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Implement Constant Buffers for HDRP (part 3) #98

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merged 144 commits into from May 19, 2020

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@JulienIgnace-Unity JulienIgnace-Unity commented Apr 10, 2020

Purpose of this PR

This PR is a continuation of PR #87.
It focuses on converting Ray Tracing to Constant Buffers so QA should focus on this area.


Testing status

Manual Tests: What did you do?

  • Opened test project + Run graphic tests locally
  • Built a player
  • Checked new UI names with UX convention
  • Tested UI multi-edition + Undo/Redo + Prefab overrides + Alignment in Preset
  • C# and shader warnings (supress shader cache to see them)
  • Checked new resources path for the reloader (in developer mode, you have a button at end of resources that check the paths)

…ScriptableRenderPipeline into HDRP/rendergraph-postprocess

# Conflicts:
#	com.unity.render-pipelines.core/Runtime/Textures/RTHandle.cs
#	com.unity.render-pipelines.core/Runtime/Textures/RTHandleSystem.cs
#	com.unity.render-pipelines.core/Runtime/Textures/RTHandles.cs
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs
#	com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraphUtils.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
…f more explicit RendererListHandle and TextureHandle
…ty-Technologies/ScriptableRenderPipeline into HDRP/rendergraph-cleanup

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
sebastienlagarde added a commit that referenced this pull request Jun 2, 2020
* Hdrp /fix reset of HDAdditionalLightData (#6453)

* fix type resolving issue when reseting HDAdditionalLightdata

* Update CHANGELOG.md

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

* Add option to disable XR rendering on the camera settings (#6372)

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

* fix unused leftover (#6497)

* Split HDRP Test scene 1900 in two scene (#6498)

* Fix custom pass test reference images (#6512)

* Updated ref image for PT fog test (5005). (#6513)

* Review corrections for previous PR (#6494)

* Fixed an usage of a a compute buffer not bound (1229964) (#6476)

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

* Fixed scene selection pass not working proporly for meshes rendered with recursive rendering. (#6520)

Fixing an issue with sub-surface scattering and updating screenshots

* fix typo (#6500)

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

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

* Update changelog.

* Additional fix for regular inspector

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

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

* Update changelog

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Removed unnecessarily serialized members in StaticLightingSky component.

* Update changelog

* Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6504)

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

* Small fix to avoid overlapping

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

* Fix a compilation issue to to a backport that did not go well. (#9)

* Fixed a regression in the ray traced indirect diffuse due to the new probe system. (#31)

* Clamp probes compression factor to 0 (#19)

* Clamp to positive

* Changelog

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

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

* Validate whole path when creating new profile

* Changelog

Co-authored-by: pavlos.mavridis <pavlos.mavridis@unity3d.com>

* Alpha to coverage frame setting (#33)

* Added FrameSettingsField.AlphaToMask

* Changelog + Documentation

* Changed field index

* Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint. (#41)

* AxF: Add support for specular AA from geometric curvature.

* AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model.

* AxF: Fix a typo that caused a bug for SVBRDF materials using precise Fresnel variants to always use full reflectance (1) for delta lights.

* AxF: Fix ignored reflection hierarchy + proxy intersection for carpaint. Add comments about problems if two directions are differents. Also add an option (disabled for now) to have BRDFColor with base angle of dominant direction. Rename some variables to make clearer direction on top for bottom lobe.

* AxF: Use get scalar roughness function to factor out  code.

* AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model.

* Add changelog entries.

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

* Implement constant buffers for HDRP global variables. (#52)

* Fixed execution error without raytracing

* Prepare Prepass refacto

* Another round of preparation

* Renamed XRPassScope to XRSinglePassScope

* RenderAfterPostProcess is now static

* Add AfterPostProcess to RenderGraph (WIP)

* AfterPostProcess implementation

* Fixed wrong RTHandle allocation

* Fixed light layers texture binding during deferred lighting pass

* Implemented Post Process Final Pass with RenderGraph

* Post merge fixes

* Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

* Fixed alpha in post processes

* Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

* Fixed decal normal patch pass

* Fixed stencil resolve render pass

* Fixed RenderDBuffer render pass function capturing variables.

* Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

* Various fixes of things that diverged compared to regular path.

* Unified renderer list and texture invalid handle error.

* Revert wrong change

* Added constant buffer hlsl generation

* Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#

* post merge fix

* Removed useless comment.

* Missing doc

* Started moving cmd.SetGlobalXXX to update the global CB (WIP)

* Implemented Volumetrics global CB and various fixes.

* Implemented shadow global CB update.

* Finished up Global Constant Buffer setup

* Fix null ref

* Fixed global constant buffer alignment issues.

* Fixed shadows and SSS

* Small ConstantBuffer API refacto

* Small fix

* Volumetric Constant Buffer implementation + Fix

* Fix ambient occlusion

* Removed redundant SetGlobalXXX

* Light list build global CB implementation

* Fixed path tracing frame index constant

* Fixed ao constant w/ raytracing

* Better path tracing fix.

* Refactored CB API to comply with Render Graph specificities

* Update test screenshot

* Fixed constant buffer generation to use macros.

* Fixed color/depth pyramid debug

* Cleanup

* Small fix

* Post merge fix

* Added global constant buffer hlsl generation.

* Post merge fix

* Post merge fix

* Post merge fix 2

* Double inclusion fix.

* Fixed CB visibility

* Indentation fix

* Removed temporary comments.

* Moved some constants around.

* Post merge fix + Port ProbeVolume global variables to constant buffers.

* Fixed deallocation of constant buffers

* Properly release Volumetric constant buffers.

* Another update to CB API

* Updated documentation.

* Add Performance framework package and HDRP performance tests (#45)

* Added performance test project

* Added new test scene system and memory p[rofiling

* Added shader analysis package

* Create symlink folder in library directory

* Update editor window

* Update shader analysis selection

* Added CLI utility to execute shader analysis reports

* Added example for the cli

* Removed problematic HDRP graphic test packages

* Add xml file to avoid IL2CPP stripping issues with test runner on the performance test(#5903)

* Update memory profiling test sample count

* Update shader graph support

* Updated project settings

* Empty commit for Performance reports

* Empty commit for Performance reports

* Empty commit for Performance reports

* Empty commit for Performance reports

* Empty commit for Performance reports

* Empty commit for Performance reports

* Use background job API and improved progress reporting

* Empty commit for Performance reports

* Updated ui

* Empty commit for Performance reports

* Empty commit for Performance reports

* Added filter on shader pass and variants

* Added option to only generate shader variants

* Empty commit for Performance reports

* Increase garlic heap size

* Begin to add build profiling

* Added more build info

* Working version of the shader compilation time reporting

* wip

* Removed useless cli

* Added util functions to name test and sample groups

* Renamed all markers and finished the build profiling

* Update test framework package

* Updated shader analysis tests

* Updated API

* Updated API and log command for compiler

* Updated api

* Use unknown metric instead of time one as workaround

* Enable the CPU profiling API

* Fix when deleting an analyzed shader

* Load reference on enable

* Added shader analysis package

* Fixed PS4 test name

* Fixed memory unit

* Added more test scenes

* Force performance tests to run on PS4  base

* Fixed sample units and use the same SampleGroup for multiple frames in counter test

* Begin to create the graphic perf test

* Finished the first version of performance graphic test package

* Fixed build tests

* Increase static analysis timeout

* More timeout

* Removed Lit shader static analysis

* Fix counters tests

* Added performance settings window in project settings

* Re-add Forward build test scene

* Fixed shader analysis filter

* PR fixes

* Begin to write the doc

* Finished V1 of the performance package doc

* Added grafana image and doc description

* Updated doc

* Maybe fix yamayo tests

* Update documentation for static analysis

* Added note on core asmdef

* Removed debug

* Fixed total memory

* Added tesselation counters test

* Tessellation shadow test

* Added per scene settings

* Added naming convention doc

* Fixed build issue on yamato

* Compilation fix to revert

* Begin to write the new doc page

* Completed performance doc

* Fixed build test

* Added Lit in static analysis

* Removed deferred static analysis

Co-authored-by: Frédéric Vauchelles <fredericv@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com>

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

* Add an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA

* Updated changelog

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

* Custom Pass AOV API  (#50)

* Very basic AOV support for custom pass

* Updated AOV API for custom passes

* Changelog

* Update AOV API

* API improvements

* API documentation

* API doc, factorize all push texture calls in RenderCustomPass

* added default values and constructor for CustomPassAOVBuffers

* fix merge conflicts

* Fix GC alloc during rendering: use a for loop instead of findIndex+lambda

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

* Implement Constant Buffers for HDRP (part 2) (#87)

* Fixed execution error without raytracing

* Prepare Prepass refacto

* Another round of preparation

* Renamed XRPassScope to XRSinglePassScope

* RenderAfterPostProcess is now static

* Add AfterPostProcess to RenderGraph (WIP)

* AfterPostProcess implementation

* Fixed wrong RTHandle allocation

* Fixed light layers texture binding during deferred lighting pass

* Implemented Post Process Final Pass with RenderGraph

* Post merge fixes

* Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

* Fixed alpha in post processes

* Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

* Fixed decal normal patch pass

* Fixed stencil resolve render pass

* Fixed RenderDBuffer render pass function capturing variables.

* Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

* Various fixes of things that diverged compared to regular path.

* Unified renderer list and texture invalid handle error.

* Revert wrong change

* Added constant buffer hlsl generation

* Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#

* post merge fix

* Removed useless comment.

* Missing doc

* Started moving cmd.SetGlobalXXX to update the global CB (WIP)

* Implemented Volumetrics global CB and various fixes.

* Implemented shadow global CB update.

* Finished up Global Constant Buffer setup

* Fix null ref

* Fixed global constant buffer alignment issues.

* Fixed shadows and SSS

* Small ConstantBuffer API refacto

* Small fix

* Volumetric Constant Buffer implementation + Fix

* Fix ambient occlusion

* Removed redundant SetGlobalXXX

* Light list build global CB implementation

* Fixed path tracing frame index constant

* Fixed ao constant w/ raytracing

* Better path tracing fix.

* Refactored CB API to comply with Render Graph specificities

* Update test screenshot

* Fixed constant buffer generation to use macros.

* Implemented XR global constant buffer.

* Removed useless global constant

* Fixed XR global constant name

* Converted SSR to constant buffer.

* Converted AO to constant buffers.

* Fixed warning

* Removed some useless SetGlobalXXX in Light Cookie Manager

* Converted debug display to use constant buffer.

* Fixed color/depth pyramid debug

* Cleanup

* Implemented constant buffer for PBR sky global variables.

* Warning fix

* Small fix

* Cleanup of global setup happening before rendering (render graph path or not).

* Post merge fix

* Added global constant buffer hlsl generation.

* Post merge fix

* Post merge fix

* Post merge fix

* Post merge fix 2

* Double inclusion fix.

* Fixed CB visibility

* Fixed compilation after the merge

* Indentation fix

* Removed temporary comments.

* Moved some constants around.

* Post merge fix + Port ProbeVolume global variables to constant buffers.

* Fixed deallocation of constant buffers

* Properly release Volumetric constant buffers.

* Another update to CB API

* Updated documentation.

* Missing generated file

* Fixed various issues with light probe volumes.

* Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene.

* Final fix for probe volumes

* Fixed a warning in shader compilation

* Changes from review feedback

* Compilation fix.

* Minor adjustments to TAA anti flicker (#97)

* small adjust to taa antiflicker

* Changelog

* Add support for lighting decomposition debug mode (+ AOV) (#99)

* Add lighting decomposition debug mode

* fix compil issue with probe volumes

* Fix usage of debug exposure in debug mode

* Add Test 3001 + fix reflection when sky  only

* remode _DebugExposure after merge

* remode _DebugExposure after merge

* fix merge issue

* add exposure compensation to Fixed exposure mode

* Update ColorUtils.cs

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

* Fix MSAA resolve when there is no motion vectors

* Update CHANGELOG.md

* Cleaned up code

* use multi_compile

* Added _

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

* fix switch shader compilation (#111)

* DXR Automated tests shader graph optimizations (#116)

* Split 902 scene into 5 scenes + SG optimizations

* Deleting old image for splited scene

* Fix various leaks in HDRP. (#113)

* Fixed a number of leak in HDRP

* Update changelog

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

* Fix compile error with XR SubsystemManager (#107)

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

* Update SceneViewDrawMode.cs (#118)

* Follow references when deleting unloading unused assets on shader graph save (case 1230996)  (#114)

* Follow references when unloading unneeded assets

* changelog

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

* Fix culling of reflection probes that change position (#121)

* Fix culling of reflection probes that change position

* Avoid null reference

* Avoid null reference - try 2

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

* Fix null reference when processing light probe (#131)

* Hdrp/runtimetests/ps4 fix (#129)

* Redo branch. Upgrade to 2020.1.0b5, reduce texture res, new HDRP asset.

* Switch to HDRI, increase Garlic heap size to 4gb, turn on "Stop NaNs" on camera, decrease render target res.

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

* Set appropriate render datas before rendering cameras

* changelog

* update doc

* comment update

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

* fix black screen in XR when HDRP package is present but not used (#137)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#18)

* 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>

* Added support for rasterized area light shadows in StackLit + slight refactor (#39)

* Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled.

* Doc: remove note about area light shadows for stacklit. [skipci]

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

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

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

* fix

* Update PostProcessSystem.cs

* Update CHANGELOG.md

* Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection

* Update CHANGELOG.md

* adress PR feedback

* Fix default volume profile collapse (#138)

* Only re-create the volume profile editor when the asset is changed

* Updated changelog

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

* Bind missing buffer (#159)

Bind buffer to make sure that something is bound

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

* AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162)

* Fixed shader warning on Xbox for ResolveStencilBuffer.compute (#163)

* fix warning

* changelog

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

* Texture-weighted automatic exposure (#165)

* Exposure weighted by texture

* miss one in the renaming

* Doc update

* changelog

* doc update

* fix issue when disabling override

* Update 3003_LightingMode.unity

* Optimizing light loop part 2 (#2)

* Saving 10% off the PrepareLightForGPU

* 18% decrease in cost with this

* Around 12% cost shaving off GetLightData

* Around 6.5% win here

* Faster View matrix flip

* Missing *=-1

* About 7% win in preprocess light data

* Another small batch

* Small cleanup for first optimization pass

* Tiny bit more cleanup

* Make UpdateShadowRequests 12% cheaper

* Address review points

* A bit less than 20% win in ExtractPointLightData

* Add comment

* changelog

* 25% reduction of ExtractPointLightData

* 18% win in UpdateShadowRequest

* Another around 11% win for UpdateShadowRequest

* Move matrix multiply utils to core

* less lighttype computation

* Ooops

* fixup changelog

* Proper merge

* Missing leftovers .

* I'll manage to submit it all one day...

