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Fix voronoi and gradient noise when using half precision #83

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merged 3 commits into from Apr 29, 2020

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rjonaitis
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@rjonaitis rjonaitis commented Apr 9, 2020

Purpose of this PR

Fix shadergraph's voronoi and gradient noise nodes producing artifacts when used with half precision on mobiles (case 1232018).
example


Testing status

Manual Tests: What did you do?
Manually tested affected project on Android, Mali and Adreno GPUs


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Welcome to the Unity SRP repo!
Please make sure to fill out the PR template as best you can to give reviewers as much information as possible.
If you have any questions (and you are a Unity employee) go to "#devs-renderpipe"

@marctem marctem requested review from a team and alindmanUnity April 9, 2020 15:09
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ghost commented Apr 9, 2020

voronoimaster
Voronoi on master
voronoiafterfix
Voronoi on this branch

Do we want to include a fix that changes the rng algorithm of the generated voronoi? I feel like this will cause regressions in people's shaders, with voronoi that looked good in a certain situation changing and causing it to no longer look good (for instance, voronoi that was tweaked to have a cell at a specific position, now has the cell moved somewhat, or voronoi that was tweaked in UV location to not have any area to bright or to not have two cells too close together, now changing and undoing that effort)

Is it possible to wrap the change to the algorithm in ifdefs so it is only changed in the edge case where it needs to be?

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the multiplication by 46839.32 causes artifacts even when the Voronoi node is set to use full precision, at least on S10e (Mali-G76). I've asked the original author about this magic number, his answer was: "Its not needed. We did this during hack week several years ago and I was just playing with the numbers to get a pattern that looked nice for our demo."
Is it possible to wrap the change to the algorithm in ifdefs so it is only changed in the edge case where it needs to be?
I can't see any way how to do that, as it is not an edge case, it's a general case. Probably the solution would be to expose this rng seed as voronoi node input with default value of 46839.32, so that it would not regress, and provide possibility for users to change it if it causes problems.
voronoi_bad_mali

@alindmanUnity alindmanUnity self-requested a review April 27, 2020 16:56
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change looks good to me, if QA thinks that the behavior change is too drastic then please add the seed as an exposed slot with the default value to the previous seed value to prevent this

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Talked it over with Marc Templin and I don't think the change is too drastic. The vast majority of users won't notice and it's only a change between major versions, so I'm going to approve.

@marctem marctem merged commit 9dd2706 into master Apr 29, 2020
@marctem marctem deleted the FixNoisePrecision branch April 29, 2020 03:19
0lento pushed a commit to 0lento/Graphics that referenced this pull request Jun 11, 2020
* re-enable light on tesselation test

* enable batcher in HDRP test (Unity-Technologies#2680)

* Fix memory leak issue

* Improve tracking of RT memory

* Update log variant to log level in HDRP asset

* Make HDRP shader features local (Unity-Technologies#2663)

* Switch to 'shader_feature_local'

* Make some keywords non-local due to the size limit of 64

* Undo changes to TerrainLit as apparently the setup code does some weird s***

* remove transparent from shader_feature_local

* Can't change Terrain to shader local keyword for "reasons"

* Update CHANGELOG.md

* Update HDUnlitSubShader.cs

* Update CHANGELOG.md

* Update HDUnlitSettingsView.cs

* Rename LIGHTLOOP_SINGLE_PASS to LIGHTLOOP_DISABLE_TILE_AND_CLUSTER (Unity-Technologies#2688)

* Rename LIGHTLOOP_SINGLE_PASS => LIGHTLOOP_DISABLE_TILE_AND_CLUSTER and clean all usage of LIGHTLOOP_TILE_PASS

Rename LIGHTLOOP_SINGLE_PASS to LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
Change multicompile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS to multicompile _ LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
New behavior, we don't need to define LIGHTLOOP_TILE_PASS anymore to be "tile/cluster". We are tile/cluster by default and need to define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER to have brute force mode.

Disabling tile/cluster is only useful for debugging. Previously the code was commented to allow to debug in LightLoopSettings, This PR re-enable the UI to control it but only allow it for deferred, not forward. This allow to clean the various comment (and it doesn't work with shader graph anyway). We keep debug mode only in the case of deferred.

So in the future we need to debug with brute force mode the lighting, we need to be in deferred and will not able to debug forward material. which should be fine.

* Make Enable Tile And Cluster a deferred only option

* Move declaration of pragma vertex and pixel shader  (Unity-Technologies#2689)

* Rename LIGHTLOOP_SINGLE_PASS => LIGHTLOOP_DISABLE_TILE_AND_CLUSTER and clean all usage of LIGHTLOOP_TILE_PASS

Rename LIGHTLOOP_SINGLE_PASS to LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
Change multicompile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS to multicompile _ LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
New behavior, we don't need to define LIGHTLOOP_TILE_PASS anymore to be "tile/cluster". We are tile/cluster by default and need to define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER to have brute force mode.

Disabling tile/cluster is only useful for debugging. Previously the code was commented to allow to debug in LightLoopSettings, This PR re-enable the UI to control it but only allow it for deferred, not forward. This allow to clean the various comment (and it doesn't work with shader graph anyway). We keep debug mode only in the case of deferred.

So in the future we need to debug with brute force mode the lighting, we need to be in deferred and will not able to debug forward material. which should be fine.

* Make Enable Tile And Cluster a deferred only option

* Move pragma vertex and pixel shader to prepare for raytrace shader

* Hdrp master move pragmar vertex (Unity-Technologies#2690)

Move SurfaceGradient defines location

* Update CHANGELOG.md

* call C++ version of CorrelatedColorTemperatureToRGB

* Initial implementation of Raytracing for HDRP-master (Unity-Technologies#2691)

* Light Cluster Build and Debug
Raytraced Reflections
Raytraced Ambient Occlusion
Raytraced Area Shadows
Screen Space jittered 2Dx8 Noise textures
Support for Shader Graph Master Node HDLit
HD raytracing Environement & Custom Inspector
Ao Nvidia denoiser
Bilateral Filter for denoising
Per-Camera Raytracing Filters
Raytracing Manager that handles reconstruction and update
Lit and Unlit Shader support
Mipmap LODs for raytracing

* Minor fix to the HDlitRaytracingPass Shader Graph Master Node

* Re-enabling the full lightloop

* Supporting more Lit Features properly:
- Specular Color
- Iridescence
- Anisotropy
- Clearcoat

* Fixing the transmission

* Delete Lit.shader.orig

* Fix compilation issue after merge

* Update HDRaytracingLightCluster.cs

* Update AmbientOcclusion.cs

* Move raytracing shader variables files

* Add preexposure to raytracing pass

* Rename completeColor to finalColor

* remove INTERSECTION_SHADING define, useless

* Remove HAS_LIGHTLOOP include path from ShaderPass

* some cleanup in raytrace lit shader graph

* Add generation of raytrace visibility pass in master node

* rename defaultLayerMask to editorRaytracingFilterLayerMask

* Move _RaytracedAreaShadow + add more #if ENABLE_RAYTRACING

* rename ShaderVariablesRaytracing to ShaderVariablesRaytracingLightLoop

* rename AreaBillateralShadow => AreaBilateralShadow

* Create AreaBillateralShadow.compute.meta

* remove Area billateral files

* change code to use PerceptualRoughnessToRoughness

* revert undesired change

* Update HDLightUI.cs

* Added Support for multi viewport (Unity-Technologies#2700)

* Multi viewport support WIP

* Fixed motion vector debug

* Formatting

* Formatting again

* Fixed flipY for debug view with cameras with a render texture

* Made a function for draw full screen with viewport.

* Added graphics test

* Fix fog on decals + saturate alpha

* Update HDRPPreprocessShaders.cs

* Update HDRPPreprocessShaders.cs

* Small Fixes to Editor (to enumerate inherited types and filter out abstract ones), + better handling of lists

* fix shader variant stripping

* Update Pre-exposure for lighting buffer

* Fix legacy render path shader compilation issues (already backported)

* Hdrp fix depth and color nodes (Unity-Technologies#2714)

* Make work SceneColor and SceneDepth nodes in HDRP

* Update CHANGELOG.md

* Various corrections asked during the initial review of the Raytracing PR (Unity-Technologies#2713)

* Various corrections asked during the initial review of the Raytracing code

* Removing a duplicate resource bind

* Supporting properly double sided and its modes and supporting the cutoff properly

* Handle undefined space and let user specify them (LocalToWorld & WorldToLocal node concerned) (Unity-Technologies#76)

* Fixed pre-exposure being applied to realtime probes (Unity-Technologies#2717)

* Added exposure control to frame settings and disabled it on reflection probes

Note: frame settings support on probes seem to be half-broken.

* Fixed test ref images

* Rename PreExposure -> ExposureControl

* Added todo

* Add Scene color and depth node tests (Unity-Technologies#2716)

* Fix SSR in forward (Unity-Technologies#2718)

* Fix SSR in forward

* update changelog

* Update HDRenderPipeline.cs

* - Fixed custom editor of Unlit, HD Unlit and PBR shader graph master node

* Fix micro shadowing in forward

* Fix time reset (Unity-Technologies#2720)

* Update CHANGELOG.md

* Don't expose emission for unlit shader

* Various fixes and de-commenting the lit and unlit raytracing shader code (Unity-Technologies#2721)

* Raytraced Area Shadow Merge Corrections

* intersection function for MIS

* Added m_LightDataGPUArray and m_LightCullResult to ReleaseResources in
HDRaytracingLightCluster

* Correcting the alpha test for the hdlit raytracing shader graph

* Only Computing raytraced SSAO when required
Adding a toggle flag for raytraced shadows

* Uncommenting the raytracing subshaders

* Corrections to the raytracing shadow disabling

* Update HDCameraUI.Skin.cs

* Improve Variant Provider interface (Unity-Technologies#73)

* Add overridable ComputeVariant function for variant provider

* Update changelog

* Improve AttributeFromCurve Variant provider & Remove Curl Cellular from listing

* Remove ".XYZ" for library naming

* Prevent to build a player if no hdrp asset found (Unity-Technologies#2729)

* Vector4 Field & Animated Parameter (Unity-Technologies#56)

* Clean approach :
- Use MultiPropertyField instad of Vector4Field
- Use Begin/End property instead of IsAnimated

* Fix inspector while resizing

* Update changelog + rebuild vfx

* Hdrp fix open gl error message (Unity-Technologies#2733)

* Fix OpenGL build error not displayed in the editor

* Removed useless comments

* Camera-relative support for stereo (Unity-Technologies#2719)

* WIP - attempt to fix camera-relative directional shadows with stereo

* Add ApplyCameraRelativeStereoOffset() to avoid dup code

* Fix shadowmaps with camera-relative

* shader code cleanup and fixes

* refactor C# code for stereo camera-relative

* add entry to changelog

* move calls to StereoCameraRelativeEyeToCenter to higher level to avoid applying offset twice

* HD/Post-processing fixes (Unity-Technologies#2732)

* Cleaned up & simplified previous PR on pre-exposure control

* Added guard bands to bloom to deal with RTHandle resizing

Hack, but better than leaking stuff from the top & left of the screen

* Motion blur for PP v3 (Unity-Technologies#2727)

* Manual rebase of wip-motion-blur (modified files)

* Resubmit editor

* Resubmit component

* Resubmit shaders

* Fixup resource asset

* Set intensity to 0 by default

* Revert the no motion set to 2.0

* Use Wave Intrinsics tile generation (2x improvement on PS4, 1.5x on Scorpio)

* Remove int division

* Better threshold for vel prep

* Revert (For now) the thresh check on vel prep stage

* Refactor parallel reduction code

* Getting rid of merged prep and tile

* Slight optimization to the wave intrinsic version of the tile generation

* [Testing - probably going to revert] Try scalar load for tile max velocity

* Revert "[Testing - probably going to revert] Try scalar load for tile max velocity"

This reverts commit 844778ac4935d1a5bd3842636b6b468d1c21892f.

* [Testing - probably going to revert] Try scalar load for tile max velocity

This reverts commit 3dafec82c914d555536ce13c4e1c5ca60fc715dd.

* Revert "[Testing - probably going to revert] Try scalar load for tile max velocity"

This reverts commit 0416e62182acdb143d380bbf50f793aba2322fb9.

* Some messing around with debug vis and weights (nothing useful really, most will be reverted)

* Optimize sample count

Minimum of 2 samples, but we clamp the number of sample so that we'll never have samples that span less than half a pixel.

* Fix few warnings

* Reset history flag

* Clamp tile coordinates when computing neighbourhood max

* Change early out clause in vel prepping

* Change blur group size from 8x8 to 16x16. *Much* better (reduce cost by 1/3 in some cases) on Scorpio, slightly better or same on PS4

* PACKING is now not an option anymore, but always the case

* Optimize sample count is not an option but always on now

* Remove f from float numbers

* Move compute velocity and scale rotation by intensity as well

* Add clamp of camera rotation and move a bit of things from common to prep

* Use texture macros

* Make explicit group size variable

* Handle "Force no motion"

* Better jitter for tiles and update tooltip

This reverts commit 95889accd337e93175fa2f2f93c0e318dfbf6db6.

