Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[7.x.x Backport] Fix pre/post pass sg properties #82 #85

Conversation

alelievr
Copy link
Member

@alelievr alelievr commented Apr 9, 2020

#82

…s on the material

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs
#	com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs
#	com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs
# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs
@sebastienlagarde sebastienlagarde merged commit f1d45cf into 7.x.x/hd/staging May 5, 2020
@sebastienlagarde sebastienlagarde deleted the 7.x.x/hd/backport/pre-post-pass-sg-properties branch May 5, 2020 18:02
sebastienlagarde added a commit that referenced this pull request May 15, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

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

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

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

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs

* Update changelog

* Catch and handle NRefactory parser exceptions #6392

* [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* fix typo

* fix typo 2

* Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284)

* [7.x.x Backport] Fix pre/post pass sg properties #82 (#85)

* Fix depth pre/post passes not correctly enabled when switching shaders on the material

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs
#	com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs
#	com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs

* Hide prepass and postpass in the material UI

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs

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

* Fixed a performance issue with stochastic ray traced area shadows. (#306)

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

* [Backport 7.x.x] Updated raytracing async compute warning. (#304)

* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

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

* [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

* [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307)

* Fixed an error about procedural sky being logged by mistake.

* Update changelog

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

* [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379)

* Fixed flickering of the game/scene view when lookdev is running.

* Update changelog

* [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317)

* render until ambient probe is ready

* remove comment

* changelog

* [Backport 7.x.x] Fixed some gcalloc in the debug window (#464)

* Fixed some GCAlloc in the debug window

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs

* Update changelog

* [Backport 7.x.x] Hdrp/small ui update (#466)

* Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
#	com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs

* update changelog

* [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482)

* PBR Sky renderer now shares its internal precomputation table between different instances.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs

* Doc update

* Update changelog

* [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs

* Update changelog

* [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479)

* Fixed an issue where asset preview could be rendered white because of static lighting sky.

Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Update changelog

* Changed UI name, tooltip, and doc for maximum decals on screen (#232)

Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/

* Update Custom-Post-Process.md (#233)

* Update HDRP-Features.md (#235)

* Hdrp/reflection probe scale perf #252

* HD: Switch to 1920x1080 default standalone resolution (#279)

Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res

(moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo)

* Makes sure quaternion is normalized and valid before converting to ma… #331

* Fix cookie srgb #297

* Updated forward and deferred rendering definitions (#350)

* Update Forward-And-Deferred-Rendering.md

* Update Forward-And-Deferred-Rendering.md

* Update Light-Component.md (#357)

* Hd/add layer modification on generated emissive mesh for area light #364

* Update Look-Dev-Environment-Library.md (#365)

* Update Volumetric-Lighting.md (#402)

Fixes https://fogbugz.unity3d.com/f/cases/1238592

* Hd/fix nullref while removing decal component #416

* Fix issue with Uber Post process shader when alpha is enabled #422

* Fix the bug (#430)

* Fix issue causing not all baked reflection probes to be deleted #441

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 #484

* [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425)

* Saturate vertex color to avoid negative values.

* changelog

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

* Fix Motion Vectors written by transparent when rendering with MSAA #315

* Fix issue with the resolve of motion vectors (#421)

* fix issue with ShowPrePassAndPostPass

* fix compilation issue in rendergraph

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Aras Pranckevičius <aras@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
sebastienlagarde added a commit that referenced this pull request May 15, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

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

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

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

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs

* Update changelog

* Catch and handle NRefactory parser exceptions #6392

* [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* fix typo

* fix typo 2

* Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284)

* [7.x.x Backport] Fix pre/post pass sg properties #82 (#85)

* Fix depth pre/post passes not correctly enabled when switching shaders on the material

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs
#	com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs
#	com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs

* Hide prepass and postpass in the material UI

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs

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

* Fixed a performance issue with stochastic ray traced area shadows. (#306)

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

* [Backport 7.x.x] Updated raytracing async compute warning. (#304)

* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

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

* [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

* [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307)

* Fixed an error about procedural sky being logged by mistake.

* Update changelog

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

* [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379)

* Fixed flickering of the game/scene view when lookdev is running.

* Update changelog

* [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317)

* render until ambient probe is ready

* remove comment

* changelog

* [Backport 7.x.x] Fixed some gcalloc in the debug window (#464)

* Fixed some GCAlloc in the debug window

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs

* Update changelog

* [Backport 7.x.x] Hdrp/small ui update (#466)

* Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
#	com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs

* update changelog

* [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482)

* PBR Sky renderer now shares its internal precomputation table between different instances.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs

* Doc update

* Update changelog

* [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs

* Update changelog

* [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479)

* Fixed an issue where asset preview could be rendered white because of static lighting sky.

Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Update changelog

* Changed UI name, tooltip, and doc for maximum decals on screen (#232)

Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/

* Update Custom-Post-Process.md (#233)

* Update HDRP-Features.md (#235)

* Hdrp/reflection probe scale perf #252

* HD: Switch to 1920x1080 default standalone resolution (#279)

Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res

(moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo)

* Makes sure quaternion is normalized and valid before converting to ma… #331

* Fix cookie srgb #297

* Updated forward and deferred rendering definitions (#350)

* Update Forward-And-Deferred-Rendering.md

* Update Forward-And-Deferred-Rendering.md

* Update Light-Component.md (#357)

* Hd/add layer modification on generated emissive mesh for area light #364

* Update Look-Dev-Environment-Library.md (#365)

* Update Volumetric-Lighting.md (#402)

Fixes https://fogbugz.unity3d.com/f/cases/1238592

* Hd/fix nullref while removing decal component #416

* Fix issue with Uber Post process shader when alpha is enabled #422

* Fix the bug (#430)

* Fix issue causing not all baked reflection probes to be deleted #441

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 #484

* [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425)

* Saturate vertex color to avoid negative values.

* changelog

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

* Fix Motion Vectors written by transparent when rendering with MSAA #315

* Fix issue with the resolve of motion vectors (#421)

* fix issue with ShowPrePassAndPostPass

* fix compilation issue in rendergraph

* Fixed null reference exception in LookDev when setting the SRP to None #447

* Check reflection probe null pointer before use. (case 1244047) #456

* Remove max atlas probe alloc size in HDRP asset (#458)

* Fixed max alloc planar size not taking in account the max cache size

* Removed the max cache clamp on texture atlases

* Fix few multi-editing issues with Emission UI #473

* Re-enable cubemap thumbnail gen only for d3d11 #487

* Hd/fix undo environmentlibrary lookdev #490

* Added system requirements and frame settings api docs (#510)

* Added system requirements and frame settings api doc

* Update System-Requirements.md

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

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Aras Pranckevičius <aras@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
sebastienlagarde added a commit that referenced this pull request May 19, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

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

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

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

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs

* Update changelog

* Catch and handle NRefactory parser exceptions #6392

* [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* fix typo

* fix typo 2

* Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284)

* [7.x.x Backport] Fix pre/post pass sg properties #82 (#85)

* Fix depth pre/post passes not correctly enabled when switching shaders on the material

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs
#	com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs
#	com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs

* Hide prepass and postpass in the material UI

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs

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

* Fixed a performance issue with stochastic ray traced area shadows. (#306)

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

* [Backport 7.x.x] Updated raytracing async compute warning. (#304)

* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

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

* [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

* [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307)

* Fixed an error about procedural sky being logged by mistake.

* Update changelog

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

* [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379)

* Fixed flickering of the game/scene view when lookdev is running.

* Update changelog

* [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317)

* render until ambient probe is ready

* remove comment

* changelog

* [Backport 7.x.x] Fixed some gcalloc in the debug window (#464)

* Fixed some GCAlloc in the debug window

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs

* Update changelog

* [Backport 7.x.x] Hdrp/small ui update (#466)

* Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
#	com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs

* update changelog

* [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482)

* PBR Sky renderer now shares its internal precomputation table between different instances.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs

* Doc update

* Update changelog

* [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs

* Update changelog

* [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479)

* Fixed an issue where asset preview could be rendered white because of static lighting sky.

Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Update changelog

* Changed UI name, tooltip, and doc for maximum decals on screen (#232)

Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/

* Update Custom-Post-Process.md (#233)

* Update HDRP-Features.md (#235)

* Hdrp/reflection probe scale perf #252

* HD: Switch to 1920x1080 default standalone resolution (#279)

Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res

(moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo)

* Makes sure quaternion is normalized and valid before converting to ma… #331

* Fix cookie srgb #297

* Updated forward and deferred rendering definitions (#350)

* Update Forward-And-Deferred-Rendering.md

* Update Forward-And-Deferred-Rendering.md

* Update Light-Component.md (#357)

* Hd/add layer modification on generated emissive mesh for area light #364

* Update Look-Dev-Environment-Library.md (#365)

* Update Volumetric-Lighting.md (#402)

Fixes https://fogbugz.unity3d.com/f/cases/1238592

* Hd/fix nullref while removing decal component #416

* Fix issue with Uber Post process shader when alpha is enabled #422

* Fix the bug (#430)

* Fix issue causing not all baked reflection probes to be deleted #441

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 #484

* [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425)

* Saturate vertex color to avoid negative values.

