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RenderBRG - first implementation of deferred materials. #6198
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kecho
commented
Nov 4, 2021
- Initial implementation of visibility buffer pass in hdrp
- Adding checkbox in RenderBRG so we can toggle between deferred materaisl or not
- Adding implementation of Gpu GeometryPool for full GPU access of vertex/index data.
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 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. |
It appears that you made a non-draft PR! |
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* Adding Geometry pool, block allocator and some tests * Adding support for gpu index buffers / using submeshes as the keys for a mesh * Tests for GPU memory verification of mesh uploading (indices * Compute shader with kernel to update global vertex buffer * Adding tests for 16 bit indices cleaning the test script a bit * Adding command buffer to update vertices * Adding tests for correct vertex buffer in geometry pool * Adding mesh metadata buffer * Restoring RenderBRG.cs * Raw initial implementation of visibility and also callbacks for the BRG * Revert default mat * Initial visibility pass * Formatting * Visibility pass skeleton with original mesh * Changes to help with scene reloading when SRP code changes * Changes to help with scene reloading when SRP code changes * Callbacks for material / mesh replacement * Adding more to the API and getting custom instancing metadata to work * Moving files, creating unique goemetry pool file * Sampling geometry correctly in vertex shader * let there be visibility * Adding new pools * Formatting * Refactoring and cleaning up, moving metadata update to its own buffer * Adding support for submeshes tables * Testing support for merged meshes * Compressing submesh lookup value to 1 byte Formatting * Undoing changes for refactor * Using new API from gpudriven-visibility * Fixing shader errors * Formatting * Removing old prototypy code * Add deferred materials checkbox * Safety checks in geometry pool, and making visibility material something static since the hdrp asset can be instanced * Making the material visibility API naming a bit better * Using proper API to get SRP asset
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* Fast CPU BRG rendering of game objects * Deferred Material Prototype * Geometry pool / visibility rendering prototype commit 44ba688 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Wed Mar 2 20:59:53 2022 -0500 Merge fix: fixing issue with bounding boxes commit 5fe8fcc Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Wed Mar 2 18:03:34 2022 -0500 Merge fixes commit 7bf1449 Merge: 6f89045 35bc23b Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Wed Mar 2 16:38:21 2022 -0500 Merge branch 'master' into graphics/gpudriven commit 6f89045 Merge: 0c4fe39 fdf3d17 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Mon Feb 14 08:28:56 2022 -0500 Merge branch 'master' into graphics/gpudriven commit 0c4fe39 Merge: b791f92 01ac67b Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Fri Feb 4 17:05:18 2022 -0500 Merge branch 'master' into graphics/gpudriven commit b791f92 Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Thu Feb 3 15:41:44 2022 +0200 DeferredMaterialBRG using indirect draws. Draw arguments still set in CPU side. commit 15239bf Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Mon Jan 24 13:31:43 2022 -0500 Fixing new probe api, passing thetrahedron index as a ref commit 83a83a5 Merge: 1bda540 c893ff8 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Mon Jan 24 12:21:24 2022 -0500 Merge branch 'master' into graphics/gpudriven commit 1bda540 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Fri Jan 14 13:28:14 2022 -0500 Cleaning up shader api for deferred material bootstrapping * depth value * Formatting * Adding API that wraps and makes it easy to evaluate