* Fixup RTHandle issues when switching to different sized RT

* Update UI,  update sample count debug mode and a bit of cleanup

* Fix tab issue

* Convert tabs to spaces

* Comment debug symbols pragma

* Better name for sample count debug view

* Comment on the double direction sampling

* Comment on why we set velocity to 2 for "force no motion"

* Update MotionBlur.cs

* Update MotionBlur.cs

* Fix  Metal API not allowed by HDRP (Unity-Technologies#2736)

* Add enable field to motion blur editor (Unity-Technologies#2737)

* turn off post process for stereo (Unity-Technologies#2735)

* HDRP emission node, unit intensity and pre-exposure control (Unity-Technologies#2722)

* Add Emission Node and pre-exposure control for emission

* Removed emission pre-expose percent for terrain

* Added emission fields for layered lit and layered lit tesselation

* Update CHANGELOG.md

* Added Emission Node doc, and unlit emissive UI

* Use exp2 instead of PositivePow

* Renamed pre-exposure weight to Exposure Weight

* Removed EmissionColorHDR and moved GetExposureMultiplier to

* Add emissive intensity fields for lit tesselation shader

* Better parity for sequential operator (Unity-Technologies#78)

* Better parity for sequential operator, Unify Sequential3D with count as first entries too
=> TODO, add orientable Circle Type & Box Mode

* Add #pragma editor_sync_compilation to various editor and first time shader

* Update HDRenderPipelineResources.asset

* Change cascade shadow map error message (Unity-Technologies#2743)

* Fix for case of Template for LINUX compatibility

* Optimized uberfx & final pass (Unity-Technologies#2749)

Xbox One X (4K):
- Uber without bloom and/or dirt: 540µs -> 368µs (32%)
- Finalpass: 587µs -> 410µs (30%)

* Add tests for motion blur (disabled by default) (Unity-Technologies#2748)

* Fix planar reflection issue after merge of multiviewport (Unity-Technologies#2752)

* update reference screenshots (Unity-Technologies#2753)

* Fix planar reflection issue after merge of multiviewport

* Update reference screenshots

* fixed issue with PBR master node not using correct geometric normal

* Fix issue with mircoshadow and specular occlusion when LightLayers is enabled (Unity-Technologies#2757)

* fix microshadowing with specular occlusoin and lightlayers

* Update SimpleLit.hlsl

* Added color grading curves (YRGB + secondaries) (Unity-Technologies#2759)

* HDRP shader graph HD render queues (Unity-Technologies#2750)

* Added HDMaterialTags to generate shader tags in shader graphs

* Added an error message for objects that have refraction and BeforeRefraction render pass

Plus added a renderpass combobox for unlit shader graph node

* Remove useless comment

* Fix shader graph render pass update when switching opaque/transparent

* Fix transparent render queue generation

* Fixed HDRP shader compilation

* Fixed scaleY in ConnectTarget (was broken when size != 1.0) (Unity-Technologies#79)

* Fixed scaleY in ConnectTarget (was broken when size != 1.0)

* Added changes to changelog

* Fixing the Lit warnings due to Improved moment shadows (Unity-Technologies#2762)

* Material validator hdrp (Unity-Technologies#2738)

* Material validator using Debug Display for HDRP

* Update changlog

Update changelog to include material validation

* Update based on PR feedback

* Update code with PR feedback - Rename validation method

* Update CHANGELOG.md

* Update CHANGELOG.md

* Fix compilation issue + rename mode to diffuseColor / SpecularColor

* Update string in UI

* More renaming

* Fix typo

* Disable Motion blur via intensity instead of checkbox  (Unity-Technologies#2765)

* Disable mb via intensity

* Ooopsie

* Update for 32 threads in wavefronts on Switch. (Unity-Technologies#2724)

* Update for 32 threads in wavefronts on Switch.

* removed SORTLIST() and unecessary GroupMemoryBarrierWithGroupSync() to get parity with PS4/XB1.

* Moved thread group size to 32 threads on Switch (minor speed up from 0.66ms to 0.55ms).

* Encapsulated optimal thread group size into a #define.
PS4, XB1 and Switch can take advantage of the optimal group size.

* Removed obsolete comment (the file is not autogenerated anymore).

* Removed debug mode as it causes compiler error on Switch.

* Updated comments.

* Moved THREAD_GROUP_OPTIMAL_SIZE into platform headers and renamed to PLATFORM_THREAD_GROUP_OPTIMAL_SIZE.

* Missing updated file from previous commit.

* Added comments.

* Use GraphicsFormat instead of RenderTextureFormat  (Unity-Technologies#2761)

* Move to GraphicsFormat

* Fix bug with decals

* Use graphics format instead of format in the pool recycler (Unity-Technologies#2767)

* Fix RenderQueue update when changing surface type on unlit HD master node (Unity-Technologies#2768)

* Fixed serialization of SurfaceThickness setting in Collider Depth

* Fix legacy shader build

* Update depth and color node tests for HDRP (Unity-Technologies#2771)

* Vfx/fix/ui fixes (Unity-Technologies#81)

* Fix exception when a port having edge is removed.

* Refactor ContextUI RefreshContext

* Fix for block edges not disappearing.

* fix for RefreshContext refactor

* fix slider to change value directly on click.

* Fix index when adding new block.

* fix toobar item alignement.

* No longer restore global selection when window is focused( because we receive a focus event even when only one of the docked panel in our window is focused ).

* New iteration on gizmo : make it compatible with new property storage ( property stored only if overridden ) . Fix local/world on component gizmo once again.

* Gizmos : automatically add new property if the gizmo is modified and the value of the gizmo was not overridden yet.

* Unprepare the visual effect editor gizmos when the state of an overridden property has changed.

* Blackboard now shows level two and more of subproperties (for example ArcCircle.circle.center / .radius) if expanded

* Fix location of new context when dropping a flow edge over the graph [FB:1117090]

* [FB:1117127]Opening the Target Component window by clicking on component "edit" updates the state of the toggle "Target GameObject"

* Remove second "Visual Effects" menu[1117105]

* Put Visual Effect graph into preference category.

* Fix for stickynote sliding when dragging a group it is in.

* Fix case where view can't be found in anchor AttachToPanelEvent

* make sure input and output slot are at the same height

* hide divider on contexts when there is no settings.

* Fix block selection border margins.

* Hide settings dvider if the node has no settings.

* Switch to new notification API for scene view in slotcontainereditor.

* Rotate scale gizmo.

* Added Depth sampling modes to the scene depth node (Unity-Technologies#2740)

* Added Depth sampling modes to the scene depth node

* Fix eye depth mode description

* Fixed typos

* Update CHANGELOG.md

* Fix warning an issue with scenecolor node in hdrp (Unity-Technologies#2774)

* Fix warning an issue with scenecolor node in hdrp

* Delete InitTestScene636834054956858632.unity.meta

delete wrong submited files

* Delete InitTestScene636834054956858632.unity

delete wrong submited files

* revert undesired change

* fix for merge

* Hdrp/fix shadergraph hdrenderqueue migration (Unity-Technologies#2776)

* Fix renderingPass creation along data from prior its existance

* Fix renderingPass creation along data from prior its existance (Unlit)

* Fix After PostProcessTransparent generated queue text to be base on Transparent

* [HDRP] Upgrade FrameSettings (Unity-Technologies#2766)

* Introduce BitArray utility class

* Introduce FrameSettingsAttribute to help inspector and DebugMenu display

* Add unit test on BitArray

* Refactor FrameSettings and merge LightLoopSettings

* Add data migration

* Rename and update OverridableFrameSettingsArea UI utility

* Introduce FrameSettingsHistory for DebugMenu debugging agregatted values

* Fix FrameSettings usage

* Fix tooltips of Camera

* Fix former unit tests referencing FrameSettings

* Update UI

* Update DebuggerDisplays

* Fix alignment issue in PlanarReflectionProbe and ReflectionProbe inspectors

* Easing add of new FrameSettings in UI part based on FrameSettingField attribute

* Fix Default non bool FrameSettings

* Fix FrameSettings ordering

* Fix auto numbering of FrameSettingsFieldAttribute

* Fix FrameSettingsHistory and do history field UI

* Add DebugMenu generation on the same principe than inspector

* Add history in DebugMenu

* Clean history activation

* Speed up FrameSettingsHistory enabled

* Cleaning

* QuickFix issue due to PreviewCamera becoming of type Game for no reason.

* Add auto fixing broken serialized resources for HDRP.

* Update reflection method call for Preview of camera to reflect updated trunk

* Add support for multiselection

* Missing migration of recently added ExposureControl

* Update reflection method call for Preview of PlanarReflectionProbe to reflect updated trunk

* Update changelog

* Fix issue when adding-removing Scene View tab

* Fix typos

* Update FrameSettings.Migration.cs

* Prenvent very old probes to crash at migration when they have no LightLoopSettings

* Prevent SceneCameras to feed several times debug menu when HDRenderPipeline is reconstructed

For instance, this occures when we launch graphics tests

* Update MiniProfiler and debug menu which was broken

* Revert "Update MiniProfiler and debug menu which was broken"

This reverts commit 434b5a14f52075cf259f6f4958525a57ff27a390.

* Update FrameSettings.cs

* Update 2301_Shadow_Mask.unity

* Primary Visibility and Area Shadow (plus some additional raytracing features) (Unity-Technologies#2770)

* Adding a Raytracing render queue for both transparent and opaque objects
Opaque Objects that are in the raytracing queue are rendered in the prepass and not in the deferred/forward passes
Adding the primary visibility mode in the raytracing environement
Correcting a label in the rt_env_inspector
Adding a Debug Mode for raytracing area shadow
Adding an equivalent of the ssr lit brdf evaluation
Adding a forward raytracing pass for the lit and the unlit
Supporting Ior for the lit.shader
Implementing a HDRaytracingRenderer that handles primary visibility code
Adding resources for the raytracing primary ray
Not Pushing a light to the Light cluster if null (has been deleted)
Enabling Automatic raytracing scene invalidation on hierarchy change in the editor
Using the global command buffer parameter instead of the raytracing one when required for closest hit
Adding a texture for the analytic value (required for shadow filtering)
Adding default anyhit shaders to ambient occlusion and area shadow raytracing shaders
Adding the remainingDepth to the rayintersection structure
Adding an input reflection and transmission value for the Raytracing Lightloop and adding them to the evaluation
Adding the light dimension to the spherical rectangle
Correcting the bias usage for Raytraced AO and Reflection

* Refactoring and stabillization changes for the raytracing code

* Review corrections

* Order in args check for raytracingrenderer

* Delete 9601_MotionBlur.meta

* Update reference screenshots

* Avoid issue with modulo (save actually some computation recycling result of unsigned division anyway) (Unity-Technologies#83)

* remove unsupported FormerlySerializedAs in ShaderGraph serialisation (Unity-Technologies#2779)

* Hdrp/fix framesettings formerly nullable tests (Unity-Technologies#2781)

* Remove test: FrameSettings cannot be null anymore.

* Change test: FrameSettings cannot be null anymore. But wrong rendertexture type.

* Update 8205 test

* Add editor test to cover fixed delta time (using an debug spawner state) (Unity-Technologies#84)

* Update graphic test (scene + screenshots)

* Update HDCubemapInspector.cs

* Vfx/fix/add prefab editor test 1117103 (Unity-Technologies#80)

* Add new test with expected failure (commented in l.171 & 172) : Covers simple prefab override from fogbugz 1117103

* Add other test to cover future possible issue due to refactor of serialization cycle in VisualEffect component

* Minor : change exposed name

* Hdrp master reflection fix (Unity-Technologies#2785)

Fix of debug mode with reflection probe

* Hdrp/fix framesettings msaa and exposurecontrol (Unity-Technologies#2786)

* Add negativeDependency in FrameSettings

* Make MSAA's frame settings more user friendly

* Fixed sky exposure (Unity-Technologies#2778)

Fixed sky exposure

* Update CHANGELOG.md

* Hdrp/new ambient mode (Unity-Technologies#2630)

* - Added AmbientMode enum
- Renamed Baking Sky to Static Lighting Sky

* Implemented static and dynamic sky ambient probe

* Optimized version of AmbientProbeConvolution

* Removed manual serialization from static lighting sky

* Increased the number of sample to 256 (optimized with LDS on PS4/XBone)

* Fixed ambient probe flickering when a preview is displayed

* Changelog + Comment fixes

* Updated Test data according to static lighting changes

* - Fixed deprecated calls
- Fixed static lighting when no baking sky is present
- Fixed deserialization of former BakingSky component.

* Fixes/comments from PR feedback

* Removed f from float values in ambient convolution shader.

* Refactor to make realtime GI work with ambient static/dynamic modes

* Fixed issue with missing skybox material when running tests.

