightEvaluation and SurfaceShading functions -- Replace ComputeMicroShadowing by GetAmbientOcclusionForMicroShadowing -- Rename WorldToTangent to TangentToWorld as it was incorrectly named -- Remove SunDisk and Sun Halo size from directional light -- Remove all obsolete wind code from shader -- Renamed DecalProjectorComponent into DecalProjector for API alignment. -- Improved the Volume UI and made them Global by default -- Remove very high quality shadow option -- Change default for shadow quality in Deferred to Medium -- Enlighten now use inverse squared falloff (before was using builtin falloff) -- Enlighten is now deprecated. Please use CPU or GPU lightmaper instead. -- Remove the name in the diffusion profile UI -- Changed how shadow map resolution scaling with distance is computed. Now it uses screen space area rather than light range. -- Updated MoreOptions display in UI -- Moved Display Area Light Emissive Mesh script API functions in the editor namespace -- direct strenght properties in ambient occlusion now affect direct specular as well -- Removed advanced Specular Occlusion control in StackLit: SSAO based SO control is hidden and fixed to behave like Lit, SPTD is the only HQ technique shown for baked SO. -- Shader framework refactor: Changed ClampRoughness signature to include PreLightData access. -- HDRPWizard window is now in Window > General > HD Render Pipeline Wizard -- Moved StaticLightingSky to LightingWindow -- Removes the current "Scene Settings" and replace them with "Sky & Fog Settings" (with Physically Based Sky and Volumetric Fog). -- Changed how cached shadow maps are placed inside the atlas to minimize re-rendering of them. - -## [6.7.0-preview] - 2019-05-16 - -### Added -- Added ViewConstants StructuredBuffer to simplify XR rendering -- Added API to render specific settings during a frame -- Added stadia to the supported platforms (2019.3) -- Enabled cascade blends settings in the HD Shadow component -- Added Hardware Dynamic Resolution support. -- Added MatCap debug view to replace the no scene lighting debug view. -- Added clear GBuffer option in FrameSettings (default to false) -- Added preview for decal shader graph (Only albedo, normal and emission) -- Added exposure weight control for decal -- Screen Space Directional Shadow under a define option. Activated for ray tracing -- Added a new abstraction for RendererList that will help transition to Render Graph and future RendererList API -- Added multipass support for VR -- Added XR SDK integration (multipass only) -- Added Shader Graph samples for Hair, Fabric and Decal master nodes. -- Add fade distance, shadow fade distance and light layers to light explorer -- Add method to draw light layer drawer in a rect to HDEditorUtils - -### Fixed -- Fixed deserialization crash at runtime -- Fixed for ShaderGraph Unlit masternode not writing velocity -- Fixed a crash when assiging a new HDRP asset with the 'Verify Saving Assets' option enabled -- Fixed exposure to properly support TEXTURE2D_X -- Fixed TerrainLit basemap texture generation -- Fixed a bug that caused nans when material classification was enabled and a tile contained one standard material + a material with transmission. -- Fixed gradient sky hash that was not using the exposure hash -- Fixed displayed default FrameSettings in HDRenderPipelineAsset wrongly updated on scripts reload. -- Fixed gradient sky hash that was not using the exposure hash. -- Fixed visualize cascade mode with exposure. -- Fixed (enabled) exposure on override lighting debug modes. -- Fixed issue with LightExplorer when volume have no profile -- Fixed issue with SSR for negative, infinite and NaN history values -- Fixed LightLayer in HDReflectionProbe and PlanarReflectionProbe inspector that was not displayed as a mask. -- Fixed NaN in transmission when the thickness and a color component of the scattering distance was to 0 -- Fixed Light's ShadowMask multi-edition. -- Fixed motion blur and SMAA with VR single-pass instancing -- Fixed NaNs generated by phase functionsin volumetric lighting -- Fixed NaN issue with refraction effect and IOR of 1 at extreme grazing angle -- Fixed nan tracker not using the exposure -- Fixed sorting priority on lit and unlit materials -- Fixed null pointer exception when there are no AOVRequests defined on a camera -- Fixed dirty state of prefab using disabled ReflectionProbes -- Fixed an issue where gizmos and editor grid were not correctly depth tested -- Fixed created default scene prefab non editable due to wrong file extension. -- Fixed an issue where sky convolution was recomputed for nothing when a preview was visible (causing extreme slowness when fabric convolution is enabled) -- Fixed issue with decal that wheren't working currently in player -- Fixed missing stereo rendering macros in some fragment shaders -- Fixed exposure for ReflectionProbe and PlanarReflectionProbe gizmos -- Fixed single-pass instancing on PSVR -- Fixed Vulkan shader issue with Texture2DArray in ScreenSpaceShadow.compute by re-arranging code (workaround) -- Fixed camera-relative issue with lights and XR single-pass instancing -- Fixed single-pass instancing on Vulkan -- Fixed htile synchronization issue with shader graph decal -- Fixed Gizmos are not drawn in Camera preview -- Fixed pre-exposure for emissive decal -- Fixed wrong values computed in PreIntegrateFGD and in the generation of volumetric lighting data by forcing the use of fp32. -- Fixed NaNs arising during the hair lighting pass -- Fixed synchronization issue in decal HTile that occasionally caused rendering artifacts around decal borders -- Fixed QualitySettings getting marked as modified by HDRP (and thus checked out in Perforce) -- Fixed a bug with uninitialized values in light explorer -- Fixed issue with LOD transition -- Fixed shader warnings related to raytracing and TEXTURE2D_X - -### Changed -- Refactor PixelCoordToViewDirWS to be VR compatible and to compute it only once per frame -- Modified the variants stripper to take in account multiple HDRP assets used in the build. -- Improve the ray biasing code to avoid self-intersections during the SSR traversal -- Update Pyramid Spot Light to better match emitted light volume. -- Moved _XRViewConstants out of UnityPerPassStereo constant buffer to fix issues with PSSL -- Removed GetPositionInput_Stereo() and single-pass (double-wide) rendering mode -- Changed label width of the frame settings to accommodate better existing options. -- SSR's Default FrameSettings for camera is now enable. -- Re-enabled the sharpening filter on Temporal Anti-aliasing -- Exposed HDEditorUtils.LightLayerMaskDrawer for integration in other packages and user scripting. -- Rename atmospheric scattering in FrameSettings to Fog -- The size modifier in the override for the culling sphere in Shadow Cascades now defaults to 0.6, which is the same as the formerly hardcoded value. -- Moved LOD Bias and Maximum LOD Level from Frame Setting section `Other` to `Rendering` -- ShaderGraph Decal that affect only emissive, only draw in emissive pass (was drawing in dbuffer pass too) -- Apply decal projector fade factor correctly on all attribut and for shader graph decal -- Move RenderTransparentDepthPostpass after all transparent -- Update exposure prepass to interleave XR single-pass instancing views in a checkerboard pattern -- Removed ScriptRuntimeVersion check in wizard. - -## [6.6.0-preview] - 2019-04-01 - -### Added -- Added preliminary changes for XR deferred shading -- Added support of 111110 color buffer -- Added proper support for Recorder in HDRP -- Added depth offset input in shader graph master nodes -- Added a Parallax Occlusion Mapping node -- Added SMAA support -- Added Homothety and Symetry quick edition modifier on volume used in ReflectionProbe, PlanarReflectionProbe and DensityVolume -- Added multi-edition support for DecalProjectorComponent -- Improve hair shader -- Added the _ScreenToTargetScaleHistory uniform variable to be used when sampling HDRP RTHandle history buffers. -- Added settings in `FrameSettings` to change `QualitySettings.lodBias` and `QualitySettings.maximumLODLevel` during a rendering -- Added an exposure node to retrieve the current, inverse and previous frame exposure value. -- Added an HD scene color node which allow to sample the scene color with mips and a toggle to remove the exposure. -- Added safeguard on HD scene creation if default scene not set in the wizard -- Added Low res transparency rendering pass. - -### Fixed -- Fixed HDRI sky intensity lux mode -- Fixed dynamic resolution for XR -- Fixed instance identifier semantic string used by Shader Graph -- Fixed null culling result occuring when changing scene that was causing crashes -- Fixed multi-edition light handles and inspector shapes -- Fixed light's LightLayer field when multi-editing -- Fixed normal blend edition handles on DensityVolume -- Fixed an issue with layered lit shader and height based blend where inactive layers would still have influence over the result -- Fixed multi-selection handles color for DensityVolume -- Fixed multi-edition inspector's blend distances for HDReflectionProbe, PlanarReflectionProbe and DensityVolume -- Fixed metric distance that changed along size in DensityVolume -- Fixed DensityVolume shape handles that have not same behaviour in advance and normal edition mode -- Fixed normal map blending in TerrainLit by only blending the derivatives -- Fixed Xbox One rendering just a grey screen instead of the scene -- Fixed probe handles for multiselection -- Fixed baked cubemap import settings for convolution -- Fixed regression causing crash when attempting to open HDRenderPipelineWizard without an HDRenderPipelineAsset setted -- Fixed FullScreenDebug modes: SSAO, SSR, Contact shadow, Prerefraction Color Pyramid, Final Color Pyramid -- Fixed volumetric rendering with stereo instancing -- Fixed shader warning -- Fixed missing resources in existing asset when updating package -- Fixed PBR master node preview in forward rendering or transparent surface -- Fixed deferred shading with stereo instancing -- Fixed "look at" edition mode of Rotation tool for DecalProjectorComponent -- Fixed issue when switching mode in ReflectionProbe and PlanarReflectionProbe -- Fixed issue where migratable component version where not always serialized when part of prefab's instance -- Fixed an issue where shadow would not be rendered properly when light layer are not enabled -- Fixed exposure weight on unlit materials -- Fixed Light intensity not played in the player when recorded with animation/timeline -- Fixed some issues when multi editing HDRenderPipelineAsset -- Fixed emission node breaking the main shader graph preview in certain conditions. -- Fixed checkout of baked probe asset when baking probes. -- Fixed invalid gizmo position for rotated ReflectionProbe -- Fixed multi-edition of material's SurfaceType and RenderingPath -- Fixed whole pipeline reconstruction on selecting for the first time or modifying other than the currently used HDRenderPipelineAsset -- Fixed single shadow debug mode -- Fixed global scale factor debug mode when scale > 1 -- Fixed debug menu material overrides not getting applied to the Terrain Lit shader -- Fixed typo in computeLightVariants -- Fixed deferred pass with XR instancing by disabling ComputeLightEvaluation -- Fixed bloom resolution independence -- Fixed lens dirt intensity not behaving properly -- Fixed the Stop NaN feature -- Fixed some resources to handle more than 2 instanced views for XR -- Fixed issue with black screen (NaN) produced on old GPU hardware or intel GPU hardware with gaussian pyramid -- Fixed issue with disabled punctual light would still render when only directional light is present - -### Changed -- DensityVolume scripting API will no longuer allow to change between advance and normal edition mode -- Disabled depth of field, lens distortion and panini projection in the scene view -- TerrainLit shaders and includes are reorganized and made simpler. -- TerrainLit shader GUI now allows custom properties to be displayed in the Terrain fold-out section. -- Optimize distortion pass with stencil -- Disable SceneSelectionPass in shader graph preview -- Control punctual light and area light shadow atlas separately -- Move SMAA anti-aliasing option to after Temporal Anti Aliasing one, to avoid problem with previously serialized project settings -- Optimize rendering with static only lighting and when no cullable lights/decals/density volumes are present. -- Updated handles for DecalProjectorComponent for enhanced spacial position readability and have edition mode for better SceneView management -- DecalProjectorComponent are now scale independent in order to have reliable metric unit (see new Size field for changing the size of the volume) -- Restructure code from HDCamera.Update() by adding UpdateAntialiasing() and UpdateViewConstants() -- Renamed velocity to motion vectors -- Objects rendered during the After Post Process pass while TAA is enabled will not benefit from existing depth buffer anymore. This is done to fix an issue where those object would wobble otherwise -- Removed usage of builtin unity matrix for shadow, shadow now use same constant than other view -- The default volume layer mask for cameras & probes is now `Default` instead of `Everything` - -## [6.5.0-preview] - 2019-03-07 - -### Added -- Added depth-of-field support with stereo instancing -- Adding real time area light shadow support -- Added a new FrameSettings: Specular Lighting to toggle the specular during the rendering - -### Fixed -- Fixed diffusion profile upgrade breaking package when upgrading to a new version -- Fixed decals cropped by gizmo not updating correctly if prefab -- Fixed an issue when enabling SSR on multiple view -- Fixed edition of the intensity's unit field while selecting multiple lights -- Fixed wrong calculation in soft voxelization for density volume -- Fixed gizmo not working correctly with pre-exposure -- Fixed issue with setting a not available RT when disabling motion vectors -- Fixed planar reflection when looking at mirror normal -- Fixed mutiselection issue with HDLight Inspector -- Fixed HDAdditionalCameraData data migration -- Fixed failing builds when light explorer window is open -- Fixed cascade shadows border sometime causing artefacts between cascades -- Restored shadows in the Cascade Shadow debug visualization -- `camera.RenderToCubemap` use proper face culling - -### Changed -- When rendering reflection probe disable all specular lighting and for metals use fresnelF0 as diffuse color for bake lighting. - -## [6.4.0-preview] - 2019-02-21 - -### Added -- VR: Added TextureXR system to selectively expand TEXTURE2D macros to texture array for single-pass stereo instancing + Convert textures call to these macros -- Added an unit selection dropdown next to shutter speed (camera) -- Added error helpbox when trying to use a sub volume component that require the current HDRenderPipelineAsset to support a feature that it is not supporting. -- Add mesh for tube light when display emissive mesh is enabled - -### Fixed -- Fixed Light explorer. The volume explorer used `profile` instead of `sharedProfile` which instantiate a custom volume profile instead of editing the asset itself. -- Fixed UI issue where all is displayed using metric unit in shadow cascade and Percent is set in the unit field (happening when opening the inspector). -- Fixed inspector event error when double clicking on an asset (diffusion profile/material). -- Fixed nullref on layered material UI when the material is not an asset. -- Fixed nullref exception when undo/redo a light property. -- Fixed visual bug when area light handle size is 0. - -### Changed -- Update UI for 32bit/16bit shadow precision settings in HDRP asset -- Object motion vectors have been disabled in all but the game view. Camera motion vectors are still enabled everywhere, allowing TAA and Motion Blur to work on static objects. -- Enable texture array by default for most rendering code on DX11 and unlock stereo instancing (DX11 only for now) - -## [6.3.0-preview] - 2019-02-18 - -### Added -- Added emissive property for shader graph decals -- Added a diffusion profile override volume so the list of diffusion profile assets to use can be chanaged without affecting the HDRP asset -- Added a "Stop NaNs" option on cameras and in the Scene View preferences. -- Added metric display option in HDShadowSettings and improve clamping -- Added shader parameter mapping in DebugMenu -- Added scripting API to configure DebugData for DebugMenu - -### Fixed -- Fixed decals in forward -- Fixed issue with stencil not correctly setup for various master node and shader for the depth pass, motion vector pass and GBuffer/Forward pass -- Fixed SRP batcher and metal -- Fixed culling and shadows for Pyramid, Box, Rectangle and Tube lights -- Fixed an issue where scissor render state leaking from the editor code caused partially black rendering - -### Changed -- When a lit material has a clear coat mask that is not null, we now use the clear coat roughness to compute the screen space reflection. -- Diffusion profiles are now limited to one per asset and can be referenced in materials, shader graphs and vfx graphs. Materials will be upgraded automatically except if they are using a shader graph, in this case it will display an error message. - -## [6.2.0-preview] - 2019-02-15 - -### Added -- Added help box listing feature supported in a given HDRenderPipelineAsset alongs with the drawbacks implied. -- Added cascade visualizer, supporting disabled handles when not overriding. - -### Fixed -- Fixed post processing with stereo double-wide -- Fixed issue with Metal: Use sign bit to find the cache type instead of lowest bit. -- Fixed invalid state when creating a planar reflection for the first time -- Fix FrameSettings's LitShaderMode not restrained by supported LitShaderMode regression. - -### Changed -- The default value roughness value for the clearcoat has been changed from 0.03 to 0.01 -- Update default value of based color for master node -- Update Fabric Charlie Sheen lighting model - Remove Fresnel component that wasn't part of initial model + Remap smoothness to [0.0 - 0.6] range for more artist friendly parameter - -### Changed -- Code refactor: all macros with ARGS have been swapped with macros with PARAM. This is because the ARGS macros were incorrectly named. - -## [6.1.0-preview] - 2019-02-13 - -### Added -- Added support for post-processing anti-aliasing in the Scene View (FXAA and TAA). These can be set in Preferences. -- Added emissive property for decal material (non-shader graph) - -### Fixed -- Fixed a few UI bugs with the color grading curves. -- Fixed "Post Processing" in the scene view not toggling post-processing effects -- Fixed bake only object with flag `ReflectionProbeStaticFlag` when baking a `ReflectionProbe` - -### Changed -- Removed unsupported Clear Depth checkbox in Camera inspector -- Updated the toggle for advanced mode in inspectors. - -## [6.0.0-preview] - 2019-02-23 - -### Added -- Added new API to perform a camera rendering -- Added support for hair master node (Double kajiya kay - Lambert) -- Added Reset behaviour in DebugMenu (ingame mapping is right joystick + B) -- Added Default HD scene at new scene creation while in HDRP -- Added Wizard helping to configure HDRP project -- Added new UI for decal material to allow remapping and scaling of some properties -- Added cascade shadow visualisation toggle in HD shadow settings -- Added icons for assets -- Added replace blending mode for distortion -- Added basic distance fade for density volumes -- Added decal master node for shader graph -- Added HD unlit master node (Cross Pipeline version is name Unlit) -- Added new Rendering Queue in materials -- Added post-processing V3 framework embed in HDRP, remove postprocess V2 framework -- Post-processing now uses the generic volume framework -- New depth-of-field, bloom, panini projection effects, motion blur -- Exposure is now done as a pre-exposition pass, the whole system has been revamped -- Exposure now use EV100 everywhere in the UI (Sky, Emissive Light) -- Added emissive intensity (Luminance and EV100 control) control for Emissive -- Added pre-exposure weigth for Emissive -- Added an emissive color node and a slider to control the pre-exposure percentage of emission color -- Added physical camera support where applicable -- Added more color grading tools -- Added changelog level for Shader Variant stripping -- Added Debug mode for validation of material albedo and metalness/specularColor values -- Added a new dynamic mode for ambient probe and renamed BakingSky to StaticLightingSky -- Added command buffer parameter to all Bind() method of material -- Added Material validator in Render Pipeline Debug -- Added code to future support of DXR (not enabled) -- Added support of multiviewport -- Added HDRenderPipeline.RequestSkyEnvironmentUpdate function to force an update from script when sky is set to OnDemand -- Added a Lighting and BackLighting slots in Lit, StackLit, Fabric and Hair master nodes -- Added support for overriding terrain detail rendering shaders, via the render pipeline editor resources asset -- Added xrInstancing flag support to RTHandle -- Added support for cullmask for decal projectors -- Added software dynamic resolution support -- Added support for "After Post-Process" render pass for unlit shader -- Added support for textured rectangular area lights -- Added stereo instancing macros to MSAA shaders -- Added support for Quarter Res Raytraced Reflections (not enabled) -- Added fade factor for decal projectors. -- Added stereo instancing macros to most shaders used in VR -- Added multi edition support for HDRenderPipelineAsset - -### Fixed -- Fixed logic to disable FPTL with stereo rendering -- Fixed stacklit transmission and sun highlight -- Fixed decals with stereo rendering -- Fixed sky with stereo rendering -- Fixed flip logic for postprocessing + VR -- Fixed copyStencilBuffer pass for some specific platforms -- Fixed point light shadow map culling that wasn't taking into account far plane -- Fixed usage of SSR with transparent on all master node -- Fixed SSR and microshadowing on fabric material -- Fixed blit pass for stereo rendering -- Fixed lightlist bounds for stereo rendering -- Fixed windows and in-game DebugMenu sync. -- Fixed FrameSettings' LitShaderMode sync when opening DebugMenu. -- Fixed Metal specific issues with decals, hitting a sampler limit and compiling AxF shader -- Fixed an issue with flipped depth buffer during postprocessing -- Fixed normal map use for shadow bias with forward lit - now use geometric normal -- Fixed transparent depth prepass and postpass access so they can be use without alpha clipping for lit shader -- Fixed support of alpha clip shadow for lit master node -- Fixed unlit master node not compiling -- Fixed issue with debug display of reflection probe -- Fixed issue with phong tessellations not working with lit shader -- Fixed issue with vertex displacement being affected by heightmap setting even if not heightmap where assign -- Fixed issue with density mode on Lit terrain producing NaN -- Fixed issue when going back and forth from Lit to LitTesselation for displacement mode -- Fixed issue with ambient occlusion incorrectly applied to emissiveColor with light layers in deferred -- Fixed issue with fabric convolution not using the correct convolved texture when fabric convolution is enabled -- Fixed issue with Thick mode for Transmission that was disabling transmission with directional light -- Fixed shutdown edge cases with HDRP tests -- Fixed slowdow when enabling Fabric convolution in HDRP asset -- Fixed specularAA not compiling in StackLit Master node -- Fixed material debug view with stereo rendering -- Fixed material's RenderQueue edition in default view. -- Fixed banding issues within volumetric density buffer -- Fixed missing multicompile for MSAA for AxF -- Fixed camera-relative support for stereo rendering -- Fixed remove sync with render thread when updating decal texture atlas. -- Fixed max number of keyword reach [256] issue. Several shader feature are now local -- Fixed Scene Color and Depth nodes -- Fixed SSR in forward -- Fixed custom editor of Unlit, HD Unlit and PBR shader graph master node -- Fixed issue with NewFrame not correctly calculated in Editor when switching scene -- Fixed issue with TerrainLit not compiling with depth only pass and normal buffer -- Fixed geometric normal use for shadow bias with PBR master node in forward -- Fixed instancing macro usage for decals -- Fixed error message when having more than one directional light casting shadow -- Fixed error when trying to display preview of Camera or PlanarReflectionProbe -- Fixed LOAD_TEXTURE2D_ARRAY_MSAA macro -- Fixed min-max and amplitude clamping value in inspector of vertex displacement materials -- Fixed issue with alpha shadow clip (was incorrectly clipping object shadow) -- Fixed an issue where sky cubemap would not be cleared correctly when setting the current sky to None -- Fixed a typo in Static Lighting Sky component UI -- Fixed issue with incorrect reset of RenderQueue when switching shader in inspector GUI -- Fixed issue with variant stripper stripping incorrectly some variants -- Fixed a case of ambient lighting flickering because of previews -- Fixed Decals when rendering multiple camera in a single frame -- Fixed cascade shadow count in shader -- Fixed issue with Stacklit shader with Haze effect -- Fixed an issue with the max sample count for the TAA -- Fixed post-process guard band for XR -- Fixed exposure of emissive of Unlit -- Fixed depth only and motion vector pass for Unlit not working correctly with MSAA -- Fixed an issue with stencil buffer copy causing unnecessary compute dispatches for lighting -- Fixed multi edition issue in FrameSettings -- Fixed issue with SRP batcher and DebugDisplay variant of lit shader -- Fixed issue with debug material mode not doing alpha test -- Fixed "Attempting to draw with missing UAV bindings" errors on Vulkan -- Fixed pre-exposure incorrectly apply to preview -- Fixed issue with duplicate 3D texture in 3D texture altas of volumetric? -- Fixed Camera rendering order (base on the depth parameter) -- Fixed shader graph decals not being cropped by gizmo -- Fixed "Attempting to draw with missing UAV bindings" errors on Vulkan. - - -### Changed -- ColorPyramid compute shader passes is swapped to pixel shader passes on platforms where the later is faster. -- Removing the simple lightloop used by the simple lit shader -- Whole refactor of reflection system: Planar and reflection probe -- Separated Passthrough from other RenderingPath -- Update several properties naming and caption based on feedback from documentation team -- Remove tile shader variant for transparent backface pass of lit shader -- Rename all HDRenderPipeline to HDRP folder for shaders -- Rename decal property label (based on doc team feedback) -- Lit shader mode now default to Deferred to reduce build time -- Update UI of Emission parameters in shaders -- Improve shader variant stripping including shader graph variant -- Refactored render loop to render realtime probes visible per camera -- Enable SRP batcher by default -- Shader code refactor: Rename LIGHTLOOP_SINGLE_PASS => LIGHTLOOP_DISABLE_TILE_AND_CLUSTER and clean all usage of LIGHTLOOP_TILE_PASS -- Shader code refactor: Move pragma definition of vertex and pixel shader inside pass + Move SURFACE_GRADIENT definition in XXXData.hlsl -- Micro-shadowing in Lit forward now use ambientOcclusion instead of SpecularOcclusion -- Upgraded FrameSettings workflow, DebugMenu and Inspector part relative to it -- Update build light list shader code to support 32 threads in wavefronts on some platforms -- LayeredLit layers' foldout are now grouped in one main foldout per layer -- Shadow alpha clip can now be enabled on lit shader and haor shader enven for opaque -- Temporal Antialiasing optimization for Xbox One X -- Parameter depthSlice on SetRenderTarget functions now defaults to -1 to bind the entire resource -- Rename SampleCameraDepth() functions to LoadCameraDepth() and SampleCameraDepth(), same for SampleCameraColor() functions -- Improved Motion Blur quality. -- Update stereo frame settings values for single-pass instancing and double-wide -- Rearrange FetchDepth functions to prepare for stereo-instancing -- Remove unused _ComputeEyeIndex -- Updated HDRenderPipelineAsset inspector -- Re-enable SRP batcher for metal -- Updated Frame Settings UX in the HDRP Settings and Camera - -## [5.2.0-preview] - 2018-11-27 - -### Added -- Added option to run Contact Shadows and Volumetrics Voxelization stage in Async Compute -- Added camera freeze debug mode - Allow to visually see culling result for a camera -- Added support of Gizmo rendering before and after postprocess in Editor -- Added support of LuxAtDistance for punctual lights - -### Fixed -- Fixed Debug.DrawLine and Debug.Ray call to work in game view -- Fixed DebugMenu's enum resetted on change -- Fixed divide by 0 in refraction causing NaN -- Fixed disable rough refraction support -- Fixed refraction, SSS and atmospheric scattering for VR -- Fixed forward clustered lighting for VR (double-wide). -- Fixed Light's UX to not allow negative intensity -- Fixed HDRenderPipelineAsset inspector broken when displaying its FrameSettings from project windows. -- Fixed forward clustered lighting for VR (double-wide). -- Fixed HDRenderPipelineAsset inspector broken when displaying its FrameSettings from project windows. -- Fixed Decals and SSR diable flags for all shader graph master node (Lit, Fabric, StackLit, PBR) -- Fixed Distortion blend mode for shader graph master node (Lit, StackLit) -- Fixed bent Normal for Fabric master node in shader graph -- Fixed PBR master node lightlayers -- Fixed shader stripping for built-in lit shaders. - -### Changed -- Rename "Regular" in Diffusion profile UI "Thick Object" -- Changed VBuffer depth parametrization for volumetric from distanceRange to depthExtent - Require update of volumetric settings - Fog start at near plan -- SpotLight with box shape use Lux unit only - -## [5.1.0-preview] - 2018-11-19 - -### Added - -- Added a separate Editor resources file for resources Unity does not take when it builds a Player. -- You can now disable SSR on Materials in Shader Graph. -- Added support for MSAA when the Supported Lit Shader Mode is set to Both. Previously HDRP only supported MSAA for Forward mode. -- You can now override the emissive color of a Material when in debug mode. -- Exposed max light for Light Loop Settings in HDRP asset UI. -- HDRP no longer performs a NormalDBuffer pass update if there are no decals in the Scene. -- Added distant (fall-back) volumetric fog and improved the fog evaluation precision. -- Added an option to reflect sky in SSR. -- Added a y-axis offset for the PlanarReflectionProbe and offset tool. -- Exposed the option to run SSR and SSAO on async compute. -- Added support for the _GlossMapScale parameter in the Legacy to HDRP Material converter. -- Added wave intrinsic instructions for use in Shaders (for AMD GCN). - - -### Fixed -- Fixed sphere shaped influence handles clamping in Reflection Probes. -- Fixed Reflection Probe data migration for projects created before using HDRP. -- Fixed UI of Layered Material where Unity previously rendered the scrollbar above the Copy button. -- Fixed Material tessellations parameters Start fade distance and End fade distance. Originally, Unity clamped these values when you modified them. -- Fixed various distortion and refraction issues - handle a better fall-back. -- Fixed SSR for multiple views. -- Fixed SSR issues related to self-intersections. -- Fixed shape density volume handle speed. -- Fixed density volume shape handle moving too fast. -- Fixed the Camera velocity pass that we removed by mistake. -- Fixed some null pointer exceptions when disabling motion vectors support. -- Fixed viewports for both the Subsurface Scattering combine pass and the transparent depth prepass. -- Fixed the blend mode pop-up in the UI. It previously did not appear when you enabled pre-refraction. -- Fixed some null pointer exceptions that previously occurred when you disabled motion vectors support. -- Fixed Layered Lit UI issue with scrollbar. -- Fixed cubemap assignation on custom ReflectionProbe. -- Fixed Reflection Probes’ capture settings' shadow distance. -- Fixed an issue with the SRP batcher and Shader variables declaration. -- Fixed thickness and subsurface slots for fabric Shader master node that wasn't appearing with the right combination of flags. -- Fixed d3d debug layer warning. -- Fixed PCSS sampling quality. -- Fixed the Subsurface and transmission Material feature enabling for fabric Shader. -- Fixed the Shader Graph UV node’s dimensions when using it in a vertex Shader. -- Fixed the planar reflection mirror gizmo's rotation. -- Fixed HDRenderPipelineAsset's FrameSettings not showing the selected enum in the Inspector drop-down. -- Fixed an error with async compute. -- MSAA now supports transparency. -- The HDRP Material upgrader tool now converts metallic values correctly. -- Volumetrics now render in Reflection Probes. -- Fixed a crash that occurred whenever you set a viewport size to 0. -- Fixed the Camera physic parameter that the UI previously did not display. -- Fixed issue in pyramid shaped spotlight handles manipulation - -### Changed - -- Renamed Line shaped Lights to Tube Lights. -- HDRP now uses mean height fog parametrization. -- Shadow quality settings are set to All when you use HDRP (This setting is not visible in the UI when using SRP). This avoids Legacy Graphics Quality Settings disabling the shadows and give SRP full control over the Shadows instead. -- HDRP now internally uses premultiplied alpha for all fog. -- Updated default FrameSettings used for realtime Reflection Probes when you create a new HDRenderPipelineAsset. -- Remove multi-camera support. LWRP and HDRP will not support multi-camera layered rendering. -- Updated Shader Graph subshaders to use the new instancing define. -- Changed fog distance calculation from distance to plane to distance to sphere. -- Optimized forward rendering using AMD GCN by scalarizing the light loop. -- Changed the UI of the Light Editor. -- Change ordering of includes in HDRP Materials in order to reduce iteration time for faster compilation. -- Added a StackLit master node replacing the InspectorUI version. IMPORTANT: All previously authored StackLit Materials will be lost. You need to recreate them with the master node. - -## [5.0.0-preview] - 2018-09-28 - -### Added -- Added occlusion mesh to depth prepass for VR (VR still disabled for now) -- Added a debug mode to display only one shadow at once -- Added controls for the highlight created by directional lights -- Added a light radius setting to punctual lights to soften light attenuation and simulate fill lighting -- Added a 'minRoughness' parameter to all non-area lights (was previously only available for certain light types) -- Added separate volumetric light/shadow dimmers -- Added per-pixel jitter to volumetrics to reduce aliasing artifacts -- Added a SurfaceShading.hlsl file, which implements material-agnostic shading functionality in an efficient manner -- Added support for shadow bias for thin object transmission -- Added FrameSettings to control realtime planar reflection -- Added control for SRPBatcher on HDRP Asset -- Added an option to clear the shadow atlases in the debug menu -- Added a color visualization of the shadow atlas rescale in debug mode -- Added support for disabling SSR on materials -- Added intrinsic for XBone -- Added new light volume debugging tool -- Added a new SSR debug view mode -- Added translaction's scale invariance on DensityVolume -- Added multiple supported LitShadermode and per renderer choice in case of both Forward and Deferred supported -- Added custom specular occlusion mode to Lit Shader Graph Master node - -### Fixed -- Fixed a normal bias issue with Stacklit (Was causing light leaking) -- Fixed camera preview outputing an error when both scene and game view where display and play and exit was call -- Fixed override debug mode not apply correctly on static GI -- Fixed issue where XRGraphicsConfig values set in the asset inspector GUI weren't propagating correctly (VR still disabled for now) -- Fixed issue with tangent that was using SurfaceGradient instead of regular normal decoding -- Fixed wrong error message display when switching to unsupported target like IOS -- Fixed an issue with ambient occlusion texture sometimes not being created properly causing broken rendering -- Shadow near plane is no longer limited at 0.1 -- Fixed decal draw order on transparent material -- Fixed an issue where sometime the lookup texture used for GGX convolution was broken, causing broken rendering -- Fixed an issue where you wouldn't see any fog for certain pipeline/scene configurations -- Fixed an issue with volumetric lighting where the anisotropy value of 0 would not result in perfectly isotropic lighting -- Fixed shadow bias when the atlas is rescaled -- Fixed shadow cascade sampling outside of the atlas when cascade count is inferior to 4 -- Fixed shadow filter width in deferred rendering not matching shader config -- Fixed stereo sampling of depth texture in MSAA DepthValues.shader -- Fixed box light UI which allowed negative and zero sizes, thus causing NaNs -- Fixed stereo rendering in HDRISky.shader (VR) -- Fixed normal blend and blend sphere influence for reflection probe -- Fixed distortion filtering (was point filtering, now trilinear) -- Fixed contact shadow for large distance -- Fixed depth pyramid debug view mode -- Fixed sphere shaped influence handles clamping in reflection probes -- Fixed reflection probes data migration for project created before using hdrp -- Fixed ambient occlusion for Lit Master Node when slot is connected - -### Changed -- Use samplerunity_ShadowMask instead of samplerunity_samplerLightmap for shadow mask -- Allow to resize reflection probe gizmo's size -- Improve quality of screen space shadow -- Remove support of projection model for ScreenSpaceLighting (SSR always use HiZ and refraction always Proxy) -- Remove all the debug mode from SSR that are obsolete now -- Expose frameSettings and Capture settings for reflection and planar probe -- Update UI for reflection probe, planar probe, camera and HDRP Asset -- Implement proper linear blending for volumetric lighting via deep compositing as described in the paper "Deep Compositing Using Lie Algebras" -- Changed planar mapping to match terrain convention (XZ instead of ZX) -- XRGraphicsConfig is no longer Read/Write. Instead, it's read-only. This improves consistency of XR behavior between the legacy render pipeline and SRP -- Change reflection probe data migration code (to update old reflection probe to new one) -- Updated gizmo for ReflectionProbes -- Updated UI and Gizmo of DensityVolume - -## [4.0.0-preview] - 2018-09-28 - -### Added -- Added a new TerrainLit shader that supports rendering of Unity terrains. -- Added controls for linear fade at the boundary of density volumes -- Added new API to control decals without monobehaviour object -- Improve Decal Gizmo -- Implement Screen Space Reflections (SSR) (alpha version, highly experimental) -- Add an option to invert the fade parameter on a Density Volume -- Added a Fabric shader (experimental) handling cotton and silk -- Added support for MSAA in forward only for opaque only -- Implement smoothness fade for SSR -- Added support for AxF shader (X-rite format - require special AxF importer from Unity not part of HDRP) -- Added control for sundisc on directional light (hack) -- Added a new HD Lit Master node that implements Lit shader support for Shader Graph -- Added Micro shadowing support (hack) -- Added an event on HDAdditionalCameraData for custom rendering -- HDRP Shader Graph shaders now support 4-channel UVs. - -### Fixed -- Fixed an issue where sometimes the deferred shadow texture would not be valid, causing wrong rendering. -- Stencil test during decals normal buffer update is now properly applied -- Decals corectly update normal buffer in forward -- Fixed a normalization problem in reflection probe face fading causing artefacts in some cases -- Fix multi-selection behavior of Density Volumes overwriting the albedo value -- Fixed support of depth texture for RenderTexture. HDRP now correctly output depth to user depth buffer if RenderTexture request it. -- Fixed multi-selection behavior of Density Volumes overwriting the albedo value -- Fixed support of depth for RenderTexture. HDRP now correctly output depth to user depth buffer if RenderTexture request it. -- Fixed support of Gizmo in game view in the editor -- Fixed gizmo for spot light type -- Fixed issue with TileViewDebug mode being inversed in gameview -- Fixed an issue with SAMPLE_TEXTURECUBE_SHADOW macro -- Fixed issue with color picker not display correctly when game and scene view are visible at the same time -- Fixed an issue with reflection probe face fading -- Fixed camera motion vectors shader and associated matrices to update correctly for single-pass double-wide stereo rendering -- Fixed light attenuation functions when range attenuation is disabled -- Fixed shadow component algorithm fixup not dirtying the scene, so changes can be saved to disk. -- Fixed some GC leaks for HDRP -- Fixed contact shadow not affected by shadow dimmer -- Fixed GGX that works correctly for the roughness value of 0 (mean specular highlgiht will disappeard for perfect mirror, we rely on maxSmoothness instead to always have a highlight even on mirror surface) -- Add stereo support to ShaderPassForward.hlsl. Forward rendering now seems passable in limited test scenes with camera-relative rendering disabled. -- Add stereo support to ProceduralSky.shader and OpaqueAtmosphericScattering.shader. -- Added CullingGroupManager to fix more GC.Alloc's in HDRP -- Fixed rendering when multiple cameras render into the same render texture - -### Changed -- Changed the way depth & color pyramids are built to be faster and better quality, thus improving the look of distortion and refraction. -- Stabilize the dithered LOD transition mask with respect to the camera rotation. -- Avoid multiple depth buffer copies when decals are present -- Refactor code related to the RT handle system (No more normal buffer manager) -- Remove deferred directional shadow and move evaluation before lightloop -- Add a function GetNormalForShadowBias() that material need to implement to return the normal used for normal shadow biasing -- Remove Jimenez Subsurface scattering code (This code was disabled by default, now remove to ease maintenance) -- Change Decal API, decal contribution is now done in Material. Require update of material using decal -- Move a lot of files from CoreRP to HDRP/CoreRP. All moved files weren't used by Ligthweight pipeline. Long term they could move back to CoreRP after CoreRP become out of preview -- Updated camera inspector UI -- Updated decal gizmo -- Optimization: The objects that are rendered in the Motion Vector Pass are not rendered in the prepass anymore -- Removed setting shader inclue path via old API, use package shader include paths -- The default value of 'maxSmoothness' for punctual lights has been changed to 0.99 -- Modified deferred compute and vert/frag shaders for first steps towards stereo support -- Moved material specific Shader Graph files into corresponding material folders. -- Hide environment lighting settings when enabling HDRP (Settings are control from sceneSettings) -- Update all shader includes to use absolute path (allow users to create material in their Asset folder) -- Done a reorganization of the files (Move ShaderPass to RenderPipeline folder, Move all shadow related files to Lighting/Shadow and others) -- Improved performance and quality of Screen Space Shadows - -## [3.3.0-preview] - 2018-01-01 - -### Added -- Added an error message to say to use Metal or Vulkan when trying to use OpenGL API -- Added a new Fabric shader model that supports Silk and Cotton/Wool -- Added a new HDRP Lighting Debug mode to visualize Light Volumes for Point, Spot, Line, Rectangular and Reflection Probes -- Add support for reflection probe light layers -- Improve quality of anisotropic on IBL - -### Fixed -- Fix an issue where the screen where darken when rendering camera preview -- Fix display correct target platform when showing message to inform user that a platform is not supported -- Remove workaround for metal and vulkan in normal buffer encoding/decoding -- Fixed an issue with color picker not working in forward -- Fixed an issue where reseting HDLight do not reset all of its parameters -- Fixed shader compile warning in DebugLightVolumes.shader - -### Changed -- Changed default reflection probe to be 256x256x6 and array size to be 64 -- Removed dependence on the NdotL for thickness evaluation for translucency (based on artist's input) -- Increased the precision when comparing Planar or HD reflection probe volumes -- Remove various GC alloc in C#. Slightly better performance - -## [3.2.0-preview] - 2018-01-01 - -### Added -- Added a luminance meter in the debug menu -- Added support of Light, reflection probe, emissive material, volume settings related to lighting to Lighting explorer -- Added support for 16bit shadows - -### Fixed -- Fix issue with package upgrading (HDRP resources asset is now versionned to worarkound package manager limitation) -- Fix HDReflectionProbe offset displayed in gizmo different than what is affected. -- Fix decals getting into a state where they could not be removed or disabled. -- Fix lux meter mode - The lux meter isn't affected by the sky anymore -- Fix area light size reset when multi-selected -- Fix filter pass number in HDUtils.BlitQuad -- Fix Lux meter mode that was applying SSS -- Fix planar reflections that were not working with tile/cluster (olbique matrix) -- Fix debug menu at runtime not working after nested prefab PR come to trunk -- Fix scrolling issue in density volume - -### Changed -- Shader code refactor: Split MaterialUtilities file in two parts BuiltinUtilities (independent of FragInputs) and MaterialUtilities (Dependent of FragInputs) -- Change screen space shadow rendertarget format from ARGB32 to RG16 - -## [3.1.0-preview] - 2018-01-01 - -### Added -- Decal now support per channel selection mask. There is now two mode. One with BaseColor, Normal and Smoothness and another one more expensive with BaseColor, Normal, Smoothness, Metal and AO. Control is on HDRP Asset. This may require to launch an update script for old scene: 'Edit/Render Pipeline/Single step upgrade script/Upgrade all DecalMaterial MaskBlendMode'. -- Decal now supports depth bias for decal mesh, to prevent z-fighting -- Decal material now supports draw order for decal projectors -- Added LightLayers support (Base on mask from renderers name RenderingLayers and mask from light name LightLayers - if they match, the light apply) - cost an extra GBuffer in deferred (more bandwidth) -- When LightLayers is enabled, the AmbientOclusion is store in the GBuffer in deferred path allowing to avoid double occlusion with SSAO. In forward the double occlusion is now always avoided. -- Added the possibility to add an override transform on the camera for volume interpolation -- Added desired lux intensity and auto multiplier for HDRI sky -- Added an option to disable light by type in the debug menu -- Added gradient sky -- Split EmissiveColor and bakeDiffuseLighting in forward avoiding the emissiveColor to be affect by SSAO -- Added a volume to control indirect light intensity -- Added EV 100 intensity unit for area lights -- Added support for RendererPriority on Renderer. This allow to control order of transparent rendering manually. HDRP have now two stage of sorting for transparent in addition to bact to front. Material have a priority then Renderer have a priority. -- Add Coupling of (HD)Camera and HDAdditionalCameraData for reset and remove in inspector contextual menu of Camera -- Add Coupling of (HD)ReflectionProbe and HDAdditionalReflectionData for reset and remove in inspector contextual menu of ReflectoinProbe -- Add macro to forbid unity_ObjectToWorld/unity_WorldToObject to be use as it doesn't handle camera relative rendering -- Add opacity control on contact shadow - -### Fixed -- Fixed an issue with PreIntegratedFGD texture being sometimes destroyed and not regenerated causing rendering to break -- PostProcess input buffers are not copied anymore on PC if the viewport size matches the final render target size -- Fixed an issue when manipulating a lot of decals, it was displaying a lot of errors in the inspector -- Fixed capture material with reflection probe -- Refactored Constant Buffers to avoid hitting the maximum number of bound CBs in some cases. -- Fixed the light range affecting the transform scale when changed. -- Snap to grid now works for Decal projector resizing. -- Added a warning for 128x128 cookie texture without mipmaps -- Replace the sampler used for density volumes for correct wrap mode handling - -### Changed -- Move Render Pipeline Debug "Windows from Windows->General-> Render Pipeline debug windows" to "Windows from Windows->Analysis-> Render Pipeline debug windows" -- Update detail map formula for smoothness and albedo, goal it to bright and dark perceptually and scale factor is use to control gradient speed -- Refactor the Upgrade material system. Now a material can be update from older version at any time. Call Edit/Render Pipeline/Upgrade all Materials to newer version -- Change name EnableDBuffer to EnableDecals at several place (shader, hdrp asset...), this require a call to Edit/Render Pipeline/Upgrade all Materials to newer version to have up to date material. -- Refactor shader code: BakeLightingData structure have been replace by BuiltinData. Lot of shader code have been remove/change. -- Refactor shader code: All GBuffer are now handled by the deferred material. Mean ShadowMask and LightLayers are control by lit material in lit.hlsl and not outside anymore. Lot of shader code have been remove/change. -- Refactor shader code: Rename GetBakedDiffuseLighting to ModifyBakedDiffuseLighting. This function now handle lighting model for transmission too. Lux meter debug mode is factor outisde. -- Refactor shader code: GetBakedDiffuseLighting is not call anymore in GBuffer or forward pass, including the ConvertSurfaceDataToBSDFData and GetPreLightData, this is done in ModifyBakedDiffuseLighting now -- Refactor shader code: Added a backBakeDiffuseLighting to BuiltinData to handle lighting for transmission -- Refactor shader code: Material must now call InitBuiltinData (Init all to zero + init bakeDiffuseLighting and backBakeDiffuseLighting ) and PostInitBuiltinData - -## [3.0.0-preview] - 2018-01-01 - -### Fixed -- Fixed an issue with distortion that was using previous frame instead of current frame -- Fixed an issue where disabled light where not upgrade correctly to the new physical light unit system introduce in 2.0.5-preview - -### Changed -- Update assembly definitions to output assemblies that match Unity naming convention (Unity.*). - -## [2.0.5-preview] - 2018-01-01 - -### Added -- Add option supportDitheringCrossFade on HDRP Asset to allow to remove shader variant during player build if needed -- Add contact shadows for punctual lights (in additional shadow settings), only one light is allowed to cast contact shadows at the same time and so at each frame a dominant light is choosed among all light with contact shadows enabled. -- Add PCSS shadow filter support (from SRP Core) -- Exposed shadow budget parameters in HDRP asset -- Add an option to generate an emissive mesh for area lights (currently rectangle light only). The mesh fits the size, intensity and color of the light. -- Add an option to the HDRP asset to increase the resolution of volumetric lighting. -- Add additional ligth unit support for punctual light (Lumens, Candela) and area lights (Lumens, Luminance) -- Add dedicated Gizmo for the box Influence volume of HDReflectionProbe / PlanarReflectionProbe - -### Changed -- Re-enable shadow mask mode in debug view -- SSS and Transmission code have been refactored to be able to share it between various material. Guidelines are in SubsurfaceScattering.hlsl -- Change code in area light with LTC for Lit shader. Magnitude is now take from FGD texture instead of a separate texture -- Improve camera relative rendering: We now apply camera translation on the model matrix, so before the TransformObjectToWorld(). Note: unity_WorldToObject and unity_ObjectToWorld must never be used directly. -- Rename positionWS to positionRWS (Camera relative world position) at a lot of places (mainly in interpolator and FragInputs). In case of custom shader user will be required to update their code. -- Rename positionWS, capturePositionWS, proxyPositionWS, influencePositionWS to positionRWS, capturePositionRWS, proxyPositionRWS, influencePositionRWS (Camera relative world position) in LightDefinition struct. -- Improve the quality of trilinear filtering of density volume textures. -- Improve UI for HDReflectionProbe / PlanarReflectionProbe - -### Fixed -- Fixed a shader preprocessor issue when compiling DebugViewMaterialGBuffer.shader against Metal target -- Added a temporary workaround to Lit.hlsl to avoid broken lighting code with Metal/AMD -- Fixed issue when using more than one volume texture mask with density volumes. -- Fixed an error which prevented volumetric lighting from working if no density volumes with 3D textures were present. -- Fix contact shadows applied on transmission -- Fix issue with forward opaque lit shader variant being removed by the shader preprocessor -- Fixed compilation errors on platforms with limited XRSetting support. -- Fixed apply range attenuation option on punctual light -- Fixed issue with color temperature not take correctly into account with static lighting -- Don't display fog when diffuse lighting, specular lighting, or lux meter debug mode are enabled. - -## [2.0.4-preview] - 2018-01-01 - -### Fixed -- Fix issue when disabling rough refraction and building a player. Was causing a crash. - -## [2.0.3-preview] - 2018-01-01 - -### Added -- Increased debug color picker limit up to 260k lux - -## [2.0.2-preview] - 2018-01-01 - -### Added -- Add Light -> Planar Reflection Probe command -- Added a false color mode in rendering debug -- Add support for mesh decals -- Add flag to disable projector decals on transparent geometry to save performance and decal texture atlas space -- Add ability to use decal diffuse map as mask only -- Add visualize all shadow masks in lighting debug -- Add export of normal and roughness buffer for forwardOnly and when in supportOnlyForward mode for forward -- Provide a define in lit.hlsl (FORWARD_MATERIAL_READ_FROM_WRITTEN_NORMAL_BUFFER) when output buffer normal is used to read the normal and roughness instead of caclulating it (can save performance, but lower quality due to compression) -- Add color swatch to decal material - -### Changed -- Change Render -> Planar Reflection creation to 3D Object -> Mirror -- Change "Enable Reflector" name on SpotLight to "Angle Affect Intensity" -- Change prototype of BSDFData ConvertSurfaceDataToBSDFData(SurfaceData surfaceData) to BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData) - -### Fixed -- Fix issue with StackLit in deferred mode with deferredDirectionalShadow due to GBuffer not being cleared. Gbuffer is still not clear and issue was fix with the new Output of normal buffer. -- Fixed an issue where interpolation volumes were not updated correctly for reflection captures. -- Fixed an exception in Light Loop settings UI - -## [2.0.1-preview] - 2018-01-01 - -### Added -- Add stripper of shader variant when building a player. Save shader compile time. -- Disable per-object culling that was executed in C++ in HD whereas it was not used (Optimization) -- Enable texture streaming debugging (was not working before 2018.2) -- Added Screen Space Reflection with Proxy Projection Model -- Support correctly scene selection for alpha tested object -- Add per light shadow mask mode control (i.e shadow mask distance and shadow mask). It use the option NonLightmappedOnly -- Add geometric filtering to Lit shader (allow to reduce specular aliasing) -- Add shortcut to create DensityVolume and PlanarReflection in hierarchy -- Add a DefaultHDMirrorMaterial material for PlanarReflection -- Added a script to be able to upgrade material to newer version of HDRP -- Removed useless duplication of ForwardError passes. -- Add option to not compile any DEBUG_DISPLAY shader in the player (Faster build) call Support Runtime Debug display - -### Changed -- Changed SupportForwardOnly to SupportOnlyForward in render pipeline settings -- Changed versioning variable name in HDAdditionalXXXData from m_version to version -- Create unique name when creating a game object in the rendering menu (i.e Density Volume(2)) -- Re-organize various files and folder location to clean the repository -- Change Debug windows name and location. Now located at: Windows -> General -> Render Pipeline Debug - -### Removed -- Removed GlobalLightLoopSettings.maxPlanarReflectionProbes and instead use value of GlobalLightLoopSettings.planarReflectionProbeCacheSize -- Remove EmissiveIntensity parameter and change EmissiveColor to be HDR (Matching Builtin Unity behavior) - Data need to be updated - Launch Edit -> Single Step Upgrade Script -> Upgrade all Materials emissionColor - -### Fixed -- Fix issue with LOD transition and instancing -- Fix discrepency between object motion vector and camera motion vector -- Fix issue with spot and dir light gizmo axis not highlighted correctly -- Fix potential crash while register debug windows inputs at startup -- Fix warning when creating Planar reflection -- Fix specular lighting debug mode (was rendering black) -- Allow projector decal with null material to allow to configure decal when HDRP is not set -- Decal atlas texture offset/scale is updated after allocations (used to be before so it was using date from previous frame) - -## [0.0.0-preview] - 2018-01-01 - -### Added -- Configure the VolumetricLightingSystem code path to be on by default -- Trigger a build exception when trying to build an unsupported platform -- Introduce the VolumetricLightingController component, which can (and should) be placed on the camera, and allows one to control the near and the far plane of the V-Buffer (volumetric "froxel" buffer) along with the depth distribution (from logarithmic to linear) -- Add 3D texture support for DensityVolumes -- Add a better mapping of roughness to mipmap for planar reflection -- The VolumetricLightingSystem now uses RTHandles, which allows to save memory by sharing buffers between different cameras (history buffers are not shared), and reduce reallocation frequency by reallocating buffers only if the rendering resolution increases (and suballocating within existing buffers if the rendering resolution decreases) -- Add a Volumetric Dimmer slider to lights to control the intensity of the scattered volumetric lighting -- Add UV tiling and offset support for decals. -- Add mipmapping support for volume 3D mask textures - -### Changed -- Default number of planar reflection change from 4 to 2 -- Rename _MainDepthTexture to _CameraDepthTexture -- The VolumetricLightingController has been moved to the Interpolation Volume framework and now functions similarly to the VolumetricFog settings -- Update of UI of cookie, CubeCookie, Reflection probe and planar reflection probe to combo box -- Allow enabling/disabling shadows for area lights when they are set to baked. -- Hide applyRangeAttenuation and FadeDistance for directional shadow as they are not used - -### Removed -- Remove Resource folder of PreIntegratedFGD and add the resource to RenderPipeline Asset - -### Fixed -- Fix ConvertPhysicalLightIntensityToLightIntensity() function used when creating light from script to match HDLightEditor behavior -- Fix numerical issues with the default value of mean free path of volumetric fog -- Fix the bug preventing decals from coexisting with density volumes -- Fix issue with alpha tested geometry using planar/triplanar mapping not render correctly or flickering (due to being wrongly alpha tested in depth prepass) -- Fix meta pass with triplanar (was not handling correctly the normal) -- Fix preview when a planar reflection is present -- Fix Camera preview, it is now a Preview cameraType (was a SceneView) -- Fix handling unknown GPUShadowTypes in the shadow manager. -- Fix area light shapes sent as point lights to the baking backends when they are set to baked. -- Fix unnecessary division by PI for baked area lights. -- Fix line lights sent to the lightmappers. The backends don't support this light type. -- Fix issue with shadow mask framesettings not correctly taken into account when shadow mask is enabled for lighting. -- Fix directional light and shadow mask transition, they are now matching making smooth transition -- Fix banding issues caused by high intensity volumetric lighting -- Fix the debug window being emptied on SRP asset reload -- Fix issue with debug mode not correctly clearing the GBuffer in editor after a resize -- Fix issue with ResetMaterialKeyword not resetting correctly ToggleOff/Roggle Keyword -- Fix issue with motion vector not render correctly if there is no depth prepass in deferred - -## [0.0.0-preview] - 2018-01-01 - -### Added -- Screen Space Refraction projection model (Proxy raycasting, HiZ raymarching) -- Screen Space Refraction settings as volume component -- Added buffered frame history per camera -- Port Global Density Volumes to the Interpolation Volume System. -- Optimize ImportanceSampleLambert() to not require the tangent frame. -- Generalize SampleVBuffer() to handle different sampling and reconstruction methods. -- Improve the quality of volumetric lighting reprojection. -- Optimize Morton Order code in the Subsurface Scattering pass. -- Planar Reflection Probe support roughness (gaussian convolution of captured probe) -- Use an atlas instead of a texture array for cluster transparent decals -- Add a debug view to visualize the decal atlas -- Only store decal textures to atlas if decal is visible, debounce out of memory decal atlas warning. -- Add manipulator gizmo on decal to improve authoring workflow -- Add a minimal StackLit material (work in progress, this version can be used as template to add new material) - -### Changed -- EnableShadowMask in FrameSettings (But shadowMaskSupport still disable by default) -- Forced Planar Probe update modes to (Realtime, Every Update, Mirror Camera) -- Screen Space Refraction proxy model uses the proxy of the first environment light (Reflection probe/Planar probe) or the sky -- Moved RTHandle static methods to RTHandles -- Renamed RTHandle to RTHandleSystem.RTHandle -- Move code for PreIntegratedFDG (Lit.shader) into its dedicated folder to be share with other material -- Move code for LTCArea (Lit.shader) into its dedicated folder to be share with other material - -### Removed -- Removed Planar Probe mirror plane position and normal fields in inspector, always display mirror plane and normal gizmos - -### Fixed -- Fix fog flags in scene view is now taken into account -- Fix sky in preview windows that were disappearing after a load of a new level -- Fix numerical issues in IntersectRayAABB(). -- Fix alpha blending of volumetric lighting with transparent objects. -- Fix the near plane of the V-Buffer causing out-of-bounds look-ups in the clustered data structure. -- Depth and color pyramid are properly computed and sampled when the camera renders inside a viewport of a RTHandle. -- Fix decal atlas debug view to work correctly when shadow atlas view is also enabled -- Fix TransparentSSR with non-rendergraph. -- Fix shader compilation warning on SSR compute shader. diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG_LOCAL_594.md b/com.unity.render-pipelines.high-definition/CHANGELOG_LOCAL_594.md deleted file mode 100644 index 3f886024b17..00000000000 --- a/com.unity.render-pipelines.high-definition/CHANGELOG_LOCAL_594.md +++ /dev/null @@ -1,2980 +0,0 @@ -# Changelog -All notable changes to this package will be documented in this file. - -The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) -and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). - -## [12.0.0] - 2021-01-11 - -### Added -- Added support for XboxSeries platform. -- Added pivot point manipulation for Decals (inspector and edit mode). -- Added UV manipulation for Decals (edit mode). -- Added color and intensity customization for Decals. -- Added a history rejection criterion based on if the pixel was moving in world space (case 1302392). -- Added the default quality settings to the HDRP asset for RTAO, RTR and RTGI (case 1304370). -- Added TargetMidGrayParameterDrawer -- Added an option to have double sided GI be controlled separately from material double-sided option. -- Added new AOV APIs for overriding the internal rendering format, and for outputing the world space position. -- Added browsing of the documentation of Compositor Window -- Added a complete solution for volumetric clouds for HDRP including a cloud map generation tool. -- Added a Force Forward Emissive option for Lit Material that forces the Emissive contribution to render in a separate forward pass when the Lit Material is in Deferred Lit shader Mode. -- Added new API in CachedShadowManager -- Added an additional check in the "check scene for ray tracing" (case 1314963). -- Added shader graph unit test for IsFrontFace node -- API to allow OnDemand shadows to not render upon placement in the Cached Shadow Atlas. -- Exposed update upon light movement for directional light shadows in UI. -- Added a setting in the HDRP asset to change the Density Volume mask resolution of being locked at 32x32x32 (HDRP Asset > Lighting > Volumetrics > Max Density Volume Size). -- Added a Falloff Mode (Linear or Exponential) in the Density Volume for volume blending with Blend Distance. -- Added support for screen space shadows (directional and point, no area) for shadow matte unlit shader graph. -- Added support for volumetric clouds in planar reflections. -- Added deferred shading debug visualization -- Added a new control slider on RTR and RTGI to force the LOD Bias on both effects. -- Added missing documentation for volumetric clouds. -- Added the support of interpolators for SV_POSITION in shader graph. -- Added a "Conservative" mode for shader graph depth offset. -- Added an error message when trying to use disk lights with realtime GI (case 1317808). -- Added support for multi volumetric cloud shadows. -- Added a Scale Mode setting for Decals. -- Added LTC Fitting tools for all BRDFs that HDRP supports. -- Added Area Light support for Hair and Fabric master nodes. -- Added a fallback for the ray traced directional shadow in case of a transmission (case 1307870). -- Added support for Fabric material in Path Tracing. -- Added help URL for volumetric clouds override. -- Added Global settings check in Wizard -- Added localization on Wizard window -- Added an info box for micro shadow editor (case 1322830). -- Added support for alpha channel in FXAA (case 1323941). -- Added Speed Tree 8 shader graph as default Speed Tree 8 shader for HDRP. -- Added the multicompile for dynamic lightmaps to support enlighten in ray tracing (case 1318927). -- Added support for lighting full screen debug mode in automated tests. -- Added a way for fitting a probe volume around either the scene contents or a selection. -- Added support for mip bias override on texture samplers through the HDAdditionalCameraData component. -- Added Lens Flare Samples -- Added new checkbox to enable mip bias in the Dynamic Resolution HDRP quality settings. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail. -- Added a toggle to render the volumetric clouds locally or in the skybox. -- Added the ability to control focus distance either from the physical camera properties or the volume. -- Added the ability to animate many physical camera properties with Timeline. -- Added a mixed RayMarching/RayTracing mode for RTReflections and RTGI. -- Added path tracing support for stacklit material. -- Added path tracing support for AxF material. -- Added support for surface gradient based normal blending for decals. -- Added support for tessellation for all master node in shader graph. -- Added ValidateMaterial callbacks to ShaderGUI. -- Added support for internal plugin materials and HDSubTarget with their versioning system. -- Added a slider that controls how much the volumetric clouds erosion value affects the ambient occlusion term. -- Added three animation curves to control the density, erosion, and ambient occlusion in the custom submode of the simple controls. -- Added support for the camera bridge in the graphics compositor -- Added slides to control the shape noise offset. -- Added two toggles to control occluder rejection and receiver rejection for the ray traced ambient occlusion (case 1330168). -- Added the receiver motion rejection toggle to RTGI (case 1330168). -- Added info box when low resolution transparency is selected, but its not enabled in the HDRP settings. This will help new users find the correct knob in the HDRP Asset. -- Added a dialog box when you import a Material that has a diffusion profile to add the diffusion profile to global settings. -- Added support for Unlit shadow mattes in Path Tracing (case 1335487). -- Added a shortcut to HDRP Wizard documentation. -- Added support of motion vector buffer in custom postprocess -- Added tooltips for content inside the Rendering Debugger window. -- Added support for reflection probes as a fallback for ray traced reflections (case 1338644). -- Added a minimum motion vector length to the motion vector debug view. -- Added a better support for LODs in the ray tracing acceleration structure. -- Added a property on the HDRP asset to allow users to avoid ray tracing effects running at too low percentages (case 1342588). -- Added dependency to mathematics and burst, HDRP now will utilize this to improve on CPU cost. First implementation of burstified decal projector is here. - -### Fixed -- Fixed Intensity Multiplier not affecting realtime global illumination. -- Fixed an exception when opening the color picker in the material UI (case 1307143). -- Fixed lights shadow frustum near and far planes. -- The HDRP Wizard is only opened when a SRP in use is of type HDRenderPipeline. -- Fixed various issues with non-temporal SSAO and rendergraph. -- Fixed white flashes on camera cuts on volumetric fog. -- Fixed light layer issue when performing editing on multiple lights. -- Fixed an issue where selection in a debug panel would reset when cycling through enum items. -- Fixed material keywords with fbx importer. -- Fixed lightmaps not working properly with shader graphs in ray traced reflections (case 1305335). -- Fixed skybox for ortho cameras. -- Fixed crash on SubSurfaceScattering Editor when the selected pipeline is not HDRP -- Fixed model import by adding additional data if needed. -- Fix screen being over-exposed when changing very different skies. -- Fixed pixelated appearance of Contrast Adaptive Sharpen upscaler and several other issues when Hardware DRS is on -- VFX: Debug material view were rendering pink for albedo. (case 1290752) -- VFX: Debug material view incorrect depth test. (case 1293291) -- VFX: Fixed LPPV with lit particles in deferred (case 1293608) -- Fixed incorrect debug wireframe overlay on tessellated geometry (using littessellation), caused by the picking pass using an incorrect camera matrix. -- Fixed nullref in layered lit shader editor. -- Fix issue with Depth of Field CoC debug view. -- Fixed an issue where first frame of SSAO could exhibit ghosting artefacts. -- Fixed an issue with the mipmap generation internal format after rendering format change. -- Fixed multiple any hit occuring on transparent objects (case 1294927). -- Cleanup Shader UI. -- Indentation of the HDRenderPipelineAsset inspector UI for quality -- Spacing on LayerListMaterialUIBlock -- Generating a GUIContent with an Icon instead of making MaterialHeaderScopes drawing a Rect every time -- Fixed sub-shadow rendering for cached shadow maps. -- Fixed PCSS filtering issues with cached shadow maps. -- Fixed performance issue with ShaderGraph and Alpha Test -- Fixed error when increasing the maximum planar reflection limit (case 1306530). -- Fixed alpha output in debug view and AOVs when using shadow matte (case 1311830). -- Fixed an issue with transparent meshes writing their depths and recursive rendering (case 1314409). -- Fixed issue with compositor custom pass hooks added/removed repeatedly (case 1315971). -- Fixed: SSR with transparent (case 1311088) -- Fixed decals in material debug display. -- Fixed Force RGBA16 when scene filtering is active (case 1228736) -- Fix crash on VolumeComponentWithQualityEditor when the current Pipeline is not HDRP -- Fixed WouldFitInAtlas that would previously return wrong results if any one face of a point light would fit (it used to return true even though the light in entirety wouldn't fit). -- Fixed issue with NaNs in Volumetric Clouds on some platforms. -- Fixed update upon light movement for directional light rotation. -- Fixed issue that caused a rebake of Probe Volume Data to see effect of changed normal bias. -- Fixed loss of persistency of ratio between pivot position and size when sliding by 0 in DecalProjector inspector (case 1308338) -- Fixed nullref when adding a volume component in a Volume profile asset (case 1317156). -- Fixed decal normal for double sided materials (case 1312065). -- Fixed multiple HDRP Frame Settings panel issues: missing "Refraction" Frame Setting. Fixing ordering of Rough Distortion, it should now be under the Distortion setting. -- Fixed Rough Distortion frame setting not greyed out when Distortion is disabled in HDRP Asset -- Fixed issue with automatic exposure settings not updating scene view. -- Fixed issue with velocity rejection in post-DoF TAA. Fixing this reduces ghosting (case 1304381). -- Fixed missing option to use POM on emissive for tessellated shaders. -- Fixed an issue in the planar reflection probe convolution. -- Fixed an issue with debug overriding emissive material color for deferred path (case 1313123). -- Fixed a limit case when the camera is exactly at the lower cloud level (case 1316988). -- Fixed the various history buffers being discarded when the fog was enabled/disabled (case 1316072). -- Fixed resize IES when already baked in the Atlas 1299233 -- Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode -- Fixed issue with physically-based DoF computation and transparent materials with depth-writes ON. -- Fixed issue of accessing default frame setting stored in current HDRPAsset instead fo the default HDRPAsset -- Fixed SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset -- Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode -- Fixed Missing lighting quality settings for SSGI (case 1312067). -- Fixed HDRP material being constantly dirty. -- Fixed wizard checking FrameSettings not in HDRP Global Settings -- Fixed error when opening the default composition graph in the Graphics Compositor (case 1318933). -- Fixed gizmo rendering when wireframe mode is selected. -- Fixed issue in path tracing, where objects would cast shadows even if not present in the path traced layers (case 1318857). -- Fixed SRP batcher not compatible with Decal (case 1311586) -- Fixed wrong color buffer being bound to pre refraction custom passes. -- Fixed issue in Probe Reference Volume authoring component triggering an asset reload on all operations. -- Fixed grey screen on playstation platform when histogram exposure is enabled but the curve mapping is not used. -- Fixed HDRPAsset loosing its reference to the ray tracing resources when clicking on a different quality level that doesn't have ray tracing (case 1320304). -- Fixed SRP batcher not compatible with Decal (case 1311586). -- Fixed error message when having MSAA and Screen Space Shadows (case 1318698). -- Fixed Nans happening when the history render target is bigger than the current viewport (case 1321139). -- Fixed Tube and Disc lights mode selection (case 1317776) -- Fixed preview camera updating the skybox material triggering GI baking (case 1314361/1314373). -- The default LookDev volume profile is now copied and referenced in the Asset folder instead of the package folder. -- Fixed SSS on console platforms. -- Assets going through the migration system are now dirtied. -- Fixed warning fixed on ShadowLoop include (HDRISky and Unlit+ShadowMatte) -- Fixed SSR Precision for 4K Screens -- Fixed issue with gbuffer debug view when virtual texturing is enabled. -- Fixed volumetric fog noise due to sun light leaking (case 1319005) -- Fixed an issue with Decal normal blending producing NaNs. -- Fixed issue in wizard when resource folder don't exist -- Fixed issue with Decal projector edge on Metal (case 1286074) -- Fixed Exposure Frame Settings control issues on Planar reflection probes (case 1312153). Dynamic reflections now keep their own exposure relative to their parent camera. -- Fixed multicamera rendering for Dynamic Resolution Scaling using dx12 hardware mode. Using a planar reflection probe (another render camera) should be safe. -- Fixed Render Graph Debug UI not refreshing correctly in the Render Pipeline Debugger. -- Fixed SSS materials in planar reflections (case 1319027). -- Fixed Decal's pivot edit mode 2D slider gizmo not supporting multi-edition -- Fixed missing Update in Wizard's DXR Documentation -- Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter. -- Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking -- Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling. -- Fixed generation of the packed depth pyramid when hardware Dynamic Resolution Scaling is enabled. -- Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter. -- Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking -- Fixed Decal's UV edit mode with negative UV -- Fixed issue with the color space of AOVs (case 1324759) -- Fixed issue with history buffers when using multiple AOVs (case 1323684). -- Fixed camera preview with multi selection (case 1324126). -- Fix potential NaN on apply distortion pass. -- Fixed the camera controller in the template with the old input system (case 1326816). -- Fixed broken Lanczos filter artifacts on ps4, caused by a very aggressive epsilon (case 1328904) -- Fixed global Settings ignore the path set via Fix All in HDRP wizard (case 1327978) -- Fixed issue with an assert getting triggered with OnDemand shadows. -- Fixed GBuffer clear option in FrameSettings not working -- Fixed usage of Panini Projection with floating point HDRP and Post Processing color buffers. -- Fixed a NaN generating in Area light code. -- Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture. -- Fixed ResourceReloader that was not call anymore at pipeline construction -- Fixed undo of some properties on light editor. -- Fixed an issue where auto baking of ambient and reflection probe done for builtin renderer would cause wrong baking in HDRP. -- Fixed some reference to old frame settings names in HDRP Wizard. -- Fixed issue with constant buffer being stomped on when async tasks run concurrently to shadows. -- Fixed migration step overriden by data copy when creating a HDRenderPipelineGlobalSettings from a HDRPAsset. -- Fixed null reference exception in Raytracing SSS volume component. -- Fixed artifact appearing when diffuse and specular normal differ too much for eye shader with area lights -- Fixed LightCluster debug view for ray tracing. -- Fixed issue with RAS build fail when LOD was missing a renderer -- Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. -- Fixed an issue where runtime debug window UI would leak game objects. -- Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero (case 1329624). -- Fixed ray traced reflections that were too dark for unlit materials. Reflections are now more consistent with the material emissiveness. -- Fixed pyramid color being incorrect when hardware dynamic resolution is enabled. -- Fixed SSR Accumulation with Offset with Viewport Rect Offset on Camera -- Fixed material Emission properties not begin animated when recording an animation (case 1328108). -- Fixed fog precision in some camera positions (case 1329603). -- Fixed contact shadows tile coordinates calculations. -- Fixed issue with history buffer allocation for AOVs when the request does not come in first frame. -- Fix Clouds on Metal or platforms that don't support RW in same shader of R11G11B10 textures. -- Fixed blocky looking bloom when dynamic resolution scaling was used. -- Fixed normals provided in object space or world space, when using double sided materials. -- Fixed multi cameras using cloud layers shadows. -- Fixed HDAdditionalLightData's CopyTo and HDAdditionalCameraData's CopyTo missing copy. -- Fixed issue with velocity rejection when using physically-based DoF. -- Fixed HDRP's ShaderGraphVersion migration management which was broken. -- Fixed missing API documentation for LTC area light code. -- Fixed diffusion profile breaking after upgrading HDRP (case 1337892). -- Fixed undo on light anchor. -- Fixed some depth comparison instabilities with volumetric clouds. -- Fixed AxF debug output in certain configurations (case 1333780). -- Fixed white flash when camera is reset and SSR Accumulation mode is on. -- Fixed an issue with TAA causing objects not to render at extremely high far flip plane values. -- Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. -- Fixed overdraw in custom pass utils blur and Copy functions (case 1333648); -- Fixed invalid pass index 1 in DrawProcedural error. -- Fixed a compilation issue for AxF carpaints on Vulkan (case 1314040). -- Fixed issue with hierarchy object filtering. -- Fixed a lack of syncronization between the camera and the planar camera for volumetric cloud animation data. -- Fixed for wrong cached area light initialization. -- Fixed unexpected rendering of 2D cookies when switching from Spot to Point light type (case 1333947). -- Fixed the fallback to custom went changing a quality settings not workings properly (case 1338657). -- Fixed ray tracing with XR and camera relative rendering (case 1336608). -- Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). -- Fixed for discrepancies in intensity and saturation between screen space refraction and probe refraction. -- Fixed a divide-by-zero warning for anisotropic shaders (Fabric, Lit). -- Fixed VfX lit particle AOV output color space. -- Fixed path traced transparent unlit material (case 1335500). -- Fixed support of Distortion with MSAA -- Fixed contact shadow debug views not displaying correctly upon resizing of view. -- Fixed an error when deleting the 3D Texture mask of a local volumetric fog volume (case 1339330). -- Fixed some aliasing issues with the volumetric clouds. -- Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). -- Fixed the double sided option moving when toggling it in the material UI (case 1328877). -- Fixed incorrect RTHandle scale in DoF when TAA is enabled. -- Fixed an incompatibility between MSAA and Volumetric Clouds. -- Fixed volumetric fog in planar reflections. -- Fixed error with motion blur and small render targets. -- Fixed issue with on-demand directional shadow maps looking broken when a reflection probe is updated at the same time. -- Fixed cropping issue with the compositor camera bridge (case 1340549). -- Fixed an issue with normal management for recursive rendering (case 1324082). -- Fixed aliasing artifacts that are related to numerical imprecisions of the light rays in the volumetric clouds (case 1340731). -- Fixed exposure issues with volumetric clouds on planar reflection -- Fixed bad feedback loop occuring when auto exposure adaptation time was too small. -- Fixed an issue where enabling GPU Instancing on a ShaderGraph Material would cause compile failures [1338695]. -- Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). -- Fixed object outline flickering with TAA. -- Fixed issue with sky settings being ignored when using the recorder and path tracing (case 1340507). -- Fixed some resolution aliasing for physically based depth of field (case 1340551). -- Fixed an issue with resolution dependence for physically based depth of field. -- Fixed sceneview debug mode rendering (case 1211436) -- Fixed Pixel Displacement that could be set on tessellation shader while it's not supported. -- Fixed an issue where disabled reflection probes were still sent into the the ray tracing light cluster. -- Fixed nullref when enabling fullscreen passthrough in HDRP Camera. -- Fixed tessellation displacement with planar mapping -- Fixed the shader graph files that was still dirty after the first save (case 1342039). -- Fixed cases in which object and camera motion vectors would cancel out, but didn't. -- Fixed HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material (case 1339865). -- Fixed custom pass volume not executed in scene view because of the volume culling mask. -- Fixed remapping of depth pyramid debug view -- Fixed an issue with asymmetric projection matrices and fog / pathtracing. (case 1330290). -- Fixed rounding issue when accessing the color buffer in the DoF shader. -- HD Global Settings can now be unassigned in the Graphics tab if HDRP is not the active pipeline(case 1343570). -- Fix diffusion profile displayed in the inspector. -- HDRP Wizard can still be opened from Windows > Rendering, if the project is not using a Render Pipeline. -- Fixed override camera rendering custom pass API aspect ratio issue when rendering to a render texture. -- Fixed the incorrect value written to the VT feedback buffer when VT is not used. -- Fixed support for ray binning for ray tracing in XR (case 1346374). -- Fixed exposure not being properly handled in ray tracing performance (RTGI and RTR, case 1346383). -- Fixed the RTAO debug view being broken. -- Fixed an issue that made camera motion vectors unavailable in custom passes. -- Fixed the possibility to hide custom pass from the create menu with the HideInInspector attribute. -- Fixed support of multi-editing on custom pass volumes. -- Fixed possible QNANS during first frame of SSGI, caused by uninitialized first frame data. -- Fixed various SSGI issues (case 1340851, case 1339297, case 1327919). -- Prevent user from spamming and corrupting installation of nvidia package. -- Fixed an issue with surface gradient based normal blending for decals (volume gradients weren't converted to SG before resolving in some cases). -- Fixed distortion when resizing the graphics compositor window in builds (case 1328968). -- Fixed custom pass workflow for single camera effects. -- Fixed gbuffer depth debug mode for materials not rendered during the prepass. -- Fixed Vertex Color Mode documentation for layered lit shader. -- Fixed wobbling/tearing-like artifacts with SSAO. -- Fixed white flash with SSR when resetting camera history (case 1335263). -- Fixed VFX flag "Exclude From TAA" not working for some particle types. -- Spot Light radius is not changed when editing the inner or outer angle of a multi selection (case 1345264) -- Fixed Dof and MSAA. DoF is now using the min depth of the per-pixel MSAA samples when MSAA is enabled. This removes 1-pixel ringing from in focus objects (case 1347291). -- Fixed parameter ranges in HDRP Asset settings. -- Fixed CPU performance of decal projectors, by a factor of %100 (walltime) on HDRP PS4, by burstifying decal projectors CPU processing. -- Only display HDRP Camera Preview if HDRP is the active pipeline (case 1350767). -- Prevent any unwanted light sync when not in HDRP (case 1217575) -- Fixed missing global wind parameters in the visual environment. -- Fixed fabric IBL (Charlie) pre-convolution performance and accuracy (uses 1000x less samples and is closer match with the ground truth) -- Fixed conflicting runtime debug menu command with an option to disable runtime debug window hotkey. -- Fixed screen-space shadows with XR single-pass and camera relative rendering (1348260). -- Fixed ghosting issues if the exposure changed too much (RTGI). -- Fixed failures on platforms that do not support ray tracing due to an engine behavior change. -- Fixed infinite propagation of nans for RTGI and SSGI (case 1349738). -- Fixed access to main directional light from script. -- Fixed an issue with reflection probe normalization via APV when no probes are in scene. -- Fixed Volumetric Clouds not updated when using RenderTexture as input for cloud maps. -- Fixed custom post process name not displayed correctly in GPU markers. -- Fixed objects disappearing from Lookdev window when entering playmode (case 1309368). -- Fixed rendering of objects just after the TAA pass (before post process injection point). -- Fixed tiled artifacts in refraction at borders between two reflection probes. -- Fixed the FreeCamera and SimpleCameraController mouse rotation unusable at low framerate (case 1340344). -- Fixed warning "Releasing render texture that is set to be RenderTexture.active!" on pipeline disposal / hdrp live editing. -- Fixed a null ref exception when adding a new environment to the Look Dev library. -- Fixed a nullref in volume system after deleting a volume object (case 1348374). -- Fixed the APV UI loosing focus when the helpbox about baking appears in the probe volume. -- Fixed update order in Graphics Compositor causing jumpy camera updates (case 1345566). -- Fixed material inspector that allowed setting intensity to an infinite value. - -### Changed -- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard -- Removed the material pass probe volumes evaluation mode. -- Changed GameObject/Rendering/Density Volume to GameObject/Rendering/Local Volumetric Fog -- Changed GameObject/Volume/Sky and Fog Volume to GameObject/Volume/Sky and Fog Global Volume -- Move the Decal Gizmo Color initialization to preferences -- Unifying the history validation pass so that it is only done once for the whole frame and not per effect. -- Moved Edit/Render Pipeline/HD Render Pipeline/Render Selected Camera to log Exr to Edit/Rendering/Render Selected HDRP Camera to log Exr -- Moved Edit/Render Pipeline/HD Render Pipeline/Export Sky to Image to Edit/Rendering/Export HDRP Sky to Image -- Moved Edit/Render Pipeline/HD Render Pipeline/Check Scene Content for Ray Tracing to Edit/Rendering/Check Scene Content for HDRP Ray Tracing -- Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Project Materials to High Definition Materials to Edit/Rendering/Materials/Convert All Built-in Materials to HDRP" -- Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Selected Materials to High Definition Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to HDRP -- Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Scene Terrains to High Definition Terrains to Edit/Rendering/Materials/Convert Scene Terrains to HDRP Terrains -- Changed the Channel Mixer Volume Component UI.Showing all the channels. -- Updated the tooltip for the Decal Angle Fade property (requires to enable Decal Layers in both HDRP asset and Frame settings) (case 1308048). -- The RTAO's history is now discarded if the occlusion caster was moving (case 1303418). -- Change Asset/Create/Shader/HD Render Pipeline/Decal Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Eye Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Fabric Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Fabric Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Hair Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/HDRP/Lit -- Change Asset/Create/Shader/HD Render Pipeline/StackLit Shader Graph to Asset/Create/Shader Graph/HDRP/StackLit Shader GraphShader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Unlit Shader Graph to Asset/Create/Shader Graph/HDRP/Unlit Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Custom FullScreen Pass to Asset/Create/Shader/HDRP Custom FullScreen Pass -- Change Asset/Create/Shader/HD Render Pipeline/Custom Renderers Pass to Asset/Create/Shader/HDRP Custom Renderers Pass -- Change Asset/Create/Shader/HD Render Pipeline/Post Process Pass to Asset/Create/Shader/HDRP Post Process -- Change Assets/Create/Rendering/High Definition Render Pipeline Asset to Assets/Create/Rendering/HDRP Asset -- Change Assets/Create/Rendering/Diffusion Profile to Assets/Create/Rendering/HDRP Diffusion Profile -- Change Assets/Create/Rendering/C# Custom Pass to Assets/Create/Rendering/HDRP C# Custom Pass -- Change Assets/Create/Rendering/C# Post Process Volume to Assets/Create/Rendering/HDRP C# Post Process Volume -- Change labels about scroll direction and cloud type. -- Change the handling of additional properties to base class -- Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities. -- Improving the screen space global illumination. -- ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added. -- Improved the Camera Inspector, new sections and better grouping of fields -- Moving MaterialHeaderScopes to Core -- Changed resolution (to match the render buffer) of the sky used for camera misses in Path Tracing. (case 1304114). -- Tidy up of platform abstraction code for shader optimization. -- Display a warning help box when decal atlas is out of size. -- Moved the HDRP render graph debug panel content to the Rendering debug panel. -- Changed Path Tracing's maximum intensity from clamped (0 to 100) to positive value (case 1310514). -- Avoid unnecessary RenderGraphBuilder.ReadTexture in the "Set Final Target" pass -- Change Allow dynamic resolution from Rendering to Output on the Camera Inspector -- Change Link FOV to Physical Camera to Physical Camera, and show and hide everything on the Projection Section -- Change FOV Axis to Field of View Axis -- Density Volumes can now take a 3D RenderTexture as mask, the mask can use RGBA format for RGB fog. -- Decreased the minimal Fog Distance value in the Density Volume to 0.05. -- Virtual Texturing Resolver now performs RTHandle resize logic in HDRP instead of in core Unity -- Cached the base types of Volume Manager to improve memory and cpu usage. -- Reduced the maximal number of bounces for both RTGI and RTR (case 1318876). -- Changed Density Volume for Local Volumetric Fog -- HDRP Global Settings are now saved into their own asset (HDRenderPipelineGlobalSettings) and HDRenderPipeline's default asset refers to this new asset. -- Improved physically based Depth of Field with better near defocus blur quality. -- Changed the behavior of the clear coat and SSR/RTR for the stack lit to mimic the Lit's behavior (case 1320154). -- The default LookDev volume profile is now copied and referened in the Asset folder instead of the package folder. -- Changed normal used in path tracing to create a local light list from the geometric to the smooth shading one. -- Embed the HDRP config package instead of copying locally, the `Packages` folder is versionned by Collaborate. (case 1276518) -- Materials with Transparent Surface type, the property Sorting Priority is clamped on the UI from -50 to 50 instead of -100 to 100. -- Improved lighting models for AxF shader area lights. -- Updated Wizard to better handle RenderPipelineAsset in Quality Settings -- UI for Frame Settings has been updated: default values in the HDRP Settings and Custom Frame Settings are always editable -- Updated Light's shadow layer name in Editor. -- Increased path tracing max samples from 4K to 16K (case 1327729). -- Film grain does not affect the alpha channel. -- Disable TAA sharpening on alpha channel. -- Enforced more consistent shading normal computation for path tracing, so that impossible shading/geometric normal combinations are avoided (case 1323455). -- Default black texture XR is now opaque (alpha = 1). -- Changed ray tracing acceleration structure build, so that only meshes with HDRP materials are included (case 1322365). -- Changed default sidedness to double, when a mesh with a mix of single and double-sided materials is added to the ray tracing acceleration structure (case 1323451). -- Use the new API for updating Reflection Probe state (fixes garbage allocation, case 1290521) -- Augmented debug visualization for probe volumes. -- Global Camera shader constants are now pushed when doing a custom render callback. -- Splited HDProjectSettings with new HDUserSettings in UserProject. Now Wizard working variable should not bother versioning tool anymore (case 1330640) -- Removed redundant Show Inactive Objects and Isolate Selection checkboxes from the Emissive Materials tab of the Light Explorer (case 1331750). -- Renaming Decal Projector to HDRP Decal Projector. -- The HDRP Render Graph now uses the new RendererList API for rendering and (optional) pass culling. -- Increased the minimal density of the volumetric clouds. -- Changed the storage format of volumetric clouds presets for easier editing. -- Reduced the maximum distance per ray step of volumetric clouds. -- Improved the fly through ghosting artifacts in the volumetric clouds. -- Make LitTessellation and LayeredLitTessellation fallback on Lit and LayeredLit respectively in DXR. -- Display an info box and disable MSAA asset entry when ray tracing is enabled. -- Changed light reset to preserve type. -- Ignore hybrid duplicated reflection probes during light baking. -- Replaced the context menu by a search window when adding custom pass. -- Moved supportRuntimeDebugDisplay option from HDRPAsset to HDRPGlobalSettings. -- When a ray hits the sky in the ray marching part of mixed ray tracing, it is considered a miss. -- TAA jitter is disabled while using Frame Debugger now. -- Depth of field at half or quarter resolution is now computed consistently with the full resolution option (case 1335687). -- Hair uses GGX LTC for area light specular. -- Moved invariants outside of loop for a minor CPU speedup in the light loop code. -- Various improvements to the volumetric clouds. -- Restore old version of the RendererList structs/api for compatibility. -- Various improvements to SSGI (case 1340851, case 1339297, case 1327919). -- Changed the NVIDIA install button to the standard FixMeButton. -- Improved a bit the area cookie behavior for higher smoothness values to reduce artifacts. -- Improved volumetric clouds (added new noise for erosion, reduced ghosting while flying through, altitude distortion, ghosting when changing from local to distant clouds, fix issue in wind distortion along the Z axis). -- Fixed upscaling issue that is exagerated by DLSS (case 1347250). -- Improvements to the RTGI denoising. - -## [11.0.0] - 2020-10-21 - -### Added -- Added a new API to bake HDRP probes from C# (case 1276360) -- Added support for pre-exposure for planar reflections. -- Added support for nested volume components to volume system. -- Added a cameraCullingResult field in Custom Pass Context to give access to both custom pass and camera culling result. -- Added a toggle to allow to include or exclude smooth surfaces from ray traced reflection denoising. -- Added support for raytracing for AxF material -- Added rasterized area light shadows for AxF material -- Added a cloud system and the CloudLayer volume override. -- Added per-stage shader keywords. - -### Fixed -- Fixed probe volumes debug views. -- Fixed ShaderGraph Decal material not showing exposed properties. -- Fixed couple samplers that had the wrong name in raytracing code -- VFX: Fixed LPPV with lit particles in deferred (case 1293608) -- Fixed the default background color for previews to use the original color. -- Fixed compilation issues on platforms that don't support XR. -- Fixed issue with compute shader stripping for probe volumes variants. -- Fixed issue with an empty index buffer not being released. -- Fixed issue when debug full screen 'Transparent Screen Space Reflection' do not take in consideration debug exposure - -### Changed -- Removed the material pass probe volumes evaluation mode. -- Volume parameter of type Cubemap can now accept Cubemap render textures and custom render textures. -- Removed the superior clamping value for the recursive rendering max ray length. -- Removed the superior clamping value for the ray tracing light cluster size. -- Removed the readonly keyword on the cullingResults of the CustomPassContext to allow users to overwrite. -- The DrawRenderers function of CustomPassUtils class now takes a sortingCriteria in parameter. -- When in half res, RTR denoising is executed at half resolution and the upscale happens at the end. -- Removed the upscale radius from the RTR. - -## [10.3.0] - 2020-12-01 - -### Added -- Added a slider to control the fallback value of the directional shadow when the cascade have no coverage. -- Added light unit slider for automatic and automatic histrogram exposure limits. -- Added View Bias for mesh decals. -- Added support for the PlayStation 5 platform. - -### Fixed -- Fixed computation of geometric normal in path tracing (case 1293029). -- Fixed issues with path-traced volumetric scattering (cases 1295222, 1295234). -- Fixed issue with faulty shadow transition when view is close to an object under some aspect ratio conditions -- Fixed issue where some ShaderGraph generated shaders were not SRP compatible because of UnityPerMaterial cbuffer layout mismatches [1292501] (https://issuetracker.unity3d.com/issues/a2-some-translucent-plus-alphaclipping-shadergraphs-are-not-srp-batcher-compatible) -- Fixed issues with path-traced volumetric scattering (cases 1295222, 1295234) -- Fixed Rendergraph issue with virtual texturing and debug mode while in forward. -- Fixed wrong coat normal space in shader graph -- Fixed NullPointerException when baking probes from the lighting window (case 1289680) -- Fixed volumetric fog with XR single-pass rendering. -- Fixed issues with first frame rendering when RenderGraph is used (auto exposure, AO) -- Fixed AOV api in render graph (case 1296605) -- Fixed a small discrepancy in the marker placement in light intensity sliders (case 1299750) -- Fixed issue with VT resolve pass rendergraph errors when opaque and transparent are disabled in frame settings. -- Fixed a bug in the sphere-aabb light cluster (case 1294767). -- Fixed issue when submitting SRPContext during EndCameraRendering. -- Fixed baked light being included into the ray tracing light cluster (case 1296203). -- Fixed enums UI for the shadergraph nodes. -- Fixed ShaderGraph stack blocks appearing when opening the settings in Hair and Eye ShaderGraphs. -- Fixed white screen when undoing in the editor. -- Fixed display of LOD Bias and maximum level in frame settings when using Quality Levels -- Fixed an issue when trying to open a look dev env library when Look Dev is not supported. -- Fixed shader graph not supporting indirectdxr multibounce (case 1294694). -- Fixed the planar depth texture not being properly created and rendered to (case 1299617). -- Fixed C# 8 compilation issue with turning on nullable checks (case 1300167) -- Fixed affects AO for deacl materials. -- Fixed case where material keywords would not get setup before usage. -- Fixed an issue with material using distortion from ShaderGraph init after Material creation (case 1294026) -- Fixed Clearcoat on Stacklit or Lit breaks when URP is imported into the project (case 1297806) -- VFX : Debug material view were rendering pink for albedo. (case 1290752) -- Fixed XR depth copy when using MSAA. -- Fixed GC allocations from XR occlusion mesh when using multipass. -- Fixed an issue with the frame count management for the volumetric fog (case 1299251). -- Fixed an issue with half res ssgi upscale. -- Fixed timing issues with accumulation motion blur -- Fixed register spilling on FXC in light list shaders. -- Fixed issue with shadow mask and area lights. -- Fixed an issue with the capture callback (now includes post processing results). -- Fixed decal draw order for ShaderGraph decal materials. -- Fixed StackLit ShaderGraph surface option property block to only display energy conserving specular color option for the specular parametrization (case 1257050) -- Fixed missing BeginCameraRendering call for custom render mode of a Camera. -- Fixed LayerMask editor for volume parameters. -- Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). -- Fixed box light attenuation. -- Fixed after post process custom pass scale issue when dynamic resolution is enabled (case 1299194). -- Fixed an issue with light intensity prefab override application not visible in the inspector (case 1299563). -- Fixed Undo/Redo instability of light temperature. -- Fixed label style in pbr sky editor. -- Fixed side effect on styles during compositor rendering. -- Fixed size and spacing of compositor info boxes (case 1305652). -- Fixed spacing of UI widgets in the Graphics Compositor (case 1305638). -- Fixed undo-redo on layered lit editor. -- Fixed tesselation culling, big triangles using lit tesselation shader would dissapear when camera is too close to them (case 1299116) -- Fixed issue with compositor related custom passes still active after disabling the compositor (case 1305330) -- Fixed regression in Wizard that not fix runtime ressource anymore (case 1287627) -- Fixed error in Depth Of Field near radius blur calculation (case 1306228). -- Fixed a reload bug when using objects from the scene in the lookdev (case 1300916). -- Fixed some render texture leaks. -- Fixed light gizmo showing shadow near plane when shadows are disabled. -- Fixed path tracing alpha channel support (case 1304187). -- Fixed shadow matte not working with ambient occlusion when MSAA is enabled -- Fixed issues with compositor's undo (cases 1305633, 1307170). -- VFX : Debug material view incorrect depth test. (case 1293291) -- Fixed wrong shader / properties assignement to materials created from 3DsMax 2021 Physical Material. (case 1293576) -- Fixed Emissive color property from Autodesk Interactive materials not editable in Inspector. (case 1307234) -- Fixed exception when changing the current render pipeline to from HDRP to universal (case 1306291). -- Fixed an issue in shadergraph when switch from a RenderingPass (case 1307653) -- Fixed LookDev environment library assignement after leaving playmode. -- Fixed a locale issue with the diffusion profile property values in ShaderGraph on PC where comma is the decimal separator. -- Fixed error in the RTHandle scale of Depth Of Field when TAA is enabled. -- Fixed Quality Level set to the last one of the list after a Build (case 1307450) -- Fixed XR depth copy (case 1286908). -- Fixed Warnings about "SceneIdMap" missing script in eye material sample scene - -### Changed -- Now reflection probes cannot have SSAO, SSGI, SSR, ray tracing effects or volumetric reprojection. -- Rename HDRP sub menu in Assets/Create/Shader to HD Render Pipeline for consistency. -- Improved robustness of volumetric sampling in path tracing (case 1295187). -- Changed the message when the graphics device doesn't support ray tracing (case 1287355). -- When a Custom Pass Volume is disabled, the custom pass Cleanup() function is called, it allows to release resources when the volume isn't used anymore. -- Enable Reflector for Spotlight by default -- Changed the convergence time of ssgi to 16 frames and the preset value -- Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. -- Changed the warning message for ray traced area shadows (case 1303410). -- Disabled specular occlusion for what we consider medium and larger scale ao > 1.25 with a 25cm falloff interval. -- Change the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count (case 1301356). -- Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts. -- Transparent materials created by the Model Importer are set to not cast shadows. ( case 1295747) -- Change some light unit slider value ranges to better reflect the lighting scenario. -- Change the tooltip for color shadows and semi-transparent shadows (case 1307704). - -## [10.2.1] - 2020-11-30 - -### Added -- Added a warning when trying to bake with static lighting being in an invalid state. - -### Fixed -- Fixed stylesheet reloading for LookDev window and Wizard window. -- Fixed XR single-pass rendering with legacy shaders using unity_StereoWorldSpaceCameraPos. -- Fixed issue displaying wrong debug mode in runtime debug menu UI. -- Fixed useless editor repaint when using lod bias. -- Fixed multi-editing with new light intensity slider. -- Fixed issue with density volumes flickering when editing shape box. -- Fixed issue with image layers in the graphics compositor (case 1289936). -- Fixed issue with angle fading when rotating decal projector. -- Fixed issue with gameview repaint in the graphics compositor (case 1290622). -- Fixed some labels being clipped in the Render Graph Viewer -- Fixed issue when decal projector material is none. -- Fixed the sampling of the normal buffer in the the forward transparent pass. -- Fixed bloom prefiltering tooltip. -- Fixed NullReferenceException when loading multipel scene async -- Fixed missing alpha blend state properties in Axf shader and update default stencil properties -- Fixed normal buffer not bound to custom pass anymore. -- Fixed issues with camera management in the graphics compositor (cases 1292548, 1292549). -- Fixed an issue where a warning about the static sky not being ready was wrongly displayed. -- Fixed the clear coat not being handled properly for SSR and RTR (case 1291654). -- Fixed ghosting in RTGI and RTAO when denoising is enabled and the RTHandle size is not equal to the Viewport size (case 1291654). -- Fixed alpha output when atmospheric scattering is enabled. -- Fixed issue with TAA history sharpening when view is downsampled. -- Fixed lookdev movement. -- Fixed volume component tooltips using the same parameter name. -- Fixed issue with saving some quality settings in volume overrides (case 1293747) -- Fixed NullReferenceException in HDRenderPipeline.UpgradeResourcesIfNeeded (case 1292524) -- Fixed SSGI texture allocation when not using the RenderGraph. -- Fixed NullReference Exception when setting Max Shadows On Screen to 0 in the HDRP asset. -- Fixed path tracing accumulation not being reset when changing to a different frame of an animation. -- Fixed issue with saving some quality settings in volume overrides (case 1293747) - -### Changed -- Volume Manager now always tests scene culling masks. This was required to fix hybrid workflow. -- Now the screen space shadow is only used if the analytic value is valid. -- Distance based roughness is disabled by default and have a control -- Changed the name from the Depth Buffer Thickness to Depth Tolerance for SSGI (case 1301352). - -## [10.2.0] - 2020-10-19 - -### Added -- Added a rough distortion frame setting and and info box on distortion materials. -- Adding support of 4 channel tex coords for ray tracing (case 1265309). -- Added a help button on the volume component toolbar for documentation. -- Added range remapping to metallic property for Lit and Decal shaders. -- Exposed the API to access HDRP shader pass names. -- Added the status check of default camera frame settings in the DXR wizard. -- Added frame setting for Virtual Texturing. -- Added a fade distance for light influencing volumetric lighting. -- Adding an "Include For Ray Tracing" toggle on lights to allow the user to exclude them when ray tracing is enabled in the frame settings of a camera. -- Added fog volumetric scattering support for path tracing. -- Added new algorithm for SSR with temporal accumulation -- Added quality preset of the new volumetric fog parameters. -- Added missing documentation for unsupported SG RT nodes and light's include for raytracing attrbute. -- Added documentation for LODs not being supported by ray tracing. -- Added more options to control how the component of motion vectors coming from the camera transform will affect the motion blur with new clamping modes. -- Added anamorphism support for phsyical DoF, switched to blue noise sampling and fixed tiling artifacts. - -### Fixed -- Fixed an issue where the Exposure Shader Graph node had clipped text. (case 1265057) -- Fixed an issue when rendering into texture where alpha would not default to 1.0 when using 11_11_10 color buffer in non-dev builds. -- Fixed issues with reordering and hiding graphics compositor layers (cases 1283903, 1285282, 1283886). -- Fixed the possibility to have a shader with a pre-refraction render queue and refraction enabled at the same time. -- Fixed a migration issue with the rendering queue in ShaderGraph when upgrading to 10.x; -- Fixed the object space matrices in shader graph for ray tracing. -- Changed the cornea refraction function to take a view dir in object space. -- Fixed upside down XR occlusion mesh. -- Fixed precision issue with the atmospheric fog. -- Fixed issue with TAA and no motion vectors. -- Fixed the stripping not working the terrain alphatest feature required for terrain holes (case 1205902). -- Fixed bounding box generation that resulted in incorrect light culling (case 3875925). -- VFX : Fix Emissive writing in Opaque Lit Output with PSSL platforms (case 273378). -- Fixed issue where pivot of DecalProjector was not aligned anymore on Transform position when manipulating the size of the projector from the Inspector. -- Fixed a null reference exception when creating a diffusion profile asset. -- Fixed the diffusion profile not being registered as a dependency of the ShaderGraph. -- Fixing exceptions in the console when putting the SSGI in low quality mode (render graph). -- Fixed NullRef Exception when decals are in the scene, no asset is set and HDRP wizard is run. -- Fixed issue with TAA causing bleeding of a view into another when multiple views are visible. -- Fix an issue that caused issues of usability of editor if a very high resolution is set by mistake and then reverted back to a smaller resolution. -- Fixed issue where Default Volume Profile Asset change in project settings was not added to the undo stack (case 1285268). -- Fixed undo after enabling compositor. -- Fixed the ray tracing shadow UI being displayed while it shouldn't (case 1286391). -- Fixed issues with physically-based DoF, improved speed and robustness -- Fixed a warning happening when putting the range of lights to 0. -- Fixed issue when null parameters in a volume component would spam null reference errors. Produce a warning instead. -- Fixed volument component creation via script. -- Fixed GC allocs in render graph. -- Fixed scene picking passes. -- Fixed broken ray tracing light cluster full screen debug. -- Fixed dead code causing error. -- Fixed issue when dragging slider in inspector for ProjectionDepth. -- Fixed issue when resizing Inspector window that make the DecalProjector editor flickers. -- Fixed issue in DecalProjector editor when the Inspector window have a too small width: the size appears on 2 lines but the editor not let place for the second one. -- Fixed issue (null reference in console) when selecting a DensityVolume with rectangle selection. -- Fixed issue when linking the field of view with the focal length in physical camera -- Fixed supported platform build and error message. -- Fixed exceptions occuring when selecting mulitple decal projectors without materials assigned (case 1283659). -- Fixed LookDev error message when pipeline is not loaded. -- Properly reject history when enabling seond denoiser for RTGI. -- Fixed an issue that could cause objects to not be rendered when using Vulkan API. -- Fixed issue with lookdev shadows looking wrong upon exiting playmode. -- Fixed temporary Editor freeze when selecting AOV output in graphics compositor (case 1288744). -- Fixed normal flip with double sided materials. -- Fixed shadow resolution settings level in the light explorer. -- Fixed the ShaderGraph being dirty after the first save. -- Fixed XR shadows culling -- Fixed Nans happening when upscaling the RTGI. -- Fixed the adjust weight operation not being done for the non-rendergraph pipeline. -- Fixed overlap with SSR Transparent default frame settings message on DXR Wizard. -- Fixed alpha channel in the stop NaNs and motion blur shaders. -- Fixed undo of duplicate environments in the look dev environment library. -- Fixed a ghosting issue with RTShadows (Sun, Point and Spot), RTAO and RTGI when the camera is moving fast. -- Fixed a SSGI denoiser bug for large scenes. -- Fixed a Nan issue with SSGI. -- Fixed an issue with IsFrontFace node in Shader Graph not working properly -- Fixed CustomPassUtils.RenderFrom* functions and CustomPassUtils.DisableSinglePassRendering struct in VR. -- Fixed custom pass markers not recorded when render graph was enabled. -- Fixed exceptions when unchecking "Big Tile Prepass" on the frame settings with render-graph. -- Fixed an issue causing errors in GenerateMaxZ when opaque objects or decals are disabled. -- Fixed an issue with Bake button of Reflection Probe when in custom mode -- Fixed exceptions related to the debug display settings when changing the default frame settings. -- Fixed picking for materials with depth offset. -- Fixed issue with exposure history being uninitialized on second frame. -- Fixed issue when changing FoV with the physical camera fold-out closed. -- Fixed some labels being clipped in the Render Graph Viewer - -### Changed -- Combined occlusion meshes into one to reduce draw calls and state changes with XR single-pass. -- Claryfied doc for the LayeredLit material. -- Various improvements for the Volumetric Fog. -- Use draggable fields for float scalable settings -- Migrated the fabric & hair shadergraph samples directly into the renderpipeline resources. -- Removed green coloration of the UV on the DecalProjector gizmo. -- Removed _BLENDMODE_PRESERVE_SPECULAR_LIGHTING keyword from shaders. -- Now the DXR wizard displays the name of the target asset that needs to be changed. -- Standardized naming for the option regarding Transparent objects being able to receive Screen Space Reflections. -- Making the reflection and refractions of cubemaps distance based. -- Changed Receive SSR to also controls Receive SSGI on opaque objects. -- Improved the punctual light shadow rescale algorithm. -- Changed the names of some of the parameters for the Eye Utils SG Nodes. -- Restored frame setting for async compute of contact shadows. -- Removed the possibility to have MSAA (through the frame settings) when ray tracing is active. -- Range handles for decal projector angle fading. -- Smoother angle fading for decal projector. - -## [10.1.0] - 2020-10-12 - -### Added -- Added an option to have only the metering mask displayed in the debug mode. -- Added a new mode to cluster visualization debug where users can see a slice instead of the cluster on opaque objects. -- Added ray traced reflection support for the render graph version of the pipeline. -- Added render graph support of RTAO and required denoisers. -- Added render graph support of RTGI. -- Added support of RTSSS and Recursive Rendering in the render graph mode. -- Added support of RT and screen space shadow for render graph. -- Added tooltips with the full name of the (graphics) compositor properties to properly show large names that otherwise are clipped by the UI (case 1263590) -- Added error message if a callback AOV allocation fail -- Added marker for all AOV request operation on GPU -- Added remapping options for Depth Pyramid debug view mode -- Added an option to support AOV shader at runtime in HDRP settings (case 1265070) -- Added support of SSGI in the render graph mode. -- Added option for 11-11-10 format for cube reflection probes. -- Added an optional check in the HDRP DXR Wizard to verify 64 bits target architecture -- Added option to display timing stats in the debug menu as an average over 1 second. -- Added a light unit slider to provide users more context when authoring physically based values. -- Added a way to check the normals through the material views. -- Added Simple mode to Earth Preset for PBR Sky -- Added the export of normals during the prepass for shadow matte for proper SSAO calculation. -- Added the usage of SSAO for shadow matte unlit shader graph. -- Added the support of input system V2 -- Added a new volume component parameter to control the max ray length of directional lights(case 1279849). -- Added support for 'Pyramid' and 'Box' spot light shapes in path tracing. -- Added high quality prefiltering option for Bloom. -- Added support for camera relative ray tracing (and keeping non-camera relative ray tracing working) -- Added a rough refraction option on planar reflections. -- Added scalability settings for the planar reflection resolution. -- Added tests for AOV stacking and UI rendering in the graphics compositor. -- Added a new ray tracing only function that samples the specular part of the materials. -- Adding missing marker for ray tracing profiling (RaytracingDeferredLighting) -- Added the support of eye shader for ray tracing. -- Exposed Refraction Model to the material UI when using a Lit ShaderGraph. -- Added bounding sphere support to screen-space axis-aligned bounding box generation pass. - -### Fixed -- Fixed several issues with physically-based DoF (TAA ghosting of the CoC buffer, smooth layer transitions, etc) -- Fixed GPU hang on D3D12 on xbox. -- Fixed game view artifacts on resizing when hardware dynamic resolution was enabled -- Fixed black line artifacts occurring when Lanczos upsampling was set for dynamic resolution -- Fixed Amplitude -> Min/Max parametrization conversion -- Fixed CoatMask block appearing when creating lit master node (case 1264632) -- Fixed issue with SceneEV100 debug mode indicator when rescaling the window. -- Fixed issue with PCSS filter being wrong on first frame. -- Fixed issue with emissive mesh for area light not appearing in playmode if Reload Scene option is disabled in Enter Playmode Settings. -- Fixed issue when Reflection Probes are set to OnEnable and are never rendered if the probe is enabled when the camera is farther than the probe fade distance. -- Fixed issue with sun icon being clipped in the look dev window. -- Fixed error about layers when disabling emissive mesh for area lights. -- Fixed issue when the user deletes the composition graph or .asset in runtime (case 1263319) -- Fixed assertion failure when changing resolution to compositor layers after using AOVs (case 1265023) -- Fixed flickering layers in graphics compositor (case 1264552) -- Fixed issue causing the editor field not updating the disc area light radius. -- Fixed issues that lead to cookie atlas to be updated every frame even if cached data was valid. -- Fixed an issue where world space UI was not emitted for reflection cameras in HDRP -- Fixed an issue with cookie texture atlas that would cause realtime textures to always update in the atlas even when the content did not change. -- Fixed an issue where only one of the two lookdev views would update when changing the default lookdev volume profile. -- Fixed a bug related to light cluster invalidation. -- Fixed shader warning in DofGather (case 1272931) -- Fixed AOV export of depth buffer which now correctly export linear depth (case 1265001) -- Fixed issue that caused the decal atlas to not be updated upon changing of the decal textures content. -- Fixed "Screen position out of view frustum" error when camera is at exactly the planar reflection probe location. -- Fixed Amplitude -> Min/Max parametrization conversion -- Fixed issue that allocated a small cookie for normal spot lights. -- Fixed issue when undoing a change in diffuse profile list after deleting the volume profile. -- Fixed custom pass re-ordering and removing. -- Fixed TAA issue and hardware dynamic resolution. -- Fixed a static lighting flickering issue caused by having an active planar probe in the scene while rendering inspector preview. -- Fixed an issue where even when set to OnDemand, the sky lighting would still be updated when changing sky parameters. -- Fixed an error message trigerred when a mesh has more than 32 sub-meshes (case 1274508). -- Fixed RTGI getting noisy for grazying angle geometry (case 1266462). -- Fixed an issue with TAA history management on pssl. -- Fixed the global illumination volume override having an unwanted advanced mode (case 1270459). -- Fixed screen space shadow option displayed on directional shadows while they shouldn't (case 1270537). -- Fixed the handling of undo and redo actions in the graphics compositor (cases 1268149, 1266212, 1265028) -- Fixed issue with composition graphs that include virtual textures, cubemaps and other non-2D textures (cases 1263347, 1265638). -- Fixed issues when selecting a new composition graph or setting it to None (cases 1263350, 1266202) -- Fixed ArgumentNullException when saving shader graphs after removing the compositor from the scene (case 1268658) -- Fixed issue with updating the compositor output when not in play mode (case 1266216) -- Fixed warning with area mesh (case 1268379) -- Fixed issue with diffusion profile not being updated upon reset of the editor. -- Fixed an issue that lead to corrupted refraction in some scenarios on xbox. -- Fixed for light loop scalarization not happening. -- Fixed issue with stencil not being set in rendergraph mode. -- Fixed for post process being overridable in reflection probes even though it is not supported. -- Fixed RTGI in performance mode when light layers are enabled on the asset. -- Fixed SSS materials appearing black in matcap mode. -- Fixed a collision in the interaction of RTR and RTGI. -- Fix for lookdev toggling renderers that are set to non editable or are hidden in the inspector. -- Fixed issue with mipmap debug mode not properly resetting full screen mode (and viceversa). -- Added unsupported message when using tile debug mode with MSAA. -- Fixed SSGI compilation issues on PS4. -- Fixed "Screen position out of view frustum" error when camera is on exactly the planar reflection probe plane. -- Workaround issue that caused objects using eye shader to not be rendered on xbox. -- Fixed GC allocation when using XR single-pass test mode. -- Fixed text in cascades shadow split being truncated. -- Fixed rendering of custom passes in the Custom Pass Volume inspector -- Force probe to render again if first time was during async shader compilation to avoid having cyan objects. -- Fixed for lookdev library field not being refreshed upon opening a library from the environment library inspector. -- Fixed serialization issue with matcap scale intensity. -- Close Add Override popup of Volume Inspector when the popup looses focus (case 1258571) -- Light quality setting for contact shadow set to on for High quality by default. -- Fixed an exception thrown when closing the look dev because there is no active SRP anymore. -- Fixed alignment of framesettings in HDRP Default Settings -- Fixed an exception thrown when closing the look dev because there is no active SRP anymore. -- Fixed an issue where entering playmode would close the LookDev window. -- Fixed issue with rendergraph on console failing on SSS pass. -- Fixed Cutoff not working properly with ray tracing shaders default and SG (case 1261292). -- Fixed shader compilation issue with Hair shader and debug display mode -- Fixed cubemap static preview not updated when the asset is imported. -- Fixed wizard DXR setup on non-DXR compatible devices. -- Fixed Custom Post Processes affecting preview cameras. -- Fixed issue with lens distortion breaking rendering. -- Fixed save popup appearing twice due to HDRP wizard. -- Fixed error when changing planar probe resolution. -- Fixed the dependecy of FrameSettings (MSAA, ClearGBuffer, DepthPrepassWithDeferred) (case 1277620). -- Fixed the usage of GUIEnable for volume components (case 1280018). -- Fixed the diffusion profile becoming invalid when hitting the reset (case 1269462). -- Fixed issue with MSAA resolve killing the alpha channel. -- Fixed a warning in materialevalulation -- Fixed an error when building the player. -- Fixed issue with box light not visible if range is below one and range attenuation is off. -- Fixed an issue that caused a null reference when deleting camera component in a prefab. (case 1244430) -- Fixed issue with bloom showing a thin black line after rescaling window. -- Fixed rendergraph motion vector resolve. -- Fixed the Ray-Tracing related Debug Display not working in render graph mode. -- Fix nan in pbr sky -- Fixed Light skin not properly applied on the LookDev when switching from Dark Skin (case 1278802) -- Fixed accumulation on DX11 -- Fixed issue with screen space UI not drawing on the graphics compositor (case 1279272). -- Fixed error Maximum allowed thread group count is 65535 when resolution is very high. -- LOD meshes are now properly stripped based on the maximum lod value parameters contained in the HDRP asset. -- Fixed an inconsistency in the LOD group UI where LOD bias was not the right one. -- Fixed outlines in transitions between post-processed and plain regions in the graphics compositor (case 1278775). -- Fix decal being applied twice with LOD Crossfade. -- Fixed camera stacking for AOVs in the graphics compositor (case 1273223). -- Fixed backface selection on some shader not ignore correctly. -- Disable quad overdraw on ps4. -- Fixed error when resizing the graphics compositor's output and when re-adding a compositor in the scene -- Fixed issues with bloom, alpha and HDR layers in the compositor (case 1272621). -- Fixed alpha not having TAA applied to it. -- Fix issue with alpha output in forward. -- Fix compilation issue on Vulkan for shaders using high quality shadows in XR mode. -- Fixed wrong error message when fixing DXR resources from Wizard. -- Fixed compilation error of quad overdraw with double sided materials -- Fixed screen corruption on xbox when using TAA and Motion Blur with rendergraph. -- Fixed UX issue in the graphics compositor related to clear depth and the defaults for new layers, add better tooltips and fix minor bugs (case 1283904) -- Fixed scene visibility not working for custom pass volumes. -- Fixed issue with several override entries in the runtime debug menu. -- Fixed issue with rendergraph failing to execute every 30 minutes. -- Fixed Lit ShaderGraph surface option property block to only display transmission and energy conserving specular color options for their proper material mode (case 1257050) -- Fixed nan in reflection probe when volumetric fog filtering is enabled, causing the whole probe to be invalid. -- Fixed Debug Color pixel became grey -- Fixed TAA flickering on the very edge of screen. -- Fixed profiling scope for quality RTGI. -- Fixed the denoising and multi-sample not being used for smooth multibounce RTReflections. -- Fixed issue where multiple cameras would cause GC each frame. -- Fixed after post process rendering pass options not showing for unlit ShaderGraphs. -- Fixed null reference in the Undo callback of the graphics compositor -- Fixed cullmode for SceneSelectionPass. -- Fixed issue that caused non-static object to not render at times in OnEnable reflection probes. -- Baked reflection probes now correctly use static sky for ambient lighting. - -### Changed -- Preparation pass for RTSSShadows to be supported by render graph. -- Add tooltips with the full name of the (graphics) compositor properties to properly show large names that otherwise are clipped by the UI (case 1263590) -- Composition profile .asset files cannot be manually edited/reset by users (to avoid breaking things - case 1265631) -- Preparation pass for RTSSShadows to be supported by render graph. -- Changed the way the ray tracing property is displayed on the material (QOL 1265297). -- Exposed lens attenuation mode in default settings and remove it as a debug mode. -- Composition layers without any sub layers are now cleared to black to avoid confusion (case 1265061). -- Slight reduction of VGPR used by area light code. -- Changed thread group size for contact shadows (save 1.1ms on PS4) -- Make sure distortion stencil test happens before pixel shader is run. -- Small optimization that allows to skip motion vector prepping when the whole wave as velocity of 0. -- Improved performance to avoid generating coarse stencil buffer when not needed. -- Remove HTile generation for decals (faster without). -- Improving SSGI Filtering and fixing a blend issue with RTGI. -- Changed the Trackball UI so that it allows explicit numeric values. -- Reduce the G-buffer footprint of anisotropic materials -- Moved SSGI out of preview. -- Skip an unneeded depth buffer copy on consoles. -- Replaced the Density Volume Texture Tool with the new 3D Texture Importer. -- Rename Raytracing Node to Raytracing Quality Keyword and rename high and low inputs as default and raytraced. All raytracing effects now use the raytraced mode but path tracing. -- Moved diffusion profile list to the HDRP default settings panel. -- Skip biquadratic resampling of vbuffer when volumetric fog filtering is enabled. -- Optimized Grain and sRGB Dithering. -- On platforms that allow it skip the first mip of the depth pyramid and compute it alongside the depth buffer used for low res transparents. -- When trying to install the local configuration package, if another one is already present the user is now asked whether they want to keep it or not. -- Improved MSAA color resolve to fix issues when very bright and very dark samples are resolved together. -- Improve performance of GPU light AABB generation -- Removed the max clamp value for the RTR, RTAO and RTGI's ray length (case 1279849). -- Meshes assigned with a decal material are not visible anymore in ray-tracing or path-tracing. -- Removed BLEND shader keywords. -- Remove a rendergraph debug option to clear resources on release from UI. -- added SV_PrimitiveID in the VaryingMesh structure for fulldebugscreenpass as well as primitiveID in FragInputs -- Changed which local frame is used for multi-bounce RTReflections. -- Move System Generated Values semantics out of VaryingsMesh structure. -- Other forms of FSAA are silently deactivated, when path tracing is on. -- Removed XRSystemTests. The GC verification is now done during playmode tests (case 1285012). -- SSR now uses the pre-refraction color pyramid. -- Various improvements for the Volumetric Fog. -- Optimizations for volumetric fog. - -## [10.0.0] - 2019-06-10 - -### Added -- Ray tracing support for VR single-pass -- Added sharpen filter shader parameter and UI for TemporalAA to control image quality instead of hardcoded value -- Added frame settings option for custom post process and custom passes as well as custom color buffer format option. -- Add check in wizard on SRP Batcher enabled. -- Added default implementations of OnPreprocessMaterialDescription for FBX, Obj, Sketchup and 3DS file formats. -- Added custom pass fade radius -- Added after post process injection point for custom passes -- Added basic alpha compositing support - Alpha is available afterpostprocess when using FP16 buffer format. -- Added falloff distance on Reflection Probe and Planar Reflection Probe -- Added Backplate projection from the HDRISky -- Added Shadow Matte in UnlitMasterNode, which only received shadow without lighting -- Added hability to name LightLayers in HDRenderPipelineAsset -- Added a range compression factor for Reflection Probe and Planar Reflection Probe to avoid saturation of colors. -- Added path tracing support for directional, point and spot lights, as well as emission from Lit and Unlit. -- Added non temporal version of SSAO. -- Added more detailed ray tracing stats in the debug window -- Added Disc area light (bake only) -- Added a warning in the material UI to prevent transparent + subsurface-scattering combination. -- Added XR single-pass setting into HDRP asset -- Added a penumbra tint option for lights -- Added support for depth copy with XR SDK -- Added debug setting to Render Pipeline Debug Window to list the active XR views -- Added an option to filter the result of the volumetric lighting (off by default). -- Added a transmission multiplier for directional lights -- Added XR single-pass test mode to Render Pipeline Debug Window -- Added debug setting to Render Pipeline Window to list the active XR views -- Added a new refraction mode for the Lit shader (thin). Which is a box refraction with small thickness values -- Added the code to support Barn Doors for Area Lights based on a shaderconfig option. -- Added HDRPCameraBinder property binder for Visual Effect Graph -- Added "Celestial Body" controls to the Directional Light -- Added new parameters to the Physically Based Sky -- Added Reflections to the DXR Wizard -- Added the possibility to have ray traced colored and semi-transparent shadows on directional lights. -- Added a check in the custom post process template to throw an error if the default shader is not found. -- Exposed the debug overlay ratio in the debug menu. -- Added a separate frame settings for tonemapping alongside color grading. -- Added the receive fog option in the material UI for ShaderGraphs. -- Added a public virtual bool in the custom post processes API to specify if a post processes should be executed in the scene view. -- Added a menu option that checks scene issues with ray tracing. Also removed the previously existing warning at runtime. -- Added Contrast Adaptive Sharpen (CAS) Upscaling effect. -- Added APIs to update probe settings at runtime. -- Added documentation for the rayTracingSupported method in HDRP -- Added user-selectable format for the post processing passes. -- Added support for alpha channel in some post-processing passes (DoF, TAA, Uber). -- Added warnings in FrameSettings inspector when using DXR and atempting to use Asynchronous Execution. -- Exposed Stencil bits that can be used by the user. -- Added history rejection based on velocity of intersected objects for directional, point and spot lights. -- Added a affectsVolumetric field to the HDAdditionalLightData API to know if light affects volumetric fog. -- Add OS and Hardware check in the Wizard fixes for DXR. -- Added option to exclude camera motion from motion blur. -- Added semi-transparent shadows for point and spot lights. -- Added support for semi-transparent shadow for unlit shader and unlit shader graph. -- Added the alpha clip enabled toggle to the material UI for all HDRP shader graphs. -- Added Material Samples to explain how to use the lit shader features -- Added an initial implementation of ray traced sub surface scattering -- Added AssetPostprocessors and Shadergraphs to handle Arnold Standard Surface and 3DsMax Physical material import from FBX. -- Added support for Smoothness Fade start work when enabling ray traced reflections. -- Added Contact shadow, Micro shadows and Screen space refraction API documentation. -- Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, etc. -- Added path tracing support for refraction and internal reflections. -- Added support for Thin Refraction Model and Lit's Clear Coat in Path Tracing. -- Added the Tint parameter to Sky Colored Fog. -- Added of Screen Space Reflections for Transparent materials -- Added a fallback for ray traced area light shadows in case the material is forward or the lit mode is forward. -- Added a new debug mode for light layers. -- Added an "enable" toggle to the SSR volume component. -- Added support for anisotropic specular lobes in path tracing. -- Added support for alpha clipping in path tracing. -- Added support for light cookies in path tracing. -- Added support for transparent shadows in path tracing. -- Added support for iridescence in path tracing. -- Added support for background color in path tracing. -- Added a path tracing test to the test suite. -- Added a warning and workaround instructions that appear when you enable XR single-pass after the first frame with the XR SDK. -- Added the exposure sliders to the planar reflection probe preview -- Added support for subsurface scattering in path tracing. -- Added a new mode that improves the filtering of ray traced shadows (directional, point and spot) based on the distance to the occluder. -- Added support of cookie baking and add support on Disc light. -- Added support for fog attenuation in path tracing. -- Added a new debug panel for volumes -- Added XR setting to control camera jitter for temporal effects -- Added an error message in the DrawRenderers custom pass when rendering opaque objects with an HDRP asset in DeferredOnly mode. -- Added API to enable proper recording of path traced scenes (with the Unity recorder or other tools). -- Added support for fog in Recursive rendering, ray traced reflections and ray traced indirect diffuse. -- Added an alpha blend option for recursive rendering -- Added support for stack lit for ray tracing effects. -- Added support for hair for ray tracing effects. -- Added support for alpha to coverage for HDRP shaders and shader graph -- Added support for Quality Levels to Subsurface Scattering. -- Added option to disable XR rendering on the camera settings. -- Added support for specular AA from geometric curvature in AxF -- Added support for baked AO (no input for now) in AxF -- Added an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA. -- Added a frame setting for alpha to mask. -- Added support for custom passes in the AOV API -- Added Light decomposition lighting debugging modes and support in AOV -- Added exposure compensation to Fixed exposure mode -- Added support for rasterized area light shadows in StackLit -- Added support for texture-weighted automatic exposure -- Added support for POM for emissive map -- Added alpha channel support in motion blur pass. -- Added the HDRP Compositor Tool (in Preview). -- Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping. -- Added support for arbitrary resolution scaling of Volumetric Lighting to the Fog volume component. -- Added range attenuation for box-shaped spotlights. -- Added scenes for hair and fabric and decals with material samples -- Added fabric materials and textures -- Added information for fabric materials in fabric scene -- Added a DisplayInfo attribute to specify a name override and a display order for Volume Component fields (used only in default inspector for now). -- Added Min distance to contact shadows. -- Added support for Depth of Field in path tracing (by sampling the lens aperture). -- Added an API in HDRP to override the camera within the rendering of a frame (mainly for custom pass). -- Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. -- Added support for AxF measurements importing into texture resources tilings. -- Added Layer parameter on Area Light to modify Layer of generated Emissive Mesh -- Added a flow map parameter to HDRI Sky -- Implemented ray traced reflections for transparent objects. -- Add a new parameter to control reflections in recursive rendering. -- Added an initial version of SSGI. -- Added Virtual Texturing cache settings to control the size of the Streaming Virtual Texturing caches. -- Added back-compatibility with builtin stereo matrices. -- Added CustomPassUtils API to simplify Blur, Copy and DrawRenderers custom passes. -- Added Histogram guided automatic exposure. -- Added few exposure debug modes. -- Added support for multiple path-traced views at once (e.g., scene and game views). -- Added support for 3DsMax's 2021 Simplified Physical Material from FBX files in the Model Importer. -- Added custom target mid grey for auto exposure. -- Added CustomPassUtils API to simplify Blur, Copy and DrawRenderers custom passes. -- Added an API in HDRP to override the camera within the rendering of a frame (mainly for custom pass). -- Added more custom pass API functions, mainly to render objects from another camera. -- Added support for transparent Unlit in path tracing. -- Added a minimal lit used for RTGI in peformance mode. -- Added procedural metering mask that can follow an object -- Added presets quality settings for RTAO and RTGI. -- Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). -- Added a Cloud Layer volume override. -- Added Fast Memory support for platform that support it. -- Added CPU and GPU timings for ray tracing effects. -- Added support to combine RTSSS and RTGI (1248733). -- Added IES Profile support for Point, Spot and Rectangular-Area lights -- Added support for multiple mapping modes in AxF. -- Add support of lightlayers on indirect lighting controller -- Added compute shader stripping. -- Added Cull Mode option for opaque materials and ShaderGraphs. -- Added scene view exposure override. -- Added support for exposure curve remapping for min/max limits. -- Added presets for ray traced reflections. -- Added final image histogram debug view (both luminance and RGB). -- Added an example texture and rotation to the Cloud Layer volume override. -- Added an option to extend the camera culling for skinned mesh animation in ray tracing effects (1258547). -- Added decal layer system similar to light layer. Mesh will receive a decal when both decal layer mask matches. -- Added shader graph nodes for rendering a complex eye shader. -- Added more controls to contact shadows and increased quality in some parts. -- Added a physically based option in DoF volume. -- Added API to check if a Camera, Light or ReflectionProbe is compatible with HDRP. -- Added path tracing test scene for normal mapping. -- Added missing API documentation. -- Remove CloudLayer -- Added quad overdraw and vertex density debug modes. - -### Fixed -- fix when saved HDWizard window tab index out of range (1260273) -- Fix when rescale probe all direction below zero (1219246) -- Update documentation of HDRISky-Backplate, precise how to have Ambient Occlusion on the Backplate -- Sorting, undo, labels, layout in the Lighting Explorer. -- Fixed sky settings and materials in Shader Graph Samples package -- Fix/workaround a probable graphics driver bug in the GTAO shader. -- Fixed Hair and PBR shader graphs double sided modes -- Fixed an issue where updating an HDRP asset in the Quality setting panel would not recreate the pipeline. -- Fixed issue with point lights being considered even when occupying less than a pixel on screen (case 1183196) -- Fix a potential NaN source with iridescence (case 1183216) -- Fixed issue of spotlight breaking when minimizing the cone angle via the gizmo (case 1178279) -- Fixed issue that caused decals not to modify the roughness in the normal buffer, causing SSR to not behave correctly (case 1178336) -- Fixed lit transparent refraction with XR single-pass rendering -- Removed extra jitter for TemporalAA in VR -- Fixed ShaderGraph time in main preview -- Fixed issue on some UI elements in HDRP asset not expanding when clicking the arrow (case 1178369) -- Fixed alpha blending in custom post process -- Fixed the modification of the _AlphaCutoff property in the material UI when exposed with a ShaderGraph parameter. -- Fixed HDRP test `1218_Lit_DiffusionProfiles` on Vulkan. -- Fixed an issue where building a player in non-dev mode would generate render target error logs every frame -- Fixed crash when upgrading version of HDRP -- Fixed rendering issues with material previews -- Fixed NPE when using light module in Shuriken particle systems (1173348). -- Refresh cached shadow on editor changes -- Fixed light supported units caching (1182266) -- Fixed an issue where SSAO (that needs temporal reprojection) was still being rendered when Motion Vectors were not available (case 1184998) -- Fixed a nullref when modifying the height parameters inside the layered lit shader UI. -- Fixed Decal gizmo that become white after exiting play mode -- Fixed Decal pivot position to behave like a spotlight -- Fixed an issue where using the LightingOverrideMask would break sky reflection for regular cameras -- Fix DebugMenu FrameSettingsHistory persistency on close -- Fix DensityVolume, ReflectionProbe aned PlanarReflectionProbe advancedControl display -- Fix DXR scene serialization in wizard -- Fixed an issue where Previews would reallocate History Buffers every frame -- Fixed the SetLightLayer function in HDAdditionalLightData setting the wrong light layer -- Fix error first time a preview is created for planar -- Fixed an issue where SSR would use an incorrect roughness value on ForwardOnly (StackLit, AxF, Fabric, etc.) materials when the pipeline is configured to also allow deferred Lit. -- Fixed issues with light explorer (cases 1183468, 1183269) -- Fix dot colors in LayeredLit material inspector -- Fix undo not resetting all value when undoing the material affectation in LayerLit material -- Fix for issue that caused gizmos to render in render textures (case 1174395) -- Fixed the light emissive mesh not updated when the light was disabled/enabled -- Fixed light and shadow layer sync when setting the HDAdditionalLightData.lightlayersMask property -- Fixed a nullref when a custom post process component that was in the HDRP PP list is removed from the project -- Fixed issue that prevented decals from modifying specular occlusion (case 1178272). -- Fixed exposure of volumetric reprojection -- Fixed multi selection support for Scalable Settings in lights -- Fixed font shaders in test projects for VR by using a Shader Graph version -- Fixed refresh of baked cubemap by incrementing updateCount at the end of the bake (case 1158677). -- Fixed issue with rectangular area light when seen from the back -- Fixed decals not affecting lightmap/lightprobe -- Fixed zBufferParams with XR single-pass rendering -- Fixed moving objects not rendered in custom passes -- Fixed abstract classes listed in the + menu of the custom pass list -- Fixed custom pass that was rendered in previews -- Fixed precision error in zero value normals when applying decals (case 1181639) -- Fixed issue that triggered No Scene Lighting view in game view as well (case 1156102) -- Assign default volume profile when creating a new HDRP Asset -- Fixed fov to 0 in planar probe breaking the projection matrix (case 1182014) -- Fixed bugs with shadow caching -- Reassign the same camera for a realtime probe face render request to have appropriate history buffer during realtime probe rendering. -- Fixed issue causing wrong shading when normal map mode is Object space, no normal map is set, but a detail map is present (case 1143352) -- Fixed issue with decal and htile optimization -- Fixed TerrainLit shader compilation error regarding `_Control0_TexelSize` redefinition (case 1178480). -- Fixed warning about duplicate HDRuntimeReflectionSystem when configuring play mode without domain reload. -- Fixed an editor crash when multiple decal projectors were selected and some had null material -- Added all relevant fix actions to FixAll button in Wizard -- Moved FixAll button on top of the Wizard -- Fixed an issue where fog color was not pre-exposed correctly -- Fix priority order when custom passes are overlapping -- Fix cleanup not called when the custom pass GameObject is destroyed -- Replaced most instances of GraphicsSettings.renderPipelineAsset by GraphicsSettings.currentRenderPipeline. This should fix some parameters not working on Quality Settings overrides. -- Fixed an issue with Realtime GI not working on upgraded projects. -- Fixed issue with screen space shadows fallback texture was not set as a texture array. -- Fixed Pyramid Lights bounding box -- Fixed terrain heightmap default/null values and epsilons -- Fixed custom post-processing effects breaking when an abstract class inherited from `CustomPostProcessVolumeComponent` -- Fixed XR single-pass rendering in Editor by using ShaderConfig.s_XrMaxViews to allocate matrix array -- Multiple different skies rendered at the same time by different cameras are now handled correctly without flickering -- Fixed flickering issue happening when different volumes have shadow settings and multiple cameras are present. -- Fixed issue causing planar probes to disappear if there is no light in the scene. -- Fixed a number of issues with the prefab isolation mode (Volumes leaking from the main scene and reflection not working properly) -- Fixed an issue with fog volume component upgrade not working properly -- Fixed Spot light Pyramid Shape has shadow artifacts on aspect ratio values lower than 1 -- Fixed issue with AO upsampling in XR -- Fixed camera without HDAdditionalCameraData component not rendering -- Removed the macro ENABLE_RAYTRACING for most of the ray tracing code -- Fixed prefab containing camera reloading in loop while selected in the Project view -- Fixed issue causing NaN wheh the Z scale of an object is set to 0. -- Fixed DXR shader passes attempting to render before pipeline loaded -- Fixed black ambient sky issue when importing a project after deleting Library. -- Fixed issue when upgrading a Standard transparent material (case 1186874) -- Fixed area light cookies not working properly with stack lit -- Fixed material render queue not updated when the shader is changed in the material inspector. -- Fixed a number of issues with full screen debug modes not reseting correctly when setting another mutually exclusive mode -- Fixed compile errors for platforms with no VR support -- Fixed an issue with volumetrics and RTHandle scaling (case 1155236) -- Fixed an issue where sky lighting might be updated uselessly -- Fixed issue preventing to allow setting decal material to none (case 1196129) -- Fixed XR multi-pass decals rendering -- Fixed several fields on Light Inspector that not supported Prefab overrides -- Fixed EOL for some files -- Fixed scene view rendering with volumetrics and XR enabled -- Fixed decals to work with multiple cameras -- Fixed optional clear of GBuffer (Was always on) -- Fixed render target clears with XR single-pass rendering -- Fixed HDRP samples file hierarchy -- Fixed Light units not matching light type -- Fixed QualitySettings panel not displaying HDRP Asset -- Fixed black reflection probes the first time loading a project -- Fixed y-flip in scene view with XR SDK -- Fixed Decal projectors do not immediately respond when parent object layer mask is changed in editor. -- Fixed y-flip in scene view with XR SDK -- Fixed a number of issues with Material Quality setting -- Fixed the transparent Cull Mode option in HD unlit master node settings only visible if double sided is ticked. -- Fixed an issue causing shadowed areas by contact shadows at the edge of far clip plane if contact shadow length is very close to far clip plane. -- Fixed editing a scalable settings will edit all loaded asset in memory instead of targetted asset. -- Fixed Planar reflection default viewer FOV -- Fixed flickering issues when moving the mouse in the editor with ray tracing on. -- Fixed the ShaderGraph main preview being black after switching to SSS in the master node settings -- Fixed custom fullscreen passes in VR -- Fixed camera culling masks not taken in account in custom pass volumes -- Fixed object not drawn in custom pass when using a DrawRenderers with an HDRP shader in a build. -- Fixed injection points for Custom Passes (AfterDepthAndNormal and BeforePreRefraction were missing) -- Fixed a enum to choose shader tags used for drawing objects (DepthPrepass or Forward) when there is no override material. -- Fixed lit objects in the BeforePreRefraction, BeforeTransparent and BeforePostProcess. -- Fixed the None option when binding custom pass render targets to allow binding only depth or color. -- Fixed custom pass buffers allocation so they are not allocated if they're not used. -- Fixed the Custom Pass entry in the volume create asset menu items. -- Fixed Prefab Overrides workflow on Camera. -- Fixed alignment issue in Preset for Camera. -- Fixed alignment issue in Physical part for Camera. -- Fixed FrameSettings multi-edition. -- Fixed a bug happening when denoising multiple ray traced light shadows -- Fixed minor naming issues in ShaderGraph settings -- VFX: Removed z-fight glitches that could appear when using deferred depth prepass and lit quad primitives -- VFX: Preserve specular option for lit outputs (matches HDRP lit shader) -- Fixed an issue with Metal Shader Compiler and GTAO shader for metal -- Fixed resources load issue while upgrading HDRP package. -- Fix LOD fade mask by accounting for field of view -- Fixed spot light missing from ray tracing indirect effects. -- Fixed a UI bug in the diffusion profile list after fixing them from the wizard. -- Fixed the hash collision when creating new diffusion profile assets. -- Fixed a light leaking issue with box light casting shadows (case 1184475) -- Fixed Cookie texture type in the cookie slot of lights (Now displays a warning because it is not supported). -- Fixed a nullref that happens when using the Shuriken particle light module -- Fixed alignment in Wizard -- Fixed text overflow in Wizard's helpbox -- Fixed Wizard button fix all that was not automatically grab all required fixes -- Fixed VR tab for MacOS in Wizard -- Fixed local config package workflow in Wizard -- Fixed issue with contact shadows shifting when MSAA is enabled. -- Fixed EV100 in the PBR sky -- Fixed an issue In URP where sometime the camera is not passed to the volume system and causes a null ref exception (case 1199388) -- Fixed nullref when releasing HDRP with custom pass disabled -- Fixed performance issue derived from copying stencil buffer. -- Fixed an editor freeze when importing a diffusion profile asset from a unity package. -- Fixed an exception when trying to reload a builtin resource. -- Fixed the light type intensity unit reset when switching the light type. -- Fixed compilation error related to define guards and CreateLayoutFromXrSdk() -- Fixed documentation link on CustomPassVolume. -- Fixed player build when HDRP is in the project but not assigned in the graphic settings. -- Fixed an issue where ambient probe would be black for the first face of a baked reflection probe -- VFX: Fixed Missing Reference to Visual Effect Graph Runtime Assembly -- Fixed an issue where rendering done by users in EndCameraRendering would be executed before the main render loop. -- Fixed Prefab Override in main scope of Volume. -- Fixed alignment issue in Presset of main scope of Volume. -- Fixed persistence of ShowChromeGizmo and moved it to toolbar for coherency in ReflectionProbe and PlanarReflectionProbe. -- Fixed Alignement issue in ReflectionProbe and PlanarReflectionProbe. -- Fixed Prefab override workflow issue in ReflectionProbe and PlanarReflectionProbe. -- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in ReflectionProbe and PlanarReflectionProbe. -- Fixed Prefab override workflow issue in DensityVolume. -- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in DensityVolume. -- Fix light limit counts specified on the HDRP asset -- Fixed Quality Settings for SSR, Contact Shadows and Ambient Occlusion volume components -- Fixed decalui deriving from hdshaderui instead of just shaderui -- Use DelayedIntField instead of IntField for scalable settings -- Fixed init of debug for FrameSettingsHistory on SceneView camera -- Added a fix script to handle the warning 'referenced script in (GameObject 'SceneIDMap') is missing' -- Fix Wizard load when none selected for RenderPipelineAsset -- Fixed TerrainLitGUI when per-pixel normal property is not present. -- Fixed rendering errors when enabling debug modes with custom passes -- Fix an issue that made PCSS dependent on Atlas resolution (not shadow map res) -- Fixing a bug whith histories when n>4 for ray traced shadows -- Fixing wrong behavior in ray traced shadows for mesh renderers if their cast shadow is shadow only or double sided -- Only tracing rays for shadow if the point is inside the code for spotlight shadows -- Only tracing rays if the point is inside the range for point lights -- Fixing ghosting issues when the screen space shadow indexes change for a light with ray traced shadows -- Fixed an issue with stencil management and Xbox One build that caused corrupted output in deferred mode. -- Fixed a mismatch in behavior between the culling of shadow maps and ray traced point and spot light shadows -- Fixed recursive ray tracing not working anymore after intermediate buffer refactor. -- Fixed ray traced shadow denoising not working (history rejected all the time). -- Fixed shader warning on xbox one -- Fixed cookies not working for spot lights in ray traced reflections, ray traced GI and recursive rendering -- Fixed an inverted handling of CoatSmoothness for SSR in StackLit. -- Fixed missing distortion inputs in Lit and Unlit material UI. -- Fixed issue that propagated NaNs across multiple frames through the exposure texture. -- Fixed issue with Exclude from TAA stencil ignored. -- Fixed ray traced reflection exposure issue. -- Fixed issue with TAA history not initialising corretly scale factor for first frame -- Fixed issue with stencil test of material classification not using the correct Mask (causing false positive and bad performance with forward material in deferred) -- Fixed issue with History not reset when chaning antialiasing mode on camera -- Fixed issue with volumetric data not being initialized if default settings have volumetric and reprojection off. -- Fixed ray tracing reflection denoiser not applied in tier 1 -- Fixed the vibility of ray tracing related methods. -- Fixed the diffusion profile list not saved when clicking the fix button in the material UI. -- Fixed crash when pushing bounce count higher than 1 for ray traced GI or reflections -- Fixed PCSS softness scale so that it better match ray traced reference for punctual lights. -- Fixed exposure management for the path tracer -- Fixed AxF material UI containing two advanced options settings. -- Fixed an issue where cached sky contexts were being destroyed wrongly, breaking lighting in the LookDev -- Fixed issue that clamped PCSS softness too early and not after distance scale. -- Fixed fog affect transparent on HD unlit master node -- Fixed custom post processes re-ordering not saved. -- Fixed NPE when using scalable settings -- Fixed an issue where PBR sky precomputation was reset incorrectly in some cases causing bad performance. -- Fixed a bug due to depth history begin overriden too soon -- Fixed CustomPassSampleCameraColor scale issue when called from Before Transparent injection point. -- Fixed corruption of AO in baked probes. -- Fixed issue with upgrade of projects that still had Very High as shadow filtering quality. -- Fixed issue that caused Distortion UI to appear in Lit. -- Fixed several issues with decal duplicating when editing them. -- Fixed initialization of volumetric buffer params (1204159) -- Fixed an issue where frame count was incorrectly reset for the game view, causing temporal processes to fail. -- Fixed Culling group was not disposed error. -- Fixed issues on some GPU that do not support gathers on integer textures. -- Fixed an issue with ambient probe not being initialized for the first frame after a domain reload for volumetric fog. -- Fixed the scene visibility of decal projectors and density volumes -- Fixed a leak in sky manager. -- Fixed an issue where entering playmode while the light editor is opened would produce null reference exceptions. -- Fixed the debug overlay overlapping the debug menu at runtime. -- Fixed an issue with the framecount when changing scene. -- Fixed errors that occurred when using invalid near and far clip plane values for planar reflections. -- Fixed issue with motion blur sample weighting function. -- Fixed motion vectors in MSAA. -- Fixed sun flare blending (case 1205862). -- Fixed a lot of issues related to ray traced screen space shadows. -- Fixed memory leak caused by apply distortion material not being disposed. -- Fixed Reflection probe incorrectly culled when moving its parent (case 1207660) -- Fixed a nullref when upgrading the Fog volume components while the volume is opened in the inspector. -- Fix issues where decals on PS4 would not correctly write out the tile mask causing bits of the decal to go missing. -- Use appropriate label width and text content so the label is completely visible -- Fixed an issue where final post process pass would not output the default alpha value of 1.0 when using 11_11_10 color buffer format. -- Fixed SSR issue after the MSAA Motion Vector fix. -- Fixed an issue with PCSS on directional light if punctual shadow atlas was not allocated. -- Fixed an issue where shadow resolution would be wrong on the first face of a baked reflection probe. -- Fixed issue with PCSS softness being incorrect for cascades different than the first one. -- Fixed custom post process not rendering when using multiple HDRP asset in quality settings -- Fixed probe gizmo missing id (case 1208975) -- Fixed a warning in raytracingshadowfilter.compute -- Fixed issue with AO breaking with small near plane values. -- Fixed custom post process Cleanup function not called in some cases. -- Fixed shader warning in AO code. -- Fixed a warning in simpledenoiser.compute -- Fixed tube and rectangle light culling to use their shape instead of their range as a bounding box. -- Fixed caused by using gather on a UINT texture in motion blur. -- Fix issue with ambient occlusion breaking when dynamic resolution is active. -- Fixed some possible NaN causes in Depth of Field. -- Fixed Custom Pass nullref due to the new Profiling Sample API changes -- Fixed the black/grey screen issue on after post process Custom Passes in non dev builds. -- Fixed particle lights. -- Improved behavior of lights and probe going over the HDRP asset limits. -- Fixed issue triggered when last punctual light is disabled and more than one camera is used. -- Fixed Custom Pass nullref due to the new Profiling Sample API changes -- Fixed the black/grey screen issue on after post process Custom Passes in non dev builds. -- Fixed XR rendering locked to vsync of main display with Standalone Player. -- Fixed custom pass cleanup not called at the right time when using multiple volumes. -- Fixed an issue on metal with edge of decal having artifact by delaying discard of fragments during decal projection -- Fixed various shader warning -- Fixing unnecessary memory allocations in the ray tracing cluster build -- Fixed duplicate column labels in LightEditor's light tab -- Fixed white and dark flashes on scenes with very high or very low exposure when Automatic Exposure is being used. -- Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. -- Fixed memory leak in Sky when in matcap mode. -- Fixed compilation issues on platform that don't support VR. -- Fixed migration code called when we create a new HDRP asset. -- Fixed RemoveComponent on Camera contextual menu to not remove Camera while a component depend on it. -- Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. -- Fixed a null reference exception in the probe UI when no HDRP asset is present. -- Fixed the outline example in the doc (sampling range was dependent on screen resolution) -- Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. -- Fixed an issue where Decal Projectors created from script where rotated around the X axis by 90°. -- Fixed frustum used to compute Density Volumes visibility when projection matrix is oblique. -- Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. -- Fix for NaNs on certain geometry with Lit shader -- [case 1210058](https://fogbugz.unity3d.com/f/cases/1210058/) -- Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. -- Fixed a null reference exception in the probe UI when no HDRP asset is present. -- Fixed the outline example in the doc (sampling range was dependent on screen resolution) -- Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. -- Fixed an issue where materials newly created from the contextual menu would have an invalid state, causing various problems until it was edited. -- Fixed transparent material created with ZWrite enabled (now it is disabled by default for new transparent materials) -- Fixed mouseover on Move and Rotate tool while DecalProjector is selected. -- Fixed wrong stencil state on some of the pixel shader versions of deferred shader. -- Fixed an issue where creating decals at runtime could cause a null reference exception. -- Fixed issue that displayed material migration dialog on the creation of new project. -- Fixed various issues with time and animated materials (cases 1210068, 1210064). -- Updated light explorer with latest changes to the Fog and fixed issues when no visual environment was present. -- Fixed not handleling properly the recieve SSR feature with ray traced reflections -- Shadow Atlas is no longer allocated for area lights when they are disabled in the shader config file. -- Avoid MRT Clear on PS4 as it is not implemented yet. -- Fixed runtime debug menu BitField control. -- Fixed the radius value used for ray traced directional light. -- Fixed compilation issues with the layered lit in ray tracing shaders. -- Fixed XR autotests viewport size rounding -- Fixed mip map slider knob displayed when cubemap have no mipmap -- Remove unnecessary skip of material upgrade dialog box. -- Fixed the profiling sample mismatch errors when enabling the profiler in play mode -- Fixed issue that caused NaNs in reflection probes on consoles. -- Fixed adjusting positive axis of Blend Distance slides the negative axis in the density volume component. -- Fixed the blend of reflections based on the weight. -- Fixed fallback for ray traced reflections when denoising is enabled. -- Fixed error spam issue with terrain detail terrainDetailUnsupported (cases 1211848) -- Fixed hardware dynamic resolution causing cropping/scaling issues in scene view (case 1158661) -- Fixed Wizard check order for `Hardware and OS` and `Direct3D12` -- Fix AO issue turning black when Far/Near plane distance is big. -- Fixed issue when opening lookdev and the lookdev volume have not been assigned yet. -- Improved memory usage of the sky system. -- Updated label in HDRP quality preference settings (case 1215100) -- Fixed Decal Projector gizmo not undoing properly (case 1216629) -- Fix a leak in the denoising of ray traced reflections. -- Fixed Alignment issue in Light Preset -- Fixed Environment Header in LightingWindow -- Fixed an issue where hair shader could write garbage in the diffuse lighting buffer, causing NaNs. -- Fixed an exposure issue with ray traced sub-surface scattering. -- Fixed runtime debug menu light hierarchy None not doing anything. -- Fixed the broken ShaderGraph preview when creating a new Lit graph. -- Fix indentation issue in preset of LayeredLit material. -- Fixed minor issues with cubemap preview in the inspector. -- Fixed wrong build error message when building for android on mac. -- Fixed an issue related to denoising ray trace area shadows. -- Fixed wrong build error message when building for android on mac. -- Fixed Wizard persistency of Direct3D12 change on domain reload. -- Fixed Wizard persistency of FixAll on domain reload. -- Fixed Wizard behaviour on domain reload. -- Fixed a potential source of NaN in planar reflection probe atlas. -- Fixed an issue with MipRatio debug mode showing _DebugMatCapTexture not being set. -- Fixed missing initialization of input params in Blit for VR. -- Fix Inf source in LTC for area lights. -- Fix issue with AO being misaligned when multiple view are visible. -- Fix issue that caused the clamp of camera rotation motion for motion blur to be ineffective. -- Fixed issue with AssetPostprocessors dependencies causing models to be imported twice when upgrading the package version. -- Fixed culling of lights with XR SDK -- Fixed memory stomp in shadow caching code, leading to overflow of Shadow request array and runtime errors. -- Fixed an issue related to transparent objects reading the ray traced indirect diffuse buffer -- Fixed an issue with filtering ray traced area lights when the intensity is high or there is an exposure. -- Fixed ill-formed include path in Depth Of Field shader. -- Fixed shader graph and ray tracing after the shader target PR. -- Fixed a bug in semi-transparent shadows (object further than the light casting shadows) -- Fix state enabled of default volume profile when in package. -- Fixed removal of MeshRenderer and MeshFilter on adding Light component. -- Fixed Ray Traced SubSurface Scattering not working with ray traced area lights -- Fixed Ray Traced SubSurface Scattering not working in forward mode. -- Fixed a bug in debug light volumes. -- Fixed a bug related to ray traced area light shadow history. -- Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap. -- Fixed a leak in the PBR sky renderer. -- Added a tooltip to the Ambient Mode parameter in the Visual Envionment volume component. -- Static lighting sky now takes the default volume into account (this fixes discrepancies between baked and realtime lighting). -- Fixed a leak in the sky system. -- Removed MSAA Buffers allocation when lit shader mode is set to "deferred only". -- Fixed invalid cast for realtime reflection probes (case 1220504) -- Fixed invalid game view rendering when disabling all cameras in the scene (case 1105163) -- Hide reflection probes in the renderer components. -- Fixed infinite reload loop while displaying Light's Shadow's Link Light Layer in Inspector of Prefab Asset. -- Fixed the culling was not disposed error in build log. -- Fixed the cookie atlas size and planar atlas size being too big after an upgrade of the HDRP asset. -- Fixed transparent SSR for shader graph. -- Fixed an issue with emissive light meshes not being in the RAS. -- Fixed DXR player build -- Fixed the HDRP asset migration code not being called after an upgrade of the package -- Fixed draw renderers custom pass out of bound exception -- Fixed the PBR shader rendering in deferred -- Fixed some typos in debug menu (case 1224594) -- Fixed ray traced point and spot lights shadows not rejecting istory when semi-transparent or colored. -- Fixed a warning due to StaticLightingSky when reloading domain in some cases. -- Fixed the MaxLightCount being displayed when the light volume debug menu is on ColorAndEdge. -- Fixed issue with unclear naming of debug menu for decals. -- Fixed z-fighting in scene view when scene lighting is off (case 1203927) -- Fixed issue that prevented cubemap thumbnails from rendering (only on D3D11 and Metal). -- Fixed ray tracing with VR single-pass -- Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. -- Fixed error in the console when switching shader to decal in the material UI. -- Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). -- Fixed an issue where a dynamic sky changing any frame may not update the ambient probe. -- Fixed cubemap thumbnail generation at project load time. -- Fixed cubemap thumbnail generation at project load time. -- Fixed XR culling with multiple cameras -- Fixed XR single-pass with Mock HMD plugin -- Fixed sRGB mismatch with XR SDK -- Fixed an issue where default volume would not update when switching profile. -- Fixed issue with uncached reflection probe cameras reseting the debug mode (case 1224601) -- Fixed an issue where AO override would not override specular occlusion. -- Fixed an issue where Volume inspector might not refresh correctly in some cases. -- Fixed render texture with XR -- Fixed issue with resources being accessed before initialization process has been performed completely. -- Half fixed shuriken particle light that cast shadows (only the first one will be correct) -- Fixed issue with atmospheric fog turning black if a planar reflection probe is placed below ground level. (case 1226588) -- Fixed custom pass GC alloc issue in CustomPassVolume.GetActiveVolumes(). -- Fixed a bug where instanced shadergraph shaders wouldn't compile on PS4. -- Fixed an issue related to the envlightdatasrt not being bound in recursive rendering. -- Fixed shadow cascade tooltip when using the metric mode (case 1229232) -- Fixed how the area light influence volume is computed to match rasterization. -- Focus on Decal uses the extends of the projectors -- Fixed usage of light size data that are not available at runtime. -- Fixed the depth buffer copy made before custom pass after opaque and normal injection point. -- Fix for issue that prevented scene from being completely saved when baked reflection probes are present and lighting is set to auto generate. -- Fixed drag area width at left of Light's intensity field in Inspector. -- Fixed light type resolution when performing a reset on HDAdditionalLightData (case 1220931) -- Fixed reliance on atan2 undefined behavior in motion vector debug shader. -- Fixed an usage of a a compute buffer not bound (1229964) -- Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. -- Fix issues in the post process system with RenderTexture being invalid in some cases, causing rendering problems. -- Fixed an issue where unncessarily serialized members in StaticLightingSky component would change each time the scene is changed. -- Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). -- Fixed a regression in the ray traced indirect diffuse due to the new probe system. -- Fix for range compression factor for probes going negative (now clamped to positive values). -- Fixed path validation when creating new volume profile (case 1229933) -- Fixed a bug where Decal Shader Graphs would not recieve reprojected Position, Normal, or Bitangent data. (1239921) -- Fix reflection hierarchy for CARPAINT in AxF. -- Fix precise fresnel for delta lights for SVBRDF in AxF. -- Fixed the debug exposure mode for display sky reflection and debug view baked lighting -- Fixed MSAA depth resolve when there is no motion vectors -- Fixed various object leaks in HDRP. -- Fixed compile error with XR SubsystemManager. -- Fix for assertion triggering sometimes when saving a newly created lit shader graph (case 1230996) -- Fixed culling of planar reflection probes that change position (case 1218651) -- Fixed null reference when processing lightprobe (case 1235285) -- Fix issue causing wrong planar reflection rendering when more than one camera is present. -- Fix black screen in XR when HDRP package is present but not used. -- Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). -- Fixed white flash happening with auto-exposure in some cases (case 1223774) -- Fixed NaN which can appear with real time reflection and inf value -- Fixed an issue that was collapsing the volume components in the HDRP default settings -- Fixed warning about missing bound decal buffer -- Fixed shader warning on Xbox for ResolveStencilBuffer.compute. -- Fixed PBR shader ZTest rendering in deferred. -- Replaced commands incompatible with async compute in light list build process. -- Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. Note that the diffusion profile or the material references need to be edited once before this can work properly. -- Fix MaterialBalls having same guid issue -- Fix spelling and grammatical errors in material samples -- Fixed unneeded cookie texture allocation for cone stop lights. -- Fixed scalarization code for contact shadows. -- Fixed volume debug in playmode -- Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) -- Fixed shader warning in PCSS code when using Vulkan. -- Fixed decal that aren't working without Metal and Ambient Occlusion option enabled. -- Fixed an error about procedural sky being logged by mistake. -- Fixed shadowmask UI now correctly showing shadowmask disable -- Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. -- Fixed a null ref exception in static sky when the default volume profile is invalid. -- DXR: Fixed shader compilation error with shader graph and pathtracer -- Fixed SceneView Draw Modes not being properly updated after opening new scene view panels or changing the editor layout. -- VFX: Removed irrelevant queues in render queue selection from HDRP outputs -- VFX: Motion Vector are correctly renderered with MSAA [Case 1240754](https://issuetracker.unity3d.com/product/unity/issues/guid/1240754/) -- Fixed a cause of NaN when a normal of 0-length is generated (usually via shadergraph). -- Fixed issue with screen-space shadows not enabled properly when RT is disabled (case 1235821) -- Fixed a performance issue with stochastic ray traced area shadows. -- Fixed cookie texture not updated when changing an import settings (srgb for example). -- Fixed flickering of the game/scene view when lookdev is running. -- Fixed issue with reflection probes in realtime time mode with OnEnable baking having wrong lighting with sky set to dynamic (case 1238047). -- Fixed transparent motion vectors not working when in MSAA. -- Fix error when removing DecalProjector from component contextual menu (case 1243960) -- Fixed issue with post process when running in RGBA16 and an object with additive blending is in the scene. -- Fixed corrupted values on LayeredLit when using Vertex Color multiply mode to multiply and MSAA is activated. -- Fix conflicts with Handles manipulation when performing a Reset in DecalComponent (case 1238833) -- Fixed depth prepass and postpass being disabled after changing the shader in the material UI. -- Fixed issue with sceneview camera settings not being saved after Editor restart. -- Fixed issue when switching back to custom sensor type in physical camera settings (case 1244350). -- Fixed a null ref exception when running playmode tests with the render pipeline debug window opened. -- Fixed some GCAlloc in the debug window. -- Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) -- Fixed thin refraction mode not working properly. -- Fixed assert on tests caused by probe culling results being requested when culling did not happen. (case 1246169) -- Fixed over consumption of GPU memory by the Physically Based Sky. -- Fixed an invalid rotation in Planar Reflection Probe editor display, that was causing an error message (case 1182022) -- Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. -- Fixed issue that caused not all baked reflection to be deleted upon clicking "Clear Baked Data" in the lighting menu (case 1136080) -- Fixed an issue where asset preview could be rendered white because of static lighting sky. -- Fixed an issue where static lighting was not updated when removing the static lighting sky profile. -- Fixed the show cookie atlas debug mode not displaying correctly when enabling the clear cookie atlas option. -- Fixed various multi-editing issues when changing Emission parameters. -- Fixed error when undo a Reflection Probe removal in a prefab instance. (case 1244047) -- Fixed Microshadow not working correctly in deferred with LightLayers -- Tentative fix for missing include in depth of field shaders. -- Fixed the light overlap scene view draw mode (wasn't working at all). -- Fixed taaFrameIndex and XR tests 4052 and 4053 -- Fixed the prefab integration of custom passes (Prefab Override Highlight not working as expected). -- Cloned volume profile from read only assets are created in the root of the project. (case 1154961) -- Fixed Wizard check on default volume profile to also check it is not the default one in package. -- Fix erroneous central depth sampling in TAA. -- Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset -- Fixed issue with Model Importer materials falling back to the Legacy default material instead of HDRP's default material when import happens at Editor startup. -- Fixed a wrong condition in CameraSwitcher, potentially causing out of bound exceptions. -- Fixed an issue where editing the Look Dev default profile would not reflect directly in the Look Dev window. -- Fixed a bug where the light list is not cleared but still used when resizing the RT. -- Fixed exposure debug shader with XR single-pass rendering. -- Fixed issues with scene view and transparent motion vectors. -- Fixed black screens for linux/HDRP (1246407) -- Fixed a vulkan and metal warning in the SSGI compute shader. -- Fixed an exception due to the color pyramid not allocated when SSGI is enabled. -- Fixed an issue with the first Depth history was incorrectly copied. -- Fixed path traced DoF focusing issue -- Fix an issue with the half resolution Mode (performance) -- Fix an issue with the color intensity of emissive for performance rtgi -- Fixed issue with rendering being mostly broken when target platform disables VR. -- Workaround an issue caused by GetKernelThreadGroupSizes failing to retrieve correct group size. -- Fix issue with fast memory and rendergraph. -- Fixed transparent motion vector framesetting not sanitized. -- Fixed wrong order of post process frame settings. -- Fixed white flash when enabling SSR or SSGI. -- The ray traced indrect diffuse and RTGI were combined wrongly with the rest of the lighting (1254318). -- Fixed an exception happening when using RTSSS without using RTShadows. -- Fix inconsistencies with transparent motion vectors and opaque by allowing camera only transparent motion vectors. -- Fix reflection probe frame settings override -- Fixed certain shadow bias artifacts present in volumetric lighting (case 1231885). -- Fixed area light cookie not updated when switch the light type from a spot that had a cookie. -- Fixed issue with dynamic resolution updating when not in play mode. -- Fixed issue with Contrast Adaptive Sharpening upsample mode and preview camera. -- Fix issue causing blocky artifacts when decals affect metallic and are applied on material with specular color workflow. -- Fixed issue with depth pyramid generation and dynamic resolution. -- Fixed an issue where decals were duplicated in prefab isolation mode. -- Fixed an issue where rendering preview with MSAA might generate render graph errors. -- Fixed compile error in PS4 for planar reflection filtering. -- Fixed issue with blue line in prefabs for volume mode. -- Fixing the internsity being applied to RTAO too early leading to unexpected results (1254626). -- Fix issue that caused sky to incorrectly render when using a custom projection matrix. -- Fixed null reference exception when using depth pre/post pass in shadergraph with alpha clip in the material. -- Appropriately constraint blend distance of reflection probe while editing with the inspector (case 1248931) -- Fixed AxF handling of roughness for Blinn-Phong type materials -- Fixed AxF UI errors when surface type is switched to transparent -- Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change. -- Fixed an exception occuring when a camera doesn't have an HDAdditionalCameraData (1254383). -- Fixed ray tracing with XR single-pass. -- Fixed warning in HDAdditionalLightData OnValidate (cases 1250864, 1244578) -- Fixed a bug related to denoising ray traced reflections. -- Fixed nullref in the layered lit material inspector. -- Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time. -- Fixed an issue where static sky lighting would not be updated for a new scene until it's reloaded at least once. -- Fixed culling for decals when used in prefabs and edited in context. -- Force to rebake probe with missing baked texture. (1253367) -- Fix supported Mac platform detection to handle new major version (11.0) properly -- Fixed typo in the Render Pipeline Wizard under HDRP+VR -- Change transparent SSR name in frame settings to avoid clipping. -- Fixed missing include guards in shadow hlsl files. -- Repaint the scene view whenever the scene exposure override is changed. -- Fixed an error when clearing the SSGI history texture at creation time (1259930). -- Fixed alpha to mask reset when toggling alpha test in the material UI. -- Fixed an issue where opening the look dev window with the light theme would make the window blink and eventually crash unity. -- Fixed fallback for ray tracing and light layers (1258837). -- Fixed Sorting Priority not displayed correctly in the DrawRenderers custom pass UI. -- Fixed glitch in Project settings window when selecting diffusion profiles in material section (case 1253090) -- Fixed issue with light layers bigger than 8 (and above the supported range). -- Fixed issue with culling layer mask of area light's emissive mesh -- Fixed overused the atlas for Animated/Render Target Cookies (1259930). -- Fixed errors when switching area light to disk shape while an area emissive mesh was displayed. -- Fixed default frame settings MSAA toggle for reflection probes (case 1247631) -- Fixed the transparent SSR dependency not being properly disabled according to the asset dependencies (1260271). -- Fixed issue with completely black AO on double sided materials when normal mode is set to None. -- Fixed UI drawing of the quaternion (1251235) -- Fix an issue with the quality mode and perf mode on RTR and RTGI and getting rid of unwanted nans (1256923). -- Fixed unitialized ray tracing resources when using non-default HDRP asset (case 1259467). -- Fixed overused the atlas for Animated/Render Target Cookies (1259930). -- Fixed sky asserts with XR multipass -- Fixed for area light not updating baked light result when modifying with gizmo. -- Fixed robustness issue with GetOddNegativeScale() in ray tracing, which was impacting normal mapping (1261160). -- Fixed regression where moving face of the probe gizmo was not moving its position anymore. -- Fixed XR single-pass macros in tessellation shaders. -- Fixed path-traced subsurface scattering mixing with diffuse and specular BRDFs (1250601). -- Fixed custom pass re-ordering issues. -- Improved robustness of normal mapping when scale is 0, and mapping is extreme (normals in or below the tangent plane). -- Fixed XR Display providers not getting zNear and zFar plane distances passed to them when in HDRP. -- Fixed rendering breaking when disabling tonemapping in the frame settings. -- Fixed issue with serialization of exposure modes in volume profiles not being consistent between HDRP versions (case 1261385). -- Fixed issue with duplicate names in newly created sub-layers in the graphics compositor (case 1263093). -- Remove MSAA debug mode when renderpipeline asset has no MSAA -- Fixed some post processing using motion vectors when they are disabled -- Fixed the multiplier of the environement lights being overriden with a wrong value for ray tracing (1260311). -- Fixed a series of exceptions happening when trying to load an asset during wizard execution (1262171). -- Fixed an issue with Stacklit shader not compiling correctly in player with debug display on (1260579) -- Fixed couple issues in the dependence of building the ray tracing acceleration structure. -- Fix sun disk intensity -- Fixed unwanted ghosting for smooth surfaces. -- Fixing an issue in the recursive rendering flag texture usage. -- Fixed a missing dependecy for choosing to evaluate transparent SSR. -- Fixed issue that failed compilation when XR is disabled. -- Fixed a compilation error in the IES code. -- Fixed issue with dynamic resolution handler when no OnResolutionChange callback is specified. -- Fixed multiple volumes, planar reflection, and decal projector position when creating them from the menu. -- Reduced the number of global keyword used in deferredTile.shader -- Fixed incorrect processing of Ambient occlusion probe (9% error was introduced) -- Fixed multiedition of framesettings drop down (case 1270044) -- Fixed planar probe gizmo - -### Changed -- Improve MIP selection for decals on Transparents -- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled -- Rename Emission Radius to Radius in UI in Point, Spot -- Angular Diameter parameter for directional light is no longuer an advanced property -- DXR: Remove Light Radius and Angular Diamater of Raytrace shadow. Angular Diameter and Radius are used instead. -- Remove MaxSmoothness parameters from UI for point, spot and directional light. The MaxSmoothness is now deduce from Radius Parameters -- DXR: Remove the Ray Tracing Environement Component. Add a Layer Mask to the ray Tracing volume components to define which objects are taken into account for each effect. -- Removed second cubemaps used for shadowing in lookdev -- Disable Physically Based Sky below ground -- Increase max limit of area light and reflection probe to 128 -- Change default texture for detailmap to grey -- Optimize Shadow RT load on Tile based architecture platforms. -- Improved quality of SSAO. -- Moved RequestShadowMapRendering() back to public API. -- Update HDRP DXR Wizard with an option to automatically clone the hdrp config package and setup raytracing to 1 in shaders file. -- Added SceneSelection pass for TerrainLit shader. -- Simplified Light's type API regrouping the logic in one place (Check type in HDAdditionalLightData) -- The support of LOD CrossFade (Dithering transition) in master nodes now required to enable it in the master node settings (Save variant) -- Improved shadow bias, by removing constant depth bias and substituting it with slope-scale bias. -- Fix the default stencil values when a material is created from a SSS ShaderGraph. -- Tweak test asset to be compatible with XR: unlit SG material for canvas and double-side font material -- Slightly tweaked the behaviour of bloom when resolution is low to reduce artifacts. -- Hidden fields in Light Inspector that is not relevant while in BakingOnly mode. -- Changed parametrization of PCSS, now softness is derived from angular diameter (for directional lights) or shape radius (for point/spot lights) and min filter size is now in the [0..1] range. -- Moved the copy of the geometry history buffers to right after the depth mip chain generation. -- Rename "Luminance" to "Nits" in UX for physical light unit -- Rename FrameSettings "SkyLighting" to "SkyReflection" -- Reworked XR automated tests -- The ray traced screen space shadow history for directional, spot and point lights is discarded if the light transform has changed. -- Changed the behavior for ray tracing in case a mesh renderer has both transparent and opaque submeshes. -- Improve history buffer management -- Replaced PlayerSettings.virtualRealitySupported with XRGraphics.tryEnable. -- Remove redundant FrameSettings RealTimePlanarReflection -- Improved a bit the GC calls generated during the rendering. -- Material update is now only triggered when the relevant settings are touched in the shader graph master nodes -- Changed the way Sky Intensity (on Sky volume components) is handled. It's now a combo box where users can choose between Exposure, Multiplier or Lux (for HDRI sky only) instead of both multiplier and exposure being applied all the time. Added a new menu item to convert old profiles. -- Change how method for specular occlusions is decided on inspector shader (Lit, LitTesselation, LayeredLit, LayeredLitTessellation) -- Unlocked SSS, SSR, Motion Vectors and Distortion frame settings for reflections probes. -- Hide unused LOD settings in Quality Settings legacy window. -- Reduced the constrained distance for temporal reprojection of ray tracing denoising -- Removed shadow near plane from the Directional Light Shadow UI. -- Improved the performances of custom pass culling. -- The scene view camera now replicates the physical parameters from the camera tagged as "MainCamera". -- Reduced the number of GC.Alloc calls, one simple scene without plarnar / probes, it should be 0B. -- Renamed ProfilingSample to ProfilingScope and unified API. Added GPU Timings. -- Updated macros to be compatible with the new shader preprocessor. -- Ray tracing reflection temporal filtering is now done in pre-exposed space -- Search field selects the appropriate fields in both project settings panels 'HDRP Default Settings' and 'Quality/HDRP' -- Disabled the refraction and transmission map keywords if the material is opaque. -- Keep celestial bodies outside the atmosphere. -- Updated the MSAA documentation to specify what features HDRP supports MSAA for and what features it does not. -- Shader use for Runtime Debug Display are now correctly stripper when doing a release build -- Now each camera has its own Volume Stack. This allows Volume Parameters to be updated as early as possible and be ready for the whole frame without conflicts between cameras. -- Disable Async for SSR, SSAO and Contact shadow when aggregated ray tracing frame setting is on. -- Improved performance when entering play mode without domain reload by a factor of ~25 -- Renamed the camera profiling sample to include the camera name -- Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes. -- Renamed the camera profiling sample to include the camera name -- Renamed the post processing graphic formats to match the new convention. -- The restart in Wizard for DXR will always be last fix from now on -- Refactoring pre-existing materials to share more shader code between rasterization and ray tracing. -- Setting a material's Refraction Model to Thin does not overwrite the Thickness and Transmission Absorption Distance anymore. -- Removed Wind textures from runtime as wind is no longer built into the pipeline -- Changed Shader Graph titles of master nodes to be more easily searchable ("HDRP/x" -> "x (HDRP)") -- Expose StartSinglePass() and StopSinglePass() as public interface for XRPass -- Replaced the Texture array for 2D cookies (spot, area and directional lights) and for planar reflections by an atlas. -- Moved the tier defining from the asset to the concerned volume components. -- Changing from a tier management to a "mode" management for reflection and GI and removing the ability to enable/disable deferred and ray bining (they are now implied by performance mode) -- The default FrameSettings for ScreenSpaceShadows is set to true for Camera in order to give a better workflow for DXR. -- Refactor internal usage of Stencil bits. -- Changed how the material upgrader works and added documentation for it. -- Custom passes now disable the stencil when overwriting the depth and not writing into it. -- Renamed the camera profiling sample to include the camera name -- Changed the way the shadow casting property of transparent and tranmissive materials is handeled for ray tracing. -- Changed inspector materials stencil setting code to have more sharing. -- Updated the default scene and default DXR scene and DefaultVolumeProfile. -- Changed the way the length parameter is used for ray traced contact shadows. -- Improved the coherency of PCSS blur between cascades. -- Updated VR checks in Wizard to reflect new XR System. -- Removing unused alpha threshold depth prepass and post pass for fabric shader graph. -- Transform result from CIE XYZ to sRGB color space in EvalSensitivity for iridescence. -- Moved BeginCameraRendering callback right before culling. -- Changed the visibility of the Indirect Lighting Controller component to public. -- Renamed the cubemap used for diffuse convolution to a more explicit name for the memory profiler. -- Improved behaviour of transmission color on transparent surfaces in path tracing. -- Light dimmer can now get values higher than one and was renamed to multiplier in the UI. -- Removed info box requesting volume component for Visual Environment and updated the documentation with the relevant information. -- Improved light selection oracle for light sampling in path tracing. -- Stripped ray tracing subsurface passes with ray tracing is not enabled. -- Remove LOD cross fade code for ray tracing shaders -- Removed legacy VR code -- Add range-based clipping to box lights (case 1178780) -- Improve area light culling (case 1085873) -- Light Hierarchy debug mode can now adjust Debug Exposure for visualizing high exposure scenes. -- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. -- Renamed "Environment" to "Reflection Probes" in tile/cluster debug menu. -- Utilities namespace is obsolete, moved its content to UnityEngine.Rendering (case 1204677) -- Obsolete Utilities namespace was removed, instead use UnityEngine.Rendering (case 1204677) -- Moved most of the compute shaders to the multi_compile API instead of multiple kernels. -- Use multi_compile API for deferred compute shader with shadow mask. -- Remove the raytracing rendering queue system to make recursive raytraced material work when raytracing is disabled -- Changed a few resources used by ray tracing shaders to be global resources (using register space1) for improved CPU performance. -- All custom pass volumes are now executed for one injection point instead of the first one. -- Hidden unsupported choice in emission in Materials -- Temporal Anti aliasing improvements. -- Optimized PrepareLightsForGPU (cost reduced by over 25%) and PrepareGPULightData (around twice as fast now). -- Moved scene view camera settings for HDRP from the preferences window to the scene view camera settings window. -- Updated shaders to be compatible with Microsoft's DXC. -- Debug exposure in debug menu have been replace to debug exposure compensation in EV100 space and is always visible. -- Further optimized PrepareLightsForGPU (3x faster with few shadows, 1.4x faster with a lot of shadows or equivalently cost reduced by 68% to 37%). -- Raytracing: Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform. -- Raytracing: Removed the dynamic lightmap multicompile. -- Raytracing: Remove the LOD cross fade multi compile for ray tracing. -- Cookie are now supported in lightmaper. All lights casting cookie and baked will now include cookie influence. -- Avoid building the mip chain a second time for SSR for transparent objects. -- Replaced "High Quality" Subsurface Scattering with a set of Quality Levels. -- Replaced "High Quality" Volumetric Lighting with "Screen Resolution Percentage" and "Volume Slice Count" on the Fog volume component. -- Merged material samples and shader samples -- Update material samples scene visuals -- Use multi_compile API for deferred compute shader with shadow mask. -- Made the StaticLightingSky class public so that users can change it by script for baking purpose. -- Shadowmask and realtime reflectoin probe property are hide in Quality settings -- Improved performance of reflection probe management when using a lot of probes. -- Ignoring the disable SSR flags for recursive rendering. -- Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. -- Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering. -- MSAA Within Forward Frame Setting is now enabled by default on Cameras when new Render Pipeline Asset is created -- Slightly changed the TAA anti-flicker mechanism so that it is more aggressive on almost static images (only on High preset for now). -- Changed default exposure compensation to 0. -- Refactored shadow caching system. -- Removed experimental namespace for ray tracing code. -- Increase limit for max numbers of lights in UX -- Removed direct use of BSDFData in the path tracing pass, delegated to the material instead. -- Pre-warm the RTHandle system to reduce the amount of memory allocations and the total memory needed at all points. -- DXR: Only read the geometric attributes that are required using the share pass info and shader graph defines. -- DXR: Dispatch binned rays in 1D instead of 2D. -- Lit and LayeredLit tessellation cross lod fade don't used dithering anymore between LOD but fade the tessellation height instead. Allow a smoother transition -- Changed the way planar reflections are filtered in order to be a bit more "physically based". -- Increased path tracing BSDFs roughness range from [0.001, 0.999] to [0.00001, 0.99999]. -- Changing the default SSGI radius for the all configurations. -- Changed the default parameters for quality RTGI to match expected behavior. -- Add color clear pass while rendering XR occlusion mesh to avoid leaks. -- Only use one texture for ray traced reflection upscaling. -- Adjust the upscale radius based on the roughness value. -- DXR: Changed the way the filter size is decided for directional, point and spot shadows. -- Changed the default exposure mode to "Automatic (Histogram)", along with "Limit Min" to -4 and "Limit Max" to 16. -- Replaced the default scene system with the builtin Scene Template feature. -- Changed extensions of shader CAS include files. -- Making the planar probe atlas's format match the color buffer's format. -- Removing the planarReflectionCacheCompressed setting from asset. -- SHADERPASS for TransparentDepthPrepass and TransparentDepthPostpass identification is using respectively SHADERPASS_TRANSPARENT_DEPTH_PREPASS and SHADERPASS_TRANSPARENT_DEPTH_POSTPASS -- Moved the Parallax Occlusion Mapping node into Shader Graph. -- Renamed the debug name from SSAO to ScreenSpaceAmbientOcclusion (1254974). -- Added missing tooltips and improved the UI of the aperture control (case 1254916). -- Fixed wrong tooltips in the Dof Volume (case 1256641). -- The `CustomPassLoadCameraColor` and `CustomPassSampleCameraColor` functions now returns the correct color buffer when used in after post process instead of the color pyramid (which didn't had post processes). -- PBR Sky now doesn't go black when going below sea level, but it instead freezes calculation as if on the horizon. -- Fixed an issue with quality setting foldouts not opening when clicking on them (1253088). -- Shutter speed can now be changed by dragging the mouse over the UI label (case 1245007). -- Remove the 'Point Cube Size' for cookie, use the Cubemap size directly. -- VFXTarget with Unlit now allows EmissiveColor output to be consistent with HDRP unlit. -- Only building the RTAS if there is an effect that will require it (1262217). -- Fixed the first ray tracing frame not having the light cluster being set up properly (1260311). -- Render graph pre-setup for ray traced ambient occlusion. -- Avoid casting multiple rays and denoising for hard directional, point and spot ray traced shadows (1261040). -- Making sure the preview cameras do not use ray tracing effects due to a by design issue to build ray tracing acceleration structures (1262166). -- Preparing ray traced reflections for the render graph support (performance and quality). -- Preparing recursive rendering for the render graph port. -- Preparation pass for RTGI, temporal filter and diffuse denoiser for render graph. -- Updated the documentation for the DXR implementation. -- Changed the DXR wizard to support optional checks. -- Changed the DXR wizard steps. -- Preparation pass for RTSSS to be supported by render graph. -- Changed the color space of EmissiveColorLDR property on all shader. Was linear but should have been sRGB. Auto upgrade script handle the conversion. - -## [7.1.1] - 2019-09-05 - -### Added -- Transparency Overdraw debug mode. Allows to visualize transparent objects draw calls as an "heat map". -- Enabled single-pass instancing support for XR SDK with new API cmd.SetInstanceMultiplier() -- XR settings are now available in the HDRP asset -- Support for Material Quality in Shader Graph -- Material Quality support selection in HDRP Asset -- Renamed XR shader macro from UNITY_STEREO_ASSIGN_COMPUTE_EYE_INDEX to UNITY_XR_ASSIGN_VIEW_INDEX -- Raytracing ShaderGraph node for HDRP shaders -- Custom passes volume component with 3 injection points: Before Rendering, Before Transparent and Before Post Process -- Alpha channel is now properly exported to camera render textures when using FP16 color buffer format -- Support for XR SDK mirror view modes -- HD Master nodes in Shader Graph now support Normal and Tangent modification in vertex stage. -- DepthOfFieldCoC option in the fullscreen debug modes. -- Added override Ambient Occlusion option on debug windows -- Added Custom Post Processes with 3 injection points: Before Transparent, Before Post Process and After Post Process -- Added draft of minimal interactive path tracing (experimental) based on DXR API - Support only 4 area light, lit and unlit shader (non-shadergraph) -- Small adjustments to TAA anti flicker (more aggressive on high values). - -### Fixed -- Fixed wizard infinite loop on cancellation -- Fixed with compute shader error about too many threads in threadgroup on low GPU -- Fixed invalid contact shadow shaders being created on metal -- Fixed a bug where if Assembly.GetTypes throws an exception due to mis-versioned dlls, then no preprocessors are used in the shader stripper -- Fixed typo in AXF decal property preventing to compile -- Fixed reflection probe with XR single-pass and FPTL -- Fixed force gizmo shown when selecting camera in hierarchy -- Fixed issue with XR occlusion mesh and dynamic resolution -- Fixed an issue where lighting compute buffers were re-created with the wrong size when resizing the window, causing tile artefacts at the top of the screen. -- Fix FrameSettings names and tooltips -- Fixed error with XR SDK when the Editor is not in focus -- Fixed errors with RenderGraph, XR SDK and occlusion mesh -- Fixed shadow routines compilation errors when "real" type is a typedef on "half". -- Fixed toggle volumetric lighting in the light UI -- Fixed post-processing history reset handling rt-scale incorrectly -- Fixed crash with terrain and XR multi-pass -- Fixed ShaderGraph material synchronization issues -- Fixed a null reference exception when using an Emissive texture with Unlit shader (case 1181335) -- Fixed an issue where area lights and point lights where not counted separately with regards to max lights on screen (case 1183196) -- Fixed an SSR and Subsurface Scattering issue (appearing black) when using XR. - -### Changed -- Update Wizard layout. -- Remove almost all Garbage collection call within a frame. -- Rename property AdditionalVeclocityChange to AddPrecomputeVelocity -- Call the End/Begin camera rendering callbacks for camera with customRender enabled -- Changeg framesettings migration order of postprocess flags as a pr for reflection settings flags have been backported to 2019.2 -- Replaced usage of ENABLE_VR in XRSystem.cs by version defines based on the presence of the built-in VR and XR modules -- Added an update virtual function to the SkyRenderer class. This is called once per frame. This allows a given renderer to amortize heavy computation at the rate it chooses. Currently only the physically based sky implements this. -- Removed mandatory XRPass argument in HDCamera.GetOrCreate() -- Restored the HDCamera parameter to the sky rendering builtin parameters. -- Removed usage of StructuredBuffer for XR View Constants -- Expose Direct Specular Lighting control in FrameSettings -- Deprecated ExponentialFog and VolumetricFog volume components. Now there is only one exponential fog component (Fog) which can add Volumetric Fog as an option. Added a script in Edit -> Render Pipeline -> Upgrade Fog Volume Components. - -## [7.0.1] - 2019-07-25 - -### Added -- Added option in the config package to disable globally Area Lights and to select shadow quality settings for the deferred pipeline. -- When shader log stripping is enabled, shader stripper statistics will be written at `Temp/shader-strip.json` -- Occlusion mesh support from XR SDK - -### Fixed -- Fixed XR