materials in a deferred fashion. * Formatting commit 331c93c Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Fri Jan 14 12:02:58 2022 +0200 Fixes to deferred material tile grid issues. NaN vertex output and 32 bit indices to avoid overflow. commit a0d72ca Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Thu Jan 13 13:36:42 2022 -0500 Fixing deferred material implementation with new API Removing debug index Formatting commit 85de579 Merge: 7e8b6af 72cb354 Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Thu Jan 13 16:21:20 2022 +0200 Merge branch 'graphics/gpudriven' of https://github.com/Unity-Technologies/Graphics into graphics/gpudriven # Conflicts: # com.unity.render-pipelines.core/Runtime/BatchRenderer/RenderBRG.cs commit 72cb354 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Wed Jan 12 13:03:29 2022 -0500 Temporary fix with trunk for URP commit 41aa7a4 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Wed Jan 12 11:55:35 2022 -0500 [gpupipeline] deferred materials - diff between gpu deferred materials and gpudriven BRG branch (#6461) * ** Support for gpu driven deferred materials. ** * Adding support for material mappings * Adding tests for global material table adding/removal * Material id sampling * FIxing material binding * Convinience functions to get Material key. * Deferred depth shader from hw21/best-deferred-material hackweek * Bringing classification tile passes and reduction compute shaders * Cleanup of parameters, calling and testing reduction CS * Feature tiles, material tiles, and material buckets * Geometry pool registering materials * More work on visibility and deferred materials * Debug dot(n,v) for now * Abstraction to register tiles of deferred material pass * Connecting deferred materials and drawing using the material draw cals produced by the BRG * Enabling full path for deferred materials * Adding batch instance info to geometry pool * Adding support for batch instances and tests to ensure gpu data is correct * Formatting and update of hlsl types * Adding second resource for visibility buffer, and packing batchID * Making batch buffer table work! * Adding support for batch ID and multiple scene batches. * Cleanup, using proper material + batch ID key for tile culling * Fixing debug output * Set the geometry pool buffers through command list api, not through material API, fixes batching issues * Fixing variants, cleaning up variant across hlsl and c# * Added hacky shadows * Fix lightmaps * fixing rebase issue * Updating hlsl headers * Undoing unused API * Rebase fixes * Refactoring visibility so we use the uber shader vertex system of hdrp * Removing unused macro check * Fixing behaviour of missing uv1 component. If uv1 is missing unity copies it. This fixes some lightmapping issues * Support for render queues so we can filter draw lists correctly * No longer needing override material, using queues to filter the visibility material required. * Support 8 extra bits for primitive ID (total of 23 bits). Cleaning up interpolation (with proper analytical derivatives). * Removing usage of GUID in function lookup for pipeline material info * Ensuring to bind all resources for forward vbuffer lighting commit 00f80b6 Merge: 6eaf019 7cc5d40 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Wed Jan 12 09:59:28 2022 -0500 Merge branch 'master' into graphics/gpudriven commit 7e8b6af Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Wed Jan 12 16:13:16 2022 +0200 Instance frequency vertex buffer for visible indices. commit 6eaf019 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Wed Jan 5 13:35:00 2022 -0500 Removing usage of GUID in function lookup for pipeline material info commit 43ed61e Merge: 1753bb2 a4f4593 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Wed Dec 29 14:04:44 2021 -0500 Merge branch 'master' into graphics/gpudriven commit 1753bb2 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Wed Dec 29 13:52:23 