* Updated screenshots

* Temporarily disabled realtime GI part of test 2102

* Update Screenshots after merge

* Update scenes and screenshots

* Rebuild vfx

* Fix shader compilation issue  (Unity-Technologies#2793)

* Fix shader compilation issue

* remove old def on PS4

* Hdrp/fix framesettings probe overrides and tests (Unity-Technologies#2794)

* Make DebuggerDisplay easier to read between FrameSettings and FrameSettingsOverideMask

* Fix FrameSettings override for ReflectionProbes

* Fix FrameSettings Equals

* Fix RandomUtilities.RandomFloat and add RandomEnumValue

* Add unit tests for framesettings aggregation

* Ammend CameraSettingsUtilitiesTests.ApplySettings test with FrameSettings check

* Fix missing ShaderLitMode in FrameSettingsMigration

* Added migration test for FrameSettings

* update vfx test screenshot for master

* Update skyManager with  UnityEditor.Lightmapping api changed

* Hdrp fix double sided (Unity-Technologies#2798)

* Fix the flip for the Lit shader

* Move flip normal handling to the resolve point

* Remove bitangent flips

* Fix the double sided 'None' mode

* Unify code of Lit and SG

* update init values

* comment //#pragma enable_d3d11_debug_symbols

* Update reference screenshots

* FrameSettings SSR & Raytracing Fixes (Unity-Technologies#2801)

* Corrections due to merge issues

* SSR FrameSetting condition correction

* Update 2103 test

* Ambient occlusion raytracing hit distance (Unity-Technologies#2802)

Correcting type in the raytracing enable flag

* Add inverse lerp node (Unity-Technologies#85)

* Corretions for the render queue field in shader graph hdrp shaders (Unity-Technologies#2787)

* Corretions for the render queue field in shader graph hdrp shaders

* Only display working rendering pass for now for surfacetype

* Some cleaning

* Fixed issues with realtime probe resolution (Unity-Technologies#2806)

* - Fixed an issue where probe target texture wasn't resized properly when changing HDRP asset.
- Fixed rendering viewport for probe rendering

* Updated obsolete screenshot (exposure issue)

* Update changelog

* Rebuild vfx

* Update bad reference image

* Update VFX Test project settings

* Revert "Update VFX Test project settings"

This reverts commit 9d4e2ec231870b80b35b6afa4be42da0ac4449df.

* Revert unwanted changes

* Vfx/feature/expose light probe usage (Unity-Technologies#77)

* First implementation

* Encapsulate all VFX renderer related inspector stuff in RendererEditor class

* Add proxy override and probe anchor settings

* Update changelog

* Fix typo

* fix for override check width.

* fixed slider field focus

* disable blackboard add button is no visualeffect asset is displayed.

* Multiple fixes needed when more than one VisualEffect is selected (FB #1110747) (Unity-Technologies#90)

* Multiple fixes needed when more than one VisualEffect is selected (FB #1110747)

* reseed button give each selected component a different value.

* Refactored VFManagerEditor to cache properties. Guess hen reset has been selected to reset shaders and path to sane value.

* Fix missing inspector for VisualEffectActivationClip

* Use system title first line ( if any ) in Aset inspector output list.

* fix exception when restoring a removed context class.

* Update VFX

*  Better Handling of Null or Missing Parameter Binders (Editor + Runtime) (Unity-Technologies#82)

* Better Handling of Null or Missing Parameter Binders (Editor + Runtime)

* Better Handling of Null or Missing Parameter Binders (Editor + Runtime)

* Fix typo: Remove slot from correct model when removing a block

* Fix 1110419 + optimize a bit

* Fix blend factor not appearing with inherit attribute + bland value is now a [0,1] slider

* Add test to cover more VFX awakening (Unity-Technologies#91)

Only new editor test, dedicated for 2019.2, no backport, no changelog :

* Add some regression test to check visual effect expected serialization behavior

* Add check for reset override

* Force open Game View while running some tests

* Add a failing test of a corner case in prefab

* Covers actually failing manipulation of prefab

* Vfx/feature/addressing mode sequential (Unity-Technologies#93)

* Add addressing mode in Sequential block & Operator

* Fix Spaceable (Unity-Technologies#86)

* First wip of cleaner way to compute spaceable slot list (cached has been init too soon, leading to impossibility of updating slot)

* Fix missing copy space while sanitizing slot

* Fix Undo/Redo & Add a regression test

* Update Change Log

* Minor reverting dirty unwanted changes

* - Cover linked slot situation
- Fix domain reload case

* Rename SpaceSlotConcerned in SlotWithSpaceTransformation

* Use specific PropageChildrenReverse

* Fix for floatfield overridden when focus.

* window OnEnable postpone the loadresource.

* Add Invert Transform GPU (Unity-Technologies#94)

* Add specific expression for saturate, ceil, frac, round

* Add expression for InverseTRSMatrix

* Fix hlsl warning

* Add operator for inverse & transpose

* - Fix VFXExpressionTransformMatrix
- Move SDF to Texture folder
- Start implementing a new graphicTest

* Remove deprecated

* Simplify VFXInverseTRSMatrix (GPU)

* Fix Operator TransposeMatrix & InvertTRSMatrix

* remove deprecated file

* Use projection

* Add 23_InvertTRSMatrix graphic test

* Doesn't use random in gpu event (not really deterministic) & Add reference image

* Update 06_Lineoutput (expected change with new expression for frac)

* Add comment

* Update ChangeLog

* *Update reference images

* Use Matrix4x4.Inverse3DAffine with 2019.2 or newer

* *WIP* Draft for reduction to the saturate operator

* Add reduction & test to detect automatically saturate operator

* Rename CanBeReducedZeroOneToSature in CanBeReducedToSaturate

* Add missing cases for saturate

* fix expanded parameter in blockboard appearing when their category is collapsed.

* Vfx/fix/fixed random (Unity-Technologies#99)

* Fix fixed random

* Update changelog

* Fix consistency

* fix for text alignment within blocks

* fix for indeterminate checkbox.

* Add new editor test for drag&drop (Unity-Technologies#97)

* Create branch & Add new editor test to verify VFXRenderer state while drag & drop (actual fix is in C++)

* Make this new test more fair waiting for culling

* Simpler test to Verify state (and actually, there are some issue with bound)

* Fix missing graph reimport when exception has been thrown (Unity-Technologies#103)

* Cosmetic changes to inspector (to ressemble more like HDRP inspectors) (Unity-Technologies#95)

* Cosmetic changes to inspector (to ressemble more like HDRP inspectors)

* Small fix to get the correct icon when overring a float property override check ( previously the drag to modify value icon was appearing).

* Fix category not folding when clicking on the title.

* More Fixes for PR

* Improve depth buffers blocks + auto reference of buffers for main camera (Unity-Technologies#104)

* Add buffer to expressions and CameraType

* Fix issues with spaceable when chaning types

* Fixes to match  C++

* Another attempt to fix InitSpaceable issue

* Use camera provided depth buffer in collisions

* Temp hook in HDRenderPipeline to copy buffers

* Update depth module test

* Fix compil

* Made Color, Normal and Depth buffers accessible to VFX graphs.

* Fix HDRP compilation

* Fix ProjectOnDepth block

* Fix scene color fetch

* Factorize camera blocks + add a settings for camera mode

* backout changes in VFXPropertyAttribute

* Update and reactivate gfx test

* Dont use colorBuffer if not needed

* Rename Project on Depth to Position (Depth) for consistancy

* Update changelog

* Fix editor test

* Recompile VFX

* Update settings

* Deactivate a test because logging in test does not work on Katana

* Fixes for VFX Parameter Binder Editor (had to derive from Editor due to recent changes) (Unity-Technologies#105)

* Update changelog

* Simplify graphicTest to avoid instability (Unity-Technologies#106)

* Add TotalTime in PreWarm (Unity-Technologies#96)

* Add prewarm total time in inspector

* Minor change

* New propal for prewarm settings

* Fix editor test disabling logging error temporary

* LWRP Unlit (without graphicTest) (Unity-Technologies#3174)

* Fake project to test legacy (actually an automatic copy of VisualEffectGraph)

* Fix build legacy

* Add template for LWRP

* Remove deprecated Meta

* Add missing meta

* Remove project folder & use a 7z as backup

* Fix missing processCamera (allow particles sorting) & renable decal

* Integrate fog function in LWRP

* Update changelog

* Integrate Vertex Shadow Bias

* Fix duplicated line

* Revert added function in LWRP

* Fix ApplyShadowBias Legacy

* Fix missing VFXApplyExposure for LWRP

* Recompile all vfx

* Fix execption while removing a sub-slot on a dynamic operator (Unity-Technologies#107)

* The category name field takes correctly the focus when it is double clicked.

* fix for blackboard tooltip width forcing whole blackboard width.

* Nitpicking for the edition of systems and context titles. edited title appear exactly on top of the static text, with the correct styling.

* Add editor test for rounding & use test case by name for Min/Max

* Additional Parameter Binders (Unity-Technologies#87)

* Additional Parameter Binders

* Fixes + GraphicTest

* Fixed audio instability using wav & forcing play state

* Remove deprecated meta

* Updated Changelog

* Rename UnityEngine.VFX.Utils in UnityEngine.Experimental.VFX.Utility

* Revert 23_ParameterBinders.unity

* Add Reset Call in GraphicTest

* Fix changing namespace *wip* this is incorrect serialization behavior, should not happen

* Fix AudioClip reference

* disable override to detect correctly failure with parameter binders

* Make parameter binder stable again

* Save it runtime mode

* Save vfx after close

* Fix graphicTest build

* Fix antialiased lines

* Fix screen space size block

* Rebuild VFX

* fix fit to text not working

* fix rate field hidden.

* Distortion Output + Graphic Test + Changelog (Unity-Technologies#109)

* VFX Event Tester (SceneView Window)

* Distortion Output + Graphic Test + Changelog

* Changes for PR

* Removed comment

* Removed VF Generator + Block Template generator (Unity-Technologies#110)

* Fix Infinite Loop Spawner (case 1135299) (Unity-Technologies#112)

* Move CanLink to VFXFlowAnchorController

* Add test to avoid loop in graph

* Restore duplicate link test (but adding condition for slotIndex)

* Add EditorTest for VFXController

* Delete problematic files LightingData.asset

* Update changelog

* Minor : Update comment

* Fix SetAttribute initial value (Unity-Technologies#113)

* Fix Set Attribute default value & Add test to check this regression (using alpha)

* Set default lifeTime value to 1.0 instead of 0.0

* Fix Min_Max_Expression_Folding_TestCase (random failure)

* Add comment to explain purpose of a regression test

* Remove useless code in VFXOperator

* Fix Default Scale Attribute content

* Fix case 1126471 : first added value in propertySheet should be mark as overridden (Unity-Technologies#114)

* Revert "Fix case 1126471 : first added value in propertySheet should be mark as overridden (Unity-Technologies#114)" (Unity-Technologies#116)

This reverts commit 873ab6c5dbafc6d6cf32702163b9def540c12c1c.

* Fix case 1126471 : Inspector (Unity-Technologies#117)

* Fix case 1126471 : first added value in propertySheet should be mark as overridden

* Update ChangeLog.md

* Fix hitbox when a category is displayed (Unity-Technologies#115)

Pretty minor and obvious, doesn't require review (and no backport needed)

* Fix base.OnEnable not called in VectorFieldImporterEditor

* Disable Min_Max_Expression_Folding : can't explain the instability for now

* Fix exception in inspector due to debug info (case 1141638)

* Added Gradient Mapping texture color mode for Unlit outputs (Unity-Technologies#118)

* Added Gradient Mapping for Unlit outputs

* Fixes for PR

* Fixed names

* Fix distortion output with planar primitive refactor

* Fix GUITests expceptions

* Clean previous rev

* Forgot missing meta

* Motion vector based flipbook interpolation

* Fix UV in planar primitives for flipbook interpolation + remove unused file

* Fix issue with invalid contexts not being removed from flowk links

* Fix merge

* Recompile VFX

* [1146829] Fix for linking spawner to spawner while first spawner is linked to initialize + test

* Fix space of spacable slot not copy pasted + test

* Set Attribute Spaceable (Unity-Technologies#119)

* Fix for PositionBase block using default Direction attribute instead of newly created Direction

* [1152500] Fix for category disappearing in inspector when it is renamed in the blackboard.

* [1152496] transfer first texture when converting output if no texture of the same name if found.

* Fix conversion of output between planar types.

* Fix position circle z (Unity-Technologies#128)

* Add exposure weight to HDRP lit outputs

* Forgot to update changelog

* Force UpdateSubAssets at the end of SantizeGraph
0lento pushed a commit to 0lento/Graphics that referenced this pull request Jun 11, 2020
* Move declaration of pragma vertex and pixel shader  (Unity-Technologies#2689)

* Rename LIGHTLOOP_SINGLE_PASS => LIGHTLOOP_DISABLE_TILE_AND_CLUSTER and clean all usage of LIGHTLOOP_TILE_PASS

Rename LIGHTLOOP_SINGLE_PASS to LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
Change multicompile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS to multicompile _ LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
New behavior, we don't need to define LIGHTLOOP_TILE_PASS anymore to be "tile/cluster". We are tile/cluster by default and need to define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER to have brute force mode.

Disabling tile/cluster is only useful for debugging. Previously the code was commented to allow to debug in LightLoopSettings, This PR re-enable the UI to control it but only allow it for deferred, not forward. This allow to clean the various comment (and it doesn't work with shader graph anyway). We keep debug mode only in the case of deferred.

So in the future we need to debug with brute force mode the lighting, we need to be in deferred and will not able to debug forward material. which should be fine.