* changelog

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

* Fix Motion Vectors written by transparent when rendering with MSAA #315

* Fix issue with the resolve of motion vectors (#421)

* fix issue with ShowPrePassAndPostPass

* fix compilation issue in rendergraph

* Fixed null reference exception in LookDev when setting the SRP to None #447

* Check reflection probe null pointer before use. (case 1244047) #456

* Remove max atlas probe alloc size in HDRP asset (#458)

* Fixed max alloc planar size not taking in account the max cache size

* Removed the max cache clamp on texture atlases

* Fix few multi-editing issues with Emission UI #473

* Re-enable cubemap thumbnail gen only for d3d11 #487

* Hd/fix undo environmentlibrary lookdev #490

* Added system requirements and frame settings api docs (#510)

* Added system requirements and frame settings api doc

* Update System-Requirements.md

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

* hide exposure compensation for fixed exposure (#535)

* hide exposure compensation for fixed exposure

* Update PostProcessSystem.cs

* [9.x.x] Fix Microshadow not working properly with LightLayers enabled in deferred #522

* Use path relative to package for depth of field #523

* Fix taaFrameIndex and restore TAA tests for XR #534

* Fix an issue in reading the gbuffer for ray traced subsurface scattering (#538)

* fix DXR manifest

* update reference screenshots

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Aras Pranckevičius <aras@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
sebastienlagarde added a commit that referenced this pull request May 19, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

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

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

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

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs

* Update changelog

* Catch and handle NRefactory parser exceptions #6392

* [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* fix typo

* fix typo 2

* Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284)

* [7.x.x Backport] Fix pre/post pass sg properties #82 (#85)

* Fix depth pre/post passes not correctly enabled when switching shaders on the material

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs
#	com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs
#	com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs

* Hide prepass and postpass in the material UI

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs

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

* Fixed a performance issue with stochastic ray traced area shadows. (#306)

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

* [Backport 7.x.x] Updated raytracing async compute warning. (#304)

* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

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

* [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

* [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307)

* Fixed an error about procedural sky being logged by mistake.

* Update changelog

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

* [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379)

* Fixed flickering of the game/scene view when lookdev is running.

* Update changelog

* [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317)

* render until ambient probe is ready

* remove comment

* changelog

* [Backport 7.x.x] Fixed some gcalloc in the debug window (#464)

* Fixed some GCAlloc in the debug window

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs

* Update changelog

* [Backport 7.x.x] Hdrp/small ui update (#466)

* Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
#	com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs

* update changelog

* [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482)

* PBR Sky renderer now shares its internal precomputation table between different instances.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs

* Doc update

* Update changelog

* [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs

* Update changelog

* [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479)

* Fixed an issue where asset preview could be rendered white because of static lighting sky.

Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Update changelog

* Changed UI name, tooltip, and doc for maximum decals on screen (#232)

Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/

* Update Custom-Post-Process.md (#233)

* Update HDRP-Features.md (#235)

* Hdrp/reflection probe scale perf #252

* HD: Switch to 1920x1080 default standalone resolution (#279)

Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res

(moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo)

* Makes sure quaternion is normalized and valid before converting to ma… #331

* Fix cookie srgb #297

* Updated forward and deferred rendering definitions (#350)

* Update Forward-And-Deferred-Rendering.md

* Update Forward-And-Deferred-Rendering.md

* Update Light-Component.md (#357)

* Hd/add layer modification on generated emissive mesh for area light #364

* Update Look-Dev-Environment-Library.md (#365)

* Update Volumetric-Lighting.md (#402)

Fixes https://fogbugz.unity3d.com/f/cases/1238592

* Hd/fix nullref while removing decal component #416

* Fix issue with Uber Post process shader when alpha is enabled #422

* Fix the bug (#430)

* Fix issue causing not all baked reflection probes to be deleted #441

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 #484

* [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425)

* Saturate vertex color to avoid negative values.