SDK mirror view blit, cleanup some XRTODO and removed XRDebug.cs -- Fixed culling for volumetrics with XR single-pass rendering -- Fix shadergraph material pass setup not called -- Fixed documentation links in component's Inspector header bar -- Cookies using the render texture output from a camera are now properly updated -- Allow in ShaderGraph to enable pre/post pass when the alpha clip is disabled - -### Changed -- RenderQueue for Opaque now start at Background instead of Geometry. -- Clamp the area light size for scripting API when we change the light type -- Added a warning in the material UI when the diffusion profile assigned is not in the HDRP asset - - -## [7.0.0] - 2019-07-17 - -### Added -- `Fixed`, `Viewer`, and `Automatic` modes to compute the FOV used when rendering a `PlanarReflectionProbe` -- A checkbox to toggle the chrome gizmo of `ReflectionProbe`and `PlanarReflectionProbe` -- Added a Light layer in shadows that allow for objects to cast shadows without being affected by light (and vice versa). -- You can now access ShaderGraph blend states from the Material UI (for example, **Surface Type**, **Sorting Priority**, and **Blending Mode**). This change may break Materials that use a ShaderGraph, to fix them, select **Edit > Render Pipeline > Reset all ShaderGraph Scene Materials BlendStates**. This syncs the blendstates of you ShaderGraph master nodes with the Material properties. -- You can now control ZTest, ZWrite, and CullMode for transparent Materials. -- Materials that use Unlit Shaders or Unlit Master Node Shaders now cast shadows. -- Added an option to enable the ztest on **After Post Process** materials when TAA is disabled. -- Added a new SSAO (based on Ground Truth Ambient Occlusion algorithm) to replace the previous one. -- Added support for shadow tint on light -- BeginCameraRendering and EndCameraRendering callbacks are now called with probes -- Adding option to update shadow maps only On Enable and On Demand. -- Shader Graphs that use time-dependent vertex modification now generate correct motion vectors. -- Added option to allow a custom spot angle for spot light shadow maps. -- Added frame settings for individual post-processing effects -- Added dither transition between cascades for Low and Medium quality settings -- Added single-pass instancing support with XR SDK -- Added occlusion mesh support with XR SDK -- Added support of Alembic velocity to various shaders -- Added support for more than 2 views for single-pass instancing -- Added support for per punctual/directional light min roughness in StackLit -- Added mirror view support with XR SDK -- Added VR verification in HDRPWizard -- Added DXR verification in HDRPWizard -- Added feedbacks in UI of Volume regarding skies -- Cube LUT support in Tonemapping. Cube LUT helpers for external grading are available in the Post-processing Sample package. - -### Fixed -- Fixed an issue with history buffers causing effects like TAA or auto exposure to flicker when more than one camera was visible in the editor -- The correct preview is displayed when selecting multiple `PlanarReflectionProbe`s -- Fixed volumetric rendering with camera-relative code and XR stereo instancing -- Fixed issue with flashing cyan due to async compilation of shader when selecting a mesh -- Fix texture type mismatch when the contact shadow are disabled (causing errors on IOS devices) -- Fixed Generate Shader Includes while in package -- Fixed issue when texture where deleted in ShadowCascadeGUI -- Fixed issue in FrameSettingsHistory when disabling a camera several time without enabling it in between. -- Fixed volumetric reprojection with camera-relative code and XR stereo instancing -- Added custom BaseShaderPreprocessor in HDEditorUtils.GetBaseShaderPreprocessorList() -- Fixed compile issue when USE_XR_SDK is not defined -- Fixed procedural sky sun disk intensity for high directional light intensities -- Fixed Decal mip level when using texture mip map streaming to avoid dropping to lowest permitted mip (now loading all mips) -- Fixed deferred shading for XR single-pass instancing after lightloop refactor -- Fixed cluster and material classification debug (material classification now works with compute as pixel shader lighting) -- Fixed IOS Nan by adding a maximun epsilon definition REAL_EPS that uses HALF_EPS when fp16 are used -- Removed unnecessary GC allocation in motion blur code -- Fixed locked UI with advanded influence volume inspector for probes -- Fixed invalid capture direction when rendering planar reflection probes -- Fixed Decal HTILE optimization with platform not supporting texture atomatic (Disable it) -- Fixed a crash in the build when the contact shadows are disabled -- Fixed camera rendering callbacks order (endCameraRendering was being called before the actual rendering) -- Fixed issue with wrong opaque blending settings for After Postprocess -- Fixed issue with Low resolution transparency on PS4 -- Fixed a memory leak on volume profiles -- Fixed The Parallax Occlusion Mappping node in shader graph and it's UV input slot -- Fixed lighting with XR single-pass instancing by disabling deferred tiles -- Fixed the Bloom prefiltering pass -- Fixed post-processing effect relying on Unity's random number generator -- Fixed camera flickering when using TAA and selecting the camera in the editor -- Fixed issue with single shadow debug view and volumetrics -- Fixed most of the problems with light animation and timeline -- Fixed indirect deferred compute with XR single-pass instancing -- Fixed a slight omission in anisotropy calculations derived from HazeMapping in StackLit -- Improved stack computation numerical stability in StackLit -- Fix PBR master node always opaque (wrong blend modes for forward pass) -- Fixed TAA with XR single-pass instancing (missing macros) -- Fixed an issue causing Scene View selection wire gizmo to not appear when using HDRP Shader Graphs. -- Fixed wireframe rendering mode (case 1083989) -- Fixed the renderqueue not updated when the alpha clip is modified in the material UI. -- Fixed the PBR master node preview -- Remove the ReadOnly flag on Reflection Probe's cubemap assets during bake when there are no VCS active. -- Fixed an issue where setting a material debug view would not reset the other exclusive modes -- Spot light shapes are now correctly taken into account when baking -- Now the static lighting sky will correctly take the default values for non-overridden properties -- Fixed material albedo affecting the lux meter -- Extra test in deferred compute shading to avoid shading pixels that were not rendered by the current camera (for camera stacking) - -### Changed -- Optimization: Reduce the group size of the deferred lighting pass from 16x16 to 8x8 -- Replaced HDCamera.computePassCount by viewCount -- Removed xrInstancing flag in RTHandles (replaced by TextureXR.slices and TextureXR.dimensions) -- Refactor the HDRenderPipeline and lightloop code to preprare for high level rendergraph -- Removed the **Back Then Front Rendering** option in the fabric Master Node settings. Enabling this option previously did nothing. -- Changed shader type Real to translate to FP16 precision on some platforms. -- Shader framework refactor: Introduce CBSDF, EvaluateBSDF, IsNonZeroBSDF to replace BSDF functions -- Shader framework refactor: GetBSDFAngles, LightEvaluation and SurfaceShading functions -- Replace ComputeMicroShadowing by GetAmbientOcclusionForMicroShadowing -- Rename WorldToTangent to TangentToWorld as it was incorrectly named -- Remove SunDisk and Sun Halo size from directional light -- Remove all obsolete wind code from shader -- Renamed DecalProjectorComponent into DecalProjector for API alignment. -- Improved the Volume UI and made them Global by default -- Remove very high quality shadow option -- Change default for shadow quality in Deferred to Medium -- Enlighten now use inverse squared falloff (before was using builtin falloff) -- Enlighten is now deprecated. Please use CPU or GPU lightmaper instead. -- Remove the name in the diffusion profile UI -- Changed how shadow map resolution scaling with distance is computed. Now it uses screen space area rather than light range. -- Updated MoreOptions display in UI -- Moved Display Area Light Emissive Mesh script API functions in the editor namespace -- direct strenght properties in ambient occlusion now affect direct specular as well -- Removed advanced Specular Occlusion control in StackLit: SSAO based SO control is hidden and fixed to behave like Lit, SPTD is the only HQ technique shown for baked SO. -- Shader framework refactor: Changed ClampRoughness signature to include PreLightData access. -- HDRPWizard window is now in Window > General > HD Render Pipeline Wizard -- Moved StaticLightingSky to LightingWindow -- Removes the current "Scene Settings" and replace them with "Sky & Fog Settings" (with Physically Based Sky and Volumetric Fog). -- Changed how cached shadow maps are placed inside the atlas to minimize re-rendering of them. - -## [6.7.0-preview] - 2019-05-16 - -### Added -- Added ViewConstants StructuredBuffer to simplify XR rendering -- Added API to render specific settings during a frame -- Added stadia to the supported platforms (2019.3) -- Enabled cascade blends settings in the HD Shadow component -- Added Hardware Dynamic Resolution support. -- Added MatCap debug view to replace the no scene lighting debug view. -- Added clear GBuffer option in FrameSettings (default to false) -- Added preview for decal shader graph (Only albedo, normal and emission) -- Added exposure weight control for decal -- Screen Space Directional Shadow under a define option. Activated for ray tracing -- Added a new abstraction for RendererList that will help transition to Render Graph and future RendererList API -- Added multipass support for VR -- Added XR SDK integration (multipass only) -- Added Shader Graph samples for Hair, Fabric and Decal master nodes. -- Add fade distance, shadow fade distance and light layers to light explorer -- Add method to draw light layer drawer in a rect to HDEditorUtils - -### Fixed -- Fixed deserialization crash at runtime -- Fixed for ShaderGraph Unlit masternode not writing velocity -- Fixed a crash when assiging a new HDRP asset with the 'Verify Saving Assets' option enabled -- Fixed exposure to properly support TEXTURE2D_X -- Fixed TerrainLit basemap texture generation -- Fixed a bug that caused nans when material classification was enabled and a tile contained one standard material + a material with transmission. -- Fixed gradient sky hash that was not using the exposure hash -- Fixed displayed default FrameSettings in HDRenderPipelineAsset wrongly updated on scripts reload. -- Fixed gradient sky hash that was not using the exposure hash. -- Fixed visualize cascade mode with exposure. -- Fixed (enabled) exposure on override lighting debug modes. -- Fixed issue with LightExplorer when volume have no profile -- Fixed issue with SSR for negative, infinite and NaN history values -- Fixed LightLayer in HDReflectionProbe and PlanarReflectionProbe inspector that was not displayed as a mask. -- Fixed NaN in transmission when the thickness and a color component of the scattering distance was to 0 -- Fixed Light's ShadowMask multi-edition. -- Fixed motion blur and SMAA with VR single-pass instancing -- Fixed NaNs generated by phase functionsin volumetric lighting -- Fixed NaN issue with refraction effect and IOR of 1 at extreme grazing angle -- Fixed nan tracker not using the exposure -- Fixed sorting priority on lit and unlit materials -- Fixed null pointer exception when there are no AOVRequests defined on a camera -- Fixed dirty state of prefab using disabled ReflectionProbes -- Fixed an issue where gizmos and editor grid were not correctly depth tested -- Fixed created default scene prefab non editable due to wrong file extension. -- Fixed an issue where sky convolution was recomputed for nothing when a preview was visible (causing extreme slowness when fabric convolution is enabled) -- Fixed issue with decal that wheren't working currently in player -- Fixed missing stereo rendering macros in some fragment shaders -- Fixed exposure for ReflectionProbe and PlanarReflectionProbe gizmos -- Fixed single-pass instancing on PSVR -- Fixed Vulkan shader issue with Texture2DArray in ScreenSpaceShadow.compute by re-arranging code (workaround) -- Fixed camera-relative issue with lights and XR single-pass instancing -- Fixed single-pass instancing on Vulkan -- Fixed htile synchronization issue with shader graph decal -- Fixed Gizmos are not drawn in Camera preview -- Fixed pre-exposure for emissive decal -- Fixed wrong values computed in PreIntegrateFGD and in the generation of volumetric lighting data by forcing the use of fp32. -- Fixed NaNs arising during the hair lighting pass -- Fixed synchronization issue in decal HTile that occasionally caused rendering artifacts around decal borders -- Fixed QualitySettings getting marked as modified by HDRP (and thus checked out in Perforce) -- Fixed a bug with uninitialized values in light explorer -- Fixed issue with LOD transition -- Fixed shader warnings related to raytracing and TEXTURE2D_X - -### Changed -- Refactor PixelCoordToViewDirWS to be VR compatible and to compute it only once per frame -- Modified the variants stripper to take in account multiple HDRP assets used in the build. -- Improve the ray biasing code to avoid self-intersections during the SSR traversal -- Update Pyramid Spot Light to better match emitted light volume. -- Moved _XRViewConstants out of UnityPerPassStereo constant buffer to fix issues with PSSL -- Removed GetPositionInput_Stereo() and single-pass (double-wide) rendering mode -- Changed label width of the frame settings to accommodate better existing options. -- SSR's Default FrameSettings for camera is now enable. -- Re-enabled the sharpening filter on Temporal Anti-aliasing -- Exposed HDEditorUtils.LightLayerMaskDrawer for integration in other packages and user scripting. -- Rename atmospheric scattering in FrameSettings to Fog -- The size modifier in the override for the culling sphere in Shadow Cascades now defaults to 0.6, which is the same as the formerly hardcoded value. -- Moved LOD Bias and Maximum LOD Level from Frame Setting section `Other` to `Rendering` -- ShaderGraph Decal that affect only emissive, only draw in emissive pass (was drawing in dbuffer pass too) -- Apply decal projector fade factor correctly on all attribut and for shader graph decal -- Move RenderTransparentDepthPostpass after all transparent -- Update exposure prepass to interleave XR single-pass instancing views in a checkerboard pattern -- Removed ScriptRuntimeVersion check in wizard. - -## [6.6.0-preview] - 2019-04-01 - -### Added -- Added preliminary changes for XR deferred shading -- Added support of 111110 color buffer -- Added proper support for Recorder in HDRP -- Added depth offset input in shader graph master nodes -- Added a Parallax Occlusion Mapping node -- Added SMAA support -- Added Homothety and Symetry quick edition modifier on volume used in ReflectionProbe, PlanarReflectionProbe and DensityVolume -- Added multi-edition support for DecalProjectorComponent -- Improve hair shader -- Added the _ScreenToTargetScaleHistory uniform variable to be used when sampling HDRP RTHandle history buffers. -- Added settings in `FrameSettings` to change `QualitySettings.lodBias` and `QualitySettings.maximumLODLevel` during a rendering -- Added an exposure node to retrieve the current, inverse and previous frame exposure value. -- Added an HD scene color node which allow to sample the scene color with mips and a toggle to remove the exposure. -- Added safeguard on HD scene creation if default scene not set in the wizard -- Added Low res transparency rendering pass. - -### Fixed -- Fixed HDRI sky intensity lux mode -- Fixed dynamic resolution for XR -- Fixed instance identifier semantic string used by Shader Graph -- Fixed null culling result occuring when changing scene that was causing crashes -- Fixed multi-edition light handles and inspector shapes -- Fixed light's LightLayer field when multi-editing -- Fixed normal blend edition handles on DensityVolume -- Fixed an issue with layered lit shader and height based blend where inactive layers would still have influence over the result -- Fixed multi-selection handles color for DensityVolume -- Fixed multi-edition inspector's blend distances for HDReflectionProbe, PlanarReflectionProbe and DensityVolume -- Fixed metric distance that changed along size in DensityVolume -- Fixed DensityVolume shape handles that have not same behaviour in advance and normal edition mode -- Fixed normal map blending in TerrainLit by only blending the derivatives -- Fixed Xbox One rendering just a grey screen instead of the scene -- Fixed probe handles for multiselection -- Fixed baked cubemap import settings for convolution -- Fixed regression causing crash when attempting to open HDRenderPipelineWizard without an HDRenderPipelineAsset setted -- Fixed FullScreenDebug modes: SSAO, SSR, Contact shadow, Prerefraction Color Pyramid, Final Color Pyramid -- Fixed volumetric rendering with stereo instancing -- Fixed shader warning -- Fixed missing resources in existing asset when updating package -- Fixed PBR master node preview in forward rendering or transparent surface -- Fixed deferred shading with stereo instancing -- Fixed "look at" edition mode of Rotation tool for DecalProjectorComponent -- Fixed issue when switching mode in ReflectionProbe and PlanarReflectionProbe -- Fixed issue where migratable component version where not always serialized when part of prefab's instance -- Fixed an issue where shadow would not be rendered properly when light layer are not enabled -- Fixed exposure weight on unlit materials -- Fixed Light intensity not played in the player when recorded with animation/timeline -- Fixed some issues when multi editing HDRenderPipelineAsset -- Fixed emission node breaking the main shader graph preview in certain conditions. -- Fixed checkout of baked probe asset when baking probes. -- Fixed invalid gizmo position for rotated ReflectionProbe -- Fixed multi-edition of material's SurfaceType and RenderingPath -- Fixed whole pipeline reconstruction on selecting for the first time or modifying other than the currently used HDRenderPipelineAsset -- Fixed single shadow debug mode -- Fixed global scale factor debug mode when scale > 1 -- Fixed debug menu material overrides not getting applied to the Terrain Lit shader -- Fixed typo in computeLightVariants -- Fixed deferred pass with XR instancing by disabling ComputeLightEvaluation -- Fixed bloom resolution independence -- Fixed lens dirt intensity not behaving properly -- Fixed the Stop NaN feature -- Fixed some resources to handle more than 2 instanced views for XR -- Fixed issue with black screen (NaN) produced on old GPU hardware or intel GPU hardware with gaussian pyramid -- Fixed issue with disabled punctual light would still render when only directional light is present - -### Changed -- DensityVolume scripting API will no longuer allow to change between advance and normal edition mode -- Disabled depth of field, lens distortion and panini projection in the scene view -- TerrainLit shaders and includes are reorganized and made simpler. -- TerrainLit shader GUI now allows custom properties to be displayed in the Terrain fold-out section. -- Optimize distortion pass with stencil -- Disable SceneSelectionPass in shader graph preview -- Control punctual light and area light shadow atlas separately -- Move SMAA anti-aliasing option to after Temporal Anti Aliasing one, to avoid problem with previously serialized project settings -- Optimize rendering with static only lighting and when no cullable lights/decals/density volumes are present. -- Updated handles for DecalProjectorComponent for enhanced spacial position readability and have edition mode for better SceneView management -- DecalProjectorComponent are now scale independent in order to have reliable metric unit (see new Size field for changing the size of the volume) -- Restructure code from HDCamera.Update() by adding UpdateAntialiasing() and UpdateViewConstants() -- Renamed velocity to motion vectors -- Objects rendered during the After Post Process pass while TAA is enabled will not benefit from existing depth buffer anymore. This is done to fix an issue where those object would wobble otherwise -- Removed usage of builtin unity matrix for shadow, shadow now use same constant than other view -- The default volume layer mask for cameras & probes is now `Default` instead of `Everything` - -## [6.5.0-preview] - 2019-03-07 - -### Added -- Added depth-of-field support with stereo instancing -- Adding real time area light shadow support -- Added a new FrameSettings: Specular Lighting to toggle the specular during the rendering - -### Fixed -- Fixed diffusion profile upgrade breaking package when upgrading to a new version -- Fixed decals cropped by gizmo not updating correctly if prefab -- Fixed an issue when enabling SSR on multiple view -- Fixed edition of the intensity's unit field while selecting multiple lights -- Fixed wrong calculation in soft voxelization for density volume -- Fixed gizmo not working correctly with pre-exposure -- Fixed issue with setting a not available RT when disabling motion vectors -- Fixed planar reflection when looking at mirror normal -- Fixed mutiselection issue with HDLight Inspector -- Fixed HDAdditionalCameraData data migration -- Fixed failing builds when light explorer window is open -- Fixed cascade shadows border sometime causing artefacts between cascades -- Restored shadows in the Cascade Shadow debug visualization -- `camera.RenderToCubemap` use proper face culling - -### Changed -- When rendering reflection probe disable all specular lighting and for metals use fresnelF0 as diffuse color for bake lighting. - -## [6.4.0-preview] - 2019-02-21 - -### Added -- VR: Added TextureXR system to selectively expand TEXTURE2D macros to texture array for single-pass stereo instancing + Convert textures call to these macros -- Added an unit selection dropdown next to shutter speed (camera) -- Added error helpbox when trying to use a sub volume component that require the current HDRenderPipelineAsset to support a feature that it is not supporting. -- Add mesh for tube light when display emissive mesh is enabled - -### Fixed -- Fixed Light explorer. The volume explorer used `profile` instead of `sharedProfile` which instantiate a custom volume profile instead of editing the asset itself. -- Fixed UI issue where all is displayed using metric unit in shadow cascade and Percent is set in the unit field (happening when opening the inspector). -- Fixed inspector event error when double clicking on an asset (diffusion profile/material). -- Fixed nullref on layered material UI when the material is not an asset. -- Fixed nullref exception when undo/redo a light property. -- Fixed visual bug when area light handle size is 0. - -### Changed -- Update UI for 32bit/16bit shadow precision settings in HDRP asset -- Object motion vectors have been disabled in all but the game view. Camera motion vectors are still enabled everywhere, allowing TAA and Motion Blur to work on static objects. -- Enable texture array by default for most rendering code on DX11 and unlock stereo instancing (DX11 only for now) - -## [6.3.0-preview] - 2019-02-18 - -### Added -- Added emissive property for shader graph decals -- Added a diffusion profile override volume so the list of diffusion profile assets to use can be chanaged without affecting the HDRP asset -- Added a "Stop NaNs" option on cameras and in the Scene View preferences. -- Added metric display option in HDShadowSettings and improve clamping -- Added shader parameter mapping in DebugMenu -- Added scripting API to configure DebugData for DebugMenu - -### Fixed -- Fixed decals in forward -- Fixed issue with stencil not correctly setup for various master node and shader for the depth pass, motion vector pass and GBuffer/Forward pass -- Fixed SRP batcher and metal -- Fixed culling and shadows for Pyramid, Box, Rectangle and Tube lights -- Fixed an issue where scissor render state leaking from the editor code caused partially black rendering - -### Changed -- When a lit material has a clear coat mask that is not null, we now use the clear coat roughness to compute the screen space reflection. -- Diffusion profiles are now limited to one per asset and can be referenced in materials, shader graphs and vfx graphs. Materials will be upgraded automatically except if they are using a shader graph, in this case it will display an error message. - -## [6.2.0-preview] - 2019-02-15 - -### Added -- Added help box listing feature supported in a given HDRenderPipelineAsset alongs with the drawbacks implied. -- Added cascade visualizer, supporting disabled handles when not overriding. - -### Fixed -- Fixed post processing with stereo double-wide -- Fixed issue with Metal: Use sign bit to find the cache type instead of lowest bit. -- Fixed invalid state when creating a planar reflection for the first time -- Fix FrameSettings's LitShaderMode not restrained by supported LitShaderMode regression. - -### Changed -- The default value roughness value for the clearcoat has been changed from 0.03 to 0.01 -- Update default value of based color for master node -- Update Fabric Charlie Sheen lighting model - Remove Fresnel component that wasn't part of initial model + Remap smoothness to [0.0 - 0.6] range for more artist friendly parameter - -### Changed -- Code refactor: all macros with ARGS have been swapped with macros with PARAM. This is because the ARGS macros were incorrectly named. - -## [6.1.0-preview] - 2019-02-13 - -### Added -- Added support for post-processing anti-aliasing in the Scene View (FXAA and TAA). These can be set in Preferences. -- Added emissive property for decal material (non-shader graph) - -### Fixed -- Fixed a few UI bugs with the color grading curves. -- Fixed "Post Processing" in the scene view not toggling post-processing effects -- Fixed bake only object with flag `ReflectionProbeStaticFlag` when baking a `ReflectionProbe` - -### Changed -- Removed unsupported Clear Depth checkbox in Camera inspector -- Updated the toggle for advanced mode in inspectors. - -## [6.0.0-preview] - 2019-02-23 - -### Added -- Added new API to perform a camera rendering -- Added support for hair master node (Double kajiya kay - Lambert) -- Added Reset behaviour in DebugMenu (ingame mapping is right joystick + B) -- Added Default HD scene at new scene creation while in HDRP -- Added Wizard helping to configure HDRP project -- Added new UI for decal material to allow remapping and scaling of some properties -- Added cascade shadow visualisation toggle in HD shadow settings -- Added icons for assets -- Added replace blending mode for distortion -- Added basic distance fade for density volumes -- Added decal master node for shader graph -- Added HD unlit master node (Cross Pipeline version is name Unlit) -- Added new Rendering Queue in materials -- Added post-processing V3 framework embed in HDRP, remove postprocess V2 framework -- Post-processing now uses the generic volume framework -- New depth-of-field, bloom, panini projection effects, motion blur -- Exposure is now done as a pre-exposition pass, the whole system has been revamped -- Exposure now use EV100 everywhere in the UI (Sky, Emissive Light) -- Added emissive intensity (Luminance and EV100 control) control for Emissive -- Added pre-exposure weigth for Emissive -- Added an emissive color node and a slider to control the pre-exposure percentage of emission color -- Added physical camera support where applicable -- Added more color grading tools -- Added changelog level for Shader Variant stripping -- Added Debug mode for validation of material albedo and metalness/specularColor values -- Added a new dynamic mode for ambient probe and renamed BakingSky to StaticLightingSky -- Added command buffer parameter to all Bind() method of material -- Added Material validator in Render Pipeline Debug -- Added code to future support of DXR (not enabled) -- Added support of multiviewport -- Added HDRenderPipeline.RequestSkyEnvironmentUpdate function to force an update from script when sky is set to OnDemand -- Added a Lighting and BackLighting slots in Lit, StackLit, Fabric and Hair master nodes -- Added support for overriding terrain detail rendering shaders, via the render pipeline editor resources asset -- Added xrInstancing flag support to RTHandle -- Added support for cullmask for decal projectors -- Added software dynamic resolution support -- Added support for "After Post-Process" render pass for unlit shader -- Added support for textured rectangular area lights -- Added stereo instancing macros to MSAA shaders -- Added support for Quarter Res Raytraced Reflections (not enabled) -- Added fade factor for decal projectors. -- Added stereo instancing macros to most shaders used in VR -- Added multi edition support for HDRenderPipelineAsset - -### Fixed -- Fixed logic to disable FPTL with stereo rendering -- Fixed stacklit transmission and sun highlight -- Fixed decals with stereo rendering -- Fixed sky with stereo rendering -- Fixed flip logic for postprocessing + VR -- Fixed copyStencilBuffer pass for some specific platforms -- Fixed point light shadow map culling that wasn't taking into account far plane -- Fixed usage of SSR with transparent on all master node -- Fixed SSR and microshadowing on fabric material -- Fixed blit pass for stereo rendering -- Fixed lightlist bounds for stereo rendering -- Fixed windows and in-game DebugMenu sync. -- Fixed FrameSettings' LitShaderMode sync when opening DebugMenu. -- Fixed Metal specific issues with decals, hitting a sampler limit and compiling AxF shader -- Fixed an issue with flipped depth buffer during postprocessing -- Fixed normal map use for shadow bias with forward lit - now use geometric normal -- Fixed transparent depth prepass and postpass access so they can be use without alpha clipping for lit shader -- Fixed support of alpha clip shadow for lit master node -- Fixed unlit master node not compiling -- Fixed issue with debug display of reflection probe -- Fixed issue with phong tessellations not working with lit shader -- Fixed issue with vertex displacement being affected by heightmap setting even if not heightmap where assign -- Fixed issue with density mode on Lit terrain producing NaN -- Fixed issue when going back and forth from Lit to LitTesselation for displacement mode -- Fixed issue with ambient occlusion incorrectly applied to emissiveColor with light layers in deferred -- Fixed issue with fabric convolution not using the correct convolved texture when fabric convolution is enabled -- Fixed issue with Thick mode for Transmission that was disabling transmission with directional light -- Fixed shutdown edge cases with HDRP tests -- Fixed slowdow when enabling Fabric convolution in HDRP asset -- Fixed specularAA not compiling in StackLit Master node -- Fixed material debug view with stereo rendering -- Fixed material's RenderQueue edition in default view. -- Fixed banding issues within volumetric density buffer -- Fixed missing multicompile for MSAA for AxF -- Fixed camera-relative support for stereo rendering -- Fixed remove sync with render thread when updating decal texture atlas. -- Fixed max number of keyword reach [256] issue. Several shader feature are now local -- Fixed Scene Color and Depth nodes -- Fixed SSR in forward -- Fixed custom editor of Unlit, HD Unlit and PBR shader graph master node -- Fixed issue with NewFrame not correctly calculated in Editor when switching scene -- Fixed issue with TerrainLit not compiling with depth only pass and normal buffer -- Fixed geometric normal use for shadow bias with PBR master node in forward -- Fixed instancing macro usage for decals -- Fixed error message when having more than one directional light casting shadow -- Fixed error when trying to display preview of Camera or PlanarReflectionProbe -- Fixed LOAD_TEXTURE2D_ARRAY_MSAA macro -- Fixed min-max and amplitude clamping value in inspector of vertex displacement materials -- Fixed issue with alpha shadow clip (was incorrectly clipping object shadow) -- Fixed an issue where sky cubemap would not be cleared correctly when setting the current sky to None -- Fixed a typo in Static Lighting Sky component UI -- Fixed issue with incorrect reset of RenderQueue when switching shader in inspector GUI -- Fixed issue with variant stripper stripping incorrectly some variants -- Fixed a case of ambient lighting flickering because of previews -- Fixed Decals when rendering multiple camera in a single frame -- Fixed cascade shadow count in shader -- Fixed issue with Stacklit shader with Haze effect -- Fixed an issue with the max sample count for the TAA -- Fixed post-process guard band for XR -- Fixed exposure of emissive of Unlit -- Fixed depth only and motion vector pass for Unlit not working correctly with MSAA -- Fixed an issue with stencil buffer copy causing unnecessary compute dispatches for lighting -- Fixed multi edition issue in FrameSettings -- Fixed issue with SRP batcher and DebugDisplay variant of lit shader -- Fixed issue with debug material mode not doing alpha test -- Fixed "Attempting to draw with missing UAV bindings" errors on Vulkan -- Fixed pre-exposure incorrectly apply to preview -- Fixed issue with duplicate 3D texture in 3D texture altas of volumetric? -- Fixed Camera rendering order (base on the depth parameter) -- Fixed shader graph decals not being cropped by gizmo -- Fixed "Attempting to draw with missing UAV bindings" errors on Vulkan. - - -### Changed -- ColorPyramid compute shader passes is swapped to pixel shader passes on platforms where the later is faster. -- Removing the simple lightloop used by the simple lit shader -- Whole refactor of reflection system: Planar and reflection probe -- Separated Passthrough from other RenderingPath -- Update several properties naming and caption based on feedback from documentation team -- Remove tile shader variant for transparent backface pass of lit shader -- Rename all HDRenderPipeline to HDRP folder for shaders -- Rename decal property label (based on doc team feedback) -- Lit shader mode now default to Deferred to reduce build time -- Update UI of Emission parameters in shaders -- Improve shader variant stripping including shader graph variant -- Refactored render loop to render realtime probes visible per camera -- Enable SRP batcher by default -- Shader code refactor: Rename LIGHTLOOP_SINGLE_PASS => LIGHTLOOP_DISABLE_TILE_AND_CLUSTER and clean all usage of LIGHTLOOP_TILE_PASS -- Shader code refactor: Move pragma definition of vertex and pixel shader inside pass + Move SURFACE_GRADIENT definition in XXXData.hlsl -- Micro-shadowing in Lit forward now use ambientOcclusion instead of SpecularOcclusion -- Upgraded FrameSettings workflow, DebugMenu and Inspector part relative to it -- Update build light list shader code to support 32 threads in wavefronts on some platforms -- LayeredLit layers' foldout are now grouped in one main foldout per layer -- Shadow alpha clip can now be enabled on lit shader and haor shader enven for opaque -- Temporal Antialiasing optimization for Xbox One X -- Parameter depthSlice on SetRenderTarget functions now defaults to -1 to bind the entire resource -- Rename SampleCameraDepth() functions to LoadCameraDepth() and SampleCameraDepth(), same for SampleCameraColor() functions -- Improved Motion Blur quality. -- Update stereo frame settings values for single-pass instancing and double-wide -- Rearrange FetchDepth functions to prepare for stereo-instancing -- Remove unused _ComputeEyeIndex -- Updated HDRenderPipelineAsset inspector -- Re-enable SRP batcher for metal -- Updated Frame Settings UX in the HDRP Settings and Camera - -## [5.2.0-preview] - 2018-11-27 - -### Added -- Added option to run Contact Shadows and Volumetrics Voxelization stage in Async Compute -- Added camera freeze debug mode - Allow to visually see culling result for a camera -- Added support of Gizmo rendering before and after postprocess in Editor -- Added support of LuxAtDistance for punctual lights - -### Fixed -- Fixed Debug.DrawLine and Debug.Ray call to work in game view -- Fixed DebugMenu's enum resetted on change -- Fixed divide by 0 in refraction causing NaN -- Fixed disable rough refraction support -- Fixed refraction, SSS and atmospheric scattering for VR -- Fixed forward clustered lighting for VR (double-wide). -- Fixed Light's UX to not allow negative intensity -- Fixed HDRenderPipelineAsset inspector broken when displaying its FrameSettings from project windows. -- Fixed forward clustered lighting for VR (double-wide). -- Fixed HDRenderPipelineAsset inspector broken when displaying its FrameSettings from project windows. -- Fixed Decals and SSR diable flags for all shader graph master node (Lit, Fabric, StackLit, PBR) -- Fixed Distortion blend mode for shader graph master node (Lit, StackLit) -- Fixed bent Normal for Fabric master node in shader graph -- Fixed PBR master node lightlayers -- Fixed shader stripping for built-in lit shaders. - -### Changed -- Rename "Regular" in Diffusion profile UI "Thick Object" -- Changed VBuffer depth parametrization for volumetric from distanceRange to depthExtent - Require update of volumetric settings - Fog start at near plan -- SpotLight with box shape use Lux unit only - -## [5.1.0-preview] - 2018-11-19 - -### Added - -- Added a separate Editor resources file for resources Unity does not take when it builds a Player. -- You can now disable SSR on Materials in Shader Graph. -- Added support for MSAA when the Supported Lit Shader Mode is set to Both. Previously HDRP only supported MSAA for Forward mode. -- You can now override the emissive color of a Material when in debug mode. -- Exposed max light for Light Loop Settings in HDRP asset UI. -- HDRP no longer performs a NormalDBuffer pass update if there are no decals in the Scene. -- Added distant (fall-back) volumetric fog and improved the fog evaluation precision. -- Added an option to reflect sky in SSR. -- Added a y-axis offset for the PlanarReflectionProbe and offset tool. -- Exposed the option to run SSR and SSAO on async compute. -- Added support for the _GlossMapScale parameter in the Legacy to HDRP Material converter. -- Added wave intrinsic instructions for use in Shaders (for AMD GCN). - - -### Fixed -- Fixed sphere shaped influence handles clamping in Reflection Probes. -- Fixed Reflection Probe data migration for projects created before using HDRP. -- Fixed UI of Layered Material where Unity previously rendered the scrollbar above the Copy button. -- Fixed Material tessellations parameters Start fade distance and End fade distance. Originally, Unity clamped these values when you modified them. -- Fixed various distortion and refraction issues - handle a better fall-back. -- Fixed SSR for multiple views. -- Fixed SSR issues related to self-intersections. -- Fixed shape density volume handle speed. -- Fixed density volume shape handle moving too fast. -- Fixed the Camera velocity pass that we removed by mistake. -- Fixed some null pointer exceptions when disabling motion vectors support. -- Fixed viewports for both the Subsurface Scattering combine pass and the transparent depth prepass. -- Fixed the blend mode pop-up in the UI. It previously did not appear when you enabled pre-refraction. -- Fixed some null pointer exceptions that previously occurred when you disabled motion vectors support. -- Fixed Layered Lit UI issue with scrollbar. -- Fixed cubemap assignation on custom ReflectionProbe. -- Fixed Reflection Probes’ capture settings' shadow distance. -- Fixed an issue with the SRP batcher and Shader variables declaration. -- Fixed thickness and subsurface slots for fabric Shader master node that wasn't appearing with the right combination of flags. -- Fixed d3d debug layer warning. -- Fixed PCSS sampling quality. -- Fixed the Subsurface and transmission Material feature enabling for fabric Shader. -- Fixed the Shader Graph UV node’s dimensions when using it in a vertex Shader. -- Fixed the planar reflection mirror gizmo's rotation. -- Fixed HDRenderPipelineAsset's FrameSettings not showing the selected enum in the Inspector drop-down. -- Fixed an error with async compute. -- MSAA now supports transparency. -- The HDRP Material upgrader tool now converts metallic values correctly. -- Volumetrics now render in Reflection Probes. -- Fixed a crash that occurred whenever you set a viewport size to 0. -- Fixed the Camera physic parameter that the UI previously did not display. -- Fixed issue in pyramid shaped spotlight handles manipulation - -### Changed - -- Renamed Line shaped Lights to Tube Lights. -- HDRP now uses mean height fog parametrization. -- Shadow quality settings are set to All when you use HDRP (This setting is not visible in the UI when using SRP). This avoids Legacy Graphics Quality Settings disabling the shadows and give SRP full control over the Shadows instead. -- HDRP now internally uses premultiplied alpha for all fog. -- Updated default FrameSettings used for realtime Reflection Probes when you create a new HDRenderPipelineAsset. -- Remove multi-camera support. LWRP and HDRP will not support multi-camera layered rendering. -- Updated Shader Graph subshaders to use the new instancing define. -- Changed fog distance calculation from distance to plane to distance to sphere. -- Optimized forward rendering using AMD GCN by scalarizing the light loop. -- Changed the UI of the Light Editor. -- Change ordering of includes in HDRP Materials in order to reduce iteration time for faster compilation. -- Added a StackLit master node replacing the InspectorUI version. IMPORTANT: All previously authored StackLit Materials will be lost. You need to recreate them with the master node. - -## [5.0.0-preview] - 2018-09-28 - -### Added -- Added occlusion mesh to depth prepass for VR (VR still disabled for now) -- Added a debug mode to display only one shadow at once -- Added controls for the highlight created by directional lights -- Added a light radius setting to punctual lights to soften light attenuation and simulate fill lighting -- Added a 'minRoughness' parameter to all non-area lights (was previously only available for certain light types) -- Added separate volumetric light/shadow dimmers -- Added per-pixel jitter to volumetrics to reduce aliasing artifacts -- Added a SurfaceShading.hlsl file, which implements material-agnostic shading functionality in an efficient manner -- Added support for shadow bias for thin object transmission -- Added FrameSettings to control realtime planar reflection -- Added control for SRPBatcher on HDRP Asset -- Added an option to clear the shadow atlases in the debug menu -- Added a color visualization of the shadow atlas rescale in debug mode -- Added support for disabling SSR on materials -- Added intrinsic for XBone -- Added new light volume debugging tool -- Added a new SSR debug view mode -- Added translaction's scale invariance on DensityVolume -- Added multiple supported LitShadermode and per renderer choice in case of both Forward and Deferred supported -- Added custom specular occlusion mode to Lit Shader Graph Master node - -### Fixed -- Fixed a normal bias issue with Stacklit (Was causing light leaking) -- Fixed camera preview outputing an error when both scene and game view where display and play and exit was call -- Fixed override debug mode not apply correctly on static GI -- Fixed issue where XRGraphicsConfig values set in the asset inspector GUI weren't propagating correctly (VR still disabled for now) -- Fixed issue with tangent that was using SurfaceGradient instead of regular normal decoding -- Fixed wrong error message display when switching to unsupported target like IOS -- Fixed an issue with ambient occlusion texture sometimes not being created properly causing broken rendering -- Shadow near plane is no longer limited at 0.1 -- Fixed decal draw order on transparent material -- Fixed an issue where sometime the lookup texture used for GGX convolution was broken, causing broken rendering -- Fixed an issue where you wouldn't see any fog for certain pipeline/scene configurations -- Fixed an issue with volumetric lighting where the anisotropy value of 0 would not result in perfectly isotropic lighting -- Fixed shadow bias when the atlas is rescaled -- Fixed shadow cascade sampling outside of the atlas when cascade count is inferior to 4 -- Fixed shadow filter width in deferred rendering not matching shader config -- Fixed stereo sampling of depth texture in MSAA DepthValues.shader -- Fixed box light UI which allowed negative and zero sizes, thus causing NaNs -- Fixed stereo rendering in HDRISky.shader (VR) -- Fixed normal blend and blend sphere influence for reflection probe -- Fixed distortion filtering (was point filtering, now trilinear) -- Fixed contact shadow for large distance -- Fixed depth pyramid debug view mode -- Fixed sphere shaped influence handles clamping in reflection probes -- Fixed reflection probes data migration for project created before using hdrp -- Fixed ambient occlusion for Lit Master Node when slot is connected - -### Changed -- Use samplerunity_ShadowMask instead of samplerunity_samplerLightmap for shadow mask -- Allow to resize reflection probe gizmo's size -- Improve quality of screen space shadow -- Remove support of projection model for ScreenSpaceLighting (SSR always use HiZ and refraction always Proxy) -- Remove all the debug mode from SSR that are obsolete now -- Expose frameSettings and Capture settings for reflection and planar probe -- Update UI for reflection probe, planar probe, camera and HDRP Asset -- Implement proper linear blending for volumetric lighting via deep compositing as described in the paper "Deep Compositing Using Lie Algebras" -- Changed planar mapping to match terrain convention (XZ instead of ZX) -- XRGraphicsConfig is no longer Read/Write. Instead, it's read-only. This improves consistency of XR behavior between the legacy render pipeline and SRP -- Change reflection probe data migration code (to update old reflection probe to new one) -- Updated gizmo for ReflectionProbes -- Updated UI and Gizmo of DensityVolume - -## [4.0.0-preview] - 2018-09-28 - -### Added -- Added a new TerrainLit shader that supports rendering of Unity terrains. -- Added controls for linear fade at the boundary of density volumes -- Added new API to control decals without monobehaviour object -- Improve Decal Gizmo -- Implement Screen Space Reflections (SSR) (alpha version, highly experimental) -- Add an option to invert the fade parameter on a Density Volume -- Added a Fabric shader (experimental) handling cotton and silk -- Added support for MSAA in forward only for opaque only -- Implement smoothness fade for SSR -- Added support for AxF shader (X-rite format - require special AxF importer from Unity not part of HDRP) -- Added control for sundisc on directional light (hack) -- Added a new HD Lit Master node that implements Lit shader support for Shader Graph -- Added Micro shadowing support (hack) -- Added an event on HDAdditionalCameraData for custom rendering -- HDRP Shader Graph shaders now support 4-channel UVs. - -### Fixed -- Fixed an issue where sometimes the deferred shadow texture would not be valid, causing wrong rendering. -- Stencil test during decals normal buffer update is now properly applied -- Decals corectly update normal buffer in forward -- Fixed a normalization problem in reflection probe face fading causing artefacts in some cases -- Fix multi-selection behavior of Density Volumes overwriting the albedo value -- Fixed support of depth texture for RenderTexture. HDRP now correctly output depth to user depth buffer if RenderTexture request it. -- Fixed multi-selection behavior of Density Volumes overwriting the albedo value -- Fixed support of depth for RenderTexture. HDRP now correctly output depth to user depth buffer if RenderTexture request it. -- Fixed support of Gizmo in game view in the editor -- Fixed gizmo for spot light type -- Fixed issue with TileViewDebug mode being inversed in gameview -- Fixed an issue with SAMPLE_TEXTURECUBE_SHADOW macro -- Fixed issue with color picker not display correctly when game and scene view are visible at the same time -- Fixed an issue with reflection probe face fading -- Fixed camera motion vectors shader and associated matrices to update correctly for single-pass double-wide stereo rendering -- Fixed light attenuation functions when range attenuation is disabled -- Fixed shadow component algorithm fixup not dirtying the scene, so changes can be saved to disk. -- Fixed some GC leaks for HDRP -- Fixed contact shadow not affected by shadow dimmer -- Fixed GGX that works correctly for the roughness value of 0 (mean specular highlgiht will disappeard for perfect mirror, we rely on maxSmoothness instead to always have a highlight even on mirror surface) -- Add stereo support to ShaderPassForward.hlsl. Forward rendering now seems passable in limited test scenes with camera-relative rendering disabled. -- Add stereo support to ProceduralSky.shader and OpaqueAtmosphericScattering.shader. -- Added CullingGroupManager to fix more GC.Alloc's in HDRP -- Fixed rendering when multiple cameras render into the same render texture - -### Changed -- Changed the way depth & color pyramids are built to be faster and better quality, thus improving the look of distortion and refraction. -- Stabilize the dithered LOD transition mask with respect to the camera rotation. -- Avoid multiple depth buffer copies when decals are present -- Refactor code related to the RT handle system (No more normal buffer manager) -- Remove deferred directional shadow and move evaluation before lightloop -- Add a function GetNormalForShadowBias() that material need to implement to return the normal used for normal shadow biasing -- Remove Jimenez Subsurface scattering code (This code was disabled by default, now remove to ease maintenance) -- Change Decal API, decal contribution is now done in Material. Require update of material using decal -- Move a lot of files from CoreRP to HDRP/CoreRP. All moved files weren't used by Ligthweight pipeline. Long term they could move back to CoreRP after CoreRP become out of preview -- Updated camera inspector UI -- Updated decal gizmo -- Optimization: The objects that are rendered in the Motion Vector Pass are not rendered in the prepass anymore -- Removed setting shader inclue path via old API, use package shader include paths -- The default value of 'maxSmoothness' for punctual lights has been changed to 0.99 -- Modified deferred compute and vert/frag shaders for first steps towards stereo support -- Moved material specific Shader Graph files into corresponding material folders. -- Hide environment lighting settings when enabling HDRP (Settings are control from sceneSettings) -- Update all shader includes to use absolute path (allow users to create material in their Asset folder) -- Done a reorganization of the files (Move ShaderPass to RenderPipeline folder, Move all shadow related files to Lighting/Shadow and others) -- Improved performance and quality of Screen Space Shadows - -## [3.3.0-preview] - 2018-01-01 - -### Added -- Added an error message to say to use Metal or Vulkan when trying to use OpenGL API -- Added a new Fabric shader model that supports Silk and Cotton/Wool -- Added a new HDRP Lighting Debug mode to visualize Light Volumes for Point, Spot, Line, Rectangular and Reflection Probes -- Add support for reflection probe light layers -- Improve quality of anisotropic on IBL - -### Fixed -- Fix an issue where the screen where darken when rendering camera preview -- Fix display correct target platform when showing message to inform user that a platform is not supported -- Remove workaround for metal and vulkan in normal buffer encoding/decoding -- Fixed an issue with color picker not working in forward -- Fixed an issue where reseting HDLight do not reset all of its parameters -- Fixed shader compile warning in DebugLightVolumes.shader - -### Changed -- Changed default reflection probe to be 256x256x6 and array size to be 64 -- Removed dependence on the NdotL for thickness evaluation for translucency (based on artist's input) -- Increased the precision when comparing Planar or HD reflection probe volumes -- Remove various GC alloc in C#. Slightly better performance - -## [3.2.0-preview] - 2018-01-01 - -### Added -- Added a luminance meter in the debug menu -- Added support of Light, reflection probe, emissive material, volume settings related to lighting to Lighting explorer -- Added support for 16bit shadows - -### Fixed -- Fix issue with package upgrading (HDRP resources asset is now versionned to worarkound package manager limitation) -- Fix HDReflectionProbe offset displayed in gizmo different than what is affected. -- Fix decals getting into a state where they could not be removed or disabled. -- Fix lux meter mode - The lux meter isn't affected by the sky anymore -- Fix area light size reset when multi-selected -- Fix filter pass number in HDUtils.BlitQuad -- Fix Lux meter mode that was applying SSS -- Fix planar reflections that were not working with tile/cluster (olbique matrix) -- Fix debug menu at runtime not working after nested prefab PR come to trunk -- Fix scrolling issue in density volume - -### Changed -- Shader code refactor: Split MaterialUtilities file in two parts BuiltinUtilities (independent of FragInputs) and MaterialUtilities (Dependent of FragInputs) -- Change screen space shadow rendertarget format from ARGB32 to RG16 - -## [3.1.0-preview] - 2018-01-01 - -### Added -- Decal now support per channel selection mask. There is now two mode. One with BaseColor, Normal and Smoothness and another one more expensive with BaseColor, Normal, Smoothness, Metal and AO. Control is on HDRP Asset. This may require to launch an update script for old scene: 'Edit/Render Pipeline/Single step upgrade script/Upgrade all DecalMaterial MaskBlendMode'. -- Decal now supports depth bias for decal mesh, to prevent z-fighting -- Decal material now supports draw order for decal projectors -- Added LightLayers support (Base on mask from renderers name RenderingLayers and mask from light name LightLayers - if they match, the light apply) - cost an extra GBuffer in deferred (more bandwidth) -- When LightLayers is enabled, the AmbientOclusion is store in the GBuffer in deferred path allowing to avoid double occlusion with SSAO. In forward the double occlusion is now always avoided. -- Added the possibility to add an override transform on the camera for volume interpolation -- Added desired lux intensity and auto multiplier for HDRI sky -- Added an option to disable light by type in the debug menu -- Added gradient sky -- Split EmissiveColor and bakeDiffuseLighting in forward avoiding the emissiveColor to be affect by SSAO -- Added a volume to control indirect light intensity -- Added EV 100 intensity unit for area lights -- Added support for RendererPriority on Renderer. This allow to control order of transparent rendering manually. HDRP have now two stage of sorting for transparent in addition to bact to front. Material have a priority then Renderer have a priority. -- Add Coupling of (HD)Camera and HDAdditionalCameraData for reset and remove in inspector contextual menu of Camera -- Add Coupling of (HD)ReflectionProbe and HDAdditionalReflectionData for reset and remove in inspector contextual menu of ReflectoinProbe -- Add macro to forbid unity_ObjectToWorld/unity_WorldToObject to be use as it doesn't handle camera relative rendering -- Add opacity control on contact shadow - -### Fixed -- Fixed an issue with PreIntegratedFGD texture being sometimes destroyed and not regenerated causing rendering to break -- PostProcess input buffers are not copied anymore on PC if the viewport size matches the final render target size -- Fixed an issue when manipulating a lot of decals, it was displaying a lot of errors in the inspector -- Fixed capture material with reflection probe -- Refactored Constant Buffers to avoid hitting the maximum number of bound CBs in some cases. -- Fixed the light range affecting the transform scale when changed. -- Snap to grid now works for Decal projector resizing. -- Added a warning for 128x128 cookie texture without mipmaps -- Replace the sampler used for density volumes for correct wrap mode handling - -### Changed -- Move Render Pipeline Debug "Windows from Windows->General-> Render Pipeline debug windows" to "Windows from Windows->Analysis-> Render Pipeline debug windows" -- Update detail map formula for smoothness and albedo, goal it to bright and dark perceptually and scale factor is use to control gradient speed -- Refactor the Upgrade material system. Now a material can be update from older version at any time. Call Edit/Render Pipeline/Upgrade all Materials to newer version -- Change name EnableDBuffer to EnableDecals at several place (shader, hdrp asset...), this require a call to Edit/Render Pipeline/Upgrade all Materials to newer version to have up to date material. -- Refactor shader code: BakeLightingData structure have been replace by BuiltinData. Lot of shader code have been remove/change. -- Refactor shader code: All GBuffer are now handled by the deferred material. Mean ShadowMask and LightLayers are control by lit material in lit.hlsl and not outside anymore. Lot of shader code have been remove/change. -- Refactor shader code: Rename GetBakedDiffuseLighting to ModifyBakedDiffuseLighting. This function now handle lighting model for transmission too. Lux meter debug mode is factor outisde. -- Refactor shader code: GetBakedDiffuseLighting is not call anymore in GBuffer or forward pass, including the ConvertSurfaceDataToBSDFData and GetPreLightData, this is done in ModifyBakedDiffuseLighting now -- Refactor shader code: Added a backBakeDiffuseLighting to BuiltinData to handle lighting for transmission -- Refactor shader code: Material must now call InitBuiltinData (Init all to zero + init bakeDiffuseLighting and backBakeDiffuseLighting ) and PostInitBuiltinData - -## [3.0.0-preview] - 2018-01-01 - -### Fixed -- Fixed an issue with distortion that was using previous frame instead of current frame -- Fixed an issue where disabled light where not upgrade correctly to the new physical light unit system introduce in 2.0.5-preview - -### Changed -- Update assembly definitions to output assemblies that match Unity naming convention (Unity.*). - -## [2.0.5-preview] - 2018-01-01 - -### Added -- Add option supportDitheringCrossFade on HDRP Asset to allow to remove shader variant during player build if needed -- Add contact shadows for punctual lights (in additional shadow settings), only one light is allowed to cast contact shadows at the same time and so at each frame a dominant light is choosed among all light with contact shadows enabled. -- Add PCSS shadow filter support (from SRP Core) -- Exposed shadow budget parameters in HDRP asset -- Add an option to generate an emissive mesh for area lights (currently rectangle light only). The mesh fits the size, intensity and color of the light. -- Add an option to the HDRP asset to increase the resolution of volumetric lighting. -- Add additional ligth unit support for punctual light (Lumens, Candela) and area lights (Lumens, Luminance) -- Add dedicated Gizmo for the box Influence volume of HDReflectionProbe / PlanarReflectionProbe - -### Changed -- Re-enable shadow mask mode in debug view -- SSS and Transmission code have been refactored to be able to share it between various material. Guidelines are in SubsurfaceScattering.hlsl -- Change code in area light with LTC for Lit shader. Magnitude is now take from FGD texture instead of a separate texture -- Improve camera relative rendering: We now apply camera translation on the model matrix, so before the TransformObjectToWorld(). Note: unity_WorldToObject and unity_ObjectToWorld must never be used directly. -- Rename positionWS to positionRWS (Camera relative world position) at a lot of places (mainly in interpolator and FragInputs). In case of custom shader user will be required to update their code. -- Rename positionWS, capturePositionWS, proxyPositionWS, influencePositionWS to positionRWS, capturePositionRWS, proxyPositionRWS, influencePositionRWS (Camera relative world position) in LightDefinition struct. -- Improve the quality of trilinear filtering of density volume textures. -- Improve UI for HDReflectionProbe / PlanarReflectionProbe - -### Fixed -- Fixed a shader preprocessor issue when compiling DebugViewMaterialGBuffer.shader against Metal target -- Added a temporary workaround to Lit.hlsl to avoid broken lighting code with Metal/AMD -- Fixed issue when using more than one volume texture mask with density volumes. -- Fixed an error which prevented volumetric lighting from working if no density volumes with 3D textures were present. -- Fix contact shadows applied on transmission -- Fix issue with forward opaque lit shader variant being removed by the shader preprocessor -- Fixed compilation errors on platforms with limited XRSetting support. -- Fixed apply range attenuation option on punctual light -- Fixed issue with color temperature not take correctly into account with static lighting -- Don't display fog when diffuse lighting, specular lighting, or lux meter debug mode are enabled. - -## [2.0.4-preview] - 2018-01-01 - -### Fixed -- Fix issue when disabling rough refraction and building a player. Was causing a crash. - -## [2.0.3-preview] - 2018-01-01 - -### Added -- Increased debug color picker limit up to 260k lux - -## [2.0.2-preview] - 2018-01-01 - -### Added -- Add Light -> Planar Reflection Probe command -- Added a false color mode in rendering debug -- Add support for mesh decals -- Add flag to disable projector decals on transparent geometry to save performance and decal texture atlas space -- Add ability to use decal diffuse map as mask only -- Add visualize all shadow masks in lighting debug -- Add export of normal and roughness buffer for forwardOnly and when in supportOnlyForward mode for forward -- Provide a define in lit.hlsl (FORWARD_MATERIAL_READ_FROM_WRITTEN_NORMAL_BUFFER) when output buffer normal is used to read the normal and roughness instead of caclulating it (can save performance, but lower quality due to compression) -- Add color swatch to decal material - -### Changed -- Change Render -> Planar Reflection creation to 3D Object -> Mirror -- Change "Enable Reflector" name on SpotLight to "Angle Affect Intensity" -- Change prototype of BSDFData ConvertSurfaceDataToBSDFData(SurfaceData surfaceData) to BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData) - -### Fixed -- Fix issue with StackLit in deferred mode with deferredDirectionalShadow due to GBuffer not being cleared. Gbuffer is still not clear and issue was fix with the new Output of normal buffer. -- Fixed an issue where interpolation volumes were not updated correctly for reflection captures. -- Fixed an exception in Light Loop settings UI - -## [2.0.1-preview] - 2018-01-01 - -### Added -- Add stripper of shader variant when building a player. Save shader compile time. -- Disable per-object culling that was executed in C++ in HD whereas it was not used (Optimization) -- Enable texture streaming debugging (was not working before 2018.2) -- Added Screen Space Reflection with Proxy Projection Model -- Support correctly scene selection for alpha tested object -- Add per light shadow mask mode control (i.e shadow mask distance and shadow mask). It use the option NonLightmappedOnly -- Add geometric filtering to Lit shader (allow to reduce specular aliasing) -- Add shortcut to create DensityVolume and PlanarReflection in hierarchy -- Add a DefaultHDMirrorMaterial material for PlanarReflection -- Added a script to be able to upgrade material to newer version of HDRP -- Removed useless duplication of ForwardError passes. -- Add option to not compile any DEBUG_DISPLAY shader in the player (Faster build) call Support Runtime Debug display - -### Changed -- Changed SupportForwardOnly to SupportOnlyForward in render pipeline settings -- Changed versioning variable name in HDAdditionalXXXData from m_version to version -- Create unique name when creating a game object in the rendering menu (i.e Density Volume(2)) -- Re-organize various files and folder location to clean the repository -- Change Debug windows name and location. Now located at: Windows -> General -> Render Pipeline Debug - -### Removed -- Removed GlobalLightLoopSettings.maxPlanarReflectionProbes and instead use value of GlobalLightLoopSettings.planarReflectionProbeCacheSize -- Remove EmissiveIntensity parameter and change EmissiveColor to be HDR (Matching Builtin Unity behavior) - Data need to be updated - Launch Edit -> Single Step Upgrade Script -> Upgrade all Materials emissionColor - -### Fixed -- Fix issue with LOD transition and instancing -- Fix discrepency between object motion vector and camera motion vector -- Fix issue with spot and dir light gizmo axis not highlighted correctly -- Fix potential crash while register debug windows inputs at startup -- Fix warning when creating Planar reflection -- Fix specular lighting debug mode (was rendering black) -- Allow projector decal with null material to allow to configure decal when HDRP is not set -- Decal atlas texture offset/scale is updated after allocations (used to be before so it was using date from previous frame) - -## [0.0.0-preview] - 2018-01-01 - -### Added -- Configure the VolumetricLightingSystem code path to be on by default -- Trigger a build exception when trying to build an unsupported platform -- Introduce the VolumetricLightingController component, which can (and should) be placed on the camera, and allows one to control the near and the far plane of the V-Buffer (volumetric "froxel" buffer) along with the depth distribution (from logarithmic to linear) -- Add 3D texture support for DensityVolumes -- Add a better mapping of roughness to mipmap for planar reflection -- The VolumetricLightingSystem now uses RTHandles, which allows to save memory by sharing buffers between different cameras (history buffers are not shared), and reduce reallocation frequency by reallocating buffers only if the rendering resolution increases (and suballocating within existing buffers if the rendering resolution decreases) -- Add a Volumetric Dimmer slider to lights to control the intensity of the scattered volumetric lighting -- Add UV tiling and offset support for decals. -- Add mipmapping support for volume 3D mask textures - -### Changed -- Default number of planar reflection change from 4 to 2 -- Rename _MainDepthTexture to _CameraDepthTexture -- The VolumetricLightingController has been moved to the Interpolation Volume framework and now functions similarly to the VolumetricFog settings -- Update of UI of cookie, CubeCookie, Reflection probe and planar reflection probe to combo box -- Allow enabling/disabling shadows for area lights when they are set to baked. -- Hide applyRangeAttenuation and FadeDistance for directional shadow as they are not used - -### Removed -- Remove Resource folder of PreIntegratedFGD and add the resource to RenderPipeline Asset - -### Fixed -- Fix ConvertPhysicalLightIntensityToLightIntensity() function used when creating light from script to match HDLightEditor behavior -- Fix numerical issues with the default value of mean free path of volumetric fog -- Fix the bug preventing decals from coexisting with density volumes -- Fix issue with alpha tested geometry using planar/triplanar mapping not render correctly or flickering (due to being wrongly alpha tested in depth prepass) -- Fix meta pass with triplanar (was not handling correctly the normal) -- Fix preview when a planar reflection is present -- Fix Camera preview, it is now a Preview cameraType (was a SceneView) -- Fix handling unknown GPUShadowTypes in the shadow manager. -- Fix area light shapes sent as point lights to the baking backends when they are set to baked. -- Fix unnecessary division by PI for baked area lights. -- Fix line lights sent to the lightmappers. The backends don't support this light type. -- Fix issue with shadow mask framesettings not correctly taken into account when shadow mask is enabled for lighting. -- Fix directional light and shadow mask transition, they are now matching making smooth transition -- Fix banding issues caused by high intensity volumetric lighting -- Fix the debug window being emptied on SRP asset reload -- Fix issue with debug mode not correctly clearing the GBuffer in editor after a resize -- Fix issue with ResetMaterialKeyword not resetting correctly ToggleOff/Roggle Keyword -- Fix issue with motion vector not render correctly if there is no depth prepass in deferred - -## [0.0.0-preview] - 2018-01-01 - -### Added -- Screen Space Refraction projection model (Proxy raycasting, HiZ raymarching) -- Screen Space Refraction settings as volume component -- Added buffered frame history per camera -- Port Global Density Volumes to the Interpolation Volume System. -- Optimize ImportanceSampleLambert() to not require the tangent frame. -- Generalize SampleVBuffer() to handle different sampling and reconstruction methods. -- Improve the quality of volumetric lighting reprojection. -- Optimize Morton Order code in the Subsurface Scattering pass. -- Planar Reflection Probe support roughness (gaussian convolution of captured probe) -- Use an atlas instead of a texture array for cluster transparent decals -- Add a debug view to visualize the decal atlas -- Only store decal textures to atlas if decal is visible, debounce out of memory decal atlas warning. -- Add manipulator gizmo on decal to improve authoring workflow -- Add a minimal StackLit material (work in progress, this version can be used as template to add new material) - -### Changed -- EnableShadowMask in FrameSettings (But shadowMaskSupport still disable by default) -- Forced Planar Probe update modes to (Realtime, Every Update, Mirror Camera) -- Screen Space Refraction proxy model uses the proxy of the first environment light (Reflection probe/Planar probe) or the sky -- Moved RTHandle static methods to RTHandles -- Renamed RTHandle to RTHandleSystem.RTHandle -- Move code for PreIntegratedFDG (Lit.shader) into its dedicated folder to be share with other material -- Move code for LTCArea (Lit.shader) into its dedicated folder to be share with other material - -### Removed -- Removed Planar Probe mirror plane position and normal fields in inspector, always display mirror plane and normal gizmos - -### Fixed -- Fix fog flags in scene view is now taken into account -- Fix sky in preview windows that were disappearing after a load of a new level -- Fix numerical issues in IntersectRayAABB(). -- Fix alpha blending of volumetric lighting with transparent objects. -- Fix the near plane of the V-Buffer causing out-of-bounds look-ups in the clustered data structure. -- Depth and color pyramid are properly computed and sampled when the camera renders inside a viewport of a RTHandle. -- Fix decal atlas debug view to work correctly when shadow atlas view is also enabled -- Fix TransparentSSR with non-rendergraph. -- Fix shader compilation warning on SSR compute shader. diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG_REMOTE_594.md b/com.unity.render-pipelines.high-definition/CHANGELOG_REMOTE_594.md deleted file mode 100644 index aaac239c94b..00000000000 --- a/com.unity.render-pipelines.high-definition/CHANGELOG_REMOTE_594.md +++ /dev/null @@ -1,2988 +0,0 @@ -# Changelog -All notable changes to this package will be documented in this file. - -The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) -and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). - -## [12.0.0] - 2021-01-11 - -### Added -- Added support for XboxSeries platform. -- Added pivot point manipulation for Decals (inspector and edit mode). -- Added UV manipulation for Decals (edit mode). -- Added color and intensity customization for Decals. -- Added a history rejection criterion based on if the pixel was moving in world space (case 1302392). -- Added the default quality settings to the HDRP asset for RTAO, RTR and RTGI (case 1304370). -- Added TargetMidGrayParameterDrawer -- Added an option to have double sided GI be controlled separately from material double-sided option. -- Added new AOV APIs for overriding the internal rendering format, and for outputing the world space position. -- Added browsing of the documentation of Compositor Window -- Added a complete solution for volumetric clouds for HDRP including a cloud map generation tool. -- Added a Force Forward Emissive option for Lit Material that forces the Emissive contribution to render in a separate forward pass when the Lit Material is in Deferred Lit shader Mode. -- Added new API in CachedShadowManager -- Added an additional check in the "check scene for ray tracing" (case 1314963). -- Added shader graph unit test for IsFrontFace node -- API to allow OnDemand shadows to not render upon placement in the Cached Shadow Atlas. -- Exposed update upon light movement for directional light shadows in UI. -- Added a setting in the HDRP asset to change the Density Volume mask resolution of being locked at 32x32x32 (HDRP Asset > Lighting > Volumetrics > Max Density Volume Size). -- Added a Falloff Mode (Linear or Exponential) in the Density Volume for volume blending with Blend Distance. -- Added support for screen space shadows (directional and point, no area) for shadow matte unlit shader graph. -- Added support for volumetric clouds in planar reflections. -- Added deferred shading debug visualization -- Added a new control slider on RTR and RTGI to force the LOD Bias on both effects. -- Added missing documentation for volumetric clouds. -- Added the support of interpolators for SV_POSITION in shader graph. -- Added a "Conservative" mode for shader graph depth offset. -- Added an error message when trying to use disk lights with realtime GI (case 1317808). -- Added support for multi volumetric cloud shadows. -- Added a Scale Mode setting for Decals. -- Added LTC Fitting tools for all BRDFs that HDRP supports. -- Added Area Light support for Hair and Fabric master nodes. -- Added a fallback for the ray traced directional shadow in case of a transmission (case 1307870). -- Added support for Fabric material in Path Tracing. -- Added help URL for volumetric clouds override. -- Added Global settings check in Wizard -- Added localization on Wizard window -- Added an info box for micro shadow editor (case 1322830). -- Added support for alpha channel in FXAA (case 1323941). -- Added Speed Tree 8 shader graph as default Speed Tree 8 shader for HDRP. -- Added the multicompile for dynamic lightmaps to support enlighten in ray tracing (case 1318927). -- Added support for lighting full screen debug mode in automated tests. -- Added a way for fitting a probe volume around either the scene contents or a selection. -- Added support for mip bias override on texture samplers through the HDAdditionalCameraData component. -- Added Lens Flare Samples -- Added new checkbox to enable mip bias in the Dynamic Resolution HDRP quality settings. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail. -- Added a toggle to render the volumetric clouds locally or in the skybox. -- Added the ability to control focus distance either from the physical camera properties or the volume. -- Added the ability to animate many physical camera properties with Timeline. -- Added a mixed RayMarching/RayTracing mode for RTReflections and RTGI. -- Added path tracing support for stacklit material. -- Added path tracing support for AxF material. -- Added support for surface gradient based normal blending for decals. -- Added support for tessellation for all master node in shader graph. -- Added ValidateMaterial callbacks to ShaderGUI. -- Added support for internal plugin materials and HDSubTarget with their versioning system. -- Added a slider that controls how much the volumetric clouds erosion value affects the ambient occlusion term. -- Added three animation curves to control the density, erosion, and ambient occlusion in the custom submode of the simple controls. -- Added support for the camera bridge in the graphics compositor -- Added slides to control the shape noise offset. -- Added two toggles to control occluder rejection and receiver rejection for the ray traced ambient occlusion (case 1330168). -- Added the receiver motion rejection toggle to RTGI (case 1330168). -- Added info box when low resolution transparency is selected, but its not enabled in the HDRP settings. This will help new users find the correct knob in the HDRP Asset. -- Added a dialog box when you import a Material that has a diffusion profile to add the diffusion profile to global settings. -- Added support for Unlit shadow mattes in Path Tracing (case 1335487). -- Added a shortcut to HDRP Wizard documentation. -- Added support of motion vector buffer in custom postprocess -- Added tooltips for content inside the Rendering Debugger window. -- Added support for reflection probes as a fallback for ray traced reflections (case 1338644). -- Added a minimum motion vector length to the motion vector debug view. -- Added a better support for LODs in the ray tracing acceleration structure. -- Added a property on the HDRP asset to allow users to avoid ray tracing effects running at too low percentages (case 1342588). -- Added dependency to mathematics and burst, HDRP now will utilize this to improve on CPU cost. First implementation of burstified decal projector is here. -- Added warning for when a light is not fitting in the cached shadow atlas and added option to set maximum resolution that would fit. -- Added a custom post process injection point AfterPostProcessBlurs executing after depth of field and motion blur. - -### Fixed -- Fixed Intensity Multiplier not affecting realtime global illumination. -- Fixed an exception when opening the color picker in the material UI (case 1307143). -- Fixed lights shadow frustum near and far planes. -- The HDRP Wizard is only opened when a SRP in use is of type HDRenderPipeline. -- Fixed various issues with non-temporal SSAO and rendergraph. -- Fixed white flashes on camera cuts on volumetric fog. -- Fixed light layer issue when performing editing on multiple lights. -- Fixed an issue where selection in a debug panel would reset when cycling through enum items. -- Fixed material keywords with fbx importer. -- Fixed lightmaps not working properly with shader graphs in ray traced reflections (case 1305335). -- Fixed skybox for ortho cameras. -- Fixed crash on SubSurfaceScattering Editor when the selected pipeline is not HDRP -- Fixed model import by adding additional data if needed. -- Fix screen being over-exposed when changing very different skies. -- Fixed pixelated appearance of Contrast Adaptive Sharpen upscaler and several other issues when Hardware DRS is on -- VFX: Debug material view were rendering pink for albedo. (case 1290752) -- VFX: Debug material view incorrect depth test. (case 1293291) -- VFX: Fixed LPPV with lit particles in deferred (case 1293608) -- Fixed incorrect debug wireframe overlay on tessellated geometry (using littessellation), caused by the picking pass using an incorrect camera matrix. -- Fixed nullref in layered lit shader editor. -- Fix issue with Depth of Field CoC debug view. -- Fixed an issue where first frame of SSAO could exhibit ghosting artefacts. -- Fixed an issue with the mipmap generation internal format after rendering format change. -- Fixed multiple any hit occuring on transparent objects (case 1294927). -- Cleanup Shader UI. -- Indentation of the HDRenderPipelineAsset inspector UI for quality -- Spacing on LayerListMaterialUIBlock -- Generating a GUIContent with an Icon instead of making MaterialHeaderScopes drawing a Rect every time -- Fixed sub-shadow rendering for cached shadow maps. -- Fixed PCSS filtering issues with cached shadow maps. -- Fixed performance issue with ShaderGraph and Alpha Test -- Fixed error when increasing the maximum planar reflection limit (case 1306530). -- Fixed alpha output in debug view and AOVs when using shadow matte (case 1311830). -- Fixed an issue with transparent meshes writing their depths and recursive rendering (case 1314409). -- Fixed issue with compositor custom pass hooks added/removed repeatedly (case 1315971). -- Fixed: SSR with transparent (case 1311088) -- Fixed decals in material debug display. -- Fixed Force RGBA16 when scene filtering is active (case 1228736) -- Fix crash on VolumeComponentWithQualityEditor when the current Pipeline is not HDRP -- Fixed WouldFitInAtlas that would previously return wrong results if any one face of a point light would fit (it used to return true even though the light in entirety wouldn't fit). -- Fixed issue with NaNs in Volumetric Clouds on some platforms. -- Fixed update upon light movement for directional light rotation. -- Fixed issue that caused a rebake of Probe Volume Data to see effect of changed normal bias. -- Fixed loss of persistency of ratio between pivot position and size when sliding by 0 in DecalProjector inspector (case 1308338) -- Fixed nullref when adding a volume component in a Volume profile asset (case 1317156). -- Fixed decal normal for double sided materials (case 1312065). -- Fixed multiple HDRP Frame Settings panel issues: missing "Refraction" Frame Setting. Fixing ordering of Rough Distortion, it should now be under the Distortion setting. -- Fixed Rough Distortion frame setting not greyed out when Distortion is disabled in HDRP Asset -- Fixed issue with automatic exposure settings not updating scene view. -- Fixed issue with velocity rejection in post-DoF TAA. Fixing this reduces ghosting (case 1304381). -- Fixed missing option to use POM on emissive for tessellated shaders. -- Fixed an issue in the planar reflection probe convolution. -- Fixed an issue with debug overriding emissive material color for deferred path (case 1313123). -- Fixed a limit case when the camera is exactly at the lower cloud level (case 1316988). -- Fixed the various history buffers being discarded when the fog was enabled/disabled (case 1316072). -- Fixed resize IES when already baked in the Atlas 1299233 -- Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode -- Fixed issue with physically-based DoF computation and transparent materials with depth-writes ON. -- Fixed issue of accessing default frame setting stored in current HDRPAsset instead fo the default HDRPAsset -- Fixed SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset -- Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode -- Fixed Missing lighting quality settings for SSGI (case 1312067). -- Fixed HDRP material being constantly dirty. -- Fixed wizard checking FrameSettings not in HDRP Global Settings -- Fixed error when opening the default composition graph in the Graphics Compositor (case 1318933). -- Fixed gizmo rendering when wireframe mode is selected. -- Fixed issue in path tracing, where objects would cast shadows even if not present in the path traced layers (case 1318857). -- Fixed SRP batcher not compatible with Decal (case 1311586) -- Fixed wrong color buffer being bound to pre refraction custom passes. -- Fixed issue in Probe Reference Volume authoring component triggering an asset reload on all operations. -- Fixed grey screen on playstation platform when histogram exposure is enabled but the curve mapping is not used. -- Fixed HDRPAsset loosing its reference to the ray tracing resources when clicking on a different quality level that doesn't have ray tracing (case 1320304). -- Fixed SRP batcher not compatible with Decal (case 1311586). -- Fixed error message when having MSAA and Screen Space Shadows (case 1318698). -- Fixed Nans happening when the history render target is bigger than the current viewport (case 1321139). -- Fixed Tube and Disc lights mode selection (case 1317776) -- Fixed preview camera updating the skybox material triggering GI baking (case 1314361/1314373). -- The default LookDev volume profile is now copied and referenced in the Asset folder instead of the package folder. -- Fixed SSS on console platforms. -- Assets going through the migration system are now dirtied. -- Fixed warning fixed on ShadowLoop include (HDRISky and Unlit+ShadowMatte) -- Fixed SSR Precision for 4K Screens -- Fixed issue with gbuffer debug view when virtual texturing is enabled. -- Fixed volumetric fog noise due to sun light leaking (case 1319005) -- Fixed an issue with Decal normal blending producing NaNs. -- Fixed issue in wizard when resource folder don't exist -- Fixed issue with Decal projector edge on Metal (case 1286074) -- Fixed Exposure Frame Settings control issues on Planar reflection probes (case 1312153). Dynamic reflections now keep their own exposure relative to their parent camera. -- Fixed multicamera rendering for Dynamic Resolution Scaling using dx12 hardware mode. Using a planar reflection probe (another render camera) should be safe. -- Fixed Render Graph Debug UI not refreshing correctly in the Render Pipeline Debugger. -- Fixed SSS materials in planar reflections (case 1319027). -- Fixed Decal's pivot edit mode 2D slider gizmo not supporting multi-edition -- Fixed missing Update in Wizard's DXR Documentation -- Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter. -- Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking -- Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling. -- Fixed generation of the packed depth pyramid when hardware Dynamic Resolution Scaling is enabled. -- Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter. -- Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking -- Fixed Decal's UV edit mode with negative UV -- Fixed issue with the color space of AOVs (case 1324759) -- Fixed issue with history buffers when using multiple AOVs (case 1323684). -- Fixed camera preview with multi selection (case 1324126). -- Fix potential NaN on apply distortion pass. -- Fixed the camera controller in the template with the old input system (case 1326816). -- Fixed broken Lanczos filter artifacts on ps4, caused by a very aggressive epsilon (case 1328904) -- Fixed global Settings ignore the path set via Fix All in HDRP wizard (case 1327978) -- Fixed issue with an assert getting triggered with OnDemand shadows. -- Fixed GBuffer clear option in FrameSettings not working -- Fixed usage of Panini Projection with floating point HDRP and Post Processing color buffers. -- Fixed a NaN generating in Area light code. -- Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture. -- Fixed ResourceReloader that was not call anymore at pipeline construction -- Fixed undo of some properties on light editor. -- Fixed an issue where auto baking of ambient and reflection probe done for builtin renderer would cause wrong baking in HDRP. -- Fixed some reference to old frame settings names in HDRP Wizard. -- Fixed issue with constant buffer being stomped on when async tasks run concurrently to shadows. -- Fixed migration step overriden by data copy when creating a HDRenderPipelineGlobalSettings from a HDRPAsset. -- Fixed null reference exception in Raytracing SSS volume component. -- Fixed artifact appearing when diffuse and specular normal differ too much for eye shader with area lights -- Fixed LightCluster debug view for ray tracing. -- Fixed issue with RAS build fail when LOD was missing a renderer -- Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. -- Fixed an issue where runtime debug window UI would leak game objects. -- Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero (case 1329624). -- Fixed ray traced reflections that were too dark for unlit materials. Reflections are now more consistent with the material emissiveness. -- Fixed pyramid color being incorrect when hardware dynamic resolution is enabled. -- Fixed SSR Accumulation with Offset with Viewport Rect Offset on Camera -- Fixed material Emission properties not begin animated when recording an animation (case 1328108). -- Fixed fog precision in some camera positions (case 1329603). -- Fixed contact shadows tile coordinates calculations. -- Fixed issue with history buffer allocation for AOVs when the request does not come in first frame. -- Fix Clouds on Metal or platforms that don't support RW in same shader of R11G11B10 textures. -- Fixed blocky looking bloom when dynamic resolution scaling was used. -- Fixed normals provided in object space or world space, when using double sided materials. -- Fixed multi cameras using cloud layers shadows. -- Fixed HDAdditionalLightData's CopyTo and HDAdditionalCameraData's CopyTo missing copy. -- Fixed issue with velocity rejection when using physically-based DoF. -- Fixed HDRP's ShaderGraphVersion migration management which was broken. -- Fixed missing API documentation for LTC area light code. -- Fixed diffusion profile breaking after upgrading HDRP (case 1337892). -- Fixed undo on light anchor. -- Fixed some depth comparison instabilities with volumetric clouds. -- Fixed AxF debug output in certain configurations (case 1333780). -- Fixed white flash when camera is reset and SSR Accumulation mode is on. -- Fixed an issue with TAA causing objects not to render at extremely high far flip plane values. -- Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. -- Fixed overdraw in custom pass utils blur and Copy functions (case 1333648); -- Fixed invalid pass index 1 in DrawProcedural error. -- Fixed a compilation issue for AxF carpaints on Vulkan (case 1314040). -- Fixed issue with hierarchy object filtering. -- Fixed a lack of syncronization between the camera and the planar camera for volumetric cloud animation data. -- Fixed for wrong cached area light initialization. -- Fixed unexpected rendering of 2D cookies when switching from Spot to Point light type (case 1333947). -- Fixed the fallback to custom went changing a quality settings not workings properly (case 1338657). -- Fixed ray tracing with XR and camera relative rendering (case 1336608). -- Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). -- Fixed for discrepancies in intensity and saturation between screen space refraction and probe refraction. -- Fixed a divide-by-zero warning for anisotropic shaders (Fabric, Lit). -- Fixed VfX lit particle AOV output color space. -- Fixed path traced transparent unlit material (case 1335500). -- Fixed support of Distortion with MSAA -- Fixed contact shadow debug views not displaying correctly upon resizing of view. -- Fixed an error when deleting the 3D Texture mask of a local volumetric fog volume (case 1339330). -- Fixed some aliasing issues with the volumetric clouds. -- Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). -- Fixed the double sided option moving when toggling it in the material UI (case 1328877). -- Fixed incorrect RTHandle scale in DoF when TAA is enabled. -- Fixed an incompatibility between MSAA and Volumetric Clouds. -- Fixed volumetric fog in planar reflections. -- Fixed error with motion blur and small render targets. -- Fixed issue with on-demand directional shadow maps looking broken when a reflection probe is updated at the same time. -- Fixed cropping issue with the compositor camera bridge (case 1340549). -- Fixed an issue with normal management for recursive rendering (case 1324082). -- Fixed aliasing artifacts that are related to numerical imprecisions of the light rays in the volumetric clouds (case 1340731). -- Fixed exposure issues with volumetric clouds on planar reflection -- Fixed bad feedback loop occuring when auto exposure adaptation time was too small. -- Fixed an issue where enabling GPU Instancing on a ShaderGraph Material would cause compile failures [1338695]. -- Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). -- Fixed object outline flickering with TAA. -- Fixed issue with sky settings being ignored when using the recorder and path tracing (case 1340507). -- Fixed some resolution aliasing for physically based depth of field (case 1340551). -- Fixed an issue with resolution dependence for physically based depth of field. -- Fixed sceneview debug mode rendering (case 1211436) -- Fixed Pixel Displacement that could be set on tessellation shader while it's not supported. -- Fixed an issue where disabled reflection probes were still sent into the the ray tracing light cluster. -- Fixed nullref when enabling fullscreen passthrough in HDRP Camera. -- Fixed tessellation displacement with planar mapping -- Fixed the shader graph files that was still dirty after the first save (case 1342039). -- Fixed cases in which object and camera motion vectors would cancel out, but didn't. -- Fixed HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material (case 1339865). -- Fixed custom pass volume not executed in scene view because of the volume culling mask. -- Fixed remapping of depth pyramid debug view -- Fixed an issue with asymmetric projection matrices and fog / pathtracing. (case 1330290). -- Fixed rounding issue when accessing the color buffer in the DoF shader. -- HD Global Settings can now be unassigned in the Graphics tab if HDRP is not the active pipeline(case 1343570). -- Fix diffusion profile displayed in the inspector. -- HDRP Wizard can still be opened from Windows > Rendering, if the project is not using a Render Pipeline. -- Fixed override camera rendering custom pass API aspect ratio issue when rendering to a render texture. -- Fixed the incorrect value written to the VT feedback buffer when VT is not used. -- Fixed support for ray binning for ray tracing in XR (case 1346374). -- Fixed exposure not being properly handled in ray tracing performance (RTGI and RTR, case 1346383). -- Fixed the RTAO debug view being broken. -- Fixed an issue that made camera motion vectors unavailable in custom passes. -- Fixed the possibility to hide custom pass from the create menu with the HideInInspector attribute. -- Fixed support of multi-editing on custom pass volumes. -- Fixed possible QNANS during first frame of SSGI, caused by uninitialized first frame data. -- Fixed various SSGI issues (case 1340851, case 1339297, case 1327919). -- Prevent user from spamming and corrupting installation of nvidia package. -- Fixed an issue with surface gradient based normal blending for decals (volume gradients weren't converted to SG before resolving in some cases). -- Fixed distortion when resizing the graphics compositor window in builds (case 1328968). -- Fixed custom pass workflow for single camera effects. -- Fixed gbuffer depth debug mode for materials not rendered during the prepass. -- Fixed Vertex Color Mode documentation for layered lit shader. -- Fixed wobbling/tearing-like artifacts with SSAO. -- Fixed white flash with SSR when resetting camera history (case 1335263). -- Fixed VFX flag "Exclude From TAA" not working for some particle types. -- Spot Light radius is not changed when editing the inner or outer angle of a multi selection (case 1345264) -- Fixed Dof and MSAA. DoF is now using the min depth of the per-pixel MSAA samples when MSAA is enabled. This removes 1-pixel ringing from in focus objects (case 1347291). -- Fixed parameter ranges in HDRP Asset settings. -- Fixed CPU performance of decal projectors, by a factor of %100 (walltime) on HDRP PS4, by burstifying decal projectors CPU processing. -- Only display HDRP Camera Preview if HDRP is the active pipeline (case 1350767). -- Prevent any unwanted light sync when not in HDRP (case 1217575) -- Fixed missing global wind parameters in the visual environment. -- Fixed fabric IBL (Charlie) pre-convolution performance and accuracy (uses 1000x less samples and is closer match with the ground truth) -- Fixed conflicting runtime debug menu command with an option to disable runtime debug window hotkey. -- Fixed screen-space shadows with XR single-pass and camera relative rendering (1348260). -- Fixed ghosting issues if the exposure changed too much (RTGI). -- Fixed failures on platforms that do not support ray tracing due to an engine behavior change. -- Fixed infinite propagation of nans for RTGI and SSGI (case 1349738). -- Fixed access to main directional light from script. -- Fixed an issue with reflection probe normalization via APV when no probes are in scene. -- Fixed Volumetric Clouds not updated when using RenderTexture as input for cloud maps. -- Fixed custom post process name not displayed correctly in GPU markers. -- Fixed objects disappearing from Lookdev window when entering playmode (case 1309368). -- Fixed rendering of objects just after the TAA pass (before post process injection point). -- Fixed tiled artifacts in refraction at borders between two reflection probes. -- Fixed the FreeCamera and SimpleCameraController mouse rotation unusable at low framerate (case 1340344). -- Fixed warning "Releasing render texture that is set to be RenderTexture.active!" on pipeline disposal / hdrp live editing. -- Fixed a null ref exception when adding a new environment to the Look Dev library. -- Fixed a nullref in volume system after deleting a volume object (case 1348374). -- Fixed the APV UI loosing focus when the helpbox about baking appears in the probe volume. -- Fixed enabling a lensflare in playmode. -- Fixed white flashes when history is reset due to changes on type of upsampler. -- Fixed misc TAA issue: Slightly improved TAA flickering, Reduced ringing of TAA sharpening, tweak TAA High quality central color filtering. -- Fixed TAA upsampling algorithm, now work properly -- Fixed custom post process template not working with Blit method. -- Fixed support for instanced motion vector rendering -- Fixed an issue that made Custom Pass buffers inaccessible in ShaderGraph. -- Fixed some of the extreme ghosting in DLSS by using a bit mask to bias the color of particles. VFX tagged as Exclude from TAA will be on this pass. - -### Changed -- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard -- Removed the material pass probe volumes evaluation mode. -- Changed GameObject/Rendering/Density Volume to GameObject/Rendering/Local Volumetric Fog -- Changed GameObject/Volume/Sky and Fog Volume to GameObject/Volume/Sky and Fog Global Volume -- Move the Decal Gizmo Color initialization to preferences -- Unifying the history validation pass so that it is only done once for the whole frame and not per effect. -- Moved Edit/Render Pipeline/HD Render Pipeline/Render Selected Camera to log Exr to Edit/Rendering/Render Selected HDRP Camera to log Exr -- Moved Edit/Render Pipeline/HD Render Pipeline/Export Sky to Image to Edit/Rendering/Export HDRP Sky to Image -- Moved Edit/Render Pipeline/HD Render Pipeline/Check Scene Content for Ray Tracing to Edit/Rendering/Check Scene Content for HDRP Ray Tracing -- Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Project Materials to High Definition Materials to Edit/Rendering/Materials/Convert All Built-in Materials to HDRP" -- Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Selected Materials to High Definition Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to HDRP -- Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Scene Terrains to High Definition Terrains to Edit/Rendering/Materials/Convert Scene Terrains to HDRP Terrains -- Changed the Channel Mixer Volume Component UI.Showing all the channels. -- Updated the tooltip for the Decal Angle Fade property (requires to enable Decal Layers in both HDRP asset and Frame settings) (case 1308048). -- The RTAO's history is now discarded if the occlusion caster was moving (case 1303418). -- Change Asset/Create/Shader/HD Render Pipeline/Decal Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Eye Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Fabric Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Fabric Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Hair Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/HDRP/Lit -- Change Asset/Create/Shader/HD Render Pipeline/StackLit Shader Graph to Asset/Create/Shader Graph/HDRP/StackLit Shader GraphShader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Unlit Shader Graph to Asset/Create/Shader Graph/HDRP/Unlit Shader Graph -- Change Asset/Create/Shader/HD Render Pipeline/Custom FullScreen Pass to Asset/Create/Shader/HDRP Custom FullScreen Pass -- Change Asset/Create/Shader/HD Render Pipeline/Custom Renderers Pass to Asset/Create/Shader/HDRP Custom Renderers Pass -- Change Asset/Create/Shader/HD Render Pipeline/Post Process Pass to Asset/Create/Shader/HDRP Post Process -- Change Assets/Create/Rendering/High Definition Render Pipeline Asset to Assets/Create/Rendering/HDRP Asset -- Change Assets/Create/Rendering/Diffusion Profile to Assets/Create/Rendering/HDRP Diffusion Profile -- Change Assets/Create/Rendering/C# Custom Pass to Assets/Create/Rendering/HDRP C# Custom Pass -- Change Assets/Create/Rendering/C# Post Process Volume to Assets/Create/Rendering/HDRP C# Post Process Volume -- Change labels about scroll direction and cloud type. -- Change the handling of additional properties to base class -- Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities. -- Improving the screen space global illumination. -- ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added. -- Improved the Camera Inspector, new sections and better grouping of fields -- Moving MaterialHeaderScopes to Core -- Changed resolution (to match the render buffer) of the sky used for camera misses in Path Tracing. (case 1304114). -- Tidy up of platform abstraction code for shader optimization. -- Display a warning help box when decal atlas is out of size. -- Moved the HDRP render graph debug panel content to the Rendering debug panel. -- Changed Path Tracing's maximum intensity from clamped (0 to 100) to positive value (case 1310514). -- Avoid unnecessary RenderGraphBuilder.ReadTexture in the "Set Final Target" pass -- Change Allow dynamic resolution from Rendering to Output on the Camera Inspector -- Change Link FOV to Physical Camera to Physical Camera, and show and hide everything on the Projection Section -- Change FOV Axis to Field of View Axis -- Density Volumes can now take a 3D RenderTexture as mask, the mask can use RGBA format for RGB fog. -- Decreased the minimal Fog Distance value in the Density Volume to 0.05. -- Virtual Texturing Resolver now performs RTHandle resize logic in HDRP instead of in core Unity -- Cached the base types of Volume Manager to improve memory and cpu usage. -- Reduced the maximal number of bounces for both RTGI and RTR (case 1318876). -- Changed Density Volume for Local Volumetric Fog -- HDRP Global Settings are now saved into their own asset (HDRenderPipelineGlobalSettings) and HDRenderPipeline's default asset refers to this new asset. -- Improved physically based Depth of Field with better near defocus blur quality. -- Changed the behavior of the clear coat and SSR/RTR for the stack lit to mimic the Lit's behavior (case 1320154). -- The default LookDev volume profile is now copied and referened in the Asset folder instead of the package folder. -- Changed normal used in path tracing to create a local light list from the geometric to the smooth shading one. -- Embed the HDRP config package instead of copying locally, the `Packages` folder is versionned by Collaborate. (case 1276518) -- Materials with Transparent Surface type, the property Sorting Priority is clamped on the UI from -50 to 50 instead of -100 to 100. -- Improved lighting models for AxF shader area lights. -- Updated Wizard to better handle RenderPipelineAsset in Quality Settings -- UI for Frame Settings has been updated: default values in the HDRP Settings and Custom Frame Settings are always editable -- Updated Light's shadow layer name in Editor. -- Increased path tracing max samples from 4K to 16K (case 1327729). -- Film grain does not affect the alpha channel. -- Disable TAA sharpening on alpha channel. -- Enforced more consistent shading normal computation for path tracing, so that impossible shading/geometric normal combinations are avoided (case 1323455). -- Default black texture XR is now opaque (alpha = 1). -- Changed ray tracing acceleration structure build, so that only meshes with HDRP materials are included (case 1322365). -- Changed default sidedness to double, when a mesh with a mix of single and double-sided materials is added to the ray tracing acceleration structure (case 1323451). -- Use the new API for updating Reflection Probe state (fixes garbage allocation, case 1290521) -- Augmented debug visualization for probe volumes. -- Global Camera shader constants are now pushed when doing a custom render callback. -- Splited HDProjectSettings with new HDUserSettings in UserProject. Now Wizard working variable should not bother versioning tool anymore (case 1330640) -- Removed redundant Show Inactive Objects and Isolate Selection checkboxes from the Emissive Materials tab of the Light Explorer (case 1331750). -- Renaming Decal Projector to HDRP Decal Projector. -- The HDRP Render Graph now uses the new RendererList API for rendering and (optional) pass culling. -- Increased the minimal density of the volumetric clouds. -- Changed the storage format of volumetric clouds presets for easier editing. -- Reduced the maximum distance per ray step of volumetric clouds. -- Improved the fly through ghosting