* Make Enable Tile And Cluster a deferred only option

* Move pragma vertex and pixel shader to prepare for raytrace shader

* Hdrp master move pragmar vertex (Unity-Technologies#2690)

Move SurfaceGradient defines location

* Update CHANGELOG.md

* call C++ version of CorrelatedColorTemperatureToRGB

* Initial implementation of Raytracing for HDRP-master (Unity-Technologies#2691)

* Light Cluster Build and Debug
Raytraced Reflections
Raytraced Ambient Occlusion
Raytraced Area Shadows
Screen Space jittered 2Dx8 Noise textures
Support for Shader Graph Master Node HDLit
HD raytracing Environement & Custom Inspector
Ao Nvidia denoiser
Bilateral Filter for denoising
Per-Camera Raytracing Filters
Raytracing Manager that handles reconstruction and update
Lit and Unlit Shader support
Mipmap LODs for raytracing

* Minor fix to the HDlitRaytracingPass Shader Graph Master Node

* Re-enabling the full lightloop

* Supporting more Lit Features properly:
- Specular Color
- Iridescence
- Anisotropy
- Clearcoat

* Fixing the transmission

* Delete Lit.shader.orig

* Fix compilation issue after merge

* Update HDRaytracingLightCluster.cs

* Update AmbientOcclusion.cs

* Move raytracing shader variables files

* Add preexposure to raytracing pass

* Rename completeColor to finalColor

* remove INTERSECTION_SHADING define, useless

* Remove HAS_LIGHTLOOP include path from ShaderPass

* some cleanup in raytrace lit shader graph

* Add generation of raytrace visibility pass in master node

* rename defaultLayerMask to editorRaytracingFilterLayerMask

* Move _RaytracedAreaShadow + add more #if ENABLE_RAYTRACING

* rename ShaderVariablesRaytracing to ShaderVariablesRaytracingLightLoop

* rename AreaBillateralShadow => AreaBilateralShadow

* Create AreaBillateralShadow.compute.meta

* remove Area billateral files

* change code to use PerceptualRoughnessToRoughness

* revert undesired change

* Update HDLightUI.cs

* Added Support for multi viewport (Unity-Technologies#2700)

* Multi viewport support WIP

* Fixed motion vector debug

* Formatting

* Formatting again

* Fixed flipY for debug view with cameras with a render texture

* Made a function for draw full screen with viewport.

* Added graphics test

* Fix fog on decals + saturate alpha

* Update HDRPPreprocessShaders.cs

* Update HDRPPreprocessShaders.cs

* Small Fixes to Editor (to enumerate inherited types and filter out abstract ones), + better handling of lists

* fix shader variant stripping

* Update Pre-exposure for lighting buffer

* Fix legacy render path shader compilation issues (already backported)

* Hdrp fix depth and color nodes (Unity-Technologies#2714)

* Make work SceneColor and SceneDepth nodes in HDRP

* Update CHANGELOG.md

* Various corrections asked during the initial review of the Raytracing PR (Unity-Technologies#2713)

* Various corrections asked during the initial review of the Raytracing code

* Removing a duplicate resource bind

* Supporting properly double sided and its modes and supporting the cutoff properly

* Handle undefined space and let user specify them (LocalToWorld & WorldToLocal node concerned) (Unity-Technologies#76)

* Fixed pre-exposure being applied to realtime probes (Unity-Technologies#2717)

* Added exposure control to frame settings and disabled it on reflection probes

Note: frame settings support on probes seem to be half-broken.

* Fixed test ref images

* Rename PreExposure -> ExposureControl

* Added todo

* Add Scene color and depth node tests (Unity-Technologies#2716)

* Fix SSR in forward (Unity-Technologies#2718)

* Fix SSR in forward

* update changelog

* Update HDRenderPipeline.cs

* - Fixed custom editor of Unlit, HD Unlit and PBR shader graph master node

* Fix micro shadowing in forward

* Fix time reset (Unity-Technologies#2720)

* Update CHANGELOG.md

* Don't expose emission for unlit shader

* Various fixes and de-commenting the lit and unlit raytracing shader code (Unity-Technologies#2721)

* Raytraced Area Shadow Merge Corrections

* intersection function for MIS

* Added m_LightDataGPUArray and m_LightCullResult to ReleaseResources in
HDRaytracingLightCluster

* Correcting the alpha test for the hdlit raytracing shader graph

* Only Computing raytraced SSAO when required
Adding a toggle flag for raytraced shadows

* Uncommenting the raytracing subshaders

* Corrections to the raytracing shadow disabling

* Update HDCameraUI.Skin.cs

* Improve Variant Provider interface (Unity-Technologies#73)

* Add overridable ComputeVariant function for variant provider

* Update changelog

* Improve AttributeFromCurve Variant provider & Remove Curl Cellular from listing

* Remove ".XYZ" for library naming

* Prevent to build a player if no hdrp asset found (Unity-Technologies#2729)

* Vector4 Field & Animated Parameter (Unity-Technologies#56)

* Clean approach :
- Use MultiPropertyField instad of Vector4Field
- Use Begin/End property instead of IsAnimated

* Fix inspector while resizing

* Update changelog + rebuild vfx

* Hdrp fix open gl error message (Unity-Technologies#2733)

* Fix OpenGL build error not displayed in the editor

* Removed useless comments

* Camera-relative support for stereo (Unity-Technologies#2719)

* WIP - attempt to fix camera-relative directional shadows with stereo

* Add ApplyCameraRelativeStereoOffset() to avoid dup code

* Fix shadowmaps with camera-relative

* shader code cleanup and fixes

* refactor C# code for stereo camera-relative

* add entry to changelog

* move calls to StereoCameraRelativeEyeToCenter to higher level to avoid applying offset twice

* HD/Post-processing fixes (Unity-Technologies#2732)

* Cleaned up & simplified previous PR on pre-exposure control

* Added guard bands to bloom to deal with RTHandle resizing

Hack, but better than leaking stuff from the top & left of the screen

* Motion blur for PP v3 (Unity-Technologies#2727)

* Manual rebase of wip-motion-blur (modified files)

* Resubmit editor

* Resubmit component

* Resubmit shaders

* Fixup resource asset

* Set intensity to 0 by default

* Revert the no motion set to 2.0

* Use Wave Intrinsics tile generation (2x improvement on PS4, 1.5x on Scorpio)

* Remove int division

* Better threshold for vel prep

* Revert (For now) the thresh check on vel prep stage

* Refactor parallel reduction code

* Getting rid of merged prep and tile

* Slight optimization to the wave intrinsic version of the tile generation

* [Testing - probably going to revert] Try scalar load for tile max velocity

* Revert "[Testing - probably going to revert] Try scalar load for tile max velocity"

This reverts commit 844778ac4935d1a5bd3842636b6b468d1c21892f.

* [Testing - probably going to revert] Try scalar load for tile max velocity

This reverts commit 3dafec82c914d555536ce13c4e1c5ca60fc715dd.

* Revert "[Testing - probably going to revert] Try scalar load for tile max velocity"

This reverts commit 0416e62182acdb143d380bbf50f793aba2322fb9.

* Some messing around with debug vis and weights (nothing useful really, most will be reverted)

* Optimize sample count

Minimum of 2 samples, but we clamp the number of sample so that we'll never have samples that span less than half a pixel.

* Fix few warnings

* Reset history flag

* Clamp tile coordinates when computing neighbourhood max

* Change early out clause in vel prepping

* Change blur group size from 8x8 to 16x16. *Much* better (reduce cost by 1/3 in some cases) on Scorpio, slightly better or same on PS4

* PACKING is now not an option anymore, but always the case

* Optimize sample count is not an option but always on now

* Remove f from float numbers

* Move compute velocity and scale rotation by intensity as well

* Add clamp of camera rotation and move a bit of things from common to prep

* Use texture macros

* Make explicit group size variable

* Handle "Force no motion"

* Better jitter for tiles and update tooltip

This reverts commit 95889accd337e93175fa2f2f93c0e318dfbf6db6.

* Fixup RTHandle issues when switching to different sized RT

* Update UI,  update sample count debug mode and a bit of cleanup

* Fix tab issue

* Convert tabs to spaces

* Comment debug symbols pragma

* Better name for sample count debug view

* Comment on the double direction sampling

* Comment on why we set velocity to 2 for "force no motion"

* Update MotionBlur.cs

* Update MotionBlur.cs

* Fix  Metal API not allowed by HDRP (Unity-Technologies#2736)

* Add enable field to motion blur editor (Unity-Technologies#2737)

* turn off post process for stereo (Unity-Technologies#2735)

* HDRP emission node, unit intensity and pre-exposure control (Unity-Technologies#2722)

* Add Emission Node and pre-exposure control for emission

* Removed emission pre-expose percent for terrain

* Added emission fields for layered lit and layered lit tesselation

* Update CHANGELOG.md

* Added Emission Node doc, and unlit emissive UI

* Use exp2 instead of PositivePow

* Renamed pre-exposure weight to Exposure Weight

* Removed EmissionColorHDR and moved GetExposureMultiplier to

* Add emissive intensity fields for lit tesselation shader

* Better parity for sequential operator (Unity-Technologies#78)

* Better parity for sequential operator, Unify Sequential3D with count as first entries too
=> TODO, add orientable Circle Type & Box Mode

* Add #pragma editor_sync_compilation to various editor and first time shader

* Update HDRenderPipelineResources.asset

* Change cascade shadow map error message (Unity-Technologies#2743)

* Fix for case of Template for LINUX compatibility

* Optimized uberfx & final pass (Unity-Technologies#2749)

Xbox One X (4K):
- Uber without bloom and/or dirt: 540µs -> 368µs (32%)
- Finalpass: 587µs -> 410µs (30%)

* Add tests for motion blur (disabled by default) (Unity-Technologies#2748)

* Fix planar reflection issue after merge of multiviewport (Unity-Technologies#2752)

* update reference screenshots (Unity-Technologies#2753)

* Fix planar reflection issue after merge of multiviewport

* Update reference screenshots

* fixed issue with PBR master node not using correct geometric normal

* Fix issue with mircoshadow and specular occlusion when LightLayers is enabled (Unity-Technologies#2757)

* fix microshadowing with specular occlusoin and lightlayers

* Update SimpleLit.hlsl

* Added color grading curves (YRGB + secondaries) (Unity-Technologies#2759)

* HDRP shader graph HD render queues (Unity-Technologies#2750)

* Added HDMaterialTags to generate shader tags in shader graphs

* Added an error message for objects that have refraction and BeforeRefraction render pass

Plus added a renderpass combobox for unlit shader graph node

* Remove useless comment

* Fix shader graph render pass update when switching opaque/transparent

* Fix transparent render queue generation

* Fixed HDRP shader compilation

* Fixed scaleY in ConnectTarget (was broken when size != 1.0) (Unity-Technologies#79)

* Fixed scaleY in ConnectTarget (was broken when size != 1.0)

* Added changes to changelog

* Fixing the Lit warnings due to Improved moment shadows (Unity-Technologies#2762)

* Material validator hdrp (Unity-Technologies#2738)

* Material validator using Debug Display for HDRP

* Update changlog

Update changelog to include material validation

* Update based on PR feedback

* Update code with PR feedback - Rename validation method

* Update CHANGELOG.md

* Update CHANGELOG.md

* Fix compilation issue + rename mode to diffuseColor / SpecularColor

* Update string in UI

* More renaming

* Fix typo

* Disable Motion blur via intensity instead of checkbox  (Unity-Technologies#2765)

* Disable mb via intensity

* Ooopsie

* Update for 32 threads in wavefronts on Switch. (Unity-Technologies#2724)

* Update for 32 threads in wavefronts on Switch.

* removed SORTLIST() and unecessary GroupMemoryBarrierWithGroupSync() to get parity with PS4/XB1.

* Moved thread group size to 32 threads on Switch (minor speed up from 0.66ms to 0.55ms).

* Encapsulated optimal thread group size into a #define.
PS4, XB1 and Switch can take advantage of the optimal group size.

* Removed obsolete comment (the file is not autogenerated anymore).

* Removed debug mode as it causes compiler error on Switch.

* Updated comments.

* Moved THREAD_GROUP_OPTIMAL_SIZE into platform headers and renamed to PLATFORM_THREAD_GROUP_OPTIMAL_SIZE.

* Missing updated file from previous commit.

* Added comments.

* Use GraphicsFormat instead of RenderTextureFormat  (Unity-Technologies#2761)

* Move to GraphicsFormat

* Fix bug with decals

* Use graphics format instead of format in the pool recycler (Unity-Technologies#2767)

* Fix RenderQueue update when changing surface type on unlit HD master node (Unity-Technologies#2768)

* Fixed serialization of SurfaceThickness setting in Collider Depth

* Fix legacy shader build

* Update depth and color node tests for HDRP (Unity-Technologies#2771)

* Vfx/fix/ui fixes (Unity-Technologies#81)

* Fix exception when a port having edge is removed.

* Refactor ContextUI RefreshContext

* Fix for block edges not disappearing.

* fix for RefreshContext refactor

* fix slider to change value directly on click.

* Fix index when adding new block.

* fix toobar item alignement.

* No longer restore global selection when window is focused( because we receive a focus event even when only one of the docked panel in our window is focused ).

* New iteration on gizmo : make it compatible with new property storage ( property stored only if overridden ) . Fix local/world on component gizmo once again.

* Gizmos : automatically add new property if the gizmo is modified and the value of the gizmo was not overridden yet.

* Unprepare the visual effect editor gizmos when the state of an overridden property has changed.

* Blackboard now shows level two and more of subproperties (for example ArcCircle.circle.center / .radius) if expanded

* Fix location of new context when dropping a flow edge over the graph [FB:1117090]

* [FB:1117127]Opening the Target Component window by clicking on component "edit" updates the state of the toggle "Target GameObject"

* Remove second "Visual Effects" menu[1117105]

* Put Visual Effect graph into preference category.

* Fix for stickynote sliding when dragging a group it is in.

* Fix case where view can't be found in anchor AttachToPanelEvent

* make sure input and output slot are at the same height

* hide divider on contexts when there is no settings.

* Fix block selection border margins.

* Hide settings dvider if the node has no settings.

* Switch to new notification API for scene view in slotcontainereditor.

* Rotate scale gizmo.