* changelog

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

* Fix Motion Vectors written by transparent when rendering with MSAA #315

* Fix issue with the resolve of motion vectors (#421)

* fix issue with ShowPrePassAndPostPass

* fix compilation issue in rendergraph

* Fixed null reference exception in LookDev when setting the SRP to None #447

* Check reflection probe null pointer before use. (case 1244047) #456

* Remove max atlas probe alloc size in HDRP asset (#458)

* Fixed max alloc planar size not taking in account the max cache size

* Removed the max cache clamp on texture atlases

* Fix few multi-editing issues with Emission UI #473

* Re-enable cubemap thumbnail gen only for d3d11 #487

* Hd/fix undo environmentlibrary lookdev #490

* Added system requirements and frame settings api docs (#510)

* Added system requirements and frame settings api doc

* Update System-Requirements.md

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

* hide exposure compensation for fixed exposure (#535)

* hide exposure compensation for fixed exposure

* Update PostProcessSystem.cs

* [9.x.x] Fix Microshadow not working properly with LightLayers enabled in deferred #522

* Use path relative to package for depth of field #523

* Fix taaFrameIndex and restore TAA tests for XR #534

* Fix an issue in reading the gbuffer for ray traced subsurface scattering (#538)

* fix DXR manifest

* update reference screenshots

* Clone in the Asset folder when the original volume profile is in a re… #508

* Add support for batchmode (#542)

* Update Reflection-Probes-Intro.md (#548)

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Aras Pranckevičius <aras@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
sebastienlagarde added a commit that referenced this pull request May 23, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

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

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

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

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs

* Update changelog

* Catch and handle NRefactory parser exceptions #6392

* [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* fix typo

* fix typo 2

* Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284)

* [7.x.x Backport] Fix pre/post pass sg properties #82 (#85)

* Fix depth pre/post passes not correctly enabled when switching shaders on the material

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs
#	com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs
#	com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs

* Hide prepass and postpass in the material UI

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs

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

* Fixed a performance issue with stochastic ray traced area shadows. (#306)

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

* [Backport 7.x.x] Updated raytracing async compute warning. (#304)

* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

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

* [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

* [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307)

* Fixed an error about procedural sky being logged by mistake.

* Update changelog

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

* [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379)

* Fixed flickering of the game/scene view when lookdev is running.

* Update changelog

* [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317)

* render until ambient probe is ready

* remove comment

* changelog

* [Backport 7.x.x] Fixed some gcalloc in the debug window (#464)

* Fixed some GCAlloc in the debug window

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs

* Update changelog

* [Backport 7.x.x] Hdrp/small ui update (#466)

* Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
#	com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs

* update changelog

* [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482)

* PBR Sky renderer now shares its internal precomputation table between different instances.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs

* Doc update

* Update changelog

* [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs

* Update changelog

* [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479)

* Fixed an issue where asset preview could be rendered white because of static lighting sky.

Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Update changelog

* Changed UI name, tooltip, and doc for maximum decals on screen (#232)

Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/

* Update Custom-Post-Process.md (#233)

* Update HDRP-Features.md (#235)

* Hdrp/reflection probe scale perf #252

* HD: Switch to 1920x1080 default standalone resolution (#279)

Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res

(moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo)

* Makes sure quaternion is normalized and valid before converting to ma… #331

* Fix cookie srgb #297

* Updated forward and deferred rendering definitions (#350)

* Update Forward-And-Deferred-Rendering.md

* Update Forward-And-Deferred-Rendering.md

* Update Light-Component.md (#357)

* Hd/add layer modification on generated emissive mesh for area light #364

* Update Look-Dev-Environment-Library.md (#365)

* Update Volumetric-Lighting.md (#402)

Fixes https://fogbugz.unity3d.com/f/cases/1238592

* Hd/fix nullref while removing decal component #416

* Fix issue with Uber Post process shader when alpha is enabled #422

* Fix the bug (#430)

* Fix issue causing not all baked reflection probes to be deleted #441

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 #484

* [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425)

* Saturate vertex color to avoid negative values.