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

* Added support for POM for emissive map (#51)

* Add option to use Base UV Mapping for emission

* Graphic test and doc

* Changelog

* Screenshots

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

* HDRP Compositor Tool (#57)

* HDRP compositor tool, first code drop

documentation typo, move everything in compositor namespace

documentation typo

bugfix: dynamically add/remove properties when shadergraph changes

UI bugfix: properly compute height of UI elements

Missing tooltips, button to remove the compositor

toggle layers now works when player is paused

add chroma keying in the compositor test

Changelog, workflow bugfix

Use Unity's built'in icons

AOV bugfixes

AOV tooltip was wrong

bugfix: disabling the compositor now disables all compositor cameras

Proper monitoring of shadergraph changes

Updated test image + minor changes

Use better names for internal cameras

Bugfix: selecting the same res for a layer

Bugfix: deleting in-use texture layers from shadergraph now works

Bugfix: setting AOV to none now works properly

Use the term SubLayer in the UI

Improve AOV tooltip

Camera properties in layers are properly refreshed

UI: Move checkbox for overrides on the left side of the label

Remove default compositor camera when also deleting the compositor

Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again

Hdrp/docs/compositor (#6013)

* Added docs review

* Changed fodler for images

Bugfixe: deleting layers

Bugfix: reordering layers

Bugfix: creating a new compositor fails

Remove redundant check

Fix wrong tooltip

Bugfix when deleting camera stack layers

Bugfix: handle window resize

Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers

Bugfix: more robust re-ordering (also moves children)

Bugfix: mark scene dirty when adding a compositor

Bugfix: display warning when alpha is configured properly

Change video layer icon

Bugfix: adding a layer filter does not reset the UI state

Bugfix: do not show composition properties that are marked with hide-in-inspector

Better / more clean layer injection implementation

minor code clean up

Clear color mode should only be editable on the first layer of a stack

Bugfix: setup of custom render was not always called

Bugfix: make sure additional camera data always exist in the layer/compositor camera

Change test id to 9800

Fix typos

mark scene dirty when removing or disabling the compositor

Default composition shadergraph and profile are now cloned

Serialized objects are now properly updated

minor code change: range checks

bugfix: error message appears at beginning

remove layer list from the asset file

add default camera layer when creating the compositor

replace getter function with c-sharp property

update asset in unit test

* move compositor unit test images

* remove leftover code

* review feedback #1

* review feedback 2

* review feedback - custom clear shader

* fix variable names that don't affect serialization

* fix serialized variable names

* bugfix: image layers and camera stacking

* use enum utility functions

* Use multicompile in motion blur + bug fix

* Make some variables private

* Update Compositor-User-Guide.md

* Review feedback

* fix muticompile for motion blur without alpha

* Update to new constant buffer / shadergraph api

* Player test image for the compositor

* Properly fill camera entries for global constant buffer

* Fix after rebase / function rename

* Make bg red for better debugging qnd cqtch unity exception

* Disable compositor test until we fix it on yamato

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* PBR shader gbuffer ztest (#43)

* Fixed PBR shader rendering in deferred

* Updated changelog

* Enable Light Baking Cookies by default + Warning (#79)

* Enable

* Fix typo

* Importance Sampling Pipeline (#84)

* Multiple Importance Sampling for HDRI Sky (Ray Generation)

* backup

* Multiple helpers

* Add RTHandleDeleter (delay in K frame the Release of a RTHandle)
* Fix GPU Operation when texture are too small
* Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ...
* Helper manager to generate one marginal per slice mip (one per frame)

* backup

* Add SampleCubemapProjectionNode (Project cubemap to Geometry)

* delete useless files

* update

* Cube To LatLong for CubeArray

* Functional generation

* Integration on ray tracer step

* Store HDRI Integral

* .

* Integrate HDRI Sky

* Update Importance Sampling

* Update Algorithm with Hemisphere Path

* Backup

* Update merge

* Update Merge 001

* Update Merge 002

* Update Merge 003

* Update Merge 004

* Update Merge 005

* Update Merge 006

* Update Merge 007

* Cleanup

* Update Integration of HDRISky Upper Hemisphere

* Remove useless dump images on disk

* Fix change log issue

* backup

* Backup

* Pre-Clean

* Pre-Clean

* Clean Up - remove file

* Remove Debug Code

* Update

* Update ChangeLog

* Clean Up

* update

* Clean up

* Remove useless texture

* Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter"

* CleanUp

* remove useless comment

* Add variable (Atmospherical) + Rename/Comment

* Move parameter to CS, Clean & move to private RTHandleDeleter

* Revert "Importance Sampling Pipeline (#84)"

This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11.

* Reducing the number of variants for ray tracing when building a player (#94)

* - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform.
- Removed the dynamic lightmap multicompile.
- Remove the LOD cross fade multi compile for ray tracing.
- Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping.

* fix merge

* Update LayeredLit.shader

* Update LayeredLit.shader

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

* Update 3003_LightingMode.unity

* Fix compil issue with Enable BakeCookie

* Enable Light Baking Cookies by default + Warning - part 3 #79

* Avoid building the mip chain a second time for SSR for transparent objects.  (#93)

* - Avoid building the mip chain a second time for SSR for transparent objects.

* Update ScreenSpaceReflections.compute

* fix merge issue

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

* Scalable volumetrics [skip ci] (#34)

* Adaptive sampling works

* Compute the PDF

* URL

* Fix stuff up (except for profile preview)

* Attempt to fix previews

* Fix transmission

* Support quality levels

* Clean shader

* Remove 2 kernels

* PURGE

* Automatically adjust the number of samples at runtime

* Changelog

* Spaaaaace

* Add comment

* Spaaaaaace

* Rename

* Update ref img 1215, 1216, 1217

* Revert "Update ref img 1215, 1216, 1217"

This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088.

* Robust filter radius

* Solve the NaN problem

* Save 1x VGPR

* Update SSS defaults

* Add migration steps

* Volume resolution WIP

* Shorter names FTW

* Comment

* Dynamic slice count works

* Dynamic res works

* Changelog

* Stretch the limits

* Fix bug (order matters)

* Comments

* Remove volumetric quality presets

* Changelog

* Reorder

* Solve the mystery of RTs going NULL

* More robust bad history detection

* Update test scenes for High Quality

* More bug fixes

* More accurate comment

* Do not reinvent the wheel

* Fix broken test 1351

* Attempt to migrate HQ SSS settings

* Remove all branches

* Optimize a bit

* 7x WF

* Fix the rounding error

* Fix the rounding error

* Remove garbage allocation

* Fix typos

* Copy the SSS value

* Revert HDRP asset changes

* Fix default UI value

* Pass the right asset

* Update ref img 1215

* update reference screenshots

* Update CHANGELOG.md

* Update CHANGELOG.md

* Switch to RTHandles

* Rename textures used by the fog filtering pass

* Fix reprojection

* Fix shader warning + typo+

* fix another shader warning

Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fixed runtime test for Yamato (#177)

* Revert "Hdrp/runtimetests/ps4 fix (#129)"

This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba.

* Update runtime test to use way less memory to be able to run on console

* Fixed screenshots and test

* Fix HDRP Wizard windows not compatible with "preview" package version (#178)

* Fix async compute throwing errors because of global constant buffers. (#130)

* Replaced commands incompatible with async compute in light list build process.

* Update changelog

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

* Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136)

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

* Update changelog

* Removed useless test

* Updated changelog message to add more info

* Refactoring to share the code for light list building better between probe volumes and lights. (#156)

* Refactoring to share the code for light list building better between probe volumes and lights.

* Remove commented code

* Fixed constant buffer update

* Fixed kernel used for cluster generation

* Fixed cluster kernel for oblique projection

* Restored a resize test for XR

* Removed unexpected Shuriken folder in Test Project

* Add range attenuation to box-shaped spotlights [Skip CI] (#101)

* Added range attenuation to box-shaped spotlights

* Update tests

* Update CHANGELOG.md

* Remove file duplication

* Added box range attenuation test

* Clarify documentation

* Update screenshots

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

* Hdrp/decal transparent mip selection 1222437 (#96)

* Improve MIP selection for decals to transparent

* Add change logs

* Communize Helper (ComputeTextureLOD{Bias?}(...)

* Update

* Rename

* Comment

* fix white space and 0.f

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

* Fix cookie atlas alloc for cone spot lights (#187)

* Fix unneeded cookie texture allocation for cone stop lights

* Updated changelog

* Fix cone spot light cookie

* update template (#189)

* Hdrp/combine material samples with shader samples [Skip CI] (#117)

* Fix MaterialBalls having same guid issue

material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned

* Merge material samples and shader samples

Merge shader samples into material samples

* Update scene visuals

update frame prefab with new visual style
update scene to suit visual style

* Fix spelling and grammatical errors

alterates -> alters - this one isn't technically an error but alterates isn't used in common English
oder -> order
accross -> across

* Create fabric scene

create scene and rendering settings

* Add fabric ball prefab with fabric mesh

Add fabric ball prefab with fabric mesh

* Add threadmaps to project

Add threadmaps to project

* Add materials to project

Add materials to project
Linen
Nylon
Satin
Velvet
Wool

* Add scenes for hair and fabric and create prefabs for lighting and hair display

Add scenes for hair and fabric
Create prefabs for lighting and hair display
Fix Decal prefab

* Update scene and fix errors with materials that don't use threadmaps

Update scene and fix errors with materials that don't use threadmaps

* Update fabric materials and textures

Update fabric materials and textures

* Clean up project and add additional materials

Add ShotSilk material
Modify materials
Rename textures
Cleanup changes
Add information to fabric scene

* Update and organize scenes

Update and organize scenes

* Update Fabric scene , fix spelling errors and change to american spelling

Update Fabric scene , fix spelling errors and change to american spelling

* Update information in fabric scene

* Update scene lighting

Update scene lighting

* Align lighting and rendering across scenes, remove old sample scene

Create prefabs for common elements
Change sky gradient
Remove unused settings
Remove old sample scene

* Update textures and meshes

Update denim color to tga file format to conform with other files
Update cloth mesh to have better normals
Update scene after changes to prefab

* Update cloth mesh

Update cloth mesh

* Update scene text and cloth mesh

Update scene text and cloth mesh

* Update Changelog

Update Changelog

* Fix bug with material ball and parallax occlusion mapping due to mesh tangents

Fix bug with material ball and parallax occlusion mapping due to mesh tangents

* Remove shader samples from package json and update material samples description

Remove shader samples from package json and update material samples description

* Update sample content documentation

* Update scene text

* Move files in mesh folder to appropriate folders and remove additional material ball prefab

* Add micro shadows

* Update 1301_StackLitSG.png

* Change guid reference in MaterialSamples scene

Co-authored-by: Sean Puller <sean.puller@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* DisplayInfo attribute. (#172)

* Added DisplayInfo attribute for generic display info.

* Implemented volume parameter sorting for default inspector.

* Update changelog

* Named parameters for tuples in Volume Component Editor

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

* Compute Buffer management for render graph (#194)

* Added import and usage of Compute Buffer API to render graph.

* Missing clear of Compute buffer write/read lists.

* Another missing clear.

* Light loop compute buffers WIP

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

* Reverted Render Graph debug registering by default.

* Post merge fixes

* RenderPass debugger visualization and fixed null profiling sampler

* Missing using directive.

* Post merge fix

* Use new light list build ouptut for deferred lighting pass

* Use new light list build ouptut for contact shadow pass

* Use new light list build ouptut for volumetric passes

* Simplify the tooltip (#188)

* Added MovedFrom attribute (#182)

* Contact shadow min distance + fix scalarization code  (#150)

* Min distance

* editor update

* Update doc

* Changelog

* fix some ui issues

* Update docs according to UI changes

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

* TAA docs update (#132)

* update docs

* pr review

* Added indentation as dashed

* Hdrp/deferred shadow quality multi compile (#5)

* shadow mask

* Changelog

* Have shadow quality as multi_compile

* make old API obsolete

* Update comment

* Comment on pre processor

* Update docs

* Change shader versions of deferred

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

* Hdrp/path traced dof (#164)

* Path traced DoF implementation

* Move focus distance from volume to physical camera

* Small fixes

* Small fixes in math

* Small fixes in math 2

* Compile error

* Make new functions private

* Cosmetic changes

* Move viewport matrix function to utils

* Keep focus distance in the volume

* Do not enable in scene view camera

* Changelog

* Review feedback

* Use scale and bias instead of matrix mul for the viewport transform

* Bugfix: post process DoF should still be executed for non-physical mode

* Typo

* avoid null reference when physical params is null

* remove redundant check

* Update HDRenderPipelineAsset.asset (#210)

* Fixed volume debug menu in playmode (#149)

* Refresh widgets in play mode. Added doc. Reduced refresh rate

* Changelog

* Added some code doc

* Fix refresh rate and scroll over hidden volumes in play mode

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

* Added a new test scene for physical camera DoF in Pathtracer (#211)

* Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215)

* fix bug 1238155

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* Update HDRenderPipelineAsset.cs

* Fix warning in PCSS code when using Vulkan (#229)

* Fix warning

* changelog

* Fix decal register + obsolete cookie API (#195)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Fix decal shader

* Fixed HDRP cookie

* Update HDLightUI.cs

* correctly fix decal

* Update CHANGELOG.md

* Update ColorAdjustments.cs

* Update ShaderVariablesDecal.hlsl

* fix compil on 2020.1

* Update HDRP_Test_Def.asset

* add test for 3RT decal

* update decal test

* Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244)

* Do code cleanup + bugfix shadow

* Update Upgrading-from-2020.1-to-2020.2.md

* Update LightLoopDef.hlsl

* Fixed issues with path traced SSS and accumulation. (#257)

* Add missing documentation for AOV API params (#254)

* Hdrp/public static sky (#253)

* Made the static lighting sky public so that users can change it by script for baking purpose.

* Update changelog

* Update HDAdditionalLightData.Migration.cs (#269)

* Add missing docs attributes (#271)

* Fixed an error about procedural sky being logged by mistake. (#273)

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

* Update changelog

* Fix quality settings UI and shadow mask UI (#122)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* fix typo

* fix typo 2

* Updated raytracing async compute warning. (#274)

* 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>

* Fixed a null ref exception in static sky when the default volume profile is invalid. (#278)

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

* Update changelog

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

* Added SubScenes cache to be compatible with HDRP/staging (#287)

* Update 2002_Light_DynamicMix.unity (#292)

* Update HDCubemapInspector.cs (#296)

* increase tolerance for test 5008 in VR due to recent changes (#311)

* Upate screenshot for HDRP DXR Test (#312)

* Fix SSS code doc (#319)

* Fix issue with screen-space shadows not enabled with RT off (#139)

* Fix issue with screen_space shadows not enabled with RT off

* Proper fix: only keep directional screen space shadows with RT off

* Fix shadow debug mode

* cosmetic changes

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

* Fixed a performance issue with stochastic ray traced area shadows. (#300)

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

* Fix bad merge of the light loop optimization PR (an optimization was undone) (#321)

* Don't compute light type

* Typo

* Camera override API (#170)

* Added the API to override camera rendering

* Updated changelog

* Fixed compilation issue

* Factorized protection function

* Fixed camera override in scene view

* Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update

* Fixed camera override with dynamic resolution and moved it to internal

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

* Fix cookie srgb (#297)

* Fixed srgb flag not updating the cookie atlas

* Updated changelog

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

* Fix flickering lighting in the scene and game view when lookdev is open. (#290)

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

* Update changelog.

* Added a function to reset the reference size of RTHandle systems. (#299)

* Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems.

* Update changelog

* Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291)

* render until ambient probe is ready

* changelog

* remove comment

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

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

* Add resolve if needed of transparent movec

* rename

* rendergraph

* changelog

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

* Hdrp/reflection probe scale perf (#252)

* Use IEnumerable as interface for HDProbeSystem

* Added a perf test for probe registration

* Use HashSet instead of List to store HDProbes

* Updated planar reflection to use a HashSet

* Updated changelog

* Fix invalid length check

* Fixed build of planar probe array

* Fixed GC alloc issue

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

* [9.x.x] Axf measurements into tilings (#289)

* AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support.
On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material.
This removes old materialU/V tiling and flakes tiling (AxF is still in preview though).
Update test scene to move old tiling property values into new properties so results don't change.
Update documentation.

* AxF measurements into tilings: Add changelog entry.

* AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings.

* Update the AlphaToMask test for AxF.

* Update all other editor and player platform references to match.

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

* fix 9402screenshots on vulkan

* Update HDRP graphic test framework with Test Broken / TestFilter script (#393)

* Update hdrp testing framework

* Update hdrp testing framework 2

* Update TestFilterGenerator.cs

* revert change on shader graph

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

* Add Layer modification of EmissiveMesh generated by area light

Add Layer handling on Generated Emissive Mesh

* Update CHANGELOG.md

* Add "same as Light" hability for layer and make it default

* Add destruction on move in hierarchy and retrieve existing to secure the NotEditable

* Add sync on Static too

* Also the copy the static drop down

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

* Disable async compute for D3D12 [Hold] (#301)

* disable async on d3d12

* Change doc

* Hd/fix nullref while removing decal component (#416)

* fix nullref on DecalComponent removed from contextual menu

* Update CHANGELOG.md

* Added a flow map parameter to HDRI Sky (#44)

* Added uv distorsion for HDRISky cubemap

* Editable flow strength

* Better parameter name. Smooth flow on cube edges

* Added a graphic test. Updated Changelog

* Updated documentation

* Added screenshots

* Wait frames for test

* Wait more

* Update screenshots again...

* Static test

* Static screenshots

* use multi_compile

* Renamed all parameters

* Procedural distortion

* Update doc

* Set all keywords

* Revert to old behaviour

* doc

* update test

* remove useless variable

* doc

* Fix lat long and procedural flow

* replace trig functions. Correct wind dir

* Dropdown and upper hemisphere fix

* Updated doc

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

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

* Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling

* Changelog

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

* replace fbx by the one from URP with no import errors (#427)

* Fix the bug (#430)

* Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418)

* Saturate vertex color to avoid negative values.