* Added Depth sampling modes to the scene depth node (Unity-Technologies#2740)

* Added Depth sampling modes to the scene depth node

* Fix eye depth mode description

* Fixed typos

* Update CHANGELOG.md

* Fix warning an issue with scenecolor node in hdrp (Unity-Technologies#2774)

* Fix warning an issue with scenecolor node in hdrp

* Delete InitTestScene636834054956858632.unity.meta

delete wrong submited files

* Delete InitTestScene636834054956858632.unity

delete wrong submited files

* revert undesired change

* fix for merge

* Hdrp/fix shadergraph hdrenderqueue migration (Unity-Technologies#2776)

* Fix renderingPass creation along data from prior its existance

* Fix renderingPass creation along data from prior its existance (Unlit)

* Fix After PostProcessTransparent generated queue text to be base on Transparent

* [HDRP] Upgrade FrameSettings (Unity-Technologies#2766)

* Introduce BitArray utility class

* Introduce FrameSettingsAttribute to help inspector and DebugMenu display

* Add unit test on BitArray

* Refactor FrameSettings and merge LightLoopSettings

* Add data migration

* Rename and update OverridableFrameSettingsArea UI utility

* Introduce FrameSettingsHistory for DebugMenu debugging agregatted values

* Fix FrameSettings usage

* Fix tooltips of Camera

* Fix former unit tests referencing FrameSettings

* Update UI

* Update DebuggerDisplays

* Fix alignment issue in PlanarReflectionProbe and ReflectionProbe inspectors

* Easing add of new FrameSettings in UI part based on FrameSettingField attribute

* Fix Default non bool FrameSettings

* Fix FrameSettings ordering

* Fix auto numbering of FrameSettingsFieldAttribute

* Fix FrameSettingsHistory and do history field UI

* Add DebugMenu generation on the same principe than inspector

* Add history in DebugMenu

* Clean history activation

* Speed up FrameSettingsHistory enabled

* Cleaning

* QuickFix issue due to PreviewCamera becoming of type Game for no reason.

* Add auto fixing broken serialized resources for HDRP.

* Update reflection method call for Preview of camera to reflect updated trunk

* Add support for multiselection

* Missing migration of recently added ExposureControl

* Update reflection method call for Preview of PlanarReflectionProbe to reflect updated trunk

* Update changelog

* Fix issue when adding-removing Scene View tab

* Fix typos

* Update FrameSettings.Migration.cs

* Prenvent very old probes to crash at migration when they have no LightLoopSettings

* Prevent SceneCameras to feed several times debug menu when HDRenderPipeline is reconstructed

For instance, this occures when we launch graphics tests

* Update MiniProfiler and debug menu which was broken

* Revert "Update MiniProfiler and debug menu which was broken"

This reverts commit 434b5a14f52075cf259f6f4958525a57ff27a390.

* Update FrameSettings.cs

* Update 2301_Shadow_Mask.unity

* Primary Visibility and Area Shadow (plus some additional raytracing features) (Unity-Technologies#2770)

* Adding a Raytracing render queue for both transparent and opaque objects
Opaque Objects that are in the raytracing queue are rendered in the prepass and not in the deferred/forward passes
Adding the primary visibility mode in the raytracing environement
Correcting a label in the rt_env_inspector
Adding a Debug Mode for raytracing area shadow
Adding an equivalent of the ssr lit brdf evaluation
Adding a forward raytracing pass for the lit and the unlit
Supporting Ior for the lit.shader
Implementing a HDRaytracingRenderer that handles primary visibility code
Adding resources for the raytracing primary ray
Not Pushing a light to the Light cluster if null (has been deleted)
Enabling Automatic raytracing scene invalidation on hierarchy change in the editor
Using the global command buffer parameter instead of the raytracing one when required for closest hit
Adding a texture for the analytic value (required for shadow filtering)
Adding default anyhit shaders to ambient occlusion and area shadow raytracing shaders
Adding the remainingDepth to the rayintersection structure
Adding an input reflection and transmission value for the Raytracing Lightloop and adding them to the evaluation
Adding the light dimension to the spherical rectangle
Correcting the bias usage for Raytraced AO and Reflection

* Refactoring and stabillization changes for the raytracing code

* Review corrections

* Order in args check for raytracingrenderer

* Delete 9601_MotionBlur.meta

* Update reference screenshots

* Avoid issue with modulo (save actually some computation recycling result of unsigned division anyway) (Unity-Technologies#83)

* remove unsupported FormerlySerializedAs in ShaderGraph serialisation (Unity-Technologies#2779)

* Hdrp/fix framesettings formerly nullable tests (Unity-Technologies#2781)

* Remove test: FrameSettings cannot be null anymore.

* Change test: FrameSettings cannot be null anymore. But wrong rendertexture type.

* Update 8205 test

* Add editor test to cover fixed delta time (using an debug spawner state) (Unity-Technologies#84)

* Update graphic test (scene + screenshots)

* Update HDCubemapInspector.cs

* Vfx/fix/add prefab editor test 1117103 (Unity-Technologies#80)

* Add new test with expected failure (commented in l.171 & 172) : Covers simple prefab override from fogbugz 1117103

* Add other test to cover future possible issue due to refactor of serialization cycle in VisualEffect component

* Minor : change exposed name

* Hdrp master reflection fix (Unity-Technologies#2785)

Fix of debug mode with reflection probe

* Hdrp/fix framesettings msaa and exposurecontrol (Unity-Technologies#2786)

* Add negativeDependency in FrameSettings

* Make MSAA's frame settings more user friendly

* Fixed sky exposure (Unity-Technologies#2778)

Fixed sky exposure

* Update CHANGELOG.md

* Hdrp/new ambient mode (Unity-Technologies#2630)

* - Added AmbientMode enum
- Renamed Baking Sky to Static Lighting Sky

* Implemented static and dynamic sky ambient probe

* Optimized version of AmbientProbeConvolution

* Removed manual serialization from static lighting sky

* Increased the number of sample to 256 (optimized with LDS on PS4/XBone)

* Fixed ambient probe flickering when a preview is displayed

* Changelog + Comment fixes

* Updated Test data according to static lighting changes

* - Fixed deprecated calls
- Fixed static lighting when no baking sky is present
- Fixed deserialization of former BakingSky component.

* Fixes/comments from PR feedback

* Removed f from float values in ambient convolution shader.

* Refactor to make realtime GI work with ambient static/dynamic modes

* Fixed issue with missing skybox material when running tests.

* Updated screenshots

* Temporarily disabled realtime GI part of test 2102

* Update Screenshots after merge

* Update scenes and screenshots

* Rebuild vfx

* Fix shader compilation issue  (Unity-Technologies#2793)

* Fix shader compilation issue

* remove old def on PS4

* Hdrp/fix framesettings probe overrides and tests (Unity-Technologies#2794)

* Make DebuggerDisplay easier to read between FrameSettings and FrameSettingsOverideMask

* Fix FrameSettings override for ReflectionProbes

* Fix FrameSettings Equals

* Fix RandomUtilities.RandomFloat and add RandomEnumValue

* Add unit tests for framesettings aggregation

* Ammend CameraSettingsUtilitiesTests.ApplySettings test with FrameSettings check

* Fix missing ShaderLitMode in FrameSettingsMigration

* Added migration test for FrameSettings

* update vfx test screenshot for master

* Update skyManager with  UnityEditor.Lightmapping api changed

* Hdrp fix double sided (Unity-Technologies#2798)

* Fix the flip for the Lit shader

* Move flip normal handling to the resolve point

* Remove bitangent flips

* Fix the double sided 'None' mode

* Unify code of Lit and SG

* update init values

* comment //#pragma enable_d3d11_debug_symbols

* Update reference screenshots

* FrameSettings SSR & Raytracing Fixes (Unity-Technologies#2801)

* Corrections due to merge issues

* SSR FrameSetting condition correction

* Update 2103 test

* Ambient occlusion raytracing hit distance (Unity-Technologies#2802)

Correcting type in the raytracing enable flag

* Add inverse lerp node (Unity-Technologies#85)

* Corretions for the render queue field in shader graph hdrp shaders (Unity-Technologies#2787)

* Corretions for the render queue field in shader graph hdrp shaders

* Only display working rendering pass for now for surfacetype

* Some cleaning

* Fixed issues with realtime probe resolution (Unity-Technologies#2806)

* - Fixed an issue where probe target texture wasn't resized properly when changing HDRP asset.
- Fixed rendering viewport for probe rendering

* Updated obsolete screenshot (exposure issue)

* Update changelog

* Rebuild vfx

* Update bad reference image

* Update VFX Test project settings

* Revert "Update VFX Test project settings"

This reverts commit 9d4e2ec231870b80b35b6afa4be42da0ac4449df.

* Revert unwanted changes

* Vfx/feature/expose light probe usage (Unity-Technologies#77)

* First implementation

* Encapsulate all VFX renderer related inspector stuff in RendererEditor class

* Add proxy override and probe anchor settings

* Update changelog

* Fix typo

* fix for override check width.

* fixed slider field focus

* disable blackboard add button is no visualeffect asset is displayed.

* Multiple fixes needed when more than one VisualEffect is selected (FB #1110747) (Unity-Technologies#90)

* Multiple fixes needed when more than one VisualEffect is selected (FB #1110747)

* reseed button give each selected component a different value.

* Refactored VFManagerEditor to cache properties. Guess hen reset has been selected to reset shaders and path to sane value.

* Fix missing inspector for VisualEffectActivationClip

* Use system title first line ( if any ) in Aset inspector output list.

* fix exception when restoring a removed context class.

* Update VFX

*  Better Handling of Null or Missing Parameter Binders (Editor + Runtime) (Unity-Technologies#82)

* Better Handling of Null or Missing Parameter Binders (Editor + Runtime)

* Better Handling of Null or Missing Parameter Binders (Editor + Runtime)

* Fix typo: Remove slot from correct model when removing a block

* Fix 1110419 + optimize a bit

* Fix blend factor not appearing with inherit attribute + bland value is now a [0,1] slider

* Add test to cover more VFX awakening (Unity-Technologies#91)

Only new editor test, dedicated for 2019.2, no backport, no changelog :

* Add some regression test to check visual effect expected serialization behavior

* Add check for reset override

* Force open Game View while running some tests

* Add a failing test of a corner case in prefab

* Covers actually failing manipulation of prefab

* Vfx/feature/addressing mode sequential (Unity-Technologies#93)

* Add addressing mode in Sequential block & Operator

* Fix Spaceable (Unity-Technologies#86)

* First wip of cleaner way to compute spaceable slot list (cached has been init too soon, leading to impossibility of updating slot)

* Fix missing copy space while sanitizing slot

* Fix Undo/Redo & Add a regression test

* Update Change Log

* Minor reverting dirty unwanted changes

* - Cover linked slot situation
- Fix domain reload case

* Rename SpaceSlotConcerned in SlotWithSpaceTransformation

* Use specific PropageChildrenReverse

* Fix for floatfield overridden when focus.

* window OnEnable postpone the loadresource.

* Add Invert Transform GPU (Unity-Technologies#94)

* Add specific expression for saturate, ceil, frac, round

* Add expression for InverseTRSMatrix

* Fix hlsl warning

* Add operator for inverse & transpose

* - Fix VFXExpressionTransformMatrix
- Move SDF to Texture folder
- Start implementing a new graphicTest

* Remove deprecated

* Simplify VFXInverseTRSMatrix (GPU)

* Fix Operator TransposeMatrix & InvertTRSMatrix

* remove deprecated file

* Use projection

* Add 23_InvertTRSMatrix graphic test

* Doesn't use random in gpu event (not really deterministic) & Add reference image

* Update 06_Lineoutput (expected change with new expression for frac)

* Add comment

* Update ChangeLog

* *Update reference images

* Use Matrix4x4.Inverse3DAffine with 2019.2 or newer

* *WIP* Draft for reduction to the saturate operator

* Add reduction & test to detect automatically saturate operator

* Rename CanBeReducedZeroOneToSature in CanBeReducedToSaturate

* Add missing cases for saturate

* fix expanded parameter in blockboard appearing when their category is collapsed.

* Vfx/fix/fixed random (Unity-Technologies#99)

* Fix fixed random

* Update changelog

* Fix consistency

* fix for text alignment within blocks

* fix for indeterminate checkbox.

* Add new editor test for drag&drop (Unity-Technologies#97)

* Create branch & Add new editor test to verify VFXRenderer state while drag & drop (actual fix is in C++)

* Make this new test more fair waiting for culling

* Simpler test to Verify state (and actually, there are some issue with bound)

* Fix missing graph reimport when exception has been thrown (Unity-Technologies#103)

* Cosmetic changes to inspector (to ressemble more like HDRP inspectors) (Unity-Technologies#95)

* Cosmetic changes to inspector (to ressemble more like HDRP inspectors)

* Small fix to get the correct icon when overring a float property override check ( previously the drag to modify value icon was appearing).

* Fix category not folding when clicking on the title.

* More Fixes for PR

* Improve depth buffers blocks + auto reference of buffers for main camera (Unity-Technologies#104)

* Add buffer to expressions and CameraType

* Fix issues with spaceable when chaning types

* Fixes to match  C++

* Another attempt to fix InitSpaceable issue

* Use camera provided depth buffer in collisions

* Temp hook in HDRenderPipeline to copy buffers

* Update depth module test

* Fix compil

* Made Color, Normal and Depth buffers accessible to VFX graphs.