* changelog

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

* Fix Motion Vectors written by transparent when rendering with MSAA #315

* Fix issue with the resolve of motion vectors (#421)

* fix issue with ShowPrePassAndPostPass

* fix compilation issue in rendergraph

* Fixed null reference exception in LookDev when setting the SRP to None #447

* Check reflection probe null pointer before use. (case 1244047) #456

* Remove max atlas probe alloc size in HDRP asset (#458)

* Fixed max alloc planar size not taking in account the max cache size

* Removed the max cache clamp on texture atlases

* Fix few multi-editing issues with Emission UI #473

* Re-enable cubemap thumbnail gen only for d3d11 #487

* Hd/fix undo environmentlibrary lookdev #490

* Added system requirements and frame settings api docs (#510)

* Added system requirements and frame settings api doc

* Update System-Requirements.md

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

* hide exposure compensation for fixed exposure (#535)

* hide exposure compensation for fixed exposure

* Update PostProcessSystem.cs

* [9.x.x] Fix Microshadow not working properly with LightLayers enabled in deferred #522

* Use path relative to package for depth of field #523

* Fix taaFrameIndex and restore TAA tests for XR #534

* Fix an issue in reading the gbuffer for ray traced subsurface scattering (#538)

* fix DXR manifest

* update reference screenshots

* Clone in the Asset folder when the original volume profile is in a re… #508

* Add support for batchmode (#542)

* Update Reflection-Probes-Intro.md (#548)

* Added note on decal emission on transparent surfaces (#567)

* Update Decal-Projector.md

* Update Decal-Projector.md

* Update Decal-Projector.md

* Added terrain lit doc (#573)

* Add terrain lit doc

* Update HDRP-Features.md

* Update HDRP-Features.md

* Hd/fix wizard defaultvolumeprofile creation #565

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Aras Pranckevičius <aras@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
sebastienlagarde added a commit that referenced this pull request May 26, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

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

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

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

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs

* Update changelog

* Catch and handle NRefactory parser exceptions #6392

* [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* fix typo

* fix typo 2

* Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284)

* [7.x.x Backport] Fix pre/post pass sg properties #82 (#85)

* Fix depth pre/post passes not correctly enabled when switching shaders on the material

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs
#	com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs
#	com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs

* Hide prepass and postpass in the material UI

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs

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

* Fixed a performance issue with stochastic ray traced area shadows. (#306)

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

* [Backport 7.x.x] Updated raytracing async compute warning. (#304)

* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

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

* [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

* [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307)

* Fixed an error about procedural sky being logged by mistake.

* Update changelog

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

* [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379)

* Fixed flickering of the game/scene view when lookdev is running.

* Update changelog

* [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317)

* render until ambient probe is ready

* remove comment

* changelog

* [Backport 7.x.x] Fixed some gcalloc in the debug window (#464)

* Fixed some GCAlloc in the debug window

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs

* Update changelog

* [Backport 7.x.x] Hdrp/small ui update (#466)

* Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
#	com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs

* update changelog

* [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482)

* PBR Sky renderer now shares its internal precomputation table between different instances.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs

* Doc update

* Update changelog

* [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs

* Update changelog

* [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479)

* Fixed an issue where asset preview could be rendered white because of static lighting sky.

Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Update changelog

* Changed UI name, tooltip, and doc for maximum decals on screen (#232)

Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/

* Update Custom-Post-Process.md (#233)

* Update HDRP-Features.md (#235)

* Hdrp/reflection probe scale perf #252

* HD: Switch to 1920x1080 default standalone resolution (#279)

Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res

(moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo)

* Makes sure quaternion is normalized and valid before converting to ma… #331

* Fix cookie srgb #297

* Updated forward and deferred rendering definitions (#350)

* Update Forward-And-Deferred-Rendering.md

* Update Forward-And-Deferred-Rendering.md

* Update Light-Component.md (#357)

* Hd/add layer modification on generated emissive mesh for area light #364

* Update Look-Dev-Environment-Library.md (#365)

* Update Volumetric-Lighting.md (#402)

Fixes https://fogbugz.unity3d.com/f/cases/1238592

* Hd/fix nullref while removing decal component #416

* Fix issue with Uber Post process shader when alpha is enabled #422

* Fix the bug (#430)

* Fix issue causing not all baked reflection probes to be deleted #441

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 #484

* [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425)

* Saturate vertex color to avoid negative values.