artifacts in the volumetric clouds. -- Make LitTessellation and LayeredLitTessellation fallback on Lit and LayeredLit respectively in DXR. -- Display an info box and disable MSAA asset entry when ray tracing is enabled. -- Changed light reset to preserve type. -- Ignore hybrid duplicated reflection probes during light baking. -- Replaced the context menu by a search window when adding custom pass. -- Moved supportRuntimeDebugDisplay option from HDRPAsset to HDRPGlobalSettings. -- When a ray hits the sky in the ray marching part of mixed ray tracing, it is considered a miss. -- TAA jitter is disabled while using Frame Debugger now. -- Depth of field at half or quarter resolution is now computed consistently with the full resolution option (case 1335687). -- Hair uses GGX LTC for area light specular. -- Moved invariants outside of loop for a minor CPU speedup in the light loop code. -- Various improvements to the volumetric clouds. -- Restore old version of the RendererList structs/api for compatibility. -- Various improvements to SSGI (case 1340851, case 1339297, case 1327919). -- Changed the NVIDIA install button to the standard FixMeButton. -- Improved a bit the area cookie behavior for higher smoothness values to reduce artifacts. -- Improved volumetric clouds (added new noise for erosion, reduced ghosting while flying through, altitude distortion, ghosting when changing from local to distant clouds, fix issue in wind distortion along the Z axis). -- Fixed upscaling issue that is exagerated by DLSS (case 1347250). -- Improvements to the RTGI denoising. - -## [11.0.0] - 2020-10-21 - -### Added -- Added a new API to bake HDRP probes from C# (case 1276360) -- Added support for pre-exposure for planar reflections. -- Added support for nested volume components to volume system. -- Added a cameraCullingResult field in Custom Pass Context to give access to both custom pass and camera culling result. -- Added a toggle to allow to include or exclude smooth surfaces from ray traced reflection denoising. -- Added support for raytracing for AxF material -- Added rasterized area light shadows for AxF material -- Added a cloud system and the CloudLayer volume override. -- Added per-stage shader keywords. - -### Fixed -- Fixed probe volumes debug views. -- Fixed ShaderGraph Decal material not showing exposed properties. -- Fixed couple samplers that had the wrong name in raytracing code -- VFX: Fixed LPPV with lit particles in deferred (case 1293608) -- Fixed the default background color for previews to use the original color. -- Fixed compilation issues on platforms that don't support XR. -- Fixed issue with compute shader stripping for probe volumes variants. -- Fixed issue with an empty index buffer not being released. -- Fixed issue when debug full screen 'Transparent Screen Space Reflection' do not take in consideration debug exposure - -### Changed -- Removed the material pass probe volumes evaluation mode. -- Volume parameter of type Cubemap can now accept Cubemap render textures and custom render textures. -- Removed the superior clamping value for the recursive rendering max ray length. -- Removed the superior clamping value for the ray tracing light cluster size. -- Removed the readonly keyword on the cullingResults of the CustomPassContext to allow users to overwrite. -- The DrawRenderers function of CustomPassUtils class now takes a sortingCriteria in parameter. -- When in half res, RTR denoising is executed at half resolution and the upscale happens at the end. -- Removed the upscale radius from the RTR. - -## [10.3.0] - 2020-12-01 - -### Added -- Added a slider to control the fallback value of the directional shadow when the cascade have no coverage. -- Added light unit slider for automatic and automatic histrogram exposure limits. -- Added View Bias for mesh decals. -- Added support for the PlayStation 5 platform. - -### Fixed -- Fixed computation of geometric normal in path tracing (case 1293029). -- Fixed issues with path-traced volumetric scattering (cases 1295222, 1295234). -- Fixed issue with faulty shadow transition when view is close to an object under some aspect ratio conditions -- Fixed issue where some ShaderGraph generated shaders were not SRP compatible because of UnityPerMaterial cbuffer layout mismatches [1292501] (https://issuetracker.unity3d.com/issues/a2-some-translucent-plus-alphaclipping-shadergraphs-are-not-srp-batcher-compatible) -- Fixed issues with path-traced volumetric scattering (cases 1295222, 1295234) -- Fixed Rendergraph issue with virtual texturing and debug mode while in forward. -- Fixed wrong coat normal space in shader graph -- Fixed NullPointerException when baking probes from the lighting window (case 1289680) -- Fixed volumetric fog with XR single-pass rendering. -- Fixed issues with first frame rendering when RenderGraph is used (auto exposure, AO) -- Fixed AOV api in render graph (case 1296605) -- Fixed a small discrepancy in the marker placement in light intensity sliders (case 1299750) -- Fixed issue with VT resolve pass rendergraph errors when opaque and transparent are disabled in frame settings. -- Fixed a bug in the sphere-aabb light cluster (case 1294767). -- Fixed issue when submitting SRPContext during EndCameraRendering. -- Fixed baked light being included into the ray tracing light cluster (case 1296203). -- Fixed enums UI for the shadergraph nodes. -- Fixed ShaderGraph stack blocks appearing when opening the settings in Hair and Eye ShaderGraphs. -- Fixed white screen when undoing in the editor. -- Fixed display of LOD Bias and maximum level in frame settings when using Quality Levels -- Fixed an issue when trying to open a look dev env library when Look Dev is not supported. -- Fixed shader graph not supporting indirectdxr multibounce (case 1294694). -- Fixed the planar depth texture not being properly created and rendered to (case 1299617). -- Fixed C# 8 compilation issue with turning on nullable checks (case 1300167) -- Fixed affects AO for deacl materials. -- Fixed case where material keywords would not get setup before usage. -- Fixed an issue with material using distortion from ShaderGraph init after Material creation (case 1294026) -- Fixed Clearcoat on Stacklit or Lit breaks when URP is imported into the project (case 1297806) -- VFX : Debug material view were rendering pink for albedo. (case 1290752) -- Fixed XR depth copy when using MSAA. -- Fixed GC allocations from XR occlusion mesh when using multipass. -- Fixed an issue with the frame count management for the volumetric fog (case 1299251). -- Fixed an issue with half res ssgi upscale. -- Fixed timing issues with accumulation motion blur -- Fixed register spilling on FXC in light list shaders. -- Fixed issue with shadow mask and area lights. -- Fixed an issue with the capture callback (now includes post processing results). -- Fixed decal draw order for ShaderGraph decal materials. -- Fixed StackLit ShaderGraph surface option property block to only display energy conserving specular color option for the specular parametrization (case 1257050) -- Fixed missing BeginCameraRendering call for custom render mode of a Camera. -- Fixed LayerMask editor for volume parameters. -- Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). -- Fixed box light attenuation. -- Fixed after post process custom pass scale issue when dynamic resolution is enabled (case 1299194). -- Fixed an issue with light intensity prefab override application not visible in the inspector (case 1299563). -- Fixed Undo/Redo instability of light temperature. -- Fixed label style in pbr sky editor. -- Fixed side effect on styles during compositor rendering. -- Fixed size and spacing of compositor info boxes (case 1305652). -- Fixed spacing of UI widgets in the Graphics Compositor (case 1305638). -- Fixed undo-redo on layered lit editor. -- Fixed tesselation culling, big triangles using lit tesselation shader would dissapear when camera is too close to them (case 1299116) -- Fixed issue with compositor related custom passes still active after disabling the compositor (case 1305330) -- Fixed regression in Wizard that not fix runtime ressource anymore (case 1287627) -- Fixed error in Depth Of Field near radius blur calculation (case 1306228). -- Fixed a reload bug when using objects from the scene in the lookdev (case 1300916). -- Fixed some render texture leaks. -- Fixed light gizmo showing shadow near plane when shadows are disabled. -- Fixed path tracing alpha channel support (case 1304187). -- Fixed shadow matte not working with ambient occlusion when MSAA is enabled -- Fixed issues with compositor's undo (cases 1305633, 1307170). -- VFX : Debug material view incorrect depth test. (case 1293291) -- Fixed wrong shader / properties assignement to materials created from 3DsMax 2021 Physical Material. (case 1293576) -- Fixed Emissive color property from Autodesk Interactive materials not editable in Inspector. (case 1307234) -- Fixed exception when changing the current render pipeline to from HDRP to universal (case 1306291). -- Fixed an issue in shadergraph when switch from a RenderingPass (case 1307653) -- Fixed LookDev environment library assignement after leaving playmode. -- Fixed a locale issue with the diffusion profile property values in ShaderGraph on PC where comma is the decimal separator. -- Fixed error in the RTHandle scale of Depth Of Field when TAA is enabled. -- Fixed Quality Level set to the last one of the list after a Build (case 1307450) -- Fixed XR depth copy (case 1286908). -- Fixed Warnings about "SceneIdMap" missing script in eye material sample scene - -### Changed -- Now reflection probes cannot have SSAO, SSGI, SSR, ray tracing effects or volumetric reprojection. -- Rename HDRP sub menu in Assets/Create/Shader to HD Render Pipeline for consistency. -- Improved robustness of volumetric sampling in path tracing (case 1295187). -- Changed the message when the graphics device doesn't support ray tracing (case 1287355). -- When a Custom Pass Volume is disabled, the custom pass Cleanup() function is called, it allows to release resources when the volume isn't used anymore. -- Enable Reflector for Spotlight by default -- Changed the convergence time of ssgi to 16 frames and the preset value -- Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. -- Changed the warning message for ray traced area shadows (case 1303410). -- Disabled specular occlusion for what we consider medium and larger scale ao > 1.25 with a 25cm falloff interval. -- Change the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count (case 1301356). -- Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts. -- Transparent materials created by the Model Importer are set to not cast shadows. ( case 1295747) -- Change some light unit slider value ranges to better reflect the lighting scenario. -- Change the tooltip for color shadows and semi-transparent shadows (case 1307704). - -## [10.2.1] - 2020-11-30 - -### Added -- Added a warning when trying to bake with static lighting being in an invalid state. - -### Fixed -- Fixed stylesheet reloading for LookDev window and Wizard window. -- Fixed XR single-pass rendering with legacy shaders using unity_StereoWorldSpaceCameraPos. -- Fixed issue displaying wrong debug mode in runtime debug menu UI. -- Fixed useless editor repaint when using lod bias. -- Fixed multi-editing with new light intensity slider. -- Fixed issue with density volumes flickering when editing shape box. -- Fixed issue with image layers in the graphics compositor (case 1289936). -- Fixed issue with angle fading when rotating decal projector. -- Fixed issue with gameview repaint in the graphics compositor (case 1290622). -- Fixed some labels being clipped in the Render Graph Viewer -- Fixed issue when decal projector material is none. -- Fixed the sampling of the normal buffer in the the forward transparent pass. -- Fixed bloom prefiltering tooltip. -- Fixed NullReferenceException when loading multipel scene async -- Fixed missing alpha blend state properties in Axf shader and update default stencil properties -- Fixed normal buffer not bound to custom pass anymore. -- Fixed issues with camera management in the graphics compositor (cases 1292548, 1292549). -- Fixed an issue where a warning about the static sky not being ready was wrongly displayed. -- Fixed the clear coat not being handled properly for SSR and RTR (case 1291654). -- Fixed ghosting in RTGI and RTAO when denoising is enabled and the RTHandle size is not equal to the Viewport size (case 1291654). -- Fixed alpha output when atmospheric scattering is enabled. -- Fixed issue with TAA history sharpening when view is downsampled. -- Fixed lookdev movement. -- Fixed volume component tooltips using the same parameter name. -- Fixed issue with saving some quality settings in volume overrides (case 1293747) -- Fixed NullReferenceException in HDRenderPipeline.UpgradeResourcesIfNeeded (case 1292524) -- Fixed SSGI texture allocation when not using the RenderGraph. -- Fixed NullReference Exception when setting Max Shadows On Screen to 0 in the HDRP asset. -- Fixed path tracing accumulation not being reset when changing to a different frame of an animation. -- Fixed issue with saving some quality settings in volume overrides (case 1293747) - -### Changed -- Volume Manager now always tests scene culling masks. This was required to fix hybrid workflow. -- Now the screen space shadow is only used if the analytic value is valid. -- Distance based roughness is disabled by default and have a control -- Changed the name from the Depth Buffer Thickness to Depth Tolerance for SSGI (case 1301352). - -## [10.2.0] - 2020-10-19 - -### Added -- Added a rough distortion frame setting and and info box on distortion materials. -- Adding support of 4 channel tex coords for ray tracing (case 1265309). -- Added a help button on the volume component toolbar for documentation. -- Added range remapping to metallic property for Lit and Decal shaders. -- Exposed the API to access HDRP shader pass names. -- Added the status check of default camera frame settings in the DXR wizard. -- Added frame setting for Virtual Texturing. -- Added a fade distance for light influencing volumetric lighting. -- Adding an "Include For Ray Tracing" toggle on lights to allow the user to exclude them when ray tracing is enabled in the frame settings of a camera. -- Added fog volumetric scattering support for path tracing. -- Added new algorithm for SSR with temporal accumulation -- Added quality preset of the new volumetric fog parameters. -- Added missing documentation for unsupported SG RT nodes and light's include for raytracing attrbute. -- Added documentation for LODs not being supported by ray tracing. -- Added more options to control how the component of motion vectors coming from the camera transform will affect the motion blur with new clamping modes. -- Added anamorphism support for phsyical DoF, switched to blue noise sampling and fixed tiling artifacts. - -### Fixed -- Fixed an issue where the Exposure Shader Graph node had clipped text. (case 1265057) -- Fixed an issue when rendering into texture where alpha would not default to 1.0 when using 11_11_10 color buffer in non-dev builds. -- Fixed issues with reordering and hiding graphics compositor layers (cases 1283903, 1285282, 1283886). -- Fixed the possibility to have a shader with a pre-refraction render queue and refraction enabled at the same time. -- Fixed a migration issue with the rendering queue in ShaderGraph when upgrading to 10.x; -- Fixed the object space matrices in shader graph for ray tracing. -- Changed the cornea refraction function to take a view dir in object space. -- Fixed upside down XR occlusion mesh. -- Fixed precision issue with the atmospheric fog. -- Fixed issue with TAA and no motion vectors. -- Fixed the stripping not working the terrain alphatest feature required for terrain holes (case 1205902). -- Fixed bounding box generation that resulted in incorrect light culling (case 3875925). -- VFX : Fix Emissive writing in Opaque Lit Output with PSSL platforms (case 273378). -- Fixed issue where pivot of DecalProjector was not aligned anymore on Transform position when manipulating the size of the projector from the Inspector. -- Fixed a null reference exception when creating a diffusion profile asset. -- Fixed the diffusion profile not being registered as a dependency of the ShaderGraph. -- Fixing exceptions in the console when putting the SSGI in low quality mode (render graph). -- Fixed NullRef Exception when decals are in the scene, no asset is set and HDRP wizard is run. -- Fixed issue with TAA causing bleeding of a view into another when multiple views are visible. -- Fix an issue that caused issues of usability of editor if a very high resolution is set by mistake and then reverted back to a smaller resolution. -- Fixed issue where Default Volume Profile Asset change in project settings was not added to the undo stack (case 1285268). -- Fixed undo after enabling compositor. -- Fixed the ray tracing shadow UI being displayed while it shouldn't (case 1286391). -- Fixed issues with physically-based DoF, improved speed and robustness -- Fixed a warning happening when putting the range of lights to 0. -- Fixed issue when null parameters in a volume component would spam null reference errors. Produce a warning instead. -- Fixed volument component creation via script. -- Fixed GC allocs in render graph. -- Fixed scene picking passes. -- Fixed broken ray tracing light cluster full screen debug. -- Fixed dead code causing error. -- Fixed issue when dragging slider in inspector for ProjectionDepth. -- Fixed issue when resizing Inspector window that make the DecalProjector editor flickers. -- Fixed issue in DecalProjector editor when the Inspector window have a too small width: the size appears on 2 lines but the editor not let place for the second one. -- Fixed issue (null reference in console) when selecting a DensityVolume with rectangle selection. -- Fixed issue when linking the field of view with the focal length in physical camera -- Fixed supported platform build and error message. -- Fixed exceptions occuring when selecting mulitple decal projectors without materials assigned (case 1283659). -- Fixed LookDev error message when pipeline is not loaded. -- Properly reject history when enabling seond denoiser for RTGI. -- Fixed an issue that could cause objects to not be rendered when using Vulkan API. -- Fixed issue with lookdev shadows looking wrong upon exiting playmode. -- Fixed temporary Editor freeze when selecting AOV output in graphics compositor (case 1288744). -- Fixed normal flip with double sided materials. -- Fixed shadow resolution settings level in the light explorer. -- Fixed the ShaderGraph being dirty after the first save. -- Fixed XR shadows culling -- Fixed Nans happening when upscaling the RTGI. -- Fixed the adjust weight operation not being done for the non-rendergraph pipeline. -- Fixed overlap with SSR Transparent default frame settings message on DXR Wizard. -- Fixed alpha channel in the stop NaNs and motion blur shaders. -- Fixed undo of duplicate environments in the look dev environment library. -- Fixed a ghosting issue with RTShadows (Sun, Point and Spot), RTAO and RTGI when the camera is moving fast. -- Fixed a SSGI denoiser bug for large scenes. -- Fixed a Nan issue with SSGI. -- Fixed an issue with IsFrontFace node in Shader Graph not working properly -- Fixed CustomPassUtils.RenderFrom* functions and CustomPassUtils.DisableSinglePassRendering struct in VR. -- Fixed custom pass markers not recorded when render graph was enabled. -- Fixed exceptions when unchecking "Big Tile Prepass" on the frame settings with render-graph. -- Fixed an issue causing errors in GenerateMaxZ when opaque objects or decals are disabled. -- Fixed an issue with Bake button of Reflection Probe when in custom mode -- Fixed exceptions related to the debug display settings when changing the default frame settings. -- Fixed picking for materials with depth offset. -- Fixed issue with exposure history being uninitialized on second frame. -- Fixed issue when changing FoV with the physical camera fold-out closed. -- Fixed some labels being clipped in the Render Graph Viewer - -### Changed -- Combined occlusion meshes into one to reduce draw calls and state changes with XR single-pass. -- Claryfied doc for the LayeredLit material. -- Various improvements for the Volumetric Fog. -- Use draggable fields for float scalable settings -- Migrated the fabric & hair shadergraph samples directly into the renderpipeline resources. -- Removed green coloration of the UV on the DecalProjector gizmo. -- Removed _BLENDMODE_PRESERVE_SPECULAR_LIGHTING keyword from shaders. -- Now the DXR wizard displays the name of the target asset that needs to be changed. -- Standardized naming for the option regarding Transparent objects being able to receive Screen Space Reflections. -- Making the reflection and refractions of cubemaps distance based. -- Changed Receive SSR to also controls Receive SSGI on opaque objects. -- Improved the punctual light shadow rescale algorithm. -- Changed the names of some of the parameters for the Eye Utils SG Nodes. -- Restored frame setting for async compute of contact shadows. -- Removed the possibility to have MSAA (through the frame settings) when ray tracing is active. -- Range handles for decal projector angle fading. -- Smoother angle fading for decal projector. - -## [10.1.0] - 2020-10-12 - -### Added -- Added an option to have only the metering mask displayed in the debug mode. -- Added a new mode to cluster visualization debug where users can see a slice instead of the cluster on opaque objects. -- Added ray traced reflection support for the render graph version of the pipeline. -- Added render graph support of RTAO and required denoisers. -- Added render graph support of RTGI. -- Added support of RTSSS and Recursive Rendering in the render graph mode. -- Added support of RT and screen space shadow for render graph. -- Added tooltips with the full name of the (graphics) compositor properties to properly show large names that otherwise are clipped by the UI (case 1263590) -- Added error message if a callback AOV allocation fail -- Added marker for all AOV request operation on GPU -- Added remapping options for Depth Pyramid debug view mode -- Added an option to support AOV shader at runtime in HDRP settings (case 1265070) -- Added support of SSGI in the render graph mode. -- Added option for 11-11-10 format for cube reflection probes. -- Added an optional check in the HDRP DXR Wizard to verify 64 bits target architecture -- Added option to display timing stats in the debug menu as an average over 1 second. -- Added a light unit slider to provide users more context when authoring physically based values. -- Added a way to check the normals through the material views. -- Added Simple mode to Earth Preset for PBR Sky -- Added the export of normals during the prepass for shadow matte for proper SSAO calculation. -- Added the usage of SSAO for shadow matte unlit shader graph. -- Added the support of input system V2 -- Added a new volume component parameter to control the max ray length of directional lights(case 1279849). -- Added support for 'Pyramid' and 'Box' spot light shapes in path tracing. -- Added high quality prefiltering option for Bloom. -- Added support for camera relative ray tracing (and keeping non-camera relative ray tracing working) -- Added a rough refraction option on planar reflections. -- Added scalability settings for the planar reflection resolution. -- Added tests for AOV stacking and UI rendering in the graphics compositor. -- Added a new ray tracing only function that samples the specular part of the materials. -- Adding missing marker for ray tracing profiling (RaytracingDeferredLighting) -- Added the support of eye shader for ray tracing. -- Exposed Refraction Model to the material UI when using a Lit ShaderGraph. -- Added bounding sphere support to screen-space axis-aligned bounding box generation pass. - -### Fixed -- Fixed several issues with physically-based DoF (TAA ghosting of the CoC buffer, smooth layer transitions, etc) -- Fixed GPU hang on D3D12 on xbox. -- Fixed game view artifacts on resizing when hardware dynamic resolution was enabled -- Fixed black line artifacts occurring when Lanczos upsampling was set for dynamic resolution -- Fixed Amplitude -> Min/Max parametrization conversion -- Fixed CoatMask block appearing when creating lit master node (case 1264632) -- Fixed issue with SceneEV100 debug mode indicator when rescaling the window. -- Fixed issue with PCSS filter being wrong on first frame. -- Fixed issue with emissive mesh for area light not appearing in playmode if Reload Scene option is disabled in Enter Playmode Settings. -- Fixed issue when Reflection Probes are set to OnEnable and are never rendered if the probe is enabled when the camera is farther than the probe fade distance. -- Fixed issue with sun icon being clipped in the look dev window. -- Fixed error about layers when disabling emissive mesh for area lights. -- Fixed issue when the user deletes the composition graph or .asset in runtime (case 1263319) -- Fixed assertion failure when changing resolution to compositor layers after using AOVs (case 1265023) -- Fixed flickering layers in graphics compositor (case 1264552) -- Fixed issue causing the editor field not updating the disc area light radius. -- Fixed issues that lead to cookie atlas to be updated every frame even if cached data was valid. -- Fixed an issue where world space UI was not emitted for reflection cameras in HDRP -- Fixed an issue with cookie texture atlas that would cause realtime textures to always update in the atlas even when the content did not change. -- Fixed an issue where only one of the two lookdev views would update when changing the default lookdev volume profile. -- Fixed a bug related to light cluster invalidation. -- Fixed shader warning in DofGather (case 1272931) -- Fixed AOV export of depth buffer which now correctly export linear depth (case 1265001) -- Fixed issue that caused the decal atlas to not be updated upon changing of the decal textures content. -- Fixed "Screen position out of view frustum" error when camera is at exactly the planar reflection probe location. -- Fixed Amplitude -> Min/Max parametrization conversion -- Fixed issue that allocated a small cookie for normal spot lights. -- Fixed issue when undoing a change in diffuse profile list after deleting the volume profile. -- Fixed custom pass re-ordering and removing. -- Fixed TAA issue and hardware dynamic resolution. -- Fixed a static lighting flickering issue caused by having an active planar probe in the scene while rendering inspector preview. -- Fixed an issue where even when set to OnDemand, the sky lighting would still be updated when changing sky parameters. -- Fixed an error message trigerred when a mesh has more than 32 sub-meshes (case 1274508). -- Fixed RTGI getting noisy for grazying angle geometry (case 1266462). -- Fixed an issue with TAA history management on pssl. -- Fixed the global illumination volume override having an unwanted advanced mode (case 1270459). -- Fixed screen space shadow option displayed on directional shadows while they shouldn't (case 1270537). -- Fixed the handling of undo and redo actions in the graphics compositor (cases 1268149, 1266212, 1265028) -- Fixed issue with composition graphs that include virtual textures, cubemaps and other non-2D textures (cases 1263347, 1265638). -- Fixed issues when selecting a new composition graph or setting it to None (cases 1263350, 1266202) -- Fixed ArgumentNullException when saving shader graphs after removing the compositor from the scene (case 1268658) -- Fixed issue with updating the compositor output when not in play mode (case 1266216) -- Fixed warning with area mesh (case 1268379) -- Fixed issue with diffusion profile not being updated upon reset of the editor. -- Fixed an issue that lead to corrupted refraction in some scenarios on xbox. -- Fixed for light loop scalarization not happening. -- Fixed issue with stencil not being set in rendergraph mode. -- Fixed for post process being overridable in reflection probes even though it is not supported. -- Fixed RTGI in performance mode when light layers are enabled on the asset. -- Fixed SSS materials appearing black in matcap mode. -- Fixed a collision in the interaction of RTR and RTGI. -- Fix for lookdev toggling renderers that are set to non editable or are hidden in the inspector. -- Fixed issue with mipmap debug mode not properly resetting full screen mode (and viceversa). -- Added unsupported message when using tile debug mode with MSAA. -- Fixed SSGI compilation issues on PS4. -- Fixed "Screen position out of view frustum" error when camera is on exactly the planar reflection probe plane. -- Workaround issue that caused objects using eye shader to not be rendered on xbox. -- Fixed GC allocation when using XR single-pass test mode. -- Fixed text in cascades shadow split being truncated. -- Fixed rendering of custom passes in the Custom Pass Volume inspector -- Force probe to render again if first time was during async shader compilation to avoid having cyan objects. -- Fixed for lookdev library field not being refreshed upon opening a library from the environment library inspector. -- Fixed serialization issue with matcap scale intensity. -- Close Add Override popup of Volume Inspector when the popup looses focus (case 1258571) -- Light quality setting for contact shadow set to on for High quality by default. -- Fixed an exception thrown when closing the look dev because there is no active SRP anymore. -- Fixed alignment of framesettings in HDRP Default Settings -- Fixed an exception thrown when closing the look dev because there is no active SRP anymore. -- Fixed an issue where entering playmode would close the LookDev window. -- Fixed issue with rendergraph on console failing on SSS pass. -- Fixed Cutoff not working properly with ray tracing shaders default and SG (case 1261292). -- Fixed shader compilation issue with Hair shader and debug display mode -- Fixed cubemap static preview not updated when the asset is imported. -- Fixed wizard DXR setup on non-DXR compatible devices. -- Fixed Custom Post Processes affecting preview cameras. -- Fixed issue with lens distortion breaking rendering. -- Fixed save popup appearing twice due to HDRP wizard. -- Fixed error when changing planar probe resolution. -- Fixed the dependecy of FrameSettings (MSAA, ClearGBuffer, DepthPrepassWithDeferred) (case 1277620). -- Fixed the usage of GUIEnable for volume components (case 1280018). -- Fixed the diffusion profile becoming invalid when hitting the reset (case 1269462). -- Fixed issue with MSAA resolve killing the alpha channel. -- Fixed a warning in materialevalulation -- Fixed an error when building the player. -- Fixed issue with box light not visible if range is below one and range attenuation is off. -- Fixed an issue that caused a null reference when deleting camera component in a prefab. (case 1244430) -- Fixed issue with bloom showing a thin black line after rescaling window. -- Fixed rendergraph motion vector resolve. -- Fixed the Ray-Tracing related Debug Display not working in render graph mode. -- Fix nan in pbr sky -- Fixed Light skin not properly applied on the LookDev when switching from Dark Skin (case 1278802) -- Fixed accumulation on DX11 -- Fixed issue with screen space UI not drawing on the graphics compositor (case 1279272). -- Fixed error Maximum allowed thread group count is 65535 when resolution is very high. -- LOD meshes are now properly stripped based on the maximum lod value parameters contained in the HDRP asset. -- Fixed an inconsistency in the LOD group UI where LOD bias was not the right one. -- Fixed outlines in transitions between post-processed and plain regions in the graphics compositor (case 1278775). -- Fix decal being applied twice with LOD Crossfade. -- Fixed camera stacking for AOVs in the graphics compositor (case 1273223). -- Fixed backface selection on some shader not ignore correctly. -- Disable quad overdraw on ps4. -- Fixed error when resizing the graphics compositor's output and when re-adding a compositor in the scene -- Fixed issues with bloom, alpha and HDR layers in the compositor (case 1272621). -- Fixed alpha not having TAA applied to it. -- Fix issue with alpha output in forward. -- Fix compilation issue on Vulkan for shaders using high quality shadows in XR mode. -- Fixed wrong error message when fixing DXR resources from Wizard. -- Fixed compilation error of quad overdraw with double sided materials -- Fixed screen corruption on xbox when using TAA and Motion Blur with rendergraph. -- Fixed UX issue in the graphics compositor related to clear depth and the defaults for new layers, add better tooltips and fix minor bugs (case 1283904) -- Fixed scene visibility not working for custom pass volumes. -- Fixed issue with several override entries in the runtime debug menu. -- Fixed issue with rendergraph failing to execute every 30 minutes. -- Fixed Lit ShaderGraph surface option property block to only display transmission and energy conserving specular color options for their proper material mode (case 1257050) -- Fixed nan in reflection probe when volumetric fog filtering is enabled, causing the whole probe to be invalid. -- Fixed Debug Color pixel became grey -- Fixed TAA flickering on the very edge of screen. -- Fixed profiling scope for quality RTGI. -- Fixed the denoising and multi-sample not being used for smooth multibounce RTReflections. -- Fixed issue where multiple cameras would cause GC each frame. -- Fixed after post process rendering pass options not showing for unlit ShaderGraphs. -- Fixed null reference in the Undo callback of the graphics compositor -- Fixed cullmode for SceneSelectionPass. -- Fixed issue that caused non-static object to not render at times in OnEnable reflection probes. -- Baked reflection probes now correctly use static sky for ambient lighting. - -### Changed -- Preparation pass for RTSSShadows to be supported by render graph. -- Add tooltips with the full name of the (graphics) compositor properties to properly show large names that otherwise are clipped by the UI (case 1263590) -- Composition profile .asset files cannot be manually edited/reset by users (to avoid breaking things - case 1265631) -- Preparation pass for RTSSShadows to be supported by render graph. -- Changed the way the ray tracing property is displayed on the material (QOL 1265297). -- Exposed lens attenuation mode in default settings and remove it as a debug mode. -- Composition layers without any sub layers are now cleared to black to avoid confusion (case 1265061). -- Slight reduction of VGPR used by area light code. -- Changed thread group size for contact shadows (save 1.1ms on PS4) -- Make sure distortion stencil test happens before pixel shader is run. -- Small optimization that allows to skip motion vector prepping when the whole wave as velocity of 0. -- Improved performance to avoid generating coarse stencil buffer when not needed. -- Remove HTile generation for decals (faster without). -- Improving SSGI Filtering and fixing a blend issue with RTGI. -- Changed the Trackball UI so that it allows explicit numeric values. -- Reduce the G-buffer footprint of anisotropic materials -- Moved SSGI out of preview. -- Skip an unneeded depth buffer copy on consoles. -- Replaced the Density Volume Texture Tool with the new 3D Texture Importer. -- Rename Raytracing Node to Raytracing Quality Keyword and rename high and low inputs as default and raytraced. All raytracing effects now use the raytraced mode but path tracing. -- Moved diffusion profile list to the HDRP default settings panel. -- Skip biquadratic resampling of vbuffer when volumetric fog filtering is enabled. -- Optimized Grain and sRGB Dithering. -- On platforms that allow it skip the first mip of the depth pyramid and compute it alongside the depth buffer used for low res transparents. -- When trying to install the local configuration package, if another one is already present the user is now asked whether they want to keep it or not. -- Improved MSAA color resolve to fix issues when very bright and very dark samples are resolved together. -- Improve performance of GPU light AABB generation -- Removed the max clamp value for the RTR, RTAO and RTGI's ray length (case 1279849). -- Meshes assigned with a decal material are not visible anymore in ray-tracing or path-tracing. -- Removed BLEND shader keywords. -- Remove a rendergraph debug option to clear resources on release from UI. -- added SV_PrimitiveID in the VaryingMesh structure for fulldebugscreenpass as well as primitiveID in FragInputs -- Changed which local frame is used for multi-bounce RTReflections. -- Move System Generated Values semantics out of VaryingsMesh structure. -- Other forms of FSAA are silently deactivated, when path tracing is on. -- Removed XRSystemTests. The GC verification is now done during playmode tests (case 1285012). -- SSR now uses the pre-refraction color pyramid. -- Various improvements for the Volumetric Fog. -- Optimizations for volumetric fog. - -## [10.0.0] - 2019-06-10 - -### Added -- Ray tracing support for VR single-pass -- Added sharpen filter shader parameter and UI for TemporalAA to control image quality instead of hardcoded value -- Added frame settings option for custom post process and custom passes as well as custom color buffer format option. -- Add check in wizard on SRP Batcher enabled. -- Added default implementations of OnPreprocessMaterialDescription for FBX, Obj, Sketchup and 3DS file formats. -- Added custom pass fade radius -- Added after post process injection point for custom passes -- Added basic alpha compositing support - Alpha is available afterpostprocess when using FP16 buffer format. -- Added falloff distance on Reflection Probe and Planar Reflection Probe -- Added Backplate projection from the HDRISky -- Added Shadow Matte in UnlitMasterNode, which only received shadow without lighting -- Added hability to name LightLayers in HDRenderPipelineAsset -- Added a range compression factor for Reflection Probe and Planar Reflection Probe to avoid saturation of colors. -- Added path tracing support for directional, point and spot lights, as well as emission from Lit and Unlit. -- Added non temporal version of SSAO. -- Added more detailed ray tracing stats in the debug window -- Added Disc area light (bake only) -- Added a warning in the material UI to prevent transparent + subsurface-scattering combination. -- Added XR single-pass setting into HDRP asset -- Added a penumbra tint option for lights -- Added support for depth copy with XR SDK -- Added debug setting to Render Pipeline Debug Window to list the active XR views -- Added an option to filter the result of the volumetric lighting (off by default). -- Added a transmission multiplier for directional lights -- Added XR single-pass test mode to Render Pipeline Debug Window -- Added debug setting to Render Pipeline Window to list the active XR views -- Added a new refraction mode for the Lit shader (thin). Which is a box refraction with small thickness values -- Added the code to support Barn Doors for Area Lights based on a shaderconfig option. -- Added HDRPCameraBinder property binder for Visual Effect Graph -- Added "Celestial Body" controls to the Directional Light -- Added new parameters to the Physically Based Sky -- Added Reflections to the DXR Wizard -- Added the possibility to have ray traced colored and semi-transparent shadows on directional lights. -- Added a check in the custom post process template to throw an error if the default shader is not found. -- Exposed the debug overlay ratio in the debug menu. -- Added a separate frame settings for tonemapping alongside color grading. -- Added the receive fog option in the material UI for ShaderGraphs. -- Added a public virtual bool in the custom post processes API to specify if a post processes should be executed in the scene view. -- Added a menu option that checks scene issues with ray tracing. Also removed the previously existing warning at runtime. -- Added Contrast Adaptive Sharpen (CAS) Upscaling effect. -- Added APIs to update probe settings at runtime. -- Added documentation for the rayTracingSupported method in HDRP -- Added user-selectable format for the post processing passes. -- Added support for alpha channel in some post-processing passes (DoF, TAA, Uber). -- Added warnings in FrameSettings inspector when using DXR and atempting to use Asynchronous Execution. -- Exposed Stencil bits that can be used by the user. -- Added history rejection based on velocity of intersected objects for directional, point and spot lights. -- Added a affectsVolumetric field to the HDAdditionalLightData API to know if light affects volumetric fog. -- Add OS and Hardware check in the Wizard fixes for DXR. -- Added option to exclude camera motion from motion blur. -- Added semi-transparent shadows for point and spot lights. -- Added support for semi-transparent shadow for unlit shader and unlit shader graph. -- Added the alpha clip enabled toggle to the material UI for all HDRP shader graphs. -- Added Material Samples to explain how to use the lit shader features -- Added an initial implementation of ray traced sub surface scattering -- Added AssetPostprocessors and Shadergraphs to handle Arnold Standard Surface and 3DsMax Physical material import from FBX. -- Added support for Smoothness Fade start work when enabling ray traced reflections. -- Added Contact shadow, Micro shadows and Screen space refraction API documentation. -- Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, etc. -- Added path tracing support for refraction and internal reflections. -- Added support for Thin Refraction Model and Lit's Clear Coat in Path Tracing. -- Added the Tint parameter to Sky Colored Fog. -- Added of Screen Space Reflections for Transparent materials -- Added a fallback for ray traced area light shadows in case the material is forward or the lit mode is forward. -- Added a new debug mode for light layers. -- Added an "enable" toggle to the SSR volume component. -- Added support for anisotropic specular lobes in path tracing. -- Added support for alpha clipping in path tracing. -- Added support for light cookies in path tracing. -- Added support for transparent shadows in path tracing. -- Added support for iridescence in path tracing. -- Added support for background color in path tracing. -- Added a path tracing test to the test suite. -- Added a warning and workaround instructions that appear when you enable XR single-pass after the first frame with the XR SDK. -- Added the exposure sliders to the planar reflection probe preview -- Added support for subsurface scattering in path tracing. -- Added a new mode that improves the filtering of ray traced shadows (directional, point and spot) based on the distance to the occluder. -- Added support of cookie baking and add support on Disc light. -- Added support for fog attenuation in path tracing. -- Added a new debug panel for volumes -- Added XR setting to control camera jitter for temporal effects -- Added an error message in the DrawRenderers custom pass when rendering opaque objects with an HDRP asset in DeferredOnly mode. -- Added API to enable proper recording of path traced scenes (with the Unity recorder or other tools). -- Added support for fog in Recursive rendering, ray traced reflections and ray traced indirect diffuse. -- Added an alpha blend option for recursive rendering -- Added support for stack lit for ray tracing effects. -- Added support for hair for ray tracing effects. -- Added support for alpha to coverage for HDRP shaders and shader graph -- Added support for Quality Levels to Subsurface Scattering. -- Added option to disable XR rendering on the camera settings. -- Added support for specular AA from geometric curvature in AxF -- Added support for baked AO (no input for now) in AxF -- Added an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA. -- Added a frame setting for alpha to mask. -- Added support for custom passes in the AOV API -- Added Light decomposition lighting debugging modes and support in AOV -- Added exposure compensation to Fixed exposure mode -- Added support for rasterized area light shadows in StackLit -- Added support for texture-weighted automatic exposure -- Added support for POM for emissive map -- Added alpha channel support in motion blur pass. -- Added the HDRP Compositor Tool (in Preview). -- Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping. -- Added support for arbitrary resolution scaling of Volumetric Lighting to the Fog volume component. -- Added range attenuation for box-shaped spotlights. -- Added scenes for hair and fabric and decals with material samples -- Added fabric materials and textures -- Added information for fabric materials in fabric scene -- Added a DisplayInfo attribute to specify a name override and a display order for Volume Component fields (used only in default inspector for now). -- Added Min distance to contact shadows. -- Added support for Depth of Field in path tracing (by sampling the lens aperture). -- Added an API in HDRP to override the camera within the rendering of a frame (mainly for custom pass). -- Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. -- Added support for AxF measurements importing into texture resources tilings. -- Added Layer parameter on Area Light to modify Layer of generated Emissive Mesh -- Added a flow map parameter to HDRI Sky -- Implemented ray traced reflections for transparent objects. -- Add a new parameter to control reflections in recursive rendering. -- Added an initial version of SSGI. -- Added Virtual Texturing cache settings to control the size of the Streaming Virtual Texturing caches. -- Added back-compatibility with builtin stereo matrices. -- Added CustomPassUtils API to simplify Blur, Copy and DrawRenderers custom passes. -- Added Histogram guided automatic exposure. -- Added few exposure debug modes. -- Added support for multiple path-traced views at once (e.g., scene and game views). -- Added support for 3DsMax's 2021 Simplified Physical Material from FBX files in the Model Importer. -- Added custom target mid grey for auto exposure. -- Added CustomPassUtils API to simplify Blur, Copy and DrawRenderers custom passes. -- Added an API in HDRP to override the camera within the rendering of a frame (mainly for custom pass). -- Added more custom pass API functions, mainly to render objects from another camera. -- Added support for transparent Unlit in path tracing. -- Added a minimal lit used for RTGI in peformance mode. -- Added procedural metering mask that can follow an object -- Added presets quality settings for RTAO and RTGI. -- Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). -- Added a Cloud Layer volume override. -- Added Fast Memory support for platform that support it. -- Added CPU and GPU timings for ray tracing effects. -- Added support to combine RTSSS and RTGI (1248733). -- Added IES Profile support for Point, Spot and Rectangular-Area lights -- Added support for multiple mapping modes in AxF. -- Add support of lightlayers on indirect lighting controller -- Added compute shader stripping. -- Added Cull Mode option for opaque materials and ShaderGraphs. -- Added scene view exposure override. -- Added support for exposure curve remapping for min/max limits. -- Added presets for ray traced reflections. -- Added final image histogram debug view (both luminance and RGB). -- Added an example texture and rotation to the Cloud Layer volume override. -- Added an option to extend the camera culling for skinned mesh animation in ray tracing effects (1258547). -- Added decal layer system similar to light layer. Mesh will receive a decal when both decal layer mask matches. -- Added shader graph nodes for rendering a complex eye shader. -- Added more controls to contact shadows and increased quality in some parts. -- Added a physically based option in DoF volume. -- Added API to check if a Camera, Light or ReflectionProbe is compatible with HDRP. -- Added path tracing test scene for normal mapping. -- Added missing API documentation. -- Remove CloudLayer -- Added quad overdraw and vertex density debug modes. - -### Fixed -- fix when saved HDWizard window tab index out of range (1260273) -- Fix when rescale probe all direction below zero (1219246) -- Update documentation of HDRISky-Backplate, precise how to have Ambient Occlusion on the Backplate -- Sorting, undo, labels, layout in the Lighting Explorer. -- Fixed sky settings and materials in Shader Graph Samples package -- Fix/workaround a probable graphics driver bug in the GTAO shader. -- Fixed Hair and PBR shader graphs double sided modes -- Fixed an issue where updating an HDRP asset in the Quality setting panel would not recreate the pipeline. -- Fixed issue with point lights being considered even when occupying less than a pixel on screen (case 1183196) -- Fix a potential NaN source with iridescence (case 1183216) -- Fixed issue of spotlight breaking when minimizing the cone angle via the gizmo (case 1178279) -- Fixed issue that caused decals not to modify the roughness in the normal buffer, causing SSR to not behave correctly (case 1178336) -- Fixed lit transparent refraction with XR single-pass rendering -- Removed extra jitter for TemporalAA in VR -- Fixed ShaderGraph time in main preview -- Fixed issue on some UI elements in HDRP asset not expanding when clicking the arrow (case 1178369) -- Fixed alpha blending in custom post process -- Fixed the modification of the _AlphaCutoff property in the material UI when exposed with a ShaderGraph parameter. -- Fixed HDRP test `1218_Lit_DiffusionProfiles` on Vulkan. -- Fixed an issue where building a player in non-dev mode would generate render target error logs every frame -- Fixed crash when upgrading version of HDRP -- Fixed rendering issues with material previews -- Fixed NPE when using light module in Shuriken particle systems (1173348). -- Refresh cached shadow on editor changes -- Fixed light supported units caching (1182266) -- Fixed an issue where SSAO (that needs temporal reprojection) was still being rendered when Motion Vectors were not available (case 1184998) -- Fixed a nullref when modifying the height parameters inside the layered lit shader UI. -- Fixed Decal gizmo that become white after exiting play mode -- Fixed Decal pivot position to behave like a spotlight -- Fixed an issue where using the LightingOverrideMask would break sky reflection for regular cameras -- Fix DebugMenu FrameSettingsHistory persistency on close -- Fix DensityVolume, ReflectionProbe aned PlanarReflectionProbe advancedControl display -- Fix DXR scene serialization in wizard -- Fixed an issue where Previews would reallocate History Buffers every frame -- Fixed the SetLightLayer function in HDAdditionalLightData setting the wrong light layer -- Fix error first time a preview is created for planar -- Fixed an issue where SSR would use an incorrect roughness value on ForwardOnly (StackLit, AxF, Fabric, etc.) materials when the pipeline is configured to also allow deferred Lit. -- Fixed issues with light explorer (cases 1183468, 1183269) -- Fix dot colors in LayeredLit material inspector -- Fix undo not resetting all value when undoing the material affectation in LayerLit material -- Fix for issue that caused gizmos to render in render textures (case 1174395) -- Fixed the light emissive mesh not updated when the light was disabled/enabled -- Fixed light and shadow layer sync when setting the HDAdditionalLightData.lightlayersMask property -- Fixed a nullref when a custom post process component that was in the HDRP PP list is removed from the project -- Fixed issue that prevented decals from modifying specular occlusion (case 1178272). -- Fixed exposure of volumetric reprojection -- Fixed multi selection support for Scalable Settings in lights -- Fixed font shaders in test projects for VR by using a Shader Graph version -- Fixed refresh of baked cubemap by incrementing updateCount at the end of the bake (case 1158677). -- Fixed issue with rectangular area light when seen from the back -- Fixed decals not affecting lightmap/lightprobe -- Fixed zBufferParams with XR single-pass rendering -- Fixed moving objects not rendered in custom passes -- Fixed abstract classes listed in the + menu of the custom pass list -- Fixed custom pass that was rendered in previews -- Fixed precision error in zero value normals when applying decals (case 1181639) -- Fixed issue that triggered No Scene Lighting view in game view as well (case 1156102) -- Assign default volume profile when creating a new HDRP Asset -- Fixed fov to 0 in planar probe breaking the projection matrix (case 1182014) -- Fixed bugs with shadow caching -- Reassign the same camera for a realtime probe face render request to have appropriate history buffer during realtime probe rendering. -- Fixed issue causing wrong shading when normal map mode is Object space, no normal map is set, but a detail map is present (case 1143352) -- Fixed issue with decal and htile optimization -- Fixed TerrainLit shader compilation error regarding `_Control0_TexelSize` redefinition (case 1178480). -- Fixed warning about duplicate HDRuntimeReflectionSystem when configuring play mode without domain reload. -- Fixed an editor crash when multiple decal projectors were selected and some had null material -- Added all relevant fix actions to FixAll button in Wizard -- Moved FixAll button on top of the Wizard -- Fixed an issue where fog color was not pre-exposed correctly -- Fix priority order when custom passes are overlapping -- Fix cleanup not called when the custom pass GameObject is destroyed -- Replaced most instances of GraphicsSettings.renderPipelineAsset by GraphicsSettings.currentRenderPipeline. This should fix some parameters not working on Quality Settings overrides. -- Fixed an issue with Realtime GI not working on upgraded projects. -- Fixed issue with screen space shadows fallback texture was not set as a texture array. -- Fixed Pyramid Lights bounding box -- Fixed terrain heightmap default/null values and epsilons -- Fixed custom post-processing effects breaking when an abstract class inherited from `CustomPostProcessVolumeComponent` -- Fixed XR single-pass rendering in Editor by using ShaderConfig.s_XrMaxViews to allocate matrix array -- Multiple different skies rendered at the same time by different cameras are now handled correctly without flickering -- Fixed flickering issue happening when different volumes have shadow settings and multiple cameras are present. -- Fixed issue causing planar probes to disappear if there is no light in the scene. -- Fixed a number of issues with the prefab isolation mode (Volumes leaking from the main scene and reflection not working properly) -- Fixed an issue with fog volume component upgrade not working properly -- Fixed Spot light Pyramid Shape has shadow artifacts on aspect ratio values lower than 1 -- Fixed issue with AO upsampling in XR -- Fixed camera without HDAdditionalCameraData component not rendering -- Removed the macro ENABLE_RAYTRACING for most of the ray tracing code -- Fixed prefab containing camera reloading in loop while selected in the Project view -- Fixed issue causing NaN wheh the Z scale of an object is set to 0. -- Fixed DXR shader passes attempting to render before pipeline loaded -- Fixed black ambient sky issue when importing a project after deleting Library. -- Fixed issue when upgrading a Standard transparent material (case 1186874) -- Fixed area light cookies not working properly with stack lit -- Fixed material render queue not updated when the shader is changed in the material inspector. -- Fixed a number of issues with full screen debug modes not reseting correctly when setting another mutually exclusive mode -- Fixed compile errors for platforms with no VR support -- Fixed an issue with volumetrics and RTHandle scaling (case 1155236) -- Fixed an issue where sky lighting might be updated uselessly -- Fixed issue preventing to allow setting decal material to none (case 1196129) -- Fixed XR multi-pass decals rendering -- Fixed several fields on Light Inspector that not supported Prefab overrides -- Fixed EOL for some files -- Fixed scene view rendering with volumetrics and XR enabled -- Fixed decals to work with multiple cameras -- Fixed optional clear of GBuffer (Was always on) -- Fixed render target clears with XR single-pass rendering -- Fixed HDRP samples file hierarchy -- Fixed Light units not matching light type -- Fixed QualitySettings panel not displaying HDRP Asset -- Fixed black reflection probes the first time loading a project -- Fixed y-flip in scene view with XR SDK -- Fixed Decal projectors do not immediately respond when parent object layer mask is changed in editor. -- Fixed y-flip in scene view with XR SDK -- Fixed a number of issues with Material Quality setting -- Fixed the transparent Cull Mode option in HD unlit master node settings only visible if double sided is ticked. -- Fixed an issue causing shadowed areas by contact shadows at the edge of far clip plane if contact shadow length is very close to far clip plane. -- Fixed editing a scalable settings will edit all loaded asset in memory instead of targetted asset. -- Fixed Planar reflection default viewer FOV -- Fixed flickering issues when moving the mouse in the editor with ray tracing on. -- Fixed the ShaderGraph main preview being black after switching to SSS in the master node settings -- Fixed custom fullscreen passes in VR -- Fixed camera culling masks not taken in account in custom pass volumes -- Fixed object not drawn in custom pass when using a DrawRenderers with an HDRP shader in a build. -- Fixed injection points for Custom Passes (AfterDepthAndNormal and BeforePreRefraction were missing) -- Fixed a enum to choose shader tags used for drawing objects (DepthPrepass or Forward) when there is no override material. -- Fixed lit objects in the BeforePreRefraction, BeforeTransparent and BeforePostProcess. -- Fixed the None option when binding custom pass render targets to allow binding only depth or color. -- Fixed custom pass buffers allocation so they are not allocated if they're not used. -- Fixed the Custom Pass entry in the volume create asset menu items. -- Fixed Prefab Overrides workflow on Camera. -- Fixed alignment issue in Preset for Camera. -- Fixed alignment issue in Physical part for Camera. -- Fixed FrameSettings multi-edition. -- Fixed a bug happening when denoising multiple ray traced light shadows -- Fixed minor naming issues in ShaderGraph settings -- VFX: Removed z-fight glitches that could appear when using deferred depth prepass and lit quad primitives -- VFX: Preserve specular option for lit outputs (matches HDRP lit shader) -- Fixed an issue with Metal Shader Compiler and GTAO shader for metal -- Fixed resources load issue while upgrading HDRP package. -- Fix LOD fade mask by accounting for field of view -- Fixed spot light missing from ray tracing indirect effects. -- Fixed a UI bug in the diffusion profile list after fixing them from the wizard. -- Fixed the hash collision when creating new diffusion profile assets. -- Fixed a light leaking issue with box light casting shadows (case 1184475) -- Fixed Cookie texture type in the cookie slot of lights (Now displays a warning because it is not supported). -- Fixed a nullref that happens when using the Shuriken particle light module -- Fixed alignment in Wizard -- Fixed text overflow in Wizard's helpbox -- Fixed Wizard button fix all that was not automatically grab all required fixes -- Fixed VR tab for MacOS in Wizard -- Fixed local config package workflow in Wizard -- Fixed issue with contact shadows shifting when MSAA is enabled. -- Fixed EV100 in the PBR sky -- Fixed an issue In URP where sometime the camera is not passed to the volume system and causes a null ref exception (case 1199388) -- Fixed nullref when releasing HDRP with custom pass disabled -- Fixed performance issue derived from copying stencil buffer. -- Fixed an editor freeze when importing a diffusion profile asset from a unity package. -- Fixed an exception when trying to reload a builtin resource. -- Fixed the light type intensity unit reset when switching the light type. -- Fixed compilation error related to define guards and CreateLayoutFromXrSdk() -- Fixed documentation link on CustomPassVolume. -- Fixed player build when HDRP is in the project but not assigned in the graphic settings. -- Fixed an issue where ambient probe would be black for the first face of a baked reflection probe -- VFX: Fixed Missing Reference to Visual Effect Graph Runtime Assembly -- Fixed an issue where rendering done by users in EndCameraRendering would be executed before the main render loop. -- Fixed Prefab Override in main scope of Volume. -- Fixed alignment issue in Presset of main scope of Volume. -- Fixed persistence of ShowChromeGizmo and moved it to toolbar for coherency in ReflectionProbe and PlanarReflectionProbe. -- Fixed Alignement issue in ReflectionProbe and PlanarReflectionProbe. -- Fixed Prefab override workflow issue in ReflectionProbe and PlanarReflectionProbe. -- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in ReflectionProbe and PlanarReflectionProbe. -- Fixed Prefab override workflow issue in DensityVolume. -- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in DensityVolume. -- Fix light limit counts specified on the HDRP asset -- Fixed Quality Settings for SSR, Contact Shadows and Ambient Occlusion volume components -- Fixed decalui deriving from hdshaderui instead of just shaderui -- Use DelayedIntField instead of IntField for scalable settings -- Fixed init of debug for FrameSettingsHistory on SceneView camera -- Added a fix script to handle the warning 'referenced script in (GameObject 'SceneIDMap') is missing' -- Fix Wizard load when none selected for RenderPipelineAsset -- Fixed TerrainLitGUI when per-pixel normal property is not present. -- Fixed rendering errors when enabling debug modes with custom passes -- Fix an issue that made PCSS dependent on Atlas resolution (not shadow map res) -- Fixing a bug whith histories when n>4 for ray traced shadows -- Fixing wrong behavior in ray traced shadows for mesh renderers if their cast shadow is shadow only or double sided -- Only tracing rays for shadow if the point is inside the code for spotlight shadows -- Only tracing rays if the point is inside the range for point lights -- Fixing ghosting issues when the screen space shadow indexes change for a light with ray traced shadows -- Fixed an issue with stencil management and Xbox One build that caused corrupted output in deferred mode. -- Fixed a mismatch in behavior between the culling of shadow maps and ray traced point and spot light shadows -- Fixed recursive ray tracing not working anymore after intermediate buffer refactor. -- Fixed ray traced shadow denoising not working (history rejected all the time). -- Fixed shader warning on xbox one -- Fixed cookies not working for spot lights in ray traced reflections, ray traced GI and recursive rendering -- Fixed an inverted handling of CoatSmoothness for SSR in StackLit. -- Fixed missing distortion inputs in Lit and Unlit material UI. -- Fixed issue that propagated NaNs across multiple frames through the exposure texture. -- Fixed issue with Exclude from TAA stencil ignored. -- Fixed ray traced reflection exposure issue. -- Fixed issue with TAA history not initialising corretly scale factor for first frame -- Fixed issue with stencil test of material classification not using the correct Mask (causing false positive and bad performance with forward material in deferred) -- Fixed issue with History not reset when chaning antialiasing mode on camera -- Fixed issue with volumetric data not being initialized if default settings have volumetric and reprojection off. -- Fixed ray tracing reflection denoiser not applied in tier 1 -- Fixed the vibility of ray tracing related methods. -- Fixed the diffusion profile list not saved when clicking the fix button in the material UI. -- Fixed crash when pushing bounce count higher than 1 for ray traced GI or reflections -- Fixed PCSS softness scale so that it better match ray traced reference for punctual lights. -- Fixed exposure management for the path tracer -- Fixed AxF material UI containing two advanced options settings. -- Fixed an issue where cached sky contexts were being destroyed wrongly, breaking lighting in the LookDev -- Fixed issue that clamped PCSS softness too early and not after distance scale. -- Fixed fog affect transparent on HD unlit master node -- Fixed custom post processes re-ordering not saved. -- Fixed NPE when using scalable settings -- Fixed an issue where PBR sky precomputation was reset incorrectly in some cases causing bad performance. -- Fixed a bug due to depth history begin overriden too soon -- Fixed CustomPassSampleCameraColor scale issue when called from Before Transparent injection point. -- Fixed corruption of AO in baked probes. -- Fixed issue with upgrade of projects that still had Very High as shadow filtering quality. -- Fixed issue that caused Distortion UI to appear in Lit. -- Fixed several issues with decal duplicating when editing them. -- Fixed initialization of volumetric buffer params (1204159) -- Fixed an issue where frame count was incorrectly reset for the game view, causing temporal processes to fail. -- Fixed Culling group was not disposed error. -- Fixed issues on some GPU that do not support gathers on integer textures. -- Fixed an issue with ambient probe not being initialized for the first frame after a domain reload for volumetric fog. -- Fixed the scene visibility of decal projectors and density volumes -- Fixed a leak in sky manager. -- Fixed an issue where entering playmode while the light editor is opened would produce null reference exceptions. -- Fixed the debug overlay overlapping the debug menu at runtime. -- Fixed an issue with the framecount when changing scene. -- Fixed errors that occurred when using invalid near and far clip plane values for planar reflections. -- Fixed issue with motion blur sample weighting function. -- Fixed motion vectors in MSAA. -- Fixed sun flare blending (case 1205862). -- Fixed a lot of issues related to ray traced screen space shadows. -- Fixed memory leak caused by apply distortion material not being disposed. -- Fixed Reflection probe incorrectly culled when moving its parent (case 1207660) -- Fixed a nullref when upgrading the Fog volume components while the volume is opened in the inspector. -- Fix issues where decals on PS4 would not correctly write out the tile mask causing bits of the decal to go missing. -- Use appropriate label width and text content so the label is completely visible -- Fixed an issue where final post process pass would not output the default alpha value of 1.0 when using 11_11_10 color buffer format. -- Fixed SSR issue after the MSAA Motion Vector fix. -- Fixed an issue with PCSS on directional light if punctual shadow atlas was not allocated. -- Fixed an issue where shadow resolution would be wrong on the first face of a baked reflection probe. -- Fixed issue with PCSS softness being incorrect for cascades different than the first one. -- Fixed custom post process not rendering when using multiple HDRP asset in quality settings -- Fixed probe gizmo missing id (case 1208975) -- Fixed a warning in raytracingshadowfilter.compute -- Fixed issue with AO breaking with small near plane values. -- Fixed custom post process Cleanup function not called in some cases. -- Fixed shader warning in AO code. -- Fixed a warning in simpledenoiser.compute -- Fixed tube and rectangle light culling to use their shape instead of their range as a bounding box. -- Fixed caused by using gather on a UINT texture in motion blur. -- Fix issue with ambient occlusion breaking when dynamic resolution is active. -- Fixed some possible NaN causes in Depth of Field. -- Fixed Custom Pass nullref due to the new Profiling Sample API changes -- Fixed the black/grey screen issue on after post process Custom Passes in non dev builds. -- Fixed particle lights. -- Improved behavior of lights and probe going over the HDRP asset limits. -- Fixed issue triggered when last punctual light is disabled and more than one camera is used. -- Fixed Custom Pass nullref due to the new Profiling Sample API changes -- Fixed the black/grey screen issue on after post process Custom Passes in non dev builds. -- Fixed XR rendering locked to vsync of main display with Standalone Player. -- Fixed custom pass cleanup not called at the right time when using multiple volumes. -- Fixed an issue on metal with edge of decal having artifact by delaying discard of fragments during decal projection -- Fixed various shader warning -- Fixing unnecessary memory allocations in the ray tracing cluster build -- Fixed duplicate column labels in LightEditor's light tab -- Fixed white and dark flashes on scenes with very high or very low exposure when Automatic Exposure is being used. -- Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. -- Fixed memory leak in Sky when in matcap mode. -- Fixed compilation issues on platform that don't support VR. -- Fixed migration code called when we create a new HDRP asset. -- Fixed RemoveComponent on Camera contextual menu to not remove Camera while a component depend on it. -- Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. -- Fixed a null reference exception in the probe UI when no HDRP asset is present. -- Fixed the outline example in the doc (sampling range was dependent on screen resolution) -- Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. -- Fixed an issue where Decal Projectors created from script where rotated around the X axis by 90°. -- Fixed frustum used to compute Density Volumes visibility when projection matrix is oblique. -- Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. -- Fix for NaNs on certain geometry with Lit shader -- [case 1210058](https://fogbugz.unity3d.com/f/cases/1210058/) -- Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. -- Fixed a null reference exception in the probe UI when no HDRP asset is present. -- Fixed the outline example in the doc (sampling range was dependent on screen resolution) -- Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. -- Fixed an issue where materials newly created from the contextual menu would have an invalid state, causing various problems until it was edited. -- Fixed transparent material created with ZWrite enabled (now it is disabled by default for new transparent materials) -- Fixed mouseover on Move and Rotate tool while DecalProjector is selected. -- Fixed wrong stencil state on some of the pixel shader versions of deferred shader. -- Fixed an issue where creating decals at runtime could cause a null reference exception. -- Fixed issue that displayed material migration dialog on the creation of new project. -- Fixed various issues with time and animated materials (cases 1210068, 1210064). -- Updated light explorer with latest changes to the Fog and fixed issues when no visual environment was present. -- Fixed not handleling properly the recieve SSR feature with ray traced reflections -- Shadow Atlas is no longer allocated for area lights when they are disabled in the shader config file. -- Avoid MRT Clear on PS4 as it is not implemented yet. -- Fixed runtime debug menu BitField control. -- Fixed the radius value used for ray traced directional light. -- Fixed compilation issues with the layered lit in ray tracing shaders. -- Fixed XR autotests viewport size rounding -- Fixed mip map slider knob displayed when cubemap have no mipmap -- Remove unnecessary skip of material upgrade dialog box. -- Fixed the profiling sample mismatch errors when enabling the profiler in play mode -- Fixed issue that caused NaNs in reflection probes on consoles. -- Fixed adjusting positive axis of Blend Distance slides the negative axis in the density volume component. -- Fixed the blend of reflections based on the weight. -- Fixed fallback for ray traced reflections when denoising is enabled. -- Fixed error spam issue with terrain detail terrainDetailUnsupported (cases 1211848) -- Fixed hardware dynamic resolution causing cropping/scaling issues in scene view (case 1158661) -- Fixed Wizard check order for `Hardware and OS` and `Direct3D12` -- Fix AO issue turning black when Far/Near plane distance is big. -- Fixed issue when opening lookdev and the lookdev volume have not been assigned yet. -- Improved memory usage of the sky system. -- Updated label in HDRP quality preference settings (case 1215100) -- Fixed Decal Projector gizmo not undoing properly (case 1216629) -- Fix a leak in the denoising of ray traced reflections. -- Fixed Alignment issue in Light Preset -- Fixed Environment Header in LightingWindow -- Fixed an issue where hair shader could write garbage in the diffuse lighting buffer, causing NaNs. -- Fixed an exposure issue with ray traced sub-surface scattering. -- Fixed runtime debug menu light hierarchy None not doing anything. -- Fixed the broken ShaderGraph preview when creating a new Lit graph. -- Fix indentation issue in preset of LayeredLit material. -- Fixed minor issues with cubemap preview in the inspector. -- Fixed wrong build error message when building for android on mac. -- Fixed an issue related to denoising ray trace area shadows. -- Fixed wrong build error message when building for android on mac. -- Fixed Wizard persistency of Direct3D12 change on domain reload. -- Fixed Wizard persistency of FixAll on domain reload. -- Fixed Wizard behaviour on domain reload. -- Fixed a potential source of NaN in planar reflection probe atlas. -- Fixed an issue with MipRatio debug mode showing _DebugMatCapTexture not being set. -- Fixed missing initialization of input params in Blit for VR. -- Fix Inf source in LTC for area lights. -- Fix issue with AO being misaligned when multiple view are visible. -- Fix issue that caused the clamp of camera rotation motion for motion blur to be ineffective. -- Fixed issue with AssetPostprocessors dependencies causing models to be imported twice when upgrading the package version. -- Fixed culling of lights with XR SDK -- Fixed memory stomp in shadow caching code, leading to overflow of Shadow request array and runtime errors. -- Fixed an issue related to transparent objects reading the ray traced indirect diffuse buffer -- Fixed an issue with filtering ray traced area lights when the intensity is high or there is an exposure. -- Fixed ill-formed include path in Depth Of Field shader. -- Fixed shader graph and ray tracing after the shader target PR. -- Fixed a bug in semi-transparent shadows (object further than the light casting shadows) -- Fix state enabled of default volume profile when in package. -- Fixed removal of MeshRenderer and MeshFilter on adding Light component. -- Fixed Ray Traced SubSurface Scattering not working with ray traced area lights -- Fixed Ray Traced SubSurface Scattering not working in forward mode. -- Fixed a bug in debug light volumes. -- Fixed a bug related to ray traced area light shadow history. -- Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap. -- Fixed a leak in the PBR sky renderer. -- Added a tooltip to the Ambient Mode parameter in the Visual Envionment volume component. -- Static lighting sky now takes the default volume into account (this fixes discrepancies between baked and realtime lighting). -- Fixed a leak in the sky system. -- Removed MSAA Buffers allocation when lit shader mode is set to "deferred only". -- Fixed invalid cast for realtime reflection probes (case 1220504) -- Fixed invalid game view rendering when disabling all cameras in the scene (case 1105163) -- Hide reflection probes in the renderer components. -- Fixed infinite reload loop while displaying Light's Shadow's Link Light Layer in Inspector of Prefab Asset. -- Fixed the culling was not disposed error in build log. -- Fixed the cookie atlas size and planar atlas size being too big after an upgrade of the HDRP asset. -- Fixed transparent SSR for shader graph. -- Fixed an issue with emissive light meshes not being in the RAS. -- Fixed DXR player build -- Fixed the HDRP asset migration code not being called after an upgrade of the package -- Fixed draw renderers custom pass out of bound exception -- Fixed the PBR shader rendering in deferred -- Fixed some typos in debug menu (case 1224594) -- Fixed ray traced point and spot lights shadows not rejecting istory when semi-transparent or colored. -- Fixed a warning due to StaticLightingSky when reloading domain in some cases. -- Fixed the MaxLightCount being displayed when the light volume debug menu is on ColorAndEdge. -- Fixed issue with unclear naming of debug menu for decals. -- Fixed z-fighting in scene view when scene lighting is off (case 1203927) -- Fixed issue that prevented cubemap thumbnails from rendering (only on D3D11 and Metal). -- Fixed ray tracing with VR single-pass -- Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. -- Fixed error in the console when switching shader to decal in the material UI. -- Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). -- Fixed an issue where a dynamic sky changing any frame may not update the ambient probe. -- Fixed cubemap thumbnail generation at project load time. -- Fixed cubemap thumbnail generation at project load time. -- Fixed XR culling with multiple cameras -- Fixed XR single-pass with Mock HMD plugin -- Fixed sRGB mismatch with XR SDK -- Fixed an issue where default volume would not update when switching profile. -- Fixed issue with uncached reflection probe cameras reseting the debug mode (case 1224601) -- Fixed an issue where AO override would not override specular occlusion. -- Fixed an issue where Volume inspector might not refresh correctly in some cases. -- Fixed render texture with XR -- Fixed issue with resources being accessed before initialization process has been performed completely. -- Half fixed shuriken particle light that cast shadows (only the first one will be correct) -- Fixed issue with atmospheric fog turning black if a planar reflection probe is placed below ground level. (case 1226588) -- Fixed custom pass GC alloc issue in CustomPassVolume.GetActiveVolumes(). -- Fixed a bug where instanced shadergraph shaders wouldn't compile on PS4. -- Fixed an issue related to the envlightdatasrt not being bound in recursive rendering. -- Fixed shadow cascade tooltip when using the metric mode (case 1229232) -- Fixed how the area light influence volume is computed to match rasterization. -- Focus on Decal uses the extends of the projectors -- Fixed usage of light size data that are not available at runtime. -- Fixed the depth buffer copy made before custom pass after opaque and normal injection point. -- Fix for issue that prevented scene from being completely saved when baked reflection probes are present and lighting is set to auto generate. -- Fixed drag area width at left of Light's intensity field in Inspector. -- Fixed light type resolution when performing a reset on HDAdditionalLightData (case 1220931) -- Fixed reliance on atan2 undefined behavior in motion vector debug shader. -- Fixed an usage of a a compute buffer not bound (1229964) -- Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. -- Fix issues in the post process system with RenderTexture being invalid in some cases, causing rendering problems. -- Fixed an issue where unncessarily serialized members in StaticLightingSky component would change each time the scene is changed. -- Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). -- Fixed a regression in the ray traced indirect diffuse due to the new probe system. -- Fix for range compression factor for probes going negative (now clamped to positive values). -- Fixed path validation when creating new volume profile (case 1229933) -- Fixed a bug where Decal Shader Graphs would not recieve reprojected Position, Normal, or Bitangent data. (1239921) -- Fix reflection hierarchy for CARPAINT in AxF. -- Fix precise fresnel for delta lights for SVBRDF in AxF. -- Fixed the debug exposure mode for display sky reflection and debug view baked lighting -- Fixed MSAA depth resolve when there is no motion vectors -- Fixed various object leaks in HDRP. -- Fixed compile error with XR SubsystemManager. -- Fix for assertion triggering sometimes when saving a newly created lit shader graph (case 1230996) -- Fixed culling of planar reflection probes that change position (case 1218651) -- Fixed null reference when processing lightprobe (case 1235285) -- Fix issue causing wrong planar reflection rendering when more than one camera is present. -- Fix black screen in XR when HDRP package is present but not used. -- Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). -- Fixed white flash happening with auto-exposure in some cases (case 1223774) -- Fixed NaN which can appear with real time reflection and inf value -- Fixed an issue that was collapsing the volume components in the HDRP default settings -- Fixed warning about missing bound decal buffer -- Fixed shader warning on Xbox for ResolveStencilBuffer.compute. -- Fixed PBR shader ZTest rendering in deferred. -- Replaced commands incompatible with async compute in light list build process. -- Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. Note that the diffusion profile or the material references need to be edited once before this can work properly. -- Fix MaterialBalls having same guid issue -- Fix spelling and grammatical errors in material samples -- Fixed unneeded cookie texture allocation for cone stop lights. -- Fixed scalarization code for contact shadows. -- Fixed volume debug in playmode -- Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) -- Fixed shader warning in PCSS code when using Vulkan. -- Fixed decal that aren't working without Metal and Ambient Occlusion option enabled. -- Fixed an error about procedural sky being logged by mistake. -- Fixed shadowmask UI now correctly showing shadowmask disable -- Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. -- Fixed a null ref exception in static sky when the default volume profile is invalid. -- DXR: Fixed shader compilation error with shader graph and pathtracer -- Fixed SceneView Draw Modes not being properly updated after opening new scene view panels or changing the editor layout. -- VFX: Removed irrelevant queues in render queue selection from HDRP outputs -- VFX: Motion Vector are correctly renderered with MSAA [Case 1240754](https://issuetracker.unity3d.com/product/unity/issues/guid/1240754/) -- Fixed a cause of NaN when a normal of 0-length is generated (usually via shadergraph). -- Fixed issue with screen-space shadows not enabled properly when RT is disabled (case 1235821) -- Fixed a performance issue with stochastic ray traced area shadows. -- Fixed cookie texture not updated when changing an import settings (srgb for example). -- Fixed flickering of the game/scene view when lookdev is running. -- Fixed issue with reflection probes in realtime time mode with OnEnable baking having wrong lighting with sky set to dynamic (case 1238047). -- Fixed transparent motion vectors not working when in MSAA. -- Fix error when removing DecalProjector from component contextual menu (case 1243960) -- Fixed issue with post process when running in RGBA16 and an object with additive blending is in the scene. -- Fixed corrupted values on LayeredLit when using Vertex Color multiply mode to multiply and MSAA is activated. -- Fix conflicts with Handles manipulation when performing a Reset in DecalComponent (case 1238833) -- Fixed depth prepass and postpass being disabled after changing the shader in the material UI. -- Fixed issue with sceneview camera settings not being saved after Editor restart. -- Fixed issue when switching back to custom sensor type in physical camera settings (case 1244350). -- Fixed a null ref exception when running playmode tests with the render pipeline debug window opened. -- Fixed some GCAlloc in the debug window. -- Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) -- Fixed thin refraction mode not working properly. -- Fixed assert on tests caused by probe culling results being requested when culling did not happen. (case 1246169) -- Fixed over consumption of GPU memory by the Physically Based Sky. -- Fixed an invalid rotation in Planar Reflection Probe editor display, that was causing an error message (case 1182022) -- Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. -- Fixed issue that caused not all baked reflection to be deleted upon clicking "Clear Baked Data" in the lighting menu (case 1136080) -- Fixed an issue where asset preview could be rendered white because of static lighting sky. -- Fixed an issue where static lighting was not updated when removing the static lighting sky profile. -- Fixed the show cookie atlas debug mode not displaying correctly when enabling the clear cookie atlas option. -- Fixed various multi-editing issues when changing Emission parameters. -- Fixed error when undo a Reflection Probe removal in a prefab instance. (case 1244047) -- Fixed Microshadow not working correctly in deferred with LightLayers -- Tentative fix for missing include in depth of field shaders. -- Fixed the light overlap scene view draw mode (wasn't working at all). -- Fixed taaFrameIndex and XR tests 4052 and 4053 -- Fixed the prefab integration of custom passes (Prefab Override Highlight not working as expected). -- Cloned volume profile from read only assets are created in the root of the project. (case 1154961) -- Fixed Wizard check on default volume profile to also check it is not the default one in package. -- Fix erroneous central depth sampling in TAA. -- Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset -- Fixed issue with Model Importer materials falling back to the Legacy default material instead of HDRP's default material when import happens at Editor startup. -- Fixed a wrong condition in CameraSwitcher, potentially causing out of bound exceptions. -- Fixed an issue where editing the Look Dev default profile would not reflect directly in the Look Dev window. -- Fixed a bug where the light list is not cleared but still used when resizing the RT. -- Fixed exposure debug shader with XR single-pass rendering. -- Fixed issues with scene view and transparent motion vectors. -- Fixed black screens for linux/HDRP (1246407) -- Fixed a vulkan and metal warning in the SSGI compute shader. -- Fixed an exception due to the color pyramid not allocated when SSGI is enabled. -- Fixed an issue with the first Depth history was incorrectly copied. -- Fixed path traced DoF focusing issue -- Fix an issue with the half resolution Mode (performance) -- Fix an issue with the color intensity of emissive for performance rtgi -- Fixed issue with rendering being mostly broken when target platform disables VR. -- Workaround an issue caused by GetKernelThreadGroupSizes failing to retrieve correct group size. -- Fix issue with fast memory and rendergraph. -- Fixed transparent motion vector framesetting not sanitized. -- Fixed wrong order of post process frame settings. -- Fixed white flash when enabling SSR or SSGI. -- The ray traced indrect diffuse and RTGI were combined wrongly with the rest of the lighting (1254318). -- Fixed an exception happening when using RTSSS without using RTShadows. -- Fix inconsistencies with transparent motion vectors and opaque by allowing camera only transparent motion vectors. -- Fix reflection probe frame settings override -- Fixed certain shadow bias artifacts present in volumetric lighting (case 1231885). -- Fixed area light cookie not updated when switch the light type from a spot that had a cookie. -- Fixed issue with dynamic resolution updating when not in play mode. -- Fixed issue with Contrast Adaptive Sharpening upsample mode and preview camera. -- Fix issue causing blocky artifacts when decals affect metallic and are applied on material with specular color workflow. -- Fixed issue with depth pyramid generation and dynamic resolution. -- Fixed an issue where decals were duplicated in prefab isolation mode. -- Fixed an issue where rendering preview with MSAA might generate render graph errors. -- Fixed compile error in PS4 for planar reflection filtering. -- Fixed issue with blue line in prefabs for volume mode. -- Fixing the internsity being applied to RTAO too early leading to unexpected results (1254626). -- Fix issue that caused sky to incorrectly render when using a custom projection matrix. -- Fixed null reference exception when using depth pre/post pass in shadergraph with alpha clip in the material. -- Appropriately constraint blend distance of reflection probe while editing with the inspector (case 1248931) -- Fixed AxF handling of roughness for Blinn-Phong type materials -- Fixed AxF UI errors when surface type is switched to transparent -- Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change. -- Fixed an exception occuring when a camera doesn't have an HDAdditionalCameraData (1254383). -- Fixed ray tracing with XR single-pass. -- Fixed warning in HDAdditionalLightData OnValidate (cases 1250864, 1244578) -- Fixed a bug related to denoising ray traced reflections. -- Fixed nullref in the layered lit material inspector. -- Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time. -- Fixed an issue where static sky lighting would not be updated for a new scene until it's reloaded at least once. -- Fixed culling for decals when used in prefabs and edited in context. -- Force to rebake probe with missing baked texture. (1253367) -- Fix supported Mac platform detection to handle new major version (11.0) properly -- Fixed typo in the Render Pipeline Wizard under HDRP+VR -- Change transparent SSR name in frame settings to avoid clipping. -- Fixed missing include guards in shadow hlsl files. -- Repaint the scene view whenever the scene exposure override is changed. -- Fixed an error when clearing the SSGI history texture at creation time (1259930). -- Fixed alpha to mask reset when toggling alpha test in the material UI. -- Fixed an issue where opening the look dev window with the light theme would make the window blink and eventually crash unity. -- Fixed fallback for ray tracing and light layers (1258837). -- Fixed Sorting Priority not displayed correctly in the DrawRenderers custom pass UI. -- Fixed glitch in Project settings window when selecting diffusion profiles in material section (case 1253090) -- Fixed issue with light layers bigger than 8 (and above the supported range). -- Fixed issue with culling layer mask of area light's emissive mesh -- Fixed overused the atlas for Animated/Render Target Cookies (1259930). -- Fixed errors when switching area light to disk shape while an area emissive mesh was displayed. -- Fixed default frame settings MSAA toggle for reflection probes (case 1247631) -- Fixed the transparent SSR dependency not being properly disabled according to the asset dependencies (1260271). -- Fixed issue with completely black AO on double sided materials when normal mode is set to None. -- Fixed UI drawing of the quaternion (1251235) -- Fix an issue with the quality mode and perf mode on RTR and RTGI and getting rid of unwanted nans (1256923). -- Fixed unitialized ray tracing resources when using non-default HDRP asset (case 1259467). -- Fixed overused the atlas for Animated/Render Target Cookies (1259930). -- Fixed sky asserts with XR multipass -- Fixed for area light not updating baked light result when modifying with gizmo. -- Fixed robustness issue with GetOddNegativeScale() in ray tracing, which was impacting normal mapping (1261160). -- Fixed regression where moving face of the probe gizmo was not moving its position anymore. -- Fixed XR single-pass macros in tessellation shaders. -- Fixed path-traced subsurface scattering mixing with diffuse and specular BRDFs (1250601). -- Fixed custom pass re-ordering issues. -- Improved robustness of normal mapping when scale is 0, and mapping is extreme (normals in or below the tangent plane). -- Fixed XR Display providers not getting zNear and zFar plane distances passed to them when in HDRP. -- Fixed rendering breaking when disabling tonemapping in the frame settings. -- Fixed issue with serialization of exposure modes in volume profiles not being consistent between HDRP versions (case 1261385). -- Fixed issue with duplicate names in newly created sub-layers in the graphics compositor (case 1263093). -- Remove MSAA debug mode when renderpipeline asset has no MSAA -- Fixed some post processing using motion vectors when they are disabled -- Fixed the multiplier of the environement lights being overriden with a wrong value for ray tracing (1260311). -- Fixed a series of exceptions happening when trying to load an asset during wizard execution (1262171). -- Fixed an issue with Stacklit shader not compiling correctly in player with debug display on (1260579) -- Fixed couple issues in the dependence of building the ray tracing acceleration structure. -- Fix sun disk intensity -- Fixed unwanted ghosting for smooth surfaces. -- Fixing an issue in the recursive rendering flag texture usage. -- Fixed a missing dependecy for choosing to evaluate transparent SSR. -- Fixed issue that failed compilation when XR is disabled. -- Fixed a compilation error in the IES code. -- Fixed issue with dynamic resolution handler when no OnResolutionChange callback is specified. -- Fixed multiple volumes, planar reflection, and decal projector position when creating them from the menu. -- Reduced the number of global keyword used in deferredTile.shader -- Fixed incorrect processing of Ambient occlusion probe (9% error was introduced) -- Fixed multiedition of framesettings drop down (case 1270044) -- Fixed planar probe gizmo - -### Changed -- Improve MIP selection for decals on Transparents -- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled -- Rename Emission Radius to Radius in UI in Point, Spot -- Angular Diameter parameter for directional light is no longuer an advanced property -- DXR: Remove Light Radius and Angular Diamater of Raytrace shadow. Angular Diameter and Radius are used instead. -- Remove MaxSmoothness parameters from UI for point, spot and directional light. The MaxSmoothness is now deduce from Radius Parameters -- DXR: Remove the Ray Tracing Environement Component. Add a Layer Mask to the ray Tracing volume components to define which objects are taken into account for each effect. -- Removed second cubemaps used for shadowing in lookdev -- Disable Physically Based Sky below ground -- Increase max limit of area light and reflection probe to 128 -- Change default texture for detailmap to grey -- Optimize Shadow RT load on Tile based architecture platforms. -- Improved quality of SSAO. -- Moved RequestShadowMapRendering() back to public API. -- Update HDRP DXR Wizard with an option to automatically clone the hdrp config package and setup raytracing to 1 in shaders file. -- Added SceneSelection pass for TerrainLit shader. -- Simplified Light's type API regrouping the logic in one place (Check type in HDAdditionalLightData) -- The support of LOD CrossFade (Dithering transition) in master nodes now required to enable it in the master node settings (Save variant) -- Improved shadow bias, by removing constant depth bias and substituting it with slope-scale bias. -- Fix the default stencil values when a material is created from a SSS ShaderGraph. -- Tweak test asset to be compatible with XR: unlit SG material for canvas and double-side font material -- Slightly tweaked the behaviour of bloom when resolution is low to reduce artifacts. -- Hidden fields in Light Inspector that is not relevant while in BakingOnly mode. -- Changed parametrization of PCSS, now softness is derived from angular diameter (for directional lights) or shape radius (for point/spot lights) and min filter size is now in the [0..1] range. -- Moved the copy of the geometry history buffers to right after the depth mip chain generation. -- Rename "Luminance" to "Nits" in UX for physical light unit -- Rename FrameSettings "SkyLighting" to "SkyReflection" -- Reworked XR automated tests -- The ray traced screen space shadow history for directional, spot and point lights is discarded if the light transform has changed. -- Changed the behavior for ray tracing in case a mesh renderer has both transparent and opaque submeshes. -- Improve history buffer management -- Replaced PlayerSettings.virtualRealitySupported with XRGraphics.tryEnable. -- Remove redundant FrameSettings RealTimePlanarReflection -- Improved a bit the GC calls generated during the rendering. -- Material update is now only triggered when the relevant settings are touched in the shader graph master nodes -- Changed the way Sky Intensity (on Sky volume components) is handled. It's now a combo box where users can choose between Exposure, Multiplier or Lux (for HDRI sky only) instead of both multiplier and exposure being applied all the time. Added a new menu item to convert old profiles. -- Change how method for specular occlusions is decided on inspector shader (Lit, LitTesselation, LayeredLit, LayeredLitTessellation) -- Unlocked SSS, SSR, Motion Vectors and Distortion frame settings for reflections probes. -- Hide unused LOD settings in Quality Settings legacy window. -- Reduced the constrained distance for temporal reprojection of ray tracing denoising -- Removed shadow near plane from the Directional Light Shadow UI. -- Improved the performances of custom pass culling. -- The scene view camera now replicates the physical parameters from the camera tagged as "MainCamera". -- Reduced the number of GC.Alloc calls, one simple scene without plarnar / probes, it should be 0B. -- Renamed ProfilingSample to ProfilingScope and unified API. Added GPU Timings. -- Updated macros to be compatible with the new shader preprocessor. -- Ray tracing reflection temporal filtering is now done in pre-exposed space -- Search field selects the appropriate fields in both project settings panels 'HDRP Default Settings' and 'Quality/HDRP' -- Disabled the refraction and transmission map keywords if the material is opaque. -- Keep celestial bodies outside the atmosphere. -- Updated the MSAA documentation to specify what features HDRP supports MSAA for and what features it does not. -- Shader use for Runtime Debug Display are now correctly stripper when doing a release build -- Now each camera has its own Volume Stack. This allows Volume Parameters to be updated as early as possible and be ready for the whole frame without conflicts between cameras. -- Disable Async for SSR, SSAO and Contact shadow when aggregated ray tracing frame setting is on. -- Improved performance when entering play mode without domain reload by a factor of ~25 -- Renamed the camera profiling sample to include the camera name -- Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes. -- Renamed the camera profiling sample to include the camera name -- Renamed the post processing graphic formats to match the new convention. -- The restart in Wizard for DXR will always be last fix from now on -- Refactoring pre-existing materials to share more shader code between rasterization and ray tracing. -- Setting a material's Refraction Model to Thin does not overwrite the Thickness and Transmission Absorption Distance anymore. -- Removed Wind textures from runtime as wind is no longer built into the pipeline -- Changed Shader Graph titles of master nodes to be more easily searchable ("HDRP/x" -> "x (HDRP)") -- Expose StartSinglePass() and StopSinglePass() as public interface for XRPass -- Replaced the Texture array for 2D cookies (spot, area and directional lights) and for planar reflections by an atlas. -- Moved the tier defining from the asset to the concerned volume components. -- Changing from a tier management to a "mode" management for reflection and GI and removing the ability to enable/disable deferred and ray bining (they are now implied by performance mode) -- The default FrameSettings for ScreenSpaceShadows is set to true for Camera in order to give a better workflow for DXR. -- Refactor internal usage of Stencil bits. -- Changed how the material upgrader works and added documentation for it. -- Custom passes now disable the stencil when overwriting the depth and not writing into it. -- Renamed the camera profiling sample to include the camera name -- Changed the way the shadow casting property of transparent and tranmissive materials is handeled for ray tracing. -- Changed inspector materials stencil setting code to have more sharing. -- Updated the default scene and default DXR scene and DefaultVolumeProfile. -- Changed the way the length parameter is used for ray traced contact shadows. -- Improved the coherency of PCSS blur between cascades. -- Updated VR checks in Wizard to reflect new XR System. -- Removing unused alpha threshold depth prepass and post pass for fabric shader graph. -- Transform result from CIE XYZ to sRGB color space in EvalSensitivity for iridescence. -- Moved BeginCameraRendering callback right before culling. -- Changed the visibility of the Indirect Lighting Controller component to public. -- Renamed the cubemap used for diffuse convolution to a more explicit name for the memory profiler. -- Improved behaviour of transmission color on transparent surfaces in path tracing. -- Light dimmer can now get values higher than one and was renamed to multiplier in the UI. -- Removed info box requesting volume component for Visual Environment and updated the documentation with the relevant information. -- Improved light selection oracle for light sampling in path tracing. -- Stripped ray tracing subsurface passes with ray tracing is not enabled. -- Remove LOD cross fade code for ray tracing shaders -- Removed legacy VR code -- Add range-based clipping to box lights (case 1178780) -- Improve area light culling (case 1085873) -- Light Hierarchy debug mode can now adjust Debug Exposure for visualizing high exposure scenes. -- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. -- Renamed "Environment" to "Reflection Probes" in tile/cluster debug menu. -- Utilities namespace is obsolete, moved its content to UnityEngine.Rendering (case 1204677) -- Obsolete Utilities namespace was removed, instead use UnityEngine.Rendering (case 1204677) -- Moved most of the compute shaders to the multi_compile API instead of multiple kernels. -- Use multi_compile API for deferred compute shader with shadow mask. -- Remove the raytracing rendering queue system to make recursive raytraced material work when raytracing is disabled -- Changed a few resources used by ray tracing shaders to be global resources (using register space1) for improved CPU performance. -- All custom pass volumes are now executed for one injection point instead of the first one. -- Hidden unsupported choice in emission in Materials -- Temporal Anti aliasing improvements. -- Optimized PrepareLightsForGPU (cost reduced by over 25%) and PrepareGPULightData (around twice as fast now). -- Moved scene view camera settings for HDRP from the preferences window to the scene view camera settings window. -- Updated shaders to be compatible with Microsoft's DXC. -- Debug exposure in debug menu have been replace to debug exposure compensation in EV100 space and is always visible. -- Further optimized PrepareLightsForGPU (3x faster with few shadows, 1.4x faster with a lot of shadows or equivalently cost reduced by 68% to 37%). -- Raytracing: Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform. -- Raytracing: Removed the dynamic lightmap multicompile. -- Raytracing: Remove the LOD cross fade multi compile for ray tracing. -- Cookie are now supported in lightmaper. All lights casting cookie and baked will now include cookie influence. -- Avoid building the mip chain a second time for SSR for transparent objects. -- Replaced "High Quality" Subsurface Scattering with a set of Quality Levels. -- Replaced "High Quality" Volumetric Lighting with "Screen Resolution Percentage" and "Volume Slice Count" on the Fog volume component. -- Merged material samples and shader samples -- Update material samples scene visuals -- Use multi_compile API for deferred compute shader with shadow mask. -- Made the StaticLightingSky class public so that users can change it by script for baking purpose. -- Shadowmask and realtime reflectoin probe property are hide in Quality settings -- Improved performance of reflection probe management when using a lot of probes. -- Ignoring the disable SSR flags for recursive rendering. -- Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. -- Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering. -- MSAA Within Forward Frame Setting is now enabled by default on Cameras when new Render Pipeline Asset is created -- Slightly changed the TAA anti-flicker mechanism so that it is more aggressive on almost static images (only on High preset for now). -- Changed default exposure compensation to 0. -- Refactored shadow caching system. -- Removed experimental namespace for ray tracing code. -- Increase limit for max numbers of lights in UX -- Removed direct use of BSDFData in the path tracing pass, delegated to the material instead. -- Pre-warm the RTHandle system to