* Fix HDRP compilation

* Fix ProjectOnDepth block

* Fix scene color fetch

* Factorize camera blocks + add a settings for camera mode

* backout changes in VFXPropertyAttribute

* Update and reactivate gfx test

* Dont use colorBuffer if not needed

* Rename Project on Depth to Position (Depth) for consistancy

* Update changelog

* Fix editor test

* Recompile VFX

* Update settings

* Deactivate a test because logging in test does not work on Katana

* Fixes for VFX Parameter Binder Editor (had to derive from Editor due to recent changes) (Unity-Technologies#105)

* Update changelog

* Simplify graphicTest to avoid instability (Unity-Technologies#106)

* Add TotalTime in PreWarm (Unity-Technologies#96)

* Add prewarm total time in inspector

* Minor change

* New propal for prewarm settings

* Fix editor test disabling logging error temporary

* LWRP Unlit (without graphicTest) (Unity-Technologies#3174)

* Fake project to test legacy (actually an automatic copy of VisualEffectGraph)

* Fix build legacy

* Add template for LWRP

* Remove deprecated Meta

* Add missing meta

* Remove project folder & use a 7z as backup

* Fix missing processCamera (allow particles sorting) & renable decal

* Integrate fog function in LWRP

* Update changelog

* Integrate Vertex Shadow Bias

* Fix duplicated line

* Revert added function in LWRP

* Fix ApplyShadowBias Legacy

* Fix missing VFXApplyExposure for LWRP

* Recompile all vfx

* Fix execption while removing a sub-slot on a dynamic operator (Unity-Technologies#107)

* The category name field takes correctly the focus when it is double clicked.

* fix for blackboard tooltip width forcing whole blackboard width.

* Nitpicking for the edition of systems and context titles. edited title appear exactly on top of the static text, with the correct styling.

* Add editor test for rounding & use test case by name for Min/Max

* Additional Parameter Binders (Unity-Technologies#87)

* Additional Parameter Binders

* Fixes + GraphicTest

* Fixed audio instability using wav & forcing play state

* Remove deprecated meta

* Updated Changelog

* Rename UnityEngine.VFX.Utils in UnityEngine.Experimental.VFX.Utility

* Revert 23_ParameterBinders.unity

* Add Reset Call in GraphicTest

* Fix changing namespace *wip* this is incorrect serialization behavior, should not happen

* Fix AudioClip reference

* disable override to detect correctly failure with parameter binders

* Make parameter binder stable again

* Save it runtime mode

* Save vfx after close

* Fix graphicTest build

* Fix antialiased lines

* Fix screen space size block

* Rebuild VFX

* fix fit to text not working

* fix rate field hidden.

* Distortion Output + Graphic Test + Changelog (Unity-Technologies#109)

* VFX Event Tester (SceneView Window)

* Distortion Output + Graphic Test + Changelog

* Changes for PR

* Removed comment

* Removed VF Generator + Block Template generator (Unity-Technologies#110)

* Fix Infinite Loop Spawner (case 1135299) (Unity-Technologies#112)

* Move CanLink to VFXFlowAnchorController

* Add test to avoid loop in graph

* Restore duplicate link test (but adding condition for slotIndex)

* Add EditorTest for VFXController

* Delete problematic files LightingData.asset

* Update changelog

* Minor : Update comment

* Fix SetAttribute initial value (Unity-Technologies#113)

* Fix Set Attribute default value & Add test to check this regression (using alpha)

* Set default lifeTime value to 1.0 instead of 0.0

* Fix Min_Max_Expression_Folding_TestCase (random failure)

* Add comment to explain purpose of a regression test

* Remove useless code in VFXOperator

* Fix Default Scale Attribute content

* Fix case 1126471 : first added value in propertySheet should be mark as overridden (Unity-Technologies#114)

* Revert "Fix case 1126471 : first added value in propertySheet should be mark as overridden (Unity-Technologies#114)" (Unity-Technologies#116)

This reverts commit 873ab6c5dbafc6d6cf32702163b9def540c12c1c.

* Fix case 1126471 : Inspector (Unity-Technologies#117)

* Fix case 1126471 : first added value in propertySheet should be mark as overridden

* Update ChangeLog.md

* Fix hitbox when a category is displayed (Unity-Technologies#115)

Pretty minor and obvious, doesn't require review (and no backport needed)

* Fix base.OnEnable not called in VectorFieldImporterEditor

* Disable Min_Max_Expression_Folding : can't explain the instability for now

* Fix exception in inspector due to debug info (case 1141638)

* Added Gradient Mapping texture color mode for Unlit outputs (Unity-Technologies#118)

* Added Gradient Mapping for Unlit outputs

* Fixes for PR

* Fixed names

* Fix distortion output with planar primitive refactor

* Fix GUITests expceptions

* Clean previous rev

* Forgot missing meta

* Motion vector based flipbook interpolation

* Fix UV in planar primitives for flipbook interpolation + remove unused file

* Fix issue with invalid contexts not being removed from flowk links

* Fix merge

* Recompile VFX

* [1146829] Fix for linking spawner to spawner while first spawner is linked to initialize + test

* Fix space of spacable slot not copy pasted + test

* Set Attribute Spaceable (Unity-Technologies#119)

* Fix for PositionBase block using default Direction attribute instead of newly created Direction

* [1152500] Fix for category disappearing in inspector when it is renamed in the blackboard.

* [1152496] transfer first texture when converting output if no texture of the same name if found.

* Fix conversion of output between planar types.

* Fix position circle z (Unity-Technologies#128)

* Add exposure weight to HDRP lit outputs

* Forgot to update changelog

* Force UpdateSubAssets at the end of SantizeGraph

* Control Awake Event (Unity-Technologies#123)

* Make exposed parameter name delayed.

* Change OnDisable to OnDestroy on VFXViewWindow because OnDisable can be called too late, when the graph and the rest have already been disabled. OnDestroy is called as soon as the window is closed

* Fix vfx parameters & inspector multiselection (Unity-Technologies#132)

* Fix subgraphs issues (compilation, tests and changelog)

* Fix software lines

* Fix merge

* Rebuild VFX

* Add missing meta file
0lento pushed a commit to 0lento/Graphics that referenced this pull request Jun 11, 2020
* call C++ version of CorrelatedColorTemperatureToRGB

* Initial implementation of Raytracing for HDRP-master (Unity-Technologies#2691)

* Light Cluster Build and Debug
Raytraced Reflections
Raytraced Ambient Occlusion
Raytraced Area Shadows
Screen Space jittered 2Dx8 Noise textures
Support for Shader Graph Master Node HDLit
HD raytracing Environement & Custom Inspector
Ao Nvidia denoiser
Bilateral Filter for denoising
Per-Camera Raytracing Filters
Raytracing Manager that handles reconstruction and update
Lit and Unlit Shader support
Mipmap LODs for raytracing

* Minor fix to the HDlitRaytracingPass Shader Graph Master Node

* Re-enabling the full lightloop

* Supporting more Lit Features properly:
- Specular Color
- Iridescence
- Anisotropy
- Clearcoat

* Fixing the transmission

* Delete Lit.shader.orig

* Fix compilation issue after merge

* Update HDRaytracingLightCluster.cs

* Update AmbientOcclusion.cs

* Move raytracing shader variables files

* Add preexposure to raytracing pass

* Rename completeColor to finalColor

* remove INTERSECTION_SHADING define, useless

* Remove HAS_LIGHTLOOP include path from ShaderPass

* some cleanup in raytrace lit shader graph

* Add generation of raytrace visibility pass in master node

* rename defaultLayerMask to editorRaytracingFilterLayerMask

* Move _RaytracedAreaShadow + add more #if ENABLE_RAYTRACING

* rename ShaderVariablesRaytracing to ShaderVariablesRaytracingLightLoop

* rename AreaBillateralShadow => AreaBilateralShadow

* Create AreaBillateralShadow.compute.meta

* remove Area billateral files

* change code to use PerceptualRoughnessToRoughness

* revert undesired change

* Update HDLightUI.cs

* Added Support for multi viewport (Unity-Technologies#2700)

* Multi viewport support WIP

* Fixed motion vector debug

* Formatting

* Formatting again

* Fixed flipY for debug view with cameras with a render texture

* Made a function for draw full screen with viewport.

* Added graphics test

* Fix fog on decals + saturate alpha

* Update HDRPPreprocessShaders.cs

* Update HDRPPreprocessShaders.cs

* Small Fixes to Editor (to enumerate inherited types and filter out abstract ones), + better handling of lists

* fix shader variant stripping

* Update Pre-exposure for lighting buffer

* Fix legacy render path shader compilation issues (already backported)

* Hdrp fix depth and color nodes (Unity-Technologies#2714)

* Make work SceneColor and SceneDepth nodes in HDRP

* Update CHANGELOG.md

* Various corrections asked during the initial review of the Raytracing PR (Unity-Technologies#2713)

* Various corrections asked during the initial review of the Raytracing code

* Removing a duplicate resource bind

* Supporting properly double sided and its modes and supporting the cutoff properly

* Handle undefined space and let user specify them (LocalToWorld & WorldToLocal node concerned) (Unity-Technologies#76)

* Fixed pre-exposure being applied to realtime probes (Unity-Technologies#2717)

* Added exposure control to frame settings and disabled it on reflection probes

Note: frame settings support on probes seem to be half-broken.

* Fixed test ref images

* Rename PreExposure -> ExposureControl

* Added todo

* Add Scene color and depth node tests (Unity-Technologies#2716)

* Fix SSR in forward (Unity-Technologies#2718)

* Fix SSR in forward

* update changelog

* Update HDRenderPipeline.cs

* - Fixed custom editor of Unlit, HD Unlit and PBR shader graph master node

* Fix micro shadowing in forward

* Fix time reset (Unity-Technologies#2720)

* Update CHANGELOG.md

* Don't expose emission for unlit shader

* Various fixes and de-commenting the lit and unlit raytracing shader code (Unity-Technologies#2721)

* Raytraced Area Shadow Merge Corrections

* intersection function for MIS

* Added m_LightDataGPUArray and m_LightCullResult to ReleaseResources in
HDRaytracingLightCluster

* Correcting the alpha test for the hdlit raytracing shader graph

* Only Computing raytraced SSAO when required
Adding a toggle flag for raytraced shadows

* Uncommenting the raytracing subshaders

* Corrections to the raytracing shadow disabling

* Update HDCameraUI.Skin.cs

* Improve Variant Provider interface (Unity-Technologies#73)

* Add overridable ComputeVariant function for variant provider

* Update changelog

* Improve AttributeFromCurve Variant provider & Remove Curl Cellular from listing

* Remove ".XYZ" for library naming

* Prevent to build a player if no hdrp asset found (Unity-Technologies#2729)

* Vector4 Field & Animated Parameter (Unity-Technologies#56)

* Clean approach :
- Use MultiPropertyField instad of Vector4Field
- Use Begin/End property instead of IsAnimated

* Fix inspector while resizing

* Update changelog + rebuild vfx

* Hdrp fix open gl error message (Unity-Technologies#2733)

* Fix OpenGL build error not displayed in the editor

* Removed useless comments

* Camera-relative support for stereo (Unity-Technologies#2719)

* WIP - attempt to fix camera-relative directional shadows with stereo

* Add ApplyCameraRelativeStereoOffset() to avoid dup code

* Fix shadowmaps with camera-relative

* shader code cleanup and fixes

* refactor C# code for stereo camera-relative

* add entry to changelog

* move calls to StereoCameraRelativeEyeToCenter to higher level to avoid applying offset twice

* HD/Post-processing fixes (Unity-Technologies#2732)

* Cleaned up & simplified previous PR on pre-exposure control

* Added guard bands to bloom to deal with RTHandle resizing

Hack, but better than leaking stuff from the top & left of the screen

* Motion blur for PP v3 (Unity-Technologies#2727)

* Manual rebase of wip-motion-blur (modified files)

* Resubmit editor

* Resubmit component

* Resubmit shaders

* Fixup resource asset

* Set intensity to 0 by default

* Revert the no motion set to 2.0

* Use Wave Intrinsics tile generation (2x improvement on PS4, 1.5x on Scorpio)

* Remove int division

* Better threshold for vel prep

* Revert (For now) the thresh check on vel prep stage

* Refactor parallel reduction code

* Getting rid of merged prep and tile

* Slight optimization to the wave intrinsic version of the tile generation

* [Testing - probably going to revert] Try scalar load for tile max velocity

* Revert "[Testing - probably going to revert] Try scalar load for tile max velocity"

This reverts commit 844778ac4935d1a5bd3842636b6b468d1c21892f.

* [Testing - probably going to revert] Try scalar load for tile max velocity

This reverts commit 3dafec82c914d555536ce13c4e1c5ca60fc715dd.

* Revert "[Testing - probably going to revert] Try scalar load for tile max velocity"

This reverts commit 0416e62182acdb143d380bbf50f793aba2322fb9.

* Some messing around with debug vis and weights (nothing useful really, most will be reverted)

* Optimize sample count

Minimum of 2 samples, but we clamp the number of sample so that we'll never have samples that span less than half a pixel.

* Fix few warnings

* Reset history flag

* Clamp tile coordinates when computing neighbourhood max

* Change early out clause in vel prepping

* Change blur group size from 8x8 to 16x16. *Much* better (reduce cost by 1/3 in some cases) on Scorpio, slightly better or same on PS4

* PACKING is now not an option anymore, but always the case

* Optimize sample count is not an option but always on now

* Remove f from float numbers

* Move compute velocity and scale rotation by intensity as well

* Add clamp of camera rotation and move a bit of things from common to prep

* Use texture macros

* Make explicit group size variable

* Handle "Force no motion"

* Better jitter for tiles and update tooltip

This reverts commit 95889accd337e93175fa2f2f93c0e318dfbf6db6.