* changelog

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

* Fix Motion Vectors written by transparent when rendering with MSAA #315

* Fix issue with the resolve of motion vectors (#421)

* fix issue with ShowPrePassAndPostPass

* fix compilation issue in rendergraph

* Fixed null reference exception in LookDev when setting the SRP to None #447

* Check reflection probe null pointer before use. (case 1244047) #456

* Remove max atlas probe alloc size in HDRP asset (#458)

* Fixed max alloc planar size not taking in account the max cache size

* Removed the max cache clamp on texture atlases

* Fix few multi-editing issues with Emission UI #473

* Re-enable cubemap thumbnail gen only for d3d11 #487

* Hd/fix undo environmentlibrary lookdev #490

* Added system requirements and frame settings api docs (#510)

* Added system requirements and frame settings api doc

* Update System-Requirements.md

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

* hide exposure compensation for fixed exposure (#535)

* hide exposure compensation for fixed exposure

* Update PostProcessSystem.cs

* [9.x.x] Fix Microshadow not working properly with LightLayers enabled in deferred #522

* Use path relative to package for depth of field #523

* Fix taaFrameIndex and restore TAA tests for XR #534

* Fix an issue in reading the gbuffer for ray traced subsurface scattering (#538)

* fix DXR manifest

* update reference screenshots

* Clone in the Asset folder when the original volume profile is in a re… #508

* Add support for batchmode (#542)

* Update Reflection-Probes-Intro.md (#548)

* Added note on decal emission on transparent surfaces (#567)

* Update Decal-Projector.md

* Update Decal-Projector.md

* Update Decal-Projector.md

* Added terrain lit doc (#573)

* Add terrain lit doc

* Update HDRP-Features.md

* Update HDRP-Features.md

* Hd/fix wizard defaultvolumeprofile creation #565

* Fixed light layers not correctly disabled when the lightlayers is set to Nothing #584

* Hdrp/fix camera switcher (#591)

* Fixed a wrong condition in camera switcher, potentially causing out of bound exceptions.

* update changelog.

* Added Lit master node doc (#613)

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Aras Pranckevičius <aras@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
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
sebastienlagarde added a commit that referenced this pull request Aug 4, 2020
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping too much

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (#28)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480

* Update PostProcessSystem.cs

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493

* Hdrp/docs/glossary f number (#6523)

* Update Glossary.md

* Update Glossary.md

* Clamp probes compression factor to 0 (#19)

* path validation when creating new volume profile (#36)

* [Backport 7.x.x] Fix various leaks in HDRP (#120)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs

* Update changelog

* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)

* Follow references when unloading unneeded assets

* changelog

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

* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

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

* d Fix MSAA resolve when there is no motion vectors #1

* Fix issues causing planar probes to be broken with multiple cameras in the scene #4

* Pospow and SG triplanar fix #40

* Hdrp/fix/custom pass msaa rendering info #42

* Added disocclusion and ghosting to the glossary (#75)

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)

* fix switch shader compilation (#111)

* Update SceneViewDrawMode.cs (#118)

* Fix culling of reflection probes that change position #121

* Fix null reference when processing light probe #131

* Fix black screen in XR when HDRP package is present but not used #137

* Fix default volume profile collapse #138

* Fix for white flash happening when changing lighting condition (like teleport) #140

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)

* Update AxF-Shader.md (#152)

* Bind missing buffer #159

* [Backport 7.x.x] Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#179)

* Added external references inside a material to diffusion profiles and materials in order to handle Material export to a package correctly.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs

* Update changelog

* Catch and handle NRefactory parser exceptions #6392

* [7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* fix typo

* fix typo 2

* Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). (#284)

* [7.x.x Backport] Fix pre/post pass sg properties #82 (#85)

* Fix depth pre/post passes not correctly enabled when switching shaders on the material

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs
#	com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs
#	com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs

* Hide prepass and postpass in the material UI

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs

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

* Fixed a performance issue with stochastic ray traced area shadows. (#306)

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

* [Backport 7.x.x] Updated raytracing async compute warning. (#304)

* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

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

* [Backport 7.x.x] Fixed a null ref exception in static sky when the default volume profile is invalid. (#303)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

* [Backport 7.x.x] Fixed an error about procedural sky being logged by mistake. (#307)

* Fixed an error about procedural sky being logged by mistake.

* Update changelog

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

* [Backport 7.x.x] Fix flickering lighting in the scene and game view when lookdev is open. (#379)

* Fixed flickering of the game/scene view when lookdev is running.

* Update changelog

* [7.x.x Backport] Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#317)

* render until ambient probe is ready

* remove comment

* changelog

* [Backport 7.x.x] Fixed some gcalloc in the debug window (#464)

* Fixed some GCAlloc in the debug window

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs

* Update changelog

* [Backport 7.x.x] Hdrp/small ui update (#466)

* Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
#	com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs

* update changelog

* [Backport 7.x.x] PBR Sky renderer now shares its internal precomputation table between different instances. (#482)

* PBR Sky renderer now shares its internal precomputation table between different instances.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs

* Doc update

* Update changelog

* [Backport 7.x.x] New tooltip for camera background and fixed exposure when switching the background mode. (#480)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs

* Update changelog

* [Backport 7.x.x] Fixed asset preview being rendered white because of static lighting sky. (#479)

* Fixed an issue where asset preview could be rendered white because of static lighting sky.

Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Update changelog

* Changed UI name, tooltip, and doc for maximum decals on screen (#232)

Implements feedback from https://fogbugz.unity3d.com/f/cases/1189618/

* Update Custom-Post-Process.md (#233)

* Update HDRP-Features.md (#235)

* Hdrp/reflection probe scale perf #252

* HD: Switch to 1920x1080 default standalone resolution (#279)

Well, the default is "fullscreen desktop resolution" anyway, so this does not change anything at default settings. But, if user unchecks the "default native fullscreen", then it was going into 1024x768 on Standalone platform. Which was the most popular resolution back in year 2005. In year 2019, the 1920x1080 is the most popular, so make that the default. See also: https://ono.unity3d.com/unity/unity/pull-request/105219/_/desktop/default-res

(moved https://github.cds.internal.unity3d.com/unity/com.unity.template-hd/pull/33 to this new repo)

* Makes sure quaternion is normalized and valid before converting to ma… #331

* Fix cookie srgb #297

* Updated forward and deferred rendering definitions (#350)

* Update Forward-And-Deferred-Rendering.md

* Update Forward-And-Deferred-Rendering.md

* Update Light-Component.md (#357)

* Hd/add layer modification on generated emissive mesh for area light #364

* Update Look-Dev-Environment-Library.md (#365)

* Update Volumetric-Lighting.md (#402)

Fixes https://fogbugz.unity3d.com/f/cases/1238592

* Hd/fix nullref while removing decal component #416

* Fix issue with Uber Post process shader when alpha is enabled #422

* Fix the bug (#430)

* Fix issue causing not all baked reflection probes to be deleted #441

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 #484

* [7.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#425)

* Saturate vertex color to avoid negative values.

* changelog

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

* Fix Motion Vectors written by transparent when rendering with MSAA #315

* Fix issue with the resolve of motion vectors (#421)

* fix issue with ShowPrePassAndPostPass

* fix compilation issue in rendergraph

* Fixed null reference exception in LookDev when setting the SRP to None #447

* Check reflection probe null pointer before use. (case 1244047) #456

* Remove max atlas probe alloc size in HDRP asset (#458)

* Fixed max alloc planar size not taking in account the max cache size

* Removed the max cache clamp on texture atlases

* Fix few multi-editing issues with Emission UI #473

* Re-enable cubemap thumbnail gen only for d3d11 #487

* Hd/fix undo environmentlibrary lookdev #490

* Added system requirements and frame settings api docs (#510)

* Added system requirements and frame settings api doc

* Update System-Requirements.md

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

* hide exposure compensation for fixed exposure (#535)

* hide exposure compensation for fixed exposure

* Update PostProcessSystem.cs

* [9.x.x] Fix Microshadow not working properly with LightLayers enabled in deferred #522

* Use path relative to package for depth of field #523

* Fix taaFrameIndex and restore TAA tests for XR #534

* Fix an issue in reading the gbuffer for ray traced subsurface scattering (#538)

* fix DXR manifest

* update reference screenshots

* [Backport 7.x.x] Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time. (#988)

* Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time.

* Update changelog

* [Backport 7.x.x] Fixed an issue where static sky lighting would not be updated for a new scene until it's reloaded at least once. (#990)

* Fixed an issue where static sky lighting would not be updated for a new scene until it's reloaded at least once.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs

* Update changelog

* [Backport 7.x.x] Add defines guards around shadows hlsl files (#1091)

* Add guards to shadow includes

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl

* changelog

* [Backport 7.x.x]  Fix issue with light layers > 7 in the deferred path (#1093)

* Mask layers to consider only the supported 8 bits

* changelog

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

* [Backport 7.x.x] Fix decal being duplicated in prefab isolation mode.  (#1103)

* Fixed decals being duplicated in prefab isolation mode.

* Fix decals in the player.

* Update changelog

* Revert "[Backport 7.x.x] Fix decal being duplicated in prefab isolation mode.  (#1103)"

This reverts commit 5e5ecd9.