* changelog

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

* Renamed variables (#436)

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

* Hd/fix targets used in ongui in decalcomponent (#413)

* Fix Reset not resetting to default

* Delay MaterialEditor recreation to when possible

* Update CHANGELOG.md

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

* Implemented ray traced reflections for transparent objects. (#47)

* Implementation of ray traced reflections for transparent objects

* fix issue with ShowPrePassAndPostPass

* Change label for transparent SSR + change default value to false

* fix material not setup properly

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

* Fix custom pass graphic tests (#359)

* FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test

* Replaced canvas by a quad (more stable for graphic test)

* disable vulkan test as it is failing, need investigation

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

* Save scene-view camera settings in Editor prefs (#440)

* Sceneview camera settings are now saved in Editor prefs

* cosmetic changes

* add comment

* Small refactor to allow easily adding more prefs in the future

* fix comment

* fix comment 2

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

* Fix issue when switching back to custom sensor type in physical camera (#417)

* Fix issue when switching back to custom sensor type in physical camera

* make if comparison more explicit

* make if comparison more safe

* Per-camera history for the custom settings using a static dictionary

* Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras

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

* Fix a null ref exception when running playmode tests  (#360)

* fix a null ref exception when running playmode tests with the render pipeline debug window opened

* use empty array

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

* Fixed some gcalloc in the debug window (#445)

* Fixed some GCAlloc in the debug window

* Update changelog

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

* Update reference screenshot dx12

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443)

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617)

* Fix an issue with thin refraction SG and updating screenshots

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

* Create Shaders.meta

* Hdrp/small ui update (#423)

* 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.

* Update changelog.

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

* update settings for DXR

* Update SetToCameraNearPlane.cs

* Add an option to disable shadow bias

* Don't query cull results if we don't have them (#449)

* test with a guard

* changelog

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

* Update screenshot (#463)

* Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12

* Update TestCaseFilters.asset

* Revert "Disable async compute for D3D12 [Hold] (#301)" (#469)

This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16.

* Revert "Add an option to disable shadow bias"

This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c.

* PBR Sky renderer now shares its internal precomputation table between different instances. (#250)

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

* Update changelog

* Doc update

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

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

* Makes sure quaternion is normalized and valid before converting to matrix.

* Updated Changelo.

* Revert "Updated Changelo."

This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2.

* Update CHANGELOG.md

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

* New tooltip for camera background and fixed exposure when switching the background mode. (#415)

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

* Update changelog

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

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

* Clear the queue once filled up and push elements that failed to be pushed.

* changelog

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

* Fixed asset preview being rendered white because of static lighting sky. (#462)

* 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.

* Update changelog

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

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

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

* Review feedback

* Review feedback 2

* Fix show cookie atlas debug mode (#475)

* Fix the show cookie atlas debug mode not displaying correctly

* Updated changelog

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

* Enable DXR playmode test (#472)

* Update upm-ci-hdrp_dxr.yml

* add hdrp dxr playmode test to all hdrp ci

* Update upm-ci-hdrp.yml

* Update upm-ci-hdrp.yml

* change planar atlas size to 1024

* Update upm-ci-hdrp.yml

* Update 802_SubSurfaceScatteringForward.png

* update scene

* update 5001 lighting

* fix exposure for 5001 path tracing test

* update player screenshots

* disable 5001 path tracing as it fail on yamato

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

* Working but not nice

* Remove unecessary cruft

* tiny changes

* changelog

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

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

* re-enable thumbnail gen only for d3d11

* Update changelog

* try enable metal

* Update changelog and comment

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

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

* 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

* Hd/fix undo environmentlibrary lookdev (#490)

* fix undo redo for environment library

* Update CHANGELOG.md

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

* Fix vulkan test

* SSGI Implementation (#95)

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

* Change Sky in 5001 PT Test to HDRI Sky + update image (#502)

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

* Update 802_SubSurfaceScatteringForward.unity

* fix vulkan warring and wrong meta

* Update upm-ci-hdrp.yml

* Fix merge issue with Test filter

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

* Use absolute paths for dof include

* changelog

* Fix Light overlap (#444)

* Added the light overlap volume code

* Updated changelog

* Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode

* Fixed documentation

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

* Fixed API breakage. (#524)

* [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532)

* AOV documentation

* minor change in the comments

* Accumulation documentation

* minor improvements

* Rewrite the AOV script. Now it is stand-alone.

* Typo

* Add path traced DoF documentation

* Reviewed AOV doc

* Reviewed accumulation doc

* Reviewed path-traced dof doc

* Add missing OnDestroy in example script

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Restore some XR HDRP tests (#382)

* restored XR tests

* revert and split changes for temporal effects in another branch

* fix XR tests using volumetrics

* 8103 is still acting randomly

* try to set timeout to 30s to confirm it's working

* set timeout to 5 min per test for HDRP instead of default 3 min

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

* Fix taaFrameIndex and restore TAA tests for XR (#534)

* fix taaFrameIndex and temporal effects with the test suite

* increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty

* update ref images

* set waitFrames for HDRP runtime test scene

* reset camera before waiting

* update reference images from Yamato

* revert change to 001-HDTemplate

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488)

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255)

* Add missing inverse exposure multiplier

* Add support for batchmode (#542)

* Update 9301_MotionVectorsOff-Forward-Dynamic.png

* Fix custom pass prefabs (#419)

* Fix custom pass integration with prefabs

* Updated changelog

* Fixed prefab highlight not updated when adding/removing custom passes

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

* Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* Reverted volumetric lighting changes and now render graph version uses the shared textures.

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

* Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961)

* Added changelog

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

* Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529)

* Custom Pass API (part 1) (#155)

* Begin to write the new custom pass API

* Begin to add custom pass utils shader

* Begin to add custom pass API test scenes

* Fixes for the Gaussian blur of the custom pass API

* Fix blur release

* Added custom pass copy test and fixed blur

* Added more custom pass documentation

* Added custom pass API graphic test reference image

* Added more obsolete things

* fix function visibility

* Updated changelog

* Added custom pass API test scene

* Fixed custom pass API doc

* Moved obsolete execute function into the new one

* Updated custom clear pass to use the new API

* Updated custom pass API test reference image

* update reference screenshots

* Fixed various scale issues in the blur custom pass API and updated reference screenshot

* Disable custom pass API test because it's unstable

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

* Implement Constant Buffers for HDRP (part 3) (#98)

* Fixed execution error without raytracing

* Prepare Prepass refacto

* Another round of preparation

* Renamed XRPassScope to XRSinglePassScope

* RenderAfterPostProcess is now static

* Add AfterPostProcess to RenderGraph (WIP)

* AfterPostProcess implementation

* Fixed wrong RTHandle allocation

* Fixed light layers texture binding during deferred lighting pass

* Implemented Post Process Final Pass with RenderGraph

* Post merge fixes

* Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

* Fixed alpha in post processes

* Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

* Fixed decal normal patch pass

* Fixed stencil resolve render pass

* Fixed RenderDBuffer render pass function capturing variables.

* Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

* Various fixes of things that diverged compared to regular path.

* Unified renderer list and texture invalid handle error.

* Revert wrong change

* Added constant buffer hlsl generation

* Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#

* post merge fix

* Removed useless comment.

* Missing doc

* Started moving cmd.SetGlobalXXX to update the global CB (WIP)

* Implemented Volumetrics global CB and various fixes.

* Implemented shadow global CB update.

* Finished up Global Constant Buffer setup

* Fix null ref

* Fixed global constant buffer alignment issues.

* Fixed shadows and SSS

* Small ConstantBuffer API refacto

* Small fix

* Volumetric Constant Buffer implementation + Fix

* Fix ambient occlusion

* Removed redundant SetGlobalXXX

* Light list build global CB implementation

* Fixed path tracing frame index constant

* Fixed ao constant w/ raytracing

* Better path tracing fix.

* Refactored CB API to comply with Render Graph specificities

* Update test screenshot

* Fixed constant buffer generation to use macros.

* Implemented XR global constant buffer.

* Removed useless global constant

* Fixed XR global constant name

* Converted SSR to constant buffer.

* Converted AO to constant buffers.

* Fixed warning

* Removed some useless SetGlobalXXX in Light Cookie Manager

* Converted debug display to use constant buffer.

* Fixed color/depth pyramid debug

* Cleanup

* Implemented constant buffer for PBR sky global variables.

* Warning fix

* Small fix

* Cleanup of global setup happening before rendering (render graph path or not).

* Post merge fix

* Added global constant buffer hlsl generation.

* Post merge fix

* Converted raytracing lightloop variables to constant buffer.

* Converted RayTracing global variables to constant buffer.

* Removed obsolete comment

* Post merge fix

* Post merge fix

* Post merge fix 2

* Double inclusion fix.

* Fixed CB visibility

* Fixed compilation after the merge

* Indentation fix

* Removed temporary comments.

* Moved some constants around.

* Post merge fix + Port ProbeVolume global variables to constant buffers.

* Fixed deallocation of constant buffers

* Properly release Volumetric constant buffers.

* Another update to CB API

* Updated documentation.

* Missing generated file

* Post merge fix

* Fixed various issues with light probe volumes.

* Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene.

* Final fix for probe volumes

* Fixed a warning in shader compilation

* Changes from review feedback

* Compilation fix.

* Post merge fix

* Removed useless constant

* Crash fix

* Post merge fix

* Update 501_RecursiveRendering.png

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

* Hd/fix wizard defaultvolumeprofile creation (#565)

* Fix Wizard check on default volume profile

* Update CHANGELOG.md

* Small TAA Anti-flicker changes (#555)

* tweaks

* Change default so that is just high quality.

* changelog

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

* Fix central depth sampling in TAA (#564)

* Fix sampling of central depth

* changelog

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

* Render Graph Async Compute (#552)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies.

* Implementation of async resource synchronization.

* Fixed synchronization (only partial fix)

* Added default profiling sampler for render graph passes not providing one.

* Async WIP

* Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async.

* Post merge fix

* Cleanup

* Removed comment.

* Disabled async contact shadows again.

* Small cleanup

* Change exposure compensation in the default volume profile to 0. (#388)

* Change profile (And add missing setting)

* changelog

* Upgrade guide

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

* Histogram guided auto-exposure + debug modes (#372)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* review fixups

* Review feedback

* Bad merge fixup

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

* Refactor shadow caching system (#554)

* Very debuggy code just start nothing functional or usable yet.

* remove old cached stuff (not finished, need switch branch)

* revert wrongful commit

* A bit of restructuring

* A good point as any to sync up

* sync

* Move from old repo...

* fix regression

* Handle case in which shadow doesn't fit

* leftover not committed

* Fix some issues with culling of point lights from the

* preliminary support for cascaded shadows

* Fix some issue with the directional

* Subshadow update

* Add some guards, some debug and the new C++ api for infinite bounds

* Some UI for the resolution

* Fix merge issues

* Update debug cs.hlsl

* Render graph stuff and some leftover removal

* micro cleanup

* Fix behaviour when defragging and excess lights are there

* Public API

* Remove dbg names

* Bug on debug view of area atlas

* Missing field on new PCSS signature for directional

* More public API

* Refresh cached shadows on resolution changes.

* merge conflicts patchup

* Fix missing shadows on normal shadows

* Small cleanup and turning positive the doesn'tHavePlacement

* Fix case on switching light type and issue with non-rectangle area lights

* tentative fix for error on build

* Debug logging

* update naming of debug

* Fix issue with double inclusion

* DOCS

* upgrade guide

* post merge fixups

* leftover comment

* changelog

* Doc changes in upgrade guide

* have print debug info only in editor

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

* update reference screenshots

* VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest

* Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584)

* remove useless code for cookie

* Hdrp/fix camera switcher (#591)

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

* update changelog.

* fix issue that prevents PS4 from building (#596)

* Removed experimental namespace for ray tracing code. (#612)

* Hdrp/multi view pt (#518)

* Multiview (scene + game) path tracing accumulation.

* Cosmetic.

* Modifications to address comments in PR.

* Updated PT fog test.

* Updated Changelog.

* Fixed issue with unlit shader graphs in path-traced mode.

* Update CHANGELOG.md

* Update HDUnlitSubTarget.cs

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

* Fix Look Dev default profile not updating correctly (#630)

* Fixed an issue where editing the lookdev default profile would not reflect directly in the…
sebastienlagarde added a commit that referenced this pull request Jun 2, 2020
* Hdrp /fix reset of HDAdditionalLightData (#6453)

* fix type resolving issue when reseting HDAdditionalLightdata

* Update CHANGELOG.md

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

* Add option to disable XR rendering on the camera settings (#6372)

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

* fix unused leftover (#6497)

* Split HDRP Test scene 1900 in two scene (#6498)

* Fix custom pass test reference images (#6512)

* Updated ref image for PT fog test (5005). (#6513)

* Review corrections for previous PR (#6494)

* Fixed an usage of a a compute buffer not bound (1229964) (#6476)

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

* Fixed scene selection pass not working proporly for meshes rendered with recursive rendering. (#6520)

Fixing an issue with sub-surface scattering and updating screenshots

* fix typo (#6500)

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

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

* Update changelog.

* Additional fix for regular inspector

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

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

* Update changelog

* Removed wrongly serialized fields in StaticLightingSky (#6441)

* Removed unnecessarily serialized members in StaticLightingSky component.

* Update changelog

* Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6504)

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

* Small fix to avoid overlapping

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

* Fix a compilation issue to to a backport that did not go well. (#9)

* Fixed a regression in the ray traced indirect diffuse due to the new probe system. (#31)

* Clamp probes compression factor to 0 (#19)

* Clamp to positive

* Changelog

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

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

* Validate whole path when creating new profile

* Changelog

Co-authored-by: pavlos.mavridis <pavlos.mavridis@unity3d.com>

* Alpha to coverage frame setting (#33)

* Added FrameSettingsField.AlphaToMask

* Changelog + Documentation

* Changed field index

* Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint. (#41)

* AxF: Add support for specular AA from geometric curvature.

* AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model.

* AxF: Fix a typo that caused a bug for SVBRDF materials using precise Fresnel variants to always use full reflectance (1) for delta lights.

* AxF: Fix ignored reflection hierarchy + proxy intersection for carpaint. Add comments about problems if two directions are differents. Also add an option (disabled for now) to have BRDFColor with base angle of dominant direction. Rename some variables to make clearer direction on top for bottom lobe.

* AxF: Use get scalar roughness function to factor out  code.

* AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model.

* Add changelog entries.

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

* Implement constant buffers for HDRP global variables. (#52)

* Fixed execution error without raytracing

* Prepare Prepass refacto

* Another round of preparation

* Renamed XRPassScope to XRSinglePassScope

* RenderAfterPostProcess is now static

* Add AfterPostProcess to RenderGraph (WIP)

* AfterPostProcess implementation

* Fixed wrong RTHandle allocation

* Fixed light layers texture binding during deferred lighting pass

* Implemented Post Process Final Pass with RenderGraph

* Post merge fixes

* Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

* Fixed alpha in post processes

* Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

* Fixed decal normal patch pass

* Fixed stencil resolve render pass

* Fixed RenderDBuffer render pass function capturing variables.

* Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

* Various fixes of things that diverged compared to regular path.

* Unified renderer list and texture invalid handle error.

* Revert wrong change

* Added constant buffer hlsl generation

* Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#

* post merge fix

* Removed useless comment.

* Missing doc

* Started moving cmd.SetGlobalXXX to update the global CB (WIP)

* Implemented Volumetrics global CB and various fixes.

* Implemented shadow global CB update.

* Finished up Global Constant Buffer setup

* Fix null ref

* Fixed global constant buffer alignment issues.

* Fixed shadows and SSS

* Small ConstantBuffer API refacto

* Small fix

* Volumetric Constant Buffer implementation + Fix

* Fix ambient occlusion

* Removed redundant SetGlobalXXX

* Light list build global CB implementation

* Fixed path tracing frame index constant

* Fixed ao constant w/ raytracing

* Better path tracing fix.

* Refactored CB API to comply with Render Graph specificities

* Update test screenshot

* Fixed constant buffer generation to use macros.

* Fixed color/depth pyramid debug

* Cleanup

* Small fix

* Post merge fix

* Added global constant buffer hlsl generation.