2021 -0500 Indexing bounds by instance id, fixes issues with wrong index commit ef64505 Merge: eb8bdc5 79e9baa Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Wed Dec 29 10:37:31 2021 -0500 Merge branch 'master' into graphics/gpudriven commit eb8bdc5 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Tue Dec 21 08:49:33 2021 -0500 Add support for bounds updating for AABBs. (#6561) commit 6941262 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Thu Dec 16 09:52:41 2021 -0500 Merge fix: updating debug display enums commit ecdce14 Merge: 1492617 fb4e2a6 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Thu Dec 16 09:41:53 2021 -0500 Merge branch 'master' into graphics/gpudriven commit 1492617 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Tue Dec 14 10:30:20 2021 -0500 Fixing debug display enums commit 39f6efa Merge: 5890e61 9cba459 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Tue Dec 14 09:57:48 2021 -0500 Merge branch 'master' into graphics/gpudriven commit 5890e61 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Tue Dec 14 08:54:44 2021 -0500 ** Removal of API changes in render pipeline asset, and moving visibiliy pipeline API to core. ** (#6572) * Making the api work with many SRPs by using a dictionary * Using the type as the guid commit 7e19599 Merge: 81fe946 4db217f Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Mon Dec 6 10:24:57 2021 -0500 Merge branch 'master' into graphics/gpudriven commit 81fe946 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Thu Dec 2 09:58:05 2021 -0500 ** Support for probe interpolation updates through compute ** (#6435) * Fixing allocation * Using the fast API to cache tetrahedron index * Check when a transform is not valid, avoids exception when object is deleted commit 3e54b33 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Thu Dec 2 09:00:37 2021 -0500 Fixing brg gpu driven memory corruption: wrong remapped index. (#6450) commit 1df79e7 Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Thu Dec 2 09:31:47 2021 +0200 fixed culling job indexing bug commit 57aaac6 Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Wed Dec 1 16:23:12 2021 +0200 Rewritten culling jobs + visibility mask sorting to reduce draw command count. commit c0961d2 Merge: d493269 0eb70c0 Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Wed Dec 1 10:17:08 2021 +0200 Merge branch 'graphics/gpudriven' of https://github.com/Unity-Technologies/Graphics into graphics/gpudriven commit d493269 Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Wed Dec 1 10:11:44 2021 +0200 22x faster transform updater commit 7aede9e Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Wed Dec 1 10:11:31 2021 +0200 receiver plane culling + support disabling transform update commit 0eb70c0 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Mon Nov 29 12:40:13 2021 -0500 Fixing merge from master commit da7ceff Merge: 4c7e6a2 fb79327 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Mon Nov 29 12:35:32 2021 -0500 Merge branch 'master' into graphics/gpudriven commit 4c7e6a2 Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Wed Nov 10 14:40:54 2021 +0200 autoupgraded materials to new Unity version commit 39137d9 Merge: 5c438b6 70464fc Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Wed Nov 10 13:08:36 2021 +0200 Merge branch 'master' into graphics/gpudriven # Conflicts: # TestProjects/HDRP_HybridTests/Assets/HDRPDefaultResources/HDRenderPipelineGlobalSettings.asset # TestProjects/HDRP_HybridTests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/BRGGameObjects.png.meta # TestProjects/HDRP_HybridTests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/BatchRenderGroupRaw.png.meta # TestProjects/HDRP_HybridTests/Assets/ReferenceImages/Linear/OSXPlayer/Metal/None/AreEqual_WithTotallyDifferentImages_ThrowsAssertionException.png.meta # TestProjects/HDRP_HybridTests/Assets/ReferenceImages/Linear/OSXPlayer/Metal/None/BRGGameObjects.png.meta # TestProjects/HDRP_HybridTests/Assets/ReferenceImages/Linear/OSXPlayer/Metal/None/BatchRenderGroupRaw.png.meta # TestProjects/HDRP_HybridTests/Assets/SampleScenes/BRGGameObjects/AABB.cs.meta # TestProjects/HDRP_HybridTests/Assets/SampleScenes/BRGGameObjects/BRGGameObjects.unity # TestProjects/HDRP_HybridTests/Assets/SampleScenes/BRGGameObjects/BRGGameObjects.unity.meta # TestProjects/HDRP_HybridTests/Assets/SampleScenes/BRGGameObjects/BoundsToAABB.cs.meta # TestProjects/HDRP_HybridTests/Assets/SampleScenes/BRGGameObjects/FrustumPlanes.cs.meta # TestProjects/HDRP_HybridTests/Assets/SampleScenes/BRGGameObjects/RenderBRG.cs.meta # TestProjects/HDRP_HybridTests/Assets/SampleScenes/BRGGameObjects/TestMaterial1.mat # TestProjects/HDRP_HybridTests/Assets/SampleScenes/BRGGameObjects/TestMaterial1.mat.meta # TestProjects/HDRP_HybridTests/Assets/SampleScenes/BRGGameObjects/TestMaterial2.mat # TestProjects/HDRP_HybridTests/Assets/SampleScenes/BRGGameObjects/TestMaterial2.mat.meta # TestProjects/HDRP_HybridTests/Assets/SampleScenes/BRGGameObjects/brick.jpg.meta # TestProjects/HDRP_HybridTests/Assets/SampleScenes/BatchRenderGroupRaw/BRGMaterial.mat # TestProjects/HDRP_HybridTests/Assets/SampleScenes/BatchRenderGroupRaw/BRGMaterial.mat.meta # TestProjects/HDRP_HybridTests/Assets/SampleScenes/BatchRenderGroupRaw/BatchRenderGroupRaw.unity # TestProjects/HDRP_HybridTests/Assets/SampleScenes/BatchRenderGroupRaw/BatchRenderGroupRaw.unity.meta # TestProjects/HDRP_HybridTests/Assets/Tests/Runtime/GraphicsTests.cs # TestProjects/HDRP_HybridTests/Packages/packages-lock.json # TestProjects/HDRP_HybridTests/UserSettings/Layouts/default-2022.dwlt # TestProjects/HDRP_RuntimeTests/Assets/Tests/TestFilters.meta # TestProjects/HDRP_RuntimeTests/Assets/Tests/TestFilters/TestCaseFilters.asset.meta # TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/240_DepthPriming/ReflectionProbe-0.exr # TestProjects/UniversalHybridTest/Assets/ReferenceImages/Linear/Android/OpenGLES3/None.meta # TestProjects/UniversalHybridTest/Assets/ReferenceImages/Linear/Android/OpenGLES3/None/BRGGameObjects.png.meta # TestProjects/UniversalHybridTest/Assets/ReferenceImages/Linear/Android/OpenGLES3/None/BatchRenderGroupRaw.png.meta # TestProjects/UniversalHybridTest/Assets/ReferenceImages/Linear/Android/Vulkan.meta # TestProjects/UniversalHybridTest/Assets/ReferenceImages/Linear/Android/Vulkan/None.meta # TestProjects/UniversalHybridTest/Assets/ReferenceImages/Linear/Android/Vulkan/None/BRGGameObjects.png.meta # TestProjects/UniversalHybridTest/Assets/ReferenceImages/Linear/Android/Vulkan/None/BatchRenderGroupRaw.png.meta # TestProjects/UniversalHybridTest/Assets/ReferenceImages/Linear/LinuxEditor.meta # TestProjects/UniversalHybridTest/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None.meta # TestProjects/UniversalHybridTest/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan.meta # TestProjects/UniversalHybridTest/Assets/ReferenceImages/Linear/LinuxPlayer.meta # TestProjects/UniversalHybridTest/Assets/ReferenceImages/Linear/LinuxPlayer/Vulkan.meta # TestProjects/UniversalHybridTest/Assets/SampleScenes/BRGGameObjects/BRGGameObjects.unity # TestProjects/UniversalHybridTest/Assets/SampleScenes/BRGGameObjects/BRGGameObjects.unity.meta # TestProjects/UniversalHybridTest/Assets/SampleScenes/BRGGameObjects/TestMaterial1.mat # TestProjects/UniversalHybridTest/Assets/SampleScenes/BRGGameObjects/TestMaterial1.mat.meta # TestProjects/UniversalHybridTest/Assets/SampleScenes/BRGGameObjects/TestMaterial2.mat # TestProjects/UniversalHybridTest/Assets/SampleScenes/BRGGameObjects/brick.jpg.meta # TestProjects/UniversalHybridTest/Assets/SampleScenes/BatchRenderGroupRaw/BRGMaterial.mat # TestProjects/UniversalHybridTest/Assets/SampleScenes/BatchRenderGroupRaw/BatchRenderGroupRaw.unity # TestProjects/UniversalHybridTest/Assets/SampleScenes/BatchRenderGroupRaw/BatchRenderGroupRaw.unity.meta # TestProjects/UniversalHybridTest/Assets/SampleScenes/SimpleExample/SimpleBRGExample.cs # TestProjects/UniversalHybridTest/Assets/SampleScenes/SimpleExample/SimpleBRGExample.unity # TestProjects/UniversalHybridTest/Assets/Tests/Runtime/GraphicsTests.cs # TestProjects/UniversalHybridTest/Packages/packages-lock.json # TestProjects/UniversalHybridTest/ProjectSettings/ShaderGraphSettings.asset # TestProjects/UniversalHybridTest/UserSettings/Layouts/default-2022.dwlt # com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs # com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl # com.unity.shadergraph/Editor/Generation/Processors/Generator.cs # com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs # com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs commit 5c438b6 Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Fri Nov 5 16:00:44 2021 +0200 BRG shadow culling using receiver frustum back faces commit 3c10808 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Thu Nov 4 12:14:51 2021 -0400 ** Initial implementation of Deferred Materials ** (#6198) * Adding Geometry pool, block allocator and some tests * Adding support for gpu index buffers / using submeshes as the keys for a mesh * Tests for GPU memory verification of mesh uploading (indices * Compute shader with kernel to update global vertex buffer * Adding tests for 16 bit indices cleaning the test script a bit * Adding command buffer to update vertices * Adding tests for correct vertex buffer in geometry pool * Adding mesh metadata buffer * Restoring RenderBRG.cs * Raw initial implementation of visibility and also callbacks for the BRG * Revert default mat * Initial visibility pass * Formatting * Visibility pass skeleton with original mesh * Changes to help with scene reloading when SRP code changes * Changes to help with scene reloading when SRP code changes * Callbacks for material / mesh replacement * Adding more to the API and getting custom instancing metadata to work * Moving files, creating unique goemetry pool file * Sampling geometry correctly in vertex shader * let there be visibility * Adding new pools * Formatting * Refactoring and cleaning up, moving metadata update to its own buffer * Adding support for submeshes tables * Testing support for merged meshes * Compressing submesh lookup value to 1 byte Formatting * Undoing changes for refactor * Using new API from gpudriven-visibility * Fixing shader errors * Formatting * Removing old prototypy code * Add deferred materials checkbox * Safety checks in geometry pool, and making visibility material something static since the hdrp asset can be instanced * Making the material visibility API naming a bit better * Using proper API to get SRP asset commit 6a2954e Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Thu Nov 4 11:47:42 2021 -0400 Scenes that are empty should be skipped entirely. This prevents some issues during intialization. commit 1cfcccf Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Wed Nov 3 09:52:53 2021 -0400 ** Adding support for transforms for BRG ** (#6187) * Updating filtering of BRG * Adding short circuit to updates of empty length * Formatting commit fda82ca Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Wed Nov 3 14:20:30 2021 +0200 Fixed BRG culling callback visibility mask bugs + added new plane debug output (disabled) commit f43da3c Merge: b65818f e676408 Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Fri Oct 29 16:44:59 2021 +0300 Merge branch 'graphics/gpudriven' of https://github.com/Unity-Technologies/Graphics into graphics/gpudriven commit b65818f Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Fri Oct 29 16:44:35 2021 +0300 Temporary crash bug fix for drawCommand array overflow. NEEDS instance sort based on visibility mask in the callback. commit e676408 Author: Kleber Garcia <kleber.garcia@unity3d.com> Date: Wed Oct 27 14:41:51 2021 -0400 Changes to help with scene reloading when SRP code changes (#6155) commit