* Fixup RTHandle issues when switching to different sized RT

* Update UI,  update sample count debug mode and a bit of cleanup

* Fix tab issue

* Convert tabs to spaces

* Comment debug symbols pragma

* Better name for sample count debug view

* Comment on the double direction sampling

* Comment on why we set velocity to 2 for "force no motion"

* Update MotionBlur.cs

* Update MotionBlur.cs

* Fix  Metal API not allowed by HDRP (Unity-Technologies#2736)

* Add enable field to motion blur editor (Unity-Technologies#2737)

* turn off post process for stereo (Unity-Technologies#2735)

* HDRP emission node, unit intensity and pre-exposure control (Unity-Technologies#2722)

* Add Emission Node and pre-exposure control for emission

* Removed emission pre-expose percent for terrain

* Added emission fields for layered lit and layered lit tesselation

* Update CHANGELOG.md

* Added Emission Node doc, and unlit emissive UI

* Use exp2 instead of PositivePow

* Renamed pre-exposure weight to Exposure Weight

* Removed EmissionColorHDR and moved GetExposureMultiplier to

* Add emissive intensity fields for lit tesselation shader

* Better parity for sequential operator (Unity-Technologies#78)

* Better parity for sequential operator, Unify Sequential3D with count as first entries too
=> TODO, add orientable Circle Type & Box Mode

* Add #pragma editor_sync_compilation to various editor and first time shader

* Update HDRenderPipelineResources.asset

* Change cascade shadow map error message (Unity-Technologies#2743)

* Fix for case of Template for LINUX compatibility

* Optimized uberfx & final pass (Unity-Technologies#2749)

Xbox One X (4K):
- Uber without bloom and/or dirt: 540µs -> 368µs (32%)
- Finalpass: 587µs -> 410µs (30%)

* Add tests for motion blur (disabled by default) (Unity-Technologies#2748)

* Fix planar reflection issue after merge of multiviewport (Unity-Technologies#2752)

* update reference screenshots (Unity-Technologies#2753)

* Fix planar reflection issue after merge of multiviewport

* Update reference screenshots

* fixed issue with PBR master node not using correct geometric normal

* Fix issue with mircoshadow and specular occlusion when LightLayers is enabled (Unity-Technologies#2757)

* fix microshadowing with specular occlusoin and lightlayers

* Update SimpleLit.hlsl

* Added color grading curves (YRGB + secondaries) (Unity-Technologies#2759)

* HDRP shader graph HD render queues (Unity-Technologies#2750)

* Added HDMaterialTags to generate shader tags in shader graphs

* Added an error message for objects that have refraction and BeforeRefraction render pass

Plus added a renderpass combobox for unlit shader graph node

* Remove useless comment

* Fix shader graph render pass update when switching opaque/transparent

* Fix transparent render queue generation

* Fixed HDRP shader compilation

* Fixed scaleY in ConnectTarget (was broken when size != 1.0) (Unity-Technologies#79)

* Fixed scaleY in ConnectTarget (was broken when size != 1.0)

* Added changes to changelog

* Fixing the Lit warnings due to Improved moment shadows (Unity-Technologies#2762)

* Material validator hdrp (Unity-Technologies#2738)

* Material validator using Debug Display for HDRP

* Update changlog

Update changelog to include material validation

* Update based on PR feedback

* Update code with PR feedback - Rename validation method

* Update CHANGELOG.md

* Update CHANGELOG.md

* Fix compilation issue + rename mode to diffuseColor / SpecularColor

* Update string in UI

* More renaming

* Fix typo

* Disable Motion blur via intensity instead of checkbox  (Unity-Technologies#2765)

* Disable mb via intensity

* Ooopsie

* Update for 32 threads in wavefronts on Switch. (Unity-Technologies#2724)

* Update for 32 threads in wavefronts on Switch.

* removed SORTLIST() and unecessary GroupMemoryBarrierWithGroupSync() to get parity with PS4/XB1.

* Moved thread group size to 32 threads on Switch (minor speed up from 0.66ms to 0.55ms).

* Encapsulated optimal thread group size into a #define.
PS4, XB1 and Switch can take advantage of the optimal group size.

* Removed obsolete comment (the file is not autogenerated anymore).

* Removed debug mode as it causes compiler error on Switch.

* Updated comments.

* Moved THREAD_GROUP_OPTIMAL_SIZE into platform headers and renamed to PLATFORM_THREAD_GROUP_OPTIMAL_SIZE.

* Missing updated file from previous commit.

* Added comments.

* Use GraphicsFormat instead of RenderTextureFormat  (Unity-Technologies#2761)

* Move to GraphicsFormat

* Fix bug with decals

* Use graphics format instead of format in the pool recycler (Unity-Technologies#2767)

* Fix RenderQueue update when changing surface type on unlit HD master node (Unity-Technologies#2768)

* Fixed serialization of SurfaceThickness setting in Collider Depth

* Fix legacy shader build

* Update depth and color node tests for HDRP (Unity-Technologies#2771)

* Vfx/fix/ui fixes (Unity-Technologies#81)

* Fix exception when a port having edge is removed.

* Refactor ContextUI RefreshContext

* Fix for block edges not disappearing.

* fix for RefreshContext refactor

* fix slider to change value directly on click.

* Fix index when adding new block.

* fix toobar item alignement.

* No longer restore global selection when window is focused( because we receive a focus event even when only one of the docked panel in our window is focused ).

* New iteration on gizmo : make it compatible with new property storage ( property stored only if overridden ) . Fix local/world on component gizmo once again.

* Gizmos : automatically add new property if the gizmo is modified and the value of the gizmo was not overridden yet.

* Unprepare the visual effect editor gizmos when the state of an overridden property has changed.

* Blackboard now shows level two and more of subproperties (for example ArcCircle.circle.center / .radius) if expanded

* Fix location of new context when dropping a flow edge over the graph [FB:1117090]

* [FB:1117127]Opening the Target Component window by clicking on component "edit" updates the state of the toggle "Target GameObject"

* Remove second "Visual Effects" menu[1117105]

* Put Visual Effect graph into preference category.

* Fix for stickynote sliding when dragging a group it is in.

* Fix case where view can't be found in anchor AttachToPanelEvent

* make sure input and output slot are at the same height

* hide divider on contexts when there is no settings.

* Fix block selection border margins.

* Hide settings dvider if the node has no settings.

* Switch to new notification API for scene view in slotcontainereditor.

* Rotate scale gizmo.

* Added Depth sampling modes to the scene depth node (Unity-Technologies#2740)

* Added Depth sampling modes to the scene depth node

* Fix eye depth mode description

* Fixed typos

* Update CHANGELOG.md

* Fix warning an issue with scenecolor node in hdrp (Unity-Technologies#2774)

* Fix warning an issue with scenecolor node in hdrp

* Delete InitTestScene636834054956858632.unity.meta

delete wrong submited files

* Delete InitTestScene636834054956858632.unity

delete wrong submited files

* revert undesired change

* fix for merge

* Hdrp/fix shadergraph hdrenderqueue migration (Unity-Technologies#2776)

* Fix renderingPass creation along data from prior its existance

* Fix renderingPass creation along data from prior its existance (Unlit)

* Fix After PostProcessTransparent generated queue text to be base on Transparent

* [HDRP] Upgrade FrameSettings (Unity-Technologies#2766)

* Introduce BitArray utility class

* Introduce FrameSettingsAttribute to help inspector and DebugMenu display

* Add unit test on BitArray

* Refactor FrameSettings and merge LightLoopSettings

* Add data migration

* Rename and update OverridableFrameSettingsArea UI utility

* Introduce FrameSettingsHistory for DebugMenu debugging agregatted values

* Fix FrameSettings usage

* Fix tooltips of Camera

* Fix former unit tests referencing FrameSettings

* Update UI

* Update DebuggerDisplays

* Fix alignment issue in PlanarReflectionProbe and ReflectionProbe inspectors

* Easing add of new FrameSettings in UI part based on FrameSettingField attribute

* Fix Default non bool FrameSettings

* Fix FrameSettings ordering

* Fix auto numbering of FrameSettingsFieldAttribute

* Fix FrameSettingsHistory and do history field UI

* Add DebugMenu generation on the same principe than inspector

* Add history in DebugMenu

* Clean history activation

* Speed up FrameSettingsHistory enabled

* Cleaning

* QuickFix issue due to PreviewCamera becoming of type Game for no reason.

* Add auto fixing broken serialized resources for HDRP.

* Update reflection method call for Preview of camera to reflect updated trunk

* Add support for multiselection

* Missing migration of recently added ExposureControl

* Update reflection method call for Preview of PlanarReflectionProbe to reflect updated trunk

* Update changelog

* Fix issue when adding-removing Scene View tab

* Fix typos

* Update FrameSettings.Migration.cs

* Prenvent very old probes to crash at migration when they have no LightLoopSettings

* Prevent SceneCameras to feed several times debug menu when HDRenderPipeline is reconstructed

For instance, this occures when we launch graphics tests

* Update MiniProfiler and debug menu which was broken

* Revert "Update MiniProfiler and debug menu which was broken"

This reverts commit 434b5a14f52075cf259f6f4958525a57ff27a390.

* Update FrameSettings.cs

* Update 2301_Shadow_Mask.unity

* Primary Visibility and Area Shadow (plus some additional raytracing features) (Unity-Technologies#2770)

* Adding a Raytracing render queue for both transparent and opaque objects
Opaque Objects that are in the raytracing queue are rendered in the prepass and not in the deferred/forward passes
Adding the primary visibility mode in the raytracing environement
Correcting a label in the rt_env_inspector
Adding a Debug Mode for raytracing area shadow
Adding an equivalent of the ssr lit brdf evaluation
Adding a forward raytracing pass for the lit and the unlit
Supporting Ior for the lit.shader
Implementing a HDRaytracingRenderer that handles primary visibility code
Adding resources for the raytracing primary ray
Not Pushing a light to the Light cluster if null (has been deleted)
Enabling Automatic raytracing scene invalidation on hierarchy change in the editor
Using the global command buffer parameter instead of the raytracing one when required for closest hit
Adding a texture for the analytic value (required for shadow filtering)
Adding default anyhit shaders to ambient occlusion and area shadow raytracing shaders
Adding the remainingDepth to the rayintersection structure
Adding an input reflection and transmission value for the Raytracing Lightloop and adding them to the evaluation
Adding the light dimension to the spherical rectangle
Correcting the bias usage for Raytraced AO and Reflection

* Refactoring and stabillization changes for the raytracing code

* Review corrections

* Order in args check for raytracingrenderer

* Delete 9601_MotionBlur.meta

* Update reference screenshots

* Avoid issue with modulo (save actually some computation recycling result of unsigned division anyway) (Unity-Technologies#83)

* remove unsupported FormerlySerializedAs in ShaderGraph serialisation (Unity-Technologies#2779)

* Hdrp/fix framesettings formerly nullable tests (Unity-Technologies#2781)

* Remove test: FrameSettings cannot be null anymore.

* Change test: FrameSettings cannot be null anymore. But wrong rendertexture type.

* Update 8205 test

* Add editor test to cover fixed delta time (using an debug spawner state) (Unity-Technologies#84)

* Update graphic test (scene + screenshots)

* Update HDCubemapInspector.cs

* Vfx/fix/add prefab editor test 1117103 (Unity-Technologies#80)

* Add new test with expected failure (commented in l.171 & 172) : Covers simple prefab override from fogbugz 1117103

* Add other test to cover future possible issue due to refactor of serialization cycle in VisualEffect component

* Minor : change exposed name

* Hdrp master reflection fix (Unity-Technologies#2785)

Fix of debug mode with reflection probe

* Hdrp/fix framesettings msaa and exposurecontrol (Unity-Technologies#2786)

* Add negativeDependency in FrameSettings

* Make MSAA's frame settings more user friendly

* Fixed sky exposure (Unity-Technologies#2778)

Fixed sky exposure

* Update CHANGELOG.md

* Hdrp/new ambient mode (Unity-Technologies#2630)

* - Added AmbientMode enum
- Renamed Baking Sky to Static Lighting Sky

* Implemented static and dynamic sky ambient probe

* Optimized version of AmbientProbeConvolution

* Removed manual serialization from static lighting sky

* Increased the number of sample to 256 (optimized with LDS on PS4/XBone)

* Fixed ambient probe flickering when a preview is displayed

* Changelog + Comment fixes

* Updated Test data according to static lighting changes

* - Fixed deprecated calls
- Fixed static lighting when no baking sky is present
- Fixed deserialization of former BakingSky component.

* Fixes/comments from PR feedback

* Removed f from float values in ambient convolution shader.

* Refactor to make realtime GI work with ambient static/dynamic modes

* Fixed issue with missing skybox material when running tests.