reduce the amount of memory allocations and the total memory needed at all points. -- DXR: Only read the geometric attributes that are required using the share pass info and shader graph defines. -- DXR: Dispatch binned rays in 1D instead of 2D. -- Lit and LayeredLit tessellation cross lod fade don't used dithering anymore between LOD but fade the tessellation height instead. Allow a smoother transition -- Changed the way planar reflections are filtered in order to be a bit more "physically based". -- Increased path tracing BSDFs roughness range from [0.001, 0.999] to [0.00001, 0.99999]. -- Changing the default SSGI radius for the all configurations. -- Changed the default parameters for quality RTGI to match expected behavior. -- Add color clear pass while rendering XR occlusion mesh to avoid leaks. -- Only use one texture for ray traced reflection upscaling. -- Adjust the upscale radius based on the roughness value. -- DXR: Changed the way the filter size is decided for directional, point and spot shadows. -- Changed the default exposure mode to "Automatic (Histogram)", along with "Limit Min" to -4 and "Limit Max" to 16. -- Replaced the default scene system with the builtin Scene Template feature. -- Changed extensions of shader CAS include files. -- Making the planar probe atlas's format match the color buffer's format. -- Removing the planarReflectionCacheCompressed setting from asset. -- SHADERPASS for TransparentDepthPrepass and TransparentDepthPostpass identification is using respectively SHADERPASS_TRANSPARENT_DEPTH_PREPASS and SHADERPASS_TRANSPARENT_DEPTH_POSTPASS -- Moved the Parallax Occlusion Mapping node into Shader Graph. -- Renamed the debug name from SSAO to ScreenSpaceAmbientOcclusion (1254974). -- Added missing tooltips and improved the UI of the aperture control (case 1254916). -- Fixed wrong tooltips in the Dof Volume (case 1256641). -- The `CustomPassLoadCameraColor` and `CustomPassSampleCameraColor` functions now returns the correct color buffer when used in after post process instead of the color pyramid (which didn't had post processes). -- PBR Sky now doesn't go black when going below sea level, but it instead freezes calculation as if on the horizon. -- Fixed an issue with quality setting foldouts not opening when clicking on them (1253088). -- Shutter speed can now be changed by dragging the mouse over the UI label (case 1245007). -- Remove the 'Point Cube Size' for cookie, use the Cubemap size directly. -- VFXTarget with Unlit now allows EmissiveColor output to be consistent with HDRP unlit. -- Only building the RTAS if there is an effect that will require it (1262217). -- Fixed the first ray tracing frame not having the light cluster being set up properly (1260311). -- Render graph pre-setup for ray traced ambient occlusion. -- Avoid casting multiple rays and denoising for hard directional, point and spot ray traced shadows (1261040). -- Making sure the preview cameras do not use ray tracing effects due to a by design issue to build ray tracing acceleration structures (1262166). -- Preparing ray traced reflections for the render graph support (performance and quality). -- Preparing recursive rendering for the render graph port. -- Preparation pass for RTGI, temporal filter and diffuse denoiser for render graph. -- Updated the documentation for the DXR implementation. -- Changed the DXR wizard to support optional checks. -- Changed the DXR wizard steps. -- Preparation pass for RTSSS to be supported by render graph. -- Changed the color space of EmissiveColorLDR property on all shader. Was linear but should have been sRGB. Auto upgrade script handle the conversion. - -## [7.1.1] - 2019-09-05 - -### Added -- Transparency Overdraw debug mode. Allows to visualize transparent objects draw calls as an "heat map". -- Enabled single-pass instancing support for XR SDK with new API cmd.SetInstanceMultiplier() -- XR settings are now available in the HDRP asset -- Support for Material Quality in Shader Graph -- Material Quality support selection in HDRP Asset -- Renamed XR shader macro from UNITY_STEREO_ASSIGN_COMPUTE_EYE_INDEX to UNITY_XR_ASSIGN_VIEW_INDEX -- Raytracing ShaderGraph node for HDRP shaders -- Custom passes volume component with 3 injection points: Before Rendering, Before Transparent and Before Post Process -- Alpha channel is now properly exported to camera render textures when using FP16 color buffer format -- Support for XR SDK mirror view modes -- HD Master nodes in Shader Graph now support Normal and Tangent modification in vertex stage. -- DepthOfFieldCoC option in the fullscreen debug modes. -- Added override Ambient Occlusion option on debug windows -- Added Custom Post Processes with 3 injection points: Before Transparent, Before Post Process and After Post Process -- Added draft of minimal interactive path tracing (experimental) based on DXR API - Support only 4 area light, lit and unlit shader (non-shadergraph) -- Small adjustments to TAA anti flicker (more aggressive on high values). - -### Fixed -- Fixed wizard infinite loop on cancellation -- Fixed with compute shader error about too many threads in threadgroup on low GPU -- Fixed invalid contact shadow shaders being created on metal -- Fixed a bug where if Assembly.GetTypes throws an exception due to mis-versioned dlls, then no preprocessors are used in the shader stripper -- Fixed typo in AXF decal property preventing to compile -- Fixed reflection probe with XR single-pass and FPTL -- Fixed force gizmo shown when selecting camera in hierarchy -- Fixed issue with XR occlusion mesh and dynamic resolution -- Fixed an issue where lighting compute buffers were re-created with the wrong size when resizing the window, causing tile artefacts at the top of the screen. -- Fix FrameSettings names and tooltips -- Fixed error with XR SDK when the Editor is not in focus -- Fixed errors with RenderGraph, XR SDK and occlusion mesh -- Fixed shadow routines compilation errors when "real" type is a typedef on "half". -- Fixed toggle volumetric lighting in the light UI -- Fixed post-processing history reset handling rt-scale incorrectly -- Fixed crash with terrain and XR multi-pass -- Fixed ShaderGraph material synchronization issues -- Fixed a null reference exception when using an Emissive texture with Unlit shader (case 1181335) -- Fixed an issue where area lights and point lights where not counted separately with regards to max lights on screen (case 1183196) -- Fixed an SSR and Subsurface Scattering issue (appearing black) when using XR. - -### Changed -- Update Wizard layout. -- Remove almost all Garbage collection call within a frame. -- Rename property AdditionalVeclocityChange to AddPrecomputeVelocity -- Call the End/Begin camera rendering callbacks for camera with customRender enabled -- Changeg framesettings migration order of postprocess flags as a pr for reflection settings flags have been backported to 2019.2 -- Replaced usage of ENABLE_VR in XRSystem.cs by version defines based on the presence of the built-in VR and XR modules -- Added an update virtual function to the SkyRenderer class. This is called once per frame. This allows a given renderer to amortize heavy computation at the rate it chooses. Currently only the physically based sky implements this. -- Removed mandatory XRPass argument in HDCamera.GetOrCreate() -- Restored the HDCamera parameter to the sky rendering builtin parameters. -- Removed usage of StructuredBuffer for XR View Constants -- Expose Direct Specular Lighting control in FrameSettings -- Deprecated ExponentialFog and VolumetricFog volume components. Now there is only one exponential fog component (Fog) which can add Volumetric Fog as an option. Added a script in Edit -> Render Pipeline -> Upgrade Fog Volume Components. - -## [7.0.1] - 2019-07-25 - -### Added -- Added option in the config package to disable globally Area Lights and to select shadow quality settings for the deferred pipeline. -- When shader log stripping is enabled, shader stripper statistics will be written at `Temp/shader-strip.json` -- Occlusion mesh support from XR SDK - -### Fixed -- Fixed XR SDK mirror view blit, cleanup some XRTODO and removed XRDebug.cs -- Fixed culling for volumetrics with XR single-pass rendering -- Fix shadergraph material pass setup not called -- Fixed documentation links in component's Inspector header bar -- Cookies using the render texture output from a camera are now properly updated -- Allow in ShaderGraph to enable pre/post pass when the alpha clip is disabled - -### Changed -- RenderQueue for Opaque now start at Background instead of Geometry. -- Clamp the area light size for scripting API when we change the light type -- Added a warning in the material UI when the diffusion profile assigned is not in the HDRP asset - - -## [7.0.0] - 2019-07-17 - -### Added -- `Fixed`, `Viewer`, and `Automatic` modes to compute the FOV used when rendering a `PlanarReflectionProbe` -- A checkbox to toggle the chrome gizmo of `ReflectionProbe`and `PlanarReflectionProbe` -- Added a Light layer in shadows that allow for objects to cast shadows without being affected by light (and vice versa). -- You can now access ShaderGraph blend states from the Material UI (for example, **Surface Type**, **Sorting Priority**, and **Blending Mode**). This change may break Materials that use a ShaderGraph, to fix them, select **Edit > Render Pipeline > Reset all ShaderGraph Scene Materials BlendStates**. This syncs the blendstates of you ShaderGraph master nodes with the Material properties. -- You can now control ZTest, ZWrite, and CullMode for transparent Materials. -- Materials that use Unlit Shaders or Unlit Master Node Shaders now cast shadows. -- Added an option to enable the ztest on **After Post Process** materials when TAA is disabled. -- Added a new SSAO (based on Ground Truth Ambient Occlusion algorithm) to replace the previous one. -- Added support for shadow tint on light -- BeginCameraRendering and EndCameraRendering callbacks are now called with probes -- Adding option to update shadow maps only On Enable and On Demand. -- Shader Graphs that use time-dependent vertex modification now generate correct motion vectors. -- Added option to allow a custom spot angle for spot light shadow maps. -- Added frame settings for individual post-processing effects -- Added dither transition between cascades for Low and Medium quality settings -- Added single-pass instancing support with XR SDK -- Added occlusion mesh support with XR SDK -- Added support of Alembic velocity to various shaders -- Added support for more than 2 views for single-pass instancing -- Added support for per punctual/directional light min roughness in StackLit -- Added mirror view support with XR SDK -- Added VR verification in HDRPWizard -- Added DXR verification in HDRPWizard -- Added feedbacks in UI of Volume regarding skies -- Cube LUT support in Tonemapping. Cube LUT helpers for external grading are available in the Post-processing Sample package. - -### Fixed -- Fixed an issue with history buffers causing effects like TAA or auto exposure to flicker when more than one camera was visible in the editor -- The correct preview is displayed when selecting multiple `PlanarReflectionProbe`s -- Fixed volumetric rendering with camera-relative code and XR stereo instancing -- Fixed issue with flashing cyan due to async compilation of shader when selecting a mesh -- Fix texture type mismatch when the contact shadow are disabled (causing errors on IOS devices) -- Fixed Generate Shader Includes while in package -- Fixed issue when texture where deleted in ShadowCascadeGUI -- Fixed issue in FrameSettingsHistory when disabling a camera several time without enabling it in between. -- Fixed volumetric reprojection with camera-relative code and XR stereo instancing -- Added custom BaseShaderPreprocessor in HDEditorUtils.GetBaseShaderPreprocessorList() -- Fixed compile issue when USE_XR_SDK is not defined -- Fixed procedural sky sun disk intensity for high directional light intensities -- Fixed Decal mip level when using texture mip map streaming to avoid dropping to lowest permitted mip (now loading all mips) -- Fixed deferred shading for XR single-pass instancing after lightloop refactor -- Fixed cluster and material classification debug (material classification now works with compute as pixel shader lighting) -- Fixed IOS Nan by adding a maximun epsilon definition REAL_EPS that uses HALF_EPS when fp16 are used -- Removed unnecessary GC allocation in motion blur code -- Fixed locked UI with advanded influence volume inspector for probes -- Fixed invalid capture direction when rendering planar reflection probes -- Fixed Decal HTILE optimization with platform not supporting texture atomatic (Disable it) -- Fixed a crash in the build when the contact shadows are disabled -- Fixed camera rendering callbacks order (endCameraRendering was being called before the actual rendering) -- Fixed issue with wrong opaque blending settings for After Postprocess -- Fixed issue with Low resolution transparency on PS4 -- Fixed a memory leak on volume profiles -- Fixed The Parallax Occlusion Mappping node in shader graph and it's UV input slot -- Fixed lighting with XR single-pass instancing by disabling deferred tiles -- Fixed the Bloom prefiltering pass -- Fixed post-processing effect relying on Unity's random number generator -- Fixed camera flickering when using TAA and selecting the camera in the editor -- Fixed issue with single shadow debug view and volumetrics -- Fixed most of the problems with light animation and timeline -- Fixed indirect deferred compute with XR single-pass instancing -- Fixed a slight omission in anisotropy calculations derived from HazeMapping in StackLit -- Improved stack computation numerical stability in StackLit -- Fix PBR master node always opaque (wrong blend modes for forward pass) -- Fixed TAA with XR single-pass instancing (missing macros) -- Fixed an issue causing Scene View selection wire gizmo to not appear when using HDRP Shader Graphs. -- Fixed wireframe rendering mode (case 1083989) -- Fixed the renderqueue not updated when the alpha clip is modified in the material UI. -- Fixed the PBR master node preview -- Remove the ReadOnly flag on Reflection Probe's cubemap assets during bake when there are no VCS active. -- Fixed an issue where setting a material debug view would not reset the other exclusive modes -- Spot light shapes are now correctly taken into account when baking -- Now the static lighting sky will correctly take the default values for non-overridden properties -- Fixed material albedo affecting the lux meter -- Extra test in deferred compute shading to avoid shading pixels that were not rendered by the current camera (for camera stacking) - -### Changed -- Optimization: Reduce the group size of the deferred lighting pass from 16x16 to 8x8 -- Replaced HDCamera.computePassCount by viewCount -- Removed xrInstancing flag in RTHandles (replaced by TextureXR.slices and TextureXR.dimensions) -- Refactor the HDRenderPipeline and lightloop code to preprare for high level rendergraph -- Removed the **Back Then Front Rendering** option in the fabric Master Node settings. Enabling this option previously did nothing. -- Changed shader type Real to translate to FP16 precision on some platforms. -- Shader framework refactor: Introduce CBSDF, EvaluateBSDF, IsNonZeroBSDF to replace BSDF functions -- Shader framework refactor: GetBSDFAngles, LightEvaluation and SurfaceShading functions -- Replace ComputeMicroShadowing by GetAmbientOcclusionForMicroShadowing -- Rename WorldToTangent to TangentToWorld as it was incorrectly named -- Remove SunDisk and Sun Halo size from directional light -- Remove all obsolete wind code from shader -- Renamed DecalProjectorComponent into DecalProjector for API alignment. -- Improved the Volume UI and made them Global by default -- Remove very high quality shadow option -- Change default for shadow quality in Deferred to Medium -- Enlighten now use inverse squared falloff (before was using builtin falloff) -- Enlighten is now deprecated. Please use CPU or GPU lightmaper instead. -- Remove the name in the diffusion profile UI -- Changed how shadow map resolution scaling with distance is computed. Now it uses screen space area rather than light range. -- Updated MoreOptions display in UI -- Moved Display Area Light Emissive Mesh script API functions in the editor namespace -- direct strenght properties in ambient occlusion now affect direct specular as well -- Removed advanced Specular Occlusion control in StackLit: SSAO based SO control is hidden and fixed to behave like Lit, SPTD is the only HQ technique shown for baked SO. -- Shader framework refactor: Changed ClampRoughness signature to include PreLightData access. -- HDRPWizard window is now in Window > General > HD Render Pipeline Wizard -- Moved StaticLightingSky to LightingWindow -- Removes the current "Scene Settings" and replace them with "Sky & Fog Settings" (with Physically Based Sky and Volumetric Fog). -- Changed how cached shadow maps are placed inside the atlas to minimize re-rendering of them. - -## [6.7.0-preview] - 2019-05-16 - -### Added -- Added ViewConstants StructuredBuffer to simplify XR rendering -- Added API to render specific settings during a frame -- Added stadia to the supported platforms (2019.3) -- Enabled cascade blends settings in the HD Shadow component -- Added Hardware Dynamic Resolution support. -- Added MatCap debug view to replace the no scene lighting debug view. -- Added clear GBuffer option in FrameSettings (default to false) -- Added preview for decal shader graph (Only albedo, normal and emission) -- Added exposure weight control for decal -- Screen Space Directional Shadow under a define option. Activated for ray tracing -- Added a new abstraction for RendererList that will help transition to Render Graph and future RendererList API -- Added multipass support for VR -- Added XR SDK integration (multipass only) -- Added Shader Graph samples for Hair, Fabric and Decal master nodes. -- Add fade distance, shadow fade distance and light layers to light explorer -- Add method to draw light layer drawer in a rect to HDEditorUtils - -### Fixed -- Fixed deserialization crash at runtime -- Fixed for ShaderGraph Unlit masternode not writing velocity -- Fixed a crash when assiging a new HDRP asset with the 'Verify Saving Assets' option enabled -- Fixed exposure to properly support TEXTURE2D_X -- Fixed TerrainLit basemap texture generation -- Fixed a bug that caused nans when material classification was enabled and a tile contained one standard material + a material with transmission. -- Fixed gradient sky hash that was not using the exposure hash -- Fixed displayed default FrameSettings in HDRenderPipelineAsset wrongly updated on scripts reload. -- Fixed gradient sky hash that was not using the exposure hash. -- Fixed visualize cascade mode with exposure. -- Fixed (enabled) exposure on override lighting debug modes. -- Fixed issue with LightExplorer when volume have no profile -- Fixed issue with SSR for negative, infinite and NaN history values -- Fixed LightLayer in HDReflectionProbe and PlanarReflectionProbe inspector that was not displayed as a mask. -- Fixed NaN in transmission when the thickness and a color component of the scattering distance was to 0 -- Fixed Light's ShadowMask multi-edition. -- Fixed motion blur and SMAA with VR single-pass instancing -- Fixed NaNs generated by phase functionsin volumetric lighting -- Fixed NaN issue with refraction effect and IOR of 1 at extreme grazing angle -- Fixed nan tracker not using the exposure -- Fixed sorting priority on lit and unlit materials -- Fixed null pointer exception when there are no AOVRequests defined on a camera -- Fixed dirty state of prefab using disabled ReflectionProbes -- Fixed an issue where gizmos and editor grid were not correctly depth tested -- Fixed created default scene prefab non editable due to wrong file extension. -- Fixed an issue where sky convolution was recomputed for nothing when a preview was visible (causing extreme slowness when fabric convolution is enabled) -- Fixed issue with decal that wheren't working currently in player -- Fixed missing stereo rendering macros in some fragment shaders -- Fixed exposure for ReflectionProbe and PlanarReflectionProbe gizmos -- Fixed single-pass instancing on PSVR -- Fixed Vulkan shader issue with Texture2DArray in ScreenSpaceShadow.compute by re-arranging code (workaround) -- Fixed camera-relative issue with lights and XR single-pass instancing -- Fixed single-pass instancing on Vulkan -- Fixed htile synchronization issue with shader graph decal -- Fixed Gizmos are not drawn in Camera preview -- Fixed pre-exposure for emissive decal -- Fixed wrong values computed in PreIntegrateFGD and in the generation of volumetric lighting data by forcing the use of fp32. -- Fixed NaNs arising during the hair lighting pass -- Fixed synchronization issue in decal HTile that occasionally caused rendering artifacts around decal borders -- Fixed QualitySettings getting marked as modified by HDRP (and thus checked out in Perforce) -- Fixed a bug with uninitialized values in light explorer -- Fixed issue with LOD transition -- Fixed shader warnings related to raytracing and TEXTURE2D_X - -### Changed -- Refactor PixelCoordToViewDirWS to be VR compatible and to compute it only once per frame -- Modified the variants stripper to take in account multiple HDRP assets used in the build. -- Improve the ray biasing code to avoid self-intersections during the SSR traversal -- Update Pyramid Spot Light to better match emitted light volume. -- Moved _XRViewConstants out of UnityPerPassStereo constant buffer to fix issues with PSSL -- Removed GetPositionInput_Stereo() and single-pass (double-wide) rendering mode -- Changed label width of the frame settings to accommodate better existing options. -- SSR's Default FrameSettings for camera is now enable. -- Re-enabled the sharpening filter on Temporal Anti-aliasing -- Exposed HDEditorUtils.LightLayerMaskDrawer for integration in other packages and user scripting. -- Rename atmospheric scattering in FrameSettings to Fog -- The size modifier in the override for the culling sphere in Shadow Cascades now defaults to 0.6, which is the same as the formerly hardcoded value. -- Moved LOD Bias and Maximum LOD Level from Frame Setting section `Other` to `Rendering` -- ShaderGraph Decal that affect only emissive, only draw in emissive pass (was drawing in dbuffer pass too) -- Apply decal projector fade factor correctly on all attribut and for shader graph decal -- Move RenderTransparentDepthPostpass after all transparent -- Update exposure prepass to interleave XR single-pass instancing views in a checkerboard pattern -- Removed ScriptRuntimeVersion check in wizard. - -## [6.6.0-preview] - 2019-04-01 - -### Added -- Added preliminary changes for XR deferred shading -- Added support of 111110 color buffer -- Added proper support for Recorder in HDRP -- Added depth offset input in shader graph master nodes -- Added a Parallax Occlusion Mapping node -- Added SMAA support -- Added Homothety and Symetry quick edition modifier on volume used in ReflectionProbe, PlanarReflectionProbe and DensityVolume -- Added multi-edition support for DecalProjectorComponent -- Improve hair shader -- Added the _ScreenToTargetScaleHistory uniform variable to be used when sampling HDRP RTHandle history buffers. -- Added settings in `FrameSettings` to change `QualitySettings.lodBias` and `QualitySettings.maximumLODLevel` during a rendering -- Added an exposure node to retrieve the current, inverse and previous frame exposure value. -- Added an HD scene color node which allow to sample the scene color with mips and a toggle to remove the exposure. -- Added safeguard on HD scene creation if default scene not set in the wizard -- Added Low res transparency rendering pass. - -### Fixed -- Fixed HDRI sky intensity lux mode -- Fixed dynamic resolution for XR -- Fixed instance identifier semantic string used by Shader Graph -- Fixed null culling result occuring when changing scene that was causing crashes -- Fixed multi-edition light handles and inspector shapes -- Fixed light's LightLayer field when multi-editing -- Fixed normal blend edition handles on DensityVolume -- Fixed an issue with layered lit shader and height based blend where inactive layers would still have influence over the result -- Fixed multi-selection handles color for DensityVolume -- Fixed multi-edition inspector's blend distances for HDReflectionProbe, PlanarReflectionProbe and DensityVolume -- Fixed metric distance that changed along size in DensityVolume -- Fixed DensityVolume shape handles that have not same behaviour in advance and normal edition mode -- Fixed normal map blending in TerrainLit by only blending the derivatives -- Fixed Xbox One rendering just a grey screen instead of the scene -- Fixed probe handles for multiselection -- Fixed baked cubemap import settings for convolution -- Fixed regression causing crash when attempting to open HDRenderPipelineWizard without an HDRenderPipelineAsset setted -- Fixed FullScreenDebug modes: SSAO, SSR, Contact shadow, Prerefraction Color Pyramid, Final Color Pyramid -- Fixed volumetric rendering with stereo instancing -- Fixed shader warning -- Fixed missing resources in existing asset when updating package -- Fixed PBR master node preview in forward rendering or transparent surface -- Fixed deferred shading with stereo instancing -- Fixed "look at" edition mode of Rotation tool for DecalProjectorComponent -- Fixed issue when switching mode in ReflectionProbe and PlanarReflectionProbe -- Fixed issue where migratable component version where not always serialized when part of prefab's instance -- Fixed an issue where shadow would not be rendered properly when light layer are not enabled -- Fixed exposure weight on unlit materials -- Fixed Light intensity not played in the player when recorded with animation/timeline -- Fixed some issues when multi editing HDRenderPipelineAsset -- Fixed emission node breaking the main shader graph preview in certain conditions. -- Fixed checkout of baked probe asset when baking probes. -- Fixed invalid gizmo position for rotated ReflectionProbe -- Fixed multi-edition of material's SurfaceType and RenderingPath -- Fixed whole pipeline reconstruction on selecting for the first time or modifying other than the currently used HDRenderPipelineAsset -- Fixed single shadow debug mode -- Fixed global scale factor debug mode when scale > 1 -- Fixed debug menu material overrides not getting applied to the Terrain Lit shader -- Fixed typo in computeLightVariants -- Fixed deferred pass with XR instancing by disabling ComputeLightEvaluation -- Fixed bloom resolution independence -- Fixed lens dirt intensity not behaving properly -- Fixed the Stop NaN feature -- Fixed some resources to handle more than 2 instanced views for XR -- Fixed issue with black screen (NaN) produced on old GPU hardware or intel GPU hardware with gaussian pyramid -- Fixed issue with disabled punctual light would still render when only directional light is present - -### Changed -- DensityVolume scripting API will no longuer allow to change between advance and normal edition mode -- Disabled depth of field, lens distortion and panini projection in the scene view -- TerrainLit shaders and includes are reorganized and made simpler. -- TerrainLit shader GUI now allows custom properties to be displayed in the Terrain fold-out section. -- Optimize distortion pass with stencil -- Disable SceneSelectionPass in shader graph preview -- Control punctual light and area light shadow atlas separately -- Move SMAA anti-aliasing option to after Temporal Anti Aliasing one, to avoid problem with previously serialized project settings -- Optimize rendering with static only lighting and when no cullable lights/decals/density volumes are present. -- Updated handles for DecalProjectorComponent for enhanced spacial position readability and have edition mode for better SceneView management -- DecalProjectorComponent are now scale independent in order to have reliable metric unit (see new Size field for changing the size of the volume) -- Restructure code from HDCamera.Update() by adding UpdateAntialiasing() and UpdateViewConstants() -- Renamed velocity to motion vectors -- Objects rendered during the After Post Process pass while TAA is enabled will not benefit from existing depth buffer anymore. This is done to fix an issue where those object would wobble otherwise -- Removed usage of builtin unity matrix for shadow, shadow now use same constant than other view -- The default volume layer mask for cameras & probes is now `Default` instead of `Everything` - -## [6.5.0-preview] - 2019-03-07 - -### Added -- Added depth-of-field support with stereo instancing -- Adding real time area light shadow support -- Added a new FrameSettings: Specular Lighting to toggle the specular during the rendering - -### Fixed -- Fixed diffusion profile upgrade breaking package when upgrading to a new version -- Fixed decals cropped by gizmo not updating correctly if prefab -- Fixed an issue when enabling SSR on multiple view -- Fixed edition of the intensity's unit field while selecting multiple lights -- Fixed wrong calculation in soft voxelization for density volume -- Fixed gizmo not working correctly with pre-exposure -- Fixed issue with setting a not available RT when disabling motion vectors -- Fixed planar reflection when looking at mirror normal -- Fixed mutiselection issue with HDLight Inspector -- Fixed HDAdditionalCameraData data migration -- Fixed failing builds when light explorer window is open -- Fixed cascade shadows border sometime causing artefacts between cascades -- Restored shadows in the Cascade Shadow debug visualization -- `camera.RenderToCubemap` use proper face culling - -### Changed -- When rendering reflection probe disable all specular lighting and for metals use fresnelF0 as diffuse color for bake lighting. - -## [6.4.0-preview] - 2019-02-21 - -### Added -- VR: Added TextureXR system to selectively expand TEXTURE2D macros to texture array for single-pass stereo instancing + Convert textures call to these macros -- Added an unit selection dropdown next to shutter speed (camera) -- Added error helpbox when trying to use a sub volume component that require the current HDRenderPipelineAsset to support a feature that it is not supporting. -- Add mesh for tube light when display emissive mesh is enabled - -### Fixed -- Fixed Light explorer. The volume explorer used `profile` instead of `sharedProfile` which instantiate a custom volume profile instead of editing the asset itself. -- Fixed UI issue where all is displayed using metric unit in shadow cascade and Percent is set in the unit field (happening when opening the inspector). -- Fixed inspector event error when double clicking on an asset (diffusion profile/material). -- Fixed nullref on layered material UI when the material is not an asset. -- Fixed nullref exception when undo/redo a light property. -- Fixed visual bug when area light handle size is 0. - -### Changed -- Update UI for 32bit/16bit shadow precision settings in HDRP asset -- Object motion vectors have been disabled in all but the game view. Camera motion vectors are still enabled everywhere, allowing TAA and Motion Blur to work on static objects. -- Enable texture array by default for most rendering code on DX11 and unlock stereo instancing (DX11 only for now) - -## [6.3.0-preview] - 2019-02-18 - -### Added -- Added emissive property for shader graph decals -- Added a diffusion profile override volume so the list of diffusion profile assets to use can be chanaged without affecting the HDRP asset -- Added a "Stop NaNs" option on cameras and in the Scene View preferences. -- Added metric display option in HDShadowSettings and improve clamping -- Added shader parameter mapping in DebugMenu -- Added scripting API to configure DebugData for DebugMenu - -### Fixed -- Fixed decals in forward -- Fixed issue with stencil not correctly setup for various master node and shader for the depth pass, motion vector pass and GBuffer/Forward pass -- Fixed SRP batcher and metal -- Fixed culling and shadows for Pyramid, Box, Rectangle and Tube lights -- Fixed an issue where scissor render state leaking from the editor code caused partially black rendering - -### Changed -- When a lit material has a clear coat mask that is not null, we now use the clear coat roughness to compute the screen space reflection. -- Diffusion profiles are now limited to one per asset and can be referenced in materials, shader graphs and vfx graphs. Materials will be upgraded automatically except if they are using a shader graph, in this case it will display an error message. - -## [6.2.0-preview] - 2019-02-15 - -### Added -- Added help box listing feature supported in a given HDRenderPipelineAsset alongs with the drawbacks implied. -- Added cascade visualizer, supporting disabled handles when not overriding. - -### Fixed -- Fixed post processing with stereo double-wide -- Fixed issue with Metal: Use sign bit to find the cache type instead of lowest bit. -- Fixed invalid state when creating a planar reflection for the first time -- Fix FrameSettings's LitShaderMode not restrained by supported LitShaderMode regression. - -### Changed -- The default value roughness value for the clearcoat has been changed from 0.03 to 0.01 -- Update default value of based color for master node -- Update Fabric Charlie Sheen lighting model - Remove Fresnel component that wasn't part of initial model + Remap smoothness to [0.0 - 0.6] range for more artist friendly parameter - -### Changed -- Code refactor: all macros with ARGS have been swapped with macros with PARAM. This is because the ARGS macros were incorrectly named. - -## [6.1.0-preview] - 2019-02-13 - -### Added -- Added support for post-processing anti-aliasing in the Scene View (FXAA and TAA). These can be set in Preferences. -- Added emissive property for decal material (non-shader graph) - -### Fixed -- Fixed a few UI bugs with the color grading curves. -- Fixed "Post Processing" in the scene view not toggling post-processing effects -- Fixed bake only object with flag `ReflectionProbeStaticFlag` when baking a `ReflectionProbe` - -### Changed -- Removed unsupported Clear Depth checkbox in Camera inspector -- Updated the toggle for advanced mode in inspectors. - -## [6.0.0-preview] - 2019-02-23 - -### Added -- Added new API to perform a camera rendering -- Added support for hair master node (Double kajiya kay - Lambert) -- Added Reset behaviour in DebugMenu (ingame mapping is right joystick + B) -- Added Default HD scene at new scene creation while in HDRP -- Added Wizard helping to configure HDRP project -- Added new UI for decal material to allow remapping and scaling of some properties -- Added cascade shadow visualisation toggle in HD shadow settings -- Added icons for assets -- Added replace blending mode for distortion -- Added basic distance fade for density volumes -- Added decal master node for shader graph -- Added HD unlit master node (Cross Pipeline version is name Unlit) -- Added new Rendering Queue in materials -- Added post-processing V3 framework embed in HDRP, remove postprocess V2 framework -- Post-processing now uses the generic volume framework -- New depth-of-field, bloom, panini projection effects, motion blur -- Exposure is now done as a pre-exposition pass, the whole system has been revamped -- Exposure now use EV100 everywhere in the UI (Sky, Emissive Light) -- Added emissive intensity (Luminance and EV100 control) control for Emissive -- Added pre-exposure weigth for Emissive -- Added an emissive color node and a slider to control the pre-exposure percentage of emission color -- Added physical camera support where applicable -- Added more color grading tools -- Added changelog level for Shader Variant stripping -- Added Debug mode for validation of material albedo and metalness/specularColor values -- Added a new dynamic mode for ambient probe and renamed BakingSky to StaticLightingSky -- Added command buffer parameter to all Bind() method of material -- Added Material validator in Render Pipeline Debug -- Added code to future support of DXR (not enabled) -- Added support of multiviewport -- Added HDRenderPipeline.RequestSkyEnvironmentUpdate function to force an update from script when sky is set to OnDemand -- Added a Lighting and BackLighting slots in Lit, StackLit, Fabric and Hair master nodes -- Added support for overriding terrain detail rendering shaders, via the render pipeline editor resources asset -- Added xrInstancing flag support to RTHandle -- Added support for cullmask for decal projectors -- Added software dynamic resolution support -- Added support for "After Post-Process" render pass for unlit shader -- Added support for textured rectangular area lights -- Added stereo instancing macros to MSAA shaders -- Added support for Quarter Res Raytraced Reflections (not enabled) -- Added fade factor for decal projectors. -- Added stereo instancing macros to most shaders used in VR -- Added multi edition support for HDRenderPipelineAsset - -### Fixed -- Fixed logic to disable FPTL with stereo rendering -- Fixed stacklit transmission and sun highlight -- Fixed decals with stereo rendering -- Fixed sky with stereo rendering -- Fixed flip logic for postprocessing + VR -- Fixed copyStencilBuffer pass for some specific platforms -- Fixed point light shadow map culling that wasn't taking into account far plane -- Fixed usage of SSR with transparent on all master node -- Fixed SSR and microshadowing on fabric material -- Fixed blit pass for stereo rendering -- Fixed lightlist bounds for stereo rendering -- Fixed windows and in-game DebugMenu sync. -- Fixed FrameSettings' LitShaderMode sync when opening DebugMenu. -- Fixed Metal specific issues with decals, hitting a sampler limit and compiling AxF shader -- Fixed an issue with flipped depth buffer during postprocessing -- Fixed normal map use for shadow bias with forward lit - now use geometric normal -- Fixed transparent depth prepass and postpass access so they can be use without alpha clipping for lit shader -- Fixed support of alpha clip shadow for lit master node -- Fixed unlit master node not compiling -- Fixed issue with debug display of reflection probe -- Fixed issue with phong tessellations not working with lit shader -- Fixed issue with vertex displacement being affected by heightmap setting even if not heightmap where assign -- Fixed issue with density mode on Lit terrain producing NaN -- Fixed issue when going back and forth from Lit to LitTesselation for displacement mode -- Fixed issue with ambient occlusion incorrectly applied to emissiveColor with light layers in deferred -- Fixed issue with fabric convolution not using the correct convolved texture when fabric convolution is enabled -- Fixed issue with Thick mode for Transmission that was disabling transmission with directional light -- Fixed shutdown edge cases with HDRP tests -- Fixed slowdow when enabling Fabric convolution in HDRP asset -- Fixed specularAA not compiling in StackLit Master node -- Fixed material debug view with stereo rendering -- Fixed material's RenderQueue edition in default view. -- Fixed banding issues within volumetric density buffer -- Fixed missing multicompile for MSAA for AxF -- Fixed camera-relative support for stereo rendering -- Fixed remove sync with render thread when updating decal texture atlas. -- Fixed max number of keyword reach [256] issue. Several shader feature are now local -- Fixed Scene Color and Depth nodes -- Fixed SSR in forward -- Fixed custom editor of Unlit, HD Unlit and PBR shader graph master node -- Fixed issue with NewFrame not correctly calculated in Editor when switching scene -- Fixed issue with TerrainLit not compiling with depth only pass and normal buffer -- Fixed geometric normal use for shadow bias with PBR master node in forward -- Fixed instancing macro usage for decals -- Fixed error message when having more than one directional light casting shadow -- Fixed error when trying to display preview of Camera or PlanarReflectionProbe -- Fixed LOAD_TEXTURE2D_ARRAY_MSAA macro -- Fixed min-max and amplitude clamping value in inspector of vertex displacement materials -- Fixed issue with alpha shadow clip (was incorrectly clipping object shadow) -- Fixed an issue where sky cubemap would not be cleared correctly when setting the current sky to None -- Fixed a typo in Static Lighting Sky component UI -- Fixed issue with incorrect reset of RenderQueue when switching shader in inspector GUI -- Fixed issue with variant stripper stripping incorrectly some variants -- Fixed a case of ambient lighting flickering because of previews -- Fixed Decals when rendering multiple camera in a single frame -- Fixed cascade shadow count in shader -- Fixed issue with Stacklit shader with Haze effect -- Fixed an issue with the max sample count for the TAA -- Fixed post-process guard band for XR -- Fixed exposure of emissive of Unlit -- Fixed depth only and motion vector pass for Unlit not working correctly with MSAA -- Fixed an issue with stencil buffer copy causing unnecessary compute dispatches for lighting -- Fixed multi edition issue in FrameSettings -- Fixed issue with SRP batcher and DebugDisplay variant of lit shader -- Fixed issue with debug material mode not doing alpha test -- Fixed "Attempting to draw with missing UAV bindings" errors on Vulkan -- Fixed pre-exposure incorrectly apply to preview -- Fixed issue with duplicate 3D texture in 3D texture altas of volumetric? -- Fixed Camera rendering order (base on the depth parameter) -- Fixed shader graph decals not being cropped by gizmo -- Fixed "Attempting to draw with missing UAV bindings" errors on Vulkan. - - -### Changed -- ColorPyramid compute shader passes is swapped to pixel shader passes on platforms where the later is faster. -- Removing the simple lightloop used by the simple lit shader -- Whole refactor of reflection system: Planar and reflection probe -- Separated Passthrough from other RenderingPath -- Update several properties naming and caption based on feedback from documentation team -- Remove tile shader variant for transparent backface pass of lit shader -- Rename all HDRenderPipeline to HDRP folder for shaders -- Rename decal property label (based on doc team feedback) -- Lit shader mode now default to Deferred to reduce build time -- Update UI of Emission parameters in shaders -- Improve shader variant stripping including shader graph variant -- Refactored render loop to render realtime probes visible per camera -- Enable SRP batcher by default -- Shader code refactor: Rename LIGHTLOOP_SINGLE_PASS => LIGHTLOOP_DISABLE_TILE_AND_CLUSTER and clean all usage of LIGHTLOOP_TILE_PASS -- Shader code refactor: Move pragma definition of vertex and pixel shader inside pass + Move SURFACE_GRADIENT definition in XXXData.hlsl -- Micro-shadowing in Lit forward now use ambientOcclusion instead of SpecularOcclusion -- Upgraded FrameSettings workflow, DebugMenu and Inspector part relative to it -- Update build light list shader code to support 32 threads in wavefronts on some platforms -- LayeredLit layers' foldout are now grouped in one main foldout per layer -- Shadow alpha clip can now be enabled on lit shader and haor shader enven for opaque -- Temporal Antialiasing optimization for Xbox One X -- Parameter depthSlice on SetRenderTarget functions now defaults to -1 to bind the entire resource -- Rename SampleCameraDepth() functions to LoadCameraDepth() and SampleCameraDepth(), same for SampleCameraColor() functions -- Improved Motion Blur quality. -- Update stereo frame settings values for single-pass instancing and double-wide -- Rearrange FetchDepth functions to prepare for stereo-instancing -- Remove unused _ComputeEyeIndex -- Updated HDRenderPipelineAsset inspector -- Re-enable SRP batcher for metal -- Updated Frame Settings UX in the HDRP Settings and Camera - -## [5.2.0-preview] - 2018-11-27 - -### Added -- Added option to run Contact Shadows and Volumetrics Voxelization stage in Async Compute -- Added camera freeze debug mode - Allow to visually see culling result for a camera -- Added support of Gizmo rendering before and after postprocess in Editor -- Added support of LuxAtDistance for punctual lights - -### Fixed -- Fixed Debug.DrawLine and Debug.Ray call to work in game view -- Fixed DebugMenu's enum resetted on change -- Fixed divide by 0 in refraction causing NaN -- Fixed disable rough refraction support -- Fixed refraction, SSS and atmospheric scattering for VR -- Fixed forward clustered lighting for VR (double-wide). -- Fixed Light's UX to not allow negative intensity -- Fixed HDRenderPipelineAsset inspector broken when displaying its FrameSettings from project windows. -- Fixed forward clustered lighting for VR (double-wide). -- Fixed HDRenderPipelineAsset inspector broken when displaying its FrameSettings from project windows. -- Fixed Decals and SSR diable flags for all shader graph master node (Lit, Fabric, StackLit, PBR) -- Fixed Distortion blend mode for shader graph master node (Lit, StackLit) -- Fixed bent Normal for Fabric master node in shader graph -- Fixed PBR master node lightlayers -- Fixed shader stripping for built-in lit shaders. - -### Changed -- Rename "Regular" in Diffusion profile UI "Thick Object" -- Changed VBuffer depth parametrization for volumetric from distanceRange to depthExtent - Require update of volumetric settings - Fog start at near plan -- SpotLight with box shape use Lux unit only - -## [5.1.0-preview] - 2018-11-19 - -### Added - -- Added a separate Editor resources file for resources Unity does not take when it builds a Player. -- You can now disable SSR on Materials in Shader Graph. -- Added support for MSAA when the Supported Lit Shader Mode is set to Both. Previously HDRP only supported MSAA for Forward mode. -- You can now override the emissive color of a Material when in debug mode. -- Exposed max light for Light Loop Settings in HDRP asset UI. -- HDRP no longer performs a NormalDBuffer pass update if there are no decals in the Scene. -- Added distant (fall-back) volumetric fog and improved the fog evaluation precision. -- Added an option to reflect sky in SSR. -- Added a y-axis offset for the PlanarReflectionProbe and offset tool. -- Exposed the option to run SSR and SSAO on async compute. -- Added support for the _GlossMapScale parameter in the Legacy to HDRP Material converter. -- Added wave intrinsic instructions for use in Shaders (for AMD GCN). - - -### Fixed -- Fixed sphere shaped influence handles clamping in Reflection Probes. -- Fixed Reflection Probe data migration for projects created before using HDRP. -- Fixed UI of Layered Material where Unity previously rendered the scrollbar above the Copy button. -- Fixed Material tessellations parameters Start fade distance and End fade distance. Originally, Unity clamped these values when you modified them. -- Fixed various distortion and refraction issues - handle a better fall-back. -- Fixed SSR for multiple views. -- Fixed SSR issues related to self-intersections. -- Fixed shape density volume handle speed. -- Fixed density volume shape handle moving too fast. -- Fixed the Camera velocity pass that we removed by mistake. -- Fixed some null pointer exceptions when disabling motion vectors support. -- Fixed viewports for both the Subsurface Scattering combine pass and the transparent depth prepass. -- Fixed the blend mode pop-up in the UI. It previously did not appear when you enabled pre-refraction. -- Fixed some null pointer exceptions that previously occurred when you disabled motion vectors support. -- Fixed Layered Lit UI issue with scrollbar. -- Fixed cubemap assignation on custom ReflectionProbe. -- Fixed Reflection Probes’ capture settings' shadow distance. -- Fixed an issue with the SRP batcher and Shader variables declaration. -- Fixed thickness and subsurface slots for fabric Shader master node that wasn't appearing with the right combination of flags. -- Fixed d3d debug layer warning. -- Fixed PCSS sampling quality. -- Fixed the Subsurface and transmission Material feature enabling for fabric Shader. -- Fixed the Shader Graph UV node’s dimensions when using it in a vertex Shader. -- Fixed the planar reflection mirror gizmo's rotation. -- Fixed HDRenderPipelineAsset's FrameSettings not showing the selected enum in the Inspector drop-down. -- Fixed an error with async compute. -- MSAA now supports transparency. -- The HDRP Material upgrader tool now converts metallic values correctly. -- Volumetrics now render in Reflection Probes. -- Fixed a crash that occurred whenever you set a viewport size to 0. -- Fixed the Camera physic parameter that the UI previously did not display. -- Fixed issue in pyramid shaped spotlight handles manipulation - -### Changed - -- Renamed Line shaped Lights to Tube Lights. -- HDRP now uses mean height fog parametrization. -- Shadow quality settings are set to All when you use HDRP (This setting is not visible in the UI when using SRP). This avoids Legacy Graphics Quality Settings disabling the shadows and give SRP full control over the Shadows instead. -- HDRP now internally uses premultiplied alpha for all fog. -- Updated default FrameSettings used for realtime Reflection Probes when you create a new HDRenderPipelineAsset. -- Remove multi-camera support. LWRP and HDRP will not support multi-camera layered rendering. -- Updated Shader Graph subshaders to use the new instancing define. -- Changed fog distance calculation from distance to plane to distance to sphere. -- Optimized forward rendering using AMD GCN by scalarizing the light loop. -- Changed the UI of the Light Editor. -- Change ordering of includes in HDRP Materials in order to reduce iteration time for faster compilation. -- Added a StackLit master node replacing the InspectorUI version. IMPORTANT: All previously authored StackLit Materials will be lost. You need to recreate them with the master node. - -## [5.0.0-preview] - 2018-09-28 - -### Added -- Added occlusion mesh to depth prepass for VR (VR still disabled for now) -- Added a debug mode to display only one shadow at once -- Added controls for the highlight created by directional lights -- Added a light radius setting to punctual lights to soften light attenuation and simulate fill lighting -- Added a 'minRoughness' parameter to all non-area lights (was previously only available for certain light types) -- Added separate volumetric light/shadow dimmers -- Added per-pixel jitter to volumetrics to reduce aliasing artifacts -- Added a SurfaceShading.hlsl file, which implements material-agnostic shading functionality in an efficient manner -- Added support for shadow bias for thin object transmission -- Added FrameSettings to control realtime planar reflection -- Added control for SRPBatcher on HDRP Asset -- Added an option to clear the shadow atlases in the debug menu -- Added a color visualization of the shadow atlas rescale in debug mode -- Added support for disabling SSR on materials -- Added intrinsic for XBone -- Added new light volume debugging tool -- Added a new SSR debug view mode -- Added translaction's scale invariance on DensityVolume -- Added multiple supported LitShadermode and per renderer choice in case of both Forward and Deferred supported -- Added custom specular occlusion mode to Lit Shader Graph Master node - -### Fixed -- Fixed a normal bias issue with Stacklit (Was causing light leaking) -- Fixed camera preview outputing an error when both scene and game view where display and play and exit was call -- Fixed override debug mode not apply correctly on static GI -- Fixed issue where XRGraphicsConfig values set in the asset inspector GUI weren't propagating correctly (VR still disabled for now) -- Fixed issue with tangent that was using SurfaceGradient instead of regular normal decoding -- Fixed wrong error message display when switching to unsupported target like IOS -- Fixed an issue with ambient occlusion texture sometimes not being created properly causing broken rendering -- Shadow near plane is no longer limited at 0.1 -- Fixed decal draw order on transparent material -- Fixed an issue where sometime the lookup texture used for GGX convolution was broken, causing broken rendering -- Fixed an issue where you wouldn't see any fog for certain pipeline/scene configurations -- Fixed an issue with volumetric lighting where the anisotropy value of 0 would not result in perfectly isotropic lighting -- Fixed shadow bias when the atlas is rescaled -- Fixed shadow cascade sampling outside of the atlas when cascade count is inferior to 4 -- Fixed shadow filter width in deferred rendering not matching shader config -- Fixed stereo sampling of depth texture in MSAA DepthValues.shader -- Fixed box light UI which allowed negative and zero sizes, thus causing NaNs -- Fixed stereo rendering in HDRISky.shader (VR) -- Fixed normal blend and blend sphere influence for reflection probe -- Fixed distortion filtering (was point filtering, now trilinear) -- Fixed contact shadow for large distance -- Fixed depth pyramid debug view mode -- Fixed sphere shaped influence handles clamping in reflection probes -- Fixed reflection probes data migration for project created before using hdrp -- Fixed ambient occlusion for Lit Master Node when slot is connected - -### Changed -- Use samplerunity_ShadowMask instead of samplerunity_samplerLightmap for shadow mask -- Allow to resize reflection probe gizmo's size -- Improve quality of screen space shadow -- Remove support of projection model for ScreenSpaceLighting (SSR always use HiZ and refraction always Proxy) -- Remove all the debug mode from SSR that are obsolete now -- Expose frameSettings and Capture settings for reflection and planar probe -- Update UI for reflection probe, planar probe, camera and HDRP Asset -- Implement proper linear blending for volumetric lighting via deep compositing as described in the paper "Deep Compositing Using Lie Algebras" -- Changed planar mapping to match terrain convention (XZ instead of ZX) -- XRGraphicsConfig is no longer Read/Write. Instead, it's read-only. This improves consistency of XR behavior between the legacy render pipeline and SRP -- Change reflection probe data migration code (to update old reflection probe to new one) -- Updated gizmo for ReflectionProbes -- Updated UI and Gizmo of DensityVolume - -## [4.0.0-preview] - 2018-09-28 - -### Added -- Added a new TerrainLit shader that supports rendering of Unity terrains. -- Added controls for linear fade at the boundary of density volumes -- Added new API to control decals without monobehaviour object -- Improve Decal Gizmo -- Implement Screen Space Reflections (SSR) (alpha version, highly experimental) -- Add an option to invert the fade parameter on a Density Volume -- Added a Fabric shader (experimental) handling cotton and silk -- Added support for MSAA in forward only for opaque only -- Implement smoothness fade for SSR -- Added support for AxF shader (X-rite format - require special AxF importer from Unity not part of HDRP) -- Added control for sundisc on directional light (hack) -- Added a new HD Lit Master node that implements Lit shader support for Shader Graph -- Added Micro shadowing support (hack) -- Added an event on HDAdditionalCameraData for custom rendering -- HDRP Shader Graph shaders now support 4-channel UVs. - -### Fixed -- Fixed an issue where sometimes the deferred shadow texture would not be valid, causing wrong rendering. -- Stencil test during decals normal buffer update is now properly applied -- Decals corectly update normal buffer in forward -- Fixed a normalization problem in reflection probe face fading causing artefacts in some cases -- Fix multi-selection behavior of Density Volumes overwriting the albedo value -- Fixed support of depth texture for RenderTexture. HDRP now correctly output depth to user depth buffer if RenderTexture request it. -- Fixed multi-selection behavior of Density Volumes overwriting the albedo value -- Fixed support of depth for RenderTexture. HDRP now correctly output depth to user depth buffer if RenderTexture request it. -- Fixed support of Gizmo in game view in the editor -- Fixed gizmo for spot light type -- Fixed issue with TileViewDebug mode being inversed in gameview -- Fixed an issue with SAMPLE_TEXTURECUBE_SHADOW macro -- Fixed issue with color picker not display correctly when game and scene view are visible at the same time -- Fixed an issue with reflection probe face fading -- Fixed camera motion vectors shader and associated matrices to update correctly for single-pass double-wide stereo rendering -- Fixed light attenuation functions when range attenuation is disabled -- Fixed shadow component algorithm fixup not dirtying the scene, so changes can be saved to disk. -- Fixed some GC leaks for HDRP -- Fixed contact shadow not affected by shadow dimmer -- Fixed GGX that works correctly for the roughness value of 0 (mean specular highlgiht will disappeard for perfect mirror, we rely on maxSmoothness instead to always have a highlight even on mirror surface) -- Add stereo support to ShaderPassForward.hlsl. Forward rendering now seems passable in limited test scenes with camera-relative rendering disabled. -- Add stereo support to ProceduralSky.shader and OpaqueAtmosphericScattering.shader. -- Added CullingGroupManager to fix more GC.Alloc's in HDRP -- Fixed rendering when multiple cameras render into the same render texture - -### Changed -- Changed the way depth & color pyramids are built to be faster and better quality, thus improving the look of distortion and refraction. -- Stabilize the dithered LOD transition mask with respect to the camera rotation. -- Avoid multiple depth buffer copies when decals are present -- Refactor code related to the RT handle system (No more normal buffer manager) -- Remove deferred directional shadow and move evaluation before lightloop -- Add a function GetNormalForShadowBias() that material need to implement to return the normal used for normal shadow biasing -- Remove Jimenez Subsurface scattering code (This code was disabled by default, now remove to ease maintenance) -- Change Decal API, decal contribution is now done in Material. Require update of material using decal -- Move a lot of files from CoreRP to HDRP/CoreRP. All moved files weren't used by Ligthweight pipeline. Long term they could move back to CoreRP after CoreRP become out of preview -- Updated camera inspector UI -- Updated decal gizmo -- Optimization: The objects that are rendered in the Motion Vector Pass are not rendered in the prepass anymore -- Removed setting shader inclue path via old API, use package shader include paths -- The default value of 'maxSmoothness' for punctual lights has been changed to 0.99 -- Modified deferred compute and vert/frag shaders for first steps towards stereo support -- Moved material specific Shader Graph files into corresponding material folders. -- Hide environment lighting settings when enabling HDRP (Settings are control from sceneSettings) -- Update all shader includes to use absolute path (allow users to create material in their Asset folder) -- Done a reorganization of the files (Move ShaderPass to RenderPipeline folder, Move all shadow related files to Lighting/Shadow and others) -- Improved performance and quality of Screen Space Shadows - -## [3.3.0-preview] - 2018-01-01 - -### Added -- Added an error message to say to use Metal or Vulkan when trying to use OpenGL API -- Added a new Fabric shader model that supports Silk and Cotton/Wool -- Added a new HDRP Lighting Debug mode to visualize Light Volumes for Point, Spot, Line, Rectangular and Reflection Probes -- Add support for reflection probe light layers -- Improve quality of anisotropic on IBL - -### Fixed -- Fix an issue where the screen where darken when rendering camera preview -- Fix display correct target platform when showing message to inform user that a platform is not supported -- Remove workaround for metal and vulkan in normal buffer encoding/decoding -- Fixed an issue with color picker not working in forward -- Fixed an issue where reseting HDLight do not reset all of its parameters -- Fixed shader compile warning in DebugLightVolumes.shader - -### Changed -- Changed default reflection probe to be 256x256x6 and array size to be 64 -- Removed dependence on the NdotL for thickness evaluation for translucency (based on artist's input) -- Increased the precision when comparing Planar or HD reflection probe volumes -- Remove various GC alloc in C#. Slightly better performance - -## [3.2.0-preview] - 2018-01-01 - -### Added -- Added a luminance meter in the debug menu -- Added support of Light, reflection probe, emissive material, volume settings related to lighting to Lighting explorer -- Added support for 16bit shadows - -### Fixed -- Fix issue with package upgrading (HDRP resources asset is now versionned to worarkound package manager limitation) -- Fix HDReflectionProbe offset displayed in gizmo different than what is affected. -- Fix decals getting into a state where they could not be removed or disabled. -- Fix lux meter mode - The lux meter isn't affected by the sky anymore -- Fix area light size reset when multi-selected -- Fix filter pass number in HDUtils.BlitQuad -- Fix Lux meter mode that was applying SSS -- Fix planar reflections that were not working with tile/cluster (olbique matrix) -- Fix debug menu at runtime not working after nested prefab PR come to trunk -- Fix scrolling issue in density volume - -### Changed -- Shader code refactor: Split MaterialUtilities file in two parts BuiltinUtilities (independent of FragInputs) and MaterialUtilities (Dependent of FragInputs) -- Change screen space shadow rendertarget format from ARGB32 to RG16 - -## [3.1.0-preview] - 2018-01-01 - -### Added -- Decal now support per channel selection mask. There is now two mode. One with BaseColor, Normal and Smoothness and another one more expensive with BaseColor, Normal, Smoothness, Metal and AO. Control is on HDRP Asset. This may require to launch an update script for old scene: 'Edit/Render Pipeline/Single step upgrade script/Upgrade all DecalMaterial MaskBlendMode'. -- Decal now supports depth bias for decal mesh, to prevent z-fighting -- Decal material now supports draw order for decal projectors -- Added LightLayers support (Base on mask from renderers name RenderingLayers and mask from light name LightLayers - if they match, the light apply) - cost an extra GBuffer in deferred (more bandwidth) -- When LightLayers is enabled, the AmbientOclusion is store in the GBuffer in deferred path allowing to avoid double occlusion with SSAO. In forward the double occlusion is now always avoided. -- Added the possibility to add an override transform on the camera for volume interpolation -- Added desired lux intensity and auto multiplier for HDRI sky -- Added an option to disable light by type in the debug menu -- Added gradient sky -- Split EmissiveColor and bakeDiffuseLighting in forward avoiding the emissiveColor to be affect by SSAO -- Added a volume to control indirect light intensity -- Added EV 100 intensity unit for area lights -- Added support for RendererPriority on Renderer. This allow to control order of transparent rendering manually. HDRP have now two stage of sorting for transparent in addition to bact to front. Material have a priority then Renderer have a priority. -- Add Coupling of (HD)Camera and HDAdditionalCameraData for reset and remove in inspector contextual menu of Camera -- Add Coupling of (HD)ReflectionProbe and HDAdditionalReflectionData for reset and remove in inspector contextual menu of ReflectoinProbe -- Add macro to forbid unity_ObjectToWorld/unity_WorldToObject to be use as it doesn't handle camera relative rendering -- Add opacity control on contact shadow - -### Fixed -- Fixed an issue with PreIntegratedFGD texture being sometimes destroyed and not regenerated causing rendering to break -- PostProcess input buffers are not copied anymore on PC if the viewport size matches the final render target size -- Fixed an issue when manipulating a lot of decals, it was displaying a lot of errors in the inspector -- Fixed capture material with reflection probe -- Refactored Constant Buffers to avoid hitting the maximum number of bound CBs in some cases. -- Fixed the light range affecting the transform scale when changed. -- Snap to grid now works for Decal projector resizing. -- Added a warning for 128x128 cookie texture without mipmaps -- Replace the sampler used for density volumes for correct wrap mode handling - -### Changed -- Move Render Pipeline Debug "Windows from Windows->General-> Render Pipeline debug windows" to "Windows from Windows->Analysis-> Render Pipeline debug windows" -- Update detail map formula for smoothness and albedo, goal it to bright and dark perceptually and scale factor is use to control gradient speed -- Refactor the Upgrade material system. Now a material can be update from older version at any time. Call Edit/Render Pipeline/Upgrade all Materials to newer version -- Change name EnableDBuffer to EnableDecals at several place (shader, hdrp asset...), this require a call to Edit/Render Pipeline/Upgrade all Materials to newer version to have up to date material. -- Refactor shader code: BakeLightingData structure have been replace by BuiltinData. Lot of shader code have been remove/change. -- Refactor shader code: All GBuffer are now handled by the deferred material. Mean ShadowMask and LightLayers are control by lit material in lit.hlsl and not outside anymore. Lot of shader code have been remove/change. -- Refactor shader code: Rename GetBakedDiffuseLighting to ModifyBakedDiffuseLighting. This function now handle lighting model for transmission too. Lux meter debug mode is factor outisde. -- Refactor shader code: GetBakedDiffuseLighting is not call anymore in GBuffer or forward pass, including the ConvertSurfaceDataToBSDFData and GetPreLightData, this is done in ModifyBakedDiffuseLighting now -- Refactor shader code: Added a backBakeDiffuseLighting to BuiltinData to handle lighting for transmission -- Refactor shader code: Material must now call InitBuiltinData (Init all to zero + init bakeDiffuseLighting and backBakeDiffuseLighting ) and PostInitBuiltinData - -## [3.0.0-preview] - 2018-01-01 - -### Fixed -- Fixed an issue with distortion that was using previous frame instead of current frame -- Fixed an issue where disabled light where not upgrade correctly to the new physical light unit system introduce in 2.0.5-preview - -### Changed -- Update assembly definitions to output assemblies that match Unity naming convention (Unity.*). - -## [2.0.5-preview] - 2018-01-01 - -### Added -- Add option supportDitheringCrossFade on HDRP Asset to allow to remove shader variant during player build if needed -- Add contact shadows for punctual lights (in additional shadow settings), only one light is allowed to cast contact shadows at the same time and so at each frame a dominant light is choosed among all light with contact shadows enabled. -- Add PCSS shadow filter support (from SRP Core) -- Exposed shadow budget parameters in HDRP asset -- Add an option to generate an emissive mesh for area lights (currently rectangle light only). The mesh fits the size, intensity and color of the light. -- Add an option to the HDRP asset to increase the resolution of volumetric lighting. -- Add additional ligth unit support for punctual light (Lumens, Candela) and area lights (Lumens, Luminance) -- Add dedicated Gizmo for the box Influence volume of HDReflectionProbe / PlanarReflectionProbe - -### Changed -- Re-enable shadow mask mode in debug view -- SSS and Transmission code have been refactored to be able to share it between various material. Guidelines are in SubsurfaceScattering.hlsl -- Change code in area light with LTC for Lit shader. Magnitude is now take from FGD texture instead of a separate texture -- Improve camera relative rendering: We now apply camera translation on the model matrix, so before the TransformObjectToWorld(). Note: unity_WorldToObject and unity_ObjectToWorld must never be used directly. -- Rename positionWS to positionRWS (Camera relative world position) at a lot of places (mainly in interpolator and FragInputs). In case of custom shader user will be required to update their code. -- Rename positionWS, capturePositionWS, proxyPositionWS, influencePositionWS to positionRWS, capturePositionRWS, proxyPositionRWS, influencePositionRWS (Camera relative world position) in LightDefinition struct. -- Improve the quality of trilinear filtering of density volume textures. -- Improve UI for HDReflectionProbe / PlanarReflectionProbe - -### Fixed -- Fixed a shader preprocessor issue when compiling DebugViewMaterialGBuffer.shader against Metal target -- Added a temporary workaround to Lit.hlsl to avoid broken lighting code with Metal/AMD -- Fixed issue when using more than one volume texture mask with density volumes. -- Fixed an error which prevented volumetric lighting from working if no density volumes with 3D textures were present. -- Fix contact shadows applied on transmission -- Fix issue with forward opaque lit shader variant being removed by the shader preprocessor -- Fixed compilation errors on platforms with limited XRSetting support. -- Fixed apply range attenuation option on punctual light -- Fixed issue with color temperature not take correctly into account with static lighting -- Don't display fog when diffuse lighting, specular lighting, or lux meter debug mode are enabled. - -## [2.0.4-preview] - 2018-01-01 - -### Fixed -- Fix issue when disabling rough refraction and building a player. Was causing a crash. - -## [2.0.3-preview] - 2018-01-01 - -### Added -- Increased debug color picker limit up to 260k lux - -## [2.0.2-preview] - 2018-01-01 - -### Added -- Add Light -> Planar Reflection Probe command -- Added a false color mode in rendering debug -- Add support for mesh decals -- Add flag to disable projector decals on transparent geometry to save performance and decal texture atlas space -- Add ability to use decal diffuse map as mask only -- Add visualize all shadow masks in lighting debug -- Add export of normal and roughness buffer for forwardOnly and when in supportOnlyForward mode for forward -- Provide a define in lit.hlsl (FORWARD_MATERIAL_READ_FROM_WRITTEN_NORMAL_BUFFER) when output buffer normal is used to read the normal and roughness instead of caclulating it (can save performance, but lower quality due to compression) -- Add color swatch to decal material - -### Changed -- Change Render -> Planar Reflection creation to 3D Object -> Mirror -- Change "Enable Reflector" name on SpotLight to "Angle Affect Intensity" -- Change prototype of BSDFData ConvertSurfaceDataToBSDFData(SurfaceData surfaceData) to BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData) - -### Fixed -- Fix issue with StackLit in deferred mode with deferredDirectionalShadow due to GBuffer not being cleared. Gbuffer is still not clear and issue was fix with the new Output of normal buffer. -- Fixed an issue where interpolation volumes were not updated correctly for reflection captures. -- Fixed an exception in Light Loop settings UI - -## [2.0.1-preview] - 2018-01-01 - -### Added -- Add stripper of shader variant when building a player. Save shader compile time. -- Disable per-object culling that was executed in C++ in HD whereas it was not used (Optimization) -- Enable texture streaming debugging (was not working before 2018.2) -- Added Screen Space Reflection with Proxy Projection Model -- Support correctly scene selection for alpha tested object -- Add per light shadow mask mode control (i.e shadow mask distance and shadow mask). It use the option NonLightmappedOnly -- Add geometric filtering to Lit shader (allow to reduce specular aliasing) -- Add shortcut to create DensityVolume and PlanarReflection in hierarchy -- Add a DefaultHDMirrorMaterial material for PlanarReflection -- Added a script to be able to upgrade material to newer version of HDRP -- Removed useless duplication of ForwardError passes. -- Add option to not compile any DEBUG_DISPLAY shader in the player (Faster build) call Support Runtime Debug display - -### Changed -- Changed SupportForwardOnly to SupportOnlyForward in render pipeline settings -- Changed versioning variable name in HDAdditionalXXXData from m_version to version -- Create unique name when creating a game object in the rendering menu (i.e Density Volume(2)) -- Re-organize various files and folder location to clean the repository -- Change Debug windows name and location. Now located at: Windows -> General -> Render Pipeline Debug - -### Removed -- Removed GlobalLightLoopSettings.maxPlanarReflectionProbes and instead use value of GlobalLightLoopSettings.planarReflectionProbeCacheSize -- Remove EmissiveIntensity parameter and change EmissiveColor to be HDR (Matching Builtin Unity behavior) - Data need to be updated - Launch Edit -> Single Step Upgrade Script -> Upgrade all Materials emissionColor - -### Fixed -- Fix issue with LOD transition and instancing -- Fix discrepency between object motion vector and camera motion vector -- Fix issue with spot and dir light gizmo axis not highlighted correctly -- Fix potential crash while register debug windows inputs at startup -- Fix warning when creating Planar reflection -- Fix specular lighting debug mode (was rendering black) -- Allow projector decal with null material to allow to configure decal when HDRP is not set -- Decal atlas texture offset/scale is updated after allocations (used to be before so it was using date from previous frame) - -## [0.0.0-preview] - 2018-01-01 - -### Added -- Configure the VolumetricLightingSystem code path to be on by default -- Trigger a build exception when trying to build an unsupported platform -- Introduce the VolumetricLightingController component, which can (and should) be placed on the camera, and allows one to control the near and the far plane of the V-Buffer (volumetric "froxel" buffer) along with the depth distribution (from logarithmic to linear) -- Add 3D texture support for DensityVolumes -- Add a better mapping of roughness to mipmap for planar reflection -- The VolumetricLightingSystem now uses RTHandles, which allows to save memory by sharing buffers between different cameras (history buffers are not shared), and reduce reallocation frequency by reallocating buffers only if the rendering resolution increases (and suballocating within existing buffers if the rendering resolution decreases) -- Add a Volumetric Dimmer slider to lights to control the intensity of the scattered volumetric lighting -- Add UV tiling and offset support for decals. -- Add mipmapping support for volume 3D mask textures - -### Changed -- Default number of planar reflection change from 4 to 2 -- Rename _MainDepthTexture to _CameraDepthTexture -- The VolumetricLightingController has been moved to the Interpolation Volume framework and now functions similarly to the VolumetricFog settings -- Update of UI of cookie, CubeCookie, Reflection probe and planar reflection probe to combo box -- Allow enabling/disabling shadows for area lights when they are set to baked. -- Hide applyRangeAttenuation and FadeDistance for directional shadow as they are not used - -### Removed -- Remove Resource folder of PreIntegratedFGD and add the resource to RenderPipeline Asset - -### Fixed -- Fix ConvertPhysicalLightIntensityToLightIntensity() function used when creating light from script to match HDLightEditor behavior -- Fix numerical issues with the default value of mean free path of volumetric fog -- Fix the bug preventing decals from coexisting with density volumes -- Fix issue with alpha tested geometry using planar/triplanar mapping not render correctly or flickering (due to being wrongly alpha tested in depth prepass) -- Fix meta pass with triplanar (was not handling correctly the normal) -- Fix preview when a planar reflection is present -- Fix Camera preview, it is now a Preview cameraType (was a SceneView) -- Fix handling unknown GPUShadowTypes in the shadow manager. -- Fix area light shapes sent as point lights to the baking backends when they are set to baked. -- Fix unnecessary division by PI for baked area lights. -- Fix line lights sent to the lightmappers. The backends don't support this light type. -- Fix issue with shadow mask framesettings not correctly taken into account when shadow mask is enabled for lighting. -- Fix directional light and shadow mask transition, they are now matching making smooth transition -- Fix banding issues caused by high intensity volumetric lighting -- Fix the debug window being emptied on SRP asset reload -- Fix issue with debug mode not correctly clearing the GBuffer in editor after a resize -- Fix issue with ResetMaterialKeyword not resetting correctly ToggleOff/Roggle Keyword -- Fix issue with motion vector not render correctly if there is no depth prepass in deferred - -## [0.0.0-preview] - 2018-01-01 - -### Added -- Screen Space Refraction projection model (Proxy raycasting, HiZ raymarching) -- Screen Space Refraction settings as volume component -- Added buffered frame history per camera -- Port Global Density Volumes to the Interpolation Volume System. -- Optimize ImportanceSampleLambert() to not require the tangent frame. -- Generalize SampleVBuffer() to handle different sampling and reconstruction methods. -- Improve the quality of volumetric lighting reprojection. -- Optimize Morton Order code in the Subsurface Scattering pass. -- Planar Reflection Probe support roughness (gaussian convolution of captured probe) -- Use an atlas instead of a texture array for cluster transparent decals -- Add a debug view to visualize the decal atlas -- Only store decal textures to atlas if decal is visible, debounce out of memory decal atlas warning. -- Add manipulator gizmo on decal to improve authoring workflow -- Add a minimal StackLit material (work in progress, this version can be used as template to add new material) - -### Changed -- EnableShadowMask in FrameSettings (But shadowMaskSupport still disable by default) -- Forced Planar Probe update modes to (Realtime, Every Update, Mirror Camera) -- Screen Space Refraction proxy model uses the proxy of the first environment light (Reflection probe/Planar probe) or the sky -- Moved RTHandle static methods to RTHandles -- Renamed RTHandle to RTHandleSystem.RTHandle -- Move code for PreIntegratedFDG (Lit.shader) into its dedicated folder to be share with other material -- Move code for LTCArea (Lit.shader) into its dedicated folder to be share with other material - -### Removed -- Removed Planar Probe mirror plane position and normal fields in inspector, always display mirror plane and normal gizmos - -### Fixed -- Fix fog flags in scene view is now taken into account -- Fix sky in preview windows that were disappearing after a load of a new level -- Fix numerical issues in IntersectRayAABB(). -- Fix alpha blending of volumetric lighting with transparent objects. -- Fix the near plane of the V-Buffer causing out-of-bounds look-ups in the clustered data structure. -- Depth and color pyramid are properly computed and sampled when the camera renders inside a viewport of a RTHandle. -- Fix decal atlas debug view to work correctly when shadow atlas view is also enabled -- Fix TransparentSSR with non-rendergraph. -- Fix shader compilation warning on SSR compute shader. From bd814d50c63a7336d44e3363b583f3ec943073af Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Thu, 29 Jul 2021 17:52:46 +0200 Subject: [PATCH 078/102] Fix log base (#5260) --- .../Runtime/Lighting/LightUtils.cs | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightUtils.cs index 35769ee6618..278a1b966c8 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightUtils.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightUtils.cs @@ -8,8 +8,8 @@ namespace UnityEngine.Rendering.HighDefinition ///
class LightUtils { - static float s_LuminanceToEvFactor = Mathf.Log(100f / ColorUtils.s_LightMeterCalibrationConstant); - static float s_EvToLuminanceFactor = -Mathf.Log(100f / ColorUtils.s_LightMeterCalibrationConstant); + static float s_LuminanceToEvFactor = Mathf.Log(100f / ColorUtils.s_LightMeterCalibrationConstant, 2); + static float s_EvToLuminanceFactor = -Mathf.Log(100f / ColorUtils.s_LightMeterCalibrationConstant, 2); // Physical light unit helper // All light unit are in lumen (Luminous power) @@ -166,7 +166,6 @@ public static float ConvertCandelaToLux(float candela, float distance) /// public static float ConvertEvToLuminance(float ev) { - float k = ColorUtils.s_LightMeterCalibrationConstant; return Mathf.Pow(2, ev + s_EvToLuminanceFactor); } @@ -196,7 +195,6 @@ public static float ConvertEvToLux(float ev, float distance) /// public static float ConvertLuminanceToEv(float luminance) { - float k = ColorUtils.s_LightMeterCalibrationConstant; return Mathf.Log(luminance, 2) + s_LuminanceToEvFactor; } From 7e2ffce300a0e782f0374bd374fe554612100bf8 Mon Sep 17 00:00:00 2001 From: Emmanuel Turquin Date: Fri, 30 Jul 2021 12:21:35 +0200 Subject: [PATCH 079/102] [HDRP] Fixed mask value stored by the LayerMaskParameter class (#5250) * Fixed value stored by the layer mask parameter class. * Updated changelog. Co-authored-by: sebastienlagarde --- .../Editor/Volume/Drawers/IntParameterDrawer.cs | 3 ++- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.core/Editor/Volume/Drawers/IntParameterDrawer.cs b/com.unity.render-pipelines.core/Editor/Volume/Drawers/IntParameterDrawer.cs index 67c2fc98c09..a0d6f1ab202 100644 --- a/com.unity.render-pipelines.core/Editor/Volume/Drawers/IntParameterDrawer.cs +++ b/com.unity.render-pipelines.core/Editor/Volume/Drawers/IntParameterDrawer.cs @@ -116,7 +116,8 @@ public override bool OnGUI(SerializedDataParameter parameter, GUIContent title) if (value.propertyType != SerializedPropertyType.LayerMask) return false; - value.intValue = EditorGUILayout.MaskField(title, value.intValue, InternalEditorUtility.layers); + value.intValue = InternalEditorUtility.ConcatenatedLayersMaskToLayerMask( + EditorGUILayout.MaskField(title, InternalEditorUtility.LayerMaskToConcatenatedLayersMask(value.intValue), InternalEditorUtility.layers)); return true; } } diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index cef5e30d6f1..cd8f6de40a9 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -336,6 +336,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed update order in Graphics Compositor causing jumpy camera updates (case 1345566). - Fixed material inspector that allowed setting intensity to an infinite value. - Fixed issue when switching between non-persistent cameras when path tarcing is enabled (case 1337843). +- Fixed issue with the LayerMaskParameter class storing an erroneous mask value (case 1345515). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard From d292c63aa7ccdae9a123d30367b9ded88ed24df2 Mon Sep 17 00:00:00 2001 From: Emmanuel Turquin Date: Fri, 30 Jul 2021 16:46:01 +0200 Subject: [PATCH 080/102] [HDRP][DXR] Make vertex color default to 1.0 instead of 0.0 (#5268) * When raytracing, make vertex color default to white if not present. * Updated Changelog. * Added comment. --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Raytracing/Shaders/RaytracingIntersection.hlsl | 6 ++++++ 2 files changed, 7 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index cd8f6de40a9..30e1245bb19 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -337,6 +337,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed material inspector that allowed setting intensity to an infinite value. - Fixed issue when switching between non-persistent cameras when path tarcing is enabled (case 1337843). - Fixed issue with the LayerMaskParameter class storing an erroneous mask value (case 1345515). +- Fixed issue with vertex color defaulting to 0.0 when not defined, in ray/path tracing (case 1348821). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl index b259a388db9..efeb11e68f2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl @@ -104,6 +104,12 @@ void FetchIntersectionVertex(uint vertexIndex, out IntersectionVertex outVertex) #ifdef ATTRIBUTES_NEED_COLOR outVertex.color = UnityRayTracingFetchVertexAttribute4(vertexIndex, kVertexAttributeColor); + + // We want to default to white in case there is no specified color, to match the raster behaviour + // FIXME: This could be addressed in UnityRayTracingFetchVertexAttribute4(), but until then we use this workaround + if (!any(outVertex.color)) + outVertex.color = 1.0; + #else outVertex.color = 0.0; #endif From 87c680eb02fd752c57094cbcb49ed8be317ee736 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Mon, 2 Aug 2021 17:12:16 +0200 Subject: [PATCH 081/102] Fix issue with 0-sized dispatch with extremely low resolutions (#5272) * Ceil to int instead. * changelog --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../VolumetricLighting/HDRenderPipeline.VolumetricLighting.cs | 4 ++-- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 5827303d0e5..d4cd6a972cd 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -344,6 +344,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed issue when switching between non-persistent cameras when path tarcing is enabled (case 1337843). - Fixed issue with the LayerMaskParameter class storing an erroneous mask value (case 1345515). - Fixed issue with vertex color defaulting to 0.0 when not defined, in ray/path tracing (case 1348821). +- Fix issue with a compute dispatch being with 0 threads on extremely small resolutions. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricLighting.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricLighting.cs index b45faea905d..a8f0ca3399d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricLighting.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricLighting.cs @@ -516,8 +516,8 @@ TextureHandle GenerateMaxZPass(RenderGraph renderGraph, HDCamera hdCamera, Textu ctx.cmd.SetComputeVectorParam(cs, HDShaderIDs._SrcOffsetAndLimit, srcLimitAndDepthOffset); ctx.cmd.SetComputeFloatParam(cs, HDShaderIDs._DilationWidth, data.dilationWidth); - int finalMaskW = maskW / 2; - int finalMaskH = maskH / 2; + int finalMaskW = Mathf.CeilToInt(maskW / 2.0f); + int finalMaskH = Mathf.CeilToInt(maskH / 2.0f); dispatchX = HDUtils.DivRoundUp(finalMaskW, 8); dispatchY = HDUtils.DivRoundUp(finalMaskH, 8); From b7d70116de52bcc41ee28fea56bf1866997145e0 Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Tue, 3 Aug 2021 23:23:25 +0200 Subject: [PATCH 082/102] [HDRP] Fix incorrect light list indexing when TAA is enabled (#5287) * Fix incorrect light list indexing when TAA is enabled * Better handle XR Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/RenderPipeline/Camera/HDCamera.cs | 2 +- .../Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs | 3 +++ 3 files changed, 5 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 7dfc940bc89..a54694f0e7a 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -353,6 +353,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fix issue with change in lens model (perfect or imperfect) wouldn't be taken into account unless the HDRP asset was rebuilt. - Fixed custom pass delete operation (case 1354871). - Fixed viewport size when TAA is executed after dynamic res upscale (case 1348541). +- Fixed incorrect light list indexing when TAA is enabled (case 1352444). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index 547cf4313ad..37bcc7913f2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -1689,7 +1689,7 @@ void UpdateVolumeAndPhysicalParameters() } } - Matrix4x4 GetJitteredProjectionMatrix(Matrix4x4 origProj) + internal Matrix4x4 GetJitteredProjectionMatrix(Matrix4x4 origProj) { // Do not add extra jitter in VR unless requested (micro-variations from head tracking are usually enough) if (xr.enabled && !HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.xrSettings.cameraJitter) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs index b0ffbf79132..e2461070727 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs @@ -417,6 +417,9 @@ unsafe void PrepareBuildGPULightListPassData( for (int viewIndex = 0; viewIndex < hdCamera.viewCount; ++viewIndex) { var proj = hdCamera.xr.enabled ? hdCamera.xr.GetProjMatrix(viewIndex) : camera.projectionMatrix; + // Note: we need to take into account the TAA jitter when indexing the light list + proj = hdCamera.RequiresCameraJitter() ? hdCamera.GetJitteredProjectionMatrix(proj) : proj; + m_LightListProjMatrices[viewIndex] = proj * s_FlipMatrixLHSRHS; var tempMatrix = temp * m_LightListProjMatrices[viewIndex]; From 16e98f0b8646027f6601010f1822544ed71545ea Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Thu, 5 Aug 2021 14:00:26 +0200 Subject: [PATCH 083/102] Fix incorrect additiona velocity for alembic (#5304) --- .../CHANGELOG.md | 1 + .../ShaderPass/MotionVectorVertexShaderCommon.hlsl | 11 ++++++++--- 2 files changed, 9 insertions(+), 3 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index bd794ecbbeb..a9d7e0fce71 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -357,6 +357,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Reduced the number shader variants for the volumetric clouds. - Fixed motion vector for custom meshes loaded from compute buffer in shader graph (like Hair) - Fixed incorrect light list indexing when TAA is enabled (case 1352444). +- Fixed Additional Velocity for Alembic not taking correctly into account vertex animation ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl index b9dd586bfdb..914c40b2fc9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl @@ -141,9 +141,6 @@ PackedVaryingsType MotionVectorVS(VaryingsType varyingsType, AttributesMesh inpu #endif float3 effectivePositionOS = (hasDeformation ? inputPass.previousPositionOS : inputMesh.positionOS); -#if defined(_ADD_PRECOMPUTED_VELOCITY) - effectivePositionOS -= inputPass.precomputedVelocity; -#endif @@ -170,6 +167,10 @@ PackedVaryingsType MotionVectorVS(VaryingsType varyingsType, AttributesMesh inpu previousMesh.positionOS -= GetCustomVelocity(previousMesh); #endif +#if defined(_ADD_PRECOMPUTED_VELOCITY) + previousMesh.positionOS -= inputPass.precomputedVelocity; +#endif + float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS); #else @@ -177,6 +178,10 @@ PackedVaryingsType MotionVectorVS(VaryingsType varyingsType, AttributesMesh inpu effectivePositionOS -= GetCustomVelocity(inputMesh); #endif +#if defined(_ADD_PRECOMPUTED_VELOCITY) + effectivePositionOS -= inputPass.precomputedVelocity; +#endif + float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS); #endif From 452a1ab3e4bff14f1026b57156353286003ebbb7 Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Thu, 5 Aug 2021 14:05:59 +0200 Subject: [PATCH 084/102] Fixed LUT initialization in Wireframe mode (#5156) Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/Material/AxF/AxF.cs | 7 +++++++ .../Runtime/Material/PreIntegratedFGD/PreIntegratedFGD.cs | 8 ++++++++ 3 files changed, 16 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index a9d7e0fce71..7a2f31e71ef 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -358,6 +358,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed motion vector for custom meshes loaded from compute buffer in shader graph (like Hair) - Fixed incorrect light list indexing when TAA is enabled (case 1352444). - Fixed Additional Velocity for Alembic not taking correctly into account vertex animation +- Fixed wrong LUT initialization in Wireframe mode. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs index 489c371127a..ea7d72c319c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs @@ -285,6 +285,13 @@ public override void RenderInit(CommandBuffer cmd) return; } + if (GL.wireframe) + { + m_preIntegratedFGD_Ward.Create(); + m_preIntegratedFGD_CookTorrance.Create(); + return; + } + using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.PreIntegradeWardCookTorrance))) { CoreUtils.DrawFullScreen(cmd, m_preIntegratedFGDMaterial_Ward, new RenderTargetIdentifier(m_preIntegratedFGD_Ward)); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/PreIntegratedFGD.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/PreIntegratedFGD.cs index daec7e402bf..450447008ff 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/PreIntegratedFGD.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/PreIntegratedFGD.cs @@ -104,6 +104,14 @@ public void RenderInit(FGDIndex index, CommandBuffer cmd) if (m_isInit[(int)index] && m_PreIntegratedFGD[(int)index].IsCreated()) return; + // If we are in wireframe mode, the drawfullscreen will not work as expected, but we don't need the LUT anyway + // So create the texture to avoid errors, it will be initialized by the first render without wireframe + if (GL.wireframe) + { + m_PreIntegratedFGD[(int)index].Create(); + return; + } + CoreUtils.DrawFullScreen(cmd, m_PreIntegratedFGDMaterial[(int)index], new RenderTargetIdentifier(m_PreIntegratedFGD[(int)index])); m_isInit[(int)index] = true; } From b306e573fd622f963359a8812bb662a43ffc6429 Mon Sep 17 00:00:00 2001 From: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Date: Tue, 10 Aug 2021 13:44:50 +0200 Subject: [PATCH 085/102] [HDRP] [LightExplorer] Fix missing refreshwhen editing property with a running paused editor. (#5321) * Update HDLightExplorerExtension.cs * Update CHANGELOG.md --- .../CHANGELOG.md | 1 + .../Editor/Lighting/HDLightExplorerExtension.cs | 12 ++++++++++++ 2 files changed, 13 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 7a2f31e71ef..74b713d84ee 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -359,6 +359,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed incorrect light list indexing when TAA is enabled (case 1352444). - Fixed Additional Velocity for Alembic not taking correctly into account vertex animation - Fixed wrong LUT initialization in Wireframe mode. +- Fixed case where the SceneView don't refresh when using LightExplorer with a running and Paused game (1354129) ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs index 982625b705e..49ec6a990a6 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs @@ -581,6 +581,10 @@ protected virtual LightingExplorerTableColumn[] GetHDLightColumns() { Undo.RecordObject(lightData, "Changed contact shadow override"); useContactShadow.@override = overrideUseContactShadows; + + //SceneView don't update when interacting with Light Explorer when playing and pausing (1354129) + if (EditorApplication.isPlaying && EditorApplication.isPaused) + SceneView.RepaintAll(); } } else @@ -640,6 +644,10 @@ protected virtual LightingExplorerTableColumn[] GetHDLightColumns() { Undo.RecordObject(lightData, "Changed affects diffuse"); lightData.affectDiffuse = affectDiffuse; + + //SceneView don't update when interacting with Light Explorer when playing and pausing (1354129) + if (EditorApplication.isPlaying && EditorApplication.isPaused) + SceneView.RepaintAll(); } }, (lprop, rprop) => { @@ -674,6 +682,10 @@ protected virtual LightingExplorerTableColumn[] GetHDLightColumns() { Undo.RecordObject(lightData, "Changed affects specular"); lightData.affectSpecular = affectSpecular; + + //SceneView don't update when interacting with Light Explorer when playing and pausing (1354129) + if (EditorApplication.isPlaying && EditorApplication.isPaused) + SceneView.RepaintAll(); } }, (lprop, rprop) => { From 0f55c10e09bbb4caff8723c47408087c7873deb1 Mon Sep 17 00:00:00 2001 From: JulienIgnace-Unity Date: Mon, 16 Aug 2021 15:51:37 +0200 Subject: [PATCH 086/102] Changed Ambient Mode to Dynamic by default (#5350) * Visual Environment component ambient mode now defaults to Dynamic. * Update changelog * Updated test scene with correct ambient mode after the change * Missing files * Last scene fix --- .../Scene Settings Profile.asset | 95 +- .../1214_Lit_LowResTransparent.unity | 22 +- .../1x_Materials/1225_Lit_SpeedTree8SG.unity | 20 +- .../Scene Settings Profile.asset | 168 +- .../Scenes/1x_Materials/1301_StackLitSG.unity | 16 +- .../Scene Settings Profile.asset | 131 +- .../1x_Materials/1602_TerrainLit_Normal.unity | 18 +- .../1x_Materials/1801_MaterialQuality.unity | 781 ++-- .../Global Volume Profile.asset | 47 + .../Global Volume Profile.asset.meta | 8 + .../1900_AlphaTest_SG/HDRP_Volume.asset | 68 +- .../1x_Materials/1900_AlphaTest_SG_a.unity | 470 +-- .../HDRP_Default_Sky 1.asset | 134 +- .../2009_MultipleSkies/Sky_Static.asset | 94 +- .../Sky and Fog Settings Profile 1.asset | 2 +- .../2204_ReflectionProbes_Lights.unity | 3602 ++++++++++------- .../Scene Settings Profile.asset | 47 + .../Scene Settings Profile.asset.meta | 8 + .../2206_PlanarReflectionVFace.meta | 8 + .../2206_PlanarReflectionVFace.unity | 571 ++- .../Global Volume Profile.asset | 47 + .../Global Volume Profile.asset.meta | 8 + .../Scene Settings Profile.asset | 65 +- .../2207_ReflectionProbeVFace.meta | 8 + .../2207_ReflectionProbeVFace.unity | 575 ++- .../Global Volume Profile.asset | 47 + .../Global Volume Profile.asset.meta | 8 + .../Scene Settings Profile.asset | 38 +- .../Global Volume Profile.asset | 67 +- .../Global Volume Profile.asset | 61 +- .../Global Volume Profile.asset | 97 +- .../Scene Settings Profile.asset | 267 +- .../MotionBlurProfile.asset | 91 +- .../GlobalVolume Profile.asset | 18 + .../5001_Fog_FogFallback/Volume_Base.asset | 48 +- .../Scene Settings Profile.asset | 125 +- .../5011_VolumetricClouds/GlobalVolume.asset | 90 +- .../Global Volume Profile.asset | 124 +- .../Scene Settings Profile.asset | 34 +- .../Scene Settings Profile.asset | 34 +- .../Scene Settings Profile.asset | 117 +- com.unity.render-pipelines.core/CHANGELOG.md | 1 + .../Runtime/Sky/VisualEnvironment.cs | 2 +- 43 files changed, 5259 insertions(+), 3023 deletions(-) create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1801_MaterialQuality/Global Volume Profile.asset create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1801_MaterialQuality/Global Volume Profile.asset.meta create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2204_ReflectionProbes_Lights/Scene Settings Profile.asset create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2204_ReflectionProbes_Lights/Scene Settings Profile.asset.meta create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_PlanarReflectionVFace.meta create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_PlanarReflectionVFace/Global Volume Profile.asset create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_PlanarReflectionVFace/Global Volume Profile.asset.meta create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionProbeVFace.meta create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionProbeVFace/Global Volume Profile.asset create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionProbeVFace/Global Volume Profile.asset.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/Scene Settings Profile.asset index 1cd72badfb8..9b4a1746c0c 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/Scene Settings Profile.asset @@ -31,6 +31,18 @@ MonoBehaviour: skyType: m_OverrideState: 1 m_Value: 1 + cloudType: + m_OverrideState: 0 + m_Value: 0 + skyAmbientMode: + m_OverrideState: 1 + m_Value: 0 + windOrientation: + m_OverrideState: 0 + m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 fogType: m_OverrideState: 1 m_Value: 0 @@ -50,8 +62,6 @@ MonoBehaviour: rotation: m_OverrideState: 1 m_Value: 0 - min: 0 - max: 360 skyIntensityMode: m_OverrideState: 1 m_Value: 0 @@ -61,11 +71,12 @@ MonoBehaviour: multiplier: m_OverrideState: 1 m_Value: 1 - min: 0 upperHemisphereLuxValue: m_OverrideState: 1 m_Value: 2.2355762 - min: 0 + upperHemisphereLuxColor: + m_OverrideState: 0 + m_Value: {x: 0, y: 0, z: 0} desiredLuxValue: m_OverrideState: 1 m_Value: 20000 @@ -75,10 +86,84 @@ MonoBehaviour: updatePeriod: m_OverrideState: 1 m_Value: 0 - min: 0 includeSunInBaking: m_OverrideState: 1 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: 9c13f7d97fda704439868458dc2385ed, type: 3} + distortionMode: + m_OverrideState: 0 + m_Value: 0 + flowmap: + m_OverrideState: 0 + m_Value: {fileID: 0} + upperHemisphereOnly: + m_OverrideState: 0 + m_Value: 1 + scrollOrientation: + m_OverrideState: 0 + m_Value: + mode: 1 + customValue: 0 + additiveValue: 0 + multiplyValue: 1 + scrollSpeed: + m_OverrideState: 0 + m_Value: + mode: 1 + customValue: 100 + additiveValue: 0 + multiplyValue: 1 + enableBackplate: + m_OverrideState: 0 + m_Value: 0 + backplateType: + m_OverrideState: 0 + m_Value: 0 + groundLevel: + m_OverrideState: 0 + m_Value: 0 + scale: + m_OverrideState: 0 + m_Value: {x: 32, y: 32} + projectionDistance: + m_OverrideState: 0 + m_Value: 16 + plateRotation: + m_OverrideState: 0 + m_Value: 0 + plateTexRotation: + m_OverrideState: 0 + m_Value: 0 + plateTexOffset: + m_OverrideState: 0 + m_Value: {x: 0, y: 0} + blendAmount: + m_OverrideState: 0 + m_Value: 0 + shadowTint: + m_OverrideState: 0 + m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} + pointLightShadow: + m_OverrideState: 0 + m_Value: 0 + dirLightShadow: + m_OverrideState: 0 + m_Value: 0 + rectLightShadow: + m_OverrideState: 0 + m_Value: 0 + m_SkyVersion: 1 + enableDistortion: + m_OverrideState: 0 + m_Value: 0 + procedural: + m_OverrideState: 0 + m_Value: 1 + scrollDirection: + m_OverrideState: 0 + m_Value: 0 + m_ObsoleteScrollSpeed: + m_OverrideState: 0 + m_Value: 1 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1214_Lit_LowResTransparent.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1214_Lit_LowResTransparent.unity index 2dc6343507f..0daf509640b 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1214_Lit_LowResTransparent.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1214_Lit_LowResTransparent.unity @@ -153,6 +153,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0.7071068, w: 0.7071068} m_LocalPosition: {x: -10.02, y: -0.94, z: -0.01785475} m_LocalScale: {x: 2.5, y: 2.5, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1560707990} m_RootOrder: 3 @@ -312,7 +313,7 @@ PrefabInstance: - target: {fileID: 114777190906822814, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} propertyPath: m_Version - value: 7 + value: 8 objectReference: {fileID: 0} - target: {fileID: 114777190906822814, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} @@ -587,6 +588,7 @@ Transform: m_LocalRotation: {x: 0.12893414, y: -0, z: -0, w: 0.99165314} m_LocalPosition: {x: 0, y: -0.23820874, z: -0.19019747} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 150555374} - {fileID: 1560707990} @@ -622,6 +624,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0.7071068, w: 0.7071068} m_LocalPosition: {x: -10.05, y: 1.76, z: -0.02} m_LocalScale: {x: 2.5, y: 2.5, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1560707990} m_RootOrder: 2 @@ -821,6 +824,7 @@ MonoBehaviour: m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 m_preserveCachedShadow: 0 + m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.2 @@ -836,7 +840,6 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 - showAdditionalSettings: 0 m_AreaLightEmissiveMeshShadowCastingMode: 0 m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 m_AreaLightEmissiveMeshLayer: -1 @@ -920,6 +923,7 @@ Transform: m_LocalRotation: {x: 0.38268343, y: 0, z: 0, w: 0.92387956} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 2 @@ -1016,6 +1020,7 @@ Transform: m_LocalRotation: {x: -0.13211717, y: -0, z: -0, w: 0.9912341} m_LocalPosition: {x: -10.628, y: -3.2892313, z: -0.3983413} m_LocalScale: {x: 2, y: 2, z: 2} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 5 @@ -1112,6 +1117,7 @@ Transform: m_LocalRotation: {x: -0.13211717, y: -0, z: -0, w: 0.9912341} m_LocalPosition: {x: -14.967999, y: -3.2892313, z: -0.3983413} m_LocalScale: {x: 2, y: 2, z: 2} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 8 @@ -1208,6 +1214,7 @@ Transform: m_LocalRotation: {x: -0.13211717, y: -0, z: -0, w: 0.9912341} m_LocalPosition: {x: -10.628, y: 1.6230732, z: -1.7315147} m_LocalScale: {x: 2, y: 2, z: 2} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 3 @@ -1241,6 +1248,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0.7071068, w: 0.7071068} m_LocalPosition: {x: -10.02, y: -3.01, z: -0.02} m_LocalScale: {x: 2.5, y: 2.5, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1560707990} m_RootOrder: 4 @@ -1419,6 +1427,7 @@ Transform: m_LocalRotation: {x: -0.13211717, y: -0, z: -0, w: 0.9912341} m_LocalPosition: {x: -14.967999, y: -0.7896553, z: -1.0767106} m_LocalScale: {x: 2, y: 2, z: 2} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 7 @@ -1515,6 +1524,7 @@ Transform: m_LocalRotation: {x: -0.13211717, y: -0, z: -0, w: 0.9912341} m_LocalPosition: {x: -10.628, y: -0.7896553, z: -1.0767106} m_LocalScale: {x: 2, y: 2, z: 2} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 4 @@ -1548,6 +1558,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: -2.68, y: 2.941782, z: 0} m_LocalScale: {x: 3, y: 3, z: 3} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1560707990} m_RootOrder: 1 @@ -1726,6 +1737,7 @@ Transform: m_LocalRotation: {x: -0.13211717, y: -0, z: -0, w: 0.9912341} m_LocalPosition: {x: -14.967999, y: 1.6230732, z: -1.7315147} m_LocalScale: {x: 2, y: 2, z: 2} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 6 @@ -1759,6 +1771,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: -6.818, y: 2.941782, z: 0} m_LocalScale: {x: 3, y: 3, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1560707990} m_RootOrder: 0 @@ -1871,6 +1884,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -8.23, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1517719156} - {fileID: 1270125020} @@ -1973,6 +1987,7 @@ Transform: m_LocalRotation: {x: -0.73307997, y: -0, z: -0, w: 0.6801425} m_LocalPosition: {x: -12.526949, y: -0.15709, z: 4.54} m_LocalScale: {x: 2.1692, y: 1, z: 2.3152} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 9 @@ -2022,7 +2037,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 172515602e62fb746b5d573b38a5fe58, type: 3} m_Name: m_EditorClassIdentifier: - isGlobal: 1 + m_IsGlobal: 1 priority: 0 blendDistance: 0 weight: 1 @@ -2037,6 +2052,7 @@ Transform: m_LocalRotation: {x: -0.13211717, y: -0, z: -0, w: 0.9912341} m_LocalPosition: {x: 0, y: -0.23820874, z: -0.19019747} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 1 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1225_Lit_SpeedTree8SG.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1225_Lit_SpeedTree8SG.unity index 09d39e319bc..23a0110f8b9 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1225_Lit_SpeedTree8SG.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1225_Lit_SpeedTree8SG.unity @@ -336,6 +336,7 @@ Transform: m_LocalRotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068} m_LocalPosition: {x: -3.69, y: 0.5, z: -1.441} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 6 @@ -366,6 +367,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0.000000014901159, w: 1} m_LocalPosition: {x: 0.2291336, y: -0.93398416, z: 1.0907807} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1127870805} m_Father: {fileID: 1935598840} @@ -470,6 +472,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -1, y: 0, z: -1} m_LocalScale: {x: 5, y: 5, z: 5} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 2 @@ -506,6 +509,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0.000000014901159, w: 1} m_LocalPosition: {x: 1.2291336, y: -0.93398416, z: 1.0907807} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1636819555} m_Father: {fileID: 1935598840} @@ -537,6 +541,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0.000000014901159, w: 1} m_LocalPosition: {x: 0.95154047, y: 3.2690406, z: 3.489624} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 421122601} m_Father: {fileID: 1025210030} @@ -820,6 +825,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -2.9515405, y: -3.2690406, z: -4.989624} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1189675139} - {fileID: 1841570170} @@ -949,6 +955,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0.000000014901159, w: 1} m_LocalPosition: {x: 2.9515405, y: 3.2690406, z: 3.489624} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1369615379} m_Father: {fileID: 1025210030} @@ -980,6 +987,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0.000000014901159, w: 1} m_LocalPosition: {x: -0.7708664, y: -0.93398416, z: 1.0907807} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1880594515} m_Father: {fileID: 1935598840} @@ -1030,7 +1038,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 172515602e62fb746b5d573b38a5fe58, type: 3} m_Name: m_EditorClassIdentifier: - isGlobal: 1 + m_IsGlobal: 1 priority: 0 blendDistance: 0 weight: 1 @@ -1045,6 +1053,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 3 @@ -1087,6 +1096,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0.000000014901159, w: 1} m_LocalPosition: {x: -0.04845953, y: 3.2690406, z: 3.489624} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 426221817} m_Father: {fileID: 1025210030} @@ -1133,6 +1143,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 8 @@ -1209,7 +1220,7 @@ PrefabInstance: - target: {fileID: 114777190906822814, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} propertyPath: m_Version - value: 7 + value: 8 objectReference: {fileID: 0} - target: {fileID: 114777190906822814, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} @@ -1518,6 +1529,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0.000000014901159, w: 1} m_LocalPosition: {x: 1.9515405, y: 3.2690406, z: 3.489624} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1398137499} m_Father: {fileID: 1025210030} @@ -1654,6 +1666,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -2.2291336, y: 0.93398416, z: -0.60040474} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 2110808628} - {fileID: 568011718} @@ -1752,6 +1765,7 @@ Transform: m_LocalRotation: {x: 0.40821788, y: -0.23456968, z: 0.10938163, w: 0.8754261} m_LocalPosition: {x: 0.395, y: 4.331, z: -3.78} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 1 @@ -2090,6 +2104,7 @@ Transform: m_LocalRotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068} m_LocalPosition: {x: -3.694, y: 0.5, z: 0.55} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 4 @@ -2120,6 +2135,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0.000000014901159, w: 1} m_LocalPosition: {x: 2.2291336, y: -0.93398416, z: 1.0907807} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1683058730} m_Father: {fileID: 1935598840} diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1301_StackLit/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1301_StackLit/Scene Settings Profile.asset index b509429d276..6de27ca1bce 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1301_StackLit/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1301_StackLit/Scene Settings Profile.asset @@ -4,7 +4,8 @@ MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 @@ -20,7 +21,8 @@ MonoBehaviour: MonoBehaviour: m_ObjectHideFlags: 3 m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 @@ -31,30 +33,117 @@ MonoBehaviour: rotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 + skyIntensityMode: + m_OverrideState: 0 + m_Value: 0 exposure: m_OverrideState: 0 m_Value: 0 multiplier: m_OverrideState: 0 m_Value: 1 - min: 0 + upperHemisphereLuxValue: + m_OverrideState: 0 + m_Value: 1 + upperHemisphereLuxColor: + m_OverrideState: 0 + m_Value: {x: 0, y: 0, z: 0} + desiredLuxValue: + m_OverrideState: 0 + m_Value: 20000 updateMode: m_OverrideState: 0 m_Value: 0 updatePeriod: m_OverrideState: 0 m_Value: 0 - min: 0 + includeSunInBaking: + m_OverrideState: 0 + m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: fb0bf2eac2381484187ba8a68cdca165, type: 3} + distortionMode: + m_OverrideState: 0 + m_Value: 0 + flowmap: + m_OverrideState: 0 + m_Value: {fileID: 0} + upperHemisphereOnly: + m_OverrideState: 0 + m_Value: 1 + scrollOrientation: + m_OverrideState: 0 + m_Value: + mode: 1 + customValue: 0 + additiveValue: 0 + multiplyValue: 1 + scrollSpeed: + m_OverrideState: 0 + m_Value: + mode: 1 + customValue: 100 + additiveValue: 0 + multiplyValue: 1 + enableBackplate: + m_OverrideState: 0 + m_Value: 0 + backplateType: + m_OverrideState: 0 + m_Value: 0 + groundLevel: + m_OverrideState: 0 + m_Value: 0 + scale: + m_OverrideState: 0 + m_Value: {x: 32, y: 32} + projectionDistance: + m_OverrideState: 0 + m_Value: 16 + plateRotation: + m_OverrideState: 0 + m_Value: 0 + plateTexRotation: + m_OverrideState: 0 + m_Value: 0 + plateTexOffset: + m_OverrideState: 0 + m_Value: {x: 0, y: 0} + blendAmount: + m_OverrideState: 0 + m_Value: 0 + shadowTint: + m_OverrideState: 0 + m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} + pointLightShadow: + m_OverrideState: 0 + m_Value: 0 + dirLightShadow: + m_OverrideState: 0 + m_Value: 0 + rectLightShadow: + m_OverrideState: 0 + m_Value: 0 + m_SkyVersion: 1 + enableDistortion: + m_OverrideState: 0 + m_Value: 0 + procedural: + m_OverrideState: 0 + m_Value: 1 + scrollDirection: + m_OverrideState: 0 + m_Value: 0 + m_ObsoleteScrollSpeed: + m_OverrideState: 0 + m_Value: 1 --- !u!114 &114392438171864176 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 @@ -65,48 +154,39 @@ MonoBehaviour: maxShadowDistance: m_OverrideState: 1 m_Value: 500 - min: 0 + directionalTransmissionMultiplier: + m_OverrideState: 0 + m_Value: 1 cascadeShadowSplitCount: m_OverrideState: 1 m_Value: 4 - min: 1 - max: 4 cascadeShadowSplit0: m_OverrideState: 1 m_Value: 0.05 - min: 0 - max: 1 cascadeShadowSplit1: m_OverrideState: 1 m_Value: 0.15 - min: 0 - max: 1 cascadeShadowSplit2: m_OverrideState: 1 m_Value: 0.3 - min: 0 - max: 1 cascadeShadowBorder0: m_OverrideState: 1 m_Value: 0 - min: 0 cascadeShadowBorder1: m_OverrideState: 1 m_Value: 0 - min: 0 cascadeShadowBorder2: m_OverrideState: 1 m_Value: 0 - min: 0 cascadeShadowBorder3: m_OverrideState: 1 m_Value: 0 - min: 0 --- !u!114 &114499654985824276 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 @@ -117,49 +197,48 @@ MonoBehaviour: rotation: m_OverrideState: 1 m_Value: 0 - min: 0 - max: 360 + skyIntensityMode: + m_OverrideState: 0 + m_Value: 0 exposure: m_OverrideState: 1 m_Value: 0 multiplier: m_OverrideState: 1 m_Value: 1 - min: 0 + upperHemisphereLuxValue: + m_OverrideState: 0 + m_Value: 1 + upperHemisphereLuxColor: + m_OverrideState: 0 + m_Value: {x: 0, y: 0, z: 0} + desiredLuxValue: + m_OverrideState: 0 + m_Value: 20000 updateMode: m_OverrideState: 1 m_Value: 0 updatePeriod: m_OverrideState: 1 m_Value: 0 - min: 0 + includeSunInBaking: + m_OverrideState: 0 + m_Value: 0 sunSize: m_OverrideState: 1 m_Value: 0.04 - min: 0 - max: 1 sunSizeConvergence: m_OverrideState: 1 m_Value: 5 - min: 1 - max: 10 atmosphereThickness: m_OverrideState: 1 m_Value: 1 - min: 0 - max: 5 skyTint: m_OverrideState: 1 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - hdr: 0 - showAlpha: 1 - showEyeDropper: 1 groundColor: m_OverrideState: 1 m_Value: {r: 0.369, g: 0.349, b: 0.341, a: 1} - hdr: 0 - showAlpha: 1 - showEyeDropper: 1 enableSunDisk: m_OverrideState: 1 m_Value: 1 @@ -167,7 +246,8 @@ MonoBehaviour: MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 @@ -178,6 +258,18 @@ MonoBehaviour: skyType: m_OverrideState: 1 m_Value: 1 + cloudType: + m_OverrideState: 0 + m_Value: 0 + skyAmbientMode: + m_OverrideState: 1 + m_Value: 0 + windOrientation: + m_OverrideState: 0 + m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 fogType: m_OverrideState: 1 m_Value: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1301_StackLitSG.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1301_StackLitSG.unity index a47da77d5f7..da6377ef28e 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1301_StackLitSG.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1301_StackLitSG.unity @@ -301,6 +301,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -1, y: 0, z: -1} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 2 @@ -415,6 +416,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -2.9515405, y: -3.2690406, z: -4.989624} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 2108988498} - {fileID: 1703845552} @@ -723,7 +725,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 172515602e62fb746b5d573b38a5fe58, type: 3} m_Name: m_EditorClassIdentifier: - isGlobal: 1 + m_IsGlobal: 1 priority: 0 blendDistance: 0 weight: 1 @@ -738,6 +740,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 3 @@ -803,6 +806,11 @@ PrefabInstance: propertyPath: field of view value: 45 objectReference: {fileID: 0} + - target: {fileID: 114777190906822814, guid: c07ace9ab142ca9469fa377877c2f1e7, + type: 3} + propertyPath: m_Version + value: 8 + objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} --- !u!1001 &1703845551 @@ -979,6 +987,7 @@ Transform: m_LocalRotation: {x: 0.40821788, y: -0.23456968, z: 0.10938163, w: 0.8754261} m_LocalPosition: {x: 0.395, y: 4.331, z: -3.78} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 1 @@ -1078,6 +1087,7 @@ MonoBehaviour: m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 m_preserveCachedShadow: 0 + m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.15 @@ -1093,7 +1103,6 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 - showAdditionalSettings: 0 m_AreaLightEmissiveMeshShadowCastingMode: 0 m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 m_AreaLightEmissiveMeshLayer: -1 @@ -1218,6 +1227,7 @@ MonoBehaviour: m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 m_preserveCachedShadow: 0 + m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.2 @@ -1233,7 +1243,6 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 - showAdditionalSettings: 0 m_AreaLightEmissiveMeshShadowCastingMode: 0 m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 m_AreaLightEmissiveMeshLayer: -1 @@ -1317,6 +1326,7 @@ Transform: m_LocalRotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068} m_LocalPosition: {x: -3, y: 0.5, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 4 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1352_Fabric_Env/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1352_Fabric_Env/Scene Settings Profile.asset index f5735f97a8a..f939eda6ecf 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1352_Fabric_Env/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1352_Fabric_Env/Scene Settings Profile.asset @@ -33,43 +33,33 @@ MonoBehaviour: maxShadowDistance: m_OverrideState: 1 m_Value: 500 - min: 0 + directionalTransmissionMultiplier: + m_OverrideState: 0 + m_Value: 1 cascadeShadowSplitCount: m_OverrideState: 1 m_Value: 4 - min: 1 - max: 4 cascadeShadowSplit0: m_OverrideState: 1 m_Value: 0.05 - min: 0 - max: 1 cascadeShadowSplit1: m_OverrideState: 1 m_Value: 0.15 - min: 0 - max: 1 cascadeShadowSplit2: m_OverrideState: 1 m_Value: 0.3 - min: 0 - max: 1 cascadeShadowBorder0: m_OverrideState: 1 m_Value: 0 - min: 0 cascadeShadowBorder1: m_OverrideState: 1 m_Value: 0 - min: 0 cascadeShadowBorder2: m_OverrideState: 1 m_Value: 0 - min: 0 cascadeShadowBorder3: m_OverrideState: 1 m_Value: 0 - min: 0 --- !u!114 &114374333047554170 MonoBehaviour: m_ObjectHideFlags: 0 @@ -86,8 +76,6 @@ MonoBehaviour: rotation: m_OverrideState: 1 m_Value: 0 - min: 0 - max: 360 skyIntensityMode: m_OverrideState: 1 m_Value: 0 @@ -97,11 +85,12 @@ MonoBehaviour: multiplier: m_OverrideState: 1 m_Value: 1 - min: 0 upperHemisphereLuxValue: m_OverrideState: 1 m_Value: 1 - min: 0 + upperHemisphereLuxColor: + m_OverrideState: 0 + m_Value: {x: 0, y: 0, z: 0} desiredLuxValue: m_OverrideState: 1 m_Value: 20000 @@ -111,37 +100,24 @@ MonoBehaviour: updatePeriod: m_OverrideState: 1 m_Value: 0 - min: 0 includeSunInBaking: m_OverrideState: 1 m_Value: 0 sunSize: m_OverrideState: 1 m_Value: 0.04 - min: 0 - max: 1 sunSizeConvergence: m_OverrideState: 1 m_Value: 5 - min: 1 - max: 10 atmosphereThickness: m_OverrideState: 1 m_Value: 1 - min: 0 - max: 5 skyTint: m_OverrideState: 1 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - hdr: 0 - showAlpha: 1 - showEyeDropper: 1 groundColor: m_OverrideState: 1 m_Value: {r: 0.369, g: 0.349, b: 0.341, a: 1} - hdr: 0 - showAlpha: 1 - showEyeDropper: 1 enableSunDisk: m_OverrideState: 1 m_Value: 1 @@ -161,8 +137,6 @@ MonoBehaviour: rotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 skyIntensityMode: m_OverrideState: 0 m_Value: 0 @@ -172,11 +146,12 @@ MonoBehaviour: multiplier: m_OverrideState: 0 m_Value: 1 - min: 0 upperHemisphereLuxValue: m_OverrideState: 0 m_Value: 2.0145614 - min: 0 + upperHemisphereLuxColor: + m_OverrideState: 0 + m_Value: {x: 0, y: 0, z: 0} desiredLuxValue: m_OverrideState: 0 m_Value: 20000 @@ -186,13 +161,87 @@ MonoBehaviour: updatePeriod: m_OverrideState: 0 m_Value: 0 - min: 0 includeSunInBaking: m_OverrideState: 0 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: fb0bf2eac2381484187ba8a68cdca165, type: 3} + distortionMode: + m_OverrideState: 0 + m_Value: 0 + flowmap: + m_OverrideState: 0 + m_Value: {fileID: 0} + upperHemisphereOnly: + m_OverrideState: 0 + m_Value: 1 + scrollOrientation: + m_OverrideState: 0 + m_Value: + mode: 1 + customValue: 0 + additiveValue: 0 + multiplyValue: 1 + scrollSpeed: + m_OverrideState: 0 + m_Value: + mode: 1 + customValue: 100 + additiveValue: 0 + multiplyValue: 1 + enableBackplate: + m_OverrideState: 0 + m_Value: 0 + backplateType: + m_OverrideState: 0 + m_Value: 0 + groundLevel: + m_OverrideState: 0 + m_Value: 0 + scale: + m_OverrideState: 0 + m_Value: {x: 32, y: 32} + projectionDistance: + m_OverrideState: 0 + m_Value: 16 + plateRotation: + m_OverrideState: 0 + m_Value: 0 + plateTexRotation: + m_OverrideState: 0 + m_Value: 0 + plateTexOffset: + m_OverrideState: 0 + m_Value: {x: 0, y: 0} + blendAmount: + m_OverrideState: 0 + m_Value: 0 + shadowTint: + m_OverrideState: 0 + m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} + pointLightShadow: + m_OverrideState: 0 + m_Value: 0 + dirLightShadow: + m_OverrideState: 0 + m_Value: 0 + rectLightShadow: + m_OverrideState: 0 + m_Value: 0 + m_SkyVersion: 1 + enableDistortion: + m_OverrideState: 0 + m_Value: 0 + procedural: + m_OverrideState: 0 + m_Value: 1 + scrollDirection: + m_OverrideState: 0 + m_Value: 0 + m_ObsoleteScrollSpeed: + m_OverrideState: 0 + m_Value: 1 --- !u!114 &114883432347898006 MonoBehaviour: m_ObjectHideFlags: 0 @@ -209,6 +258,18 @@ MonoBehaviour: skyType: m_OverrideState: 1 m_Value: 1 + cloudType: + m_OverrideState: 0 + m_Value: 0 + skyAmbientMode: + m_OverrideState: 1 + m_Value: 0 + windOrientation: + m_OverrideState: 0 + m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 fogType: m_OverrideState: 1 m_Value: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1602_TerrainLit_Normal.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1602_TerrainLit_Normal.unity index e9e52f241ba..ac4ed96683a 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1602_TerrainLit_Normal.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1602_TerrainLit_Normal.unity @@ -38,7 +38,7 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - m_IndirectSpecularColor: {r: 0.047137707, g: 0.06653553, b: 0.105606586, a: 1} + m_IndirectSpecularColor: {r: 0, g: 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114777190906822814, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} propertyPath: clearColorMode @@ -748,6 +757,7 @@ Transform: m_LocalRotation: {x: 0, y: 1, z: 0, w: 0} m_LocalPosition: {x: -10, y: 0, z: 10} m_LocalScale: {x: 2, y: 1, z: 2} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 4 @@ -778,6 +788,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 598431484} - {fileID: 1869420999} @@ -812,6 +823,7 @@ Transform: m_LocalRotation: {x: 0.7071068, y: -0, z: -0, w: 0.7071068} m_LocalPosition: {x: -1.87, y: 0, z: 14.26} m_LocalScale: {x: 1, y: 1.0000005, z: 1.0000005} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1526466806} m_RootOrder: 1 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1801_MaterialQuality.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1801_MaterialQuality.unity index f0345dd7dc8..c395c6ddbef 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1801_MaterialQuality.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1801_MaterialQuality.unity @@ -24,7 +24,7 @@ RenderSettings: m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1} m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1} m_AmbientIntensity: 1 - m_AmbientMode: 4 + m_AmbientMode: 0 m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1} m_SkyboxMaterial: {fileID: 0} m_HaloStrength: 0.5 @@ -43,7 +43,7 @@ RenderSettings: --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 - serializedVersion: 11 + serializedVersion: 12 m_GIWorkflowMode: 1 m_GISettings: serializedVersion: 2 @@ -98,7 +98,7 @@ LightmapSettings: m_TrainingDataDestination: TrainingData m_LightProbeSampleCountMultiplier: 4 m_LightingDataAsset: {fileID: 0} - 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@@ -1177,6 +1187,8 @@ MonoBehaviour: enableFptlForForwardOpaque: 0 enableBigTilePrepass: 0 isFptlEnabled: 0 + roughReflections: 1 + distanceBasedRoughness: 0 m_ProbeSettingsOverride: probe: 0 camera: @@ -1220,6 +1232,9 @@ MonoBehaviour: e32: 0 e33: 0 m_CapturePosition: {x: 0, y: 0, z: 0} + m_CaptureRotation: {x: 0, y: 0, z: 0, w: 0} + m_FieldOfView: 0 + m_Aspect: 0 m_CustomRenderData: m_WorldToCameraRHS: e00: 0 @@ -1256,13 +1271,139 @@ MonoBehaviour: e32: 0 e33: 0 m_CapturePosition: {x: 0, y: 0, z: 0} - m_EditorOnlyData: 0 - m_PlanarProbeVersion: 6 + m_CaptureRotation: {x: 0, y: 0, z: 0, w: 0} + m_FieldOfView: 0 + m_Aspect: 0 + m_SHForNormalization: + sh[ 0]: 0 + sh[ 1]: 0 + sh[ 2]: 0 + sh[ 3]: 0 + sh[ 4]: 0 + sh[ 5]: 0 + sh[ 6]: 0 + sh[ 7]: 0 + sh[ 8]: 0 + sh[ 9]: 0 + sh[10]: 0 + sh[11]: 0 + sh[12]: 0 + sh[13]: 0 + sh[14]: 0 + sh[15]: 0 + sh[16]: 0 + sh[17]: 0 + sh[18]: 0 + sh[19]: 0 + sh[20]: 0 + sh[21]: 0 + sh[22]: 0 + sh[23]: 0 + sh[24]: 0 + sh[25]: 0 + sh[26]: 0 + m_HasValidSHForNormalization: 0 + m_HDProbeVersion: 3 + m_ObsoleteInfiniteProjection: 1 + m_ObsoleteInfluenceVolume: + m_Shape: 0 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 3 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendDistance: 0 + m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendNormalDistance: 0 + m_EditorAdvancedModeEnabled: 0 + m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} + m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} + m_Version: 1 + m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} + m_ObsoleteOffset: {x: 0, y: 0, z: 0} + m_ObsoleteFrameSettings: + overrides: 0 + enableShadow: 0 + enableContactShadows: 0 + enableShadowMask: 0 + enableSSR: 0 + enableSSAO: 0 + enableSubsurfaceScattering: 0 + enableTransmission: 0 + enableAtmosphericScattering: 0 + enableVolumetrics: 0 + enableReprojectionForVolumetrics: 0 + enableLightLayers: 0 + enableExposureControl: 1 + diffuseGlobalDimmer: 0 + specularGlobalDimmer: 0 + shaderLitMode: 0 + enableDepthPrepassWithDeferredRendering: 0 + enableTransparentPrepass: 0 + enableMotionVectors: 0 + enableObjectMotionVectors: 0 + enableDecals: 0 + enableRoughRefraction: 0 + enableTransparentPostpass: 0 + enableDistortion: 0 + enablePostprocess: 0 + enableOpaqueObjects: 0 + enableTransparentObjects: 0 + enableRealtimePlanarReflection: 0 + enableMSAA: 0 + enableAsyncCompute: 0 + runLightListAsync: 0 + runSSRAsync: 0 + runSSAOAsync: 0 + runContactShadowsAsync: 0 + runVolumeVoxelizationAsync: 0 + lightLoopSettings: + overrides: 0 + enableDeferredTileAndCluster: 0 + enableComputeLightEvaluation: 0 + enableComputeLightVariants: 0 + enableComputeMaterialVariants: 0 + enableFptlForForwardOpaque: 0 + enableBigTilePrepass: 0 + isFptlEnabled: 0 + m_ObsoleteMultiplier: 1 + m_ObsoleteWeight: 1 + m_ObsoleteMode: 0 + m_ObsoleteLightLayers: 1 + m_ObsoleteCaptureSettings: + overrides: 0 + clearColorMode: 0 + backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} + clearDepth: 1 + cullingMask: + serializedVersion: 2 + m_Bits: 4294967295 + useOcclusionCulling: 1 + volumeLayerMask: + serializedVersion: 2 + m_Bits: 1 + volumeAnchorOverride: {fileID: 0} + projection: 0 + nearClipPlane: 0.3 + farClipPlane: 1000 + fieldOfView: 90 + orthographicSize: 5 + renderingPath: 0 + shadowDistance: 100 + m_LocalReferencePosition: {x: 0, y: 0.99999994, z: 0.000000059604645} + m_PlanarProbeVersion: 7 m_ObsoleteCaptureNearPlane: 0.3 m_ObsoleteCaptureFarPlane: 1000 m_ObsoleteOverrideFieldOfView: 0 m_ObsoleteFieldOfViewOverride: 90 - m_LocalReferencePosition: {x: 0, y: 0.99999994, z: 0.000000059604645} --- !u!23 &1553371902 MeshRenderer: m_ObjectHideFlags: 0 @@ -1274,10 +1415,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -1313,7 +1456,7 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 m_CookingOptions: 30 m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0} @@ -1335,6 +1478,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -9.7, y: 1.55, z: 9.27} m_LocalScale: {x: 1.9826, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 4 @@ -1370,8 +1514,7 @@ MonoBehaviour: m_EditorClassIdentifier: m_Profile: {fileID: 0} m_StaticLightingSkyUniqueID: 0 - m_SkySettings: {fileID: 0} - m_SkySettingsFromProfile: {fileID: 0} + m_StaticLightingCloudsUniqueID: 0 --- !u!4 &1608707855 Transform: m_ObjectHideFlags: 1 @@ -1382,6 +1525,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 0 @@ -1416,22 +1560,16 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 9 - m_ObsoleteShadowResolutionTier: 1 - m_ObsoleteUseShadowQualitySettings: 0 - m_ObsoleteCustomShadowResolution: 512 - m_ObsoleteContactShadows: 0 - m_PointlightHDType: 0 - m_SpotLightShape: 0 - m_AreaLightShape: 0 m_Intensity: 1 m_EnableSpotReflector: 0 m_LuxAtDistance: 1 m_InnerSpotPercent: 0 + m_SpotIESCutoffPercent: 100 m_LightDimmer: 1 m_VolumetricDimmer: 1 m_LightUnit: 2 m_FadeDistance: 10000 + m_VolumetricFadeDistance: 10000 m_AffectDiffuse: 1 m_AffectSpecular: 1 m_NonLightmappedOnly: 0 @@ -1439,16 +1577,25 @@ MonoBehaviour: m_ShapeHeight: 0.5 m_AspectRatio: 1 m_ShapeRadius: 0 + m_SoftnessScale: 1 m_UseCustomSpotLightShadowCone: 0 m_CustomSpotLightShadowCone: 30 m_MaxSmoothness: 0.99 m_ApplyRangeAttenuation: 1 m_DisplayAreaLightEmissiveMesh: 0 m_AreaLightCookie: {fileID: 0} + m_IESPoint: {fileID: 0} + m_IESSpot: {fileID: 0} + m_IncludeForRayTracing: 1 m_AreaLightShadowCone: 120 m_UseScreenSpaceShadows: 0 m_InteractsWithSky: 1 m_AngularDiameter: 0 + m_FlareSize: 2 + m_FlareTint: {r: 1, g: 1, b: 1, a: 1} + m_FlareFalloff: 4 + m_SurfaceTexture: {fileID: 0} + m_SurfaceTint: {r: 1, g: 1, b: 1, a: 1} m_Distance: 150000000 m_UseRayTracedShadows: 0 m_NumRayTracingSamples: 4 @@ -1456,6 +1603,9 @@ MonoBehaviour: m_FilterSizeTraced: 16 m_SunLightConeAngle: 0.5 m_LightShadowRadius: 0.5 + m_SemiTransparentShadow: 0 + m_ColorShadow: 1 + m_DistanceBasedFiltering: 0 m_EvsmExponent: 15 m_EvsmLightLeakBias: 0 m_EvsmVarianceBias: 0.00001 @@ -1486,6 +1636,14 @@ MonoBehaviour: m_NormalBias: 0.75 m_SlopeBias: 0.5 m_ShadowUpdateMode: 0 + m_AlwaysDrawDynamicShadows: 0 + m_UpdateShadowOnLightMovement: 0 + m_CachedShadowTranslationThreshold: 0.01 + m_CachedShadowAngularThreshold: 0.5 + m_BarnDoorAngle: 90 + m_BarnDoorLength: 0.05 + m_preserveCachedShadow: 0 + m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.2 @@ -1501,7 +1659,17 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 - showAdditionalSettings: 9 + m_AreaLightEmissiveMeshShadowCastingMode: 0 + m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 + m_AreaLightEmissiveMeshLayer: -1 + m_Version: 11 + m_ObsoleteShadowResolutionTier: 1 + m_ObsoleteUseShadowQualitySettings: 0 + m_ObsoleteCustomShadowResolution: 512 + m_ObsoleteContactShadows: 0 + m_PointlightHDType: 0 + m_SpotLightShape: 0 + m_AreaLightShape: 0 --- !u!108 &1766079452 Light: m_ObjectHideFlags: 0 @@ -1561,6 +1729,7 @@ Light: m_UseColorTemperature: 1 m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} m_UseBoundingSphereOverride: 0 + m_UseViewFrustumForShadowCasterCull: 1 m_ShadowRadius: 0 m_ShadowAngle: 0 --- !u!4 &1766079453 @@ -1573,6 +1742,7 @@ Transform: m_LocalRotation: {x: 0.16987649, y: -0.029034924, z: -0.25718543, w: 0.95087045} m_LocalPosition: {x: 0, y: 3, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 6 @@ -1606,6 +1776,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 2.3899999} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 345783686} m_RootOrder: 0 @@ -1620,7 +1791,7 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} @@ -1635,10 +1806,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1801_MaterialQuality/Global Volume Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1801_MaterialQuality/Global Volume Profile.asset new file mode 100644 index 00000000000..47071e5eb8c --- /dev/null +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1801_MaterialQuality/Global Volume Profile.asset @@ -0,0 +1,47 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3} + m_Name: Global Volume Profile + m_EditorClassIdentifier: + components: + - {fileID: 996082102067431880} +--- !u!114 &996082102067431880 +MonoBehaviour: + m_ObjectHideFlags: 3 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 0d7593b3a9277ac4696b20006c21dde2, type: 3} + m_Name: VisualEnvironment + m_EditorClassIdentifier: + active: 1 + skyType: + m_OverrideState: 0 + m_Value: 0 + cloudType: + m_OverrideState: 0 + m_Value: 0 + skyAmbientMode: + m_OverrideState: 1 + m_Value: 0 + windOrientation: + m_OverrideState: 0 + m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 + fogType: + m_OverrideState: 0 + m_Value: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1801_MaterialQuality/Global Volume Profile.asset.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1801_MaterialQuality/Global Volume Profile.asset.meta new file mode 100644 index 00000000000..284763b28f4 --- /dev/null +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1801_MaterialQuality/Global Volume Profile.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e933dcbd683c300418703544e87bd63e +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG/HDRP_Volume.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG/HDRP_Volume.asset index b25adcbecfb..d334e59a614 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG/HDRP_Volume.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG/HDRP_Volume.asset @@ -29,21 +29,15 @@ MonoBehaviour: m_Name: HDShadowSettings m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 maxShadowDistance: m_OverrideState: 1 m_Value: 20 - min: 0 directionalTransmissionMultiplier: m_OverrideState: 0 m_Value: 1 - min: 0 - max: 1 cascadeShadowSplitCount: m_OverrideState: 0 m_Value: 4 - min: 1 - max: 4 cascadeShadowSplit0: m_OverrideState: 0 m_Value: 0.05 @@ -78,12 +72,9 @@ MonoBehaviour: m_Name: HDRISky m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 rotation: m_OverrideState: 1 m_Value: 200 - min: 0 - max: 360 skyIntensityMode: m_OverrideState: 0 m_Value: 0 @@ -93,11 +84,9 @@ MonoBehaviour: multiplier: m_OverrideState: 1 m_Value: 1 - min: 0 upperHemisphereLuxValue: m_OverrideState: 0 m_Value: 0.4660715 - min: 0 upperHemisphereLuxColor: m_OverrideState: 0 m_Value: {x: 0.18750614, y: 0.29181972, z: 0.5} @@ -110,13 +99,35 @@ MonoBehaviour: updatePeriod: m_OverrideState: 1 m_Value: 0 - min: 0 includeSunInBaking: m_OverrideState: 0 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: 8253d41e6e8b11a4cbe77a4f8f82934d, type: 3} + distortionMode: + m_OverrideState: 0 + m_Value: 0 + flowmap: + m_OverrideState: 0 + m_Value: {fileID: 0} + upperHemisphereOnly: + m_OverrideState: 0 + m_Value: 1 + scrollOrientation: + m_OverrideState: 1 + m_Value: + mode: 0 + customValue: 200 + additiveValue: 0 + multiplyValue: 0 + scrollSpeed: + m_OverrideState: 0 + m_Value: + mode: 1 + customValue: 100 + additiveValue: 0 + multiplyValue: 1 enableBackplate: m_OverrideState: 0 m_Value: 0 @@ -132,31 +143,21 @@ MonoBehaviour: projectionDistance: m_OverrideState: 0 m_Value: 16 - min: 0.0000001 plateRotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 plateTexRotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 plateTexOffset: m_OverrideState: 0 m_Value: {x: 0, y: 0} blendAmount: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 100 shadowTint: m_OverrideState: 0 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - hdr: 0 - showAlpha: 1 - showEyeDropper: 1 pointLightShadow: m_OverrideState: 0 m_Value: 0 @@ -166,6 +167,19 @@ MonoBehaviour: rectLightShadow: m_OverrideState: 0 m_Value: 0 + m_SkyVersion: 1 + enableDistortion: + m_OverrideState: 0 + m_Value: 0 + procedural: + m_OverrideState: 0 + m_Value: 1 + scrollDirection: + m_OverrideState: 0 + m_Value: 0 + m_ObsoleteScrollSpeed: + m_OverrideState: 0 + m_Value: 1 --- !u!114 &114827887035766406 MonoBehaviour: m_ObjectHideFlags: 3 @@ -179,13 +193,21 @@ MonoBehaviour: m_Name: VisualEnvironment m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 1 + cloudType: + m_OverrideState: 0 + m_Value: 0 skyAmbientMode: + m_OverrideState: 1 + m_Value: 0 + windOrientation: m_OverrideState: 0 m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 fogType: m_OverrideState: 1 m_Value: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG_a.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG_a.unity index eaf457a709f..86d143105d1 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG_a.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG_a.unity @@ -38,7 +38,7 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - m_IndirectSpecularColor: {r: 0.31014416, g: 0.3259645, b: 0.36057484, a: 1} + m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1} m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: @@ -152,6 +152,7 @@ Transform: m_LocalRotation: {x: 0.7071068, y: -0, z: -0, w: 0.7071068} m_LocalPosition: {x: -10.475559, y: 0.00001335144, z: -1} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1585461826} m_RootOrder: 1 @@ -189,6 +190,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -245,6 +247,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -10, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 113455552} - {fileID: 1780913221} @@ -279,6 +282,7 @@ Transform: m_LocalRotation: {x: 0.7071068, y: -0, z: -0, w: 0.7071068} m_LocalPosition: {x: 0, y: 0, z: -0} m_LocalScale: {x: 5, y: 5, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 94484690} m_RootOrder: 0 @@ -294,6 +298,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -360,6 +365,7 @@ Transform: m_LocalRotation: {x: 0.7071068, y: -0, z: -0, w: 0.7071068} m_LocalPosition: {x: 6, y: 0, z: -0} m_LocalScale: {x: 5, y: 5, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 172735911} m_RootOrder: 1 @@ -375,6 +381,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -439,6 +446,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -10, y: 0, z: 6} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1319188787} - {fileID: 115245477} @@ -488,6 +496,7 @@ Transform: m_LocalRotation: {x: 0.7071068, y: -0, z: -0, w: 0.7071068} m_LocalPosition: {x: 0, y: 0, z: -0} m_LocalScale: {x: 5, y: 5, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 625562289} m_RootOrder: 0 @@ -503,6 +512,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -569,6 +579,7 @@ Transform: 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--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2009_MultipleSkies/Sky_Static.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2009_MultipleSkies/Sky_Static.asset @@ -13,13 +13,21 @@ MonoBehaviour: m_Name: VisualEnvironment m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 1 + cloudType: + m_OverrideState: 0 + m_Value: 0 skyAmbientMode: m_OverrideState: 1 m_Value: 0 + windOrientation: + m_OverrideState: 0 + m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 fogType: m_OverrideState: 1 m_Value: 0 @@ -51,12 +59,9 @@ MonoBehaviour: m_Name: HDRISky m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 rotation: m_OverrideState: 1 m_Value: 0 - min: 0 - max: 360 skyIntensityMode: m_OverrideState: 1 m_Value: 0 @@ -66,11 +71,12 @@ MonoBehaviour: multiplier: m_OverrideState: 1 m_Value: 1 - min: 0 upperHemisphereLuxValue: m_OverrideState: 1 m_Value: 0.46608552 - min: 0 + upperHemisphereLuxColor: + m_OverrideState: 0 + m_Value: {x: 0, y: 0, z: 0} desiredLuxValue: m_OverrideState: 1 m_Value: 20000 @@ -80,10 +86,84 @@ MonoBehaviour: updatePeriod: m_OverrideState: 1 m_Value: 0 - min: 0 includeSunInBaking: m_OverrideState: 1 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: 8253d41e6e8b11a4cbe77a4f8f82934d, type: 3} + distortionMode: + m_OverrideState: 0 + m_Value: 0 + flowmap: + m_OverrideState: 0 + m_Value: {fileID: 0} + upperHemisphereOnly: + m_OverrideState: 0 + m_Value: 1 + scrollOrientation: + m_OverrideState: 0 + m_Value: + mode: 1 + customValue: 0 + additiveValue: 0 + multiplyValue: 1 + scrollSpeed: + m_OverrideState: 0 + m_Value: + mode: 1 + customValue: 100 + additiveValue: 0 + multiplyValue: 1 + enableBackplate: + m_OverrideState: 0 + m_Value: 0 + backplateType: + m_OverrideState: 0 + m_Value: 0 + groundLevel: + m_OverrideState: 0 + m_Value: 0 + scale: + m_OverrideState: 0 + m_Value: {x: 32, y: 32} + projectionDistance: + m_OverrideState: 0 + m_Value: 16 + plateRotation: + m_OverrideState: 0 + m_Value: 0 + plateTexRotation: + m_OverrideState: 0 + m_Value: 0 + plateTexOffset: + m_OverrideState: 0 + m_Value: {x: 0, y: 0} + blendAmount: + m_OverrideState: 0 + m_Value: 0 + shadowTint: + m_OverrideState: 0 + m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} + pointLightShadow: + m_OverrideState: 0 + m_Value: 0 + dirLightShadow: + m_OverrideState: 0 + m_Value: 0 + rectLightShadow: + m_OverrideState: 0 + m_Value: 0 + m_SkyVersion: 1 + enableDistortion: + m_OverrideState: 0 + m_Value: 0 + procedural: + m_OverrideState: 0 + m_Value: 1 + scrollDirection: + m_OverrideState: 0 + m_Value: 0 + m_ObsoleteScrollSpeed: + m_OverrideState: 0 + m_Value: 1 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2110_IndirectController/Sky and Fog Settings Profile 1.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2110_IndirectController/Sky and Fog Settings Profile 1.asset index 402320a6482..e37ca7317eb 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2110_IndirectController/Sky and Fog Settings Profile 1.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2110_IndirectController/Sky and Fog Settings Profile 1.asset @@ -426,7 +426,7 @@ MonoBehaviour: m_OverrideState: 1 m_Value: 0 skyAmbientMode: - m_OverrideState: 0 + m_OverrideState: 1 m_Value: 0 windOrientation: m_OverrideState: 1 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2204_ReflectionProbes_Lights.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2204_ReflectionProbes_Lights.unity index 33d4081d9c3..b2fd68c3a8c 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2204_ReflectionProbes_Lights.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2204_ReflectionProbes_Lights.unity @@ -119,6 +119,8 @@ NavMeshSettings: manualTileSize: 0 tileSize: 256 accuratePlacement: 0 + maxJobWorkers: 0 + 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m_BoxSize: {x: 1, y: 1, z: 1} m_SphereRadius: 1 + m_CSVersion: 1 + m_ObsoleteSphereInfiniteProjection: 0 + m_ObsoleteBoxInfiniteProjection: 0 proxySettings: useInfluenceVolumeAsProxyVolume: 0 capturePositionProxySpace: {x: 0, y: 0, z: 0} captureRotationProxySpace: {x: 0, y: 0, z: 0, w: 1} mirrorPositionProxySpace: {x: 0, y: 0, z: 0} mirrorRotationProxySpace: {x: 0, y: 0, z: 0, w: 0} + resolutionScalable: + m_Override: 512 + m_UseOverride: 0 + m_Level: 0 + resolution: 0 cameraSettings: customRenderingSettings: 0 renderingPathCustomFrameSettings: @@ -364,6 +278,10 @@ MonoBehaviour: maximumLODLevel: 0 maximumLODLevelMode: 0 maximumLODLevelQualityLevel: 0 + sssQualityMode: 0 + sssQualityLevel: 0 + sssCustomSampleBudget: 20 + msaaMode: 1 materialQuality: 0 renderingPathCustomFrameSettingsOverrideMask: mask: @@ -381,8 +299,8 @@ MonoBehaviour: frustum: mode: 0 aspect: 1 - farClipPlane: 1000 - nearClipPlane: 0.3 + farClipPlaneRaw: 1000 + nearClipPlaneRaw: 0.3 fieldOfView: 90 projectionMatrix: 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- renderingPath: 0 - shadowDistance: 100 m_ProbeSettings: frustum: fieldOfViewMode: 1 @@ -1159,6 +1122,17 @@ MonoBehaviour: fadeDistance: 10000 rangeCompressionFactor: 1 influence: + m_Shape: 0 + m_BoxSize: {x: 4, y: 4, z: 4} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} m_EditorSimplifiedModeBlendDistance: 0 @@ -1171,30 +1145,24 @@ MonoBehaviour: m_Version: 1 m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_Shape: 0 - m_BoxSize: {x: 4, y: 4, z: 4} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 2 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 proxy: - m_CSVersion: 1 - m_ObsoleteSphereInfiniteProjection: 0 - m_ObsoleteBoxInfiniteProjection: 0 m_Shape: 0 m_BoxSize: {x: 1, y: 1, z: 1} m_SphereRadius: 1 + m_CSVersion: 1 + m_ObsoleteSphereInfiniteProjection: 0 + m_ObsoleteBoxInfiniteProjection: 0 proxySettings: useInfluenceVolumeAsProxyVolume: 0 capturePositionProxySpace: {x: 0, y: 0, z: 0} captureRotationProxySpace: {x: 0, y: 0, z: 0, w: 1} mirrorPositionProxySpace: {x: 0, y: 0, z: 0} mirrorRotationProxySpace: {x: 0, y: 0, z: 0, w: 0} + resolutionScalable: + m_Override: 512 + m_UseOverride: 0 + m_Level: 0 + resolution: 0 cameraSettings: customRenderingSettings: 0 renderingPathCustomFrameSettings: @@ -1207,6 +1175,10 @@ MonoBehaviour: maximumLODLevel: 0 maximumLODLevelMode: 0 maximumLODLevelQualityLevel: 0 + sssQualityMode: 0 + sssQualityLevel: 0 + sssCustomSampleBudget: 20 + msaaMode: 1 materialQuality: 0 renderingPathCustomFrameSettingsOverrideMask: mask: @@ -1224,8 +1196,8 @@ MonoBehaviour: frustum: mode: 0 aspect: 1 - farClipPlane: 1000 - nearClipPlane: 0.3 + farClipPlaneRaw: 1000 + nearClipPlaneRaw: 0.3 fieldOfView: 90 projectionMatrix: e00: 1 @@ -1302,6 +1274,8 @@ MonoBehaviour: enableFptlForForwardOpaque: 0 enableBigTilePrepass: 0 isFptlEnabled: 0 + roughReflections: 1 + distanceBasedRoughness: 0 m_ProbeSettingsOverride: probe: 0 camera: @@ -1387,7 +1361,130 @@ MonoBehaviour: m_CaptureRotation: {x: 0, y: 0, z: 0, w: 0} m_FieldOfView: 0 m_Aspect: 0 - m_EditorOnlyData: 0 + m_SHForNormalization: + sh[ 0]: 0 + sh[ 1]: 0 + sh[ 2]: 0 + sh[ 3]: 0 + sh[ 4]: 0 + sh[ 5]: 0 + sh[ 6]: 0 + sh[ 7]: 0 + sh[ 8]: 0 + sh[ 9]: 0 + sh[10]: 0 + sh[11]: 0 + sh[12]: 0 + sh[13]: 0 + sh[14]: 0 + sh[15]: 0 + sh[16]: 0 + sh[17]: 0 + sh[18]: 0 + sh[19]: 0 + sh[20]: 0 + sh[21]: 0 + sh[22]: 0 + sh[23]: 0 + sh[24]: 0 + sh[25]: 0 + sh[26]: 0 + m_HasValidSHForNormalization: 0 + m_HDProbeVersion: 3 + m_ObsoleteInfiniteProjection: 1 + m_ObsoleteInfluenceVolume: + m_Shape: 0 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendDistance: 0 + m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendNormalDistance: 0 + m_EditorAdvancedModeEnabled: 0 + m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} + m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} + m_Version: 1 + m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} + m_ObsoleteOffset: {x: 0, y: 0, z: 0} + m_ObsoleteFrameSettings: + overrides: 0 + enableShadow: 0 + enableContactShadows: 0 + enableShadowMask: 0 + enableSSR: 0 + enableSSAO: 0 + enableSubsurfaceScattering: 0 + enableTransmission: 0 + enableAtmosphericScattering: 0 + enableVolumetrics: 0 + enableReprojectionForVolumetrics: 0 + enableLightLayers: 0 + enableExposureControl: 1 + diffuseGlobalDimmer: 0 + specularGlobalDimmer: 0 + shaderLitMode: 0 + enableDepthPrepassWithDeferredRendering: 0 + enableTransparentPrepass: 0 + enableMotionVectors: 0 + enableObjectMotionVectors: 0 + enableDecals: 0 + enableRoughRefraction: 0 + enableTransparentPostpass: 0 + enableDistortion: 0 + enablePostprocess: 0 + enableOpaqueObjects: 0 + enableTransparentObjects: 0 + enableRealtimePlanarReflection: 0 + enableMSAA: 0 + enableAsyncCompute: 0 + runLightListAsync: 0 + runSSRAsync: 0 + runSSAOAsync: 0 + runContactShadowsAsync: 0 + runVolumeVoxelizationAsync: 0 + lightLoopSettings: + overrides: 0 + enableDeferredTileAndCluster: 0 + enableComputeLightEvaluation: 0 + enableComputeLightVariants: 0 + enableComputeMaterialVariants: 0 + enableFptlForForwardOpaque: 0 + enableBigTilePrepass: 0 + isFptlEnabled: 0 + m_ObsoleteMultiplier: 1 + m_ObsoleteWeight: 1 + m_ObsoleteMode: 1 + m_ObsoleteLightLayers: 1 + m_ObsoleteCaptureSettings: + overrides: 0 + clearColorMode: 0 + backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} + clearDepth: 1 + cullingMask: + serializedVersion: 2 + m_Bits: 4294967295 + useOcclusionCulling: 1 + volumeLayerMask: + serializedVersion: 2 + m_Bits: 4294967295 + volumeAnchorOverride: {fileID: 0} + projection: 0 + nearClipPlane: 0.3 + farClipPlane: 1000 + fieldOfView: 90 + orthographicSize: 5 + renderingPath: 0 + shadowDistance: 100 m_ReflectionProbeVersion: 9 m_ObsoleteInfluenceShape: 0 m_ObsoleteInfluenceSphereRadius: 2 @@ -1408,10 +1505,12 @@ MeshRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 2 m_LightProbeUsage: 0 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1455,8 +1554,8 @@ ReflectionProbe: m_Enabled: 1 serializedVersion: 2 m_Type: 0 - m_Mode: 1 - m_RefreshMode: 0 + m_Mode: 2 + m_RefreshMode: 2 m_TimeSlicingMode: 0 m_Resolution: 128 m_UpdateFrequency: 0 @@ -1474,7 +1573,7 @@ ReflectionProbe: m_BlendDistance: 0 m_HDR: 1 m_BoxProjection: 0 - m_RenderDynamicObjects: 0 + m_RenderDynamicObjects: 1 m_UseOcclusionCulling: 1 m_Importance: 1 m_CustomBakedTexture: {fileID: 8900000, guid: 2a4e9285ae01f6940a52a82fbb52b1e5, @@ -1508,6 +1607,7 @@ Transform: m_LocalRotation: {x: -0.32809448, y: -0.22298495, z: -0.14287144, w: 0.9067632} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 0.006071623, y: 0.006071623, z: 0.006071624} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1342837068} m_RootOrder: 0 @@ -1536,10 +1636,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1602,6 +1704,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: -0.617, y: -0.342, z: -1.244} m_LocalScale: {x: 0.23569697, y: 0.23569697, z: 0.23569697} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1102244886} m_RootOrder: 4 @@ -1630,10 +1733,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1696,6 +1801,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 0.15513, y: 0.15513, z: 0.15513} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 703441991} m_RootOrder: 0 @@ -1724,10 +1830,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1789,6 +1897,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: -0.54, y: -4.2893, z: 0} m_LocalScale: {x: 385.1731, y: 3.8790157, z: 175.23021} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1484532094} m_RootOrder: 2 @@ -1804,10 +1913,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1869,6 +1980,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1.44276, y: 1.44276, z: 1.44276} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 21096330} m_RootOrder: 0 @@ -1884,10 +1996,12 @@ MeshRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1949,6 +2063,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.638, y: 0.17, z: -1.724} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1091291962} m_Father: {fileID: 1098561660} @@ -1966,22 +2081,16 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 9 - m_ObsoleteShadowResolutionTier: 1 - m_ObsoleteUseShadowQualitySettings: 0 - m_ObsoleteCustomShadowResolution: 512 - m_ObsoleteContactShadows: 0 - m_PointlightHDType: 0 - m_SpotLightShape: 0 - m_AreaLightShape: 0 m_Intensity: 50 m_EnableSpotReflector: 0 m_LuxAtDistance: 1 m_InnerSpotPercent: 0 + m_SpotIESCutoffPercent: 100 m_LightDimmer: 1 m_VolumetricDimmer: 1 m_LightUnit: 0 m_FadeDistance: 10000 + m_VolumetricFadeDistance: 10000 m_AffectDiffuse: 1 m_AffectSpecular: 1 m_NonLightmappedOnly: 0 @@ -1996,6 +2105,9 @@ MonoBehaviour: m_ApplyRangeAttenuation: 1 m_DisplayAreaLightEmissiveMesh: 0 m_AreaLightCookie: {fileID: 0} + m_IESPoint: {fileID: 0} + m_IESSpot: {fileID: 0} + m_IncludeForRayTracing: 1 m_AreaLightShadowCone: 120 m_UseScreenSpaceShadows: 0 m_InteractsWithSky: 1 @@ -2012,7 +2124,9 @@ MonoBehaviour: m_FilterSizeTraced: 16 m_SunLightConeAngle: 0.5 m_LightShadowRadius: 0.5 + m_SemiTransparentShadow: 0 m_ColorShadow: 1 + m_DistanceBasedFiltering: 0 m_EvsmExponent: 15 m_EvsmLightLeakBias: 0 m_EvsmVarianceBias: 0.00001 @@ -2043,8 +2157,14 @@ MonoBehaviour: m_NormalBias: 0.75 m_SlopeBias: 0.5 m_ShadowUpdateMode: 0 + m_AlwaysDrawDynamicShadows: 0 + m_UpdateShadowOnLightMovement: 0 + m_CachedShadowTranslationThreshold: 0.01 + m_CachedShadowAngularThreshold: 0.5 m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 + m_preserveCachedShadow: 0 + m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.2 @@ -2060,7 +2180,17 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 - showAdditionalSettings: 0 + m_AreaLightEmissiveMeshShadowCastingMode: 0 + m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 + m_AreaLightEmissiveMeshLayer: -1 + m_Version: 11 + m_ObsoleteShadowResolutionTier: 1 + m_ObsoleteUseShadowQualitySettings: 0 + m_ObsoleteCustomShadowResolution: 512 + m_ObsoleteContactShadows: 0 + m_PointlightHDType: 0 + m_SpotLightShape: 0 + m_AreaLightShape: 0 --- !u!108 &437088011 Light: m_ObjectHideFlags: 0 @@ -2120,6 +2250,7 @@ Light: m_UseColorTemperature: 0 m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} m_UseBoundingSphereOverride: 0 + m_UseViewFrustumForShadowCasterCull: 1 m_ShadowRadius: 0 m_ShadowAngle: 0 --- !u!1 &475434060 @@ -2152,22 +2283,16 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 9 - m_ObsoleteShadowResolutionTier: 1 - m_ObsoleteUseShadowQualitySettings: 0 - m_ObsoleteCustomShadowResolution: 512 - m_ObsoleteContactShadows: 0 - m_PointlightHDType: 0 - m_SpotLightShape: 0 - m_AreaLightShape: 0 m_Intensity: 3.1415927 m_EnableSpotReflector: 0 m_LuxAtDistance: 1 m_InnerSpotPercent: 0 + m_SpotIESCutoffPercent: 100 m_LightDimmer: 1 m_VolumetricDimmer: 1 m_LightUnit: 2 m_FadeDistance: 10000 + m_VolumetricFadeDistance: 10000 m_AffectDiffuse: 1 m_AffectSpecular: 1 m_NonLightmappedOnly: 0 @@ -2182,6 +2307,9 @@ MonoBehaviour: m_ApplyRangeAttenuation: 1 m_DisplayAreaLightEmissiveMesh: 0 m_AreaLightCookie: {fileID: 0} + m_IESPoint: {fileID: 0} + m_IESSpot: {fileID: 0} + m_IncludeForRayTracing: 1 m_AreaLightShadowCone: 120 m_UseScreenSpaceShadows: 0 m_InteractsWithSky: 1 @@ -2198,7 +2326,9 @@ MonoBehaviour: m_FilterSizeTraced: 16 m_SunLightConeAngle: 0.5 m_LightShadowRadius: 0.5 + m_SemiTransparentShadow: 0 m_ColorShadow: 1 + m_DistanceBasedFiltering: 0 m_EvsmExponent: 15 m_EvsmLightLeakBias: 0 m_EvsmVarianceBias: 0.00001 @@ -2229,8 +2359,14 @@ MonoBehaviour: m_NormalBias: 0.75 m_SlopeBias: 0.5 m_ShadowUpdateMode: 0 + m_AlwaysDrawDynamicShadows: 0 + m_UpdateShadowOnLightMovement: 0 + m_CachedShadowTranslationThreshold: 0.01 + m_CachedShadowAngularThreshold: 0.5 m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 + m_preserveCachedShadow: 0 + m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.15 @@ -2246,7 +2382,17 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 - showAdditionalSettings: 0 + m_AreaLightEmissiveMeshShadowCastingMode: 0 + m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 + m_AreaLightEmissiveMeshLayer: -1 + m_Version: 11 + m_ObsoleteShadowResolutionTier: 1 + m_ObsoleteUseShadowQualitySettings: 0 + m_ObsoleteCustomShadowResolution: 512 + m_ObsoleteContactShadows: 0 + m_PointlightHDType: 0 + m_SpotLightShape: 0 + m_AreaLightShape: 0 --- !u!108 &475434063 Light: m_ObjectHideFlags: 0 @@ -2306,6 +2452,7 @@ Light: m_UseColorTemperature: 0 m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} m_UseBoundingSphereOverride: 0 + m_UseViewFrustumForShadowCasterCull: 1 m_ShadowRadius: 0 m_ShadowAngle: 0 --- !u!4 &475434064 @@ -2318,6 +2465,7 @@ Transform: m_LocalRotation: {x: 0.67753434, y: -0.27373418, z: 0.31773764, w: 0.6042017} m_LocalPosition: {x: 5.5331078, y: -15.559323, z: 38.527405} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 6 @@ -2351,6 +2499,7 @@ Transform: m_LocalRotation: {x: -0.32809448, y: -0.22298495, z: -0.14287144, w: 0.9067632} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 0.006071623, y: 0.006071623, z: 0.006071624} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1183693015} m_RootOrder: 0 @@ -2379,10 +2528,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2444,6 +2595,7 @@ Transform: m_LocalRotation: {x: 0.1877043, y: -0.2808559, z: -0.09246844, w: 0.9366625} m_LocalPosition: {x: 0.043, y: 0.572, z: -2.515} m_LocalScale: {x: 4.265915, y: 4.265915, z: 4.265915} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1227910975} m_Father: {fileID: 1481904499} @@ -2461,22 +2613,16 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 9 - m_ObsoleteShadowResolutionTier: 1 - m_ObsoleteUseShadowQualitySettings: 0 - m_ObsoleteCustomShadowResolution: 512 - m_ObsoleteContactShadows: 0 - m_PointlightHDType: 0 - m_SpotLightShape: 0 - m_AreaLightShape: 0 m_Intensity: 50 m_EnableSpotReflector: 1 m_LuxAtDistance: 1 m_InnerSpotPercent: 0 + m_SpotIESCutoffPercent: 100 m_LightDimmer: 1 m_VolumetricDimmer: 1 m_LightUnit: 0 m_FadeDistance: 10000 + m_VolumetricFadeDistance: 10000 m_AffectDiffuse: 1 m_AffectSpecular: 1 m_NonLightmappedOnly: 0 @@ -2491,6 +2637,9 @@ MonoBehaviour: m_ApplyRangeAttenuation: 1 m_DisplayAreaLightEmissiveMesh: 0 m_AreaLightCookie: {fileID: 0} + m_IESPoint: {fileID: 0} + m_IESSpot: {fileID: 0} + m_IncludeForRayTracing: 1 m_AreaLightShadowCone: 120 m_UseScreenSpaceShadows: 0 m_InteractsWithSky: 1 @@ -2507,7 +2656,9 @@ MonoBehaviour: m_FilterSizeTraced: 16 m_SunLightConeAngle: 0.5 m_LightShadowRadius: 0.5 + m_SemiTransparentShadow: 0 m_ColorShadow: 1 + m_DistanceBasedFiltering: 0 m_EvsmExponent: 15 m_EvsmLightLeakBias: 0 m_EvsmVarianceBias: 0.00001 @@ -2538,8 +2689,14 @@ MonoBehaviour: m_NormalBias: 0.75 m_SlopeBias: 0.5 m_ShadowUpdateMode: 0 + m_AlwaysDrawDynamicShadows: 0 + m_UpdateShadowOnLightMovement: 0 + m_CachedShadowTranslationThreshold: 0.01 + m_CachedShadowAngularThreshold: 0.5 m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 + m_preserveCachedShadow: 0 + m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.2 @@ -2555,7 +2712,17 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 - showAdditionalSettings: 0 + m_AreaLightEmissiveMeshShadowCastingMode: 0 + m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 + m_AreaLightEmissiveMeshLayer: -1 + m_Version: 11 + m_ObsoleteShadowResolutionTier: 1 + m_ObsoleteUseShadowQualitySettings: 0 + m_ObsoleteCustomShadowResolution: 512 + m_ObsoleteContactShadows: 0 + m_PointlightHDType: 0 + m_SpotLightShape: 0 + m_AreaLightShape: 0 --- !u!108 &513507484 Light: m_ObjectHideFlags: 0 @@ -2615,6 +2782,7 @@ Light: m_UseColorTemperature: 0 m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} m_UseBoundingSphereOverride: 0 + m_UseViewFrustumForShadowCasterCull: 1 m_ShadowRadius: 0 m_ShadowAngle: 0 --- !u!1 &516317389 @@ -2647,6 +2815,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 5.78, y: 0.5199999, z: -0.8276259} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1894137919} - {fileID: 1939633831} @@ -2667,101 +2836,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0ef8dc2c2eabfa4e8cb77be57a837c0, type: 3} m_Name: m_EditorClassIdentifier: - m_HDProbeVersion: 3 - m_ObsoleteInfiniteProjection: 1 - m_ObsoleteInfluenceVolume: - m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendDistance: 0 - m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendNormalDistance: 0 - m_EditorAdvancedModeEnabled: 0 - m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} - m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} - m_Version: 1 - m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} - m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_Shape: 1 - m_BoxSize: {x: 10, y: 10, z: 10} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 2 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 - m_ObsoleteFrameSettings: - overrides: 0 - enableShadow: 0 - enableContactShadows: 0 - enableShadowMask: 0 - enableSSR: 0 - enableSSAO: 0 - enableSubsurfaceScattering: 0 - enableTransmission: 0 - enableAtmosphericScattering: 0 - enableVolumetrics: 0 - enableReprojectionForVolumetrics: 0 - enableLightLayers: 0 - enableExposureControl: 1 - diffuseGlobalDimmer: 0 - specularGlobalDimmer: 0 - shaderLitMode: 0 - enableDepthPrepassWithDeferredRendering: 0 - enableTransparentPrepass: 0 - enableMotionVectors: 0 - enableObjectMotionVectors: 0 - enableDecals: 0 - enableRoughRefraction: 0 - enableTransparentPostpass: 0 - enableDistortion: 0 - enablePostprocess: 0 - enableOpaqueObjects: 0 - enableTransparentObjects: 0 - enableRealtimePlanarReflection: 0 - enableMSAA: 0 - enableAsyncCompute: 0 - runLightListAsync: 0 - runSSRAsync: 0 - runSSAOAsync: 0 - runContactShadowsAsync: 0 - runVolumeVoxelizationAsync: 0 - lightLoopSettings: - overrides: 0 - enableDeferredTileAndCluster: 0 - enableComputeLightEvaluation: 0 - enableComputeLightVariants: 0 - enableComputeMaterialVariants: 0 - enableFptlForForwardOpaque: 0 - enableBigTilePrepass: 0 - isFptlEnabled: 0 - m_ObsoleteMultiplier: 1 - m_ObsoleteWeight: 1 - m_ObsoleteMode: 1 - m_ObsoleteLightLayers: 1 - m_ObsoleteCaptureSettings: - overrides: 0 - clearColorMode: 0 - backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} - clearDepth: 1 - cullingMask: - serializedVersion: 2 - m_Bits: 4294967295 - useOcclusionCulling: 1 - volumeLayerMask: - serializedVersion: 2 - m_Bits: 4294967295 - volumeAnchorOverride: {fileID: 0} - projection: 0 - nearClipPlane: 0.3 - farClipPlane: 1000 - fieldOfView: 90 - orthographicSize: 5 - renderingPath: 0 - shadowDistance: 100 m_ProbeSettings: frustum: fieldOfViewMode: 1 @@ -2778,6 +2852,17 @@ MonoBehaviour: fadeDistance: 10000 rangeCompressionFactor: 1 influence: + m_Shape: 1 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} m_EditorSimplifiedModeBlendDistance: 0 @@ -2790,30 +2875,24 @@ MonoBehaviour: m_Version: 1 m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_Shape: 1 - m_BoxSize: {x: 10, y: 10, z: 10} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 2 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 proxy: - m_CSVersion: 1 - m_ObsoleteSphereInfiniteProjection: 0 - m_ObsoleteBoxInfiniteProjection: 0 m_Shape: 0 m_BoxSize: {x: 1, y: 1, z: 1} m_SphereRadius: 1 + m_CSVersion: 1 + m_ObsoleteSphereInfiniteProjection: 0 + m_ObsoleteBoxInfiniteProjection: 0 proxySettings: useInfluenceVolumeAsProxyVolume: 0 capturePositionProxySpace: {x: 0, y: 0, z: 0} captureRotationProxySpace: {x: 0, y: 0, z: 0, w: 1} mirrorPositionProxySpace: {x: 0, y: 0, z: 0} mirrorRotationProxySpace: {x: 0, y: 0, z: 0, w: 0} + resolutionScalable: + m_Override: 512 + m_UseOverride: 0 + m_Level: 0 + resolution: 0 cameraSettings: customRenderingSettings: 0 renderingPathCustomFrameSettings: @@ -2826,6 +2905,10 @@ MonoBehaviour: maximumLODLevel: 0 maximumLODLevelMode: 0 maximumLODLevelQualityLevel: 0 + sssQualityMode: 0 + sssQualityLevel: 0 + sssCustomSampleBudget: 20 + msaaMode: 1 materialQuality: 0 renderingPathCustomFrameSettingsOverrideMask: mask: @@ -2843,8 +2926,8 @@ MonoBehaviour: frustum: mode: 0 aspect: 1 - farClipPlane: 1000 - nearClipPlane: 0.3 + farClipPlaneRaw: 1000 + nearClipPlaneRaw: 0.3 fieldOfView: 90 projectionMatrix: e00: 1 @@ -2921,6 +3004,8 @@ MonoBehaviour: enableFptlForForwardOpaque: 0 enableBigTilePrepass: 0 isFptlEnabled: 0 + roughReflections: 1 + distanceBasedRoughness: 0 m_ProbeSettingsOverride: probe: 0 camera: @@ -3006,7 +3091,130 @@ MonoBehaviour: m_CaptureRotation: {x: 0, y: 0, z: 0, w: 0} m_FieldOfView: 0 m_Aspect: 0 - m_EditorOnlyData: 0 + m_SHForNormalization: + sh[ 0]: 0 + sh[ 1]: 0 + sh[ 2]: 0 + sh[ 3]: 0 + sh[ 4]: 0 + sh[ 5]: 0 + sh[ 6]: 0 + sh[ 7]: 0 + sh[ 8]: 0 + sh[ 9]: 0 + sh[10]: 0 + sh[11]: 0 + sh[12]: 0 + sh[13]: 0 + sh[14]: 0 + sh[15]: 0 + sh[16]: 0 + sh[17]: 0 + sh[18]: 0 + sh[19]: 0 + sh[20]: 0 + sh[21]: 0 + sh[22]: 0 + sh[23]: 0 + sh[24]: 0 + sh[25]: 0 + sh[26]: 0 + m_HasValidSHForNormalization: 0 + m_HDProbeVersion: 3 + m_ObsoleteInfiniteProjection: 1 + m_ObsoleteInfluenceVolume: + m_Shape: 1 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendDistance: 0 + m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendNormalDistance: 0 + m_EditorAdvancedModeEnabled: 0 + m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} + m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} + m_Version: 1 + m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} + m_ObsoleteOffset: {x: 0, y: 0, z: 0} + m_ObsoleteFrameSettings: + overrides: 0 + enableShadow: 0 + enableContactShadows: 0 + enableShadowMask: 0 + enableSSR: 0 + enableSSAO: 0 + enableSubsurfaceScattering: 0 + enableTransmission: 0 + enableAtmosphericScattering: 0 + enableVolumetrics: 0 + enableReprojectionForVolumetrics: 0 + enableLightLayers: 0 + enableExposureControl: 1 + diffuseGlobalDimmer: 0 + specularGlobalDimmer: 0 + shaderLitMode: 0 + enableDepthPrepassWithDeferredRendering: 0 + enableTransparentPrepass: 0 + enableMotionVectors: 0 + enableObjectMotionVectors: 0 + enableDecals: 0 + enableRoughRefraction: 0 + enableTransparentPostpass: 0 + enableDistortion: 0 + enablePostprocess: 0 + enableOpaqueObjects: 0 + enableTransparentObjects: 0 + enableRealtimePlanarReflection: 0 + enableMSAA: 0 + enableAsyncCompute: 0 + runLightListAsync: 0 + runSSRAsync: 0 + runSSAOAsync: 0 + runContactShadowsAsync: 0 + runVolumeVoxelizationAsync: 0 + lightLoopSettings: + overrides: 0 + enableDeferredTileAndCluster: 0 + enableComputeLightEvaluation: 0 + enableComputeLightVariants: 0 + enableComputeMaterialVariants: 0 + enableFptlForForwardOpaque: 0 + enableBigTilePrepass: 0 + isFptlEnabled: 0 + m_ObsoleteMultiplier: 1 + m_ObsoleteWeight: 1 + m_ObsoleteMode: 1 + m_ObsoleteLightLayers: 1 + m_ObsoleteCaptureSettings: + overrides: 0 + clearColorMode: 0 + backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} + clearDepth: 1 + cullingMask: + serializedVersion: 2 + m_Bits: 4294967295 + useOcclusionCulling: 1 + volumeLayerMask: + serializedVersion: 2 + m_Bits: 4294967295 + volumeAnchorOverride: {fileID: 0} + projection: 0 + nearClipPlane: 0.3 + farClipPlane: 1000 + fieldOfView: 90 + orthographicSize: 5 + renderingPath: 0 + shadowDistance: 100 m_ReflectionProbeVersion: 9 m_ObsoleteInfluenceShape: 1 m_ObsoleteInfluenceSphereRadius: 2 @@ -3027,10 +3235,12 @@ MeshRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 2 m_LightProbeUsage: 0 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3074,8 +3284,8 @@ ReflectionProbe: m_Enabled: 1 serializedVersion: 2 m_Type: 0 - m_Mode: 1 - m_RefreshMode: 0 + m_Mode: 2 + m_RefreshMode: 2 m_TimeSlicingMode: 0 m_Resolution: 128 m_UpdateFrequency: 0 @@ -3093,7 +3303,7 @@ ReflectionProbe: m_BlendDistance: 0 m_HDR: 1 m_BoxProjection: 0 - m_RenderDynamicObjects: 0 + m_RenderDynamicObjects: 1 m_UseOcclusionCulling: 1 m_Importance: 1 m_CustomBakedTexture: {fileID: 8900000, guid: 2a4e9285ae01f6940a52a82fbb52b1e5, @@ -3126,6 +3336,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -2.87, y: -0.44842, z: 0} m_LocalScale: {x: 327.0256, y: 3.8790162, z: 175.23021} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1484532094} m_RootOrder: 0 @@ -3141,10 +3352,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3207,6 +3420,7 @@ Transform: m_LocalRotation: {x: -0.32809448, y: -0.22298495, z: -0.14287144, w: 0.9067632} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 0.006071623, y: 0.006071623, z: 0.006071624} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1891725936} m_RootOrder: 0 @@ -3235,10 +3449,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3300,6 +3516,7 @@ Transform: m_LocalRotation: {x: -0.00000043315177, y: 0.91290903, z: 0.40816325, w: -0.00000021523823} m_LocalPosition: {x: -0.062, y: -1.032, z: -0.534} m_LocalScale: {x: 1.9597181, y: 0.25220236, z: 0.01} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1446512204} m_Father: {fileID: 21096330} @@ -3317,22 +3534,16 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 9 - m_ObsoleteShadowResolutionTier: 1 - m_ObsoleteUseShadowQualitySettings: 0 - m_ObsoleteCustomShadowResolution: 512 - m_ObsoleteContactShadows: 0 - m_PointlightHDType: 1 - m_SpotLightShape: 0 - m_AreaLightShape: 0 m_Intensity: 50 m_EnableSpotReflector: 1 m_LuxAtDistance: 1 m_InnerSpotPercent: 0 + m_SpotIESCutoffPercent: 100 m_LightDimmer: 1 m_VolumetricDimmer: 1 m_LightUnit: 0 m_FadeDistance: 10000 + m_VolumetricFadeDistance: 10000 m_AffectDiffuse: 1 m_AffectSpecular: 1 m_NonLightmappedOnly: 0 @@ -3347,6 +3558,9 @@ MonoBehaviour: m_ApplyRangeAttenuation: 1 m_DisplayAreaLightEmissiveMesh: 0 m_AreaLightCookie: {fileID: 0} + m_IESPoint: {fileID: 0} + m_IESSpot: {fileID: 0} + m_IncludeForRayTracing: 1 m_AreaLightShadowCone: 120 m_UseScreenSpaceShadows: 0 m_InteractsWithSky: 1 @@ -3363,7 +3577,9 @@ MonoBehaviour: m_FilterSizeTraced: 16 m_SunLightConeAngle: 0.5 m_LightShadowRadius: 0.5 + m_SemiTransparentShadow: 0 m_ColorShadow: 1 + m_DistanceBasedFiltering: 0 m_EvsmExponent: 15 m_EvsmLightLeakBias: 0 m_EvsmVarianceBias: 0.00001 @@ -3394,8 +3610,14 @@ MonoBehaviour: m_NormalBias: 0.75 m_SlopeBias: 0.5 m_ShadowUpdateMode: 0 + m_AlwaysDrawDynamicShadows: 0 + m_UpdateShadowOnLightMovement: 0 + m_CachedShadowTranslationThreshold: 0.01 + m_CachedShadowAngularThreshold: 0.5 m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 + m_preserveCachedShadow: 0 + m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.2 @@ -3411,7 +3633,17 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 - showAdditionalSettings: 1 + m_AreaLightEmissiveMeshShadowCastingMode: 0 + m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 + m_AreaLightEmissiveMeshLayer: -1 + m_Version: 11 + m_ObsoleteShadowResolutionTier: 1 + m_ObsoleteUseShadowQualitySettings: 0 + m_ObsoleteCustomShadowResolution: 512 + m_ObsoleteContactShadows: 0 + m_PointlightHDType: 1 + m_SpotLightShape: 0 + m_AreaLightShape: 0 --- !u!108 &611033640 Light: m_ObjectHideFlags: 0 @@ -3471,6 +3703,7 @@ Light: m_UseColorTemperature: 0 m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 2.2520332} m_UseBoundingSphereOverride: 1 + m_UseViewFrustumForShadowCasterCull: 1 m_ShadowRadius: 0 m_ShadowAngle: 0 --- !u!1 &614162063 @@ -3501,6 +3734,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1.44276, y: 1.44276, z: 1.44276} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1657149774} m_RootOrder: 0 @@ -3516,10 +3750,12 @@ MeshRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3581,6 +3817,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.638, y: 0.17, z: -1.724} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 854704549} m_Father: {fileID: 229635437} @@ -3598,22 +3835,16 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 9 - m_ObsoleteShadowResolutionTier: 1 - m_ObsoleteUseShadowQualitySettings: 0 - m_ObsoleteCustomShadowResolution: 512 - m_ObsoleteContactShadows: 0 - m_PointlightHDType: 0 - m_SpotLightShape: 0 - m_AreaLightShape: 0 m_Intensity: 50 m_EnableSpotReflector: 0 m_LuxAtDistance: 1 m_InnerSpotPercent: 0 + m_SpotIESCutoffPercent: 100 m_LightDimmer: 1 m_VolumetricDimmer: 1 m_LightUnit: 0 m_FadeDistance: 10000 + m_VolumetricFadeDistance: 10000 m_AffectDiffuse: 1 m_AffectSpecular: 1 m_NonLightmappedOnly: 0 @@ -3628,6 +3859,9 @@ MonoBehaviour: m_ApplyRangeAttenuation: 1 m_DisplayAreaLightEmissiveMesh: 0 m_AreaLightCookie: {fileID: 0} + m_IESPoint: {fileID: 0} + m_IESSpot: {fileID: 0} + m_IncludeForRayTracing: 1 m_AreaLightShadowCone: 120 m_UseScreenSpaceShadows: 0 m_InteractsWithSky: 1 @@ -3644,7 +3878,9 @@ MonoBehaviour: m_FilterSizeTraced: 16 m_SunLightConeAngle: 0.5 m_LightShadowRadius: 0.5 + m_SemiTransparentShadow: 0 m_ColorShadow: 1 + m_DistanceBasedFiltering: 0 m_EvsmExponent: 15 m_EvsmLightLeakBias: 0 m_EvsmVarianceBias: 0.00001 @@ -3675,8 +3911,14 @@ MonoBehaviour: m_NormalBias: 0.75 m_SlopeBias: 0.5 m_ShadowUpdateMode: 0 + m_AlwaysDrawDynamicShadows: 0 + m_UpdateShadowOnLightMovement: 0 + m_CachedShadowTranslationThreshold: 0.01 + m_CachedShadowAngularThreshold: 0.5 m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 + m_preserveCachedShadow: 0 + m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.2 @@ -3692,7 +3934,17 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 - showAdditionalSettings: 0 + m_AreaLightEmissiveMeshShadowCastingMode: 0 + m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 + m_AreaLightEmissiveMeshLayer: -1 + m_Version: 11 + m_ObsoleteShadowResolutionTier: 1 + m_ObsoleteUseShadowQualitySettings: 0 + m_ObsoleteCustomShadowResolution: 512 + m_ObsoleteContactShadows: 0 + m_PointlightHDType: 0 + m_SpotLightShape: 0 + m_AreaLightShape: 0 --- !u!108 &617468368 Light: m_ObjectHideFlags: 0 @@ -3752,6 +4004,7 @@ Light: m_UseColorTemperature: 0 m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} m_UseBoundingSphereOverride: 0 + m_UseViewFrustumForShadowCasterCull: 1 m_ShadowRadius: 0 m_ShadowAngle: 0 --- !u!1 &681941806 @@ -3782,6 +4035,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: 0.70710677, w: 0.7071068} m_LocalPosition: {x: -10.7737, y: -2.4550998, z: 0} m_LocalScale: {x: 1.9234164, y: 1.9234164, z: 1.9234164} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1484532094} m_RootOrder: 15 @@ -3819,10 +4073,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3876,6 +4132,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -0.53, y: 0, z: -1.362} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 363705271} m_Father: {fileID: 229635437} @@ -3893,22 +4150,16 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 9 - m_ObsoleteShadowResolutionTier: 1 - m_ObsoleteUseShadowQualitySettings: 0 - m_ObsoleteCustomShadowResolution: 512 - m_ObsoleteContactShadows: 0 - m_PointlightHDType: 0 - m_SpotLightShape: 0 - m_AreaLightShape: 0 m_Intensity: 50 m_EnableSpotReflector: 0 m_LuxAtDistance: 1 m_InnerSpotPercent: 0 + m_SpotIESCutoffPercent: 100 m_LightDimmer: 1 m_VolumetricDimmer: 1 m_LightUnit: 0 m_FadeDistance: 10000 + m_VolumetricFadeDistance: 10000 m_AffectDiffuse: 1 m_AffectSpecular: 1 m_NonLightmappedOnly: 0 @@ -3923,6 +4174,9 @@ MonoBehaviour: m_ApplyRangeAttenuation: 1 m_DisplayAreaLightEmissiveMesh: 0 m_AreaLightCookie: {fileID: 0} + m_IESPoint: {fileID: 0} + m_IESSpot: {fileID: 0} + m_IncludeForRayTracing: 1 m_AreaLightShadowCone: 120 m_UseScreenSpaceShadows: 0 m_InteractsWithSky: 1 @@ -3939,7 +4193,9 @@ MonoBehaviour: m_FilterSizeTraced: 16 m_SunLightConeAngle: 0.5 m_LightShadowRadius: 0.5 + m_SemiTransparentShadow: 0 m_ColorShadow: 1 + m_DistanceBasedFiltering: 0 m_EvsmExponent: 15 m_EvsmLightLeakBias: 0 m_EvsmVarianceBias: 0.00001 @@ -3970,8 +4226,14 @@ MonoBehaviour: m_NormalBias: 0.75 m_SlopeBias: 0.5 m_ShadowUpdateMode: 0 + m_AlwaysDrawDynamicShadows: 0 + m_UpdateShadowOnLightMovement: 0 + m_CachedShadowTranslationThreshold: 0.01 + m_CachedShadowAngularThreshold: 0.5 m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 + m_preserveCachedShadow: 0 + m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.2 @@ -3987,7 +4249,17 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 - showAdditionalSettings: 0 + m_AreaLightEmissiveMeshShadowCastingMode: 0 + m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 + m_AreaLightEmissiveMeshLayer: -1 + m_Version: 11 + m_ObsoleteShadowResolutionTier: 1 + m_ObsoleteUseShadowQualitySettings: 0 + m_ObsoleteCustomShadowResolution: 512 + m_ObsoleteContactShadows: 0 + m_PointlightHDType: 0 + m_SpotLightShape: 0 + m_AreaLightShape: 0 --- !u!108 &703441994 Light: m_ObjectHideFlags: 0 @@ -4047,6 +4319,7 @@ Light: m_UseColorTemperature: 0 m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} m_UseBoundingSphereOverride: 0 + m_UseViewFrustumForShadowCasterCull: 1 m_ShadowRadius: 0 m_ShadowAngle: 0 --- !u!1 &777764087 @@ -4079,6 +4352,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 3.32, y: -0.44000039, z: -0.8276259} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1459415260} - {fileID: 1342837068} @@ -4097,101 +4371,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0ef8dc2c2eabfa4e8cb77be57a837c0, type: 3} m_Name: m_EditorClassIdentifier: - m_HDProbeVersion: 3 - m_ObsoleteInfiniteProjection: 1 - m_ObsoleteInfluenceVolume: - m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendDistance: 0 - m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendNormalDistance: 0 - m_EditorAdvancedModeEnabled: 0 - m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} - m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} - m_Version: 1 - m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} - m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_Shape: 0 - m_BoxSize: {x: 10, y: 10, z: 10} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 2 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 - m_ObsoleteFrameSettings: - overrides: 0 - enableShadow: 0 - enableContactShadows: 0 - enableShadowMask: 0 - enableSSR: 0 - enableSSAO: 0 - enableSubsurfaceScattering: 0 - enableTransmission: 0 - enableAtmosphericScattering: 0 - enableVolumetrics: 0 - enableReprojectionForVolumetrics: 0 - enableLightLayers: 0 - enableExposureControl: 1 - diffuseGlobalDimmer: 0 - specularGlobalDimmer: 0 - shaderLitMode: 0 - enableDepthPrepassWithDeferredRendering: 0 - enableTransparentPrepass: 0 - enableMotionVectors: 0 - enableObjectMotionVectors: 0 - enableDecals: 0 - enableRoughRefraction: 0 - enableTransparentPostpass: 0 - enableDistortion: 0 - enablePostprocess: 0 - enableOpaqueObjects: 0 - enableTransparentObjects: 0 - enableRealtimePlanarReflection: 0 - enableMSAA: 0 - enableAsyncCompute: 0 - runLightListAsync: 0 - runSSRAsync: 0 - runSSAOAsync: 0 - runContactShadowsAsync: 0 - runVolumeVoxelizationAsync: 0 - lightLoopSettings: - overrides: 0 - enableDeferredTileAndCluster: 0 - enableComputeLightEvaluation: 0 - enableComputeLightVariants: 0 - enableComputeMaterialVariants: 0 - enableFptlForForwardOpaque: 0 - enableBigTilePrepass: 0 - isFptlEnabled: 0 - m_ObsoleteMultiplier: 1 - m_ObsoleteWeight: 1 - m_ObsoleteMode: 1 - m_ObsoleteLightLayers: 1 - m_ObsoleteCaptureSettings: - overrides: 0 - clearColorMode: 0 - backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} - clearDepth: 1 - cullingMask: - serializedVersion: 2 - m_Bits: 4294967295 - useOcclusionCulling: 1 - volumeLayerMask: - serializedVersion: 2 - m_Bits: 4294967295 - volumeAnchorOverride: {fileID: 0} - projection: 0 - nearClipPlane: 0.3 - farClipPlane: 1000 - fieldOfView: 90 - orthographicSize: 5 - renderingPath: 0 - shadowDistance: 100 m_ProbeSettings: frustum: fieldOfViewMode: 1 @@ -4208,6 +4387,17 @@ MonoBehaviour: fadeDistance: 10000 rangeCompressionFactor: 1 influence: + m_Shape: 0 + m_BoxSize: {x: 4, y: 4, z: 4} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} m_EditorSimplifiedModeBlendDistance: 0 @@ -4220,30 +4410,24 @@ MonoBehaviour: m_Version: 1 m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_Shape: 0 - m_BoxSize: {x: 4, y: 4, z: 4} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 2 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 proxy: - m_CSVersion: 1 - m_ObsoleteSphereInfiniteProjection: 0 - m_ObsoleteBoxInfiniteProjection: 0 m_Shape: 0 m_BoxSize: {x: 1, y: 1, z: 1} m_SphereRadius: 1 + m_CSVersion: 1 + m_ObsoleteSphereInfiniteProjection: 0 + m_ObsoleteBoxInfiniteProjection: 0 proxySettings: useInfluenceVolumeAsProxyVolume: 0 capturePositionProxySpace: {x: 0, y: 0, z: 0} captureRotationProxySpace: {x: 0, y: 0, z: 0, w: 1} mirrorPositionProxySpace: {x: 0, y: 0, z: 0} mirrorRotationProxySpace: {x: 0, y: 0, z: 0, w: 0} + resolutionScalable: + m_Override: 512 + m_UseOverride: 0 + m_Level: 0 + resolution: 0 cameraSettings: customRenderingSettings: 0 renderingPathCustomFrameSettings: @@ -4256,6 +4440,10 @@ MonoBehaviour: maximumLODLevel: 0 maximumLODLevelMode: 0 maximumLODLevelQualityLevel: 0 + sssQualityMode: 0 + sssQualityLevel: 0 + sssCustomSampleBudget: 20 + msaaMode: 1 materialQuality: 0 renderingPathCustomFrameSettingsOverrideMask: mask: @@ -4273,8 +4461,8 @@ MonoBehaviour: frustum: mode: 0 aspect: 1 - farClipPlane: 1000 - nearClipPlane: 0.3 + farClipPlaneRaw: 1000 + nearClipPlaneRaw: 0.3 fieldOfView: 90 projectionMatrix: e00: 1 @@ -4351,6 +4539,8 @@ MonoBehaviour: enableFptlForForwardOpaque: 0 enableBigTilePrepass: 0 isFptlEnabled: 0 + roughReflections: 1 + distanceBasedRoughness: 0 m_ProbeSettingsOverride: probe: 0 camera: @@ -4436,7 +4626,130 @@ MonoBehaviour: m_CaptureRotation: {x: 0, y: 0, z: 0, w: 0} m_FieldOfView: 0 m_Aspect: 0 - m_EditorOnlyData: 0 + m_SHForNormalization: + sh[ 0]: 0 + sh[ 1]: 0 + sh[ 2]: 0 + sh[ 3]: 0 + sh[ 4]: 0 + sh[ 5]: 0 + sh[ 6]: 0 + sh[ 7]: 0 + sh[ 8]: 0 + sh[ 9]: 0 + sh[10]: 0 + sh[11]: 0 + sh[12]: 0 + sh[13]: 0 + sh[14]: 0 + sh[15]: 0 + sh[16]: 0 + sh[17]: 0 + sh[18]: 0 + sh[19]: 0 + sh[20]: 0 + sh[21]: 0 + sh[22]: 0 + sh[23]: 0 + sh[24]: 0 + sh[25]: 0 + sh[26]: 0 + m_HasValidSHForNormalization: 0 + m_HDProbeVersion: 3 + m_ObsoleteInfiniteProjection: 1 + m_ObsoleteInfluenceVolume: + m_Shape: 0 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendDistance: 0 + m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendNormalDistance: 0 + m_EditorAdvancedModeEnabled: 0 + m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} + m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} + m_Version: 1 + m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} + m_ObsoleteOffset: {x: 0, y: 0, z: 0} + m_ObsoleteFrameSettings: + overrides: 0 + enableShadow: 0 + enableContactShadows: 0 + enableShadowMask: 0 + enableSSR: 0 + enableSSAO: 0 + enableSubsurfaceScattering: 0 + enableTransmission: 0 + enableAtmosphericScattering: 0 + enableVolumetrics: 0 + enableReprojectionForVolumetrics: 0 + enableLightLayers: 0 + enableExposureControl: 1 + diffuseGlobalDimmer: 0 + specularGlobalDimmer: 0 + shaderLitMode: 0 + enableDepthPrepassWithDeferredRendering: 0 + enableTransparentPrepass: 0 + enableMotionVectors: 0 + enableObjectMotionVectors: 0 + enableDecals: 0 + enableRoughRefraction: 0 + enableTransparentPostpass: 0 + enableDistortion: 0 + enablePostprocess: 0 + enableOpaqueObjects: 0 + enableTransparentObjects: 0 + enableRealtimePlanarReflection: 0 + enableMSAA: 0 + enableAsyncCompute: 0 + runLightListAsync: 0 + runSSRAsync: 0 + runSSAOAsync: 0 + runContactShadowsAsync: 0 + runVolumeVoxelizationAsync: 0 + lightLoopSettings: + overrides: 0 + enableDeferredTileAndCluster: 0 + enableComputeLightEvaluation: 0 + enableComputeLightVariants: 0 + enableComputeMaterialVariants: 0 + enableFptlForForwardOpaque: 0 + enableBigTilePrepass: 0 + isFptlEnabled: 0 + m_ObsoleteMultiplier: 1 + m_ObsoleteWeight: 1 + m_ObsoleteMode: 1 + m_ObsoleteLightLayers: 1 + m_ObsoleteCaptureSettings: + overrides: 0 + clearColorMode: 0 + backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} + clearDepth: 1 + cullingMask: + serializedVersion: 2 + m_Bits: 4294967295 + useOcclusionCulling: 1 + volumeLayerMask: + serializedVersion: 2 + m_Bits: 4294967295 + volumeAnchorOverride: {fileID: 0} + projection: 0 + nearClipPlane: 0.3 + farClipPlane: 1000 + fieldOfView: 90 + orthographicSize: 5 + renderingPath: 0 + shadowDistance: 100 m_ReflectionProbeVersion: 9 m_ObsoleteInfluenceShape: 0 m_ObsoleteInfluenceSphereRadius: 2 @@ -4457,10 +4770,12 @@ MeshRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 2 m_LightProbeUsage: 0 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -4504,8 +4819,8 @@ ReflectionProbe: m_Enabled: 1 serializedVersion: 2 m_Type: 0 - m_Mode: 1 - m_RefreshMode: 0 + m_Mode: 2 + m_RefreshMode: 2 m_TimeSlicingMode: 0 m_Resolution: 128 m_UpdateFrequency: 0 @@ -4523,7 +4838,7 @@ ReflectionProbe: m_BlendDistance: 0 m_HDR: 1 m_BoxProjection: 0 - m_RenderDynamicObjects: 0 + m_RenderDynamicObjects: 1 m_UseOcclusionCulling: 1 m_Importance: 1 m_CustomBakedTexture: {fileID: 8900000, guid: 2a4e9285ae01f6940a52a82fbb52b1e5, @@ -4571,6 +4886,7 @@ Transform: m_LocalRotation: {x: -0.32809448, y: -0.22298495, z: -0.14287144, w: 0.9067632} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 0.006071623, y: 0.006071623, z: 0.006071624} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1892780867} m_RootOrder: 0 @@ -4599,10 +4915,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -4665,6 +4983,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 0.15512997, y: 0.15512997, z: 0.15512997} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 617468365} m_RootOrder: 0 @@ -4693,10 +5012,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -4758,6 +5079,7 @@ Transform: m_LocalRotation: {x: 0.6015178, y: 0.4811885, z: 0.2609177, w: 0.5818557} m_LocalPosition: {x: -0.763, y: -0.111, z: -0.938} m_LocalScale: {x: 1.7410467, y: 0, z: 0} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 124817707} m_Father: {fileID: 516317390} @@ -4775,22 +5097,16 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 9 - m_ObsoleteShadowResolutionTier: 1 - m_ObsoleteUseShadowQualitySettings: 0 - m_ObsoleteCustomShadowResolution: 512 - m_ObsoleteContactShadows: 0 - m_PointlightHDType: 1 - m_SpotLightShape: 0 - m_AreaLightShape: 1 m_Intensity: 50 m_EnableSpotReflector: 1 m_LuxAtDistance: 1 m_InnerSpotPercent: 0 + m_SpotIESCutoffPercent: 100 m_LightDimmer: 1 m_VolumetricDimmer: 1 m_LightUnit: 0 m_FadeDistance: 10000 + m_VolumetricFadeDistance: 10000 m_AffectDiffuse: 1 m_AffectSpecular: 1 m_NonLightmappedOnly: 0 @@ -4805,6 +5121,9 @@ MonoBehaviour: m_ApplyRangeAttenuation: 1 m_DisplayAreaLightEmissiveMesh: 0 m_AreaLightCookie: {fileID: 0} + m_IESPoint: {fileID: 0} + m_IESSpot: {fileID: 0} + m_IncludeForRayTracing: 1 m_AreaLightShadowCone: 120 m_UseScreenSpaceShadows: 0 m_InteractsWithSky: 1 @@ -4821,7 +5140,9 @@ MonoBehaviour: m_FilterSizeTraced: 16 m_SunLightConeAngle: 0.5 m_LightShadowRadius: 0.5 + m_SemiTransparentShadow: 0 m_ColorShadow: 1 + m_DistanceBasedFiltering: 0 m_EvsmExponent: 15 m_EvsmLightLeakBias: 0 m_EvsmVarianceBias: 0.00001 @@ -4852,8 +5173,14 @@ MonoBehaviour: m_NormalBias: 0.75 m_SlopeBias: 0.5 m_ShadowUpdateMode: 0 + m_AlwaysDrawDynamicShadows: 0 + m_UpdateShadowOnLightMovement: 0 + m_CachedShadowTranslationThreshold: 0.01 + m_CachedShadowAngularThreshold: 0.5 m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 + m_preserveCachedShadow: 0 + m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.2 @@ -4869,7 +5196,17 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 - showAdditionalSettings: 1 + m_AreaLightEmissiveMeshShadowCastingMode: 0 + m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 + m_AreaLightEmissiveMeshLayer: -1 + m_Version: 11 + m_ObsoleteShadowResolutionTier: 1 + m_ObsoleteUseShadowQualitySettings: 0 + m_ObsoleteCustomShadowResolution: 512 + m_ObsoleteContactShadows: 0 + m_PointlightHDType: 1 + m_SpotLightShape: 0 + m_AreaLightShape: 1 --- !u!108 &973768867 Light: m_ObjectHideFlags: 0 @@ -4929,6 +5266,7 @@ Light: m_UseColorTemperature: 0 m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 1.5945835} m_UseBoundingSphereOverride: 1 + m_UseViewFrustumForShadowCasterCull: 1 m_ShadowRadius: 0 m_ShadowAngle: 0 --- !u!1 &980292724 @@ -4959,6 +5297,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 1.4602, y: 0.51179, z: 0} m_LocalScale: {x: 3.8790157, y: 193.95079, z: 175.23021} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1484532094} m_RootOrder: 4 @@ -4974,10 +5313,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -5039,6 +5380,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1.44276, y: 1.44276, z: 1.44276} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1081795512} m_RootOrder: 0 @@ -5054,10 +5396,12 @@ MeshRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -5117,6 +5461,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -5.284, y: 1, z: 0} m_LocalScale: {x: 1.5273, y: 1.5273, z: 1.5273} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1098561660} - {fileID: 1102244886} @@ -5156,6 +5501,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 8.250001, y: 0.5199999, z: -0.364} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1509218596} m_Father: {fileID: 1022855023} @@ -5173,101 +5519,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0ef8dc2c2eabfa4e8cb77be57a837c0, type: 3} m_Name: m_EditorClassIdentifier: - m_HDProbeVersion: 3 - m_ObsoleteInfiniteProjection: 1 - m_ObsoleteInfluenceVolume: - m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendDistance: 0 - m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendNormalDistance: 0 - m_EditorAdvancedModeEnabled: 0 - m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} - m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} - m_Version: 1 - m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} - m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_Shape: 1 - m_BoxSize: {x: 10, y: 10, z: 10} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 2 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 - m_ObsoleteFrameSettings: - overrides: 0 - enableShadow: 0 - enableContactShadows: 0 - enableShadowMask: 0 - enableSSR: 0 - enableSSAO: 0 - enableSubsurfaceScattering: 0 - enableTransmission: 0 - enableAtmosphericScattering: 0 - enableVolumetrics: 0 - enableReprojectionForVolumetrics: 0 - enableLightLayers: 0 - enableExposureControl: 1 - diffuseGlobalDimmer: 0 - specularGlobalDimmer: 0 - shaderLitMode: 0 - enableDepthPrepassWithDeferredRendering: 0 - enableTransparentPrepass: 0 - enableMotionVectors: 0 - enableObjectMotionVectors: 0 - enableDecals: 0 - enableRoughRefraction: 0 - enableTransparentPostpass: 0 - enableDistortion: 0 - enablePostprocess: 0 - enableOpaqueObjects: 0 - enableTransparentObjects: 0 - enableRealtimePlanarReflection: 0 - enableMSAA: 0 - enableAsyncCompute: 0 - runLightListAsync: 0 - runSSRAsync: 0 - runSSAOAsync: 0 - runContactShadowsAsync: 0 - runVolumeVoxelizationAsync: 0 - lightLoopSettings: - overrides: 0 - enableDeferredTileAndCluster: 0 - enableComputeLightEvaluation: 0 - enableComputeLightVariants: 0 - enableComputeMaterialVariants: 0 - enableFptlForForwardOpaque: 0 - enableBigTilePrepass: 0 - isFptlEnabled: 0 - m_ObsoleteMultiplier: 1 - m_ObsoleteWeight: 1 - m_ObsoleteMode: 1 - m_ObsoleteLightLayers: 1 - m_ObsoleteCaptureSettings: - overrides: 0 - clearColorMode: 0 - backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} - clearDepth: 1 - cullingMask: - serializedVersion: 2 - m_Bits: 4294967295 - useOcclusionCulling: 1 - volumeLayerMask: - serializedVersion: 2 - m_Bits: 4294967295 - volumeAnchorOverride: {fileID: 0} - projection: 0 - nearClipPlane: 0.3 - farClipPlane: 1000 - fieldOfView: 90 - orthographicSize: 5 - renderingPath: 0 - shadowDistance: 100 m_ProbeSettings: frustum: fieldOfViewMode: 1 @@ -5284,6 +5535,17 @@ MonoBehaviour: fadeDistance: 10000 rangeCompressionFactor: 1 influence: + m_Shape: 1 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} m_EditorSimplifiedModeBlendDistance: 0 @@ -5296,30 +5558,24 @@ MonoBehaviour: m_Version: 1 m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_Shape: 1 - m_BoxSize: {x: 10, y: 10, z: 10} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 2 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 proxy: - m_CSVersion: 1 - m_ObsoleteSphereInfiniteProjection: 0 - m_ObsoleteBoxInfiniteProjection: 0 m_Shape: 0 m_BoxSize: {x: 1, y: 1, z: 1} m_SphereRadius: 1 + m_CSVersion: 1 + m_ObsoleteSphereInfiniteProjection: 0 + m_ObsoleteBoxInfiniteProjection: 0 proxySettings: useInfluenceVolumeAsProxyVolume: 0 capturePositionProxySpace: {x: 0, y: 0, z: 0} captureRotationProxySpace: {x: 0, y: 0, z: 0, w: 1} mirrorPositionProxySpace: {x: 0, y: 0, z: 0} mirrorRotationProxySpace: {x: 0, y: 0, z: 0, w: 0} + resolutionScalable: + m_Override: 512 + m_UseOverride: 0 + m_Level: 0 + resolution: 0 cameraSettings: customRenderingSettings: 0 renderingPathCustomFrameSettings: @@ -5332,6 +5588,10 @@ MonoBehaviour: maximumLODLevel: 0 maximumLODLevelMode: 0 maximumLODLevelQualityLevel: 0 + sssQualityMode: 0 + sssQualityLevel: 0 + sssCustomSampleBudget: 20 + msaaMode: 1 materialQuality: 0 renderingPathCustomFrameSettingsOverrideMask: mask: @@ -5349,8 +5609,8 @@ MonoBehaviour: frustum: mode: 0 aspect: 1 - farClipPlane: 1000 - nearClipPlane: 0.3 + farClipPlaneRaw: 1000 + nearClipPlaneRaw: 0.3 fieldOfView: 90 projectionMatrix: e00: 1 @@ -5427,6 +5687,8 @@ MonoBehaviour: enableFptlForForwardOpaque: 0 enableBigTilePrepass: 0 isFptlEnabled: 0 + roughReflections: 1 + distanceBasedRoughness: 0 m_ProbeSettingsOverride: probe: 0 camera: @@ -5512,7 +5774,130 @@ MonoBehaviour: m_CaptureRotation: {x: 0, y: 0, z: 0, w: 0} m_FieldOfView: 0 m_Aspect: 0 - m_EditorOnlyData: 0 + m_SHForNormalization: + sh[ 0]: 0 + sh[ 1]: 0 + sh[ 2]: 0 + sh[ 3]: 0 + sh[ 4]: 0 + sh[ 5]: 0 + sh[ 6]: 0 + sh[ 7]: 0 + sh[ 8]: 0 + sh[ 9]: 0 + sh[10]: 0 + sh[11]: 0 + sh[12]: 0 + sh[13]: 0 + sh[14]: 0 + sh[15]: 0 + sh[16]: 0 + sh[17]: 0 + sh[18]: 0 + sh[19]: 0 + sh[20]: 0 + sh[21]: 0 + sh[22]: 0 + sh[23]: 0 + sh[24]: 0 + sh[25]: 0 + sh[26]: 0 + m_HasValidSHForNormalization: 0 + m_HDProbeVersion: 3 + m_ObsoleteInfiniteProjection: 1 + m_ObsoleteInfluenceVolume: + m_Shape: 1 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendDistance: 0 + m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendNormalDistance: 0 + m_EditorAdvancedModeEnabled: 0 + m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} + m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} + m_Version: 1 + m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} + m_ObsoleteOffset: {x: 0, y: 0, z: 0} + m_ObsoleteFrameSettings: + overrides: 0 + enableShadow: 0 + enableContactShadows: 0 + enableShadowMask: 0 + enableSSR: 0 + enableSSAO: 0 + enableSubsurfaceScattering: 0 + enableTransmission: 0 + enableAtmosphericScattering: 0 + enableVolumetrics: 0 + enableReprojectionForVolumetrics: 0 + enableLightLayers: 0 + enableExposureControl: 1 + diffuseGlobalDimmer: 0 + specularGlobalDimmer: 0 + shaderLitMode: 0 + enableDepthPrepassWithDeferredRendering: 0 + enableTransparentPrepass: 0 + enableMotionVectors: 0 + enableObjectMotionVectors: 0 + enableDecals: 0 + enableRoughRefraction: 0 + enableTransparentPostpass: 0 + enableDistortion: 0 + enablePostprocess: 0 + enableOpaqueObjects: 0 + enableTransparentObjects: 0 + enableRealtimePlanarReflection: 0 + enableMSAA: 0 + enableAsyncCompute: 0 + runLightListAsync: 0 + runSSRAsync: 0 + runSSAOAsync: 0 + runContactShadowsAsync: 0 + runVolumeVoxelizationAsync: 0 + lightLoopSettings: + overrides: 0 + enableDeferredTileAndCluster: 0 + enableComputeLightEvaluation: 0 + enableComputeLightVariants: 0 + enableComputeMaterialVariants: 0 + enableFptlForForwardOpaque: 0 + enableBigTilePrepass: 0 + isFptlEnabled: 0 + m_ObsoleteMultiplier: 1 + m_ObsoleteWeight: 1 + m_ObsoleteMode: 1 + m_ObsoleteLightLayers: 1 + m_ObsoleteCaptureSettings: + overrides: 0 + clearColorMode: 0 + backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} + clearDepth: 1 + cullingMask: + serializedVersion: 2 + m_Bits: 4294967295 + useOcclusionCulling: 1 + volumeLayerMask: + serializedVersion: 2 + m_Bits: 4294967295 + volumeAnchorOverride: {fileID: 0} + projection: 0 + nearClipPlane: 0.3 + farClipPlane: 1000 + fieldOfView: 90 + orthographicSize: 5 + renderingPath: 0 + shadowDistance: 100 m_ReflectionProbeVersion: 9 m_ObsoleteInfluenceShape: 1 m_ObsoleteInfluenceSphereRadius: 2 @@ -5533,10 +5918,12 @@ MeshRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 2 m_LightProbeUsage: 0 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -5580,8 +5967,8 @@ ReflectionProbe: m_Enabled: 1 serializedVersion: 2 m_Type: 0 - m_Mode: 1 - m_RefreshMode: 0 + m_Mode: 2 + m_RefreshMode: 2 m_TimeSlicingMode: 0 m_Resolution: 128 m_UpdateFrequency: 0 @@ -5599,7 +5986,7 @@ ReflectionProbe: m_BlendDistance: 0 m_HDR: 1 m_BoxProjection: 0 - m_RenderDynamicObjects: 0 + m_RenderDynamicObjects: 1 m_UseOcclusionCulling: 1 m_Importance: 1 m_CustomBakedTexture: {fileID: 8900000, guid: 2a4e9285ae01f6940a52a82fbb52b1e5, @@ -5634,6 +6021,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 5.78, y: -0.44000006, z: -0.8276259} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1003728041} - {fileID: 1640950923} @@ -5654,101 +6042,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0ef8dc2c2eabfa4e8cb77be57a837c0, type: 3} m_Name: m_EditorClassIdentifier: - m_HDProbeVersion: 3 - m_ObsoleteInfiniteProjection: 1 - m_ObsoleteInfluenceVolume: - m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendDistance: 0 - m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendNormalDistance: 0 - m_EditorAdvancedModeEnabled: 0 - m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} - m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} - m_Version: 1 - m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} - m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_Shape: 0 - m_BoxSize: {x: 10, y: 10, z: 10} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 2 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 - m_ObsoleteFrameSettings: - overrides: 0 - enableShadow: 0 - enableContactShadows: 0 - enableShadowMask: 0 - enableSSR: 0 - enableSSAO: 0 - enableSubsurfaceScattering: 0 - enableTransmission: 0 - enableAtmosphericScattering: 0 - enableVolumetrics: 0 - enableReprojectionForVolumetrics: 0 - enableLightLayers: 0 - enableExposureControl: 1 - diffuseGlobalDimmer: 0 - specularGlobalDimmer: 0 - shaderLitMode: 0 - enableDepthPrepassWithDeferredRendering: 0 - enableTransparentPrepass: 0 - enableMotionVectors: 0 - enableObjectMotionVectors: 0 - enableDecals: 0 - enableRoughRefraction: 0 - enableTransparentPostpass: 0 - enableDistortion: 0 - enablePostprocess: 0 - enableOpaqueObjects: 0 - enableTransparentObjects: 0 - enableRealtimePlanarReflection: 0 - enableMSAA: 0 - enableAsyncCompute: 0 - runLightListAsync: 0 - runSSRAsync: 0 - runSSAOAsync: 0 - runContactShadowsAsync: 0 - runVolumeVoxelizationAsync: 0 - lightLoopSettings: - overrides: 0 - enableDeferredTileAndCluster: 0 - enableComputeLightEvaluation: 0 - enableComputeLightVariants: 0 - enableComputeMaterialVariants: 0 - enableFptlForForwardOpaque: 0 - enableBigTilePrepass: 0 - isFptlEnabled: 0 - m_ObsoleteMultiplier: 1 - m_ObsoleteWeight: 1 - m_ObsoleteMode: 1 - m_ObsoleteLightLayers: 1 - m_ObsoleteCaptureSettings: - overrides: 0 - clearColorMode: 0 - backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} - clearDepth: 1 - cullingMask: - serializedVersion: 2 - m_Bits: 4294967295 - useOcclusionCulling: 1 - volumeLayerMask: - serializedVersion: 2 - m_Bits: 4294967295 - volumeAnchorOverride: {fileID: 0} - projection: 0 - nearClipPlane: 0.3 - farClipPlane: 1000 - fieldOfView: 90 - orthographicSize: 5 - renderingPath: 0 - shadowDistance: 100 m_ProbeSettings: frustum: fieldOfViewMode: 1 @@ -5765,6 +6058,17 @@ MonoBehaviour: fadeDistance: 10000 rangeCompressionFactor: 1 influence: + m_Shape: 0 + m_BoxSize: {x: 4, y: 4, z: 4} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} m_EditorSimplifiedModeBlendDistance: 0 @@ -5777,30 +6081,24 @@ MonoBehaviour: m_Version: 1 m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_Shape: 0 - m_BoxSize: {x: 4, y: 4, z: 4} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 2 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 proxy: - m_CSVersion: 1 - m_ObsoleteSphereInfiniteProjection: 0 - m_ObsoleteBoxInfiniteProjection: 0 m_Shape: 0 m_BoxSize: {x: 1, y: 1, z: 1} m_SphereRadius: 1 + m_CSVersion: 1 + m_ObsoleteSphereInfiniteProjection: 0 + m_ObsoleteBoxInfiniteProjection: 0 proxySettings: useInfluenceVolumeAsProxyVolume: 0 capturePositionProxySpace: {x: 0, y: 0, z: 0} captureRotationProxySpace: {x: 0, y: 0, z: 0, w: 1} mirrorPositionProxySpace: {x: 0, y: 0, z: 0} mirrorRotationProxySpace: {x: 0, y: 0, z: 0, w: 0} + resolutionScalable: + m_Override: 512 + m_UseOverride: 0 + m_Level: 0 + resolution: 0 cameraSettings: customRenderingSettings: 0 renderingPathCustomFrameSettings: @@ -5813,6 +6111,10 @@ MonoBehaviour: maximumLODLevel: 0 maximumLODLevelMode: 0 maximumLODLevelQualityLevel: 0 + sssQualityMode: 0 + sssQualityLevel: 0 + sssCustomSampleBudget: 20 + msaaMode: 1 materialQuality: 0 renderingPathCustomFrameSettingsOverrideMask: mask: @@ -5830,8 +6132,8 @@ MonoBehaviour: frustum: mode: 0 aspect: 1 - farClipPlane: 1000 - nearClipPlane: 0.3 + farClipPlaneRaw: 1000 + nearClipPlaneRaw: 0.3 fieldOfView: 90 projectionMatrix: e00: 1 @@ -5908,6 +6210,8 @@ MonoBehaviour: enableFptlForForwardOpaque: 0 enableBigTilePrepass: 0 isFptlEnabled: 0 + roughReflections: 1 + distanceBasedRoughness: 0 m_ProbeSettingsOverride: probe: 0 camera: @@ -5993,7 +6297,130 @@ MonoBehaviour: m_CaptureRotation: {x: 0, y: 0, z: 0, w: 0} m_FieldOfView: 0 m_Aspect: 0 - m_EditorOnlyData: 0 + m_SHForNormalization: + sh[ 0]: 0 + sh[ 1]: 0 + sh[ 2]: 0 + sh[ 3]: 0 + sh[ 4]: 0 + sh[ 5]: 0 + sh[ 6]: 0 + sh[ 7]: 0 + sh[ 8]: 0 + sh[ 9]: 0 + sh[10]: 0 + sh[11]: 0 + sh[12]: 0 + sh[13]: 0 + sh[14]: 0 + sh[15]: 0 + sh[16]: 0 + sh[17]: 0 + sh[18]: 0 + sh[19]: 0 + sh[20]: 0 + sh[21]: 0 + sh[22]: 0 + sh[23]: 0 + sh[24]: 0 + sh[25]: 0 + sh[26]: 0 + m_HasValidSHForNormalization: 0 + m_HDProbeVersion: 3 + m_ObsoleteInfiniteProjection: 1 + m_ObsoleteInfluenceVolume: + m_Shape: 0 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendDistance: 0 + m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendNormalDistance: 0 + m_EditorAdvancedModeEnabled: 0 + m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} + m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} + m_Version: 1 + m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} + m_ObsoleteOffset: {x: 0, y: 0, z: 0} + m_ObsoleteFrameSettings: + overrides: 0 + enableShadow: 0 + enableContactShadows: 0 + enableShadowMask: 0 + enableSSR: 0 + enableSSAO: 0 + enableSubsurfaceScattering: 0 + enableTransmission: 0 + enableAtmosphericScattering: 0 + enableVolumetrics: 0 + enableReprojectionForVolumetrics: 0 + enableLightLayers: 0 + enableExposureControl: 1 + diffuseGlobalDimmer: 0 + specularGlobalDimmer: 0 + shaderLitMode: 0 + enableDepthPrepassWithDeferredRendering: 0 + enableTransparentPrepass: 0 + enableMotionVectors: 0 + enableObjectMotionVectors: 0 + enableDecals: 0 + enableRoughRefraction: 0 + enableTransparentPostpass: 0 + enableDistortion: 0 + enablePostprocess: 0 + enableOpaqueObjects: 0 + enableTransparentObjects: 0 + enableRealtimePlanarReflection: 0 + enableMSAA: 0 + enableAsyncCompute: 0 + runLightListAsync: 0 + runSSRAsync: 0 + runSSAOAsync: 0 + runContactShadowsAsync: 0 + runVolumeVoxelizationAsync: 0 + lightLoopSettings: + overrides: 0 + enableDeferredTileAndCluster: 0 + enableComputeLightEvaluation: 0 + enableComputeLightVariants: 0 + enableComputeMaterialVariants: 0 + enableFptlForForwardOpaque: 0 + enableBigTilePrepass: 0 + isFptlEnabled: 0 + m_ObsoleteMultiplier: 1 + m_ObsoleteWeight: 1 + m_ObsoleteMode: 1 + m_ObsoleteLightLayers: 1 + m_ObsoleteCaptureSettings: + overrides: 0 + clearColorMode: 0 + backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} + clearDepth: 1 + cullingMask: + serializedVersion: 2 + m_Bits: 4294967295 + useOcclusionCulling: 1 + volumeLayerMask: + serializedVersion: 2 + m_Bits: 4294967295 + volumeAnchorOverride: {fileID: 0} + projection: 0 + nearClipPlane: 0.3 + farClipPlane: 1000 + fieldOfView: 90 + orthographicSize: 5 + renderingPath: 0 + shadowDistance: 100 m_ReflectionProbeVersion: 9 m_ObsoleteInfluenceShape: 0 m_ObsoleteInfluenceSphereRadius: 2 @@ -6014,10 +6441,12 @@ MeshRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 2 m_LightProbeUsage: 0 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -6061,8 +6490,8 @@ ReflectionProbe: m_Enabled: 1 serializedVersion: 2 m_Type: 0 - m_Mode: 1 - m_RefreshMode: 0 + m_Mode: 2 + m_RefreshMode: 2 m_TimeSlicingMode: 0 m_Resolution: 128 m_UpdateFrequency: 0 @@ -6080,7 +6509,7 @@ ReflectionProbe: m_BlendDistance: 0 m_HDR: 1 m_BoxProjection: 0 - m_RenderDynamicObjects: 0 + m_RenderDynamicObjects: 1 m_UseOcclusionCulling: 1 m_Importance: 1 m_CustomBakedTexture: {fileID: 8900000, guid: 2a4e9285ae01f6940a52a82fbb52b1e5, @@ -6114,6 +6543,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 0.15512997, y: 0.15512997, z: 0.15512997} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 437088008} m_RootOrder: 0 @@ -6142,10 +6572,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -6209,8 +6641,8 @@ ReflectionProbe: m_Enabled: 1 serializedVersion: 2 m_Type: 0 - m_Mode: 1 - m_RefreshMode: 0 + m_Mode: 2 + m_RefreshMode: 2 m_TimeSlicingMode: 0 m_Resolution: 128 m_UpdateFrequency: 0 @@ -6228,7 +6660,7 @@ ReflectionProbe: m_BlendDistance: 0 m_HDR: 1 m_BoxProjection: 0 - m_RenderDynamicObjects: 0 + m_RenderDynamicObjects: 1 m_UseOcclusionCulling: 1 m_Importance: 1 m_CustomBakedTexture: {fileID: 8900000, guid: 2a4e9285ae01f6940a52a82fbb52b1e5, @@ -6243,6 +6675,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: -1.7390002, y: 0.5199999, z: -0.344} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1701459356} - {fileID: 1918702563} @@ -6263,101 +6696,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0ef8dc2c2eabfa4e8cb77be57a837c0, type: 3} m_Name: m_EditorClassIdentifier: - m_HDProbeVersion: 3 - m_ObsoleteInfiniteProjection: 1 - m_ObsoleteInfluenceVolume: - m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendDistance: 0 - m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendNormalDistance: 0 - m_EditorAdvancedModeEnabled: 0 - m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} - m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} - m_Version: 1 - m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} - m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_Shape: 1 - m_BoxSize: {x: 10, y: 10, z: 10} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 2 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 - m_ObsoleteFrameSettings: - overrides: 0 - enableShadow: 0 - enableContactShadows: 0 - enableShadowMask: 0 - enableSSR: 0 - enableSSAO: 0 - enableSubsurfaceScattering: 0 - enableTransmission: 0 - enableAtmosphericScattering: 0 - enableVolumetrics: 0 - enableReprojectionForVolumetrics: 0 - enableLightLayers: 0 - enableExposureControl: 1 - diffuseGlobalDimmer: 0 - specularGlobalDimmer: 0 - shaderLitMode: 0 - enableDepthPrepassWithDeferredRendering: 0 - enableTransparentPrepass: 0 - enableMotionVectors: 0 - enableObjectMotionVectors: 0 - enableDecals: 0 - enableRoughRefraction: 0 - enableTransparentPostpass: 0 - enableDistortion: 0 - enablePostprocess: 0 - enableOpaqueObjects: 0 - enableTransparentObjects: 0 - enableRealtimePlanarReflection: 0 - enableMSAA: 0 - enableAsyncCompute: 0 - runLightListAsync: 0 - runSSRAsync: 0 - runSSAOAsync: 0 - runContactShadowsAsync: 0 - runVolumeVoxelizationAsync: 0 - lightLoopSettings: - overrides: 0 - enableDeferredTileAndCluster: 0 - enableComputeLightEvaluation: 0 - enableComputeLightVariants: 0 - enableComputeMaterialVariants: 0 - enableFptlForForwardOpaque: 0 - enableBigTilePrepass: 0 - isFptlEnabled: 0 - m_ObsoleteMultiplier: 1 - m_ObsoleteWeight: 1 - m_ObsoleteMode: 1 - m_ObsoleteLightLayers: 1 - m_ObsoleteCaptureSettings: - overrides: 0 - clearColorMode: 0 - backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} - clearDepth: 1 - cullingMask: - serializedVersion: 2 - m_Bits: 4294967295 - useOcclusionCulling: 1 - volumeLayerMask: - serializedVersion: 2 - m_Bits: 4294967295 - volumeAnchorOverride: {fileID: 0} - projection: 0 - nearClipPlane: 0.3 - farClipPlane: 1000 - fieldOfView: 90 - orthographicSize: 5 - renderingPath: 0 - shadowDistance: 100 m_ProbeSettings: frustum: fieldOfViewMode: 1 @@ -6374,18 +6712,6 @@ MonoBehaviour: fadeDistance: 10000 rangeCompressionFactor: 1 influence: - m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendDistance: 0 - m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendNormalDistance: 0 - m_EditorAdvancedModeEnabled: 0 - m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} - m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} - m_Version: 1 - m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} - m_ObsoleteOffset: {x: 0, y: 0, z: 0} m_Shape: 1 m_BoxSize: {x: 10, y: 10, z: 10} m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} @@ -6397,19 +6723,36 @@ MonoBehaviour: m_SphereRadius: 2 m_SphereBlendDistance: 0 m_SphereBlendNormalDistance: 0 + m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendDistance: 0 + m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendNormalDistance: 0 + m_EditorAdvancedModeEnabled: 0 + m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} + m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} + m_Version: 1 + m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} + m_ObsoleteOffset: {x: 0, y: 0, z: 0} proxy: - m_CSVersion: 1 - m_ObsoleteSphereInfiniteProjection: 0 - m_ObsoleteBoxInfiniteProjection: 0 m_Shape: 0 m_BoxSize: {x: 1, y: 1, z: 1} m_SphereRadius: 1 + m_CSVersion: 1 + m_ObsoleteSphereInfiniteProjection: 0 + m_ObsoleteBoxInfiniteProjection: 0 proxySettings: useInfluenceVolumeAsProxyVolume: 0 capturePositionProxySpace: {x: 0, y: 0, z: 0} captureRotationProxySpace: {x: 0, y: 0, z: 0, w: 1} mirrorPositionProxySpace: {x: 0, y: 0, z: 0} mirrorRotationProxySpace: {x: 0, y: 0, z: 0, w: 0} + resolutionScalable: + m_Override: 512 + m_UseOverride: 0 + m_Level: 0 + resolution: 0 cameraSettings: customRenderingSettings: 0 renderingPathCustomFrameSettings: @@ -6422,6 +6765,10 @@ MonoBehaviour: maximumLODLevel: 0 maximumLODLevelMode: 0 maximumLODLevelQualityLevel: 0 + sssQualityMode: 0 + sssQualityLevel: 0 + sssCustomSampleBudget: 20 + msaaMode: 1 materialQuality: 0 renderingPathCustomFrameSettingsOverrideMask: mask: @@ -6439,8 +6786,8 @@ MonoBehaviour: frustum: mode: 0 aspect: 1 - farClipPlane: 1000 - nearClipPlane: 0.3 + farClipPlaneRaw: 1000 + nearClipPlaneRaw: 0.3 fieldOfView: 90 projectionMatrix: e00: 1 @@ -6517,6 +6864,8 @@ MonoBehaviour: enableFptlForForwardOpaque: 0 enableBigTilePrepass: 0 isFptlEnabled: 0 + roughReflections: 1 + distanceBasedRoughness: 0 m_ProbeSettingsOverride: probe: 0 camera: @@ -6602,7 +6951,130 @@ MonoBehaviour: m_CaptureRotation: {x: 0, y: 0, z: 0, w: 0} m_FieldOfView: 0 m_Aspect: 0 - m_EditorOnlyData: 0 + m_SHForNormalization: + sh[ 0]: 0 + sh[ 1]: 0 + sh[ 2]: 0 + sh[ 3]: 0 + sh[ 4]: 0 + sh[ 5]: 0 + sh[ 6]: 0 + sh[ 7]: 0 + sh[ 8]: 0 + sh[ 9]: 0 + sh[10]: 0 + sh[11]: 0 + sh[12]: 0 + sh[13]: 0 + sh[14]: 0 + sh[15]: 0 + sh[16]: 0 + sh[17]: 0 + sh[18]: 0 + sh[19]: 0 + sh[20]: 0 + sh[21]: 0 + sh[22]: 0 + sh[23]: 0 + sh[24]: 0 + sh[25]: 0 + sh[26]: 0 + m_HasValidSHForNormalization: 0 + m_HDProbeVersion: 3 + m_ObsoleteInfiniteProjection: 1 + m_ObsoleteInfluenceVolume: + m_Shape: 1 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendDistance: 0 + m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendNormalDistance: 0 + m_EditorAdvancedModeEnabled: 0 + m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} + m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} + m_Version: 1 + m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} + m_ObsoleteOffset: {x: 0, y: 0, z: 0} + m_ObsoleteFrameSettings: + overrides: 0 + enableShadow: 0 + enableContactShadows: 0 + enableShadowMask: 0 + enableSSR: 0 + enableSSAO: 0 + enableSubsurfaceScattering: 0 + enableTransmission: 0 + enableAtmosphericScattering: 0 + enableVolumetrics: 0 + enableReprojectionForVolumetrics: 0 + enableLightLayers: 0 + enableExposureControl: 1 + diffuseGlobalDimmer: 0 + specularGlobalDimmer: 0 + shaderLitMode: 0 + enableDepthPrepassWithDeferredRendering: 0 + enableTransparentPrepass: 0 + enableMotionVectors: 0 + enableObjectMotionVectors: 0 + enableDecals: 0 + enableRoughRefraction: 0 + enableTransparentPostpass: 0 + enableDistortion: 0 + enablePostprocess: 0 + enableOpaqueObjects: 0 + enableTransparentObjects: 0 + enableRealtimePlanarReflection: 0 + enableMSAA: 0 + enableAsyncCompute: 0 + runLightListAsync: 0 + runSSRAsync: 0 + runSSAOAsync: 0 + runContactShadowsAsync: 0 + runVolumeVoxelizationAsync: 0 + lightLoopSettings: + overrides: 0 + enableDeferredTileAndCluster: 0 + enableComputeLightEvaluation: 0 + enableComputeLightVariants: 0 + enableComputeMaterialVariants: 0 + enableFptlForForwardOpaque: 0 + enableBigTilePrepass: 0 + isFptlEnabled: 0 + m_ObsoleteMultiplier: 1 + m_ObsoleteWeight: 1 + m_ObsoleteMode: 1 + m_ObsoleteLightLayers: 1 + m_ObsoleteCaptureSettings: + overrides: 0 + clearColorMode: 0 + backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} + clearDepth: 1 + cullingMask: + serializedVersion: 2 + m_Bits: 4294967295 + useOcclusionCulling: 1 + volumeLayerMask: + serializedVersion: 2 + m_Bits: 4294967295 + volumeAnchorOverride: {fileID: 0} + projection: 0 + nearClipPlane: 0.3 + farClipPlane: 1000 + fieldOfView: 90 + orthographicSize: 5 + renderingPath: 0 + shadowDistance: 100 m_ReflectionProbeVersion: 9 m_ObsoleteInfluenceShape: 1 m_ObsoleteInfluenceSphereRadius: 2 @@ -6623,10 +7095,12 @@ MeshRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 2 m_LightProbeUsage: 0 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -6690,6 +7164,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.6299998, y: 0.5199999, z: -0.8276259} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1363967057} - {fileID: 2002286226} @@ -6711,101 +7186,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0ef8dc2c2eabfa4e8cb77be57a837c0, type: 3} m_Name: m_EditorClassIdentifier: - m_HDProbeVersion: 3 - m_ObsoleteInfiniteProjection: 1 - m_ObsoleteInfluenceVolume: - m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendDistance: 0 - m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendNormalDistance: 0 - m_EditorAdvancedModeEnabled: 0 - m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} - m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} - m_Version: 1 - m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} - m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_Shape: 1 - m_BoxSize: {x: 10, y: 10, z: 10} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 2 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 - m_ObsoleteFrameSettings: - overrides: 0 - enableShadow: 0 - enableContactShadows: 0 - enableShadowMask: 0 - enableSSR: 0 - enableSSAO: 0 - enableSubsurfaceScattering: 0 - enableTransmission: 0 - enableAtmosphericScattering: 0 - enableVolumetrics: 0 - enableReprojectionForVolumetrics: 0 - enableLightLayers: 0 - enableExposureControl: 1 - diffuseGlobalDimmer: 0 - specularGlobalDimmer: 0 - shaderLitMode: 0 - enableDepthPrepassWithDeferredRendering: 0 - enableTransparentPrepass: 0 - enableMotionVectors: 0 - enableObjectMotionVectors: 0 - enableDecals: 0 - enableRoughRefraction: 0 - enableTransparentPostpass: 0 - enableDistortion: 0 - enablePostprocess: 0 - enableOpaqueObjects: 0 - enableTransparentObjects: 0 - enableRealtimePlanarReflection: 0 - enableMSAA: 0 - enableAsyncCompute: 0 - runLightListAsync: 0 - runSSRAsync: 0 - runSSAOAsync: 0 - runContactShadowsAsync: 0 - runVolumeVoxelizationAsync: 0 - lightLoopSettings: - overrides: 0 - enableDeferredTileAndCluster: 0 - enableComputeLightEvaluation: 0 - enableComputeLightVariants: 0 - enableComputeMaterialVariants: 0 - enableFptlForForwardOpaque: 0 - enableBigTilePrepass: 0 - isFptlEnabled: 0 - m_ObsoleteMultiplier: 1 - m_ObsoleteWeight: 1 - m_ObsoleteMode: 1 - m_ObsoleteLightLayers: 1 - m_ObsoleteCaptureSettings: - overrides: 0 - clearColorMode: 0 - backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} - clearDepth: 1 - cullingMask: - serializedVersion: 2 - m_Bits: 4294967295 - useOcclusionCulling: 1 - volumeLayerMask: - serializedVersion: 2 - m_Bits: 4294967295 - volumeAnchorOverride: {fileID: 0} - projection: 0 - nearClipPlane: 0.3 - farClipPlane: 1000 - fieldOfView: 90 - orthographicSize: 5 - renderingPath: 0 - shadowDistance: 100 m_ProbeSettings: frustum: fieldOfViewMode: 1 @@ -6822,6 +7202,17 @@ MonoBehaviour: fadeDistance: 10000 rangeCompressionFactor: 1 influence: + m_Shape: 1 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} m_EditorSimplifiedModeBlendDistance: 0 @@ -6834,30 +7225,24 @@ MonoBehaviour: m_Version: 1 m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_Shape: 1 - m_BoxSize: {x: 10, y: 10, z: 10} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 2 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 proxy: - m_CSVersion: 1 - m_ObsoleteSphereInfiniteProjection: 0 - m_ObsoleteBoxInfiniteProjection: 0 m_Shape: 0 m_BoxSize: {x: 1, y: 1, z: 1} m_SphereRadius: 1 + m_CSVersion: 1 + m_ObsoleteSphereInfiniteProjection: 0 + m_ObsoleteBoxInfiniteProjection: 0 proxySettings: useInfluenceVolumeAsProxyVolume: 0 capturePositionProxySpace: {x: 0, y: 0, z: 0} captureRotationProxySpace: {x: 0, y: 0, z: 0, w: 1} mirrorPositionProxySpace: {x: 0, y: 0, z: 0} mirrorRotationProxySpace: {x: 0, y: 0, z: 0, w: 0} + resolutionScalable: + m_Override: 512 + m_UseOverride: 0 + m_Level: 0 + resolution: 0 cameraSettings: customRenderingSettings: 0 renderingPathCustomFrameSettings: @@ -6870,6 +7255,10 @@ MonoBehaviour: maximumLODLevel: 0 maximumLODLevelMode: 0 maximumLODLevelQualityLevel: 0 + sssQualityMode: 0 + sssQualityLevel: 0 + sssCustomSampleBudget: 20 + msaaMode: 1 materialQuality: 0 renderingPathCustomFrameSettingsOverrideMask: mask: @@ -6887,8 +7276,8 @@ MonoBehaviour: frustum: mode: 0 aspect: 1 - farClipPlane: 1000 - nearClipPlane: 0.3 + farClipPlaneRaw: 1000 + nearClipPlaneRaw: 0.3 fieldOfView: 90 projectionMatrix: e00: 1 @@ -6965,6 +7354,8 @@ MonoBehaviour: enableFptlForForwardOpaque: 0 enableBigTilePrepass: 0 isFptlEnabled: 0 + roughReflections: 1 + distanceBasedRoughness: 0 m_ProbeSettingsOverride: probe: 0 camera: @@ -7050,7 +7441,130 @@ MonoBehaviour: m_CaptureRotation: {x: 0, y: 0, z: 0, w: 0} m_FieldOfView: 0 m_Aspect: 0 - m_EditorOnlyData: 0 + m_SHForNormalization: + sh[ 0]: 0 + sh[ 1]: 0 + sh[ 2]: 0 + sh[ 3]: 0 + sh[ 4]: 0 + sh[ 5]: 0 + sh[ 6]: 0 + sh[ 7]: 0 + sh[ 8]: 0 + sh[ 9]: 0 + sh[10]: 0 + sh[11]: 0 + sh[12]: 0 + sh[13]: 0 + sh[14]: 0 + sh[15]: 0 + sh[16]: 0 + sh[17]: 0 + sh[18]: 0 + sh[19]: 0 + sh[20]: 0 + sh[21]: 0 + sh[22]: 0 + sh[23]: 0 + sh[24]: 0 + sh[25]: 0 + sh[26]: 0 + m_HasValidSHForNormalization: 0 + m_HDProbeVersion: 3 + m_ObsoleteInfiniteProjection: 1 + m_ObsoleteInfluenceVolume: + m_Shape: 1 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendDistance: 0 + m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendNormalDistance: 0 + m_EditorAdvancedModeEnabled: 0 + m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} + m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} + m_Version: 1 + m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} + m_ObsoleteOffset: {x: 0, y: 0, z: 0} + m_ObsoleteFrameSettings: + overrides: 0 + enableShadow: 0 + enableContactShadows: 0 + enableShadowMask: 0 + enableSSR: 0 + enableSSAO: 0 + enableSubsurfaceScattering: 0 + enableTransmission: 0 + enableAtmosphericScattering: 0 + enableVolumetrics: 0 + enableReprojectionForVolumetrics: 0 + enableLightLayers: 0 + enableExposureControl: 1 + diffuseGlobalDimmer: 0 + specularGlobalDimmer: 0 + shaderLitMode: 0 + enableDepthPrepassWithDeferredRendering: 0 + enableTransparentPrepass: 0 + enableMotionVectors: 0 + enableObjectMotionVectors: 0 + enableDecals: 0 + enableRoughRefraction: 0 + enableTransparentPostpass: 0 + enableDistortion: 0 + enablePostprocess: 0 + enableOpaqueObjects: 0 + enableTransparentObjects: 0 + enableRealtimePlanarReflection: 0 + enableMSAA: 0 + enableAsyncCompute: 0 + runLightListAsync: 0 + runSSRAsync: 0 + runSSAOAsync: 0 + runContactShadowsAsync: 0 + runVolumeVoxelizationAsync: 0 + lightLoopSettings: + overrides: 0 + enableDeferredTileAndCluster: 0 + enableComputeLightEvaluation: 0 + enableComputeLightVariants: 0 + enableComputeMaterialVariants: 0 + enableFptlForForwardOpaque: 0 + enableBigTilePrepass: 0 + isFptlEnabled: 0 + m_ObsoleteMultiplier: 1 + m_ObsoleteWeight: 1 + m_ObsoleteMode: 1 + m_ObsoleteLightLayers: 1 + m_ObsoleteCaptureSettings: + overrides: 0 + clearColorMode: 0 + backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} + clearDepth: 1 + cullingMask: + serializedVersion: 2 + m_Bits: 4294967295 + useOcclusionCulling: 1 + volumeLayerMask: + serializedVersion: 2 + m_Bits: 4294967295 + volumeAnchorOverride: {fileID: 0} + projection: 0 + nearClipPlane: 0.3 + farClipPlane: 1000 + fieldOfView: 90 + orthographicSize: 5 + renderingPath: 0 + shadowDistance: 100 m_ReflectionProbeVersion: 9 m_ObsoleteInfluenceShape: 1 m_ObsoleteInfluenceSphereRadius: 2 @@ -7071,10 +7585,12 @@ MeshRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 2 m_LightProbeUsage: 0 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -7118,8 +7634,8 @@ ReflectionProbe: m_Enabled: 1 serializedVersion: 2 m_Type: 0 - m_Mode: 1 - m_RefreshMode: 0 + m_Mode: 2 + m_RefreshMode: 2 m_TimeSlicingMode: 0 m_Resolution: 128 m_UpdateFrequency: 0 @@ -7137,7 +7653,7 @@ ReflectionProbe: m_BlendDistance: 0 m_HDR: 1 m_BoxProjection: 0 - m_RenderDynamicObjects: 0 + m_RenderDynamicObjects: 1 m_UseOcclusionCulling: 1 m_Importance: 1 m_CustomBakedTexture: {fileID: 8900000, guid: 2a4e9285ae01f6940a52a82fbb52b1e5, @@ -7171,6 +7687,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 0.15513, y: 0.15513, z: 0.15513} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1918702563} m_RootOrder: 0 @@ -7199,10 +7716,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -7264,6 +7783,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: -10.062, y: 0.51179, z: 0} m_LocalScale: {x: 3.8790157, y: 193.95079, z: 175.23021} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1484532094} m_RootOrder: 8 @@ -7279,10 +7799,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 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m_Value: 0.5 - min: 0 --- !u!114 &-5120183026951368462 MonoBehaviour: m_ObjectHideFlags: 3 @@ -170,13 +164,21 @@ MonoBehaviour: m_Name: VisualEnvironment m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 1 + cloudType: + m_OverrideState: 0 + m_Value: 0 skyAmbientMode: m_OverrideState: 1 m_Value: 0 + windOrientation: + m_OverrideState: 0 + m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 fogType: m_OverrideState: 0 m_Value: 0 @@ -209,12 +211,9 @@ MonoBehaviour: m_Name: HDRISky m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 rotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 skyIntensityMode: m_OverrideState: 1 m_Value: 0 @@ -224,11 +223,9 @@ MonoBehaviour: multiplier: m_OverrideState: 0 m_Value: 1 - min: 0 upperHemisphereLuxValue: m_OverrideState: 0 m_Value: 2.0145767 - min: 0 upperHemisphereLuxColor: m_OverrideState: 0 m_Value: {x: 0.38545167, y: 0.41750622, z: 0.5} @@ -241,34 +238,35 @@ MonoBehaviour: updatePeriod: m_OverrideState: 0 m_Value: 0 - min: 0 includeSunInBaking: m_OverrideState: 0 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 0} - enableDistortion: + distortionMode: m_OverrideState: 0 m_Value: 0 - procedural: - m_OverrideState: 0 - m_Value: 1 flowmap: m_OverrideState: 0 m_Value: {fileID: 0} upperHemisphereOnly: m_OverrideState: 0 m_Value: 1 - scrollDirection: + scrollOrientation: m_OverrideState: 0 - m_Value: 0 - min: 0 - max: 360 + m_Value: + mode: 1 + customValue: 0 + additiveValue: 0 + multiplyValue: 1 scrollSpeed: m_OverrideState: 0 - m_Value: 2 - min: 0 + m_Value: + mode: 1 + customValue: 100 + additiveValue: 0 + multiplyValue: 1 enableBackplate: m_OverrideState: 0 m_Value: 0 @@ -284,31 +282,21 @@ MonoBehaviour: projectionDistance: m_OverrideState: 0 m_Value: 16 - min: 0.0000001 plateRotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 plateTexRotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 plateTexOffset: m_OverrideState: 0 m_Value: {x: 0, y: 0} blendAmount: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 100 shadowTint: m_OverrideState: 0 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - hdr: 0 - showAlpha: 1 - showEyeDropper: 1 pointLightShadow: m_OverrideState: 0 m_Value: 0 @@ -318,3 +306,16 @@ MonoBehaviour: rectLightShadow: m_OverrideState: 0 m_Value: 0 + m_SkyVersion: 1 + enableDistortion: + m_OverrideState: 0 + m_Value: 0 + procedural: + m_OverrideState: 0 + m_Value: 1 + scrollDirection: + m_OverrideState: 0 + m_Value: 0 + m_ObsoleteScrollSpeed: + m_OverrideState: 0 + m_Value: 2 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2220_SmoothPlanarReflection/Global Volume Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2220_SmoothPlanarReflection/Global Volume Profile.asset index 27be71b38aa..b608a514539 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2220_SmoothPlanarReflection/Global Volume Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2220_SmoothPlanarReflection/Global Volume Profile.asset @@ -13,13 +13,21 @@ MonoBehaviour: m_Name: VisualEnvironment m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 0 + cloudType: + m_OverrideState: 0 + m_Value: 0 skyAmbientMode: + m_OverrideState: 1 + m_Value: 0 + windOrientation: m_OverrideState: 0 m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 fogType: m_OverrideState: 0 m_Value: 0 @@ -51,12 +59,9 @@ MonoBehaviour: m_Name: HDRISky m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 rotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 skyIntensityMode: m_OverrideState: 0 m_Value: 0 @@ -66,11 +71,9 @@ MonoBehaviour: multiplier: m_OverrideState: 0 m_Value: 1 - min: 0 upperHemisphereLuxValue: m_OverrideState: 0 m_Value: 4.18875 - min: 0 upperHemisphereLuxColor: m_OverrideState: 0 m_Value: {x: 0.4402014, y: 0.45416793, z: 0.5} @@ -83,34 +86,35 @@ MonoBehaviour: updatePeriod: m_OverrideState: 0 m_Value: 0 - min: 0 includeSunInBaking: m_OverrideState: 0 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: 21bb9ef0ab3fe414bacf326d4f1d8ee2, type: 3} - enableDistortion: + distortionMode: m_OverrideState: 0 m_Value: 0 - procedural: - m_OverrideState: 0 - m_Value: 1 flowmap: m_OverrideState: 0 m_Value: {fileID: 0} upperHemisphereOnly: m_OverrideState: 0 m_Value: 1 - scrollDirection: + scrollOrientation: m_OverrideState: 0 - m_Value: 0 - min: 0 - max: 360 + m_Value: + mode: 1 + customValue: 0 + additiveValue: 0 + multiplyValue: 1 scrollSpeed: m_OverrideState: 0 - m_Value: 2 - min: 0 + m_Value: + mode: 1 + customValue: 100 + additiveValue: 0 + multiplyValue: 1 enableBackplate: m_OverrideState: 0 m_Value: 0 @@ -126,31 +130,21 @@ MonoBehaviour: projectionDistance: m_OverrideState: 0 m_Value: 16 - min: 0.0000001 plateRotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 plateTexRotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 plateTexOffset: m_OverrideState: 0 m_Value: {x: 0, y: 0} blendAmount: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 100 shadowTint: m_OverrideState: 0 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - hdr: 0 - showAlpha: 1 - showEyeDropper: 1 pointLightShadow: m_OverrideState: 0 m_Value: 0 @@ -160,3 +154,16 @@ MonoBehaviour: rectLightShadow: m_OverrideState: 0 m_Value: 0 + m_SkyVersion: 1 + enableDistortion: + m_OverrideState: 0 + m_Value: 0 + procedural: + m_OverrideState: 0 + m_Value: 1 + scrollDirection: + m_OverrideState: 0 + m_Value: 0 + m_ObsoleteScrollSpeed: + m_OverrideState: 0 + m_Value: 2 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2701_TransparentSSR/Global Volume Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2701_TransparentSSR/Global Volume Profile.asset index 9b074ca40ff..657ac1e21d7 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2701_TransparentSSR/Global Volume Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2701_TransparentSSR/Global Volume Profile.asset @@ -13,84 +13,114 @@ MonoBehaviour: m_Name: ScreenSpaceReflection m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 quality: m_OverrideState: 1 m_Value: 3 enabled: m_OverrideState: 1 m_Value: 1 - rayTracing: + tracing: m_OverrideState: 0 - m_Value: 0 - minSmoothness: + m_Value: 1 + m_MinSmoothness: m_OverrideState: 1 m_Value: 0 - min: 0 - max: 1 - smoothnessFadeStart: + m_SmoothnessFadeStart: m_OverrideState: 1 m_Value: 0 - min: 0 - max: 1 reflectSky: m_OverrideState: 0 m_Value: 1 + usedAlgorithm: + m_OverrideState: 0 + m_Value: 0 depthBufferThickness: m_OverrideState: 1 m_Value: 0.006 - min: 0 - max: 1 screenFadeDistance: m_OverrideState: 1 m_Value: 0 - min: 0 - max: 1 + accumulationFactor: + m_OverrideState: 0 + m_Value: 0.75 + m_RayMaxIterations: + m_OverrideState: 1 + m_Value: 128 + rayMiss: + m_OverrideState: 0 + m_Value: 3 + lastBounceFallbackHierarchy: + m_OverrideState: 0 + m_Value: 3 layerMask: m_OverrideState: 0 m_Value: serializedVersion: 2 m_Bits: 4294967295 - rayLength: + textureLodBias: + m_OverrideState: 0 + m_Value: 1 + m_RayLength: m_OverrideState: 0 m_Value: 10 - min: 0.001 - max: 50 - clampValue: + m_ClampValue: m_OverrideState: 0 m_Value: 1 - min: 0.001 - max: 10 - denoise: + m_Denoise: m_OverrideState: 0 m_Value: 0 - denoiserRadius: + m_DenoiserRadius: m_OverrideState: 0 m_Value: 8 - min: 1 - max: 32 - mode: + m_AffectSmoothSurfaces: m_OverrideState: 0 - m_Value: 2 - upscaleRadius: + m_Value: 0 + mode: m_OverrideState: 0 m_Value: 2 - fullResolution: + m_FullResolution: m_OverrideState: 0 m_Value: 0 sampleCount: m_OverrideState: 0 m_Value: 1 - min: 1 - max: 32 bounceCount: m_OverrideState: 0 m_Value: 1 - min: 1 - max: 31 - m_RayMaxIterations: + m_RayMaxIterationsRT: + m_OverrideState: 0 + m_Value: 48 +--- !u!114 &-1508565263743468274 +MonoBehaviour: + m_ObjectHideFlags: 3 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 0d7593b3a9277ac4696b20006c21dde2, type: 3} + m_Name: VisualEnvironment + m_EditorClassIdentifier: + active: 1 + skyType: + m_OverrideState: 0 + m_Value: 0 + cloudType: + m_OverrideState: 0 + m_Value: 0 + skyAmbientMode: m_OverrideState: 1 - m_Value: 128 + m_Value: 0 + windOrientation: + m_OverrideState: 0 + m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 + fogType: + m_OverrideState: 0 + m_Value: 0 --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 @@ -105,3 +135,4 @@ MonoBehaviour: m_EditorClassIdentifier: components: - {fileID: -3706306561061678719} + - {fileID: -1508565263743468274} diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4011_MotionBlur/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4011_MotionBlur/Scene Settings Profile.asset index 9710f0685db..d36197d7152 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4011_MotionBlur/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4011_MotionBlur/Scene Settings Profile.asset @@ -13,13 +13,21 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 1 + cloudType: + m_OverrideState: 0 + m_Value: 0 skyAmbientMode: + m_OverrideState: 1 + m_Value: 0 + windOrientation: m_OverrideState: 0 m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 fogType: m_OverrideState: 1 m_Value: 2 @@ -36,50 +44,39 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 0 - m_AdvancedMode: 0 colorMode: m_OverrideState: 1 m_Value: 1 color: m_OverrideState: 1 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - hdr: 1 - showAlpha: 0 - showEyeDropper: 1 + tint: + m_OverrideState: 0 + m_Value: {r: 1, g: 1, b: 1, a: 1} density: m_OverrideState: 1 m_Value: 1 - min: 0 - max: 1 maxFogDistance: m_OverrideState: 1 m_Value: 5000 - min: 0 mipFogMaxMip: m_OverrideState: 1 m_Value: 0.5 - min: 0 - max: 1 mipFogNear: m_OverrideState: 1 m_Value: 0 - min: 0 mipFogFar: m_OverrideState: 1 m_Value: 1000 - min: 0 fogDistance: m_OverrideState: 1 m_Value: 200 - min: 0 fogBaseHeight: m_OverrideState: 1 m_Value: 0 fogHeightAttenuation: m_OverrideState: 1 m_Value: 0.2 - min: 0 - max: 1 --- !u!114 &-3990501575690934820 MonoBehaviour: m_ObjectHideFlags: 3 @@ -93,7 +90,6 @@ MonoBehaviour: m_Name: LiftGammaGain m_EditorClassIdentifier: active: 0 - m_AdvancedMode: 0 lift: m_OverrideState: 0 m_Value: {x: 1, y: 1, z: 1, w: 0} @@ -116,16 +112,15 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 maxShadowDistance: m_OverrideState: 1 m_Value: 500 - min: 0 + directionalTransmissionMultiplier: + m_OverrideState: 0 + m_Value: 1 cascadeShadowSplitCount: m_OverrideState: 1 m_Value: 4 - min: 1 - max: 4 cascadeShadowSplit0: m_OverrideState: 1 m_Value: 0.05 @@ -160,10 +155,6 @@ MonoBehaviour: m_Name: DepthOfField m_EditorClassIdentifier: active: 0 - m_AdvancedMode: 0 - useQualitySettings: - m_OverrideState: 0 - m_Value: 0 quality: m_OverrideState: 0 m_Value: 1 @@ -173,49 +164,42 @@ MonoBehaviour: focusDistance: m_OverrideState: 1 m_Value: 10 - min: 0.1 + focusDistanceMode: + m_OverrideState: 0 + m_Value: 0 nearFocusStart: m_OverrideState: 1 m_Value: 0 - min: 0 nearFocusEnd: m_OverrideState: 1 m_Value: 4 - min: 0 farFocusStart: m_OverrideState: 1 m_Value: 10 - min: 0 farFocusEnd: m_OverrideState: 1 m_Value: 20 - min: 0 m_NearSampleCount: - m_OverrideState: 1 + m_OverrideState: 0 m_Value: 5 - min: 3 - max: 8 m_NearMaxBlur: - m_OverrideState: 1 + m_OverrideState: 0 m_Value: 4 - min: 0 - max: 8 m_FarSampleCount: - m_OverrideState: 1 + m_OverrideState: 0 m_Value: 7 - min: 3 - max: 16 m_FarMaxBlur: - m_OverrideState: 1 + m_OverrideState: 0 m_Value: 8 - min: 0 - max: 16 - m_HighQualityFiltering: - m_OverrideState: 1 - m_Value: 1 m_Resolution: - m_OverrideState: 1 + m_OverrideState: 0 m_Value: 2 + m_HighQualityFiltering: + m_OverrideState: 0 + m_Value: 1 + m_PhysicallyBased: + m_OverrideState: 0 + m_Value: 0 --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 @@ -251,12 +235,9 @@ MonoBehaviour: m_Name: HDRISky m_EditorClassIdentifier: active: 0 - m_AdvancedMode: 0 rotation: m_OverrideState: 1 m_Value: 0 - min: 0 - max: 360 skyIntensityMode: m_OverrideState: 1 m_Value: 0 @@ -266,11 +247,12 @@ MonoBehaviour: multiplier: m_OverrideState: 1 m_Value: 1 - min: 0 upperHemisphereLuxValue: m_OverrideState: 1 m_Value: 5.2074246 - min: 0 + upperHemisphereLuxColor: + m_OverrideState: 0 + m_Value: {x: 0, y: 0, z: 0} desiredLuxValue: m_OverrideState: 1 m_Value: 20000 @@ -280,13 +262,87 @@ MonoBehaviour: updatePeriod: m_OverrideState: 1 m_Value: 0 - min: 0 includeSunInBaking: m_OverrideState: 1 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: 614ae0372d7dfb847a1926990e89fa06, type: 3} + distortionMode: + m_OverrideState: 0 + m_Value: 0 + flowmap: + m_OverrideState: 0 + m_Value: {fileID: 0} + upperHemisphereOnly: + m_OverrideState: 0 + m_Value: 1 + scrollOrientation: + m_OverrideState: 0 + m_Value: + mode: 1 + customValue: 0 + additiveValue: 0 + multiplyValue: 1 + scrollSpeed: + m_OverrideState: 0 + m_Value: + mode: 1 + customValue: 100 + additiveValue: 0 + multiplyValue: 1 + enableBackplate: + m_OverrideState: 0 + m_Value: 0 + backplateType: + m_OverrideState: 0 + m_Value: 0 + groundLevel: + m_OverrideState: 0 + m_Value: 0 + scale: + m_OverrideState: 0 + m_Value: {x: 32, y: 32} + projectionDistance: + m_OverrideState: 0 + m_Value: 16 + plateRotation: + m_OverrideState: 0 + m_Value: 0 + plateTexRotation: + m_OverrideState: 0 + m_Value: 0 + plateTexOffset: + m_OverrideState: 0 + m_Value: {x: 0, y: 0} + blendAmount: + m_OverrideState: 0 + m_Value: 0 + shadowTint: + m_OverrideState: 0 + m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} + pointLightShadow: + m_OverrideState: 0 + m_Value: 0 + dirLightShadow: + m_OverrideState: 0 + m_Value: 0 + rectLightShadow: + m_OverrideState: 0 + m_Value: 0 + m_SkyVersion: 1 + enableDistortion: + m_OverrideState: 0 + m_Value: 0 + procedural: + m_OverrideState: 0 + m_Value: 1 + scrollDirection: + m_OverrideState: 0 + m_Value: 0 + m_ObsoleteScrollSpeed: + m_OverrideState: 0 + m_Value: 1 --- !u!114 &2523018487990756456 MonoBehaviour: m_ObjectHideFlags: 3 @@ -300,12 +356,9 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 0 - m_AdvancedMode: 0 rotation: m_OverrideState: 1 m_Value: 0 - min: 0 - max: 360 skyIntensityMode: m_OverrideState: 1 m_Value: 0 @@ -315,11 +368,12 @@ MonoBehaviour: multiplier: m_OverrideState: 1 m_Value: 1 - min: 0 upperHemisphereLuxValue: m_OverrideState: 1 m_Value: 1 - min: 0 + upperHemisphereLuxColor: + m_OverrideState: 0 + m_Value: {x: 0, y: 0, z: 0} desiredLuxValue: m_OverrideState: 1 m_Value: 20000 @@ -329,37 +383,24 @@ MonoBehaviour: updatePeriod: m_OverrideState: 1 m_Value: 0 - min: 0 includeSunInBaking: m_OverrideState: 1 m_Value: 0 sunSize: m_OverrideState: 1 m_Value: 0.04 - min: 0 - max: 1 sunSizeConvergence: m_OverrideState: 1 m_Value: 5 - min: 1 - max: 10 atmosphereThickness: m_OverrideState: 1 m_Value: 1 - min: 0 - max: 5 skyTint: m_OverrideState: 1 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - hdr: 0 - showAlpha: 1 - showEyeDropper: 1 groundColor: m_OverrideState: 1 m_Value: {r: 0.369, g: 0.349, b: 0.341, a: 1} - hdr: 0 - showAlpha: 1 - showEyeDropper: 1 enableSunDisk: m_OverrideState: 1 m_Value: 1 @@ -376,41 +417,39 @@ MonoBehaviour: m_Name: MotionBlur m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 - useQualitySettings: - m_OverrideState: 0 - m_Value: 0 quality: m_OverrideState: 0 m_Value: 1 intensity: m_OverrideState: 1 m_Value: 2.5 - min: 0 maximumVelocity: m_OverrideState: 0 m_Value: 200 - min: 0 - max: 1500 minimumVelocity: m_OverrideState: 0 m_Value: 2 - min: 0 - max: 64 + cameraMotionBlur: + m_OverrideState: 0 + m_Value: 1 + specialCameraClampMode: + m_OverrideState: 0 + m_Value: 0 + cameraVelocityClamp: + m_OverrideState: 0 + m_Value: 0.05 + cameraTranslationVelocityClamp: + m_OverrideState: 0 + m_Value: 0.05 cameraRotationVelocityClamp: m_OverrideState: 1 m_Value: 0.1 - min: 0 - max: 0.2 depthComparisonExtent: m_OverrideState: 0 m_Value: 1 - min: 0 - max: 20 m_SampleCount: - m_OverrideState: 1 + m_OverrideState: 0 m_Value: 8 - min: 2 --- !u!114 &6271081758499213648 MonoBehaviour: m_ObjectHideFlags: 3 @@ -424,7 +463,9 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 + quality: + m_OverrideState: 0 + m_Value: 1 enabled: m_OverrideState: 1 m_Value: 1 @@ -434,52 +475,66 @@ MonoBehaviour: color: m_OverrideState: 1 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - hdr: 1 - showAlpha: 0 - showEyeDropper: 1 + tint: + m_OverrideState: 0 + m_Value: {r: 1, g: 1, b: 1, a: 1} maxFogDistance: m_OverrideState: 1 m_Value: 5000 - min: 0 mipFogMaxMip: m_OverrideState: 1 m_Value: 0.5 - min: 0 - max: 1 mipFogNear: m_OverrideState: 1 m_Value: 0 - min: 0 mipFogFar: m_OverrideState: 1 m_Value: 1000 - min: 0 baseHeight: m_OverrideState: 0 m_Value: 0 maximumHeight: m_OverrideState: 0 m_Value: 50 - albedo: - m_OverrideState: 0 - m_Value: {r: 1, g: 1, b: 1, a: 1} - hdr: 0 - showAlpha: 1 - showEyeDropper: 1 meanFreePath: m_OverrideState: 1 m_Value: 200 - min: 1 enableVolumetricFog: m_OverrideState: 0 m_Value: 0 - anisotropy: + albedo: m_OverrideState: 0 - m_Value: 0 - min: -1 - max: 1 + m_Value: {r: 1, g: 1, b: 1, a: 1} globalLightProbeDimmer: m_OverrideState: 0 m_Value: 1 - min: 0 - max: 1 + depthExtent: + m_OverrideState: 0 + m_Value: 64 + denoisingMode: + m_OverrideState: 0 + m_Value: 2 + anisotropy: + m_OverrideState: 0 + m_Value: 0 + sliceDistributionUniformity: + m_OverrideState: 0 + m_Value: 0.75 + m_FogControlMode: + m_OverrideState: 0 + m_Value: 0 + screenResolutionPercentage: + m_OverrideState: 0 + m_Value: 12.5 + volumeSliceCount: + m_OverrideState: 0 + m_Value: 64 + m_VolumetricFogBudget: + m_OverrideState: 0 + m_Value: 0.33 + m_ResolutionDepthRatio: + m_OverrideState: 0 + m_Value: 0.666 + directionalLightsOnly: + m_OverrideState: 0 + m_Value: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4014_PrecomputedVelocityAlembic/MotionBlurProfile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4014_PrecomputedVelocityAlembic/MotionBlurProfile.asset index 21eb0a5201f..bc6f1a69033 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4014_PrecomputedVelocityAlembic/MotionBlurProfile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4014_PrecomputedVelocityAlembic/MotionBlurProfile.asset @@ -13,41 +13,39 @@ MonoBehaviour: m_Name: MotionBlur m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 quality: m_OverrideState: 0 m_Value: 1 intensity: m_OverrideState: 1 m_Value: 20 - min: 0 maximumVelocity: m_OverrideState: 1 m_Value: 200 - min: 0 - max: 1500 minimumVelocity: m_OverrideState: 1 m_Value: 2 - min: 0 - max: 64 + cameraMotionBlur: + m_OverrideState: 0 + m_Value: 1 + specialCameraClampMode: + m_OverrideState: 0 + m_Value: 0 + cameraVelocityClamp: + m_OverrideState: 0 + m_Value: 0.05 + cameraTranslationVelocityClamp: + m_OverrideState: 0 + m_Value: 0.05 cameraRotationVelocityClamp: m_OverrideState: 1 m_Value: 0.03 - min: 0 - max: 0.2 depthComparisonExtent: m_OverrideState: 1 m_Value: 1 - min: 0 - max: 20 - cameraMotionBlur: - m_OverrideState: 0 - m_Value: 1 m_SampleCount: - m_OverrideState: 1 + m_OverrideState: 0 m_Value: 8 - min: 2 --- !u!114 &-3307415950195135037 MonoBehaviour: m_ObjectHideFlags: 3 @@ -61,13 +59,21 @@ MonoBehaviour: m_Name: VisualEnvironment m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 1 + cloudType: + m_OverrideState: 0 + m_Value: 0 skyAmbientMode: + m_OverrideState: 1 + m_Value: 0 + windOrientation: m_OverrideState: 0 m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 fogType: m_OverrideState: 0 m_Value: 0 @@ -84,12 +90,9 @@ MonoBehaviour: m_Name: HDRISky m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 rotation: m_OverrideState: 1 m_Value: 289 - min: 0 - max: 360 skyIntensityMode: m_OverrideState: 1 m_Value: 0 @@ -99,11 +102,9 @@ MonoBehaviour: multiplier: m_OverrideState: 0 m_Value: 1 - min: 0 upperHemisphereLuxValue: m_OverrideState: 0 m_Value: 2.4222085 - min: 0 upperHemisphereLuxColor: m_OverrideState: 0 m_Value: {x: 0, y: 0, z: 0} @@ -116,34 +117,35 @@ MonoBehaviour: updatePeriod: m_OverrideState: 0 m_Value: 0 - min: 0 includeSunInBaking: m_OverrideState: 0 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: 5fb993a599e7e9b4b825e1a28e6d2c07, type: 3} - enableDistortion: + distortionMode: m_OverrideState: 0 m_Value: 0 - procedural: - m_OverrideState: 0 - m_Value: 1 flowmap: m_OverrideState: 0 m_Value: {fileID: 0} upperHemisphereOnly: m_OverrideState: 0 m_Value: 1 - scrollDirection: - m_OverrideState: 0 - m_Value: 0 - min: 0 - max: 360 + scrollOrientation: + m_OverrideState: 1 + m_Value: + mode: 0 + customValue: 289 + additiveValue: 0 + multiplyValue: 0 scrollSpeed: m_OverrideState: 0 - m_Value: 2 - min: 0 + m_Value: + mode: 1 + customValue: 100 + additiveValue: 0 + multiplyValue: 1 enableBackplate: m_OverrideState: 0 m_Value: 0 @@ -159,31 +161,21 @@ MonoBehaviour: projectionDistance: m_OverrideState: 0 m_Value: 16 - min: 0.0000001 plateRotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 plateTexRotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 plateTexOffset: m_OverrideState: 0 m_Value: {x: 0, y: 0} blendAmount: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 100 shadowTint: m_OverrideState: 0 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - hdr: 0 - showAlpha: 1 - showEyeDropper: 1 pointLightShadow: m_OverrideState: 0 m_Value: 0 @@ -193,6 +185,19 @@ MonoBehaviour: rectLightShadow: m_OverrideState: 0 m_Value: 0 + m_SkyVersion: 1 + enableDistortion: + m_OverrideState: 0 + m_Value: 0 + procedural: + m_OverrideState: 0 + m_Value: 1 + scrollDirection: + m_OverrideState: 0 + m_Value: 0 + m_ObsoleteScrollSpeed: + m_OverrideState: 0 + m_Value: 2 --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4092_DRS-DLSS-Hardware/GlobalVolume Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4092_DRS-DLSS-Hardware/GlobalVolume Profile.asset index 407ccee8257..c0291b7b671 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4092_DRS-DLSS-Hardware/GlobalVolume Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4092_DRS-DLSS-Hardware/GlobalVolume Profile.asset @@ -20,8 +20,14 @@ MonoBehaviour: m_OverrideState: 0 m_Value: 0 skyAmbientMode: + m_OverrideState: 1 + m_Value: 0 + windOrientation: m_OverrideState: 0 m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 fogType: m_OverrideState: 0 m_Value: 0 @@ -227,6 +233,9 @@ MonoBehaviour: focusDistance: m_OverrideState: 0 m_Value: 10 + focusDistanceMode: + m_OverrideState: 0 + m_Value: 0 nearFocusStart: m_OverrideState: 1 m_Value: 0.72 @@ -328,6 +337,9 @@ MonoBehaviour: focusDistance: m_OverrideState: 0 m_Value: 10 + focusDistanceMode: + m_OverrideState: 0 + m_Value: 0 nearFocusStart: m_OverrideState: 1 m_Value: 1.47 @@ -400,6 +412,12 @@ MonoBehaviour: skyAmbientMode: m_OverrideState: 0 m_Value: 0 + windOrientation: + m_OverrideState: 0 + m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 fogType: m_OverrideState: 0 m_Value: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5001_Fog_FogFallback/Volume_Base.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5001_Fog_FogFallback/Volume_Base.asset index 248494ecfae..1d7d2de8219 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5001_Fog_FogFallback/Volume_Base.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5001_Fog_FogFallback/Volume_Base.asset @@ -30,7 +30,6 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 0 @@ -38,8 +37,14 @@ MonoBehaviour: m_OverrideState: 0 m_Value: 0 skyAmbientMode: + m_OverrideState: 1 + m_Value: 0 + windOrientation: m_OverrideState: 0 m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 fogType: m_OverrideState: 1 m_Value: 3 @@ -56,7 +61,6 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 1 quality: m_OverrideState: 0 m_Value: 1 @@ -69,32 +73,21 @@ MonoBehaviour: color: m_OverrideState: 1 m_Value: {r: 1, g: 0, b: 0, a: 1} - hdr: 1 - showAlpha: 0 - showEyeDropper: 1 tint: m_OverrideState: 0 m_Value: {r: 1, g: 1, b: 1, a: 1} - hdr: 1 - showAlpha: 0 - showEyeDropper: 1 maxFogDistance: m_OverrideState: 1 m_Value: 500 - min: 0 mipFogMaxMip: m_OverrideState: 1 m_Value: 0.7 - min: 0 - max: 1 mipFogNear: m_OverrideState: 1 m_Value: 25 - min: 0 mipFogFar: m_OverrideState: 1 m_Value: 100 - min: 0 baseHeight: m_OverrideState: 1 m_Value: 500 @@ -104,61 +97,42 @@ MonoBehaviour: meanFreePath: m_OverrideState: 1 m_Value: 50 - min: 1 enableVolumetricFog: m_OverrideState: 1 m_Value: 1 albedo: m_OverrideState: 1 m_Value: {r: 1, g: 1, b: 1, a: 1} - hdr: 0 - showAlpha: 1 - showEyeDropper: 1 globalLightProbeDimmer: m_OverrideState: 1 m_Value: 1 - min: 0 - max: 1 depthExtent: m_OverrideState: 1 m_Value: 25 - min: 0.1 denoisingMode: m_OverrideState: 1 m_Value: 0 anisotropy: m_OverrideState: 1 m_Value: 0 - min: -1 - max: 1 sliceDistributionUniformity: m_OverrideState: 1 m_Value: 0.75 - min: 0 - max: 1 m_FogControlMode: m_OverrideState: 0 m_Value: 0 screenResolutionPercentage: m_OverrideState: 1 m_Value: 25 - min: 6.25 - max: 100 volumeSliceCount: m_OverrideState: 1 m_Value: 128 - min: 1 - max: 1024 m_VolumetricFogBudget: m_OverrideState: 0 m_Value: 0.33 - min: 0 - max: 1 m_ResolutionDepthRatio: m_OverrideState: 0 m_Value: 0.666 - min: 0 - max: 1 directionalLightsOnly: m_OverrideState: 0 m_Value: 0 @@ -175,21 +149,15 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 maxShadowDistance: m_OverrideState: 1 m_Value: 500 - min: 0 directionalTransmissionMultiplier: m_OverrideState: 0 m_Value: 1 - min: 0 - max: 1 cascadeShadowSplitCount: m_OverrideState: 1 m_Value: 4 - min: 1 - max: 4 cascadeShadowSplit0: m_OverrideState: 1 m_Value: 0.05 @@ -224,13 +192,9 @@ MonoBehaviour: m_Name: VolumetricLightingController m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 depthExtent: m_OverrideState: 1 m_Value: 25 - min: 0.1 sliceDistributionUniformity: m_OverrideState: 1 m_Value: 0.75 - min: 0 - max: 1 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5010_CloudLayer/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5010_CloudLayer/Scene Settings Profile.asset index ae25336a76b..e6d895399a6 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5010_CloudLayer/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5010_CloudLayer/Scene Settings Profile.asset @@ -13,7 +13,6 @@ MonoBehaviour: m_Name: Exposure m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 mode: m_OverrideState: 0 m_Value: 0 @@ -119,19 +118,15 @@ MonoBehaviour: adaptationSpeedDarkToLight: m_OverrideState: 0 m_Value: 3 - min: 0.001 adaptationSpeedLightToDark: m_OverrideState: 0 m_Value: 1 - min: 0.001 weightTextureMask: m_OverrideState: 0 m_Value: {fileID: 0} histogramPercentages: m_OverrideState: 0 m_Value: {x: 40, y: 90} - min: 0 - max: 100 histogramUseCurveRemapping: m_OverrideState: 0 m_Value: 0 @@ -156,7 +151,6 @@ MonoBehaviour: proceduralSoftness: m_OverrideState: 0 m_Value: 0.5 - min: 0 --- !u!114 &-6901118705532630215 MonoBehaviour: m_ObjectHideFlags: 3 @@ -170,46 +164,33 @@ MonoBehaviour: m_Name: Tonemapping m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 mode: m_OverrideState: 1 m_Value: 2 toeStrength: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 1 toeLength: m_OverrideState: 0 m_Value: 0.5 - min: 0 - max: 1 shoulderStrength: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 1 shoulderLength: m_OverrideState: 0 m_Value: 0.5 - min: 0 shoulderAngle: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 1 gamma: m_OverrideState: 0 m_Value: 1 - min: 0.001 lutTexture: m_OverrideState: 0 m_Value: {fileID: 0} lutContribution: m_OverrideState: 0 m_Value: 1 - min: 0 - max: 1 --- !u!114 &-1982369472900735902 MonoBehaviour: m_ObjectHideFlags: 3 @@ -223,37 +204,27 @@ MonoBehaviour: m_Name: Bloom m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 quality: m_OverrideState: 1 m_Value: 2 threshold: m_OverrideState: 1 m_Value: 0 - min: 0 intensity: m_OverrideState: 1 m_Value: 0.15 - min: 0 - max: 1 scatter: m_OverrideState: 1 m_Value: 0.65 - min: 0 - max: 1 tint: m_OverrideState: 0 m_Value: {r: 1, g: 1, b: 1, a: 1} - hdr: 0 - showAlpha: 0 - showEyeDropper: 1 dirtTexture: m_OverrideState: 0 m_Value: {fileID: 0} dirtIntensity: m_OverrideState: 0 m_Value: 0 - min: 0 anamorphic: m_OverrideState: 0 m_Value: 1 @@ -279,12 +250,9 @@ MonoBehaviour: m_Name: CloudLayer m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 1 opacity: m_OverrideState: 0 m_Value: 1 - min: 0 - max: 1 upperHemisphereOnly: m_OverrideState: 0 m_Value: 1 @@ -294,20 +262,18 @@ MonoBehaviour: resolution: m_OverrideState: 0 m_Value: 1024 - shadowOpacity: + shadowMultiplier: m_OverrideState: 0 m_Value: 1 - min: 0 - max: 1 shadowTint: m_OverrideState: 0 m_Value: {r: 0, g: 0, b: 0, a: 1} - hdr: 0 - showAlpha: 0 - showEyeDropper: 1 - shadowsResolution: - m_OverrideState: 1 - m_Value: 512 + shadowResolution: + m_OverrideState: 0 + m_Value: 256 + shadowSize: + m_OverrideState: 0 + m_Value: 500 layerA: cloudMap: m_OverrideState: 1 @@ -315,49 +281,41 @@ MonoBehaviour: opacityR: m_OverrideState: 0 m_Value: 1 - min: 0 - max: 1 opacityG: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 1 opacityB: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 1 opacityA: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 1 rotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 tint: m_OverrideState: 1 m_Value: {r: 0.8396226, g: 0.66069466, b: 0.5029815, a: 1} - hdr: 0 - showAlpha: 0 - showEyeDropper: 1 exposure: m_OverrideState: 1 m_Value: 0 distortionMode: m_OverrideState: 0 m_Value: 0 - scrollDirection: + scrollOrientation: m_OverrideState: 0 - m_Value: 0 - min: 0 - max: 360 + m_Value: + mode: 1 + customValue: 0 + additiveValue: 0 + multiplyValue: 1 scrollSpeed: m_OverrideState: 0 - m_Value: 1 - min: 0 + m_Value: + mode: 1 + customValue: 100 + additiveValue: 0 + multiplyValue: 1 flowmap: m_OverrideState: 0 m_Value: {fileID: 0} @@ -367,13 +325,9 @@ MonoBehaviour: steps: m_OverrideState: 1 m_Value: 5 - min: 1 - max: 10 thickness: m_OverrideState: 1 m_Value: 0.36 - min: 0 - max: 1 castShadows: m_OverrideState: 1 m_Value: 1 @@ -384,49 +338,41 @@ MonoBehaviour: opacityR: m_OverrideState: 1 m_Value: 0 - min: 0 - max: 1 opacityG: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 1 opacityB: m_OverrideState: 1 m_Value: 1 - min: 0 - max: 1 opacityA: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 1 rotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 tint: m_OverrideState: 0 m_Value: {r: 1, g: 1, b: 1, a: 1} - hdr: 0 - showAlpha: 0 - showEyeDropper: 1 exposure: m_OverrideState: 1 m_Value: -3.5 distortionMode: m_OverrideState: 0 m_Value: 0 - scrollDirection: + scrollOrientation: m_OverrideState: 0 - m_Value: 0 - min: 0 - max: 360 + m_Value: + mode: 1 + customValue: 0 + additiveValue: 0 + multiplyValue: 1 scrollSpeed: m_OverrideState: 0 - m_Value: 1 - min: 0 + m_Value: + mode: 1 + customValue: 100 + additiveValue: 0 + multiplyValue: 1 flowmap: m_OverrideState: 0 m_Value: {fileID: 0} @@ -436,13 +382,9 @@ MonoBehaviour: steps: m_OverrideState: 0 m_Value: 4 - min: 1 - max: 10 thickness: m_OverrideState: 0 m_Value: 0.5 - min: 0 - max: 1 castShadows: m_OverrideState: 0 m_Value: 0 @@ -477,7 +419,6 @@ MonoBehaviour: m_Name: VisualEnvironment m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 4 @@ -485,8 +426,14 @@ MonoBehaviour: m_OverrideState: 1 m_Value: 1 skyAmbientMode: + m_OverrideState: 1 + m_Value: 0 + windOrientation: m_OverrideState: 0 - m_Value: 1 + m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 fogType: m_OverrideState: 0 m_Value: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5011_VolumetricClouds/GlobalVolume.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5011_VolumetricClouds/GlobalVolume.asset index 9c9f5fddac2..c7c00db08d3 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5011_VolumetricClouds/GlobalVolume.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5011_VolumetricClouds/GlobalVolume.asset @@ -13,7 +13,6 @@ MonoBehaviour: m_Name: VisualEnvironment m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 4 @@ -21,8 +20,14 @@ MonoBehaviour: m_OverrideState: 1 m_Value: 0 skyAmbientMode: + m_OverrideState: 1 + m_Value: 0 + windOrientation: m_OverrideState: 0 m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 fogType: m_OverrideState: 0 m_Value: 0 @@ -39,7 +44,6 @@ MonoBehaviour: m_Name: Fog m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 quality: m_OverrideState: 0 m_Value: 1 @@ -52,32 +56,21 @@ MonoBehaviour: color: m_OverrideState: 0 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - hdr: 1 - showAlpha: 0 - showEyeDropper: 1 tint: m_OverrideState: 0 m_Value: {r: 1, g: 1, b: 1, a: 1} - hdr: 1 - showAlpha: 0 - showEyeDropper: 1 maxFogDistance: m_OverrideState: 0 m_Value: 5000 - min: 0 mipFogMaxMip: m_OverrideState: 0 m_Value: 0.5 - min: 0 - max: 1 mipFogNear: m_OverrideState: 0 m_Value: 0 - min: 0 mipFogFar: m_OverrideState: 0 m_Value: 1000 - min: 0 baseHeight: m_OverrideState: 0 m_Value: 0 @@ -87,61 +80,42 @@ MonoBehaviour: meanFreePath: m_OverrideState: 0 m_Value: 400 - min: 1 enableVolumetricFog: m_OverrideState: 0 m_Value: 0 albedo: m_OverrideState: 0 m_Value: {r: 1, g: 1, b: 1, a: 1} - hdr: 0 - showAlpha: 1 - showEyeDropper: 1 globalLightProbeDimmer: m_OverrideState: 0 m_Value: 1 - min: 0 - max: 1 depthExtent: m_OverrideState: 0 m_Value: 64 - min: 0.1 denoisingMode: m_OverrideState: 0 m_Value: 2 anisotropy: m_OverrideState: 0 m_Value: 0 - min: -1 - max: 1 sliceDistributionUniformity: m_OverrideState: 0 m_Value: 0.75 - min: 0 - max: 1 m_FogControlMode: m_OverrideState: 0 m_Value: 0 screenResolutionPercentage: m_OverrideState: 0 m_Value: 12.5 - min: 6.25 - max: 50 volumeSliceCount: m_OverrideState: 0 m_Value: 64 - min: 1 - max: 512 m_VolumetricFogBudget: m_OverrideState: 0 m_Value: 0.33 - min: 0 - max: 1 m_ResolutionDepthRatio: m_OverrideState: 0 m_Value: 0.666 - min: 0 - max: 1 directionalLightsOnly: m_OverrideState: 0 m_Value: 0 @@ -175,12 +149,9 @@ MonoBehaviour: m_Name: PhysicallyBasedSky m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 rotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 skyIntensityMode: m_OverrideState: 0 m_Value: 0 @@ -190,11 +161,9 @@ MonoBehaviour: multiplier: m_OverrideState: 0 m_Value: 1 - min: 0 upperHemisphereLuxValue: m_OverrideState: 0 m_Value: 1 - min: 0 upperHemisphereLuxColor: m_OverrideState: 0 m_Value: {x: 0, y: 0, z: 0} @@ -207,7 +176,6 @@ MonoBehaviour: updatePeriod: m_OverrideState: 0 m_Value: 0 - min: 0 includeSunInBaking: m_OverrideState: 0 m_Value: 0 @@ -223,66 +191,42 @@ MonoBehaviour: planetaryRadius: m_OverrideState: 0 m_Value: 6378100 - min: 0 planetCenterPosition: m_OverrideState: 0 m_Value: {x: 0, y: -6378100, z: 0} airDensityR: m_OverrideState: 0 m_Value: 0.04534 - min: 0 - max: 1 airDensityG: m_OverrideState: 0 m_Value: 0.10237241 - min: 0 - max: 1 airDensityB: m_OverrideState: 0 m_Value: 0.23264056 - min: 0 - max: 1 airTint: m_OverrideState: 0 m_Value: {r: 0.9, g: 0.9, b: 1, a: 1} - hdr: 0 - showAlpha: 0 - showEyeDropper: 1 airMaximumAltitude: m_OverrideState: 0 m_Value: 55261.973 - min: 0 aerosolDensity: m_OverrideState: 0 m_Value: 0.01192826 - min: 0 - max: 1 aerosolTint: m_OverrideState: 0 m_Value: {r: 0.9, g: 0.9, b: 0.9, a: 1} - hdr: 0 - showAlpha: 0 - showEyeDropper: 1 aerosolMaximumAltitude: m_OverrideState: 0 m_Value: 8289.296 - min: 0 aerosolAnisotropy: m_OverrideState: 0 m_Value: 0 - min: -1 - max: 1 numberOfBounces: m_OverrideState: 0 m_Value: 8 - min: 1 - max: 10 groundTint: m_OverrideState: 1 m_Value: {r: 0.31621575, g: 0.3454625, b: 0.3584906, a: 1} - hdr: 0 - showAlpha: 0 - showEyeDropper: 0 groundColorTexture: m_OverrideState: 0 m_Value: {fileID: 0} @@ -292,7 +236,6 @@ MonoBehaviour: groundEmissionMultiplier: m_OverrideState: 0 m_Value: 1 - min: 0 planetRotation: m_OverrideState: 0 m_Value: {x: 0, y: 0, z: 0} @@ -302,42 +245,27 @@ MonoBehaviour: spaceEmissionMultiplier: m_OverrideState: 0 m_Value: 1 - min: 0 spaceRotation: m_OverrideState: 0 m_Value: {x: 0, y: 0, z: 0} colorSaturation: m_OverrideState: 0 m_Value: 1 - min: 0 - max: 1 alphaSaturation: m_OverrideState: 0 m_Value: 1 - min: 0 - max: 1 alphaMultiplier: m_OverrideState: 0 m_Value: 1 - min: 0 - max: 1 horizonTint: m_OverrideState: 0 m_Value: {r: 1, g: 1, b: 1, a: 1} - hdr: 0 - showAlpha: 0 - showEyeDropper: 0 zenithTint: m_OverrideState: 0 m_Value: {r: 1, g: 1, b: 1, a: 1} - hdr: 0 - showAlpha: 0 - showEyeDropper: 0 horizonZenithShift: m_OverrideState: 0 m_Value: 0 - min: -1 - max: 1 m_SkyVersion: 1 m_ObsoleteEarthPreset: m_OverrideState: 0 @@ -355,7 +283,6 @@ MonoBehaviour: m_Name: Exposure m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 mode: m_OverrideState: 1 m_Value: 0 @@ -461,19 +388,15 @@ MonoBehaviour: adaptationSpeedDarkToLight: m_OverrideState: 0 m_Value: 3 - min: 0.001 adaptationSpeedLightToDark: m_OverrideState: 0 m_Value: 1 - min: 0.001 weightTextureMask: m_OverrideState: 0 m_Value: {fileID: 0} histogramPercentages: m_OverrideState: 0 m_Value: {x: 40, y: 90} - min: 0 - max: 100 histogramUseCurveRemapping: m_OverrideState: 0 m_Value: 0 @@ -498,4 +421,3 @@ MonoBehaviour: proceduralSoftness: m_OverrideState: 0 m_Value: 0.5 - min: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8107_UnlitShadowMatteAmbientOcclusion/Global Volume Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8107_UnlitShadowMatteAmbientOcclusion/Global Volume Profile.asset index 766eb60a56b..baadbcb6211 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8107_UnlitShadowMatteAmbientOcclusion/Global Volume Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8107_UnlitShadowMatteAmbientOcclusion/Global Volume Profile.asset @@ -29,7 +29,6 @@ MonoBehaviour: m_Name: AmbientOcclusion m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 quality: m_OverrideState: 1 m_Value: 2 @@ -39,80 +38,62 @@ MonoBehaviour: intensity: m_OverrideState: 1 m_Value: 1 - min: 0 - max: 4 directLightingStrength: m_OverrideState: 1 m_Value: 1 - min: 0 - max: 1 radius: m_OverrideState: 1 m_Value: 1 - min: 0.25 - max: 5 spatialBilateralAggressiveness: m_OverrideState: 0 m_Value: 0.15 - min: 0 - max: 1 temporalAccumulation: m_OverrideState: 0 m_Value: 1 ghostingReduction: m_OverrideState: 0 m_Value: 0.5 - min: 0 - max: 1 blurSharpness: m_OverrideState: 0 m_Value: 0.1 - min: 0 - max: 1 layerMask: m_OverrideState: 0 m_Value: serializedVersion: 2 m_Bits: 4294967295 - m_StepCount: + occluderMotionRejection: m_OverrideState: 0 - m_Value: 6 - min: 2 - max: 32 - m_FullResolution: + m_Value: 1 + receiverMotionRejection: m_OverrideState: 0 - m_Value: 0 + m_Value: 1 + m_StepCount: + m_OverrideState: 1 + m_Value: 16 + m_FullResolution: + m_OverrideState: 1 + m_Value: 1 m_MaximumRadiusInPixels: - m_OverrideState: 0 - m_Value: 40 - min: 16 - max: 256 + m_OverrideState: 1 + m_Value: 80 m_BilateralUpsample: - m_OverrideState: 0 + m_OverrideState: 1 m_Value: 1 m_DirectionCount: - m_OverrideState: 0 - m_Value: 2 - min: 1 - max: 6 + m_OverrideState: 1 + m_Value: 4 m_RayLength: - m_OverrideState: 0 - m_Value: 0.5 - min: 0 - max: 50 + m_OverrideState: 1 + m_Value: 20 m_SampleCount: - m_OverrideState: 0 - m_Value: 1 - min: 1 - max: 64 + m_OverrideState: 1 + m_Value: 8 m_Denoise: - m_OverrideState: 0 + m_OverrideState: 1 m_Value: 1 m_DenoiserRadius: - m_OverrideState: 0 - m_Value: 1 - min: 0.001 - max: 1 + m_OverrideState: 1 + m_Value: 0.65 --- !u!114 &5586737667120579711 MonoBehaviour: m_ObjectHideFlags: 3 @@ -126,13 +107,21 @@ MonoBehaviour: m_Name: VisualEnvironment m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 1 + cloudType: + m_OverrideState: 0 + m_Value: 0 skyAmbientMode: + m_OverrideState: 1 + m_Value: 0 + windOrientation: m_OverrideState: 0 m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 fogType: m_OverrideState: 0 m_Value: 0 @@ -149,12 +138,9 @@ MonoBehaviour: m_Name: HDRISky m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 rotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 skyIntensityMode: m_OverrideState: 0 m_Value: 0 @@ -164,11 +150,9 @@ MonoBehaviour: multiplier: m_OverrideState: 0 m_Value: 1 - min: 0 upperHemisphereLuxValue: m_OverrideState: 0 m_Value: 5.20731 - min: 0 upperHemisphereLuxColor: m_OverrideState: 0 m_Value: {x: 0.4714623, y: 0.4714616, z: 0.5} @@ -181,34 +165,35 @@ MonoBehaviour: updatePeriod: m_OverrideState: 0 m_Value: 0 - min: 0 includeSunInBaking: m_OverrideState: 0 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: 614ae0372d7dfb847a1926990e89fa06, type: 3} - enableDistortion: + distortionMode: m_OverrideState: 0 m_Value: 0 - procedural: - m_OverrideState: 0 - m_Value: 1 flowmap: m_OverrideState: 0 m_Value: {fileID: 0} upperHemisphereOnly: m_OverrideState: 0 m_Value: 1 - scrollDirection: + scrollOrientation: m_OverrideState: 0 - m_Value: 0 - min: 0 - max: 360 + m_Value: + mode: 1 + customValue: 0 + additiveValue: 0 + multiplyValue: 1 scrollSpeed: m_OverrideState: 0 - m_Value: 2 - min: 0 + m_Value: + mode: 1 + customValue: 100 + additiveValue: 0 + multiplyValue: 1 enableBackplate: m_OverrideState: 0 m_Value: 0 @@ -224,31 +209,21 @@ MonoBehaviour: projectionDistance: m_OverrideState: 0 m_Value: 16 - min: 0.0000001 plateRotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 plateTexRotation: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 360 plateTexOffset: m_OverrideState: 0 m_Value: {x: 0, y: 0} blendAmount: m_OverrideState: 0 m_Value: 0 - min: 0 - max: 100 shadowTint: m_OverrideState: 0 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - hdr: 0 - showAlpha: 1 - showEyeDropper: 1 pointLightShadow: m_OverrideState: 0 m_Value: 0 @@ -258,3 +233,16 @@ MonoBehaviour: rectLightShadow: m_OverrideState: 0 m_Value: 0 + m_SkyVersion: 1 + enableDistortion: + m_OverrideState: 0 + m_Value: 0 + procedural: + m_OverrideState: 0 + m_Value: 1 + scrollDirection: + m_OverrideState: 0 + m_Value: 0 + m_ObsoleteScrollSpeed: + m_OverrideState: 0 + m_Value: 2 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Scene Settings Profile.asset index 5ecdae9653e..b15653f0ac6 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Scene Settings Profile.asset @@ -12,4 +12,36 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3} m_Name: Scene Settings Profile m_EditorClassIdentifier: - components: [] + components: + - {fileID: 525883688551753881} +--- !u!114 &525883688551753881 +MonoBehaviour: + m_ObjectHideFlags: 3 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 0d7593b3a9277ac4696b20006c21dde2, type: 3} + m_Name: VisualEnvironment + m_EditorClassIdentifier: + active: 1 + skyType: + m_OverrideState: 0 + m_Value: 0 + cloudType: + m_OverrideState: 0 + m_Value: 0 + skyAmbientMode: + m_OverrideState: 1 + m_Value: 0 + windOrientation: + m_OverrideState: 0 + m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 + fogType: + m_OverrideState: 0 + m_Value: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/Scene Settings Profile.asset index 5ecdae9653e..8eee8ea84c1 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/Scene Settings Profile.asset @@ -12,4 +12,36 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3} m_Name: Scene Settings Profile m_EditorClassIdentifier: - components: [] + components: + - {fileID: 2568591178948852223} +--- !u!114 &2568591178948852223 +MonoBehaviour: + m_ObjectHideFlags: 3 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 0d7593b3a9277ac4696b20006c21dde2, type: 3} + m_Name: VisualEnvironment + m_EditorClassIdentifier: + active: 1 + skyType: + m_OverrideState: 0 + m_Value: 0 + cloudType: + m_OverrideState: 0 + m_Value: 0 + skyAmbientMode: + m_OverrideState: 1 + m_Value: 0 + windOrientation: + m_OverrideState: 0 + m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 + fogType: + m_OverrideState: 0 + m_Value: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/Scene Settings Profile.asset index f19f670668c..af61475a199 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/Scene Settings Profile.asset @@ -13,7 +13,6 @@ MonoBehaviour: m_Name: Exposure m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 mode: m_OverrideState: 1 m_Value: 0 @@ -61,17 +60,97 @@ MonoBehaviour: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 + limitMinCurveMap: + m_OverrideState: 0 + m_Value: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: -10 + value: -12 + inSlope: 0 + outSlope: 1 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + - serializedVersion: 3 + time: 20 + value: 18 + inSlope: 1 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + limitMaxCurveMap: + m_OverrideState: 0 + m_Value: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: -10 + value: -8 + inSlope: 0 + outSlope: 1 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + - serializedVersion: 3 + time: 20 + value: 22 + inSlope: 1 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 adaptationMode: m_OverrideState: 1 m_Value: 1 adaptationSpeedDarkToLight: m_OverrideState: 1 m_Value: 3 - min: 0.001 adaptationSpeedLightToDark: m_OverrideState: 1 m_Value: 1 - min: 0.001 + weightTextureMask: + m_OverrideState: 0 + m_Value: {fileID: 0} + histogramPercentages: + m_OverrideState: 0 + m_Value: {x: 40, y: 90} + histogramUseCurveRemapping: + m_OverrideState: 0 + m_Value: 0 + targetMidGray: + m_OverrideState: 0 + m_Value: 0 + centerAroundExposureTarget: + m_OverrideState: 0 + m_Value: 0 + proceduralCenter: + m_OverrideState: 0 + m_Value: {x: 0.5, y: 0.5} + proceduralRadii: + m_OverrideState: 0 + m_Value: {x: 0.3, y: 0.3} + maskMinIntensity: + m_OverrideState: 0 + m_Value: -30 + maskMaxIntensity: + m_OverrideState: 0 + m_Value: 30 + proceduralSoftness: + m_OverrideState: 0 + m_Value: 0.5 --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 @@ -86,3 +165,35 @@ MonoBehaviour: m_EditorClassIdentifier: components: - {fileID: -6322084644017855310} + - {fileID: 1052189620847248129} +--- !u!114 &1052189620847248129 +MonoBehaviour: + m_ObjectHideFlags: 3 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 0d7593b3a9277ac4696b20006c21dde2, type: 3} + m_Name: VisualEnvironment + m_EditorClassIdentifier: + active: 1 + skyType: + m_OverrideState: 0 + m_Value: 0 + cloudType: + m_OverrideState: 0 + m_Value: 0 + skyAmbientMode: + m_OverrideState: 1 + m_Value: 0 + windOrientation: + m_OverrideState: 0 + m_Value: 0 + windSpeed: + m_OverrideState: 0 + m_Value: 100 + fogType: + m_OverrideState: 0 + m_Value: 0 diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index c467728eaf7..185f4dff654 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -99,6 +99,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - LensFlare Element editor now have Thumbnail preview - Improved IntegrateLDCharlie() to use uniform stratified sampling for faster convergence towards the ground truth - DynamicResolutionHandler.GetScaledSize function now clamps, and never allows to return a size greater than its input. +- Visual Environment component ambient mode now defaults to Dynamic. ## [11.0.0] - 2020-10-21 diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs index cbd9695a2ef..47eb5181383 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs @@ -17,7 +17,7 @@ public sealed class VisualEnvironment : VolumeComponent /// Type of clouds that should be used for rendering. public NoInterpIntParameter cloudType = new NoInterpIntParameter(0); /// Defines the way the ambient probe should be computed. - public SkyAmbientModeParameter skyAmbientMode = new SkyAmbientModeParameter(SkyAmbientMode.Static); + public SkyAmbientModeParameter skyAmbientMode = new SkyAmbientModeParameter(SkyAmbientMode.Dynamic); /// Controls the global orientation of the wind relative to the X world vector. [Header("Wind")] From 2320588c226d90d19137c69d54292201f78031c5 Mon Sep 17 00:00:00 2001 From: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Date: Mon, 16 Aug 2021 15:52:22 +0200 Subject: [PATCH 087/102] Hd/fix framesettings ordering (#5323) * Fix strange entry in the FrameSettings and add comments for better readability * Update CHANGELOG.md Co-authored-by: JulienIgnace-Unity --- .../CHANGELOG.md | 1 + .../Settings/FrameSettingsUI.Drawers.cs | 4 ++++ .../Settings/OverridableFrameSettingsArea.cs | 12 ++++++++++++ .../RenderPipeline/Settings/FrameSettings.cs | 19 ++++++++++--------- 4 files changed, 27 insertions(+), 9 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 988314559ee..1cffccd78e2 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -366,6 +366,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue that clamped the volumetric clouds offset value (case 1357318). - Fixed the volumetric clouds having no control over the vertical wind (case 1354920). - Fixed case where the SceneView don't refresh when using LightExplorer with a running and Paused game (1354129) +- Fixed wrong ordering in FrameSettings (Normalize Reflection Probes) ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs index 70a8aeb0792..701f473b8fd 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs @@ -266,7 +266,11 @@ static internal void Drawer_SectionLightingSettings(SerializedFrameSettings seri area.AmmendInfo(FrameSettingsField.Volumetrics, ignoreDependencies: true); area.AmmendInfo(FrameSettingsField.ReprojectionForVolumetrics, ignoreDependencies: true); area.AmmendInfo(FrameSettingsField.TransparentSSR, ignoreDependencies: true); + + //TODO: Remove hideUI when out of experimental. I don't like hideUI it make things more difficult to add a FrameSettings at a given position. + // This should not be used except for experimental stuff (it is not compliant with the remaining of UX flows anyway) area.AmmendInfo(FrameSettingsField.ProbeVolume, hideInUI: !HDRenderPipelineGlobalSettings.Ensure().supportProbeVolumes); + area.AmmendInfo(FrameSettingsField.NormalizeReflectionProbeWithProbeVolume, hideInUI: !HDRenderPipelineGlobalSettings.Ensure().supportProbeVolumes); area.AmmendInfo( FrameSettingsField.SssQualityMode, diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/OverridableFrameSettingsArea.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/OverridableFrameSettingsArea.cs index 37531d19e1b..c66dc96010e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/OverridableFrameSettingsArea.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/OverridableFrameSettingsArea.cs @@ -100,6 +100,18 @@ public static OverridableFrameSettingsArea GetGroupContent(int groupIndex, Frame return area; } + /// + /// Ammend the info on a FrameSettings drawer in the generation process. + /// + /// Targeted FrameSettings. + /// Override the method used to say if it will be overrideable or not. If not, the left checkbox will not be drawn. + /// Ignore the dependencies when checking if this is overrideable. (Normally, only work if dependency is enabled). + /// Custom method to get the value. Usefull for non boolean FrameSettings. + /// Custom method to set the value. Usefull for non boolean FrameSettings. + /// Modify the default value displayed when override is disabled. + /// Override the given label with this new one. + /// Override the miltiple different state manually. Usefull when using customGetter and customSetter. This is static on the Editor run. But Editor is reconstructed if selection change so it should be ok. + /// /!\ WARNING: Use with caution. Should not be used with current UX flow. Only usage should be really special cases. public void AmmendInfo(FrameSettingsField field, Func overrideable = null, bool ignoreDependencies = false, Func customGetter = null, Action customSetter = null, object overridedDefaultValue = null, string labelOverride = null, bool hasMixedValues = false, bool hideInUI = false) { var matchIndex = fields.FindIndex(f => f.field == field); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs index d39fc6aeb98..1ff7078f76d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs @@ -106,7 +106,7 @@ public enum FrameSettingsField /// No Frame Settings. None = -1, - //rendering settings from 0 to 19 + //rendering settings (group 0) /// Specifies the Lit Shader Mode for Cameras using these Frame Settings use to render the Scene. [FrameSettingsField(0, autoName: LitShaderMode, type: FrameSettingsFieldAttribute.DisplayType.BoolAsEnumPopup, targetType: typeof(LitShaderMode), customOrderInGroup: 0, tooltip: "Specifies the Lit Shader Mode for Cameras using these Frame Settings use to render the Scene (Depends on \"Lit Shader Mode\" in current HDRP Asset).")] LitShaderMode = 0, @@ -258,7 +258,7 @@ public enum FrameSettingsField [FrameSettingsField(0, autoName: MaterialQualityLevel, type: FrameSettingsFieldAttribute.DisplayType.Others, tooltip: "The material quality level to use.")] MaterialQualityLevel = 66, - //lighting settings: 20-39, 46-49 + //lighting settings (group 1) /// When enabled, Cameras using these Frame Settings render shadows. [FrameSettingsField(1, autoName: ShadowMaps, customOrderInGroup: 1, tooltip: "When enabled, Cameras using these Frame Settings render shadows.")] ShadowMaps = 20, @@ -337,7 +337,13 @@ public enum FrameSettingsField [FrameSettingsField(1, autoName: DirectSpecularLighting, tooltip: "When enabled, Cameras that use these Frame Settings render Direct Specular lighting. This is a useful Frame Setting to use for baked Reflection Probes to remove view dependent lighting.")] DirectSpecularLighting = 38, - //async settings from 40 to 59 + /// When enabled, HDRP uses probe volumes for baked lighting. + [FrameSettingsField(1, customOrderInGroup: 3, autoName: ProbeVolume, tooltip: "Enable to debug and make HDRP process Probe Volumes. Enabling this feature causes HDRP to process Probe Volumes for this Camera/Reflection Probe.")] + ProbeVolume = 127, + [FrameSettingsField(1, customOrderInGroup: 4, displayedName: "Normalize Reflection Probes", positiveDependencies: new[] { ProbeVolume })] + NormalizeReflectionProbeWithProbeVolume = 126, + + //async settings (group 2) /// When enabled, HDRP executes certain Compute Shader commands in parallel. This only has an effect if the target platform supports async compute. [FrameSettingsField(2, displayedName: "Asynchronous Execution", tooltip: "When enabled, HDRP executes certain Compute Shader commands in parallel. This only has an effect if the target platform supports async compute.")] AsyncCompute = 40, @@ -357,7 +363,7 @@ public enum FrameSettingsField [FrameSettingsField(2, displayedName: "Volume Voxelizations", positiveDependencies: new[] { AsyncCompute }, tooltip: "When enabled, HDRP calculates volumetric voxelization asynchronously.")] VolumeVoxelizationsAsync = 45, - //lightLoop settings from 120 to 127 + //lightLoop settings (group 3) /// When enabled, HDRP uses FPTL for forward opaque. [FrameSettingsField(3, autoName: FPTLForForwardOpaque, tooltip: "When enabled, HDRP uses FPTL for forward opaque.")] FPTLForForwardOpaque = 120, @@ -376,11 +382,6 @@ public enum FrameSettingsField /// When enabled, HDRP uses material variant classification to compute lighting. [FrameSettingsField(3, autoName: ComputeMaterialVariants, positiveDependencies: new[] { DeferredTile }, tooltip: "When enabled, HDRP uses material variant classification to compute lighting.")] ComputeMaterialVariants = 125, - /// When enabled, HDRP uses probe volumes for baked lighting. - [FrameSettingsField(1, customOrderInGroup: 3, autoName: ProbeVolume, tooltip: "Enable to debug and make HDRP process Probe Volumes. Enabling this feature causes HDRP to process Probe Volumes for this Camera/Reflection Probe.")] - ProbeVolume = 127, - [FrameSettingsField(1, customOrderInGroup: 4, displayedName: "Normalize Reflection Probes", positiveDependencies: new[] { ProbeVolume })] - NormalizeReflectionProbeWithProbeVolume = 126, //only 128 booleans saved. For more, change the BitArray used } From 5efb85abcf46a26d9287a48525c220c8c0b2eccc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Jarkko=20Lempi=C3=A4inen?= <79095390+JarkkoUnity@users.noreply.github.com> Date: Thu, 19 Aug 2021 11:44:05 +0300 Subject: [PATCH 088/102] Bugfix 1357311: Fixed old ray tracing material conversion (#5364) * - fixed crash in material conversion where material used old raytracing render queue (3900) * - changelog update # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Editor/AssetProcessors/MaterialPostProcessor.cs | 6 +++--- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 1cffccd78e2..69296edf964 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -367,6 +367,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the volumetric clouds having no control over the vertical wind (case 1354920). - Fixed case where the SceneView don't refresh when using LightExplorer with a running and Paused game (1354129) - Fixed wrong ordering in FrameSettings (Normalize Reflection Probes) +- Fixed old ray tracing material conversion ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs index 81a40bad52d..1151cb1da00 100644 --- a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs @@ -524,9 +524,6 @@ static void ZWriteForTransparent(Material material, HDShaderUtils.ShaderID id) #endregion static void RenderQueueUpgrade(Material material, HDShaderUtils.ShaderID id) { - // In order for the ray tracing keyword to be taken into account, we need to make it dirty so that the parameter is created first - HDShaderUtils.ResetMaterialKeywords(material); - // Replace previous ray tracing render queue for opaque to regular opaque with raytracing if (material.renderQueue == ((int)UnityEngine.Rendering.RenderQueue.GeometryLast + 20)) { @@ -540,6 +537,9 @@ static void RenderQueueUpgrade(Material material, HDShaderUtils.ShaderID id) material.SetFloat(kRayTracing, 1.0f); } + // In order for the ray tracing keyword to be taken into account, we need to make it dirty so that the parameter is created first + HDShaderUtils.ResetMaterialKeywords(material); + // For shader graphs, there is an additional pass we need to do if (material.HasProperty("_RenderQueueType")) { From cd8bd25d6691838ff9878d627fc0ea5d90c3cf9c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Jarkko=20Lempi=C3=A4inen?= <79095390+JarkkoUnity@users.noreply.github.com> Date: Tue, 24 Aug 2021 20:19:35 +0300 Subject: [PATCH 089/102] Bugfix 1358480: Fixed missing tooltip for "Tessellation Mode" (#5365) * - fixed missing "Tessellation Mode" tooltip * - update changelog * - updated "Tessellation Mode" tooltip Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 - .../Editor/Material/UIBlocks/TessellationOptionsUIBlock.cs | 5 ++--- 2 files changed, 2 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 69296edf964..1cffccd78e2 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -367,7 +367,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the volumetric clouds having no control over the vertical wind (case 1354920). - Fixed case where the SceneView don't refresh when using LightExplorer with a running and Paused game (1354129) - Fixed wrong ordering in FrameSettings (Normalize Reflection Probes) -- Fixed old ray tracing material conversion ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/TessellationOptionsUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/TessellationOptionsUIBlock.cs index fb986d5b2bd..3918d807792 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/TessellationOptionsUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/TessellationOptionsUIBlock.cs @@ -18,7 +18,6 @@ internal class Styles { public static GUIContent header { get; } = EditorGUIUtility.TrTextContent("Tessellation Options"); - public static string tessellationModeStr = "Tessellation Mode"; public static readonly string[] tessellationModeNames = Enum.GetNames(typeof(TessellationMode)); public static GUIContent tessellationText = new GUIContent("Tessellation Options", "Tessellation options"); @@ -32,7 +31,7 @@ internal class Styles // Shader graph public static GUIContent tessellationEnableText = new GUIContent("Tessellation", "When enabled, HDRP active tessellation for this Material."); - public static GUIContent tessellationModeText = new GUIContent("Tessellation Mode", "Specifies the method HDRP uses to tessellate the mesh."); + public static GUIContent tessellationModeText = new GUIContent("Tessellation Mode", "Specifies the method HDRP uses to tessellate the mesh. None uses only the Displacement Map to tessellate the mesh. Phong tessellation applies additional Phong tessellation interpolation for smoother mesh."); } // tessellation params @@ -111,7 +110,7 @@ void TessellationModePopup() var mode = (TessellationMode)tessellationMode.floatValue; EditorGUI.BeginChangeCheck(); - mode = (TessellationMode)EditorGUILayout.Popup(Styles.tessellationModeStr, (int)mode, Styles.tessellationModeNames); + mode = (TessellationMode)EditorGUILayout.Popup(Styles.tessellationModeText, (int)mode, Styles.tessellationModeNames); if (EditorGUI.EndChangeCheck()) { materialEditor.RegisterPropertyChangeUndo("Tessellation Mode"); From 314d2aac5c74f09bc8bc03d0a1b94402e8015046 Mon Sep 17 00:00:00 2001 From: Emmanuel Turquin Date: Tue, 24 Aug 2021 19:38:56 +0200 Subject: [PATCH 090/102] [HDRP] Fix HD template (particularly visible in path tracing) (#5319) * Made the 3 light bulbs non shadow-casting. * Revert "Made the 3 light bulbs non shadow-casting." This reverts commit f32ba7d9f4f4c838b3a9cfa641dd13867e5b19c3. * Changed bulb prefab (shadow caster off). --- .../Props/Lights/Prefab/CeilingLamp_Lamp_01.prefab | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/com.unity.template-hd/Assets/SampleSceneAssets/Meshes/Props/Lights/Prefab/CeilingLamp_Lamp_01.prefab b/com.unity.template-hd/Assets/SampleSceneAssets/Meshes/Props/Lights/Prefab/CeilingLamp_Lamp_01.prefab index f3ae8eea760..d637ef40289 100644 --- a/com.unity.template-hd/Assets/SampleSceneAssets/Meshes/Props/Lights/Prefab/CeilingLamp_Lamp_01.prefab +++ b/com.unity.template-hd/Assets/SampleSceneAssets/Meshes/Props/Lights/Prefab/CeilingLamp_Lamp_01.prefab @@ -28,6 +28,7 @@ Transform: m_LocalRotation: {x: 0.000000059604645, y: -0, z: -0, w: 1} m_LocalPosition: {x: -0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 8317171192691987090} m_RootOrder: 0 @@ -48,9 +49,10 @@ MeshRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1568458950020765168} m_Enabled: 1 - m_CastShadows: 1 + m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -113,6 +115,7 @@ Transform: m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: -0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 8317171192691987090} m_RootOrder: 2 @@ -136,6 +139,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -237,6 +241,7 @@ Transform: m_LocalRotation: {x: 0.00000005960466, y: 0, z: -0, w: 1} m_LocalPosition: {x: -0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 8317171192691987090} m_RootOrder: 1 @@ -260,6 +265,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -316,6 +322,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 56.327637, y: 5.2230206, z: -1.5521991} m_LocalScale: {x: 0.39370102, y: 0.39370102, z: 0.39370102} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 2512038865200502551} - {fileID: 1203385228189735247} From 88819d98c80b6d327975636166efffe39a330823 Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Wed, 25 Aug 2021 10:43:42 +0200 Subject: [PATCH 091/102] Revert: Changed Ambient Mode to Dynamic by default #5350 --- .../Scene Settings Profile.asset | 95 +- .../1214_Lit_LowResTransparent.unity | 22 +- .../1x_Materials/1225_Lit_SpeedTree8SG.unity | 20 +- .../Scene Settings Profile.asset | 168 +- .../Scenes/1x_Materials/1301_StackLitSG.unity | 16 +- .../Scene Settings Profile.asset | 131 +- .../1x_Materials/1602_TerrainLit_Normal.unity | 18 +- .../1x_Materials/1801_MaterialQuality.unity | 779 ++-- .../Global Volume Profile.asset | 47 - .../Global Volume Profile.asset.meta | 8 - .../1900_AlphaTest_SG/HDRP_Volume.asset | 68 +- .../1x_Materials/1900_AlphaTest_SG_a.unity | 470 ++- .../HDRP_Default_Sky 1.asset | 134 +- .../2009_MultipleSkies/Sky_Static.asset | 94 +- .../Sky and Fog Settings Profile 1.asset | 2 +- .../2204_ReflectionProbes_Lights.unity | 3700 +++++++---------- .../Scene Settings Profile.asset | 47 - .../Scene Settings Profile.asset.meta | 8 - .../2206_PlanarReflectionVFace.meta | 8 - .../2206_PlanarReflectionVFace.unity | 571 +-- .../Global Volume Profile.asset | 47 - .../Global Volume Profile.asset.meta | 8 - .../Scene Settings Profile.asset | 65 +- .../2207_ReflectionProbeVFace.meta | 8 - .../2207_ReflectionProbeVFace.unity | 575 +-- .../Global Volume Profile.asset | 47 - .../Global Volume Profile.asset.meta | 8 - .../Scene Settings Profile.asset | 38 +- .../Global Volume Profile.asset | 67 +- .../Global Volume Profile.asset | 61 +- .../Global Volume Profile.asset | 97 +- .../Scene Settings Profile.asset | 267 +- .../MotionBlurProfile.asset | 91 +- .../GlobalVolume Profile.asset | 18 - .../5001_Fog_FogFallback/Volume_Base.asset | 48 +- .../Scene Settings Profile.asset | 125 +- .../5011_VolumetricClouds/GlobalVolume.asset | 90 +- .../Global Volume Profile.asset | 124 +- .../Scene Settings Profile.asset | 34 +- .../Scene Settings Profile.asset | 34 +- .../Scene Settings Profile.asset | 117 +- com.unity.render-pipelines.core/CHANGELOG.md | 1 - .../Runtime/Sky/VisualEnvironment.cs | 2 +- 43 files changed, 3071 insertions(+), 5307 deletions(-) delete mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1801_MaterialQuality/Global Volume Profile.asset delete mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1801_MaterialQuality/Global Volume Profile.asset.meta delete mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2204_ReflectionProbes_Lights/Scene Settings Profile.asset delete mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2204_ReflectionProbes_Lights/Scene Settings Profile.asset.meta delete mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_PlanarReflectionVFace.meta delete mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_PlanarReflectionVFace/Global Volume Profile.asset delete mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_PlanarReflectionVFace/Global Volume Profile.asset.meta delete mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionProbeVFace.meta delete mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionProbeVFace/Global Volume Profile.asset delete mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionProbeVFace/Global Volume Profile.asset.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/Scene Settings Profile.asset index 9b4a1746c0c..1cd72badfb8 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/Scene Settings Profile.asset @@ -31,18 +31,6 @@ MonoBehaviour: skyType: m_OverrideState: 1 m_Value: 1 - cloudType: - m_OverrideState: 0 - m_Value: 0 - skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: - m_OverrideState: 0 - m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 fogType: m_OverrideState: 1 m_Value: 0 @@ -62,6 +50,8 @@ MonoBehaviour: rotation: m_OverrideState: 1 m_Value: 0 + min: 0 + max: 360 skyIntensityMode: m_OverrideState: 1 m_Value: 0 @@ -71,12 +61,11 @@ MonoBehaviour: multiplier: m_OverrideState: 1 m_Value: 1 + min: 0 upperHemisphereLuxValue: m_OverrideState: 1 m_Value: 2.2355762 - upperHemisphereLuxColor: - m_OverrideState: 0 - m_Value: {x: 0, y: 0, z: 0} + min: 0 desiredLuxValue: m_OverrideState: 1 m_Value: 20000 @@ -86,84 +75,10 @@ MonoBehaviour: updatePeriod: m_OverrideState: 1 m_Value: 0 + min: 0 includeSunInBaking: m_OverrideState: 1 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: 9c13f7d97fda704439868458dc2385ed, type: 3} - distortionMode: - m_OverrideState: 0 - m_Value: 0 - flowmap: - m_OverrideState: 0 - m_Value: {fileID: 0} - upperHemisphereOnly: - m_OverrideState: 0 - m_Value: 1 - scrollOrientation: - m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 0 - additiveValue: 0 - multiplyValue: 1 - scrollSpeed: - m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 100 - additiveValue: 0 - multiplyValue: 1 - enableBackplate: - m_OverrideState: 0 - m_Value: 0 - backplateType: - m_OverrideState: 0 - m_Value: 0 - groundLevel: - m_OverrideState: 0 - m_Value: 0 - scale: - m_OverrideState: 0 - m_Value: {x: 32, y: 32} - projectionDistance: - m_OverrideState: 0 - m_Value: 16 - plateRotation: - m_OverrideState: 0 - m_Value: 0 - plateTexRotation: - m_OverrideState: 0 - m_Value: 0 - plateTexOffset: - m_OverrideState: 0 - m_Value: {x: 0, y: 0} - blendAmount: - m_OverrideState: 0 - m_Value: 0 - shadowTint: - m_OverrideState: 0 - m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - pointLightShadow: - m_OverrideState: 0 - m_Value: 0 - dirLightShadow: - m_OverrideState: 0 - m_Value: 0 - rectLightShadow: - m_OverrideState: 0 - m_Value: 0 - m_SkyVersion: 1 - enableDistortion: - m_OverrideState: 0 - m_Value: 0 - procedural: - m_OverrideState: 0 - m_Value: 1 - scrollDirection: - m_OverrideState: 0 - m_Value: 0 - m_ObsoleteScrollSpeed: - m_OverrideState: 0 - m_Value: 1 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1214_Lit_LowResTransparent.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1214_Lit_LowResTransparent.unity index 0daf509640b..2dc6343507f 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1214_Lit_LowResTransparent.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1214_Lit_LowResTransparent.unity @@ -153,7 +153,6 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0.7071068, w: 0.7071068} m_LocalPosition: {x: -10.02, y: -0.94, z: -0.01785475} m_LocalScale: {x: 2.5, y: 2.5, z: 1} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1560707990} m_RootOrder: 3 @@ -313,7 +312,7 @@ PrefabInstance: - target: {fileID: 114777190906822814, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} propertyPath: m_Version - value: 8 + value: 7 objectReference: {fileID: 0} - target: {fileID: 114777190906822814, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} @@ -588,7 +587,6 @@ Transform: m_LocalRotation: {x: 0.12893414, y: -0, z: -0, w: 0.99165314} m_LocalPosition: {x: 0, y: -0.23820874, z: -0.19019747} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 150555374} - {fileID: 1560707990} @@ -624,7 +622,6 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0.7071068, w: 0.7071068} m_LocalPosition: {x: -10.05, y: 1.76, z: -0.02} m_LocalScale: {x: 2.5, y: 2.5, z: 1} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1560707990} m_RootOrder: 2 @@ -824,7 +821,6 @@ MonoBehaviour: m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 m_preserveCachedShadow: 0 - m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.2 @@ -840,6 +836,7 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 + showAdditionalSettings: 0 m_AreaLightEmissiveMeshShadowCastingMode: 0 m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 m_AreaLightEmissiveMeshLayer: -1 @@ -923,7 +920,6 @@ Transform: m_LocalRotation: {x: 0.38268343, y: 0, z: 0, w: 0.92387956} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 2 @@ -1020,7 +1016,6 @@ Transform: m_LocalRotation: {x: -0.13211717, y: -0, z: -0, w: 0.9912341} m_LocalPosition: {x: -10.628, y: -3.2892313, z: -0.3983413} m_LocalScale: {x: 2, y: 2, z: 2} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 5 @@ -1117,7 +1112,6 @@ Transform: m_LocalRotation: {x: -0.13211717, y: -0, z: -0, w: 0.9912341} m_LocalPosition: {x: -14.967999, y: -3.2892313, z: -0.3983413} m_LocalScale: {x: 2, y: 2, z: 2} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 8 @@ -1214,7 +1208,6 @@ Transform: m_LocalRotation: {x: -0.13211717, y: -0, z: -0, w: 0.9912341} m_LocalPosition: {x: -10.628, y: 1.6230732, z: -1.7315147} m_LocalScale: {x: 2, y: 2, z: 2} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 3 @@ -1248,7 +1241,6 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0.7071068, w: 0.7071068} m_LocalPosition: {x: -10.02, y: -3.01, z: -0.02} m_LocalScale: {x: 2.5, y: 2.5, z: 1} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1560707990} m_RootOrder: 4 @@ -1427,7 +1419,6 @@ Transform: m_LocalRotation: {x: -0.13211717, y: -0, z: -0, w: 0.9912341} m_LocalPosition: {x: -14.967999, y: -0.7896553, z: -1.0767106} m_LocalScale: {x: 2, y: 2, z: 2} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 7 @@ -1524,7 +1515,6 @@ Transform: m_LocalRotation: {x: -0.13211717, y: -0, z: -0, w: 0.9912341} m_LocalPosition: {x: -10.628, y: -0.7896553, z: -1.0767106} m_LocalScale: {x: 2, y: 2, z: 2} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 4 @@ -1558,7 +1548,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: -2.68, y: 2.941782, z: 0} m_LocalScale: {x: 3, y: 3, z: 3} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1560707990} m_RootOrder: 1 @@ -1737,7 +1726,6 @@ Transform: m_LocalRotation: {x: -0.13211717, y: -0, z: -0, w: 0.9912341} m_LocalPosition: {x: -14.967999, y: 1.6230732, z: -1.7315147} m_LocalScale: {x: 2, y: 2, z: 2} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 6 @@ -1771,7 +1759,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: -6.818, y: 2.941782, z: 0} m_LocalScale: {x: 3, y: 3, z: 1} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1560707990} m_RootOrder: 0 @@ -1884,7 +1871,6 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -8.23, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1517719156} - {fileID: 1270125020} @@ -1987,7 +1973,6 @@ Transform: m_LocalRotation: {x: -0.73307997, y: -0, z: -0, w: 0.6801425} m_LocalPosition: {x: -12.526949, y: -0.15709, z: 4.54} m_LocalScale: {x: 2.1692, y: 1, z: 2.3152} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 9 @@ -2037,7 +2022,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 172515602e62fb746b5d573b38a5fe58, type: 3} m_Name: m_EditorClassIdentifier: - m_IsGlobal: 1 + isGlobal: 1 priority: 0 blendDistance: 0 weight: 1 @@ -2052,7 +2037,6 @@ Transform: m_LocalRotation: {x: -0.13211717, y: -0, z: -0, w: 0.9912341} m_LocalPosition: {x: 0, y: -0.23820874, z: -0.19019747} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 1 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1225_Lit_SpeedTree8SG.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1225_Lit_SpeedTree8SG.unity index 23a0110f8b9..09d39e319bc 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1225_Lit_SpeedTree8SG.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1225_Lit_SpeedTree8SG.unity @@ -336,7 +336,6 @@ Transform: m_LocalRotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068} m_LocalPosition: {x: -3.69, y: 0.5, z: -1.441} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 6 @@ -367,7 +366,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0.000000014901159, w: 1} m_LocalPosition: {x: 0.2291336, y: -0.93398416, z: 1.0907807} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1127870805} m_Father: {fileID: 1935598840} @@ -472,7 +470,6 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -1, y: 0, z: -1} m_LocalScale: {x: 5, y: 5, z: 5} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 2 @@ -509,7 +506,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0.000000014901159, w: 1} m_LocalPosition: {x: 1.2291336, y: -0.93398416, z: 1.0907807} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1636819555} m_Father: {fileID: 1935598840} @@ -541,7 +537,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0.000000014901159, w: 1} m_LocalPosition: {x: 0.95154047, y: 3.2690406, z: 3.489624} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 421122601} m_Father: {fileID: 1025210030} @@ -825,7 +820,6 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -2.9515405, y: -3.2690406, z: -4.989624} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1189675139} - {fileID: 1841570170} @@ -955,7 +949,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0.000000014901159, w: 1} m_LocalPosition: {x: 2.9515405, y: 3.2690406, z: 3.489624} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1369615379} m_Father: {fileID: 1025210030} @@ -987,7 +980,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0.000000014901159, w: 1} m_LocalPosition: {x: -0.7708664, y: -0.93398416, z: 1.0907807} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1880594515} m_Father: {fileID: 1935598840} @@ -1038,7 +1030,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 172515602e62fb746b5d573b38a5fe58, type: 3} m_Name: m_EditorClassIdentifier: - m_IsGlobal: 1 + isGlobal: 1 priority: 0 blendDistance: 0 weight: 1 @@ -1053,7 +1045,6 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 3 @@ -1096,7 +1087,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0.000000014901159, w: 1} m_LocalPosition: {x: -0.04845953, y: 3.2690406, z: 3.489624} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 426221817} m_Father: {fileID: 1025210030} @@ -1143,7 +1133,6 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 8 @@ -1220,7 +1209,7 @@ PrefabInstance: - target: {fileID: 114777190906822814, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} propertyPath: m_Version - value: 8 + value: 7 objectReference: {fileID: 0} - target: {fileID: 114777190906822814, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} @@ -1529,7 +1518,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0.000000014901159, w: 1} m_LocalPosition: {x: 1.9515405, y: 3.2690406, z: 3.489624} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1398137499} m_Father: {fileID: 1025210030} @@ -1666,7 +1654,6 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -2.2291336, y: 0.93398416, z: -0.60040474} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 2110808628} - {fileID: 568011718} @@ -1765,7 +1752,6 @@ Transform: m_LocalRotation: {x: 0.40821788, y: -0.23456968, z: 0.10938163, w: 0.8754261} m_LocalPosition: {x: 0.395, y: 4.331, z: -3.78} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 1 @@ -2104,7 +2090,6 @@ Transform: m_LocalRotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068} m_LocalPosition: {x: -3.694, y: 0.5, z: 0.55} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 4 @@ -2135,7 +2120,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0.000000014901159, w: 1} m_LocalPosition: {x: 2.2291336, y: -0.93398416, z: 1.0907807} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1683058730} m_Father: {fileID: 1935598840} diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1301_StackLit/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1301_StackLit/Scene Settings Profile.asset index 6de27ca1bce..b509429d276 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1301_StackLit/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1301_StackLit/Scene Settings Profile.asset @@ -4,8 +4,7 @@ MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} + m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 @@ -21,8 +20,7 @@ MonoBehaviour: MonoBehaviour: m_ObjectHideFlags: 3 m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} + m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 @@ -33,117 +31,30 @@ MonoBehaviour: rotation: m_OverrideState: 0 m_Value: 0 - skyIntensityMode: - m_OverrideState: 0 - m_Value: 0 + min: 0 + max: 360 exposure: m_OverrideState: 0 m_Value: 0 multiplier: m_OverrideState: 0 m_Value: 1 - upperHemisphereLuxValue: - m_OverrideState: 0 - m_Value: 1 - upperHemisphereLuxColor: - m_OverrideState: 0 - m_Value: {x: 0, y: 0, z: 0} - desiredLuxValue: - m_OverrideState: 0 - m_Value: 20000 + min: 0 updateMode: m_OverrideState: 0 m_Value: 0 updatePeriod: m_OverrideState: 0 m_Value: 0 - includeSunInBaking: - m_OverrideState: 0 - m_Value: 0 + min: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: fb0bf2eac2381484187ba8a68cdca165, type: 3} - distortionMode: - m_OverrideState: 0 - m_Value: 0 - flowmap: - m_OverrideState: 0 - m_Value: {fileID: 0} - upperHemisphereOnly: - m_OverrideState: 0 - m_Value: 1 - scrollOrientation: - m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 0 - additiveValue: 0 - multiplyValue: 1 - scrollSpeed: - m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 100 - additiveValue: 0 - multiplyValue: 1 - enableBackplate: - m_OverrideState: 0 - m_Value: 0 - backplateType: - m_OverrideState: 0 - m_Value: 0 - groundLevel: - m_OverrideState: 0 - m_Value: 0 - scale: - m_OverrideState: 0 - m_Value: {x: 32, y: 32} - projectionDistance: - m_OverrideState: 0 - m_Value: 16 - plateRotation: - m_OverrideState: 0 - m_Value: 0 - plateTexRotation: - m_OverrideState: 0 - m_Value: 0 - plateTexOffset: - m_OverrideState: 0 - m_Value: {x: 0, y: 0} - blendAmount: - m_OverrideState: 0 - m_Value: 0 - shadowTint: - m_OverrideState: 0 - m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - pointLightShadow: - m_OverrideState: 0 - m_Value: 0 - dirLightShadow: - m_OverrideState: 0 - m_Value: 0 - rectLightShadow: - m_OverrideState: 0 - m_Value: 0 - m_SkyVersion: 1 - enableDistortion: - m_OverrideState: 0 - m_Value: 0 - procedural: - m_OverrideState: 0 - m_Value: 1 - scrollDirection: - m_OverrideState: 0 - m_Value: 0 - m_ObsoleteScrollSpeed: - m_OverrideState: 0 - m_Value: 1 --- !u!114 &114392438171864176 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} + m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 @@ -154,39 +65,48 @@ MonoBehaviour: maxShadowDistance: m_OverrideState: 1 m_Value: 500 - directionalTransmissionMultiplier: - m_OverrideState: 0 - m_Value: 1 + min: 0 cascadeShadowSplitCount: m_OverrideState: 1 m_Value: 4 + min: 1 + max: 4 cascadeShadowSplit0: m_OverrideState: 1 m_Value: 0.05 + min: 0 + max: 1 cascadeShadowSplit1: m_OverrideState: 1 m_Value: 0.15 + min: 0 + max: 1 cascadeShadowSplit2: m_OverrideState: 1 m_Value: 0.3 + min: 0 + max: 1 cascadeShadowBorder0: m_OverrideState: 1 m_Value: 0 + min: 0 cascadeShadowBorder1: m_OverrideState: 1 m_Value: 0 + min: 0 cascadeShadowBorder2: m_OverrideState: 1 m_Value: 0 + min: 0 cascadeShadowBorder3: m_OverrideState: 1 m_Value: 0 + min: 0 --- !u!114 &114499654985824276 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} + m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 @@ -197,48 +117,49 @@ MonoBehaviour: rotation: m_OverrideState: 1 m_Value: 0 - skyIntensityMode: - m_OverrideState: 0 - m_Value: 0 + min: 0 + max: 360 exposure: m_OverrideState: 1 m_Value: 0 multiplier: m_OverrideState: 1 m_Value: 1 - upperHemisphereLuxValue: - m_OverrideState: 0 - m_Value: 1 - upperHemisphereLuxColor: - m_OverrideState: 0 - m_Value: {x: 0, y: 0, z: 0} - desiredLuxValue: - m_OverrideState: 0 - m_Value: 20000 + min: 0 updateMode: m_OverrideState: 1 m_Value: 0 updatePeriod: m_OverrideState: 1 m_Value: 0 - includeSunInBaking: - m_OverrideState: 0 - m_Value: 0 + min: 0 sunSize: m_OverrideState: 1 m_Value: 0.04 + min: 0 + max: 1 sunSizeConvergence: m_OverrideState: 1 m_Value: 5 + min: 1 + max: 10 atmosphereThickness: m_OverrideState: 1 m_Value: 1 + min: 0 + max: 5 skyTint: m_OverrideState: 1 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} + hdr: 0 + showAlpha: 1 + showEyeDropper: 1 groundColor: m_OverrideState: 1 m_Value: {r: 0.369, g: 0.349, b: 0.341, a: 1} + hdr: 0 + showAlpha: 1 + showEyeDropper: 1 enableSunDisk: m_OverrideState: 1 m_Value: 1 @@ -246,8 +167,7 @@ MonoBehaviour: MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} + m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 @@ -258,18 +178,6 @@ MonoBehaviour: skyType: m_OverrideState: 1 m_Value: 1 - cloudType: - m_OverrideState: 0 - m_Value: 0 - skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: - m_OverrideState: 0 - m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 fogType: m_OverrideState: 1 m_Value: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1301_StackLitSG.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1301_StackLitSG.unity index da6377ef28e..a47da77d5f7 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1301_StackLitSG.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1301_StackLitSG.unity @@ -301,7 +301,6 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -1, y: 0, z: -1} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 2 @@ -416,7 +415,6 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -2.9515405, y: -3.2690406, z: -4.989624} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 2108988498} - {fileID: 1703845552} @@ -725,7 +723,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 172515602e62fb746b5d573b38a5fe58, type: 3} m_Name: m_EditorClassIdentifier: - m_IsGlobal: 1 + isGlobal: 1 priority: 0 blendDistance: 0 weight: 1 @@ -740,7 +738,6 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 3 @@ -806,11 +803,6 @@ PrefabInstance: propertyPath: field of view value: 45 objectReference: {fileID: 0} - - target: {fileID: 114777190906822814, guid: c07ace9ab142ca9469fa377877c2f1e7, - type: 3} - propertyPath: m_Version - value: 8 - objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} --- !u!1001 &1703845551 @@ -987,7 +979,6 @@ Transform: m_LocalRotation: {x: 0.40821788, y: -0.23456968, z: 0.10938163, w: 0.8754261} m_LocalPosition: {x: 0.395, y: 4.331, z: -3.78} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 1 @@ -1087,7 +1078,6 @@ MonoBehaviour: m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 m_preserveCachedShadow: 0 - m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.15 @@ -1103,6 +1093,7 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 + showAdditionalSettings: 0 m_AreaLightEmissiveMeshShadowCastingMode: 0 m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 m_AreaLightEmissiveMeshLayer: -1 @@ -1227,7 +1218,6 @@ MonoBehaviour: m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 m_preserveCachedShadow: 0 - m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.2 @@ -1243,6 +1233,7 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 + showAdditionalSettings: 0 m_AreaLightEmissiveMeshShadowCastingMode: 0 m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 m_AreaLightEmissiveMeshLayer: -1 @@ -1326,7 +1317,6 @@ Transform: m_LocalRotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068} m_LocalPosition: {x: -3, y: 0.5, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 4 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1352_Fabric_Env/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1352_Fabric_Env/Scene Settings Profile.asset index f939eda6ecf..f5735f97a8a 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1352_Fabric_Env/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1352_Fabric_Env/Scene Settings Profile.asset @@ -33,33 +33,43 @@ MonoBehaviour: maxShadowDistance: m_OverrideState: 1 m_Value: 500 - directionalTransmissionMultiplier: - m_OverrideState: 0 - m_Value: 1 + min: 0 cascadeShadowSplitCount: m_OverrideState: 1 m_Value: 4 + min: 1 + max: 4 cascadeShadowSplit0: m_OverrideState: 1 m_Value: 0.05 + min: 0 + max: 1 cascadeShadowSplit1: m_OverrideState: 1 m_Value: 0.15 + min: 0 + max: 1 cascadeShadowSplit2: m_OverrideState: 1 m_Value: 0.3 + min: 0 + max: 1 cascadeShadowBorder0: m_OverrideState: 1 m_Value: 0 + min: 0 cascadeShadowBorder1: m_OverrideState: 1 m_Value: 0 + min: 0 cascadeShadowBorder2: m_OverrideState: 1 m_Value: 0 + min: 0 cascadeShadowBorder3: m_OverrideState: 1 m_Value: 0 + min: 0 --- !u!114 &114374333047554170 MonoBehaviour: m_ObjectHideFlags: 0 @@ -76,6 +86,8 @@ MonoBehaviour: rotation: m_OverrideState: 1 m_Value: 0 + min: 0 + max: 360 skyIntensityMode: m_OverrideState: 1 m_Value: 0 @@ -85,12 +97,11 @@ MonoBehaviour: multiplier: m_OverrideState: 1 m_Value: 1 + min: 0 upperHemisphereLuxValue: m_OverrideState: 1 m_Value: 1 - upperHemisphereLuxColor: - m_OverrideState: 0 - m_Value: {x: 0, y: 0, z: 0} + min: 0 desiredLuxValue: m_OverrideState: 1 m_Value: 20000 @@ -100,24 +111,37 @@ MonoBehaviour: updatePeriod: m_OverrideState: 1 m_Value: 0 + min: 0 includeSunInBaking: m_OverrideState: 1 m_Value: 0 sunSize: m_OverrideState: 1 m_Value: 0.04 + min: 0 + max: 1 sunSizeConvergence: m_OverrideState: 1 m_Value: 5 + min: 1 + max: 10 atmosphereThickness: m_OverrideState: 1 m_Value: 1 + min: 0 + max: 5 skyTint: m_OverrideState: 1 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} + hdr: 0 + showAlpha: 1 + showEyeDropper: 1 groundColor: m_OverrideState: 1 m_Value: {r: 0.369, g: 0.349, b: 0.341, a: 1} + hdr: 0 + showAlpha: 1 + showEyeDropper: 1 enableSunDisk: m_OverrideState: 1 m_Value: 1 @@ -137,6 +161,8 @@ MonoBehaviour: rotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 skyIntensityMode: m_OverrideState: 0 m_Value: 0 @@ -146,12 +172,11 @@ MonoBehaviour: multiplier: m_OverrideState: 0 m_Value: 1 + min: 0 upperHemisphereLuxValue: m_OverrideState: 0 m_Value: 2.0145614 - upperHemisphereLuxColor: - m_OverrideState: 0 - m_Value: {x: 0, y: 0, z: 0} + min: 0 desiredLuxValue: m_OverrideState: 0 m_Value: 20000 @@ -161,87 +186,13 @@ MonoBehaviour: updatePeriod: m_OverrideState: 0 m_Value: 0 + min: 0 includeSunInBaking: m_OverrideState: 0 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: fb0bf2eac2381484187ba8a68cdca165, type: 3} - distortionMode: - m_OverrideState: 0 - m_Value: 0 - flowmap: - m_OverrideState: 0 - m_Value: {fileID: 0} - upperHemisphereOnly: - m_OverrideState: 0 - m_Value: 1 - scrollOrientation: - m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 0 - additiveValue: 0 - multiplyValue: 1 - scrollSpeed: - m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 100 - additiveValue: 0 - multiplyValue: 1 - enableBackplate: - m_OverrideState: 0 - m_Value: 0 - backplateType: - m_OverrideState: 0 - m_Value: 0 - groundLevel: - m_OverrideState: 0 - m_Value: 0 - scale: - m_OverrideState: 0 - m_Value: {x: 32, y: 32} - projectionDistance: - m_OverrideState: 0 - m_Value: 16 - plateRotation: - m_OverrideState: 0 - m_Value: 0 - plateTexRotation: - m_OverrideState: 0 - m_Value: 0 - plateTexOffset: - m_OverrideState: 0 - m_Value: {x: 0, y: 0} - blendAmount: - m_OverrideState: 0 - m_Value: 0 - shadowTint: - m_OverrideState: 0 - m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - pointLightShadow: - m_OverrideState: 0 - m_Value: 0 - dirLightShadow: - m_OverrideState: 0 - m_Value: 0 - rectLightShadow: - m_OverrideState: 0 - m_Value: 0 - m_SkyVersion: 1 - enableDistortion: - m_OverrideState: 0 - m_Value: 0 - procedural: - m_OverrideState: 0 - m_Value: 1 - scrollDirection: - m_OverrideState: 0 - m_Value: 0 - m_ObsoleteScrollSpeed: - m_OverrideState: 0 - m_Value: 1 --- !u!114 &114883432347898006 MonoBehaviour: m_ObjectHideFlags: 0 @@ -258,18 +209,6 @@ MonoBehaviour: skyType: m_OverrideState: 1 m_Value: 1 - cloudType: - m_OverrideState: 0 - m_Value: 0 - skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: - m_OverrideState: 0 - m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 fogType: m_OverrideState: 1 m_Value: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1602_TerrainLit_Normal.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1602_TerrainLit_Normal.unity index ac4ed96683a..e9e52f241ba 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1602_TerrainLit_Normal.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1602_TerrainLit_Normal.unity @@ -38,7 +38,7 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1} + m_IndirectSpecularColor: {r: 0.047137707, g: 0.06653553, b: 0.105606586, a: 1} m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: @@ -238,7 +238,6 @@ MonoBehaviour: m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 m_preserveCachedShadow: 0 - m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.2 @@ -254,6 +253,7 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 + showAdditionalSettings: 0 m_AreaLightEmissiveMeshShadowCastingMode: 0 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Profile.asset.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: e933dcbd683c300418703544e87bd63e -NativeFormatImporter: - externalObjects: {} - mainObjectFileID: 11400000 - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG/HDRP_Volume.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG/HDRP_Volume.asset index d334e59a614..b25adcbecfb 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG/HDRP_Volume.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG/HDRP_Volume.asset @@ -29,15 +29,21 @@ MonoBehaviour: m_Name: HDShadowSettings m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 maxShadowDistance: m_OverrideState: 1 m_Value: 20 + min: 0 directionalTransmissionMultiplier: m_OverrideState: 0 m_Value: 1 + min: 0 + max: 1 cascadeShadowSplitCount: m_OverrideState: 0 m_Value: 4 + min: 1 + max: 4 cascadeShadowSplit0: m_OverrideState: 0 m_Value: 0.05 @@ -72,9 +78,12 @@ MonoBehaviour: m_Name: HDRISky m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 rotation: m_OverrideState: 1 m_Value: 200 + min: 0 + max: 360 skyIntensityMode: m_OverrideState: 0 m_Value: 0 @@ -84,9 +93,11 @@ MonoBehaviour: multiplier: m_OverrideState: 1 m_Value: 1 + min: 0 upperHemisphereLuxValue: m_OverrideState: 0 m_Value: 0.4660715 + min: 0 upperHemisphereLuxColor: m_OverrideState: 0 m_Value: {x: 0.18750614, y: 0.29181972, z: 0.5} @@ -99,35 +110,13 @@ MonoBehaviour: updatePeriod: m_OverrideState: 1 m_Value: 0 + min: 0 includeSunInBaking: m_OverrideState: 0 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: 8253d41e6e8b11a4cbe77a4f8f82934d, type: 3} - distortionMode: - m_OverrideState: 0 - m_Value: 0 - flowmap: - m_OverrideState: 0 - m_Value: {fileID: 0} - upperHemisphereOnly: - m_OverrideState: 0 - m_Value: 1 - scrollOrientation: - m_OverrideState: 1 - m_Value: - mode: 0 - customValue: 200 - additiveValue: 0 - multiplyValue: 0 - scrollSpeed: - m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 100 - additiveValue: 0 - multiplyValue: 1 enableBackplate: m_OverrideState: 0 m_Value: 0 @@ -143,21 +132,31 @@ MonoBehaviour: projectionDistance: m_OverrideState: 0 m_Value: 16 + min: 0.0000001 plateRotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 plateTexRotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 plateTexOffset: m_OverrideState: 0 m_Value: {x: 0, y: 0} blendAmount: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 100 shadowTint: m_OverrideState: 0 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} + hdr: 0 + showAlpha: 1 + showEyeDropper: 1 pointLightShadow: m_OverrideState: 0 m_Value: 0 @@ -167,19 +166,6 @@ MonoBehaviour: rectLightShadow: m_OverrideState: 0 m_Value: 0 - m_SkyVersion: 1 - enableDistortion: - m_OverrideState: 0 - m_Value: 0 - procedural: - m_OverrideState: 0 - m_Value: 1 - scrollDirection: - m_OverrideState: 0 - m_Value: 0 - m_ObsoleteScrollSpeed: - m_OverrideState: 0 - m_Value: 1 --- !u!114 &114827887035766406 MonoBehaviour: m_ObjectHideFlags: 3 @@ -193,21 +179,13 @@ MonoBehaviour: m_Name: VisualEnvironment m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 1 - cloudType: - m_OverrideState: 0 - m_Value: 0 skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: m_OverrideState: 0 m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 fogType: m_OverrideState: 1 m_Value: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG_a.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG_a.unity index 86d143105d1..eaf457a709f 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG_a.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG_a.unity @@ -38,7 +38,7 @@ 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skyAmbientMode: - m_OverrideState: 1 + m_OverrideState: 0 m_Value: 0 windOrientation: m_OverrideState: 1 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2204_ReflectionProbes_Lights.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2204_ReflectionProbes_Lights.unity index b2fd68c3a8c..33d4081d9c3 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2204_ReflectionProbes_Lights.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2204_ReflectionProbes_Lights.unity @@ -119,8 +119,6 @@ NavMeshSettings: manualTileSize: 0 tileSize: 256 accuratePlacement: 0 - maxJobWorkers: 0 - preserveTilesOutsideBounds: 0 debug: m_Flags: 0 m_NavMeshData: {fileID: 0} @@ -150,7 +148,6 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -5.284, y: -2.0546, z: 0} m_LocalScale: {x: 1.5273, y: 1.5273, z: 1.5273} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 777764088} - {fileID: 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{fileID: 1481904499} @@ -2613,16 +2461,22 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3} m_Name: m_EditorClassIdentifier: + m_Version: 9 + m_ObsoleteShadowResolutionTier: 1 + m_ObsoleteUseShadowQualitySettings: 0 + m_ObsoleteCustomShadowResolution: 512 + m_ObsoleteContactShadows: 0 + m_PointlightHDType: 0 + m_SpotLightShape: 0 + m_AreaLightShape: 0 m_Intensity: 50 m_EnableSpotReflector: 1 m_LuxAtDistance: 1 m_InnerSpotPercent: 0 - m_SpotIESCutoffPercent: 100 m_LightDimmer: 1 m_VolumetricDimmer: 1 m_LightUnit: 0 m_FadeDistance: 10000 - m_VolumetricFadeDistance: 10000 m_AffectDiffuse: 1 m_AffectSpecular: 1 m_NonLightmappedOnly: 0 @@ -2637,9 +2491,6 @@ MonoBehaviour: m_ApplyRangeAttenuation: 1 m_DisplayAreaLightEmissiveMesh: 0 m_AreaLightCookie: {fileID: 0} - m_IESPoint: {fileID: 0} - m_IESSpot: {fileID: 0} - m_IncludeForRayTracing: 1 m_AreaLightShadowCone: 120 m_UseScreenSpaceShadows: 0 m_InteractsWithSky: 1 @@ -2656,9 +2507,7 @@ MonoBehaviour: m_FilterSizeTraced: 16 m_SunLightConeAngle: 0.5 m_LightShadowRadius: 0.5 - m_SemiTransparentShadow: 0 m_ColorShadow: 1 - m_DistanceBasedFiltering: 0 m_EvsmExponent: 15 m_EvsmLightLeakBias: 0 m_EvsmVarianceBias: 0.00001 @@ -2689,14 +2538,8 @@ MonoBehaviour: m_NormalBias: 0.75 m_SlopeBias: 0.5 m_ShadowUpdateMode: 0 - m_AlwaysDrawDynamicShadows: 0 - m_UpdateShadowOnLightMovement: 0 - m_CachedShadowTranslationThreshold: 0.01 - m_CachedShadowAngularThreshold: 0.5 m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 - m_preserveCachedShadow: 0 - m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.2 @@ -2712,17 +2555,7 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 - m_AreaLightEmissiveMeshShadowCastingMode: 0 - m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 - m_AreaLightEmissiveMeshLayer: -1 - m_Version: 11 - m_ObsoleteShadowResolutionTier: 1 - m_ObsoleteUseShadowQualitySettings: 0 - m_ObsoleteCustomShadowResolution: 512 - m_ObsoleteContactShadows: 0 - m_PointlightHDType: 0 - m_SpotLightShape: 0 - m_AreaLightShape: 0 + showAdditionalSettings: 0 --- !u!108 &513507484 Light: m_ObjectHideFlags: 0 @@ -2782,7 +2615,6 @@ Light: m_UseColorTemperature: 0 m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} m_UseBoundingSphereOverride: 0 - m_UseViewFrustumForShadowCasterCull: 1 m_ShadowRadius: 0 m_ShadowAngle: 0 --- !u!1 &516317389 @@ -2815,7 +2647,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 5.78, y: 0.5199999, z: -0.8276259} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1894137919} - {fileID: 1939633831} @@ -2836,6 +2667,101 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0ef8dc2c2eabfa4e8cb77be57a837c0, type: 3} m_Name: m_EditorClassIdentifier: + m_HDProbeVersion: 3 + m_ObsoleteInfiniteProjection: 1 + m_ObsoleteInfluenceVolume: + m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} + 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enableComputeLightVariants: 0 + enableComputeMaterialVariants: 0 + enableFptlForForwardOpaque: 0 + enableBigTilePrepass: 0 + isFptlEnabled: 0 + m_ObsoleteMultiplier: 1 + m_ObsoleteWeight: 1 + m_ObsoleteMode: 1 + m_ObsoleteLightLayers: 1 + m_ObsoleteCaptureSettings: + overrides: 0 + clearColorMode: 0 + backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} + clearDepth: 1 + cullingMask: + serializedVersion: 2 + m_Bits: 4294967295 + useOcclusionCulling: 1 + volumeLayerMask: + serializedVersion: 2 + m_Bits: 4294967295 + volumeAnchorOverride: {fileID: 0} + projection: 0 + nearClipPlane: 0.3 + farClipPlane: 1000 + fieldOfView: 90 + orthographicSize: 5 + renderingPath: 0 + shadowDistance: 100 m_ProbeSettings: frustum: fieldOfViewMode: 1 @@ -2852,17 +2778,6 @@ MonoBehaviour: fadeDistance: 10000 rangeCompressionFactor: 1 influence: - m_Shape: 1 - m_BoxSize: {x: 10, y: 10, z: 10} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - 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proxy: - m_Shape: 0 - m_BoxSize: {x: 1, y: 1, z: 1} - m_SphereRadius: 1 m_CSVersion: 1 m_ObsoleteSphereInfiniteProjection: 0 m_ObsoleteBoxInfiniteProjection: 0 + m_Shape: 0 + m_BoxSize: {x: 1, y: 1, z: 1} + m_SphereRadius: 1 proxySettings: useInfluenceVolumeAsProxyVolume: 0 capturePositionProxySpace: {x: 0, y: 0, z: 0} captureRotationProxySpace: {x: 0, y: 0, z: 0, w: 1} mirrorPositionProxySpace: {x: 0, y: 0, z: 0} mirrorRotationProxySpace: {x: 0, y: 0, z: 0, w: 0} - resolutionScalable: - m_Override: 512 - m_UseOverride: 0 - m_Level: 0 - resolution: 0 cameraSettings: customRenderingSettings: 0 renderingPathCustomFrameSettings: @@ -2905,10 +2826,6 @@ MonoBehaviour: maximumLODLevel: 0 maximumLODLevelMode: 0 maximumLODLevelQualityLevel: 0 - sssQualityMode: 0 - sssQualityLevel: 0 - sssCustomSampleBudget: 20 - msaaMode: 1 materialQuality: 0 renderingPathCustomFrameSettingsOverrideMask: mask: @@ -2926,8 +2843,8 @@ MonoBehaviour: frustum: mode: 0 aspect: 1 - farClipPlaneRaw: 1000 - 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m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 - m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3420,7 +3207,6 @@ Transform: m_LocalRotation: {x: -0.32809448, y: -0.22298495, z: -0.14287144, w: 0.9067632} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 0.006071623, y: 0.006071623, z: 0.006071624} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1891725936} m_RootOrder: 0 @@ -3449,12 +3235,10 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 - m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 - m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3516,7 +3300,6 @@ Transform: m_LocalRotation: {x: -0.00000043315177, y: 0.91290903, z: 0.40816325, w: -0.00000021523823} m_LocalPosition: {x: -0.062, y: -1.032, z: -0.534} m_LocalScale: {x: 1.9597181, y: 0.25220236, z: 0.01} - 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m_UseScreenSpaceShadows: 0 m_InteractsWithSky: 1 @@ -3577,9 +3363,7 @@ MonoBehaviour: m_FilterSizeTraced: 16 m_SunLightConeAngle: 0.5 m_LightShadowRadius: 0.5 - m_SemiTransparentShadow: 0 m_ColorShadow: 1 - m_DistanceBasedFiltering: 0 m_EvsmExponent: 15 m_EvsmLightLeakBias: 0 m_EvsmVarianceBias: 0.00001 @@ -3610,14 +3394,8 @@ MonoBehaviour: m_NormalBias: 0.75 m_SlopeBias: 0.5 m_ShadowUpdateMode: 0 - m_AlwaysDrawDynamicShadows: 0 - m_UpdateShadowOnLightMovement: 0 - m_CachedShadowTranslationThreshold: 0.01 - m_CachedShadowAngularThreshold: 0.5 m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 - m_preserveCachedShadow: 0 - m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.05 - 0.2 @@ -3633,17 +3411,7 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 - m_AreaLightEmissiveMeshShadowCastingMode: 0 - m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 - m_AreaLightEmissiveMeshLayer: -1 - m_Version: 11 - m_ObsoleteShadowResolutionTier: 1 - 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m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3817,7 +3581,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.638, y: 0.17, z: -1.724} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 854704549} m_Father: {fileID: 229635437} @@ -3835,16 +3598,22 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3} m_Name: m_EditorClassIdentifier: - m_Intensity: 50 - m_EnableSpotReflector: 0 - m_LuxAtDistance: 1 - m_InnerSpotPercent: 0 - m_SpotIESCutoffPercent: 100 + m_Version: 9 + m_ObsoleteShadowResolutionTier: 1 + m_ObsoleteUseShadowQualitySettings: 0 + m_ObsoleteCustomShadowResolution: 512 + m_ObsoleteContactShadows: 0 + m_PointlightHDType: 0 + m_SpotLightShape: 0 + m_AreaLightShape: 0 + m_Intensity: 50 + m_EnableSpotReflector: 0 + m_LuxAtDistance: 1 + m_InnerSpotPercent: 0 m_LightDimmer: 1 m_VolumetricDimmer: 1 m_LightUnit: 0 m_FadeDistance: 10000 - 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m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} + m_Version: 1 + m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} + m_ObsoleteOffset: {x: 0, y: 0, z: 0} + m_Shape: 0 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + m_ObsoleteFrameSettings: + overrides: 0 + enableShadow: 0 + enableContactShadows: 0 + enableShadowMask: 0 + enableSSR: 0 + enableSSAO: 0 + enableSubsurfaceScattering: 0 + enableTransmission: 0 + enableAtmosphericScattering: 0 + enableVolumetrics: 0 + enableReprojectionForVolumetrics: 0 + enableLightLayers: 0 + enableExposureControl: 1 + diffuseGlobalDimmer: 0 + specularGlobalDimmer: 0 + shaderLitMode: 0 + 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cullingMask: + serializedVersion: 2 + m_Bits: 4294967295 + useOcclusionCulling: 1 + volumeLayerMask: + serializedVersion: 2 + m_Bits: 4294967295 + volumeAnchorOverride: {fileID: 0} + projection: 0 + nearClipPlane: 0.3 + farClipPlane: 1000 + fieldOfView: 90 + orthographicSize: 5 + renderingPath: 0 + shadowDistance: 100 m_ProbeSettings: frustum: fieldOfViewMode: 1 @@ -4387,17 +4208,6 @@ MonoBehaviour: fadeDistance: 10000 rangeCompressionFactor: 1 influence: - m_Shape: 0 - m_BoxSize: {x: 4, y: 4, z: 4} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 2 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, 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m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} m_EditorSimplifiedModeBlendDistance: 0 @@ -6081,24 +5777,30 @@ MonoBehaviour: m_Version: 1 m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} m_ObsoleteOffset: {x: 0, y: 0, z: 0} - proxy: m_Shape: 0 - m_BoxSize: {x: 1, y: 1, z: 1} - m_SphereRadius: 1 + m_BoxSize: {x: 4, y: 4, z: 4} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + proxy: m_CSVersion: 1 m_ObsoleteSphereInfiniteProjection: 0 m_ObsoleteBoxInfiniteProjection: 0 + m_Shape: 0 + m_BoxSize: {x: 1, y: 1, z: 1} + m_SphereRadius: 1 proxySettings: useInfluenceVolumeAsProxyVolume: 0 capturePositionProxySpace: {x: 0, y: 0, z: 0} captureRotationProxySpace: {x: 0, y: 0, z: 0, w: 1} mirrorPositionProxySpace: {x: 0, y: 0, z: 0} mirrorRotationProxySpace: {x: 0, y: 0, z: 0, w: 0} - resolutionScalable: - m_Override: 512 - m_UseOverride: 0 - m_Level: 0 - resolution: 0 cameraSettings: customRenderingSettings: 0 renderingPathCustomFrameSettings: @@ -6111,10 +5813,6 @@ MonoBehaviour: maximumLODLevel: 0 maximumLODLevelMode: 0 maximumLODLevelQualityLevel: 0 - sssQualityMode: 0 - sssQualityLevel: 0 - sssCustomSampleBudget: 20 - msaaMode: 1 materialQuality: 0 renderingPathCustomFrameSettingsOverrideMask: mask: @@ -6132,8 +5830,8 @@ MonoBehaviour: frustum: mode: 0 aspect: 1 - farClipPlaneRaw: 1000 - nearClipPlaneRaw: 0.3 + farClipPlane: 1000 + nearClipPlane: 0.3 fieldOfView: 90 projectionMatrix: e00: 1 @@ -6210,8 +5908,6 @@ MonoBehaviour: enableFptlForForwardOpaque: 0 enableBigTilePrepass: 0 isFptlEnabled: 0 - roughReflections: 1 - distanceBasedRoughness: 0 m_ProbeSettingsOverride: probe: 0 camera: @@ -6297,130 +5993,7 @@ MonoBehaviour: m_CaptureRotation: {x: 0, y: 0, z: 0, w: 0} m_FieldOfView: 0 m_Aspect: 0 - m_SHForNormalization: - sh[ 0]: 0 - sh[ 1]: 0 - sh[ 2]: 0 - sh[ 3]: 0 - sh[ 4]: 0 - sh[ 5]: 0 - sh[ 6]: 0 - sh[ 7]: 0 - sh[ 8]: 0 - sh[ 9]: 0 - sh[10]: 0 - sh[11]: 0 - sh[12]: 0 - sh[13]: 0 - sh[14]: 0 - sh[15]: 0 - sh[16]: 0 - sh[17]: 0 - sh[18]: 0 - sh[19]: 0 - sh[20]: 0 - sh[21]: 0 - sh[22]: 0 - sh[23]: 0 - sh[24]: 0 - sh[25]: 0 - sh[26]: 0 - m_HasValidSHForNormalization: 0 - m_HDProbeVersion: 3 - m_ObsoleteInfiniteProjection: 1 - m_ObsoleteInfluenceVolume: - m_Shape: 0 - m_BoxSize: {x: 10, y: 10, z: 10} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 2 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 - m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendDistance: 0 - m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendNormalDistance: 0 - m_EditorAdvancedModeEnabled: 0 - m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} - m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} - m_Version: 1 - m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} - m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_ObsoleteFrameSettings: - overrides: 0 - enableShadow: 0 - enableContactShadows: 0 - enableShadowMask: 0 - enableSSR: 0 - enableSSAO: 0 - enableSubsurfaceScattering: 0 - enableTransmission: 0 - enableAtmosphericScattering: 0 - enableVolumetrics: 0 - enableReprojectionForVolumetrics: 0 - enableLightLayers: 0 - enableExposureControl: 1 - diffuseGlobalDimmer: 0 - specularGlobalDimmer: 0 - shaderLitMode: 0 - enableDepthPrepassWithDeferredRendering: 0 - enableTransparentPrepass: 0 - enableMotionVectors: 0 - enableObjectMotionVectors: 0 - enableDecals: 0 - enableRoughRefraction: 0 - enableTransparentPostpass: 0 - enableDistortion: 0 - enablePostprocess: 0 - enableOpaqueObjects: 0 - enableTransparentObjects: 0 - enableRealtimePlanarReflection: 0 - enableMSAA: 0 - enableAsyncCompute: 0 - runLightListAsync: 0 - runSSRAsync: 0 - runSSAOAsync: 0 - runContactShadowsAsync: 0 - runVolumeVoxelizationAsync: 0 - lightLoopSettings: - overrides: 0 - enableDeferredTileAndCluster: 0 - enableComputeLightEvaluation: 0 - enableComputeLightVariants: 0 - enableComputeMaterialVariants: 0 - enableFptlForForwardOpaque: 0 - enableBigTilePrepass: 0 - isFptlEnabled: 0 - m_ObsoleteMultiplier: 1 - m_ObsoleteWeight: 1 - m_ObsoleteMode: 1 - m_ObsoleteLightLayers: 1 - m_ObsoleteCaptureSettings: - overrides: 0 - clearColorMode: 0 - backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} - clearDepth: 1 - cullingMask: - serializedVersion: 2 - m_Bits: 4294967295 - useOcclusionCulling: 1 - volumeLayerMask: - serializedVersion: 2 - m_Bits: 4294967295 - volumeAnchorOverride: {fileID: 0} - projection: 0 - nearClipPlane: 0.3 - farClipPlane: 1000 - fieldOfView: 90 - orthographicSize: 5 - renderingPath: 0 - shadowDistance: 100 + m_EditorOnlyData: 0 m_ReflectionProbeVersion: 9 m_ObsoleteInfluenceShape: 0 m_ObsoleteInfluenceSphereRadius: 2 @@ -6441,12 +6014,10 @@ MeshRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 - m_StaticShadowCaster: 0 m_MotionVectors: 2 m_LightProbeUsage: 0 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 - m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -6490,8 +6061,8 @@ ReflectionProbe: m_Enabled: 1 serializedVersion: 2 m_Type: 0 - m_Mode: 2 - m_RefreshMode: 2 + m_Mode: 1 + m_RefreshMode: 0 m_TimeSlicingMode: 0 m_Resolution: 128 m_UpdateFrequency: 0 @@ -6509,7 +6080,7 @@ ReflectionProbe: m_BlendDistance: 0 m_HDR: 1 m_BoxProjection: 0 - m_RenderDynamicObjects: 1 + m_RenderDynamicObjects: 0 m_UseOcclusionCulling: 1 m_Importance: 1 m_CustomBakedTexture: {fileID: 8900000, guid: 2a4e9285ae01f6940a52a82fbb52b1e5, @@ -6543,7 +6114,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 0.15512997, y: 0.15512997, z: 0.15512997} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 437088008} m_RootOrder: 0 @@ -6572,12 +6142,10 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 - m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 - m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -6641,8 +6209,8 @@ ReflectionProbe: m_Enabled: 1 serializedVersion: 2 m_Type: 0 - m_Mode: 2 - m_RefreshMode: 2 + m_Mode: 1 + m_RefreshMode: 0 m_TimeSlicingMode: 0 m_Resolution: 128 m_UpdateFrequency: 0 @@ -6660,7 +6228,7 @@ ReflectionProbe: m_BlendDistance: 0 m_HDR: 1 m_BoxProjection: 0 - m_RenderDynamicObjects: 1 + m_RenderDynamicObjects: 0 m_UseOcclusionCulling: 1 m_Importance: 1 m_CustomBakedTexture: {fileID: 8900000, guid: 2a4e9285ae01f6940a52a82fbb52b1e5, @@ -6675,7 +6243,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: -1.7390002, y: 0.5199999, z: -0.344} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1701459356} - {fileID: 1918702563} @@ -6696,33 +6263,117 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0ef8dc2c2eabfa4e8cb77be57a837c0, type: 3} m_Name: m_EditorClassIdentifier: - m_ProbeSettings: - frustum: - fieldOfViewMode: 1 - fixedValue: 90 - automaticScale: 1 - viewerScale: 1 - type: 0 - mode: 1 - realtimeMode: 0 - lighting: - multiplier: 1 - weight: 1 - lightLayer: 1 - fadeDistance: 10000 - rangeCompressionFactor: 1 - influence: - m_Shape: 1 - m_BoxSize: {x: 10, y: 10, z: 10} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 2 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 + m_HDProbeVersion: 3 + m_ObsoleteInfiniteProjection: 1 + m_ObsoleteInfluenceVolume: + m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendDistance: 0 + m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendNormalDistance: 0 + m_EditorAdvancedModeEnabled: 0 + m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} + m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} + m_Version: 1 + m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} + m_ObsoleteOffset: {x: 0, y: 0, z: 0} + m_Shape: 1 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + m_ObsoleteFrameSettings: + overrides: 0 + enableShadow: 0 + enableContactShadows: 0 + enableShadowMask: 0 + enableSSR: 0 + enableSSAO: 0 + enableSubsurfaceScattering: 0 + enableTransmission: 0 + enableAtmosphericScattering: 0 + enableVolumetrics: 0 + enableReprojectionForVolumetrics: 0 + enableLightLayers: 0 + enableExposureControl: 1 + diffuseGlobalDimmer: 0 + specularGlobalDimmer: 0 + shaderLitMode: 0 + enableDepthPrepassWithDeferredRendering: 0 + enableTransparentPrepass: 0 + enableMotionVectors: 0 + enableObjectMotionVectors: 0 + enableDecals: 0 + enableRoughRefraction: 0 + enableTransparentPostpass: 0 + enableDistortion: 0 + enablePostprocess: 0 + enableOpaqueObjects: 0 + enableTransparentObjects: 0 + enableRealtimePlanarReflection: 0 + enableMSAA: 0 + enableAsyncCompute: 0 + runLightListAsync: 0 + runSSRAsync: 0 + runSSAOAsync: 0 + runContactShadowsAsync: 0 + runVolumeVoxelizationAsync: 0 + lightLoopSettings: + overrides: 0 + enableDeferredTileAndCluster: 0 + enableComputeLightEvaluation: 0 + enableComputeLightVariants: 0 + enableComputeMaterialVariants: 0 + enableFptlForForwardOpaque: 0 + enableBigTilePrepass: 0 + isFptlEnabled: 0 + m_ObsoleteMultiplier: 1 + m_ObsoleteWeight: 1 + m_ObsoleteMode: 1 + m_ObsoleteLightLayers: 1 + m_ObsoleteCaptureSettings: + overrides: 0 + clearColorMode: 0 + backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} + clearDepth: 1 + cullingMask: + serializedVersion: 2 + m_Bits: 4294967295 + useOcclusionCulling: 1 + volumeLayerMask: + serializedVersion: 2 + m_Bits: 4294967295 + volumeAnchorOverride: {fileID: 0} + projection: 0 + nearClipPlane: 0.3 + farClipPlane: 1000 + fieldOfView: 90 + orthographicSize: 5 + renderingPath: 0 + shadowDistance: 100 + m_ProbeSettings: + frustum: + fieldOfViewMode: 1 + fixedValue: 90 + automaticScale: 1 + viewerScale: 1 + type: 0 + mode: 1 + realtimeMode: 0 + lighting: + multiplier: 1 + weight: 1 + lightLayer: 1 + fadeDistance: 10000 + rangeCompressionFactor: 1 + influence: m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} m_EditorSimplifiedModeBlendDistance: 0 @@ -6735,24 +6386,30 @@ MonoBehaviour: m_Version: 1 m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} m_ObsoleteOffset: {x: 0, y: 0, z: 0} + m_Shape: 1 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 proxy: - m_Shape: 0 - m_BoxSize: {x: 1, y: 1, z: 1} - m_SphereRadius: 1 m_CSVersion: 1 m_ObsoleteSphereInfiniteProjection: 0 m_ObsoleteBoxInfiniteProjection: 0 + m_Shape: 0 + m_BoxSize: {x: 1, y: 1, z: 1} + m_SphereRadius: 1 proxySettings: useInfluenceVolumeAsProxyVolume: 0 capturePositionProxySpace: {x: 0, y: 0, z: 0} captureRotationProxySpace: {x: 0, y: 0, z: 0, w: 1} mirrorPositionProxySpace: {x: 0, y: 0, z: 0} mirrorRotationProxySpace: {x: 0, y: 0, z: 0, w: 0} - resolutionScalable: - m_Override: 512 - m_UseOverride: 0 - m_Level: 0 - resolution: 0 cameraSettings: customRenderingSettings: 0 renderingPathCustomFrameSettings: @@ -6765,10 +6422,6 @@ MonoBehaviour: maximumLODLevel: 0 maximumLODLevelMode: 0 maximumLODLevelQualityLevel: 0 - sssQualityMode: 0 - sssQualityLevel: 0 - sssCustomSampleBudget: 20 - msaaMode: 1 materialQuality: 0 renderingPathCustomFrameSettingsOverrideMask: mask: @@ -6786,8 +6439,8 @@ MonoBehaviour: frustum: mode: 0 aspect: 1 - farClipPlaneRaw: 1000 - nearClipPlaneRaw: 0.3 + farClipPlane: 1000 + nearClipPlane: 0.3 fieldOfView: 90 projectionMatrix: e00: 1 @@ -6864,8 +6517,6 @@ MonoBehaviour: enableFptlForForwardOpaque: 0 enableBigTilePrepass: 0 isFptlEnabled: 0 - roughReflections: 1 - distanceBasedRoughness: 0 m_ProbeSettingsOverride: probe: 0 camera: @@ -6951,130 +6602,7 @@ MonoBehaviour: m_CaptureRotation: {x: 0, y: 0, z: 0, w: 0} m_FieldOfView: 0 m_Aspect: 0 - m_SHForNormalization: - sh[ 0]: 0 - sh[ 1]: 0 - sh[ 2]: 0 - sh[ 3]: 0 - sh[ 4]: 0 - sh[ 5]: 0 - sh[ 6]: 0 - sh[ 7]: 0 - sh[ 8]: 0 - sh[ 9]: 0 - sh[10]: 0 - sh[11]: 0 - sh[12]: 0 - sh[13]: 0 - sh[14]: 0 - sh[15]: 0 - sh[16]: 0 - sh[17]: 0 - sh[18]: 0 - sh[19]: 0 - sh[20]: 0 - sh[21]: 0 - sh[22]: 0 - sh[23]: 0 - sh[24]: 0 - sh[25]: 0 - sh[26]: 0 - m_HasValidSHForNormalization: 0 - m_HDProbeVersion: 3 - m_ObsoleteInfiniteProjection: 1 - m_ObsoleteInfluenceVolume: - m_Shape: 1 - m_BoxSize: {x: 10, y: 10, z: 10} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 2 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 - m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendDistance: 0 - m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendNormalDistance: 0 - m_EditorAdvancedModeEnabled: 0 - m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} - m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} - m_Version: 1 - m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} - m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_ObsoleteFrameSettings: - overrides: 0 - enableShadow: 0 - enableContactShadows: 0 - enableShadowMask: 0 - enableSSR: 0 - enableSSAO: 0 - enableSubsurfaceScattering: 0 - enableTransmission: 0 - enableAtmosphericScattering: 0 - enableVolumetrics: 0 - enableReprojectionForVolumetrics: 0 - enableLightLayers: 0 - enableExposureControl: 1 - diffuseGlobalDimmer: 0 - specularGlobalDimmer: 0 - shaderLitMode: 0 - enableDepthPrepassWithDeferredRendering: 0 - enableTransparentPrepass: 0 - enableMotionVectors: 0 - enableObjectMotionVectors: 0 - enableDecals: 0 - enableRoughRefraction: 0 - enableTransparentPostpass: 0 - enableDistortion: 0 - enablePostprocess: 0 - enableOpaqueObjects: 0 - enableTransparentObjects: 0 - enableRealtimePlanarReflection: 0 - enableMSAA: 0 - enableAsyncCompute: 0 - runLightListAsync: 0 - runSSRAsync: 0 - runSSAOAsync: 0 - runContactShadowsAsync: 0 - runVolumeVoxelizationAsync: 0 - lightLoopSettings: - overrides: 0 - enableDeferredTileAndCluster: 0 - enableComputeLightEvaluation: 0 - enableComputeLightVariants: 0 - enableComputeMaterialVariants: 0 - enableFptlForForwardOpaque: 0 - enableBigTilePrepass: 0 - isFptlEnabled: 0 - m_ObsoleteMultiplier: 1 - m_ObsoleteWeight: 1 - m_ObsoleteMode: 1 - m_ObsoleteLightLayers: 1 - m_ObsoleteCaptureSettings: - overrides: 0 - clearColorMode: 0 - backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} - clearDepth: 1 - cullingMask: - serializedVersion: 2 - m_Bits: 4294967295 - useOcclusionCulling: 1 - volumeLayerMask: - serializedVersion: 2 - m_Bits: 4294967295 - volumeAnchorOverride: {fileID: 0} - projection: 0 - nearClipPlane: 0.3 - farClipPlane: 1000 - fieldOfView: 90 - orthographicSize: 5 - renderingPath: 0 - shadowDistance: 100 + m_EditorOnlyData: 0 m_ReflectionProbeVersion: 9 m_ObsoleteInfluenceShape: 1 m_ObsoleteInfluenceSphereRadius: 2 @@ -7095,12 +6623,10 @@ MeshRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 - m_StaticShadowCaster: 0 m_MotionVectors: 2 m_LightProbeUsage: 0 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 - m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -7164,7 +6690,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.6299998, y: 0.5199999, z: -0.8276259} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1363967057} - {fileID: 2002286226} @@ -7186,6 +6711,101 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0ef8dc2c2eabfa4e8cb77be57a837c0, type: 3} m_Name: m_EditorClassIdentifier: + m_HDProbeVersion: 3 + m_ObsoleteInfiniteProjection: 1 + m_ObsoleteInfluenceVolume: + m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendDistance: 0 + m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendNormalDistance: 0 + m_EditorAdvancedModeEnabled: 0 + m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} + m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} + m_Version: 1 + m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} + m_ObsoleteOffset: {x: 0, y: 0, z: 0} + m_Shape: 1 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 2 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + m_ObsoleteFrameSettings: + 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enableComputeLightVariants: 0 + enableComputeMaterialVariants: 0 + enableFptlForForwardOpaque: 0 + enableBigTilePrepass: 0 + isFptlEnabled: 0 + m_ObsoleteMultiplier: 1 + m_ObsoleteWeight: 1 + m_ObsoleteMode: 1 + m_ObsoleteLightLayers: 1 + m_ObsoleteCaptureSettings: + overrides: 0 + clearColorMode: 0 + backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} + clearDepth: 1 + cullingMask: + serializedVersion: 2 + m_Bits: 4294967295 + useOcclusionCulling: 1 + volumeLayerMask: + serializedVersion: 2 + m_Bits: 4294967295 + volumeAnchorOverride: {fileID: 0} + projection: 0 + nearClipPlane: 0.3 + farClipPlane: 1000 + fieldOfView: 90 + orthographicSize: 5 + renderingPath: 0 + shadowDistance: 100 m_ProbeSettings: frustum: fieldOfViewMode: 1 @@ -7202,17 +6822,6 @@ MonoBehaviour: fadeDistance: 10000 rangeCompressionFactor: 1 influence: - m_Shape: 1 - m_BoxSize: {x: 10, y: 10, z: 10} - m_BoxBlendDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendDistanceNegative: {x: 0, y: 0, z: 0} - 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m_RendererPriority: 0 m_Materials: @@ -8777,7 +8206,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 7.307, y: 3.7, z: 0} m_LocalScale: {x: 1.9234164, y: 1.9234164, z: 1.9234164} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1484532094} m_RootOrder: 13 @@ -8817,12 +8245,10 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 - m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 - m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -8877,7 +8303,6 @@ Transform: m_LocalRotation: {x: -0.32809448, y: -0.22298495, z: -0.14287144, w: 0.9067632} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 0.006071623, y: 0.006071623, z: 0.006071624} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1640950923} m_RootOrder: 0 @@ -8906,12 +8331,10 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 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1, z: 1} + m_SphereRadius: 1 proxySettings: useInfluenceVolumeAsProxyVolume: 0 capturePositionProxySpace: {x: 0, y: 0, z: 0} captureRotationProxySpace: {x: 0, y: 0, z: 0, w: 1} mirrorPositionProxySpace: {x: 0, y: 0, z: 0} mirrorRotationProxySpace: {x: 0, y: 0, z: 0, w: 0} - resolutionScalable: - m_Override: 512 - m_UseOverride: 0 - m_Level: 0 - resolution: 0 cameraSettings: customRenderingSettings: 0 renderingPathCustomFrameSettings: @@ -9923,10 +9397,6 @@ MonoBehaviour: maximumLODLevel: 0 maximumLODLevelMode: 0 maximumLODLevelQualityLevel: 0 - sssQualityMode: 0 - sssQualityLevel: 0 - sssCustomSampleBudget: 20 - msaaMode: 1 materialQuality: 0 renderingPathCustomFrameSettingsOverrideMask: mask: @@ -9944,8 +9414,8 @@ MonoBehaviour: frustum: mode: 0 aspect: 1 - farClipPlaneRaw: 1000 - nearClipPlaneRaw: 0.3 + farClipPlane: 1000 + nearClipPlane: 0.3 fieldOfView: 90 projectionMatrix: e00: 1 @@ -10022,8 +9492,6 @@ MonoBehaviour: enableFptlForForwardOpaque: 0 enableBigTilePrepass: 0 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- m_ObsoleteCaptureSettings: - overrides: 0 - clearColorMode: 0 - backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} - clearDepth: 1 - cullingMask: - serializedVersion: 2 - m_Bits: 4294967295 - useOcclusionCulling: 1 - volumeLayerMask: - serializedVersion: 2 - m_Bits: 4294967295 - volumeAnchorOverride: {fileID: 0} - projection: 0 - nearClipPlane: 0.3 - farClipPlane: 1000 - fieldOfView: 90 - orthographicSize: 5 - renderingPath: 0 - shadowDistance: 100 + m_EditorOnlyData: 0 m_ReflectionProbeVersion: 9 m_ObsoleteInfluenceShape: 0 m_ObsoleteInfluenceSphereRadius: 2 @@ -10253,12 +9598,10 @@ MeshRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 - m_StaticShadowCaster: 0 m_MotionVectors: 2 m_LightProbeUsage: 0 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 - m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -10302,8 +9645,8 @@ ReflectionProbe: m_Enabled: 1 serializedVersion: 2 m_Type: 0 - m_Mode: 2 - m_RefreshMode: 2 + m_Mode: 1 + m_RefreshMode: 0 m_TimeSlicingMode: 0 m_Resolution: 128 m_UpdateFrequency: 0 @@ -10321,7 +9664,7 @@ ReflectionProbe: m_BlendDistance: 0 m_HDR: 1 m_BoxProjection: 0 - m_RenderDynamicObjects: 1 + m_RenderDynamicObjects: 0 m_UseOcclusionCulling: 1 m_Importance: 1 m_CustomBakedTexture: {fileID: 8900000, guid: 2a4e9285ae01f6940a52a82fbb52b1e5, @@ -10352,7 +9695,6 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0.25} m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 525944184} - {fileID: 1432237597} @@ -10401,7 +9743,6 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1.44276, y: 1.44276, z: 1.44276} - m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1033495927} m_RootOrder: 0 @@ -10417,12 +9758,10 @@ MeshRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 - m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 - m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -10484,7 +9823,6 @@ Transform: m_LocalRotation: {x: -0.15337509, y: -0.11439086, z: 0.036997784, w: 0.9808272} m_LocalPosition: {x: 0.52, y: -1.015, z: 0.098} m_LocalScale: {x: 1.741047, y: 0, z: 0} - m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1588342439} m_Father: {fileID: 1081795512} @@ -10502,16 +9840,22 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3} m_Name: m_EditorClassIdentifier: + m_Version: 9 + m_ObsoleteShadowResolutionTier: 1 + m_ObsoleteUseShadowQualitySettings: 0 + m_ObsoleteCustomShadowResolution: 512 + m_ObsoleteContactShadows: 0 + m_PointlightHDType: 1 + m_SpotLightShape: 0 + m_AreaLightShape: 1 m_Intensity: 50 m_EnableSpotReflector: 1 m_LuxAtDistance: 1 m_InnerSpotPercent: 0 - m_SpotIESCutoffPercent: 100 m_LightDimmer: 1 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m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + proxy: m_CSVersion: 1 m_ObsoleteSphereInfiniteProjection: 0 m_ObsoleteBoxInfiniteProjection: 0 + m_Shape: 0 + m_BoxSize: {x: 1, y: 1, z: 1} + m_SphereRadius: 1 proxySettings: useInfluenceVolumeAsProxyVolume: 0 capturePositionProxySpace: {x: 0, y: 0, z: 0} captureRotationProxySpace: {x: 0, y: 0, z: 0, w: 1} mirrorPositionProxySpace: {x: 0, y: 0, z: 0} mirrorRotationProxySpace: {x: 0, y: 0, z: 0, w: 0} - resolutionScalable: - m_Override: 512 - m_UseOverride: 0 - m_Level: 0 - resolution: 0 cameraSettings: customRenderingSettings: 0 renderingPathCustomFrameSettings: @@ -11436,10 +10818,6 @@ MonoBehaviour: maximumLODLevel: 0 maximumLODLevelMode: 0 maximumLODLevelQualityLevel: 0 - sssQualityMode: 0 - sssQualityLevel: 0 - sssCustomSampleBudget: 20 - msaaMode: 1 materialQuality: 0 renderingPathCustomFrameSettingsOverrideMask: mask: @@ -11457,8 +10835,8 @@ MonoBehaviour: frustum: mode: 0 aspect: 1 - farClipPlaneRaw: 1000 - 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{fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 0d7593b3a9277ac4696b20006c21dde2, type: 3} - m_Name: VisualEnvironment - m_EditorClassIdentifier: - active: 1 - skyType: - m_OverrideState: 0 - m_Value: 0 - cloudType: - m_OverrideState: 0 - m_Value: 0 - skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: - m_OverrideState: 0 - m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 - fogType: - m_OverrideState: 0 - m_Value: 0 ---- !u!114 &11400000 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3} - m_Name: Global Volume Profile - m_EditorClassIdentifier: - components: - - {fileID: -6982758880431881621} diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionProbeVFace/Global Volume Profile.asset.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionProbeVFace/Global Volume Profile.asset.meta deleted file mode 100644 index 5d1db2b718b..00000000000 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionProbeVFace/Global Volume Profile.asset.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f2b49193f73321a469fe116f6f4ba701 -NativeFormatImporter: - externalObjects: {} - mainObjectFileID: 11400000 - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2210_ReflectionProbes_CaptureAtVolumeAnchor/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2210_ReflectionProbes_CaptureAtVolumeAnchor/Scene Settings Profile.asset index 696162dbf06..562b56ea927 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2210_ReflectionProbes_CaptureAtVolumeAnchor/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2210_ReflectionProbes_CaptureAtVolumeAnchor/Scene Settings Profile.asset @@ -29,21 +29,13 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 2 - cloudType: - m_OverrideState: 0 - m_Value: 0 skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: m_OverrideState: 0 m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 fogType: m_OverrideState: 1 m_Value: 2 @@ -60,15 +52,16 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 maxShadowDistance: m_OverrideState: 1 m_Value: 500 - directionalTransmissionMultiplier: - m_OverrideState: 0 - m_Value: 1 + min: 0 cascadeShadowSplitCount: m_OverrideState: 1 m_Value: 4 + min: 1 + max: 4 cascadeShadowSplit0: m_OverrideState: 1 m_Value: 0.05 @@ -103,9 +96,12 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 rotation: m_OverrideState: 1 m_Value: 0 + min: 0 + max: 360 skyIntensityMode: m_OverrideState: 1 m_Value: 0 @@ -115,12 +111,11 @@ MonoBehaviour: multiplier: m_OverrideState: 1 m_Value: 1 + min: 0 upperHemisphereLuxValue: m_OverrideState: 1 m_Value: 1 - upperHemisphereLuxColor: - m_OverrideState: 0 - m_Value: {x: 0, y: 0, z: 0} + min: 0 desiredLuxValue: m_OverrideState: 1 m_Value: 20000 @@ -130,24 +125,37 @@ MonoBehaviour: updatePeriod: m_OverrideState: 1 m_Value: 0 + min: 0 includeSunInBaking: m_OverrideState: 1 m_Value: 0 sunSize: m_OverrideState: 1 m_Value: 0.04 + min: 0 + max: 1 sunSizeConvergence: m_OverrideState: 1 m_Value: 5 + min: 1 + max: 10 atmosphereThickness: m_OverrideState: 1 m_Value: 1 + min: 0 + max: 5 skyTint: m_OverrideState: 1 m_Value: {r: 0, g: 1, b: 0.09278011, a: 1} + hdr: 0 + showAlpha: 1 + showEyeDropper: 1 groundColor: m_OverrideState: 1 m_Value: {r: 0.88122773, g: 1, b: 0, a: 1} + hdr: 0 + showAlpha: 1 + showEyeDropper: 1 enableSunDisk: m_OverrideState: 1 m_Value: 1 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2220_PlanarProbeExposure/Global Volume Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2220_PlanarProbeExposure/Global Volume Profile.asset index 57a6000fa7b..40d18ef6e46 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2220_PlanarProbeExposure/Global Volume Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2220_PlanarProbeExposure/Global Volume Profile.asset @@ -13,6 +13,7 @@ MonoBehaviour: m_Name: Exposure m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 mode: m_OverrideState: 1 m_Value: 0 @@ -118,15 +119,19 @@ MonoBehaviour: adaptationSpeedDarkToLight: m_OverrideState: 0 m_Value: 3 + min: 0.001 adaptationSpeedLightToDark: m_OverrideState: 0 m_Value: 1 + min: 0.001 weightTextureMask: m_OverrideState: 0 m_Value: {fileID: 0} histogramPercentages: m_OverrideState: 0 m_Value: {x: 40, y: 90} + min: 0 + max: 100 histogramUseCurveRemapping: m_OverrideState: 0 m_Value: 0 @@ -151,6 +156,7 @@ MonoBehaviour: proceduralSoftness: m_OverrideState: 0 m_Value: 0.5 + min: 0 --- !u!114 &-5120183026951368462 MonoBehaviour: m_ObjectHideFlags: 3 @@ -164,21 +170,13 @@ MonoBehaviour: m_Name: VisualEnvironment m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 1 - cloudType: - m_OverrideState: 0 - m_Value: 0 skyAmbientMode: m_OverrideState: 1 m_Value: 0 - windOrientation: - m_OverrideState: 0 - m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 fogType: m_OverrideState: 0 m_Value: 0 @@ -211,9 +209,12 @@ MonoBehaviour: m_Name: HDRISky m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 rotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 skyIntensityMode: m_OverrideState: 1 m_Value: 0 @@ -223,9 +224,11 @@ MonoBehaviour: multiplier: m_OverrideState: 0 m_Value: 1 + min: 0 upperHemisphereLuxValue: m_OverrideState: 0 m_Value: 2.0145767 + min: 0 upperHemisphereLuxColor: m_OverrideState: 0 m_Value: {x: 0.38545167, y: 0.41750622, z: 0.5} @@ -238,35 +241,34 @@ MonoBehaviour: updatePeriod: m_OverrideState: 0 m_Value: 0 + min: 0 includeSunInBaking: m_OverrideState: 0 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 0} - distortionMode: + enableDistortion: m_OverrideState: 0 m_Value: 0 + procedural: + m_OverrideState: 0 + m_Value: 1 flowmap: m_OverrideState: 0 m_Value: {fileID: 0} upperHemisphereOnly: m_OverrideState: 0 m_Value: 1 - scrollOrientation: + scrollDirection: m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 0 - additiveValue: 0 - multiplyValue: 1 + m_Value: 0 + min: 0 + max: 360 scrollSpeed: m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 100 - additiveValue: 0 - multiplyValue: 1 + m_Value: 2 + min: 0 enableBackplate: m_OverrideState: 0 m_Value: 0 @@ -282,21 +284,31 @@ MonoBehaviour: projectionDistance: m_OverrideState: 0 m_Value: 16 + min: 0.0000001 plateRotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 plateTexRotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 plateTexOffset: m_OverrideState: 0 m_Value: {x: 0, y: 0} blendAmount: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 100 shadowTint: m_OverrideState: 0 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} + hdr: 0 + showAlpha: 1 + showEyeDropper: 1 pointLightShadow: m_OverrideState: 0 m_Value: 0 @@ -306,16 +318,3 @@ MonoBehaviour: rectLightShadow: m_OverrideState: 0 m_Value: 0 - m_SkyVersion: 1 - enableDistortion: - m_OverrideState: 0 - m_Value: 0 - procedural: - m_OverrideState: 0 - m_Value: 1 - scrollDirection: - m_OverrideState: 0 - m_Value: 0 - m_ObsoleteScrollSpeed: - m_OverrideState: 0 - m_Value: 2 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2220_SmoothPlanarReflection/Global Volume Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2220_SmoothPlanarReflection/Global Volume Profile.asset index b608a514539..27be71b38aa 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2220_SmoothPlanarReflection/Global Volume Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2220_SmoothPlanarReflection/Global Volume Profile.asset @@ -13,21 +13,13 @@ MonoBehaviour: m_Name: VisualEnvironment m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 0 - cloudType: - m_OverrideState: 0 - m_Value: 0 skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: m_OverrideState: 0 m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 fogType: m_OverrideState: 0 m_Value: 0 @@ -59,9 +51,12 @@ MonoBehaviour: m_Name: HDRISky m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 rotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 skyIntensityMode: m_OverrideState: 0 m_Value: 0 @@ -71,9 +66,11 @@ MonoBehaviour: multiplier: m_OverrideState: 0 m_Value: 1 + min: 0 upperHemisphereLuxValue: m_OverrideState: 0 m_Value: 4.18875 + min: 0 upperHemisphereLuxColor: m_OverrideState: 0 m_Value: {x: 0.4402014, y: 0.45416793, z: 0.5} @@ -86,35 +83,34 @@ MonoBehaviour: updatePeriod: m_OverrideState: 0 m_Value: 0 + min: 0 includeSunInBaking: m_OverrideState: 0 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: 21bb9ef0ab3fe414bacf326d4f1d8ee2, type: 3} - distortionMode: + enableDistortion: m_OverrideState: 0 m_Value: 0 + procedural: + m_OverrideState: 0 + m_Value: 1 flowmap: m_OverrideState: 0 m_Value: {fileID: 0} upperHemisphereOnly: m_OverrideState: 0 m_Value: 1 - scrollOrientation: + scrollDirection: m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 0 - additiveValue: 0 - multiplyValue: 1 + m_Value: 0 + min: 0 + max: 360 scrollSpeed: m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 100 - additiveValue: 0 - multiplyValue: 1 + m_Value: 2 + min: 0 enableBackplate: m_OverrideState: 0 m_Value: 0 @@ -130,21 +126,31 @@ MonoBehaviour: projectionDistance: m_OverrideState: 0 m_Value: 16 + min: 0.0000001 plateRotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 plateTexRotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 plateTexOffset: m_OverrideState: 0 m_Value: {x: 0, y: 0} blendAmount: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 100 shadowTint: m_OverrideState: 0 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} + hdr: 0 + showAlpha: 1 + showEyeDropper: 1 pointLightShadow: m_OverrideState: 0 m_Value: 0 @@ -154,16 +160,3 @@ MonoBehaviour: rectLightShadow: m_OverrideState: 0 m_Value: 0 - m_SkyVersion: 1 - enableDistortion: - m_OverrideState: 0 - m_Value: 0 - procedural: - m_OverrideState: 0 - m_Value: 1 - scrollDirection: - m_OverrideState: 0 - m_Value: 0 - m_ObsoleteScrollSpeed: - m_OverrideState: 0 - m_Value: 2 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2701_TransparentSSR/Global Volume Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2701_TransparentSSR/Global Volume Profile.asset index 657ac1e21d7..9b074ca40ff 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2701_TransparentSSR/Global Volume Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2701_TransparentSSR/Global Volume Profile.asset @@ -13,114 +13,84 @@ MonoBehaviour: m_Name: ScreenSpaceReflection m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 quality: m_OverrideState: 1 m_Value: 3 enabled: m_OverrideState: 1 m_Value: 1 - tracing: + rayTracing: m_OverrideState: 0 - m_Value: 1 - m_MinSmoothness: + m_Value: 0 + minSmoothness: m_OverrideState: 1 m_Value: 0 - m_SmoothnessFadeStart: + min: 0 + max: 1 + smoothnessFadeStart: m_OverrideState: 1 m_Value: 0 + min: 0 + max: 1 reflectSky: m_OverrideState: 0 m_Value: 1 - usedAlgorithm: - m_OverrideState: 0 - m_Value: 0 depthBufferThickness: m_OverrideState: 1 m_Value: 0.006 + min: 0 + max: 1 screenFadeDistance: m_OverrideState: 1 m_Value: 0 - accumulationFactor: - m_OverrideState: 0 - m_Value: 0.75 - m_RayMaxIterations: - m_OverrideState: 1 - m_Value: 128 - rayMiss: - m_OverrideState: 0 - m_Value: 3 - lastBounceFallbackHierarchy: - m_OverrideState: 0 - m_Value: 3 + min: 0 + max: 1 layerMask: m_OverrideState: 0 m_Value: serializedVersion: 2 m_Bits: 4294967295 - textureLodBias: - m_OverrideState: 0 - m_Value: 1 - m_RayLength: + rayLength: m_OverrideState: 0 m_Value: 10 - m_ClampValue: + min: 0.001 + max: 50 + clampValue: m_OverrideState: 0 m_Value: 1 - m_Denoise: + min: 0.001 + max: 10 + denoise: m_OverrideState: 0 m_Value: 0 - m_DenoiserRadius: + denoiserRadius: m_OverrideState: 0 m_Value: 8 - m_AffectSmoothSurfaces: - m_OverrideState: 0 - m_Value: 0 + min: 1 + max: 32 mode: m_OverrideState: 0 m_Value: 2 - m_FullResolution: + upscaleRadius: + m_OverrideState: 0 + m_Value: 2 + fullResolution: m_OverrideState: 0 m_Value: 0 sampleCount: m_OverrideState: 0 m_Value: 1 + min: 1 + max: 32 bounceCount: m_OverrideState: 0 m_Value: 1 - m_RayMaxIterationsRT: - m_OverrideState: 0 - m_Value: 48 ---- !u!114 &-1508565263743468274 -MonoBehaviour: - m_ObjectHideFlags: 3 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 0d7593b3a9277ac4696b20006c21dde2, type: 3} - m_Name: VisualEnvironment - m_EditorClassIdentifier: - active: 1 - skyType: - m_OverrideState: 0 - m_Value: 0 - cloudType: - m_OverrideState: 0 - m_Value: 0 - skyAmbientMode: + min: 1 + max: 31 + m_RayMaxIterations: m_OverrideState: 1 - m_Value: 0 - windOrientation: - m_OverrideState: 0 - m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 - fogType: - m_OverrideState: 0 - m_Value: 0 + m_Value: 128 --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 @@ -135,4 +105,3 @@ MonoBehaviour: m_EditorClassIdentifier: components: - {fileID: -3706306561061678719} - - {fileID: -1508565263743468274} diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4011_MotionBlur/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4011_MotionBlur/Scene Settings Profile.asset index d36197d7152..9710f0685db 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4011_MotionBlur/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4011_MotionBlur/Scene Settings Profile.asset @@ -13,21 +13,13 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 1 - cloudType: - m_OverrideState: 0 - m_Value: 0 skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: m_OverrideState: 0 m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 fogType: m_OverrideState: 1 m_Value: 2 @@ -44,39 +36,50 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 0 + m_AdvancedMode: 0 colorMode: m_OverrideState: 1 m_Value: 1 color: m_OverrideState: 1 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - tint: - m_OverrideState: 0 - m_Value: {r: 1, g: 1, b: 1, a: 1} + hdr: 1 + showAlpha: 0 + showEyeDropper: 1 density: m_OverrideState: 1 m_Value: 1 + min: 0 + max: 1 maxFogDistance: m_OverrideState: 1 m_Value: 5000 + min: 0 mipFogMaxMip: m_OverrideState: 1 m_Value: 0.5 + min: 0 + max: 1 mipFogNear: m_OverrideState: 1 m_Value: 0 + min: 0 mipFogFar: m_OverrideState: 1 m_Value: 1000 + min: 0 fogDistance: m_OverrideState: 1 m_Value: 200 + min: 0 fogBaseHeight: m_OverrideState: 1 m_Value: 0 fogHeightAttenuation: m_OverrideState: 1 m_Value: 0.2 + min: 0 + max: 1 --- !u!114 &-3990501575690934820 MonoBehaviour: m_ObjectHideFlags: 3 @@ -90,6 +93,7 @@ MonoBehaviour: m_Name: LiftGammaGain m_EditorClassIdentifier: active: 0 + m_AdvancedMode: 0 lift: m_OverrideState: 0 m_Value: {x: 1, y: 1, z: 1, w: 0} @@ -112,15 +116,16 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 maxShadowDistance: m_OverrideState: 1 m_Value: 500 - directionalTransmissionMultiplier: - m_OverrideState: 0 - m_Value: 1 + min: 0 cascadeShadowSplitCount: m_OverrideState: 1 m_Value: 4 + min: 1 + max: 4 cascadeShadowSplit0: m_OverrideState: 1 m_Value: 0.05 @@ -155,6 +160,10 @@ MonoBehaviour: m_Name: DepthOfField m_EditorClassIdentifier: active: 0 + m_AdvancedMode: 0 + useQualitySettings: + m_OverrideState: 0 + m_Value: 0 quality: m_OverrideState: 0 m_Value: 1 @@ -164,42 +173,49 @@ MonoBehaviour: focusDistance: m_OverrideState: 1 m_Value: 10 - focusDistanceMode: - m_OverrideState: 0 - m_Value: 0 + min: 0.1 nearFocusStart: m_OverrideState: 1 m_Value: 0 + min: 0 nearFocusEnd: m_OverrideState: 1 m_Value: 4 + min: 0 farFocusStart: m_OverrideState: 1 m_Value: 10 + min: 0 farFocusEnd: m_OverrideState: 1 m_Value: 20 + min: 0 m_NearSampleCount: - m_OverrideState: 0 + m_OverrideState: 1 m_Value: 5 + min: 3 + max: 8 m_NearMaxBlur: - m_OverrideState: 0 + m_OverrideState: 1 m_Value: 4 + min: 0 + max: 8 m_FarSampleCount: - m_OverrideState: 0 + m_OverrideState: 1 m_Value: 7 + min: 3 + max: 16 m_FarMaxBlur: - m_OverrideState: 0 + m_OverrideState: 1 m_Value: 8 - m_Resolution: - m_OverrideState: 0 - m_Value: 2 + min: 0 + max: 16 m_HighQualityFiltering: - m_OverrideState: 0 + m_OverrideState: 1 m_Value: 1 - m_PhysicallyBased: - m_OverrideState: 0 - m_Value: 0 + m_Resolution: + m_OverrideState: 1 + m_Value: 2 --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 @@ -235,9 +251,12 @@ MonoBehaviour: m_Name: HDRISky m_EditorClassIdentifier: active: 0 + m_AdvancedMode: 0 rotation: m_OverrideState: 1 m_Value: 0 + min: 0 + max: 360 skyIntensityMode: m_OverrideState: 1 m_Value: 0 @@ -247,12 +266,11 @@ MonoBehaviour: multiplier: m_OverrideState: 1 m_Value: 1 + min: 0 upperHemisphereLuxValue: m_OverrideState: 1 m_Value: 5.2074246 - upperHemisphereLuxColor: - m_OverrideState: 0 - m_Value: {x: 0, y: 0, z: 0} + min: 0 desiredLuxValue: m_OverrideState: 1 m_Value: 20000 @@ -262,87 +280,13 @@ MonoBehaviour: updatePeriod: m_OverrideState: 1 m_Value: 0 + min: 0 includeSunInBaking: m_OverrideState: 1 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: 614ae0372d7dfb847a1926990e89fa06, type: 3} - distortionMode: - m_OverrideState: 0 - m_Value: 0 - flowmap: - m_OverrideState: 0 - m_Value: {fileID: 0} - upperHemisphereOnly: - m_OverrideState: 0 - m_Value: 1 - scrollOrientation: - m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 0 - additiveValue: 0 - multiplyValue: 1 - scrollSpeed: - m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 100 - additiveValue: 0 - multiplyValue: 1 - enableBackplate: - m_OverrideState: 0 - m_Value: 0 - backplateType: - m_OverrideState: 0 - m_Value: 0 - groundLevel: - m_OverrideState: 0 - m_Value: 0 - scale: - m_OverrideState: 0 - m_Value: {x: 32, y: 32} - projectionDistance: - m_OverrideState: 0 - m_Value: 16 - plateRotation: - m_OverrideState: 0 - m_Value: 0 - plateTexRotation: - m_OverrideState: 0 - m_Value: 0 - plateTexOffset: - m_OverrideState: 0 - m_Value: {x: 0, y: 0} - blendAmount: - m_OverrideState: 0 - m_Value: 0 - shadowTint: - m_OverrideState: 0 - m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - pointLightShadow: - m_OverrideState: 0 - m_Value: 0 - dirLightShadow: - m_OverrideState: 0 - m_Value: 0 - rectLightShadow: - m_OverrideState: 0 - m_Value: 0 - m_SkyVersion: 1 - enableDistortion: - m_OverrideState: 0 - m_Value: 0 - procedural: - m_OverrideState: 0 - m_Value: 1 - scrollDirection: - m_OverrideState: 0 - m_Value: 0 - m_ObsoleteScrollSpeed: - m_OverrideState: 0 - m_Value: 1 --- !u!114 &2523018487990756456 MonoBehaviour: m_ObjectHideFlags: 3 @@ -356,9 +300,12 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 0 + m_AdvancedMode: 0 rotation: m_OverrideState: 1 m_Value: 0 + min: 0 + max: 360 skyIntensityMode: m_OverrideState: 1 m_Value: 0 @@ -368,12 +315,11 @@ MonoBehaviour: multiplier: m_OverrideState: 1 m_Value: 1 + min: 0 upperHemisphereLuxValue: m_OverrideState: 1 m_Value: 1 - upperHemisphereLuxColor: - m_OverrideState: 0 - m_Value: {x: 0, y: 0, z: 0} + min: 0 desiredLuxValue: m_OverrideState: 1 m_Value: 20000 @@ -383,24 +329,37 @@ MonoBehaviour: updatePeriod: m_OverrideState: 1 m_Value: 0 + min: 0 includeSunInBaking: m_OverrideState: 1 m_Value: 0 sunSize: m_OverrideState: 1 m_Value: 0.04 + min: 0 + max: 1 sunSizeConvergence: m_OverrideState: 1 m_Value: 5 + min: 1 + max: 10 atmosphereThickness: m_OverrideState: 1 m_Value: 1 + min: 0 + max: 5 skyTint: m_OverrideState: 1 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} + hdr: 0 + showAlpha: 1 + showEyeDropper: 1 groundColor: m_OverrideState: 1 m_Value: {r: 0.369, g: 0.349, b: 0.341, a: 1} + hdr: 0 + showAlpha: 1 + showEyeDropper: 1 enableSunDisk: m_OverrideState: 1 m_Value: 1 @@ -417,39 +376,41 @@ MonoBehaviour: m_Name: MotionBlur m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 + useQualitySettings: + m_OverrideState: 0 + m_Value: 0 quality: m_OverrideState: 0 m_Value: 1 intensity: m_OverrideState: 1 m_Value: 2.5 + min: 0 maximumVelocity: m_OverrideState: 0 m_Value: 200 + min: 0 + max: 1500 minimumVelocity: m_OverrideState: 0 m_Value: 2 - cameraMotionBlur: - m_OverrideState: 0 - m_Value: 1 - specialCameraClampMode: - m_OverrideState: 0 - m_Value: 0 - cameraVelocityClamp: - m_OverrideState: 0 - m_Value: 0.05 - cameraTranslationVelocityClamp: - m_OverrideState: 0 - m_Value: 0.05 + min: 0 + max: 64 cameraRotationVelocityClamp: m_OverrideState: 1 m_Value: 0.1 + min: 0 + max: 0.2 depthComparisonExtent: m_OverrideState: 0 m_Value: 1 + min: 0 + max: 20 m_SampleCount: - m_OverrideState: 0 + m_OverrideState: 1 m_Value: 8 + min: 2 --- !u!114 &6271081758499213648 MonoBehaviour: m_ObjectHideFlags: 3 @@ -463,9 +424,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 - quality: - m_OverrideState: 0 - m_Value: 1 + m_AdvancedMode: 0 enabled: m_OverrideState: 1 m_Value: 1 @@ -475,66 +434,52 @@ MonoBehaviour: color: m_OverrideState: 1 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} - tint: - m_OverrideState: 0 - m_Value: {r: 1, g: 1, b: 1, a: 1} + hdr: 1 + showAlpha: 0 + showEyeDropper: 1 maxFogDistance: m_OverrideState: 1 m_Value: 5000 + min: 0 mipFogMaxMip: m_OverrideState: 1 m_Value: 0.5 + min: 0 + max: 1 mipFogNear: m_OverrideState: 1 m_Value: 0 + min: 0 mipFogFar: m_OverrideState: 1 m_Value: 1000 + min: 0 baseHeight: m_OverrideState: 0 m_Value: 0 maximumHeight: m_OverrideState: 0 m_Value: 50 + albedo: + m_OverrideState: 0 + m_Value: {r: 1, g: 1, b: 1, a: 1} + hdr: 0 + showAlpha: 1 + showEyeDropper: 1 meanFreePath: m_OverrideState: 1 m_Value: 200 + min: 1 enableVolumetricFog: m_OverrideState: 0 m_Value: 0 - albedo: - m_OverrideState: 0 - m_Value: {r: 1, g: 1, b: 1, a: 1} - globalLightProbeDimmer: - m_OverrideState: 0 - m_Value: 1 - depthExtent: - m_OverrideState: 0 - m_Value: 64 - denoisingMode: - m_OverrideState: 0 - m_Value: 2 anisotropy: m_OverrideState: 0 m_Value: 0 - sliceDistributionUniformity: - m_OverrideState: 0 - m_Value: 0.75 - m_FogControlMode: - m_OverrideState: 0 - m_Value: 0 - screenResolutionPercentage: - m_OverrideState: 0 - m_Value: 12.5 - volumeSliceCount: - m_OverrideState: 0 - m_Value: 64 - m_VolumetricFogBudget: - m_OverrideState: 0 - m_Value: 0.33 - m_ResolutionDepthRatio: - m_OverrideState: 0 - m_Value: 0.666 - directionalLightsOnly: + min: -1 + max: 1 + globalLightProbeDimmer: m_OverrideState: 0 - m_Value: 0 + m_Value: 1 + min: 0 + max: 1 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4014_PrecomputedVelocityAlembic/MotionBlurProfile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4014_PrecomputedVelocityAlembic/MotionBlurProfile.asset index bc6f1a69033..21eb0a5201f 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4014_PrecomputedVelocityAlembic/MotionBlurProfile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4014_PrecomputedVelocityAlembic/MotionBlurProfile.asset @@ -13,39 +13,41 @@ MonoBehaviour: m_Name: MotionBlur m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 quality: m_OverrideState: 0 m_Value: 1 intensity: m_OverrideState: 1 m_Value: 20 + min: 0 maximumVelocity: m_OverrideState: 1 m_Value: 200 + min: 0 + max: 1500 minimumVelocity: m_OverrideState: 1 m_Value: 2 - cameraMotionBlur: - m_OverrideState: 0 - m_Value: 1 - specialCameraClampMode: - m_OverrideState: 0 - m_Value: 0 - cameraVelocityClamp: - m_OverrideState: 0 - m_Value: 0.05 - cameraTranslationVelocityClamp: - m_OverrideState: 0 - m_Value: 0.05 + min: 0 + max: 64 cameraRotationVelocityClamp: m_OverrideState: 1 m_Value: 0.03 + min: 0 + max: 0.2 depthComparisonExtent: m_OverrideState: 1 m_Value: 1 - m_SampleCount: + min: 0 + max: 20 + cameraMotionBlur: m_OverrideState: 0 + m_Value: 1 + m_SampleCount: + m_OverrideState: 1 m_Value: 8 + min: 2 --- !u!114 &-3307415950195135037 MonoBehaviour: m_ObjectHideFlags: 3 @@ -59,21 +61,13 @@ MonoBehaviour: m_Name: VisualEnvironment m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 1 - cloudType: - m_OverrideState: 0 - m_Value: 0 skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: m_OverrideState: 0 m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 fogType: m_OverrideState: 0 m_Value: 0 @@ -90,9 +84,12 @@ MonoBehaviour: m_Name: HDRISky m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 rotation: m_OverrideState: 1 m_Value: 289 + min: 0 + max: 360 skyIntensityMode: m_OverrideState: 1 m_Value: 0 @@ -102,9 +99,11 @@ MonoBehaviour: multiplier: m_OverrideState: 0 m_Value: 1 + min: 0 upperHemisphereLuxValue: m_OverrideState: 0 m_Value: 2.4222085 + min: 0 upperHemisphereLuxColor: m_OverrideState: 0 m_Value: {x: 0, y: 0, z: 0} @@ -117,35 +116,34 @@ MonoBehaviour: updatePeriod: m_OverrideState: 0 m_Value: 0 + min: 0 includeSunInBaking: m_OverrideState: 0 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: 5fb993a599e7e9b4b825e1a28e6d2c07, type: 3} - distortionMode: + enableDistortion: m_OverrideState: 0 m_Value: 0 + procedural: + m_OverrideState: 0 + m_Value: 1 flowmap: m_OverrideState: 0 m_Value: {fileID: 0} upperHemisphereOnly: m_OverrideState: 0 m_Value: 1 - scrollOrientation: - m_OverrideState: 1 - m_Value: - mode: 0 - customValue: 289 - additiveValue: 0 - multiplyValue: 0 + scrollDirection: + m_OverrideState: 0 + m_Value: 0 + min: 0 + max: 360 scrollSpeed: m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 100 - additiveValue: 0 - multiplyValue: 1 + m_Value: 2 + min: 0 enableBackplate: m_OverrideState: 0 m_Value: 0 @@ -161,21 +159,31 @@ MonoBehaviour: projectionDistance: m_OverrideState: 0 m_Value: 16 + min: 0.0000001 plateRotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 plateTexRotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 plateTexOffset: m_OverrideState: 0 m_Value: {x: 0, y: 0} blendAmount: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 100 shadowTint: m_OverrideState: 0 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} + hdr: 0 + showAlpha: 1 + showEyeDropper: 1 pointLightShadow: m_OverrideState: 0 m_Value: 0 @@ -185,19 +193,6 @@ MonoBehaviour: rectLightShadow: m_OverrideState: 0 m_Value: 0 - m_SkyVersion: 1 - enableDistortion: - m_OverrideState: 0 - m_Value: 0 - procedural: - m_OverrideState: 0 - m_Value: 1 - scrollDirection: - m_OverrideState: 0 - m_Value: 0 - m_ObsoleteScrollSpeed: - m_OverrideState: 0 - m_Value: 2 --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4092_DRS-DLSS-Hardware/GlobalVolume Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4092_DRS-DLSS-Hardware/GlobalVolume Profile.asset index c0291b7b671..407ccee8257 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4092_DRS-DLSS-Hardware/GlobalVolume Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4092_DRS-DLSS-Hardware/GlobalVolume Profile.asset @@ -20,14 +20,8 @@ MonoBehaviour: m_OverrideState: 0 m_Value: 0 skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: m_OverrideState: 0 m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 fogType: m_OverrideState: 0 m_Value: 0 @@ -233,9 +227,6 @@ MonoBehaviour: focusDistance: m_OverrideState: 0 m_Value: 10 - focusDistanceMode: - m_OverrideState: 0 - m_Value: 0 nearFocusStart: m_OverrideState: 1 m_Value: 0.72 @@ -337,9 +328,6 @@ MonoBehaviour: focusDistance: m_OverrideState: 0 m_Value: 10 - focusDistanceMode: - m_OverrideState: 0 - m_Value: 0 nearFocusStart: m_OverrideState: 1 m_Value: 1.47 @@ -412,12 +400,6 @@ MonoBehaviour: skyAmbientMode: m_OverrideState: 0 m_Value: 0 - windOrientation: - m_OverrideState: 0 - m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 fogType: m_OverrideState: 0 m_Value: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5001_Fog_FogFallback/Volume_Base.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5001_Fog_FogFallback/Volume_Base.asset index 1d7d2de8219..248494ecfae 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5001_Fog_FogFallback/Volume_Base.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5001_Fog_FogFallback/Volume_Base.asset @@ -30,6 +30,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 0 @@ -37,14 +38,8 @@ MonoBehaviour: m_OverrideState: 0 m_Value: 0 skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: m_OverrideState: 0 m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 fogType: m_OverrideState: 1 m_Value: 3 @@ -61,6 +56,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 1 quality: m_OverrideState: 0 m_Value: 1 @@ -73,21 +69,32 @@ MonoBehaviour: color: m_OverrideState: 1 m_Value: {r: 1, g: 0, b: 0, a: 1} + hdr: 1 + showAlpha: 0 + showEyeDropper: 1 tint: m_OverrideState: 0 m_Value: {r: 1, g: 1, b: 1, a: 1} + hdr: 1 + showAlpha: 0 + showEyeDropper: 1 maxFogDistance: m_OverrideState: 1 m_Value: 500 + min: 0 mipFogMaxMip: m_OverrideState: 1 m_Value: 0.7 + min: 0 + max: 1 mipFogNear: m_OverrideState: 1 m_Value: 25 + min: 0 mipFogFar: m_OverrideState: 1 m_Value: 100 + min: 0 baseHeight: m_OverrideState: 1 m_Value: 500 @@ -97,42 +104,61 @@ MonoBehaviour: meanFreePath: m_OverrideState: 1 m_Value: 50 + min: 1 enableVolumetricFog: m_OverrideState: 1 m_Value: 1 albedo: m_OverrideState: 1 m_Value: {r: 1, g: 1, b: 1, a: 1} + hdr: 0 + showAlpha: 1 + showEyeDropper: 1 globalLightProbeDimmer: m_OverrideState: 1 m_Value: 1 + min: 0 + max: 1 depthExtent: m_OverrideState: 1 m_Value: 25 + min: 0.1 denoisingMode: m_OverrideState: 1 m_Value: 0 anisotropy: m_OverrideState: 1 m_Value: 0 + min: -1 + max: 1 sliceDistributionUniformity: m_OverrideState: 1 m_Value: 0.75 + min: 0 + max: 1 m_FogControlMode: m_OverrideState: 0 m_Value: 0 screenResolutionPercentage: m_OverrideState: 1 m_Value: 25 + min: 6.25 + max: 100 volumeSliceCount: m_OverrideState: 1 m_Value: 128 + min: 1 + max: 1024 m_VolumetricFogBudget: m_OverrideState: 0 m_Value: 0.33 + min: 0 + max: 1 m_ResolutionDepthRatio: m_OverrideState: 0 m_Value: 0.666 + min: 0 + max: 1 directionalLightsOnly: m_OverrideState: 0 m_Value: 0 @@ -149,15 +175,21 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 maxShadowDistance: m_OverrideState: 1 m_Value: 500 + min: 0 directionalTransmissionMultiplier: m_OverrideState: 0 m_Value: 1 + min: 0 + max: 1 cascadeShadowSplitCount: m_OverrideState: 1 m_Value: 4 + min: 1 + max: 4 cascadeShadowSplit0: m_OverrideState: 1 m_Value: 0.05 @@ -192,9 +224,13 @@ MonoBehaviour: m_Name: VolumetricLightingController m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 depthExtent: m_OverrideState: 1 m_Value: 25 + min: 0.1 sliceDistributionUniformity: m_OverrideState: 1 m_Value: 0.75 + min: 0 + max: 1 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5010_CloudLayer/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5010_CloudLayer/Scene Settings Profile.asset index e6d895399a6..ae25336a76b 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5010_CloudLayer/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5010_CloudLayer/Scene Settings Profile.asset @@ -13,6 +13,7 @@ MonoBehaviour: m_Name: Exposure m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 mode: m_OverrideState: 0 m_Value: 0 @@ -118,15 +119,19 @@ MonoBehaviour: adaptationSpeedDarkToLight: m_OverrideState: 0 m_Value: 3 + min: 0.001 adaptationSpeedLightToDark: m_OverrideState: 0 m_Value: 1 + min: 0.001 weightTextureMask: m_OverrideState: 0 m_Value: {fileID: 0} histogramPercentages: m_OverrideState: 0 m_Value: {x: 40, y: 90} + min: 0 + max: 100 histogramUseCurveRemapping: m_OverrideState: 0 m_Value: 0 @@ -151,6 +156,7 @@ MonoBehaviour: proceduralSoftness: m_OverrideState: 0 m_Value: 0.5 + min: 0 --- !u!114 &-6901118705532630215 MonoBehaviour: m_ObjectHideFlags: 3 @@ -164,33 +170,46 @@ MonoBehaviour: m_Name: Tonemapping m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 mode: m_OverrideState: 1 m_Value: 2 toeStrength: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 1 toeLength: m_OverrideState: 0 m_Value: 0.5 + min: 0 + max: 1 shoulderStrength: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 1 shoulderLength: m_OverrideState: 0 m_Value: 0.5 + min: 0 shoulderAngle: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 1 gamma: m_OverrideState: 0 m_Value: 1 + min: 0.001 lutTexture: m_OverrideState: 0 m_Value: {fileID: 0} lutContribution: m_OverrideState: 0 m_Value: 1 + min: 0 + max: 1 --- !u!114 &-1982369472900735902 MonoBehaviour: m_ObjectHideFlags: 3 @@ -204,27 +223,37 @@ MonoBehaviour: m_Name: Bloom m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 quality: m_OverrideState: 1 m_Value: 2 threshold: m_OverrideState: 1 m_Value: 0 + min: 0 intensity: m_OverrideState: 1 m_Value: 0.15 + min: 0 + max: 1 scatter: m_OverrideState: 1 m_Value: 0.65 + min: 0 + max: 1 tint: m_OverrideState: 0 m_Value: {r: 1, g: 1, b: 1, a: 1} + hdr: 0 + showAlpha: 0 + showEyeDropper: 1 dirtTexture: m_OverrideState: 0 m_Value: {fileID: 0} dirtIntensity: m_OverrideState: 0 m_Value: 0 + min: 0 anamorphic: m_OverrideState: 0 m_Value: 1 @@ -250,9 +279,12 @@ MonoBehaviour: m_Name: CloudLayer m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 1 opacity: m_OverrideState: 0 m_Value: 1 + min: 0 + max: 1 upperHemisphereOnly: m_OverrideState: 0 m_Value: 1 @@ -262,18 +294,20 @@ MonoBehaviour: resolution: m_OverrideState: 0 m_Value: 1024 - shadowMultiplier: + shadowOpacity: m_OverrideState: 0 m_Value: 1 + min: 0 + max: 1 shadowTint: m_OverrideState: 0 m_Value: {r: 0, g: 0, b: 0, a: 1} - shadowResolution: - m_OverrideState: 0 - m_Value: 256 - shadowSize: - m_OverrideState: 0 - m_Value: 500 + hdr: 0 + showAlpha: 0 + showEyeDropper: 1 + shadowsResolution: + m_OverrideState: 1 + m_Value: 512 layerA: cloudMap: m_OverrideState: 1 @@ -281,41 +315,49 @@ MonoBehaviour: opacityR: m_OverrideState: 0 m_Value: 1 + min: 0 + max: 1 opacityG: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 1 opacityB: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 1 opacityA: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 1 rotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 tint: m_OverrideState: 1 m_Value: {r: 0.8396226, g: 0.66069466, b: 0.5029815, a: 1} + hdr: 0 + showAlpha: 0 + showEyeDropper: 1 exposure: m_OverrideState: 1 m_Value: 0 distortionMode: m_OverrideState: 0 m_Value: 0 - scrollOrientation: + scrollDirection: m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 0 - additiveValue: 0 - multiplyValue: 1 + m_Value: 0 + min: 0 + max: 360 scrollSpeed: m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 100 - additiveValue: 0 - multiplyValue: 1 + m_Value: 1 + min: 0 flowmap: m_OverrideState: 0 m_Value: {fileID: 0} @@ -325,9 +367,13 @@ MonoBehaviour: steps: m_OverrideState: 1 m_Value: 5 + min: 1 + max: 10 thickness: m_OverrideState: 1 m_Value: 0.36 + min: 0 + max: 1 castShadows: m_OverrideState: 1 m_Value: 1 @@ -338,41 +384,49 @@ MonoBehaviour: opacityR: m_OverrideState: 1 m_Value: 0 + min: 0 + max: 1 opacityG: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 1 opacityB: m_OverrideState: 1 m_Value: 1 + min: 0 + max: 1 opacityA: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 1 rotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 tint: m_OverrideState: 0 m_Value: {r: 1, g: 1, b: 1, a: 1} + hdr: 0 + showAlpha: 0 + showEyeDropper: 1 exposure: m_OverrideState: 1 m_Value: -3.5 distortionMode: m_OverrideState: 0 m_Value: 0 - scrollOrientation: + scrollDirection: m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 0 - additiveValue: 0 - multiplyValue: 1 + m_Value: 0 + min: 0 + max: 360 scrollSpeed: m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 100 - additiveValue: 0 - multiplyValue: 1 + m_Value: 1 + min: 0 flowmap: m_OverrideState: 0 m_Value: {fileID: 0} @@ -382,9 +436,13 @@ MonoBehaviour: steps: m_OverrideState: 0 m_Value: 4 + min: 1 + max: 10 thickness: m_OverrideState: 0 m_Value: 0.5 + min: 0 + max: 1 castShadows: m_OverrideState: 0 m_Value: 0 @@ -419,6 +477,7 @@ MonoBehaviour: m_Name: VisualEnvironment m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 4 @@ -426,14 +485,8 @@ MonoBehaviour: m_OverrideState: 1 m_Value: 1 skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: m_OverrideState: 0 - m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 + m_Value: 1 fogType: m_OverrideState: 0 m_Value: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5011_VolumetricClouds/GlobalVolume.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5011_VolumetricClouds/GlobalVolume.asset index c7c00db08d3..9c9f5fddac2 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5011_VolumetricClouds/GlobalVolume.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5011_VolumetricClouds/GlobalVolume.asset @@ -13,6 +13,7 @@ MonoBehaviour: m_Name: VisualEnvironment m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 4 @@ -20,14 +21,8 @@ MonoBehaviour: m_OverrideState: 1 m_Value: 0 skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: m_OverrideState: 0 m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 fogType: m_OverrideState: 0 m_Value: 0 @@ -44,6 +39,7 @@ MonoBehaviour: m_Name: Fog m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 quality: m_OverrideState: 0 m_Value: 1 @@ -56,21 +52,32 @@ MonoBehaviour: color: m_OverrideState: 0 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} + hdr: 1 + showAlpha: 0 + showEyeDropper: 1 tint: m_OverrideState: 0 m_Value: {r: 1, g: 1, b: 1, a: 1} + hdr: 1 + showAlpha: 0 + showEyeDropper: 1 maxFogDistance: m_OverrideState: 0 m_Value: 5000 + min: 0 mipFogMaxMip: m_OverrideState: 0 m_Value: 0.5 + min: 0 + max: 1 mipFogNear: m_OverrideState: 0 m_Value: 0 + min: 0 mipFogFar: m_OverrideState: 0 m_Value: 1000 + min: 0 baseHeight: m_OverrideState: 0 m_Value: 0 @@ -80,42 +87,61 @@ MonoBehaviour: meanFreePath: m_OverrideState: 0 m_Value: 400 + min: 1 enableVolumetricFog: m_OverrideState: 0 m_Value: 0 albedo: m_OverrideState: 0 m_Value: {r: 1, g: 1, b: 1, a: 1} + hdr: 0 + showAlpha: 1 + showEyeDropper: 1 globalLightProbeDimmer: m_OverrideState: 0 m_Value: 1 + min: 0 + max: 1 depthExtent: m_OverrideState: 0 m_Value: 64 + min: 0.1 denoisingMode: m_OverrideState: 0 m_Value: 2 anisotropy: m_OverrideState: 0 m_Value: 0 + min: -1 + max: 1 sliceDistributionUniformity: m_OverrideState: 0 m_Value: 0.75 + min: 0 + max: 1 m_FogControlMode: m_OverrideState: 0 m_Value: 0 screenResolutionPercentage: m_OverrideState: 0 m_Value: 12.5 + min: 6.25 + max: 50 volumeSliceCount: m_OverrideState: 0 m_Value: 64 + min: 1 + max: 512 m_VolumetricFogBudget: m_OverrideState: 0 m_Value: 0.33 + min: 0 + max: 1 m_ResolutionDepthRatio: m_OverrideState: 0 m_Value: 0.666 + min: 0 + max: 1 directionalLightsOnly: m_OverrideState: 0 m_Value: 0 @@ -149,9 +175,12 @@ MonoBehaviour: m_Name: PhysicallyBasedSky m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 rotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 skyIntensityMode: m_OverrideState: 0 m_Value: 0 @@ -161,9 +190,11 @@ MonoBehaviour: multiplier: m_OverrideState: 0 m_Value: 1 + min: 0 upperHemisphereLuxValue: m_OverrideState: 0 m_Value: 1 + min: 0 upperHemisphereLuxColor: m_OverrideState: 0 m_Value: {x: 0, y: 0, z: 0} @@ -176,6 +207,7 @@ MonoBehaviour: updatePeriod: m_OverrideState: 0 m_Value: 0 + min: 0 includeSunInBaking: m_OverrideState: 0 m_Value: 0 @@ -191,42 +223,66 @@ MonoBehaviour: planetaryRadius: m_OverrideState: 0 m_Value: 6378100 + min: 0 planetCenterPosition: m_OverrideState: 0 m_Value: {x: 0, y: -6378100, z: 0} airDensityR: m_OverrideState: 0 m_Value: 0.04534 + min: 0 + max: 1 airDensityG: m_OverrideState: 0 m_Value: 0.10237241 + min: 0 + max: 1 airDensityB: m_OverrideState: 0 m_Value: 0.23264056 + min: 0 + max: 1 airTint: m_OverrideState: 0 m_Value: {r: 0.9, g: 0.9, b: 1, a: 1} + hdr: 0 + showAlpha: 0 + showEyeDropper: 1 airMaximumAltitude: m_OverrideState: 0 m_Value: 55261.973 + min: 0 aerosolDensity: m_OverrideState: 0 m_Value: 0.01192826 + min: 0 + max: 1 aerosolTint: m_OverrideState: 0 m_Value: {r: 0.9, g: 0.9, b: 0.9, a: 1} + hdr: 0 + showAlpha: 0 + showEyeDropper: 1 aerosolMaximumAltitude: m_OverrideState: 0 m_Value: 8289.296 + min: 0 aerosolAnisotropy: m_OverrideState: 0 m_Value: 0 + min: -1 + max: 1 numberOfBounces: m_OverrideState: 0 m_Value: 8 + min: 1 + max: 10 groundTint: m_OverrideState: 1 m_Value: {r: 0.31621575, g: 0.3454625, b: 0.3584906, a: 1} + hdr: 0 + showAlpha: 0 + showEyeDropper: 0 groundColorTexture: m_OverrideState: 0 m_Value: {fileID: 0} @@ -236,6 +292,7 @@ MonoBehaviour: groundEmissionMultiplier: m_OverrideState: 0 m_Value: 1 + min: 0 planetRotation: m_OverrideState: 0 m_Value: {x: 0, y: 0, z: 0} @@ -245,27 +302,42 @@ MonoBehaviour: spaceEmissionMultiplier: m_OverrideState: 0 m_Value: 1 + min: 0 spaceRotation: m_OverrideState: 0 m_Value: {x: 0, y: 0, z: 0} colorSaturation: m_OverrideState: 0 m_Value: 1 + min: 0 + max: 1 alphaSaturation: m_OverrideState: 0 m_Value: 1 + min: 0 + max: 1 alphaMultiplier: m_OverrideState: 0 m_Value: 1 + min: 0 + max: 1 horizonTint: m_OverrideState: 0 m_Value: {r: 1, g: 1, b: 1, a: 1} + hdr: 0 + showAlpha: 0 + showEyeDropper: 0 zenithTint: m_OverrideState: 0 m_Value: {r: 1, g: 1, b: 1, a: 1} + hdr: 0 + showAlpha: 0 + showEyeDropper: 0 horizonZenithShift: m_OverrideState: 0 m_Value: 0 + min: -1 + max: 1 m_SkyVersion: 1 m_ObsoleteEarthPreset: m_OverrideState: 0 @@ -283,6 +355,7 @@ MonoBehaviour: m_Name: Exposure m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 mode: m_OverrideState: 1 m_Value: 0 @@ -388,15 +461,19 @@ MonoBehaviour: adaptationSpeedDarkToLight: m_OverrideState: 0 m_Value: 3 + min: 0.001 adaptationSpeedLightToDark: m_OverrideState: 0 m_Value: 1 + min: 0.001 weightTextureMask: m_OverrideState: 0 m_Value: {fileID: 0} histogramPercentages: m_OverrideState: 0 m_Value: {x: 40, y: 90} + min: 0 + max: 100 histogramUseCurveRemapping: m_OverrideState: 0 m_Value: 0 @@ -421,3 +498,4 @@ MonoBehaviour: proceduralSoftness: m_OverrideState: 0 m_Value: 0.5 + min: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8107_UnlitShadowMatteAmbientOcclusion/Global Volume Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8107_UnlitShadowMatteAmbientOcclusion/Global Volume Profile.asset index baadbcb6211..766eb60a56b 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8107_UnlitShadowMatteAmbientOcclusion/Global Volume Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8107_UnlitShadowMatteAmbientOcclusion/Global Volume Profile.asset @@ -29,6 +29,7 @@ MonoBehaviour: m_Name: AmbientOcclusion m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 quality: m_OverrideState: 1 m_Value: 2 @@ -38,62 +39,80 @@ MonoBehaviour: intensity: m_OverrideState: 1 m_Value: 1 + min: 0 + max: 4 directLightingStrength: m_OverrideState: 1 m_Value: 1 + min: 0 + max: 1 radius: m_OverrideState: 1 m_Value: 1 + min: 0.25 + max: 5 spatialBilateralAggressiveness: m_OverrideState: 0 m_Value: 0.15 + min: 0 + max: 1 temporalAccumulation: m_OverrideState: 0 m_Value: 1 ghostingReduction: m_OverrideState: 0 m_Value: 0.5 + min: 0 + max: 1 blurSharpness: m_OverrideState: 0 m_Value: 0.1 + min: 0 + max: 1 layerMask: m_OverrideState: 0 m_Value: serializedVersion: 2 m_Bits: 4294967295 - occluderMotionRejection: - m_OverrideState: 0 - m_Value: 1 - receiverMotionRejection: - m_OverrideState: 0 - m_Value: 1 m_StepCount: - m_OverrideState: 1 - m_Value: 16 + m_OverrideState: 0 + m_Value: 6 + min: 2 + max: 32 m_FullResolution: - m_OverrideState: 1 - m_Value: 1 + m_OverrideState: 0 + m_Value: 0 m_MaximumRadiusInPixels: - m_OverrideState: 1 - m_Value: 80 + m_OverrideState: 0 + m_Value: 40 + min: 16 + max: 256 m_BilateralUpsample: - m_OverrideState: 1 + m_OverrideState: 0 m_Value: 1 m_DirectionCount: - m_OverrideState: 1 - m_Value: 4 + m_OverrideState: 0 + m_Value: 2 + min: 1 + max: 6 m_RayLength: - m_OverrideState: 1 - m_Value: 20 + m_OverrideState: 0 + m_Value: 0.5 + min: 0 + max: 50 m_SampleCount: - m_OverrideState: 1 - m_Value: 8 + m_OverrideState: 0 + m_Value: 1 + min: 1 + max: 64 m_Denoise: - m_OverrideState: 1 + m_OverrideState: 0 m_Value: 1 m_DenoiserRadius: - m_OverrideState: 1 - m_Value: 0.65 + m_OverrideState: 0 + m_Value: 1 + min: 0.001 + max: 1 --- !u!114 &5586737667120579711 MonoBehaviour: m_ObjectHideFlags: 3 @@ -107,21 +126,13 @@ MonoBehaviour: m_Name: VisualEnvironment m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 1 - cloudType: - m_OverrideState: 0 - m_Value: 0 skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: m_OverrideState: 0 m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 fogType: m_OverrideState: 0 m_Value: 0 @@ -138,9 +149,12 @@ MonoBehaviour: m_Name: HDRISky m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 rotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 skyIntensityMode: m_OverrideState: 0 m_Value: 0 @@ -150,9 +164,11 @@ MonoBehaviour: multiplier: m_OverrideState: 0 m_Value: 1 + min: 0 upperHemisphereLuxValue: m_OverrideState: 0 m_Value: 5.20731 + min: 0 upperHemisphereLuxColor: m_OverrideState: 0 m_Value: {x: 0.4714623, y: 0.4714616, z: 0.5} @@ -165,35 +181,34 @@ MonoBehaviour: updatePeriod: m_OverrideState: 0 m_Value: 0 + min: 0 includeSunInBaking: m_OverrideState: 0 m_Value: 0 hdriSky: m_OverrideState: 1 m_Value: {fileID: 8900000, guid: 614ae0372d7dfb847a1926990e89fa06, type: 3} - distortionMode: + enableDistortion: m_OverrideState: 0 m_Value: 0 + procedural: + m_OverrideState: 0 + m_Value: 1 flowmap: m_OverrideState: 0 m_Value: {fileID: 0} upperHemisphereOnly: m_OverrideState: 0 m_Value: 1 - scrollOrientation: + scrollDirection: m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 0 - additiveValue: 0 - multiplyValue: 1 + m_Value: 0 + min: 0 + max: 360 scrollSpeed: m_OverrideState: 0 - m_Value: - mode: 1 - customValue: 100 - additiveValue: 0 - multiplyValue: 1 + m_Value: 2 + min: 0 enableBackplate: m_OverrideState: 0 m_Value: 0 @@ -209,21 +224,31 @@ MonoBehaviour: projectionDistance: m_OverrideState: 0 m_Value: 16 + min: 0.0000001 plateRotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 plateTexRotation: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 360 plateTexOffset: m_OverrideState: 0 m_Value: {x: 0, y: 0} blendAmount: m_OverrideState: 0 m_Value: 0 + min: 0 + max: 100 shadowTint: m_OverrideState: 0 m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1} + hdr: 0 + showAlpha: 1 + showEyeDropper: 1 pointLightShadow: m_OverrideState: 0 m_Value: 0 @@ -233,16 +258,3 @@ MonoBehaviour: rectLightShadow: m_OverrideState: 0 m_Value: 0 - m_SkyVersion: 1 - enableDistortion: - m_OverrideState: 0 - m_Value: 0 - procedural: - m_OverrideState: 0 - m_Value: 1 - scrollDirection: - m_OverrideState: 0 - m_Value: 0 - m_ObsoleteScrollSpeed: - m_OverrideState: 0 - m_Value: 2 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Scene Settings Profile.asset index b15653f0ac6..5ecdae9653e 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Scene Settings Profile.asset @@ -12,36 +12,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3} m_Name: Scene Settings Profile m_EditorClassIdentifier: - components: - - {fileID: 525883688551753881} ---- !u!114 &525883688551753881 -MonoBehaviour: - m_ObjectHideFlags: 3 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 0d7593b3a9277ac4696b20006c21dde2, type: 3} - m_Name: VisualEnvironment - m_EditorClassIdentifier: - active: 1 - skyType: - m_OverrideState: 0 - m_Value: 0 - cloudType: - m_OverrideState: 0 - m_Value: 0 - skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: - m_OverrideState: 0 - m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 - fogType: - m_OverrideState: 0 - m_Value: 0 + components: [] diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/Scene Settings Profile.asset index 8eee8ea84c1..5ecdae9653e 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/Scene Settings Profile.asset @@ -12,36 +12,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3} m_Name: Scene Settings Profile m_EditorClassIdentifier: - components: - - {fileID: 2568591178948852223} ---- !u!114 &2568591178948852223 -MonoBehaviour: - m_ObjectHideFlags: 3 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 0d7593b3a9277ac4696b20006c21dde2, type: 3} - m_Name: VisualEnvironment - m_EditorClassIdentifier: - active: 1 - skyType: - m_OverrideState: 0 - m_Value: 0 - cloudType: - m_OverrideState: 0 - m_Value: 0 - skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: - m_OverrideState: 0 - m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 - fogType: - m_OverrideState: 0 - m_Value: 0 + components: [] diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/Scene Settings Profile.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/Scene Settings Profile.asset index af61475a199..f19f670668c 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/Scene Settings Profile.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API/Scene Settings Profile.asset @@ -13,6 +13,7 @@ MonoBehaviour: m_Name: Exposure m_EditorClassIdentifier: active: 1 + m_AdvancedMode: 0 mode: m_OverrideState: 1 m_Value: 0 @@ -60,97 +61,17 @@ MonoBehaviour: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 - limitMinCurveMap: - m_OverrideState: 0 - m_Value: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: -10 - value: -12 - inSlope: 0 - outSlope: 1 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - - serializedVersion: 3 - time: 20 - value: 18 - inSlope: 1 - outSlope: 0 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - m_PreInfinity: 2 - m_PostInfinity: 2 - m_RotationOrder: 4 - limitMaxCurveMap: - m_OverrideState: 0 - m_Value: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: -10 - value: -8 - inSlope: 0 - outSlope: 1 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - - serializedVersion: 3 - time: 20 - value: 22 - inSlope: 1 - outSlope: 0 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - m_PreInfinity: 2 - m_PostInfinity: 2 - m_RotationOrder: 4 adaptationMode: m_OverrideState: 1 m_Value: 1 adaptationSpeedDarkToLight: m_OverrideState: 1 m_Value: 3 + min: 0.001 adaptationSpeedLightToDark: m_OverrideState: 1 m_Value: 1 - weightTextureMask: - m_OverrideState: 0 - m_Value: {fileID: 0} - histogramPercentages: - m_OverrideState: 0 - m_Value: {x: 40, y: 90} - histogramUseCurveRemapping: - m_OverrideState: 0 - m_Value: 0 - targetMidGray: - m_OverrideState: 0 - m_Value: 0 - centerAroundExposureTarget: - m_OverrideState: 0 - m_Value: 0 - proceduralCenter: - m_OverrideState: 0 - m_Value: {x: 0.5, y: 0.5} - proceduralRadii: - m_OverrideState: 0 - m_Value: {x: 0.3, y: 0.3} - maskMinIntensity: - m_OverrideState: 0 - m_Value: -30 - maskMaxIntensity: - m_OverrideState: 0 - m_Value: 30 - proceduralSoftness: - m_OverrideState: 0 - m_Value: 0.5 + min: 0.001 --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 @@ -165,35 +86,3 @@ MonoBehaviour: m_EditorClassIdentifier: components: - {fileID: -6322084644017855310} - - {fileID: 1052189620847248129} ---- !u!114 &1052189620847248129 -MonoBehaviour: - m_ObjectHideFlags: 3 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 0d7593b3a9277ac4696b20006c21dde2, type: 3} - m_Name: VisualEnvironment - m_EditorClassIdentifier: - active: 1 - skyType: - m_OverrideState: 0 - m_Value: 0 - cloudType: - m_OverrideState: 0 - m_Value: 0 - skyAmbientMode: - m_OverrideState: 1 - m_Value: 0 - windOrientation: - m_OverrideState: 0 - m_Value: 0 - windSpeed: - m_OverrideState: 0 - m_Value: 100 - fogType: - m_OverrideState: 0 - m_Value: 0 diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index e743be4caf7..cfa29cbb271 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -100,7 +100,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Improved IntegrateLDCharlie() to use uniform stratified sampling for faster convergence towards the ground truth - DynamicResolutionHandler.GetScaledSize function now clamps, and never allows to return a size greater than its input. - Removed DYNAMIC_RESOLUTION snippet on lens flare common shader. Its not necessary any more on HDRP, which simplifies the shader. -- Visual Environment component ambient mode now defaults to Dynamic. ## [11.0.0] - 2020-10-21 diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs index 4bf89de4265..9ac8b17a8aa 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs @@ -17,7 +17,7 @@ public sealed class VisualEnvironment : VolumeComponent /// Type of clouds that should be used for rendering. public NoInterpIntParameter cloudType = new NoInterpIntParameter(0); /// Defines the way the ambient probe should be computed. - public SkyAmbientModeParameter skyAmbientMode = new SkyAmbientModeParameter(SkyAmbientMode.Dynamic); + public SkyAmbientModeParameter skyAmbientMode = new SkyAmbientModeParameter(SkyAmbientMode.Static); /// Controls the global orientation of the wind relative to the X world vector. [Header("Wind")] From 558b3d6fc8f05b7c4577a9ca49045bc9a1674cd5 Mon Sep 17 00:00:00 2001 From: JulienIgnace-Unity Date: Mon, 30 Aug 2021 14:09:47 +0200 Subject: [PATCH 092/102] Fixed a null ref exception when no opaque objects are rendered. (#5463) * Fixed a null ref exception when no opaque objects are rendered. * Update changelog --- .../CHANGELOG.md | 1 + .../HDRenderPipeline.RenderGraph.cs | 15 ++++++++++----- 2 files changed, 11 insertions(+), 5 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 2f068d416b8..f904c79ca84 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -377,6 +377,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed lens flare not rendering correctly with TAAU or DLSS. - Fixed case where the SceneView don't refresh when using LightExplorer with a running and Paused game (1354129) - Fixed wrong ordering in FrameSettings (Normalize Reflection Probes) +- Fixed a null ref exception when no opaque objects are rendered. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs index 356140a4e18..5b3f766a98c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs @@ -537,11 +537,16 @@ void SetFinalTarget(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle de using (new ProfilingScope(ctx.cmd, ProfilingSampler.Get(HDProfileId.CopyDepthInTargetTexture))) { var mpb = ctx.renderGraphPool.GetTempMaterialPropertyBlock(); - mpb.SetTexture(HDShaderIDs._InputDepth, data.depthBuffer); - // When we are Main Game View we need to flip the depth buffer ourselves as we are after postprocess / blit that have already flipped the screen - mpb.SetInt("_FlipY", data.flipY ? 1 : 0); - mpb.SetVector(HDShaderIDs._BlitScaleBias, new Vector4(1.0f, 1.0f, 0.0f, 0.0f)); - CoreUtils.DrawFullScreen(ctx.cmd, data.copyDepthMaterial, mpb); + RTHandle depth = data.depthBuffer; + // Depth buffer can be invalid if no opaque has been rendered before. + if (depth != null) + { + mpb.SetTexture(HDShaderIDs._InputDepth, depth); + // When we are Main Game View we need to flip the depth buffer ourselves as we are after postprocess / blit that have already flipped the screen + mpb.SetInt("_FlipY", data.flipY ? 1 : 0); + mpb.SetVector(HDShaderIDs._BlitScaleBias, new Vector4(1.0f, 1.0f, 0.0f, 0.0f)); + CoreUtils.DrawFullScreen(ctx.cmd, data.copyDepthMaterial, mpb); + } } } }); From ab78e9fb49c2b16c74ef68464782e2d5c2644bc2 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Tue, 31 Aug 2021 14:19:13 +0200 Subject: [PATCH 093/102] Fix slope scale depth bias when depth offset is ON (#5466) * Fix slope scale bias being broken when depth offset was enabled * changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/Lighting/Shadow/HDShadowAtlas.cs | 1 + .../RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl | 9 +++++++++ .../Runtime/ShaderLibrary/ShaderVariablesGlobal.cs | 2 +- .../Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl | 2 +- 5 files changed, 13 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index f904c79ca84..dd279e0ef63 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -378,6 +378,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed case where the SceneView don't refresh when using LightExplorer with a running and Paused game (1354129) - Fixed wrong ordering in FrameSettings (Normalize Reflection Probes) - Fixed a null ref exception when no opaque objects are rendered. +- Fixed issue with depth slope scale depth bias when a material uses depth offset. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAtlas.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAtlas.cs index 2e3af8d5e18..c45f4e0bf0c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAtlas.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAtlas.cs @@ -313,6 +313,7 @@ TextureHandle RenderShadowMaps(RenderGraph renderGraph, CullingResults cullResul data.globalCBData._InvProjMatrix = shadowRequest.deviceProjectionYFlip.inverse; data.globalCBData._ViewProjMatrix = viewProjection; data.globalCBData._InvViewProjMatrix = viewProjection.inverse; + data.globalCBData._SlopeScaleDepthBias = -shadowRequest.slopeBias; data.globalCB.PushGlobal(ctx.cmd, data.globalCBData, HDShaderIDs._ShaderVariablesGlobal); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl index 42dac21d1e1..3d58ca13e29 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl @@ -96,6 +96,15 @@ void Frag( PackedVaryingsToPS packedInput #if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS) outputDepth = posInput.deviceDepth; + + +#if SHADERPASS == SHADERPASS_SHADOWS + // If we are using the depth offset and manually outputting depth, the slope-scale depth bias is not properly applied + // we need to manually apply. + float bias = max(abs(ddx(posInput.deviceDepth)), abs(ddy(posInput.deviceDepth))) * _SlopeScaleDepthBias; + outputDepth += bias; +#endif + #endif #ifdef SCENESELECTIONPASS diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs index e9157762458..76531d84dae 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs @@ -198,7 +198,7 @@ unsafe struct ShaderVariablesGlobal public float _MicroShadowOpacity; public uint _EnableProbeVolumes; public uint _ProbeVolumeCount; - public float _Pad6; + public float _SlopeScaleDepthBias; public Vector4 _CookieAtlasSize; public Vector4 _CookieAtlasData; diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl index 3318ae78698..8182aeab24a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl @@ -109,7 +109,7 @@ GLOBAL_CBUFFER_START(ShaderVariablesGlobal, b0) float _MicroShadowOpacity; uint _EnableProbeVolumes; uint _ProbeVolumeCount; - float _Pad6; + float _SlopeScaleDepthBias; float4 _CookieAtlasSize; float4 _CookieAtlasData; float4 _PlanarAtlasData; From 46bf4f0894d79b9e1462c343b680deaf9cfc3b68 Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Tue, 31 Aug 2021 14:20:19 +0200 Subject: [PATCH 094/102] [HDRP] Fix spot shadow sampling when using custom spot angle (#5439) * Fixed shadow sampling artifact when using the spot light shadow option 'custom spot angle' * Updated changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index dd279e0ef63..a004c3e26fc 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -379,6 +379,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed wrong ordering in FrameSettings (Normalize Reflection Probes) - Fixed a null ref exception when no opaque objects are rendered. - Fixed issue with depth slope scale depth bias when a material uses depth offset. +- Fixed shadow sampling artifact when using the spot light shadow option 'custom spot angle' ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl index 9558b094323..25801957c06 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl @@ -155,7 +155,7 @@ float EvalShadow_PunctualDepth(HDShadowData sd, Texture2D tex, SamplerComparison /* sample the texture */ // We need to do the check on min/max coordinates because if the shadow spot angle is smaller than the actual cone, then we could have artifacts due to the clamp sampler. float2 maxCoord = (sd.shadowMapSize.xy - 0.5f) * texelSize + sd.atlasOffset; - float2 minCoord = sd.atlasOffset; + float2 minCoord = sd.atlasOffset + 0.5f * texelSize; return any(posTC.xy > maxCoord || posTC.xy < minCoord) ? 1.0f : PUNCTUAL_FILTER_ALGORITHM(sd, positionSS, posTC, tex, samp, FIXED_UNIFORM_BIAS); } From 5abdf187ba794956d0ed7e4d3134f23f8de66ee2 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Tue, 31 Aug 2021 14:21:55 +0200 Subject: [PATCH 095/102] Fix darkening in SSR fade (#5472) * Fix * Changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/Lighting/LightEvaluation.hlsl | 4 ++-- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index a004c3e26fc..8005991e6f7 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -380,6 +380,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed a null ref exception when no opaque objects are rendered. - Fixed issue with depth slope scale depth bias when a material uses depth offset. - Fixed shadow sampling artifact when using the spot light shadow option 'custom spot angle' +- Fixed issue with fading in SSR applying fade factor twice, resulting in darkening of the image in the transition areas. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl index 9faf0595f5e..e8d029bc29f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl @@ -630,8 +630,8 @@ void ApplyScreenSpaceReflectionWeight(inout float4 ssrLighting) { // Note: RGB is already premultiplied by A for SSR // TODO: check why it isn't consistent between SSR and RTR - float weight = _EnableRayTracedReflections ? 1.0 : ssrLighting.a; - ssrLighting.rgb *= ssrLighting.a; + float weight = _EnableRayTracedReflections ? ssrLighting.a : 1.0; + ssrLighting.rgb *= weight; } #endif From 0996bd37fca6b11dc572056877ba71389fd48dc9 Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Wed, 1 Sep 2021 11:51:24 +0200 Subject: [PATCH 096/102] [HDRP] Improve path traced subsurface scattering for transmissive surfaces (#5485) * Improve subsurface scatering for transmissive surfaces * Add changelog + fix throughput multiplication Co-authored-by: sebastienlagarde --- .../CHANGELOG.md | 1 + .../PathTracing/Shaders/PathTracingBSDF.hlsl | 10 ++++++++++ 2 files changed, 11 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 8005991e6f7..68aa0e509e6 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -381,6 +381,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed issue with depth slope scale depth bias when a material uses depth offset. - Fixed shadow sampling artifact when using the spot light shadow option 'custom spot angle' - Fixed issue with fading in SSR applying fade factor twice, resulting in darkening of the image in the transition areas. +- Fixed path traced subsurface scattering for transmissive surfaces (case 1329403) ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingBSDF.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingBSDF.hlsl index 087c97560ff..ba36750b89f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingBSDF.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingBSDF.hlsl @@ -607,6 +607,16 @@ bool RandomWalk(float3 position, float3 normal, float3 diffuseColor, float3 mean result.exitNormal = intersection.value; } +// if the material is transmissive, pick a side for the normal randomly to properly handle thin surfaces (case 1329403) +#ifdef _MATERIAL_FEATURE_TRANSMISSION + // 108 is the next available dimension after the screen space sub-pixel sampling + if (GetSample(pixelCoord, _RaytracingSampleIndex, 108) < 0.5) + { + result.exitNormal = -result.exitNormal; + } + result.throughput *= 2.0; +#endif + return true; } From b522d8b77217fb8d045a742314e732c73ff40e35 Mon Sep 17 00:00:00 2001 From: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Date: Wed, 1 Sep 2021 11:54:10 +0200 Subject: [PATCH 097/102] Fix missing context menu for 'Post Anti-Aliasing' in Camera (1357283) (#5497) Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Drawers.cs | 1 + 2 files changed, 2 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 68aa0e509e6..7f22ed222f7 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -382,6 +382,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed shadow sampling artifact when using the spot light shadow option 'custom spot angle' - Fixed issue with fading in SSR applying fade factor twice, resulting in darkening of the image in the transition areas. - Fixed path traced subsurface scattering for transmissive surfaces (case 1329403) +- Fixed missing context menu for “Post Anti-Aliasing” in Camera (1357283) ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Drawers.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Drawers.cs index 73fda773804..7c191d85614 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Drawers.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Drawers.cs @@ -175,6 +175,7 @@ static void Drawer_Rendering_Antialiasing(SerializedHDCamera p, Editor owner) if (EditorGUI.EndChangeCheck()) p.antialiasing.intValue = selectedValue; } + EditorGUI.EndProperty(); } } From b4cebb231084158ab690c2ea16076eb690de8bff Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Wed, 1 Sep 2021 13:33:13 +0200 Subject: [PATCH 098/102] Force allocate texture if no fallback is available (#5130) Co-authored-by: sebastienlagarde --- .../Runtime/RenderGraph/RenderGraphBuilder.cs | 25 +++++++++++-------- .../RenderGraphResourceRegistry.cs | 6 +++++ .../CHANGELOG.md | 1 + 3 files changed, 21 insertions(+), 11 deletions(-) diff --git a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilder.cs b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilder.cs index 01c9db27b0f..a62388d3c7a 100644 --- a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilder.cs +++ b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilder.cs @@ -55,19 +55,22 @@ public TextureHandle ReadTexture(in TextureHandle input) if (!m_Resources.IsRenderGraphResourceImported(input.handle) && m_Resources.TextureNeedsFallback(input)) { - var texDimension = m_Resources.GetTextureResourceDesc(input.handle).dimension; - if (texDimension == TextureXR.dimension) + // If texture is read from but never written to, return a fallback black texture to have valid reads + // Return one from the preallocated default textures if possible + var desc = m_Resources.GetTextureResourceDesc(input.handle); + if (!desc.bindTextureMS) { - return m_RenderGraph.defaultResources.blackTextureXR; - } - else if (texDimension == TextureDimension.Tex3D) - { - return m_RenderGraph.defaultResources.blackTexture3DXR; - } - else - { - return m_RenderGraph.defaultResources.blackTexture; + if (desc.dimension == TextureXR.dimension) + return m_RenderGraph.defaultResources.blackTextureXR; + else if (desc.dimension == TextureDimension.Tex3D) + return m_RenderGraph.defaultResources.blackTexture3DXR; + else + return m_RenderGraph.defaultResources.blackTexture; } + // If not, force a write to the texture so that it gets allocated, and ensure it gets initialized with a clear color + if (!desc.clearBuffer) + m_Resources.ForceTextureClear(input.handle, Color.black); + WriteTexture(input); } m_RenderPass.AddResourceRead(input.handle); diff --git a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs index 8ee32769f31..c860beb4de0 100644 --- a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs +++ b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs @@ -345,6 +345,12 @@ internal TextureDesc GetTextureResourceDesc(in ResourceHandle handle) return (m_RenderGraphResources[(int)RenderGraphResourceType.Texture].resourceArray[handle] as TextureResource).desc; } + internal void ForceTextureClear(in ResourceHandle handle, Color clearColor) + { + GetTextureResource(handle).desc.clearBuffer = true; + GetTextureResource(handle).desc.clearColor = clearColor; + } + internal RendererListHandle CreateRendererList(in CoreRendererListDesc desc) { ValidateRendererListDesc(desc); diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 7f22ed222f7..26b5fddbe66 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -383,6 +383,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed issue with fading in SSR applying fade factor twice, resulting in darkening of the image in the transition areas. - Fixed path traced subsurface scattering for transmissive surfaces (case 1329403) - Fixed missing context menu for “Post Anti-Aliasing” in Camera (1357283) +- Fixed error when disabling opaque objects on a camera with MSAA. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard From 7e170a1e090ed6d42010eaf3d685920fc5c04987 Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Sun, 12 Sep 2021 20:48:32 +0200 Subject: [PATCH 099/102] Update path tracer screenshots --- .../Direct3D12/None/5007_PathTracing_Materials_SG_Lit.png | 4 ++-- .../Direct3D12/None/5009_PathTracing_FabricMaterial.png | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/5007_PathTracing_Materials_SG_Lit.png b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/5007_PathTracing_Materials_SG_Lit.png index 5d7919b51d0..f7442f74ee2 100644 --- a/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/5007_PathTracing_Materials_SG_Lit.png +++ b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/5007_PathTracing_Materials_SG_Lit.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:67c62545982a194d91f750714063101250448bf7cfeec8bbe6dcce14a1da4312 -size 431067 +oid sha256:2d068e4b1e2087d52dc8100b50202d4bf183f6cc820c484f360254c1555236be +size 429949 diff --git a/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/5009_PathTracing_FabricMaterial.png b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/5009_PathTracing_FabricMaterial.png index b9ad42d2b7f..ac38f401de0 100644 --- a/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/5009_PathTracing_FabricMaterial.png +++ b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/5009_PathTracing_FabricMaterial.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:262f37f2c89b869bde05eab3df55d672e9902c3970f22214580a5dd8d785fe3a -size 638756 +oid sha256:86563f043aa1a239a3bad54eed013dad850260864fd8bb501f7ddd1c08d5e015 +size 637120 From ca75d7ad730fe41e0010744023ea14e722dbbad0 Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Sun, 12 Sep 2021 22:27:21 +0200 Subject: [PATCH 100/102] Update 2314_Shadow_CustonAngle.png --- .../WindowsEditor/Direct3D11/None/2314_Shadow_CustonAngle.png | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/2314_Shadow_CustonAngle.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/2314_Shadow_CustonAngle.png index 74511ec2e36..791446d215d 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/2314_Shadow_CustonAngle.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/2314_Shadow_CustonAngle.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:36f0d08f243016c665ed30155da62c3e10e06dac047d0a9505522421c6167875 -size 94223 +oid sha256:6a4c1650fccec045f4dcd22cda7833b5e342685ec55a3ad224d6e4ee414ddb90 +size 93736 From 277ecc92125a426f7a89b0d1bd0fe5ef382329c4 Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Mon, 13 Sep 2021 10:55:50 +0200 Subject: [PATCH 101/102] Disable shadowmask option when not enabled in the Lighting settings --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Editor/Lighting/HDLightUI.Skin.cs | 2 +- .../Editor/Lighting/HDLightUI.cs | 5 ++++- 3 files changed, 6 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 0afa490bed0..1c3ce335bf3 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -34,6 +34,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed path traced subsurface scattering for transmissive surfaces (case 1329403) - Fixed missing context menu for “Post Anti-Aliasing” in Camera (1357283) - Fixed error when disabling opaque objects on a camera with MSAA. +- Fixed shadowmask editable when not supported. ### Changed - Visual Environment ambient mode is now Dynamic by default. diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs index f7a19f084ca..d422eac7c68 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs @@ -45,7 +45,7 @@ sealed class Styles public readonly GUIContent lightRadius = EditorGUIUtility.TrTextContent("Radius", "Sets the radius of the light source. This affects the falloff of diffuse lighting, the spread of the specular highlight, and the softness of Ray Traced shadows."); public readonly GUIContent affectDiffuse = EditorGUIUtility.TrTextContent("Affect Diffuse", "When disabled, HDRP does not calculate diffuse lighting for this Light. Does not increase performance as HDRP still calculates the diffuse lighting."); public readonly GUIContent affectSpecular = EditorGUIUtility.TrTextContent("Affect Specular", "When disabled, HDRP does not calculate specular lighting for this Light. Does not increase performance as HDRP still calculates the specular lighting."); - public readonly GUIContent nonLightmappedOnly = EditorGUIUtility.TrTextContent("Shadowmask Mode", "Species the behavior of the shadowmask when using Mixed lighting. Distance Shadowmask: HDRP uses real-time shadows to Shadow Distance and baked shadows after. Shadowmask: Static shadow casters always use baked shadows."); + public readonly GUIContent nonLightmappedOnly = EditorGUIUtility.TrTextContent("Shadowmask Mode", "Species the behavior of the shadowmask when using Mixed lighting. Distance Shadowmask: HDRP uses real-time shadows to Shadow Distance and baked shadows after. Shadowmask: Static shadow casters always use baked shadows.\nOnly available if Shadowmask is enabled in the HDRP asset and Lighting Mode is set to Shadowmask in the Lighting Settings."); public readonly GUIContent lightDimmer = EditorGUIUtility.TrTextContent("Intensity Multiplier", "Multiplies the intensity of the Light by the given number. This is useful for modifying the intensity of multiple Lights simultaneously without needing know the intensity of each Light."); public readonly GUIContent fadeDistance = EditorGUIUtility.TrTextContent("Fade Distance", "Sets the distance from the camera at which light smoothly fades out before HDRP culls it completely. This minimizes popping."); public readonly GUIContent spotInnerPercent = EditorGUIUtility.TrTextContent("Inner Angle (%)", "Controls size of the angular attenuation, in percent, of the base angle of the Spot Light's cone."); diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs index a44120089c3..5cbe52ba27a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs @@ -1183,7 +1183,10 @@ static void DrawShadowMapContent(SerializedHDLight serialized, Editor owner) if (serialized.settings.isMixed) { - using (new EditorGUI.DisabledScope(!HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.supportShadowMask)) + bool enabled = HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.supportShadowMask; + if (Lightmapping.TryGetLightingSettings(out var settings)) + enabled &= settings.mixedBakeMode == MixedLightingMode.Shadowmask; + using (new EditorGUI.DisabledScope(!enabled)) { Rect nonLightmappedOnlyRect = EditorGUILayout.GetControlRect(); EditorGUI.BeginProperty(nonLightmappedOnlyRect, s_Styles.nonLightmappedOnly, serialized.nonLightmappedOnly); From fd6c3d25aa713e4dad307e9a405c17f43aaf7b3f Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Thu, 16 Sep 2021 14:32:30 +0200 Subject: [PATCH 102/102] Update tooltip --- .../Editor/Lighting/HDLightUI.Skin.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs index d422eac7c68..673330b85cf 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs @@ -45,7 +45,7 @@ sealed class Styles public readonly GUIContent lightRadius = EditorGUIUtility.TrTextContent("Radius", "Sets the radius of the light source. This affects the falloff of diffuse lighting, the spread of the specular highlight, and the softness of Ray Traced shadows."); public readonly GUIContent affectDiffuse = EditorGUIUtility.TrTextContent("Affect Diffuse", "When disabled, HDRP does not calculate diffuse lighting for this Light. Does not increase performance as HDRP still calculates the diffuse lighting."); public readonly GUIContent affectSpecular = EditorGUIUtility.TrTextContent("Affect Specular", "When disabled, HDRP does not calculate specular lighting for this Light. Does not increase performance as HDRP still calculates the specular lighting."); - public readonly GUIContent nonLightmappedOnly = EditorGUIUtility.TrTextContent("Shadowmask Mode", "Species the behavior of the shadowmask when using Mixed lighting. Distance Shadowmask: HDRP uses real-time shadows to Shadow Distance and baked shadows after. Shadowmask: Static shadow casters always use baked shadows.\nOnly available if Shadowmask is enabled in the HDRP asset and Lighting Mode is set to Shadowmask in the Lighting Settings."); + public readonly GUIContent nonLightmappedOnly = EditorGUIUtility.TrTextContent("Shadowmask Mode", "Determines Shadowmask functionality when using Mixed lighting. Distance Shadowmask casts real-time shadows within the Shadow Distance, and baked shadows beyond. In Shadowmask mode, static GI contributors always cast baked shadows.\nEnable Shadowmask support in the HDRP asset to make use of this feature. Only available when Lighting Mode is set to Shadowmask in the Lighting window."); public readonly GUIContent lightDimmer = EditorGUIUtility.TrTextContent("Intensity Multiplier", "Multiplies the intensity of the Light by the given number. This is useful for modifying the intensity of multiple Lights simultaneously without needing know the intensity of each Light."); public readonly GUIContent fadeDistance = EditorGUIUtility.TrTextContent("Fade Distance", "Sets the distance from the camera at which light smoothly fades out before HDRP culls it completely. This minimizes popping."); public readonly GUIContent spotInnerPercent = EditorGUIUtility.TrTextContent("Inner Angle (%)", "Controls size of the angular attenuation, in percent, of the base angle of the Spot Light's cone.");