bb10b67 Author: tim <tim@unity3d.com> Date: Fri Oct 22 13:50:04 2021 +0200 Improve memory for for lightmap array creation. commit e1addd6 Author: tim <tim@unity3d.com> Date: Thu Oct 21 13:40:05 2021 +0200 Workaround lightmap format issue + improve toggle script commit 138c496 Author: tim <tim@unity3d.com> Date: Thu Oct 21 13:04:35 2021 +0200 Merge Seb A's code over to this branch commit 4985357 Author: tim <tim@unity3d.com> Date: Wed Oct 20 18:12:41 2021 +0200 Update to support latest trunk merge. commit 6267432 Author: tim <tim@unity3d.com> Date: Wed Oct 20 15:25:48 2021 +0200 Fix bug commit 9487319 Author: tim <tim@unity3d.com> Date: Wed Oct 20 11:25:22 2021 +0200 Fix issues on batch recreation. commit 678f348 Author: tim <tim@unity3d.com> Date: Mon Oct 18 16:47:34 2021 +0200 Allow enabling and disabling of the BRG component to compare rendering. commit eedbb28 Author: tim <tim@unity3d.com> Date: Mon Oct 18 13:46:22 2021 +0200 Add exclusions to BRG converter. Exclude disabled, animated, physics, and property block objects from BRG. commit a0c7839 Author: tim <tim@unity3d.com> Date: Mon Oct 18 13:23:39 2021 +0200 Add noconvert script commit a6d124c Author: tim <tim@unity3d.com> Date: Mon Oct 18 11:37:10 2021 +0200 Update with latest from project. commit 50734de Author: tim <tim@unity3d.com> Date: Mon Oct 18 11:20:12 2021 +0200 Only convert / Disable MeshRenderes. commit 8803364 Author: tim <tim@unity3d.com> Date: Mon Oct 18 10:58:47 2021 +0200 Add BRG to core RP commit d82f0af Author: Jussi Knuuttila <jussi.knuuttila@unity3d.com> Date: Mon Oct 18 11:12:39 2021 +0300 Update HDRP tests to GraphicsBuffer commit 2e00e66 Author: Jussi Knuuttila <jussi.knuuttila@unity3d.com> Date: Fri Oct 15 15:42:36 2021 +0300 Fix matrix inverse index bug commit b115f07 Author: Jussi Knuuttila <jussi.knuuttila@unity3d.com> Date: Fri Oct 15 14:05:20 2021 +0300 Updated the BRG uses to GraphicsBuffer and GraphicsBufferHandle. commit 5a6d1e5 Author: Jussi Knuuttila <jussi.knuuttila@unity3d.com> Date: Fri Oct 8 12:23:27 2021 +0300 Fix URP loading RenderingLayer from the old place. Change comment wording. commit 7540059 Author: Jussi Knuuttila <jussi.knuuttila@unity3d.com> Date: Thu Oct 7 17:27:29 2021 +0300 Improved comment wording a bit. commit 497ef86 Merge: f69cc90 e3c3f19 Author: Jussi Knuuttila <jussi.knuuttila@unity3d.com> Date: Thu Oct 7 17:19:50 2021 +0300 Merge branch 'graphics/hrnext' of https://github.com/Unity-Technologies/Graphics into graphics/hrnext commit f69cc90 Author: Jussi Knuuttila <jussi.knuuttila@unity3d.com> Date: Thu Oct 7 17:19:35 2021 +0300 Added a "hello world" example for BatchRendererGroup, which can be copy pasted into the documentation manual. commit e3c3f19 Author: Joel de Vahl <joelv@unity3d.com> Date: Thu Oct 7 09:28:25 2021 +0200 Updated HDRP test scripts commit 02fba3f Author: Jussi Knuuttila <jussi.knuuttila@unity3d.com> Date: Tue Oct 5 14:20:52 2021 +0300 Rename "batchDrawRanges" to "drawRanges" commit 522e920 Author: Arnaud Carré <arnaud@unity3d.com> Date: Mon Oct 4 17:10:49 2021 +0200 update BRGRaw test scene for DrawCommand with more than 4096 items commit 80027ad Author: Arnaud Carré <arnaud@unity3d.com> Date: Mon Oct 4 15:31:53 2021 +0200 fixed urp & hdrp test project (addressable package updated & removed "strip unused variant" in URP project) commit c1dee11 Author: Vincent Breysse <vincent.breysse@unity3d.com> Date: Thu Sep 30 14:21:20 2021 +0200 Regenerate package-lock.json files commit 29f0373 Author: Vincent Breysse <vincent.breysse@unity3d.com> Date: Wed Sep 29 19:46:50 2021 +0200 Remove unused properties commit b1b0c25 Merge: 8a52e29 6df1464 Author: Vincent Breysse <vincent.breysse@unity3d.com> Date: Thu Sep 30 13:21:35 2021 +0200 Merge branch 'master' into graphics/hrnext # Conflicts: # TestProjects/HDRP_HybridTests/Packages/manifest.json # TestProjects/HDRP_HybridTests/Packages/packages-lock.json # TestProjects/UniversalHybridTest/Packages/manifest.json # TestProjects/UniversalHybridTest/Packages/packages-lock.json # com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs # com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl commit 8a52e29 Author: MingWai Chan <mingwai@unity3d.com> Date: Mon Sep 27 17:55:26 2021 +0200 Adding ref imgs for more platforms commit 372ae61 Author: Tomas Kiniulis <tomas.kiniulis@unity3d.com> Date: Fri Sep 24 15:54:28 2021 +0300 add vulkan reference images commit a574b68 Author: Arnaud Carré <arnaud@unity3d.com> Date: Thu Sep 23 17:52:46 2021 +0200 fixed picking commit 9f19f60 Author: Arnaud Carré <arnaud@unity3d.com> Date: Thu Sep 23 14:01:18 2021 +0200 fix some missing vars in shader properties section (error only show when using vulkan) commit 448cfb0 Author: Tomas Kiniulis <tomas.kiniulis@unity3d.com> Date: Thu Sep 23 11:36:27 2021 +0300 add OSX reference images commit f118d93 Author: Tomas Kiniulis <tomas.kiniulis@unity3d.com> Date: Thu Sep 23 11:26:39 2021 +0300 update dx12 ref images, buildsettings and graphics settings commit a22e53f Author: Tomas Kiniulis <tomas.kiniulis@unity3d.com> Date: Thu Sep 23 11:12:32 2021 +0300 update scenes and update manifest for brggameobjects scene commit 0ddd8d2 Author: Tomas Kiniulis <tomas.kiniulis@unity3d.com> Date: Thu Sep 23 11:11:26 2021 +0300 cleanup project commit 32cb63f Author: Tomas Kiniulis <tomas.kiniulis@unity3d.com> Date: Thu Sep 23 11:11:04 2021 +0300 add dx11 reference images commit 32e83e8 Author: MingWai Chan <mingwai@unity3d.com> Date: Wed Sep 22 16:32:26 2021 +0200 Fix Android Player Settings commit 786e649 Author: Ming Wai Chan <mingwai@unity3d.com> Date: Wed Sep 22 14:00:49 2021 +0200 Set BatchRendererGroup Variants to "Keep All" so that we can test standalone player on Yamato commit 5530fe3 Merge: 82d6efe 3b1f3b1 Author: Vincent Breysse <vincent.breysse@unity3d.com> Date: Tue Sep 21 19:32:56 2021 +0200 Merge branch 'hybrid/BRGTestProject' of github.com:Unity-Technologies/Graphics into hybrid/BRGTestProject commit 82d6efe Author: Vincent Breysse <vincent.breysse@unity3d.com> Date: Tue Sep 21 19:32:25 2021 +0200 Remove BatchPackedMeshSubmesh commit 3b1f3b1 Author: Arnaud Carré <arnaud@unity3d.com> Date: Tue Sep 21 17:39:27 2021 +0200 move raw bufferId from DrawCommand to Batch ( you need latest c++ change too! ) commit 44c3b10 Author: Vincent Breysse <vincent.breysse@unity3d.com> Date: Tue Sep 21 16:18:44 2021 +0200 Remove unecessary shader changes so that we match with the SRP 12 port commit 9d76f69 Author: MingWai Chan <mingwai@unity3d.com> Date: Tue Sep 21 10:52:40 2021 +0200 fix OSX ref imgs commit f1a8a56 Author: MingWai Chan <mingwai@unity3d.com> Date: Mon Sep 20 11:21:04 2021 +0200 add ref imgs for OSX commit 4b28bcb Author: MingWai Chan <mingwai@unity3d.com> Date: Thu Sep 16 13:54:08 2021 +0200 set up GraphicsTestFramework commit abab140 Author: MingWai Chan <mingwai@unity3d.com> Date: Thu Sep 16 13:43:45 2021 +0200 remove TMP package as it is not related to BRG tests commit 204c92e Author: Vincent Breysse <vincent.breysse@unity3d.com> Date: Fri Sep 10 16:45:31 2021 +0200 Cleanup shader compilation error bugfix (HRNext only, no need to port) commit e936eb7 Author: Arnaud Carré <arnaud@unity3d.com> Date: Thu Sep 9 17:17:34 2021 +0200 added global volume + motion blur post process to BRGRaw scene commit 6f9105f Author: Arnaud Carré <arnaud@unity3d.com> Date: Thu Sep 9 16:28:50 2021 +0200 added motion vector to BRGRaw scene (HDRP is working, URP is not ) commit f1822e3 Author: Vincent Breysse <vincent.breysse@unity3d.com> Date: Thu Sep 9 15:08:37 2021 +0200 Fix previous matrix shader compilation errors. SRP part (going to port to SRP 11/12/master) commit 9ed28a1 Author: Vincent Breysse <vincent.breysse@unity3d.com> Date: Thu Sep 9 15:16:19 2021 +0200 Fix previous matrix shader compilation errors. HRNext specific part commit 6c5b416 Author: Vincent Breysse <vincent.breysse@unity3d.com> Date: Thu Sep 9 14:53:00 