* Updated screenshots

* Temporarily disabled realtime GI part of test 2102

* Update Screenshots after merge

* Update scenes and screenshots

* Rebuild vfx

* Fix shader compilation issue  (Unity-Technologies#2793)

* Fix shader compilation issue

* remove old def on PS4

* Hdrp/fix framesettings probe overrides and tests (Unity-Technologies#2794)

* Make DebuggerDisplay easier to read between FrameSettings and FrameSettingsOverideMask

* Fix FrameSettings override for ReflectionProbes

* Fix FrameSettings Equals

* Fix RandomUtilities.RandomFloat and add RandomEnumValue

* Add unit tests for framesettings aggregation

* Ammend CameraSettingsUtilitiesTests.ApplySettings test with FrameSettings check

* Fix missing ShaderLitMode in FrameSettingsMigration

* Added migration test for FrameSettings

* update vfx test screenshot for master

* Update skyManager with  UnityEditor.Lightmapping api changed

* Hdrp fix double sided (Unity-Technologies#2798)

* Fix the flip for the Lit shader

* Move flip normal handling to the resolve point

* Remove bitangent flips

* Fix the double sided 'None' mode

* Unify code of Lit and SG

* update init values

* comment //#pragma enable_d3d11_debug_symbols

* Update reference screenshots

* FrameSettings SSR & Raytracing Fixes (Unity-Technologies#2801)

* Corrections due to merge issues

* SSR FrameSetting condition correction

* Update 2103 test

* Ambient occlusion raytracing hit distance (Unity-Technologies#2802)

Correcting type in the raytracing enable flag

* Add inverse lerp node (Unity-Technologies#85)

* Corretions for the render queue field in shader graph hdrp shaders (Unity-Technologies#2787)

* Corretions for the render queue field in shader graph hdrp shaders

* Only display working rendering pass for now for surfacetype

* Some cleaning

* Fixed issues with realtime probe resolution (Unity-Technologies#2806)

* - Fixed an issue where probe target texture wasn't resized properly when changing HDRP asset.
- Fixed rendering viewport for probe rendering

* Updated obsolete screenshot (exposure issue)

* Update changelog

* Rebuild vfx

* Update bad reference image

* Update VFX Test project settings

* Revert "Update VFX Test project settings"

This reverts commit 9d4e2ec231870b80b35b6afa4be42da0ac4449df.

* Revert unwanted changes

* Vfx/feature/expose light probe usage (Unity-Technologies#77)

* First implementation

* Encapsulate all VFX renderer related inspector stuff in RendererEditor class

* Add proxy override and probe anchor settings

* Update changelog

* Fix typo

* fix for override check width.

* fixed slider field focus

* disable blackboard add button is no visualeffect asset is displayed.

* Multiple fixes needed when more than one VisualEffect is selected (FB #1110747) (Unity-Technologies#90)

* Multiple fixes needed when more than one VisualEffect is selected (FB #1110747)

* reseed button give each selected component a different value.

* Refactored VFManagerEditor to cache properties. Guess hen reset has been selected to reset shaders and path to sane value.

* Fix missing inspector for VisualEffectActivationClip

* Use system title first line ( if any ) in Aset inspector output list.

* fix exception when restoring a removed context class.

* Update VFX

*  Better Handling of Null or Missing Parameter Binders (Editor + Runtime) (Unity-Technologies#82)

* Better Handling of Null or Missing Parameter Binders (Editor + Runtime)

* Better Handling of Null or Missing Parameter Binders (Editor + Runtime)

* Fix typo: Remove slot from correct model when removing a block

* Fix 1110419 + optimize a bit

* Fix blend factor not appearing with inherit attribute + bland value is now a [0,1] slider

* Add test to cover more VFX awakening (Unity-Technologies#91)

Only new editor test, dedicated for 2019.2, no backport, no changelog :

* Add some regression test to check visual effect expected serialization behavior

* Add check for reset override

* Force open Game View while running some tests

* Add a failing test of a corner case in prefab

* Covers actually failing manipulation of prefab

* Vfx/feature/addressing mode sequential (Unity-Technologies#93)

* Add addressing mode in Sequential block & Operator

* Fix Spaceable (Unity-Technologies#86)

* First wip of cleaner way to compute spaceable slot list (cached has been init too soon, leading to impossibility of updating slot)

* Fix missing copy space while sanitizing slot

* Fix Undo/Redo & Add a regression test

* Update Change Log

* Minor reverting dirty unwanted changes

* - Cover linked slot situation
- Fix domain reload case

* Rename SpaceSlotConcerned in SlotWithSpaceTransformation

* Use specific PropageChildrenReverse

* Fix for floatfield overridden when focus.

* window OnEnable postpone the loadresource.

* Add Invert Transform GPU (Unity-Technologies#94)

* Add specific expression for saturate, ceil, frac, round

* Add expression for InverseTRSMatrix

* Fix hlsl warning

* Add operator for inverse & transpose

* - Fix VFXExpressionTransformMatrix
- Move SDF to Texture folder
- Start implementing a new graphicTest

* Remove deprecated

* Simplify VFXInverseTRSMatrix (GPU)

* Fix Operator TransposeMatrix & InvertTRSMatrix

* remove deprecated file

* Use projection

* Add 23_InvertTRSMatrix graphic test

* Doesn't use random in gpu event (not really deterministic) & Add reference image

* Update 06_Lineoutput (expected change with new expression for frac)

* Add comment

* Update ChangeLog

* *Update reference images

* Use Matrix4x4.Inverse3DAffine with 2019.2 or newer

* *WIP* Draft for reduction to the saturate operator

* Add reduction & test to detect automatically saturate operator

* Rename CanBeReducedZeroOneToSature in CanBeReducedToSaturate

* Add missing cases for saturate

* fix expanded parameter in blockboard appearing when their category is collapsed.

* Vfx/fix/fixed random (Unity-Technologies#99)

* Fix fixed random

* Update changelog

* Fix consistency

* fix for text alignment within blocks

* fix for indeterminate checkbox.

* Add new editor test for drag&drop (Unity-Technologies#97)

* Create branch & Add new editor test to verify VFXRenderer state while drag & drop (actual fix is in C++)

* Make this new test more fair waiting for culling

* Simpler test to Verify state (and actually, there are some issue with bound)

* Fix missing graph reimport when exception has been thrown (Unity-Technologies#103)

* Cosmetic changes to inspector (to ressemble more like HDRP inspectors) (Unity-Technologies#95)

* Cosmetic changes to inspector (to ressemble more like HDRP inspectors)

* Small fix to get the correct icon when overring a float property override check ( previously the drag to modify value icon was appearing).

* Fix category not folding when clicking on the title.

* More Fixes for PR

* Improve depth buffers blocks + auto reference of buffers for main camera (Unity-Technologies#104)

* Add buffer to expressions and CameraType

* Fix issues with spaceable when chaning types

* Fixes to match  C++

* Another attempt to fix InitSpaceable issue

* Use camera provided depth buffer in collisions

* Temp hook in HDRenderPipeline to copy buffers

* Update depth module test

* Fix compil

* Made Color, Normal and Depth buffers accessible to VFX graphs.

* Fix HDRP compilation

* Fix ProjectOnDepth block

* Fix scene color fetch

* Factorize camera blocks + add a settings for camera mode

* backout changes in VFXPropertyAttribute

* Update and reactivate gfx test

* Dont use colorBuffer if not needed

* Rename Project on Depth to Position (Depth) for consistancy

* Update changelog

* Fix editor test

* Recompile VFX

* Update settings

* Deactivate a test because logging in test does not work on Katana

* Fixes for VFX Parameter Binder Editor (had to derive from Editor due to recent changes) (Unity-Technologies#105)

* Update changelog

* Simplify graphicTest to avoid instability (Unity-Technologies#106)

* Add TotalTime in PreWarm (Unity-Technologies#96)

* Add prewarm total time in inspector

* Minor change

* New propal for prewarm settings

* Fix editor test disabling logging error temporary

* LWRP Unlit (without graphicTest) (Unity-Technologies#3174)

* Fake project to test legacy (actually an automatic copy of VisualEffectGraph)

* Fix build legacy

* Add template for LWRP

* Remove deprecated Meta

* Add missing meta

* Remove project folder & use a 7z as backup

* Fix missing processCamera (allow particles sorting) & renable decal

* Integrate fog function in LWRP

* Update changelog

* Integrate Vertex Shadow Bias

* Fix duplicated line

* Revert added function in LWRP

* Fix ApplyShadowBias Legacy

* Fix missing VFXApplyExposure for LWRP

* Recompile all vfx

* Fix execption while removing a sub-slot on a dynamic operator (Unity-Technologies#107)

* The category name field takes correctly the focus when it is double clicked.

* fix for blackboard tooltip width forcing whole blackboard width.

* Nitpicking for the edition of systems and context titles. edited title appear exactly on top of the static text, with the correct styling.

* Add editor test for rounding & use test case by name for Min/Max

* Additional Parameter Binders (Unity-Technologies#87)

* Additional Parameter Binders

* Fixes + GraphicTest

* Fixed audio instability using wav & forcing play state

* Remove deprecated meta

* Updated Changelog

* Rename UnityEngine.VFX.Utils in UnityEngine.Experimental.VFX.Utility

* Revert 23_ParameterBinders.unity

* Add Reset Call in GraphicTest

* Fix changing namespace *wip* this is incorrect serialization behavior, should not happen

* Fix AudioClip reference

* disable override to detect correctly failure with parameter binders

* Make parameter binder stable again

* Save it runtime mode

* Save vfx after close

* Fix graphicTest build

* Fix antialiased lines

* Fix screen space size block

* Rebuild VFX

* fix fit to text not working

* fix rate field hidden.

* Distortion Output + Graphic Test + Changelog (Unity-Technologies#109)

* VFX Event Tester (SceneView Window)

* Distortion Output + Graphic Test + Changelog

* Changes for PR

* Removed comment

* Removed VF Generator + Block Template generator (Unity-Technologies#110)

* Fix Infinite Loop Spawner (case 1135299) (Unity-Technologies#112)

* Move CanLink to VFXFlowAnchorController

* Add test to avoid loop in graph

* Restore duplicate link test (but adding condition for slotIndex)

* Add EditorTest for VFXController

* Delete problematic files LightingData.asset

* Update changelog

* Minor : Update comment

* Fix SetAttribute initial value (Unity-Technologies#113)

* Fix Set Attribute default value & Add test to check this regression (using alpha)

* Set default lifeTime value to 1.0 instead of 0.0

* Fix Min_Max_Expression_Folding_TestCase (random failure)

* Add comment to explain purpose of a regression test

* Remove useless code in VFXOperator

* Fix Default Scale Attribute content

* Fix case 1126471 : first added value in propertySheet should be mark as overridden (Unity-Technologies#114)

* Revert "Fix case 1126471 : first added value in propertySheet should be mark as overridden (Unity-Technologies#114)" (Unity-Technologies#116)

This reverts commit 873ab6c5dbafc6d6cf32702163b9def540c12c1c.

* Fix case 1126471 : Inspector (Unity-Technologies#117)

* Fix case 1126471 : first added value in propertySheet should be mark as overridden

* Update ChangeLog.md

* Fix hitbox when a category is displayed (Unity-Technologies#115)

Pretty minor and obvious, doesn't require review (and no backport needed)

* Fix base.OnEnable not called in VectorFieldImporterEditor

* Disable Min_Max_Expression_Folding : can't explain the instability for now

* Fix exception in inspector due to debug info (case 1141638)

* Added Gradient Mapping texture color mode for Unlit outputs (Unity-Technologies#118)

* Added Gradient Mapping for Unlit outputs

* Fixes for PR

* Fixed names

* Fix distortion output with planar primitive refactor

* Fix GUITests expceptions

* Clean previous rev

* Forgot missing meta

* Motion vector based flipbook interpolation

* Fix UV in planar primitives for flipbook interpolation + remove unused file

* Fix issue with invalid contexts not being removed from flowk links

* Fix merge

* Recompile VFX

* [1146829] Fix for linking spawner to spawner while first spawner is linked to initialize + test

* Fix space of spacable slot not copy pasted + test

* Set Attribute Spaceable (Unity-Technologies#119)

* Fix for PositionBase block using default Direction attribute instead of newly created Direction

* [1152500] Fix for category disappearing in inspector when it is renamed in the blackboard.

* [1152496] transfer first texture when converting output if no texture of the same name if found.

* Fix conversion of output between planar types.

* Fix position circle z (Unity-Technologies#128)

* Add exposure weight to HDRP lit outputs

* Forgot to update changelog

* Force UpdateSubAssets at the end of SantizeGraph

* Control Awake Event (Unity-Technologies#123)

* Make exposed parameter name delayed.

* Change OnDisable to OnDestroy on VFXViewWindow because OnDisable can be called too late, when the graph and the rest have already been disabled. OnDestroy is called as soon as the window is closed

* Fix vfx parameters & inspector multiselection (Unity-Technologies#132)

* Fix subgraphs issues (compilation, tests and changelog)

* Fix software lines

* Fix merge

* Rebuild VFX

* output refactor

* Rebuild VFX

* Missing meta
mohammad22 pushed a commit that referenced this pull request May 13, 2022
* Update HDAdditionalLightData.cs

required for lightexture cookie capture support
mohammad22 pushed a commit that referenced this pull request May 13, 2022
* Update HDAdditionalLightData.cs

required for lightexture cookie capture support
mohammad22 pushed a commit that referenced this pull request May 16, 2022
* Update HDAdditionalLightData.cs

required for lightexture cookie capture support
mohammad22 pushed a commit that referenced this pull request May 17, 2022
* Update HDAdditionalLightData.cs

required for lightexture cookie capture support
mohammad22 pushed a commit that referenced this pull request May 20, 2022
* Update HDAdditionalLightData.cs

required for lightexture cookie capture support
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