* Update CHANGELOG.md

* Hdrp/docs/volumetric lighting format fix (#628)

* Updated volumetric lighting and subsurface scattering docs

* Update Override-Diffusion-Profile.md

* Adds mention of fidelityfx-cas as requested by AMD (#629)

* Update Light-Component.md (#682)

* Fix transparent movec scene view #698

* Update HDRP-Camera.md (#706)

* Update Reflection-Probe (#790)

* Update Reflection-Probe.md

* Update Reflection-Probe.md

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

* Fix reflection probe framesettings override #796

* Workaround for GetKernelThreadGroupSizes returning wrong data #760

* Sanitize transparent motion vectors setting #761

* Fix issue with blocky artifacts when decals affecting metallic are applied on specular color workflow #823

* Force post process parent setting to be before child settings #799

* Fixed logic of test on presence of HDRP asset that would wrongly trigger (#824)

a warning message when not in batch mode.

* Fix warning in HDAdditionalLightData OnValidate #885

* Revert "Fix warning in HDAdditionalLightData OnValidate #885"

This reverts commit 1798e28.

* Fix warning in HDAdditionalLightData OnValidate #885

* Fix warning in HDAdditionalLightData OnValidate #885 - fix merge issue

* Editing volumes via script doc (#884)

* Added Volumes API doc

* Update Volumes-API.md

* Changed terminology back to Volume Override

* Added terminology disclaimer

* Fix message for metal and ao (#859)

* Update HDR information. Also updated format and links. (#853)

* Fix issue with the blue line of prefab modifications for Volume mode #860

* Recompute FOV when generating PixelCoord To WorldSpace View Direction Matrix #865

* Rename h to hlsl

* Change extensions of CAS includes from h to hlsl #961

* Fix SSAO with double sided material and normal mode to none #1043

* fix typo in the Render Pipeline Wizard #1037

* Fix emissive mesh layer mask behaviour #1062

* Fix for area light baked data not updating when changing the gizmo #1075

* Fixed an error when switch area light shape to disk while an emissive… #1112

* Have the PBR Sky not render black when below horizon #1116

* Fix area light gizmo not updating engine side light v2 #1156

* Fix XR single-pass macros in tessellation shaders #1160

* Update Override-Micro-Shadows.md (#1236)

* Added disclaimer to volumes (#1247)

* Fix XR Display providers not getting zNear and zFar updated on them. #1269

* Moved requirements in toc to make it consistent with URP/VFX #1352

* Docs quality fixes #1445

* Added enable Volume snippet #1477

* Update Volume-Override-Enable-Override.md

* Porting console fixes to staging (#699)

* Fix some NaNs issues on consoles - fix

* [7.x.x Backport] Fix exposure white flash when enabling SSR (#845)

* inform postprocess

* Changelog

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

* [7.x.x Backport] Fix depth pyramid issues with dynamic resolution  (#849)

* Port

* changelog

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

* [Backport 7.x.x] Fixed Look Dev with Light Theme (#1101)

* Fixed an issue where opening the look dev window with the light theme would make the window blink and eventually crash unity.

* Update changelog

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

* [Backport 7.x.x] Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change. (#1104)

* Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change.

* Fixed issue when using Custom

* Update changelog

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

* [Backport 7.x.x] Fixed an issue where look dev lighting would go black when a new scene is loaded. (#1321)

* Fixed an issue where look dev lighting would go black when a new scene is loaded.

* Update changelog

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

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Aras Pranckevičius <aras@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com>
Co-authored-by: robinb-u3d <robinb-u3d@users.noreply.github.com>
mohammad22 pushed a commit that referenced this pull request May 17, 2022
…e callback during debug overlay drawing to allow game specific systems to append their own debug rendering via their own RenderGraph passes. (#85)
mohammad22 pushed a commit that referenced this pull request May 17, 2022
…e callback during debug overlay drawing to allow game specific systems to append their own debug rendering via their own RenderGraph passes. (#85)
mohammad22 pushed a commit that referenced this pull request May 20, 2022
…e callback during debug overlay drawing to allow game specific systems to append their own debug rendering via their own RenderGraph passes. (#85)
mohammad22 pushed a commit that referenced this pull request Oct 19, 2022
…e callback during debug overlay drawing to allow game specific systems to append their own debug rendering via their own RenderGraph passes. (#85)
mohammad22 pushed a commit that referenced this pull request Oct 20, 2022
…e callback during debug overlay drawing to allow game specific systems to append their own debug rendering via their own RenderGraph passes. (#85)
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
2 participants