2021 +0200 Rewriting commits in a way easier to port : Revert shader compilation error fixes. This commit doesn't compile This reverts commit 33124a1. commit 8bd1ea5 Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Thu Sep 9 12:53:17 2021 +0300 package log change (collections) commit c8b9773 Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Thu Sep 9 12:52:45 2021 +0300 adding missing ShaderGraphSettings.asset commit 1a45d94 Merge: 1f9d221 f8e21d0 Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Thu Sep 9 12:36:17 2021 +0300 Merge branch 'hybrid/BRGTestProject' of https://github.com/Unity-Technologies/Graphics into hybrid/BRGTestProject commit 1f9d221 Author: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Date: Thu Sep 9 12:35:56 2021 +0300 Migrated my Hackweek BRG renderer and created a test scene for it. commit f8e21d0 Author: Arnaud Carré <arnaud@unity3d.com> Date: Thu Sep 9 10:59:05 2021 +0200 HDRP Hybrid project automatic upgrade saved commit d3206c9 Author: Arnaud Carré <arnaud@unity3d.com> Date: Thu Sep 9 10:58:25 2021 +0200 update BRGRaw scene so it also test vibility culling indices commit 660d53d Author: Arnaud Carré <arnaud@unity3d.com> Date: Thu Sep 9 10:32:28 2021 +0200 pushed project auto-upgrade commit ccefadf Author: Arnaud Carré <arnaud@unity3d.com> Date: Wed Sep 8 16:34:50 2021 +0200 BRG Raw scene also use two BRG instance in URP project too commit 035ba66 Author: Arnaud Carré <arnaud@unity3d.com> Date: Wed Sep 8 16:11:35 2021 +0200 BRGRaw scene now uses two BRG instances (so two Raw compute buffers) commit 33124a1 Author: Vincent Breysse <vincent.breysse@unity3d.com> Date: Wed Sep 8 14:10:53 2021 +0200 Fix HDRP shader errors commit 939751a Author: Arnaud Carré <arnaud@unity3d.com> Date: Wed Sep 8 12:23:27 2021 +0200 bold fixes so HDRP_HybridTests open commit 44eca0c Author: Tomas Kiniulis <tomas.kiniulis@unity3d.com> Date: Wed Sep 8 10:32:40 2021 +0300 clean up project commit 1bb5a36 Merge: b9ec31a 8334feb Author: Tomas Kiniulis <tomas.kiniulis@unity3d.com> Date: Wed Sep 8 10:08:56 2021 +0300 Merge branch 'hybrid/BRGTestProject' of https://github.com/Unity-Technologies/Graphics into hybrid/BRGTestProject commit 8334feb Author: Vincent Breysse <vincent.breysse@unity3d.com> Date: Tue Sep 7 22:32:08 2021 +0200 Fix shader compilation errors commit b9ec31a Author: Tomas Kiniulis <tomas.kiniulis@unity3d.com> Date: Tue Sep 7 17:32:50 2021 +0300 add batch render group raw scene commit 4b3ab26 Author: Tomas Kiniulis <tomas.kiniulis@unity3d.com> Date: Tue Sep 7 17:29:41 2021 +0300 remove hybrid from hdrp manifest commit 18d337f Author: Tomas Kiniulis <tomas.kiniulis@unity3d.com> Date: Tue Sep 7 17:28:44 2021 +0300 delete old HDRP scenes commit ef852fd Merge: 348da9f c79f43f Author: MingWai Chan <mingwai@unity3d.com> Date: Tue Sep 7 15:19:41 2021 +0200 Merge branch '2022.1/hybrid-next' into hybrid/BRGTestProject commit 348da9f Author: MingWai Chan <mingwai@unity3d.com> Date: Tue Sep 7 15:16:49 2021 +0200 Fix compilation error because of remaining dots related contents commit 1554a1d Author: MingWai Chan <mingwai@unity3d.com> Date: Tue Sep 7 15:02:31 2021 +0200 Remove DOTS / HybridRenderer related tests and add BRG API test scene. commit c79f43f Author: Vincent Breysse <vincent.breysse@unity3d.com> Date: Fri Sep 3 15:19:06 2021 +0200 Import 2020.3/partner/hybrid-renderer-2021 diff with 10.x.x/release # Conflicts: # com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl # com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs # com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs # com.unity.render-pipelines.universal/ShaderLibrary/UniversalDOTSInstancing.hlsl # com.unity.shadergraph/Editor/Data/Graphs/ColorShaderProperty.cs # com.unity.shadergraph/Editor/Data/Nodes/MeshDeformation/LinearBlendSkinningNode.cs # com.unity.shadergraph/Editor/Generation/Processors/Generator.cs # com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs