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Backported #5395: Added the How-to section and the XR blit example. #5805
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Backported #5395: Added the How-to section and the XR blit example. #5805
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* remove references to 2021.2 * fixes from pr review * Update urp_upgrade.yml
* Bump to version 13.0.0 (2022.1) * bump missing version
…o has issues on Metal) (#5498) Co-authored-by: Dieter De Baets <dieter.baets@unity3d.com>
* Fixed impossibility to release the cursor in the template. * Updated changelog
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* [HDRP] Fix AxF debug output in certain configurations (#4641) * Fix AxF debug output in certain configurations. * Update comment * Fix SSR accumulation white flash (#4648) * Fix white flash * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * Fix distortion when resizing the window in player builds with the Graphics Compositor enabled (#4593) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add support for the camera bridge in the graphics compositor (#4599) * Fix Jittered Project Matrix Infinite Far Clip Plane (#4638) * Reconstruct jittered projection matrix far plane (for Infinite ) * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. (#4688) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix custom pass utils Blur + Copy overdraw. (#4623) * Fix overdraw in custom pass utils blur function * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix draw procedural invalid pass idx 1 on first template load (#4632) * Fix * changelog * Force sync compilation for TAA Co-authored-by: CifaCia <f.cifariellociardi@gmail.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Changed light reset to preserve type (#4624) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert "Add support for the camera bridge in the graphics compositor (#4599)" This reverts commit 2325e3f. * 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 <sebastien@unity3d.com> * Revert "Revert "Add support for the camera bridge in the graphics compositor (#4599)"" This reverts commit 30fffd5. * revert: Fix distortion when resizing the window in player builds with the Graphi * 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 <remi.chapelain@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * [HDRP] Fix VfX lit particle AOV output color space (#4646) * Fix VfX lit particle aov output color space * Update comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP][Path Tracing] Fixed transparent unlit (#4605) * Fixed issue with transparent unlit. * Updated changelog. * Reverted accidental change to default mtl. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix distortion with MSAA (#4711) * Fix contact shadow debug views (#4720) * Fix * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update Decal-Projector.md (#4695) * [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 <sebastien@unity3d.com> * Fix decal layer enum (#4753) * Fix typo * Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). (#4640) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * Fix formatting * Fix volumetric fog in planar reflections (#4736) * Fix planar reflection * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix motion blur compute dispatch size (#4737) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * - Updated the recursive rendering documentation (case 1338639). (#4759) * - Updated the recursive rendering documentation (case 1338639). * review fixes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * Fix cropping issue with the compositor camera bridge (#4802) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix for unused resources in depth of field (#4796) * Removing the word Radii from exposure settings (#4854) * Rename in UX * Update docs * [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. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert "[HDRP][Path Tracing] Support for shadow mattes (#4745)" This reverts commit 85ebbc2. * 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 <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Use non jittered projection in outline pass (#4836) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [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 <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * Fixed bug introduced by sky-for-recorder support. (#4906) * [Fogbugz 1341576] Memory leaks when the player is paused, and the user changes pipeline… (#4845) * Memory leaks when the player is paused, and the user changes pipeline settings * changelog * [HDRP] Fixed shadergraph double save (#4916) * Don't need to save twice shadergraph the first time we create a graph * Updated changelog * 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 <sebastien@unity3d.com> * [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 <sebastien@unity3d.com> * [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 <sebastien@unity3d.com> * Fix reflection probe tootltip (#4890) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Updated the Physically Based Sky documentation for baked lights (#4891) * Updated the Physically Based Sky documentation for baked lights * Rewrite Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed remapping of depth pyramid debug (#4893) * Fixed remapping of depth pyramid debug * Removed debug pragma * Update changelog * Updated tooltip * Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4895) * Fix AO perceived wobble * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * Revert: Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection… * Fix GBuffer depth debug mode (#5054) * Fixed Volume Gizmo size when rescaling parent GameObject (#4915) * Fix Vertex Color Mode documentation (#4976) * 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 <sebastien@unity3d.com> * Fix formatting in NestedOverrideCameraRendering * [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 * [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 * Fix object disappearing from lookdev (#5063) * Fixed objects disappearing from Lookdev window when entering playmode (case 1309368). * Updated changelog * Added hideflags in Lookdev context * [HDRP] Fix render object after taa jittering (#5088) * Add a pass after TAA to restore non jittered matrices * updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix GC alloc in hd/bugfix branch (#5134) * Fixed GC alloc on hd/bugfix branch * Fix GC alloc again * 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 <sebastien@unity3d.com> * Fix camera rotation uncontrollable with low framerate (#5076) * Fix camera rotation uncontrollable with low framerate. * updated changelog * Clearing out render targets and randmo write targets on pipeline destruction (#5176) Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * FogBugz#1348462 - Wait for accessing the HDProjectSettings instance as it was before. (#5141) * 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 <sebastien@unity3d.com> * [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. * Small changes (#5220) * Fix update order in Graphics Compositor causing jumpy camera updates (#5235) * 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 <sebastien@unity3d.com> * [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 <sebastien@unity3d.com> * [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 <sebastien@unity3d.com> * removed undesired files * Fix log base (#5260) * [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 <sebastien@unity3d.com> * [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. * Fix issue with 0-sized dispatch with extremely low resolutions (#5272) * Ceil to int instead. * changelog * [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 <sebastien@unity3d.com> * Fix incorrect additiona velocity for alembic (#5304) * Fixed LUT initialization in Wireframe mode (#5156) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] [LightExplorer] Fix missing refreshwhen editing property with a running paused editor. (#5321) * Update HDLightExplorerExtension.cs * Update CHANGELOG.md * 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 * Fixed changelog * Fixed VFX tests Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: John Parsaie <johnpa@unity3d.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: CifaCia <f.cifariellociardi@gmail.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: slunity <37302815+slunity@users.noreply.github.com> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: Adrian1066 <44636759+Adrian1066@users.noreply.github.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com> Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Related to the usage of 08b03824843e33840a03794c433c3cef (VFXLitSphereOutput.cs)
* [HDRP] Fix AxF debug output in certain configurations (#4641) * Fix AxF debug output in certain configurations. * Update comment * Fix SSR accumulation white flash (#4648) * Fix white flash * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * Fix distortion when resizing the window in player builds with the Graphics Compositor enabled (#4593) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add support for the camera bridge in the graphics compositor (#4599) * Fix Jittered Project Matrix Infinite Far Clip Plane (#4638) * Reconstruct jittered projection matrix far plane (for Infinite ) * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. (#4688) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix custom pass utils Blur + Copy overdraw. (#4623) * Fix overdraw in custom pass utils blur function * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix draw procedural invalid pass idx 1 on first template load (#4632) * Fix * changelog * Force sync compilation for TAA Co-authored-by: CifaCia <f.cifariellociardi@gmail.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Changed light reset to preserve type (#4624) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert "Add support for the camera bridge in the graphics compositor (#4599)" This reverts commit 2325e3f. * 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 <sebastien@unity3d.com> * Revert "Revert "Add support for the camera bridge in the graphics compositor (#4599)"" This reverts commit 30fffd5. * revert: Fix distortion when resizing the window in player builds with the Graphi * 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 <remi.chapelain@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * [HDRP] Fix VfX lit particle AOV output color space (#4646) * Fix VfX lit particle aov output color space * Update comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP][Path Tracing] Fixed transparent unlit (#4605) * Fixed issue with transparent unlit. * Updated changelog. * Reverted accidental change to default mtl. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix distortion with MSAA (#4711) * Fix contact shadow debug views (#4720) * Fix * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update Decal-Projector.md (#4695) * [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 <sebastien@unity3d.com> * Fix decal layer enum (#4753) * Fix typo * Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). (#4640) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * Fix formatting * Fix volumetric fog in planar reflections (#4736) * Fix planar reflection * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix motion blur compute dispatch size (#4737) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * - Updated the recursive rendering documentation (case 1338639). (#4759) * - Updated the recursive rendering documentation (case 1338639). * review fixes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * Fix cropping issue with the compositor camera bridge (#4802) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix for unused resources in depth of field (#4796) * Removing the word Radii from exposure settings (#4854) * Rename in UX * Update docs * [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. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert "[HDRP][Path Tracing] Support for shadow mattes (#4745)" This reverts commit 85ebbc2. * 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 <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Use non jittered projection in outline pass (#4836) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [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 <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * Fixed bug introduced by sky-for-recorder support. (#4906) * [Fogbugz 1341576] Memory leaks when the player is paused, and the user changes pipeline… (#4845) * Memory leaks when the player is paused, and the user changes pipeline settings * changelog * [HDRP] Fixed shadergraph double save (#4916) * Don't need to save twice shadergraph the first time we create a graph * Updated changelog * 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 <sebastien@unity3d.com> * [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 <sebastien@unity3d.com> * [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 <sebastien@unity3d.com> * Fix reflection probe tootltip (#4890) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Updated the Physically Based Sky documentation for baked lights (#4891) * Updated the Physically Based Sky documentation for baked lights * Rewrite Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed remapping of depth pyramid debug (#4893) * Fixed remapping of depth pyramid debug * Removed debug pragma * Update changelog * Updated tooltip * Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4895) * Fix AO perceived wobble * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * Revert: Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection… * Fix GBuffer depth debug mode (#5054) * Fixed Volume Gizmo size when rescaling parent GameObject (#4915) * Fix Vertex Color Mode documentation (#4976) * 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 <sebastien@unity3d.com> * Fix formatting in NestedOverrideCameraRendering * [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 * [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 * Fix object disappearing from lookdev (#5063) * Fixed objects disappearing from Lookdev window when entering playmode (case 1309368). * Updated changelog * Added hideflags in Lookdev context * [HDRP] Fix render object after taa jittering (#5088) * Add a pass after TAA to restore non jittered matrices * updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix GC alloc in hd/bugfix branch (#5134) * Fixed GC alloc on hd/bugfix branch * Fix GC alloc again * 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 <sebastien@unity3d.com> * Fix camera rotation uncontrollable with low framerate (#5076) * Fix camera rotation uncontrollable with low framerate. * updated changelog * Clearing out render targets and randmo write targets on pipeline destruction (#5176) Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * 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 <sebastien@unity3d.com> * FogBugz#1348462 - Wait for accessing the HDProjectSettings instance as it was before. (#5141) * 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 <sebastien@unity3d.com> * [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. * Small changes (#5220) * Fix update order in Graphics Compositor causing jumpy camera updates (#5235) * 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 <sebastien@unity3d.com> * [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 <sebastien@unity3d.com> * [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 <sebastien@unity3d.com> * removed undesired files * Fix log base (#5260) * [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 <sebastien@unity3d.com> * [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. * Fix issue with 0-sized dispatch with extremely low resolutions (#5272) * Ceil to int instead. * changelog * [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 <sebastien@unity3d.com> * Fix incorrect additiona velocity for alembic (#5304) * Fixed LUT initialization in Wireframe mode (#5156) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] [LightExplorer] Fix missing refreshwhen editing property with a running paused editor. (#5321) * Update HDLightExplorerExtension.cs * Update CHANGELOG.md * 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 * 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 <julien@unity3d.com> * 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 * Bugfix 1358480: Fixed missing tooltip for "Tessellation Mode" (#5365) * - fixed missing "Tessellation Mode" tooltip * - update changelog * - updated "Tessellation Mode" tooltip Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [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 f32ba7d. * Changed bulb prefab (shadow caster off). * Revert: Changed Ambient Mode to Dynamic by default #5350 * - added saturation for AO & smoothness strength input for ThreadMapDetail subgraph * - updated changelog Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: John Parsaie <johnpa@unity3d.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: CifaCia <f.cifariellociardi@gmail.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: slunity <37302815+slunity@users.noreply.github.com> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: Adrian1066 <44636759+Adrian1066@users.noreply.github.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: Julien Ignace <julien@unity3d.com> Co-authored-by: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com> Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
…f by 2x (#5423) * Cleanup only when initialized. * changelog * More decimated sphere * Changelog * Move init check inside Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Removed DLSS keyword from settings' search (case 1358409) * Changed naming * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Clarified lists and removed unnecessary bold * Update Override-Volumetric-Clouds.md * Update Override-Volumetric-Clouds.md * Update Override-Volumetric-Clouds.md * updated phrasing consistency
* modify HDRP feature-comparison.md for Version 12 * modify URP lighting.md and universalrp-builtin-feature-comparison.md * modify HDRP Feature-Comparison.html
* Light anchor fixes * Updated changelog * Cleanup * Remove require component Light on the light anchor * Update com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> * Fix anchor direction algorithm to work with distance of 0 and add anchor position override field * Fix anchor position when target is null * Check light anchor position override when assigned * Fix light anchor transform override when assigned + refresh when camera moves * "Fix" the rotation of the light with the camera + duplicate object fix * Fix formating Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com> Co-authored-by: SoufianeKHIAT <soufiane.khiat@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
This reverts commit ab06631.
This reverts commit 4928374.
…documentation and override (#5468) * adding bit of info * Adding links * fixing typo * Helpbox in SSGI override * Apply suggestions from code review Co-authored-by: emilybrown1 <88374601+emilybrown1@users.noreply.github.com> Co-authored-by: emilybrown1 <88374601+emilybrown1@users.noreply.github.com>
* Updating DLSS documentation * Updating grammar reviewed by technical writter Vic
* Revert sphere * New mesh separate for APV
* Change render pass event in screen space shadows * Update CHANGELOG.md * Change render event by depending on rendering mode(forward or deferred) * Move 'isDeferredRenderingMode' inside if-condition * Update ScreenSpaceShadows.cs
…additional data's in Core Package (#5555)
* Subgraph output properties tootltips where not easily editable when multiline * Updated changelog
Merged with a few expected tests failing
Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. HDRP URP Shader Graph VFX SRP Core Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
Backported #5395: Added the How-to section and the XR blit example.