* Post merge fix

* Post merge fix

* Post merge fix 2

* Double inclusion fix.

* Fixed CB visibility

* Indentation fix

* Removed temporary comments.

* Moved some constants around.

* Post merge fix + Port ProbeVolume global variables to constant buffers.

* Fixed deallocation of constant buffers

* Properly release Volumetric constant buffers.

* Another update to CB API

* Updated documentation.

* Add Performance framework package and HDRP performance tests (#45)

* Added performance test project

* Added new test scene system and memory p[rofiling

* Added shader analysis package

* Create symlink folder in library directory

* Update editor window

* Update shader analysis selection

* Added CLI utility to execute shader analysis reports

* Added example for the cli

* Removed problematic HDRP graphic test packages

* Add xml file to avoid IL2CPP stripping issues with test runner on the performance test(#5903)

* Update memory profiling test sample count

* Update shader graph support

* Updated project settings

* Empty commit for Performance reports

* Empty commit for Performance reports

* Empty commit for Performance reports

* Empty commit for Performance reports

* Empty commit for Performance reports

* Empty commit for Performance reports

* Use background job API and improved progress reporting

* Empty commit for Performance reports

* Updated ui

* Empty commit for Performance reports

* Empty commit for Performance reports

* Added filter on shader pass and variants

* Added option to only generate shader variants

* Empty commit for Performance reports

* Increase garlic heap size

* Begin to add build profiling

* Added more build info

* Working version of the shader compilation time reporting

* wip

* Removed useless cli

* Added util functions to name test and sample groups

* Renamed all markers and finished the build profiling

* Update test framework package

* Updated shader analysis tests

* Updated API

* Updated API and log command for compiler

* Updated api

* Use unknown metric instead of time one as workaround

* Enable the CPU profiling API

* Fix when deleting an analyzed shader

* Load reference on enable

* Added shader analysis package

* Fixed PS4 test name

* Fixed memory unit

* Added more test scenes

* Force performance tests to run on PS4  base

* Fixed sample units and use the same SampleGroup for multiple frames in counter test

* Begin to create the graphic perf test

* Finished the first version of performance graphic test package

* Fixed build tests

* Increase static analysis timeout

* More timeout

* Removed Lit shader static analysis

* Fix counters tests

* Added performance settings window in project settings

* Re-add Forward build test scene

* Fixed shader analysis filter

* PR fixes

* Begin to write the doc

* Finished V1 of the performance package doc

* Added grafana image and doc description

* Updated doc

* Maybe fix yamayo tests

* Update documentation for static analysis

* Added note on core asmdef

* Removed debug

* Fixed total memory

* Added tesselation counters test

* Tessellation shadow test

* Added per scene settings

* Added naming convention doc

* Fixed build issue on yamato

* Compilation fix to revert

* Begin to write the new doc page

* Completed performance doc

* Fixed build test

* Added Lit in static analysis

* Removed deferred static analysis

Co-authored-by: Frédéric Vauchelles <fredericv@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com>

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

* Add an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA

* Updated changelog

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

* Custom Pass AOV API  (#50)

* Very basic AOV support for custom pass

* Updated AOV API for custom passes

* Changelog

* Update AOV API

* API improvements

* API documentation

* API doc, factorize all push texture calls in RenderCustomPass

* added default values and constructor for CustomPassAOVBuffers

* fix merge conflicts

* Fix GC alloc during rendering: use a for loop instead of findIndex+lambda

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

* Implement Constant Buffers for HDRP (part 2) (#87)

* Fixed execution error without raytracing

* Prepare Prepass refacto

* Another round of preparation

* Renamed XRPassScope to XRSinglePassScope

* RenderAfterPostProcess is now static

* Add AfterPostProcess to RenderGraph (WIP)

* AfterPostProcess implementation

* Fixed wrong RTHandle allocation

* Fixed light layers texture binding during deferred lighting pass

* Implemented Post Process Final Pass with RenderGraph

* Post merge fixes

* Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

* Fixed alpha in post processes

* Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

* Fixed decal normal patch pass

* Fixed stencil resolve render pass

* Fixed RenderDBuffer render pass function capturing variables.

* Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

* Various fixes of things that diverged compared to regular path.

* Unified renderer list and texture invalid handle error.

* Revert wrong change

* Added constant buffer hlsl generation

* Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#

* post merge fix

* Removed useless comment.

* Missing doc

* Started moving cmd.SetGlobalXXX to update the global CB (WIP)

* Implemented Volumetrics global CB and various fixes.

* Implemented shadow global CB update.

* Finished up Global Constant Buffer setup

* Fix null ref

* Fixed global constant buffer alignment issues.

* Fixed shadows and SSS

* Small ConstantBuffer API refacto

* Small fix

* Volumetric Constant Buffer implementation + Fix

* Fix ambient occlusion

* Removed redundant SetGlobalXXX

* Light list build global CB implementation

* Fixed path tracing frame index constant

* Fixed ao constant w/ raytracing

* Better path tracing fix.

* Refactored CB API to comply with Render Graph specificities

* Update test screenshot

* Fixed constant buffer generation to use macros.

* Implemented XR global constant buffer.

* Removed useless global constant

* Fixed XR global constant name

* Converted SSR to constant buffer.

* Converted AO to constant buffers.

* Fixed warning

* Removed some useless SetGlobalXXX in Light Cookie Manager

* Converted debug display to use constant buffer.

* Fixed color/depth pyramid debug

* Cleanup

* Implemented constant buffer for PBR sky global variables.

* Warning fix

* Small fix

* Cleanup of global setup happening before rendering (render graph path or not).

* Post merge fix

* Added global constant buffer hlsl generation.

* Post merge fix

* Post merge fix

* Post merge fix

* Post merge fix 2

* Double inclusion fix.

* Fixed CB visibility

* Fixed compilation after the merge

* Indentation fix

* Removed temporary comments.

* Moved some constants around.

* Post merge fix + Port ProbeVolume global variables to constant buffers.

* Fixed deallocation of constant buffers

* Properly release Volumetric constant buffers.

* Another update to CB API

* Updated documentation.

* Missing generated file

* Fixed various issues with light probe volumes.

* Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene.

* Final fix for probe volumes

* Fixed a warning in shader compilation

* Changes from review feedback

* Compilation fix.

* Minor adjustments to TAA anti flicker (#97)

* small adjust to taa antiflicker

* Changelog

* Add support for lighting decomposition debug mode (+ AOV) (#99)

* Add lighting decomposition debug mode

* fix compil issue with probe volumes

* Fix usage of debug exposure in debug mode

* Add Test 3001 + fix reflection when sky  only

* remode _DebugExposure after merge

* remode _DebugExposure after merge

* fix merge issue

* add exposure compensation to Fixed exposure mode

* Update ColorUtils.cs

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

* Fix MSAA resolve when there is no motion vectors

* Update CHANGELOG.md

* Cleaned up code

* use multi_compile

* Added _

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

* fix switch shader compilation (#111)

* DXR Automated tests shader graph optimizations (#116)

* Split 902 scene into 5 scenes + SG optimizations

* Deleting old image for splited scene

* Fix various leaks in HDRP. (#113)

* Fixed a number of leak in HDRP

* Update changelog

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

* Fix compile error with XR SubsystemManager (#107)

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

* Update SceneViewDrawMode.cs (#118)

* Follow references when deleting unloading unused assets on shader graph save (case 1230996)  (#114)

* Follow references when unloading unneeded assets

* changelog

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

* Fix culling of reflection probes that change position (#121)

* Fix culling of reflection probes that change position

* Avoid null reference

* Avoid null reference - try 2

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

* Fix null reference when processing light probe (#131)

* Hdrp/runtimetests/ps4 fix (#129)

* Redo branch. Upgrade to 2020.1.0b5, reduce texture res, new HDRP asset.

* Switch to HDRI, increase Garlic heap size to 4gb, turn on "Stop NaNs" on camera, decrease render target res.

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

* Set appropriate render datas before rendering cameras

* changelog

* update doc

* comment update

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

* fix black screen in XR when HDRP package is present but not used (#137)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#18)

* 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>

* Added support for rasterized area light shadows in StackLit + slight refactor (#39)

* Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled.

* Doc: remove note about area light shadows for stacklit. [skipci]

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

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

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

* fix

* Update PostProcessSystem.cs

* Update CHANGELOG.md

* Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection

* Update CHANGELOG.md

* adress PR feedback

* Fix default volume profile collapse (#138)

* Only re-create the volume profile editor when the asset is changed

* Updated changelog

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

* Bind missing buffer (#159)

Bind buffer to make sure that something is bound

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

* AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162)

* Fixed shader warning on Xbox for ResolveStencilBuffer.compute (#163)

* fix warning

* changelog

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

* Texture-weighted automatic exposure (#165)

* Exposure weighted by texture

* miss one in the renaming

* Doc update

* changelog

* doc update

* fix issue when disabling override

* Update 3003_LightingMode.unity

* Optimizing light loop part 2 (#2)

* Saving 10% off the PrepareLightForGPU

* 18% decrease in cost with this

* Around 12% cost shaving off GetLightData

* Around 6.5% win here

* Faster View matrix flip

* Missing *=-1

* About 7% win in preprocess light data

* Another small batch

* Small cleanup for first optimization pass

* Tiny bit more cleanup

* Make UpdateShadowRequests 12% cheaper

* Address review points

* A bit less than 20% win in ExtractPointLightData

* Add comment

* changelog

* 25% reduction of ExtractPointLightData

* 18% win in UpdateShadowRequest

* Another around 11% win for UpdateShadowRequest

* Move matrix multiply utils to core

* less lighttype computation

* Ooops

* fixup changelog

* Proper merge

* Missing leftovers .

* I'll manage to submit it all one day...

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

* Added support for POM for emissive map (#51)

* Add option to use Base UV Mapping for emission

* Graphic test and doc

* Changelog

* Screenshots

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

* HDRP Compositor Tool (#57)

* HDRP compositor tool, first code drop

documentation typo, move everything in compositor namespace

documentation typo

bugfix: dynamically add/remove properties when shadergraph changes

UI bugfix: properly compute height of UI elements

Missing tooltips, button to remove the compositor

toggle layers now works when player is paused

add chroma keying in the compositor test

Changelog, workflow bugfix

Use Unity's built'in icons

AOV bugfixes

AOV tooltip was wrong

bugfix: disabling the compositor now disables all compositor cameras

Proper monitoring of shadergraph changes

Updated test image + minor changes

Use better names for internal cameras

Bugfix: selecting the same res for a layer

Bugfix: deleting in-use texture layers from shadergraph now works

Bugfix: setting AOV to none now works properly

Use the term SubLayer in the UI

Improve AOV tooltip

Camera properties in layers are properly refreshed

UI: Move checkbox for overrides on the left side of the label

Remove default compositor camera when also deleting the compositor

Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again

Hdrp/docs/compositor (#6013)

* Added docs review

* Changed fodler for images

Bugfixe: deleting layers

Bugfix: reordering layers

Bugfix: creating a new compositor fails

Remove redundant check

Fix wrong tooltip

Bugfix when deleting camera stack layers

Bugfix: handle window resize

Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers

Bugfix: more robust re-ordering (also moves children)

Bugfix: mark scene dirty when adding a compositor

Bugfix: display warning when alpha is configured properly

Change video layer icon

Bugfix: adding a layer filter does not reset the UI state

Bugfix: do not show composition properties that are marked with hide-in-inspector

Better / more clean layer injection implementation

minor code clean up

Clear color mode should only be editable on the first layer of a stack

Bugfix: setup of custom render was not always called

Bugfix: make sure additional camera data always exist in the layer/compositor camera

Change test id to 9800

Fix typos

mark scene dirty when removing or disabling the compositor

Default composition shadergraph and profile are now cloned

Serialized objects are now properly updated

minor code change: range checks

bugfix: error message appears at beginning

remove layer list from the asset file

add default camera layer when creating the compositor

replace getter function with c-sharp property

update asset in unit test

* move compositor unit test images

* remove leftover code

* review feedback #1

* review feedback 2

* review feedback - custom clear shader

* fix variable names that don't affect serialization

* fix serialized variable names

* bugfix: image layers and camera stacking

* use enum utility functions

* Use multicompile in motion blur + bug fix

* Make some variables private

* Update Compositor-User-Guide.md

* Review feedback

* fix muticompile for motion blur without alpha

* Update to new constant buffer / shadergraph api

* Player test image for the compositor

* Properly fill camera entries for global constant buffer

* Fix after rebase / function rename

* Make bg red for better debugging qnd cqtch unity exception

* Disable compositor test until we fix it on yamato

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* PBR shader gbuffer ztest (#43)

* Fixed PBR shader rendering in deferred

* Updated changelog

* Enable Light Baking Cookies by default + Warning (#79)

* Enable

* Fix typo

* Importance Sampling Pipeline (#84)

* Multiple Importance Sampling for HDRI Sky (Ray Generation)

* backup

* Multiple helpers

* Add RTHandleDeleter (delay in K frame the Release of a RTHandle)
* Fix GPU Operation when texture are too small
* Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ...
* Helper manager to generate one marginal per slice mip (one per frame)

* backup

* Add SampleCubemapProjectionNode (Project cubemap to Geometry)

* delete useless files

* update

* Cube To LatLong for CubeArray

* Functional generation

* Integration on ray tracer step

* Store HDRI Integral

* .

* Integrate HDRI Sky

* Update Importance Sampling

* Update Algorithm with Hemisphere Path

* Backup

* Update merge

* Update Merge 001

* Update Merge 002

* Update Merge 003

* Update Merge 004

* Update Merge 005

* Update Merge 006

* Update Merge 007

* Cleanup

* Update Integration of HDRISky Upper Hemisphere

* Remove useless dump images on disk

* Fix change log issue

* backup

* Backup

* Pre-Clean

* Pre-Clean

* Clean Up - remove file

* Remove Debug Code

* Update

* Update ChangeLog

* Clean Up

* update

* Clean up

* Remove useless texture

* Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter"

* CleanUp

* remove useless comment

* Add variable (Atmospherical) + Rename/Comment

* Move parameter to CS, Clean & move to private RTHandleDeleter

* Revert "Importance Sampling Pipeline (#84)"

This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11.

* Reducing the number of variants for ray tracing when building a player (#94)

* - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform.
- Removed the dynamic lightmap multicompile.
- Remove the LOD cross fade multi compile for ray tracing.
- Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping.

* fix merge

* Update LayeredLit.shader

* Update LayeredLit.shader

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

* Update 3003_LightingMode.unity

* Fix compil issue with Enable BakeCookie

* Enable Light Baking Cookies by default + Warning - part 3 #79

* Avoid building the mip chain a second time for SSR for transparent objects.  (#93)

* - Avoid building the mip chain a second time for SSR for transparent objects.

* Update ScreenSpaceReflections.compute

* fix merge issue

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

* Scalable volumetrics [skip ci] (#34)

* Adaptive sampling works

* Compute the PDF

* URL

* Fix stuff up (except for profile preview)

* Attempt to fix previews

* Fix transmission

* Support quality levels

* Clean shader

* Remove 2 kernels

* PURGE

* Automatically adjust the number of samples at runtime

* Changelog

* Spaaaaace

* Add comment

* Spaaaaaace

* Rename

* Update ref img 1215, 1216, 1217

* Revert "Update ref img 1215, 1216, 1217"

This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088.

* Robust filter radius

* Solve the NaN problem

* Save 1x VGPR

* Update SSS defaults

* Add migration steps

* Volume resolution WIP

* Shorter names FTW

* Comment

* Dynamic slice count works

* Dynamic res works

* Changelog

* Stretch the limits

* Fix bug (order matters)

* Comments

* Remove volumetric quality presets

* Changelog

* Reorder

* Solve the mystery of RTs going NULL

* More robust bad history detection

* Update test scenes for High Quality

* More bug fixes

* More accurate comment

* Do not reinvent the wheel

* Fix broken test 1351

* Attempt to migrate HQ SSS settings

* Remove all branches

* Optimize a bit

* 7x WF

* Fix the rounding error

* Fix the rounding error

* Remove garbage allocation

* Fix typos

* Copy the SSS value

* Revert HDRP asset changes

* Fix default UI value

* Pass the right asset

* Update ref img 1215

* update reference screenshots

* Update CHANGELOG.md

* Update CHANGELOG.md

* Switch to RTHandles

* Rename textures used by the fog filtering pass

* Fix reprojection

* Fix shader warning + typo+

* fix another shader warning

Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fixed runtime test for Yamato (#177)

* Revert "Hdrp/runtimetests/ps4 fix (#129)"

This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba.

* Update runtime test to use way less memory to be able to run on console

* Fixed screenshots and test

* Fix HDRP Wizard windows not compatible with "preview" package version (#178)

* Fix async compute throwing errors because of global constant buffers. (#130)

* Replaced commands incompatible with async compute in light list build process.

* Update changelog

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

* Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136)

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

* Update changelog

* Removed useless test

* Updated changelog message to add more info

* Refactoring to share the code for light list building better between probe volumes and lights. (#156)

* Refactoring to share the code for light list building better between probe volumes and lights.

* Remove commented code

* Fixed constant buffer update

* Fixed kernel used for cluster generation

* Fixed cluster kernel for oblique projection

* Restored a resize test for XR

* Removed unexpected Shuriken folder in Test Project

* Add range attenuation to box-shaped spotlights [Skip CI] (#101)

* Added range attenuation to box-shaped spotlights

* Update tests

* Update CHANGELOG.md

* Remove file duplication

* Added box range attenuation test

* Clarify documentation

* Update screenshots

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

* Hdrp/decal transparent mip selection 1222437 (#96)

* Improve MIP selection for decals to transparent

* Add change logs

* Communize Helper (ComputeTextureLOD{Bias?}(...)

* Update

* Rename

* Comment

* fix white space and 0.f

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

* Fix cookie atlas alloc for cone spot lights (#187)

* Fix unneeded cookie texture allocation for cone stop lights

* Updated changelog

* Fix cone spot light cookie

* update template (#189)

* Hdrp/combine material samples with shader samples [Skip CI] (#117)

* Fix MaterialBalls having same guid issue

material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned

* Merge material samples and shader samples

Merge shader samples into material samples

* Update scene visuals

update frame prefab with new visual style
update scene to suit visual style

* Fix spelling and grammatical errors

alterates -> alters - this one isn't technically an error but alterates isn't used in common English
oder -> order
accross -> across

* Create fabric scene

create scene and rendering settings

* Add fabric ball prefab with fabric mesh

Add fabric ball prefab with fabric mesh

* Add threadmaps to project

Add threadmaps to project

* Add materials to project

Add materials to project
Linen
Nylon
Satin
Velvet
Wool

* Add scenes for hair and fabric and create prefabs for lighting and hair display

Add scenes for hair and fabric
Create prefabs for lighting and hair display
Fix Decal prefab

* Update scene and fix errors with materials that don't use threadmaps

Update scene and fix errors with materials that don't use threadmaps

* Update fabric materials and textures

Update fabric materials and textures

* Clean up project and add additional materials

Add ShotSilk material
Modify materials
Rename textures
Cleanup changes
Add information to fabric scene

* Update and organize scenes

Update and organize scenes

* Update Fabric scene , fix spelling errors and change to american spelling

Update Fabric scene , fix spelling errors and change to american spelling

* Update information in fabric scene

* Update scene lighting

Update scene lighting

* Align lighting and rendering across scenes, remove old sample scene

Create prefabs for common elements
Change sky gradient
Remove unused settings
Remove old sample scene

* Update textures and meshes

Update denim color to tga file format to conform with other files
Update cloth mesh to have better normals
Update scene after changes to prefab

* Update cloth mesh

Update cloth mesh

* Update scene text and cloth mesh

Update scene text and cloth mesh

* Update Changelog

Update Changelog

* Fix bug with material ball and parallax occlusion mapping due to mesh tangents

Fix bug with material ball and parallax occlusion mapping due to mesh tangents

* Remove shader samples from package json and update material samples description

Remove shader samples from package json and update material samples description

* Update sample content documentation

* Update scene text

* Move files in mesh folder to appropriate folders and remove additional material ball prefab

* Add micro shadows

* Update 1301_StackLitSG.png

* Change guid reference in MaterialSamples scene

Co-authored-by: Sean Puller <sean.puller@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* DisplayInfo attribute. (#172)

* Added DisplayInfo attribute for generic display info.

* Implemented volume parameter sorting for default inspector.

* Update changelog

* Named parameters for tuples in Volume Component Editor

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

* Compute Buffer management for render graph (#194)

* Added import and usage of Compute Buffer API to render graph.

* Missing clear of Compute buffer write/read lists.

* Another missing clear.

* Light loop compute buffers WIP

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

* Reverted Render Graph debug registering by default.

* Post merge fixes

* RenderPass debugger visualization and fixed null profiling sampler

* Missing using directive.

* Post merge fix

* Use new light list build ouptut for deferred lighting pass

* Use new light list build ouptut for contact shadow pass

* Use new light list build ouptut for volumetric passes

* Simplify the tooltip (#188)

* Added MovedFrom attribute (#182)

* Contact shadow min distance + fix scalarization code  (#150)

* Min distance

* editor update

* Update doc

* Changelog

* fix some ui issues

* Update docs according to UI changes

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

* TAA docs update (#132)

* update docs

* pr review

* Added indentation as dashed

* Hdrp/deferred shadow quality multi compile (#5)

* shadow mask

* Changelog

* Have shadow quality as multi_compile

* make old API obsolete

* Update comment

* Comment on pre processor

* Update docs

* Change shader versions of deferred

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

* Hdrp/path traced dof (#164)

* Path traced DoF implementation

* Move focus distance from volume to physical camera

* Small fixes

* Small fixes in math

* Small fixes in math 2

* Compile error

* Make new functions private

* Cosmetic changes

* Move viewport matrix function to utils

* Keep focus distance in the volume

* Do not enable in scene view camera

* Changelog

* Review feedback

* Use scale and bias instead of matrix mul for the viewport transform

* Bugfix: post process DoF should still be executed for non-physical mode

* Typo

* avoid null reference when physical params is null

* remove redundant check

* Update HDRenderPipelineAsset.asset (#210)

* Fixed volume debug menu in playmode (#149)

* Refresh widgets in play mode. Added doc. Reduced refresh rate

* Changelog

* Added some code doc

* Fix refresh rate and scroll over hidden volumes in play mode

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

* Added a new test scene for physical camera DoF in Pathtracer (#211)

* Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215)

* fix bug 1238155

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* Update HDRenderPipelineAsset.cs

* Fix warning in PCSS code when using Vulkan (#229)

* Fix warning

* changelog

* Fix decal register + obsolete cookie API (#195)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Fix decal shader

* Fixed HDRP cookie

* Update HDLightUI.cs

* correctly fix decal

* Update CHANGELOG.md

* Update ColorAdjustments.cs

* Update ShaderVariablesDecal.hlsl

* fix compil on 2020.1

* Update HDRP_Test_Def.asset

* add test for 3RT decal

* update decal test

* Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244)

* Do code cleanup + bugfix shadow

* Update Upgrading-from-2020.1-to-2020.2.md

* Update LightLoopDef.hlsl

* Fixed issues with path traced SSS and accumulation. (#257)

* Add missing documentation for AOV API params (#254)

* Hdrp/public static sky (#253)

* Made the static lighting sky public so that users can change it by script for baking purpose.

* Update changelog

* Update HDAdditionalLightData.Migration.cs (#269)

* Add missing docs attributes (#271)

* Fixed an error about procedural sky being logged by mistake. (#273)

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

* Update changelog

* Fix quality settings UI and shadow mask UI (#122)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* fix typo

* fix typo 2

* Updated raytracing async compute warning. (#274)

* 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>

* Fixed a null ref exception in static sky when the default volume profile is invalid. (#278)

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

* Update changelog

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

* Added SubScenes cache to be compatible with HDRP/staging (#287)

* Update 2002_Light_DynamicMix.unity (#292)

* Update HDCubemapInspector.cs (#296)

* increase tolerance for test 5008 in VR due to recent changes (#311)

* Upate screenshot for HDRP DXR Test (#312)

* Fix SSS code doc (#319)

* Fix issue with screen-space shadows not enabled with RT off (#139)

* Fix issue with screen_space shadows not enabled with RT off

* Proper fix: only keep directional screen space shadows with RT off

* Fix shadow debug mode

* cosmetic changes

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

* Fixed a performance issue with stochastic ray traced area shadows. (#300)

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

* Fix bad merge of the light loop optimization PR (an optimization was undone) (#321)

* Don't compute light type

* Typo

* Camera override API (#170)

* Added the API to override camera rendering

* Updated changelog

* Fixed compilation issue

* Factorized protection function

* Fixed camera override in scene view

* Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update

* Fixed camera override with dynamic resolution and moved it to internal

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

* Fix cookie srgb (#297)

* Fixed srgb flag not updating the cookie atlas

* Updated changelog

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

* Fix flickering lighting in the scene and game view when lookdev is open. (#290)

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

* Update changelog.

* Added a function to reset the reference size of RTHandle systems. (#299)

* Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems.

* Update changelog

* Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291)

* render until ambient probe is ready

* changelog

* remove comment

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

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

* Add resolve if needed of transparent movec

* rename

* rendergraph

* changelog

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

* Hdrp/reflection probe scale perf (#252)

* Use IEnumerable as interface for HDProbeSystem

* Added a perf test for probe registration

* Use HashSet instead of List to store HDProbes

* Updated planar reflection to use a HashSet

* Updated changelog

* Fix invalid length check

* Fixed build of planar probe array

* Fixed GC alloc issue

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

* [9.x.x] Axf measurements into tilings (#289)

* AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support.
On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material.
This removes old materialU/V tiling and flakes tiling (AxF is still in preview though).
Update test scene to move old tiling property values into new properties so results don't change.
Update documentation.

* AxF measurements into tilings: Add changelog entry.

* AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings.

* Update the AlphaToMask test for AxF.

* Update all other editor and player platform references to match.

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

* fix 9402screenshots on vulkan

* Update HDRP graphic test framework with Test Broken / TestFilter script (#393)

* Update hdrp testing framework

* Update hdrp testing framework 2

* Update TestFilterGenerator.cs

* revert change on shader graph

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

* Add Layer modification of EmissiveMesh generated by area light

Add Layer handling on Generated Emissive Mesh

* Update CHANGELOG.md

* Add "same as Light" hability for layer and make it default

* Add destruction on move in hierarchy and retrieve existing to secure the NotEditable

* Add sync on Static too

* Also the copy the static drop down

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

* Disable async compute for D3D12 [Hold] (#301)

* disable async on d3d12

* Change doc

* Hd/fix nullref while removing decal component (#416)

* fix nullref on DecalComponent removed from contextual menu

* Update CHANGELOG.md

* Added a flow map parameter to HDRI Sky (#44)

* Added uv distorsion for HDRISky cubemap

* Editable flow strength

* Better parameter name. Smooth flow on cube edges

* Added a graphic test. Updated Changelog

* Updated documentation

* Added screenshots

* Wait frames for test

* Wait more

* Update screenshots again...

* Static test

* Static screenshots

* use multi_compile

* Renamed all parameters

* Procedural distortion

* Update doc

* Set all keywords

* Revert to old behaviour

* doc

* update test

* remove useless variable

* doc

* Fix lat long and procedural flow

* replace trig functions. Correct wind dir

* Dropdown and upper hemisphere fix

* Updated doc

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

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

* Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling

* Changelog

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

* replace fbx by the one from URP with no import errors (#427)

* Fix the bug (#430)

* Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418)

* Saturate vertex color to avoid negative values.

* changelog

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

* Renamed variables (#436)

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

* Hd/fix targets used in ongui in decalcomponent (#413)

* Fix Reset not resetting to default

* Delay MaterialEditor recreation to when possible

* Update CHANGELOG.md

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

* Implemented ray traced reflections for transparent objects. (#47)

* Implementation of ray traced reflections for transparent objects

* fix issue with ShowPrePassAndPostPass

* Change label for transparent SSR + change default value to false

* fix material not setup properly

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

* Fix custom pass graphic tests (#359)

* FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test

* Replaced canvas by a quad (more stable for graphic test)

* disable vulkan test as it is failing, need investigation

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

* Save scene-view camera settings in Editor prefs (#440)

* Sceneview camera settings are now saved in Editor prefs

* cosmetic changes

* add comment

* Small refactor to allow easily adding more prefs in the future

* fix comment

* fix comment 2

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

* Fix issue when switching back to custom sensor type in physical camera (#417)

* Fix issue when switching back to custom sensor type in physical camera

* make if comparison more explicit

* make if comparison more safe

* Per-camera history for the custom settings using a static dictionary

* Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras

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

* Fix a null ref exception when running playmode tests  (#360)

* fix a null ref exception when running playmode tests with the render pipeline debug window opened

* use empty array

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

* Fixed some gcalloc in the debug window (#445)

* Fixed some GCAlloc in the debug window

* Update changelog

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

* Update reference screenshot dx12

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443)

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617)

* Fix an issue with thin refraction SG and updating screenshots

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

* Create Shaders.meta

* Hdrp/small ui update (#423)

* 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.

* Update changelog.

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

* update settings for DXR

* Update SetToCameraNearPlane.cs

* Add an option to disable shadow bias

* Don't query cull results if we don't have them (#449)

* test with a guard

* changelog

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

* Update screenshot (#463)

* Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12

* Update TestCaseFilters.asset

* Revert "Disable async compute for D3D12 [Hold] (#301)" (#469)

This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16.

* Revert "Add an option to disable shadow bias"

This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c.

* PBR Sky renderer now shares its internal precomputation table between different instances. (#250)

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

* Update changelog

* Doc update

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

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

* Makes sure quaternion is normalized and valid before converting to matrix.

* Updated Changelo.

* Revert "Updated Changelo."

This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2.

* Update CHANGELOG.md

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

* New tooltip for camera background and fixed exposure when switching the background mode. (#415)

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

* Update changelog

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

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

* Clear the queue once filled up and push elements that failed to be pushed.

* changelog

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

* Fixed asset preview being rendered white because of static lighting sky. (#462)

* 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.

* Update changelog

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

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

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

* Review feedback

* Review feedback 2

* Fix show cookie atlas debug mode (#475)

* Fix the show cookie atlas debug mode not displaying correctly

* Updated changelog

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

* Enable DXR playmode test (#472)

* Update upm-ci-hdrp_dxr.yml

* add hdrp dxr playmode test to all hdrp ci

* Update upm-ci-hdrp.yml

* Update upm-ci-hdrp.yml

* change planar atlas size to 1024

* Update upm-ci-hdrp.yml

* Update 802_SubSurfaceScatteringForward.png

* update scene

* update 5001 lighting

* fix exposure for 5001 path tracing test

* update player screenshots

* disable 5001 path tracing as it fail on yamato

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

* Working but not nice

* Remove unecessary cruft

* tiny changes

* changelog

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

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

* re-enable thumbnail gen only for d3d11

* Update changelog

* try enable metal

* Update changelog and comment

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

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

* 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

* Hd/fix undo environmentlibrary lookdev (#490)

* fix undo redo for environment library

* Update CHANGELOG.md

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

* Fix vulkan test

* SSGI Implementation (#95)

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

* Change Sky in 5001 PT Test to HDRI Sky + update image (#502)

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

* Update 802_SubSurfaceScatteringForward.unity

* fix vulkan warring and wrong meta

* Update upm-ci-hdrp.yml

* Fix merge issue with Test filter

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

* Use absolute paths for dof include

* changelog

* Fix Light overlap (#444)

* Added the light overlap volume code

* Updated changelog

* Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode

* Fixed documentation

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

* Fixed API breakage. (#524)

* [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532)

* AOV documentation

* minor change in the comments

* Accumulation documentation

* minor improvements

* Rewrite the AOV script. Now it is stand-alone.

* Typo

* Add path traced DoF documentation

* Reviewed AOV doc

* Reviewed accumulation doc

* Reviewed path-traced dof doc

* Add missing OnDestroy in example script

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Restore some XR HDRP tests (#382)

* restored XR tests

* revert and split changes for temporal effects in another branch

* fix XR tests using volumetrics

* 8103 is still acting randomly

* try to set timeout to 30s to confirm it's working

* set timeout to 5 min per test for HDRP instead of default 3 min

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

* Fix taaFrameIndex and restore TAA tests for XR (#534)

* fix taaFrameIndex and temporal effects with the test suite

* increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty

* update ref images

* set waitFrames for HDRP runtime test scene

* reset camera before waiting

* update reference images from Yamato

* revert change to 001-HDTemplate

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488)

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255)

* Add missing inverse exposure multiplier

* Add support for batchmode (#542)

* Update 9301_MotionVectorsOff-Forward-Dynamic.png

* Fix custom pass prefabs (#419)

* Fix custom pass integration with prefabs

* Updated changelog

* Fixed prefab highlight not updated when adding/removing custom passes

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

* Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* Reverted volumetric lighting changes and now render graph version uses the shared textures.

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

* Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961)

* Added changelog

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

* Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529)

* Custom Pass API (part 1) (#155)

* Begin to write the new custom pass API

* Begin to add custom pass utils shader

* Begin to add custom pass API test scenes

* Fixes for the Gaussian blur of the custom pass API

* Fix blur release

* Added custom pass copy test and fixed blur

* Added more custom pass documentation

* Added custom pass API graphic test reference image

* Added more obsolete things

* fix function visibility

* Updated changelog

* Added custom pass API test scene

* Fixed custom pass API doc

* Moved obsolete execute function into the new one

* Updated custom clear pass to use the new API

* Updated custom pass API test reference image

* update reference screenshots

* Fixed various scale issues in the blur custom pass API and updated reference screenshot

* Disable custom pass API test because it's unstable

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

* Implement Constant Buffers for HDRP (part 3) (#98)

* Fixed execution error without raytracing

* Prepare Prepass refacto

* Another round of preparation

* Renamed XRPassScope to XRSinglePassScope

* RenderAfterPostProcess is now static

* Add AfterPostProcess to RenderGraph (WIP)

* AfterPostProcess implementation

* Fixed wrong RTHandle allocation

* Fixed light layers texture binding during deferred lighting pass

* Implemented Post Process Final Pass with RenderGraph

* Post merge fixes

* Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

* Fixed alpha in post processes

* Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

* Fixed decal normal patch pass

* Fixed stencil resolve render pass

* Fixed RenderDBuffer render pass function capturing variables.

* Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

* Various fixes of things that diverged compared to regular path.

* Unified renderer list and texture invalid handle error.

* Revert wrong change

* Added constant buffer hlsl generation

* Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#

* post merge fix

* Removed useless comment.

* Missing doc

* Started moving cmd.SetGlobalXXX to update the global CB (WIP)

* Implemented Volumetrics global CB and various fixes.

* Implemented shadow global CB update.

* Finished up Global Constant Buffer setup

* Fix null ref

* Fixed global constant buffer alignment issues.

* Fixed shadows and SSS

* Small ConstantBuffer API refacto

* Small fix

* Volumetric Constant Buffer implementation + Fix

* Fix ambient occlusion

* Removed redundant SetGlobalXXX

* Light list build global CB implementation

* Fixed path tracing frame index constant

* Fixed ao constant w/ raytracing

* Better path tracing fix.

* Refactored CB API to comply with Render Graph specificities

* Update test screenshot

* Fixed constant buffer generation to use macros.

* Implemented XR global constant buffer.

* Removed useless global constant

* Fixed XR global constant name

* Converted SSR to constant buffer.

* Converted AO to constant buffers.

* Fixed warning

* Removed some useless SetGlobalXXX in Light Cookie Manager

* Converted debug display to use constant buffer.

* Fixed color/depth pyramid debug

* Cleanup

* Implemented constant buffer for PBR sky global variables.

* Warning fix

* Small fix

* Cleanup of global setup happening before rendering (render graph path or not).

* Post merge fix

* Added global constant buffer hlsl generation.

* Post merge fix

* Converted raytracing lightloop variables to constant buffer.

* Converted RayTracing global variables to constant buffer.

* Removed obsolete comment

* Post merge fix

* Post merge fix

* Post merge fix 2

* Double inclusion fix.

* Fixed CB visibility

* Fixed compilation after the merge

* Indentation fix

* Removed temporary comments.

* Moved some constants around.

* Post merge fix + Port ProbeVolume global variables to constant buffers.

* Fixed deallocation of constant buffers

* Properly release Volumetric constant buffers.

* Another update to CB API

* Updated documentation.

* Missing generated file

* Post merge fix

* Fixed various issues with light probe volumes.

* Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene.

* Final fix for probe volumes

* Fixed a warning in shader compilation

* Changes from review feedback

* Compilation fix.

* Post merge fix

* Removed useless constant

* Crash fix

* Post merge fix

* Update 501_RecursiveRendering.png

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

* Hd/fix wizard defaultvolumeprofile creation (#565)

* Fix Wizard check on default volume profile

* Update CHANGELOG.md

* Small TAA Anti-flicker changes (#555)

* tweaks

* Change default so that is just high quality.

* changelog

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

* Fix central depth sampling in TAA (#564)

* Fix sampling of central depth

* changelog

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

* Render Graph Async Compute (#552)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies.

* Implementation of async resource synchronization.

* Fixed synchronization (only partial fix)

* Added default profiling sampler for render graph passes not providing one.

* Async WIP

* Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async.

* Post merge fix

* Cleanup

* Removed comment.

* Disabled async contact shadows again.

* Small cleanup

* Change exposure compensation in the default volume profile to 0. (#388)

* Change profile (And add missing setting)

* changelog

* Upgrade guide

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

* Histogram guided auto-exposure + debug modes (#372)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* review fixups

* Review feedback

* Bad merge fixup

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

* Refactor shadow caching system (#554)

* Very debuggy code just start nothing functional or usable yet.

* remove old cached stuff (not finished, need switch branch)

* revert wrongful commit

* A bit of restructuring

* A good point as any to sync up

* sync

* Move from old repo...

* fix regression

* Handle case in which shadow doesn't fit

* leftover not committed

* Fix some issues with culling of point lights from the

* preliminary support for cascaded shadows

* Fix some issue with the directional

* Subshadow update

* Add some guards, some debug and the new C++ api for infinite bounds

* Some UI for the resolution

* Fix merge issues

* Update debug cs.hlsl

* Render graph stuff and some leftover removal

* micro cleanup

* Fix behaviour when defragging and excess lights are there

* Public API

* Remove dbg names

* Bug on debug view of area atlas

* Missing field on new PCSS signature for directional

* More public API

* Refresh cached shadows on resolution changes.

* merge conflicts patchup

* Fix missing shadows on normal shadows

* Small cleanup and turning positive the doesn'tHavePlacement

* Fix case on switching light type and issue with non-rectangle area lights

* tentative fix for error on build

* Debug logging

* update naming of debug

* Fix issue with double inclusion

* DOCS

* upgrade guide

* post merge fixups

* leftover comment

* changelog

* Doc changes in upgrade guide

* have print debug info only in editor

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

* update reference screenshots

* VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest

* Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584)

* remove useless code for cookie

* Hdrp/fix camera switcher (#591)

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

* update changelog.

* fix issue that prevents PS4 from building (#596)

* Removed experimental namespace for ray tracing code. (#612)

* Hdrp/multi view pt (#518)

* Multiview (scene + game) path tracing accumulation.

* Cosmetic.

* Modifications to address comments in PR.

* Updated PT fog test.

* Updated Changelog.

* Fixed issue with unlit shader graphs in path-traced mode.

* Update CHANGELOG.md

* Update HDUnlitSubTarget.cs

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

* Fix Look Dev default profile not updating correctly (#630)

* Fixed an issue where editing the lookdev default profile would not reflect directly…
sebastienlagarde added a commit that referenced this pull request Jun 6, 2020
* Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint. (#41)

* AxF: Add support for specular AA from geometric curvature.

* AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model.

* AxF: Fix a typo that caused a bug for SVBRDF materials using precise Fresnel variants to always use full reflectance (1) for delta lights.

* AxF: Fix ignored reflection hierarchy + proxy intersection for carpaint. Add comments about problems if two directions are differents. Also add an option (disabled for now) to have BRDFColor with base angle of dominant direction. Rename some variables to make clearer direction on top for bottom lobe.

* AxF: Use get scalar roughness function to factor out  code.

* AxF: Add internal support for baked ambient and specular occlusion (no baked AO input map currently). Fix AO factor to adapt better to carpaint.model.

* Add changelog entries.

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

* Implement constant buffers for HDRP global variables. (#52)

* Fixed execution error without raytracing

* Prepare Prepass refacto

* Another round of preparation

* Renamed XRPassScope to XRSinglePassScope

* RenderAfterPostProcess is now static

* Add AfterPostProcess to RenderGraph (WIP)

* AfterPostProcess implementation

* Fixed wrong RTHandle allocation

* Fixed light layers texture binding during deferred lighting pass

* Implemented Post Process Final Pass with RenderGraph

* Post merge fixes

* Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

* Fixed alpha in post processes

* Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

* Fixed decal normal patch pass

* Fixed stencil resolve render pass

* Fixed RenderDBuffer render pass function capturing variables.

* Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

* Various fixes of things that diverged compared to regular path.

* Unified renderer list and texture invalid handle error.

* Revert wrong change

* Added constant buffer hlsl generation

* Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#

* post merge fix

* Removed useless comment.

* Missing doc

* Started moving cmd.SetGlobalXXX to update the global CB (WIP)

* Implemented Volumetrics global CB and various fixes.

* Implemented shadow global CB update.

* Finished up Global Constant Buffer setup

* Fix null ref

* Fixed global constant buffer alignment issues.

* Fixed shadows and SSS

* Small ConstantBuffer API refacto

* Small fix

* Volumetric Constant Buffer implementation + Fix

* Fix ambient occlusion

* Removed redundant SetGlobalXXX

* Light list build global CB implementation

* Fixed path tracing frame index constant

* Fixed ao constant w/ raytracing

* Better path tracing fix.

* Refactored CB API to comply with Render Graph specificities

* Update test screenshot

* Fixed constant buffer generation to use macros.

* Fixed color/depth pyramid debug

* Cleanup

* Small fix

* Post merge fix

* Added global constant buffer hlsl generation.

* Post merge fix

* Post merge fix

* Post merge fix 2

* Double inclusion fix.

* Fixed CB visibility

* Indentation fix

* Removed temporary comments.

* Moved some constants around.

* Post merge fix + Port ProbeVolume global variables to constant buffers.

* Fixed deallocation of constant buffers

* Properly release Volumetric constant buffers.

* Another update to CB API

* Updated documentation.

* Add Performance framework package and HDRP performance tests (#45)

* Added performance test project

* Added new test scene system and memory p[rofiling

* Added shader analysis package

* Create symlink folder in library directory

* Update editor window

* Update shader analysis selection

* Added CLI utility to execute shader analysis reports

* Added example for the cli

* Removed problematic HDRP graphic test packages

* Add xml file to avoid IL2CPP stripping issues with test runner on the performance test(#5903)

* Update memory profiling test sample count

* Update shader graph support

* Updated project settings

* Empty commit for Performance reports

* Empty commit for Performance reports

* Empty commit for Performance reports

* Empty commit for Performance reports

* Empty commit for Performance reports

* Empty commit for Performance reports

* Use background job API and improved progress reporting

* Empty commit for Performance reports

* Updated ui

* Empty commit for Performance reports

* Empty commit for Performance reports

* Added filter on shader pass and variants

* Added option to only generate shader variants

* Empty commit for Performance reports

* Increase garlic heap size

* Begin to add build profiling

* Added more build info

* Working version of the shader compilation time reporting

* wip

* Removed useless cli

* Added util functions to name test and sample groups

* Renamed all markers and finished the build profiling

* Update test framework package

* Updated shader analysis tests

* Updated API

* Updated API and log command for compiler

* Updated api

* Use unknown metric instead of time one as workaround

* Enable the CPU profiling API

* Fix when deleting an analyzed shader

* Load reference on enable

* Added shader analysis package

* Fixed PS4 test name

* Fixed memory unit

* Added more test scenes

* Force performance tests to run on PS4  base

* Fixed sample units and use the same SampleGroup for multiple frames in counter test

* Begin to create the graphic perf test

* Finished the first version of performance graphic test package

* Fixed build tests

* Increase static analysis timeout

* More timeout

* Removed Lit shader static analysis

* Fix counters tests

* Added performance settings window in project settings

* Re-add Forward build test scene

* Fixed shader analysis filter

* PR fixes

* Begin to write the doc

* Finished V1 of the performance package doc

* Added grafana image and doc description

* Updated doc

* Maybe fix yamayo tests

* Update documentation for static analysis

* Added note on core asmdef

* Removed debug

* Fixed total memory

* Added tesselation counters test

* Tessellation shadow test

* Added per scene settings

* Added naming convention doc

* Fixed build issue on yamato

* Compilation fix to revert

* Begin to write the new doc page

* Completed performance doc

* Fixed build test

* Added Lit in static analysis

* Removed deferred static analysis

Co-authored-by: Frédéric Vauchelles <fredericv@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com>

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

* Add an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA

* Updated changelog

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

* Custom Pass AOV API  (#50)

* Very basic AOV support for custom pass

* Updated AOV API for custom passes

* Changelog

* Update AOV API

* API improvements

* API documentation

* API doc, factorize all push texture calls in RenderCustomPass

* added default values and constructor for CustomPassAOVBuffers

* fix merge conflicts

* Fix GC alloc during rendering: use a for loop instead of findIndex+lambda

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

* Implement Constant Buffers for HDRP (part 2) (#87)

* Fixed execution error without raytracing

* Prepare Prepass refacto

* Another round of preparation

* Renamed XRPassScope to XRSinglePassScope

* RenderAfterPostProcess is now static

* Add AfterPostProcess to RenderGraph (WIP)

* AfterPostProcess implementation

* Fixed wrong RTHandle allocation

* Fixed light layers texture binding during deferred lighting pass

* Implemented Post Process Final Pass with RenderGraph

* Post merge fixes

* Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

* Fixed alpha in post processes

* Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

* Fixed decal normal patch pass

* Fixed stencil resolve render pass

* Fixed RenderDBuffer render pass function capturing variables.

* Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

* Various fixes of things that diverged compared to regular path.

* Unified renderer list and texture invalid handle error.

* Revert wrong change

* Added constant buffer hlsl generation

* Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#

* post merge fix

* Removed useless comment.

* Missing doc

* Started moving cmd.SetGlobalXXX to update the global CB (WIP)

* Implemented Volumetrics global CB and various fixes.

* Implemented shadow global CB update.

* Finished up Global Constant Buffer setup

* Fix null ref

* Fixed global constant buffer alignment issues.

* Fixed shadows and SSS

* Small ConstantBuffer API refacto

* Small fix

* Volumetric Constant Buffer implementation + Fix

* Fix ambient occlusion

* Removed redundant SetGlobalXXX

* Light list build global CB implementation

* Fixed path tracing frame index constant

* Fixed ao constant w/ raytracing

* Better path tracing fix.

* Refactored CB API to comply with Render Graph specificities

* Update test screenshot

* Fixed constant buffer generation to use macros.

* Implemented XR global constant buffer.

* Removed useless global constant

* Fixed XR global constant name

* Converted SSR to constant buffer.

* Converted AO to constant buffers.

* Fixed warning

* Removed some useless SetGlobalXXX in Light Cookie Manager

* Converted debug display to use constant buffer.

* Fixed color/depth pyramid debug

* Cleanup

* Implemented constant buffer for PBR sky global variables.

* Warning fix

* Small fix

* Cleanup of global setup happening before rendering (render graph path or not).

* Post merge fix

* Added global constant buffer hlsl generation.

* Post merge fix

* Post merge fix

* Post merge fix

* Post merge fix 2

* Double inclusion fix.

* Fixed CB visibility

* Fixed compilation after the merge

* Indentation fix

* Removed temporary comments.

* Moved some constants around.

* Post merge fix + Port ProbeVolume global variables to constant buffers.

* Fixed deallocation of constant buffers

* Properly release Volumetric constant buffers.

* Another update to CB API

* Updated documentation.

* Missing generated file

* Fixed various issues with light probe volumes.

* Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene.

* Final fix for probe volumes

* Fixed a warning in shader compilation

* Changes from review feedback

* Compilation fix.

* Minor adjustments to TAA anti flicker (#97)

* small adjust to taa antiflicker

* Changelog

* Add support for lighting decomposition debug mode (+ AOV) (#99)

* Add lighting decomposition debug mode

* fix compil issue with probe volumes

* Fix usage of debug exposure in debug mode

* Add Test 3001 + fix reflection when sky  only

* remode _DebugExposure after merge

* remode _DebugExposure after merge

* fix merge issue

* add exposure compensation to Fixed exposure mode

* Update ColorUtils.cs

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

* Fix MSAA resolve when there is no motion vectors

* Update CHANGELOG.md

* Cleaned up code

* use multi_compile

* Added _

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

* fix switch shader compilation (#111)

* DXR Automated tests shader graph optimizations (#116)

* Split 902 scene into 5 scenes + SG optimizations

* Deleting old image for splited scene

* Fix various leaks in HDRP. (#113)

* Fixed a number of leak in HDRP

* Update changelog

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

* Fix compile error with XR SubsystemManager (#107)

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

* Update SceneViewDrawMode.cs (#118)

* Follow references when deleting unloading unused assets on shader graph save (case 1230996)  (#114)

* Follow references when unloading unneeded assets

* changelog

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

* Fix culling of reflection probes that change position (#121)

* Fix culling of reflection probes that change position

* Avoid null reference

* Avoid null reference - try 2

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

* Fix null reference when processing light probe (#131)

* Hdrp/runtimetests/ps4 fix (#129)

* Redo branch. Upgrade to 2020.1.0b5, reduce texture res, new HDRP asset.

* Switch to HDRI, increase Garlic heap size to 4gb, turn on "Stop NaNs" on camera, decrease render target res.

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

* Set appropriate render datas before rendering cameras

* changelog

* update doc

* comment update

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

* fix black screen in XR when HDRP package is present but not used (#137)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#18)

* 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>

* Added support for rasterized area light shadows in StackLit + slight refactor (#39)

* Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled.

* Doc: remove note about area light shadows for stacklit. [skipci]

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

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

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

* fix

* Update PostProcessSystem.cs

* Update CHANGELOG.md

* Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection

* Update CHANGELOG.md

* adress PR feedback

* Fix default volume profile collapse (#138)

* Only re-create the volume profile editor when the asset is changed

* Updated changelog

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

* Bind missing buffer (#159)

Bind buffer to make sure that something is bound

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

* AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162)

* Fixed shader warning on Xbox for ResolveStencilBuffer.compute (#163)

* fix warning

* changelog

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

* Texture-weighted automatic exposure (#165)

* Exposure weighted by texture

* miss one in the renaming

* Doc update

* changelog

* doc update

* fix issue when disabling override

* Update 3003_LightingMode.unity

* Optimizing light loop part 2 (#2)

* Saving 10% off the PrepareLightForGPU

* 18% decrease in cost with this

* Around 12% cost shaving off GetLightData

* Around 6.5% win here

* Faster View matrix flip

* Missing *=-1

* About 7% win in preprocess light data

* Another small batch

* Small cleanup for first optimization pass

* Tiny bit more cleanup

* Make UpdateShadowRequests 12% cheaper

* Address review points

* A bit less than 20% win in ExtractPointLightData

* Add comment

* changelog

* 25% reduction of ExtractPointLightData

* 18% win in UpdateShadowRequest

* Another around 11% win for UpdateShadowRequest

* Move matrix multiply utils to core

* less lighttype computation

* Ooops

* fixup changelog

* Proper merge

* Missing leftovers .

* I'll manage to submit it all one day...

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

* Added support for POM for emissive map (#51)

* Add option to use Base UV Mapping for emission

* Graphic test and doc

* Changelog

* Screenshots

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

* HDRP Compositor Tool (#57)

* HDRP compositor tool, first code drop

documentation typo, move everything in compositor namespace

documentation typo

bugfix: dynamically add/remove properties when shadergraph changes

UI bugfix: properly compute height of UI elements

Missing tooltips, button to remove the compositor

toggle layers now works when player is paused

add chroma keying in the compositor test

Changelog, workflow bugfix

Use Unity's built'in icons

AOV bugfixes

AOV tooltip was wrong

bugfix: disabling the compositor now disables all compositor cameras

Proper monitoring of shadergraph changes

Updated test image + minor changes

Use better names for internal cameras

Bugfix: selecting the same res for a layer

Bugfix: deleting in-use texture layers from shadergraph now works

Bugfix: setting AOV to none now works properly

Use the term SubLayer in the UI

Improve AOV tooltip

Camera properties in layers are properly refreshed

UI: Move checkbox for overrides on the left side of the label

Remove default compositor camera when also deleting the compositor

Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again

Hdrp/docs/compositor (#6013)

* Added docs review

* Changed fodler for images

Bugfixe: deleting layers

Bugfix: reordering layers

Bugfix: creating a new compositor fails

Remove redundant check

Fix wrong tooltip

Bugfix when deleting camera stack layers

Bugfix: handle window resize

Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers

Bugfix: more robust re-ordering (also moves children)

Bugfix: mark scene dirty when adding a compositor

Bugfix: display warning when alpha is configured properly

Change video layer icon

Bugfix: adding a layer filter does not reset the UI state

Bugfix: do not show composition properties that are marked with hide-in-inspector

Better / more clean layer injection implementation

minor code clean up

Clear color mode should only be editable on the first layer of a stack

Bugfix: setup of custom render was not always called

Bugfix: make sure additional camera data always exist in the layer/compositor camera

Change test id to 9800

Fix typos

mark scene dirty when removing or disabling the compositor

Default composition shadergraph and profile are now cloned

Serialized objects are now properly updated

minor code change: range checks

bugfix: error message appears at beginning

remove layer list from the asset file

add default camera layer when creating the compositor

replace getter function with c-sharp property

update asset in unit test

* move compositor unit test images

* remove leftover code

* review feedback #1

* review feedback 2

* review feedback - custom clear shader

* fix variable names that don't affect serialization

* fix serialized variable names

* bugfix: image layers and camera stacking

* use enum utility functions

* Use multicompile in motion blur + bug fix

* Make some variables private

* Update Compositor-User-Guide.md

* Review feedback

* fix muticompile for motion blur without alpha

* Update to new constant buffer / shadergraph api

* Player test image for the compositor

* Properly fill camera entries for global constant buffer

* Fix after rebase / function rename

* Make bg red for better debugging qnd cqtch unity exception

* Disable compositor test until we fix it on yamato

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* PBR shader gbuffer ztest (#43)

* Fixed PBR shader rendering in deferred

* Updated changelog

* Enable Light Baking Cookies by default + Warning (#79)

* Enable

* Fix typo

* Importance Sampling Pipeline (#84)

* Multiple Importance Sampling for HDRI Sky (Ray Generation)

* backup

* Multiple helpers

* Add RTHandleDeleter (delay in K frame the Release of a RTHandle)
* Fix GPU Operation when texture are too small
* Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ...
* Helper manager to generate one marginal per slice mip (one per frame)

* backup

* Add SampleCubemapProjectionNode (Project cubemap to Geometry)

* delete useless files

* update

* Cube To LatLong for CubeArray

* Functional generation

* Integration on ray tracer step

* Store HDRI Integral

* .

* Integrate HDRI Sky

* Update Importance Sampling

* Update Algorithm with Hemisphere Path

* Backup

* Update merge

* Update Merge 001

* Update Merge 002

* Update Merge 003

* Update Merge 004

* Update Merge 005

* Update Merge 006

* Update Merge 007

* Cleanup

* Update Integration of HDRISky Upper Hemisphere

* Remove useless dump images on disk

* Fix change log issue

* backup

* Backup

* Pre-Clean

* Pre-Clean

* Clean Up - remove file

* Remove Debug Code

* Update

* Update ChangeLog

* Clean Up

* update

* Clean up

* Remove useless texture

* Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter"

* CleanUp

* remove useless comment

* Add variable (Atmospherical) + Rename/Comment

* Move parameter to CS, Clean & move to private RTHandleDeleter

* Revert "Importance Sampling Pipeline (#84)"

This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11.

* Reducing the number of variants for ray tracing when building a player (#94)

* - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform.
- Removed the dynamic lightmap multicompile.
- Remove the LOD cross fade multi compile for ray tracing.
- Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping.

* fix merge

* Update LayeredLit.shader

* Update LayeredLit.shader

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

* Update 3003_LightingMode.unity

* Fix compil issue with Enable BakeCookie

* Enable Light Baking Cookies by default + Warning - part 3 #79

* Avoid building the mip chain a second time for SSR for transparent objects.  (#93)

* - Avoid building the mip chain a second time for SSR for transparent objects.

* Update ScreenSpaceReflections.compute

* fix merge issue

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

* Scalable volumetrics [skip ci] (#34)

* Adaptive sampling works

* Compute the PDF

* URL

* Fix stuff up (except for profile preview)

* Attempt to fix previews

* Fix transmission

* Support quality levels

* Clean shader

* Remove 2 kernels

* PURGE

* Automatically adjust the number of samples at runtime

* Changelog

* Spaaaaace

* Add comment

* Spaaaaaace

* Rename

* Update ref img 1215, 1216, 1217

* Revert "Update ref img 1215, 1216, 1217"

This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088.

* Robust filter radius

* Solve the NaN problem

* Save 1x VGPR

* Update SSS defaults

* Add migration steps

* Volume resolution WIP

* Shorter names FTW

* Comment

* Dynamic slice count works

* Dynamic res works

* Changelog

* Stretch the limits

* Fix bug (order matters)

* Comments

* Remove volumetric quality presets

* Changelog

* Reorder

* Solve the mystery of RTs going NULL

* More robust bad history detection

* Update test scenes for High Quality

* More bug fixes

* More accurate comment

* Do not reinvent the wheel

* Fix broken test 1351

* Attempt to migrate HQ SSS settings

* Remove all branches

* Optimize a bit

* 7x WF

* Fix the rounding error

* Fix the rounding error

* Remove garbage allocation

* Fix typos

* Copy the SSS value

* Revert HDRP asset changes

* Fix default UI value

* Pass the right asset

* Update ref img 1215

* update reference screenshots

* Update CHANGELOG.md

* Update CHANGELOG.md

* Switch to RTHandles

* Rename textures used by the fog filtering pass

* Fix reprojection

* Fix shader warning + typo+

* fix another shader warning

Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fixed runtime test for Yamato (#177)

* Revert "Hdrp/runtimetests/ps4 fix (#129)"

This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba.

* Update runtime test to use way less memory to be able to run on console

* Fixed screenshots and test

* Fix HDRP Wizard windows not compatible with "preview" package version (#178)

* Fix async compute throwing errors because of global constant buffers. (#130)

* Replaced commands incompatible with async compute in light list build process.

* Update changelog

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

* Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136)

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

* Update changelog

* Removed useless test

* Updated changelog message to add more info

* Refactoring to share the code for light list building better between probe volumes and lights. (#156)

* Refactoring to share the code for light list building better between probe volumes and lights.

* Remove commented code

* Fixed constant buffer update

* Fixed kernel used for cluster generation

* Fixed cluster kernel for oblique projection

* Restored a resize test for XR

* Removed unexpected Shuriken folder in Test Project

* Add range attenuation to box-shaped spotlights [Skip CI] (#101)

* Added range attenuation to box-shaped spotlights

* Update tests

* Update CHANGELOG.md

* Remove file duplication

* Added box range attenuation test

* Clarify documentation

* Update screenshots

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

* Hdrp/decal transparent mip selection 1222437 (#96)

* Improve MIP selection for decals to transparent

* Add change logs

* Communize Helper (ComputeTextureLOD{Bias?}(...)

* Update

* Rename

* Comment

* fix white space and 0.f

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

* Fix cookie atlas alloc for cone spot lights (#187)

* Fix unneeded cookie texture allocation for cone stop lights

* Updated changelog

* Fix cone spot light cookie

* update template (#189)

* Hdrp/combine material samples with shader samples [Skip CI] (#117)

* Fix MaterialBalls having same guid issue

material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned

* Merge material samples and shader samples

Merge shader samples into material samples

* Update scene visuals

update frame prefab with new visual style
update scene to suit visual style

* Fix spelling and grammatical errors

alterates -> alters - this one isn't technically an error but alterates isn't used in common English
oder -> order
accross -> across

* Create fabric scene

create scene and rendering settings

* Add fabric ball prefab with fabric mesh

Add fabric ball prefab with fabric mesh

* Add threadmaps to project

Add threadmaps to project

* Add materials to project

Add materials to project
Linen
Nylon
Satin
Velvet
Wool

* Add scenes for hair and fabric and create prefabs for lighting and hair display

Add scenes for hair and fabric
Create prefabs for lighting and hair display
Fix Decal prefab

* Update scene and fix errors with materials that don't use threadmaps

Update scene and fix errors with materials that don't use threadmaps

* Update fabric materials and textures

Update fabric materials and textures

* Clean up project and add additional materials

Add ShotSilk material
Modify materials
Rename textures
Cleanup changes
Add information to fabric scene

* Update and organize scenes

Update and organize scenes

* Update Fabric scene , fix spelling errors and change to american spelling

Update Fabric scene , fix spelling errors and change to american spelling

* Update information in fabric scene

* Update scene lighting

Update scene lighting

* Align lighting and rendering across scenes, remove old sample scene

Create prefabs for common elements
Change sky gradient
Remove unused settings
Remove old sample scene

* Update textures and meshes

Update denim color to tga file format to conform with other files
Update cloth mesh to have better normals
Update scene after changes to prefab

* Update cloth mesh

Update cloth mesh

* Update scene text and cloth mesh

Update scene text and cloth mesh

* Update Changelog

Update Changelog

* Fix bug with material ball and parallax occlusion mapping due to mesh tangents

Fix bug with material ball and parallax occlusion mapping due to mesh tangents

* Remove shader samples from package json and update material samples description

Remove shader samples from package json and update material samples description

* Update sample content documentation

* Update scene text

* Move files in mesh folder to appropriate folders and remove additional material ball prefab

* Add micro shadows

* Update 1301_StackLitSG.png

* Change guid reference in MaterialSamples scene

Co-authored-by: Sean Puller <sean.puller@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* DisplayInfo attribute. (#172)

* Added DisplayInfo attribute for generic display info.

* Implemented volume parameter sorting for default inspector.

* Update changelog

* Named parameters for tuples in Volume Component Editor

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

* Compute Buffer management for render graph (#194)

* Added import and usage of Compute Buffer API to render graph.

* Missing clear of Compute buffer write/read lists.

* Another missing clear.

* Light loop compute buffers WIP

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

* Reverted Render Graph debug registering by default.

* Post merge fixes

* RenderPass debugger visualization and fixed null profiling sampler

* Missing using directive.

* Post merge fix

* Use new light list build ouptut for deferred lighting pass

* Use new light list build ouptut for contact shadow pass

* Use new light list build ouptut for volumetric passes

* Simplify the tooltip (#188)

* Added MovedFrom attribute (#182)

* Contact shadow min distance + fix scalarization code  (#150)

* Min distance

* editor update

* Update doc

* Changelog

* fix some ui issues

* Update docs according to UI changes

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

* TAA docs update (#132)

* update docs

* pr review

* Added indentation as dashed

* Hdrp/deferred shadow quality multi compile (#5)

* shadow mask

* Changelog

* Have shadow quality as multi_compile

* make old API obsolete

* Update comment

* Comment on pre processor

* Update docs

* Change shader versions of deferred

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

* Hdrp/path traced dof (#164)

* Path traced DoF implementation

* Move focus distance from volume to physical camera

* Small fixes

* Small fixes in math

* Small fixes in math 2

* Compile error

* Make new functions private

* Cosmetic changes

* Move viewport matrix function to utils

* Keep focus distance in the volume

* Do not enable in scene view camera

* Changelog

* Review feedback

* Use scale and bias instead of matrix mul for the viewport transform

* Bugfix: post process DoF should still be executed for non-physical mode

* Typo

* avoid null reference when physical params is null

* remove redundant check

* Update HDRenderPipelineAsset.asset (#210)

* Fixed volume debug menu in playmode (#149)

* Refresh widgets in play mode. Added doc. Reduced refresh rate

* Changelog

* Added some code doc

* Fix refresh rate and scroll over hidden volumes in play mode

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

* Added a new test scene for physical camera DoF in Pathtracer (#211)

* Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215)

* fix bug 1238155

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* Update HDRenderPipelineAsset.cs

* Fix warning in PCSS code when using Vulkan (#229)

* Fix warning

* changelog

* Fix decal register + obsolete cookie API (#195)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Fix decal shader

* Fixed HDRP cookie

* Update HDLightUI.cs

* correctly fix decal

* Update CHANGELOG.md

* Update ColorAdjustments.cs

* Update ShaderVariablesDecal.hlsl

* fix compil on 2020.1

* Update HDRP_Test_Def.asset

* add test for 3RT decal

* update decal test

* Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244)

* Do code cleanup + bugfix shadow

* Update Upgrading-from-2020.1-to-2020.2.md

* Update LightLoopDef.hlsl

* Fixed issues with path traced SSS and accumulation. (#257)

* Add missing documentation for AOV API params (#254)

* Hdrp/public static sky (#253)

* Made the static lighting sky public so that users can change it by script for baking purpose.

* Update changelog

* Update HDAdditionalLightData.Migration.cs (#269)

* Add missing docs attributes (#271)

* Fixed an error about procedural sky being logged by mistake. (#273)

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

* Update changelog

* Fix quality settings UI and shadow mask UI (#122)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* fix typo

* fix typo 2

* Updated raytracing async compute warning. (#274)

* 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>

* Fixed a null ref exception in static sky when the default volume profile is invalid. (#278)

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

* Update changelog

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

* Added SubScenes cache to be compatible with HDRP/staging (#287)

* Update 2002_Light_DynamicMix.unity (#292)

* Update HDCubemapInspector.cs (#296)

* increase tolerance for test 5008 in VR due to recent changes (#311)

* Upate screenshot for HDRP DXR Test (#312)

* Fix SSS code doc (#319)

* Fix issue with screen-space shadows not enabled with RT off (#139)

* Fix issue with screen_space shadows not enabled with RT off

* Proper fix: only keep directional screen space shadows with RT off

* Fix shadow debug mode

* cosmetic changes

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

* Fixed a performance issue with stochastic ray traced area shadows. (#300)

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

* Fix bad merge of the light loop optimization PR (an optimization was undone) (#321)

* Don't compute light type

* Typo

* Camera override API (#170)

* Added the API to override camera rendering

* Updated changelog

* Fixed compilation issue

* Factorized protection function

* Fixed camera override in scene view

* Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update

* Fixed camera override with dynamic resolution and moved it to internal

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

* Fix cookie srgb (#297)

* Fixed srgb flag not updating the cookie atlas

* Updated changelog

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

* Fix flickering lighting in the scene and game view when lookdev is open. (#290)

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

* Update changelog.

* Added a function to reset the reference size of RTHandle systems. (#299)

* Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems.

* Update changelog

* Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291)

* render until ambient probe is ready

* changelog

* remove comment

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

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

* Add resolve if needed of transparent movec

* rename

* rendergraph

* changelog

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

* Hdrp/reflection probe scale perf (#252)

* Use IEnumerable as interface for HDProbeSystem

* Added a perf test for probe registration

* Use HashSet instead of List to store HDProbes

* Updated planar reflection to use a HashSet

* Updated changelog

* Fix invalid length check

* Fixed build of planar probe array

* Fixed GC alloc issue

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

* [9.x.x] Axf measurements into tilings (#289)

* AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support.
On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material.
This removes old materialU/V tiling and flakes tiling (AxF is still in preview though).
Update test scene to move old tiling property values into new properties so results don't change.
Update documentation.

* AxF measurements into tilings: Add changelog entry.

* AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings.

* Update the AlphaToMask test for AxF.

* Update all other editor and player platform references to match.

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

* fix 9402screenshots on vulkan

* Update HDRP graphic test framework with Test Broken / TestFilter script (#393)

* Update hdrp testing framework

* Update hdrp testing framework 2

* Update TestFilterGenerator.cs

* revert change on shader graph

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

* Add Layer modification of EmissiveMesh generated by area light

Add Layer handling on Generated Emissive Mesh

* Update CHANGELOG.md

* Add "same as Light" hability for layer and make it default

* Add destruction on move in hierarchy and retrieve existing to secure the NotEditable

* Add sync on Static too

* Also the copy the static drop down

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

* Disable async compute for D3D12 [Hold] (#301)

* disable async on d3d12

* Change doc

* Hd/fix nullref while removing decal component (#416)

* fix nullref on DecalComponent removed from contextual menu

* Update CHANGELOG.md

* Added a flow map parameter to HDRI Sky (#44)

* Added uv distorsion for HDRISky cubemap

* Editable flow strength

* Better parameter name. Smooth flow on cube edges

* Added a graphic test. Updated Changelog

* Updated documentation

* Added screenshots

* Wait frames for test

* Wait more

* Update screenshots again...

* Static test

* Static screenshots

* use multi_compile

* Renamed all parameters

* Procedural distortion

* Update doc

* Set all keywords

* Revert to old behaviour

* doc

* update test

* remove useless variable

* doc

* Fix lat long and procedural flow

* replace trig functions. Correct wind dir

* Dropdown and upper hemisphere fix

* Updated doc

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

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

* Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling

* Changelog

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

* replace fbx by the one from URP with no import errors (#427)

* Fix the bug (#430)

* Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418)

* Saturate vertex color to avoid negative values.

* changelog

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

* Renamed variables (#436)

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

* Hd/fix targets used in ongui in decalcomponent (#413)

* Fix Reset not resetting to default

* Delay MaterialEditor recreation to when possible

* Update CHANGELOG.md

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

* Implemented ray traced reflections for transparent objects. (#47)

* Implementation of ray traced reflections for transparent objects

* fix issue with ShowPrePassAndPostPass

* Change label for transparent SSR + change default value to false

* fix material not setup properly

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

* Fix custom pass graphic tests (#359)

* FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test

* Replaced canvas by a quad (more stable for graphic test)

* disable vulkan test as it is failing, need investigation

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

* Save scene-view camera settings in Editor prefs (#440)

* Sceneview camera settings are now saved in Editor prefs

* cosmetic changes

* add comment

* Small refactor to allow easily adding more prefs in the future

* fix comment

* fix comment 2

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

* Fix issue when switching back to custom sensor type in physical camera (#417)

* Fix issue when switching back to custom sensor type in physical camera

* make if comparison more explicit

* make if comparison more safe

* Per-camera history for the custom settings using a static dictionary

* Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras

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

* Fix a null ref exception when running playmode tests  (#360)

* fix a null ref exception when running playmode tests with the render pipeline debug window opened

* use empty array

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

* Fixed some gcalloc in the debug window (#445)

* Fixed some GCAlloc in the debug window

* Update changelog

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

* Update reference screenshot dx12

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443)

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617)

* Fix an issue with thin refraction SG and updating screenshots

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

* Create Shaders.meta

* Hdrp/small ui update (#423)

* 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.

* Update changelog.

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

* update settings for DXR

* Update SetToCameraNearPlane.cs

* Add an option to disable shadow bias

* Don't query cull results if we don't have them (#449)

* test with a guard

* changelog

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

* Update screenshot (#463)

* Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12

* Update TestCaseFilters.asset

* Revert "Disable async compute for D3D12 [Hold] (#301)" (#469)

This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16.

* Revert "Add an option to disable shadow bias"

This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c.

* PBR Sky renderer now shares its internal precomputation table between different instances. (#250)

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

* Update changelog

* Doc update

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

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

* Makes sure quaternion is normalized and valid before converting to matrix.

* Updated Changelo.

* Revert "Updated Changelo."

This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2.

* Update CHANGELOG.md

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

* New tooltip for camera background and fixed exposure when switching the background mode. (#415)

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

* Update changelog

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

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

* Clear the queue once filled up and push elements that failed to be pushed.

* changelog

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

* Fixed asset preview being rendered white because of static lighting sky. (#462)

* 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.

* Update changelog

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

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

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

* Review feedback

* Review feedback 2

* Fix show cookie atlas debug mode (#475)

* Fix the show cookie atlas debug mode not displaying correctly

* Updated changelog

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

* Enable DXR playmode test (#472)

* Update upm-ci-hdrp_dxr.yml

* add hdrp dxr playmode test to all hdrp ci

* Update upm-ci-hdrp.yml

* Update upm-ci-hdrp.yml

* change planar atlas size to 1024

* Update upm-ci-hdrp.yml

* Update 802_SubSurfaceScatteringForward.png

* update scene

* update 5001 lighting

* fix exposure for 5001 path tracing test

* update player screenshots

* disable 5001 path tracing as it fail on yamato

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

* Working but not nice

* Remove unecessary cruft

* tiny changes

* changelog

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

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

* re-enable thumbnail gen only for d3d11

* Update changelog

* try enable metal

* Update changelog and comment

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

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

* 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

* Hd/fix undo environmentlibrary lookdev (#490)

* fix undo redo for environment library

* Update CHANGELOG.md

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

* Fix vulkan test

* SSGI Implementation (#95)

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

* Change Sky in 5001 PT Test to HDRI Sky + update image (#502)

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

* Update 802_SubSurfaceScatteringForward.unity

* fix vulkan warring and wrong meta

* Update upm-ci-hdrp.yml

* Fix merge issue with Test filter

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

* Use absolute paths for dof include

* changelog

* Fix Light overlap (#444)

* Added the light overlap volume code

* Updated changelog

* Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode

* Fixed documentation

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

* Fixed API breakage. (#524)

* [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532)

* AOV documentation

* minor change in the comments

* Accumulation documentation

* minor improvements

* Rewrite the AOV script. Now it is stand-alone.

* Typo

* Add path traced DoF documentation

* Reviewed AOV doc

* Reviewed accumulation doc

* Reviewed path-traced dof doc

* Add missing OnDestroy in example script

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Restore some XR HDRP tests (#382)

* restored XR tests

* revert and split changes for temporal effects in another branch

* fix XR tests using volumetrics

* 8103 is still acting randomly

* try to set timeout to 30s to confirm it's working

* set timeout to 5 min per test for HDRP instead of default 3 min

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

* Fix taaFrameIndex and restore TAA tests for XR (#534)

* fix taaFrameIndex and temporal effects with the test suite

* increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty

* update ref images

* set waitFrames for HDRP runtime test scene

* reset camera before waiting

* update reference images from Yamato

* revert change to 001-HDTemplate

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488)

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255)

* Add missing inverse exposure multiplier

* Add support for batchmode (#542)

* Update 9301_MotionVectorsOff-Forward-Dynamic.png

* Fix custom pass prefabs (#419)

* Fix custom pass integration with prefabs

* Updated changelog

* Fixed prefab highlight not updated when adding/removing custom passes

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

* Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* Reverted volumetric lighting changes and now render graph version uses the shared textures.

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

* Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961)

* Added changelog

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

* Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529)

* Custom Pass API (part 1) (#155)

* Begin to write the new custom pass API

* Begin to add custom pass utils shader

* Begin to add custom pass API test scenes

* Fixes for the Gaussian blur of the custom pass API

* Fix blur release

* Added custom pass copy test and fixed blur

* Added more custom pass documentation

* Added custom pass API graphic test reference image

* Added more obsolete things

* fix function visibility

* Updated changelog

* Added custom pass API test scene

* Fixed custom pass API doc

* Moved obsolete execute function into the new one

* Updated custom clear pass to use the new API

* Updated custom pass API test reference image

* update reference screenshots

* Fixed various scale issues in the blur custom pass API and updated reference screenshot

* Disable custom pass API test because it's unstable

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

* Implement Constant Buffers for HDRP (part 3) (#98)

* Fixed execution error without raytracing

* Prepare Prepass refacto

* Another round of preparation

* Renamed XRPassScope to XRSinglePassScope

* RenderAfterPostProcess is now static

* Add AfterPostProcess to RenderGraph (WIP)

* AfterPostProcess implementation

* Fixed wrong RTHandle allocation

* Fixed light layers texture binding during deferred lighting pass

* Implemented Post Process Final Pass with RenderGraph

* Post merge fixes

* Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

* Fixed alpha in post processes

* Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

* Fixed decal normal patch pass

* Fixed stencil resolve render pass

* Fixed RenderDBuffer render pass function capturing variables.

* Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

* Various fixes of things that diverged compared to regular path.

* Unified renderer list and texture invalid handle error.

* Revert wrong change

* Added constant buffer hlsl generation

* Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#

* post merge fix

* Removed useless comment.

* Missing doc

* Started moving cmd.SetGlobalXXX to update the global CB (WIP)

* Implemented Volumetrics global CB and various fixes.

* Implemented shadow global CB update.

* Finished up Global Constant Buffer setup

* Fix null ref

* Fixed global constant buffer alignment issues.

* Fixed shadows and SSS

* Small ConstantBuffer API refacto

* Small fix

* Volumetric Constant Buffer implementation + Fix

* Fix ambient occlusion

* Removed redundant SetGlobalXXX

* Light list build global CB implementation

* Fixed path tracing frame index constant

* Fixed ao constant w/ raytracing

* Better path tracing fix.

* Refactored CB API to comply with Render Graph specificities

* Update test screenshot

* Fixed constant buffer generation to use macros.

* Implemented XR global constant buffer.

* Removed useless global constant

* Fixed XR global constant name

* Converted SSR to constant buffer.

* Converted AO to constant buffers.

* Fixed warning

* Removed some useless SetGlobalXXX in Light Cookie Manager

* Converted debug display to use constant buffer.

* Fixed color/depth pyramid debug

* Cleanup

* Implemented constant buffer for PBR sky global variables.

* Warning fix

* Small fix

* Cleanup of global setup happening before rendering (render graph path or not).

* Post merge fix

* Added global constant buffer hlsl generation.

* Post merge fix

* Converted raytracing lightloop variables to constant buffer.

* Converted RayTracing global variables to constant buffer.

* Removed obsolete comment

* Post merge fix

* Post merge fix

* Post merge fix 2

* Double inclusion fix.

* Fixed CB visibility

* Fixed compilation after the merge

* Indentation fix

* Removed temporary comments.

* Moved some constants around.

* Post merge fix + Port ProbeVolume global variables to constant buffers.

* Fixed deallocation of constant buffers

* Properly release Volumetric constant buffers.

* Another update to CB API

* Updated documentation.

* Missing generated file

* Post merge fix

* Fixed various issues with light probe volumes.

* Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene.

* Final fix for probe volumes

* Fixed a warning in shader compilation

* Changes from review feedback

* Compilation fix.

* Post merge fix

* Removed useless constant

* Crash fix

* Post merge fix

* Update 501_RecursiveRendering.png

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

* Hd/fix wizard defaultvolumeprofile creation (#565)

* Fix Wizard check on default volume profile

* Update CHANGELOG.md

* Small TAA Anti-flicker changes (#555)

* tweaks

* Change default so that is just high quality.

* changelog

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

* Fix central depth sampling in TAA (#564)

* Fix sampling of central depth

* changelog

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

* Render Graph Async Compute (#552)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies.

* Implementation of async resource synchronization.

* Fixed synchronization (only partial fix)

* Added default profiling sampler for render graph passes not providing one.

* Async WIP

* Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async.

* Post merge fix

* Cleanup

* Removed comment.

* Disabled async contact shadows again.

* Small cleanup

* Change exposure compensation in the default volume profile to 0. (#388)

* Change profile (And add missing setting)

* changelog

* Upgrade guide

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

* Histogram guided auto-exposure + debug modes (#372)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* review fixups

* Review feedback

* Bad merge fixup

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

* Refactor shadow caching system (#554)

* Very debuggy code just start nothing functional or usable yet.

* remove old cached stuff (not finished, need switch branch)

* revert wrongful commit

* A bit of restructuring

* A good point as any to sync up

* sync

* Move from old repo...

* fix regression

* Handle case in which shadow doesn't fit

* leftover not committed

* Fix some issues with culling of point lights from the

* preliminary support for cascaded shadows

* Fix some issue with the directional

* Subshadow update

* Add some guards, some debug and the new C++ api for infinite bounds

* Some UI for the resolution

* Fix merge issues

* Update debug cs.hlsl

* Render graph stuff and some leftover removal

* micro cleanup

* Fix behaviour when defragging and excess lights are there

* Public API

* Remove dbg names

* Bug on debug view of area atlas

* Missing field on new PCSS signature for directional

* More public API

* Refresh cached shadows on resolution changes.

* merge conflicts patchup

* Fix missing shadows on normal shadows

* Small cleanup and turning positive the doesn'tHavePlacement

* Fix case on switching light type and issue with non-rectangle area lights

* tentative fix for error on build

* Debug logging

* update naming of debug

* Fix issue with double inclusion

* DOCS

* upgrade guide

* post merge fixups

* leftover comment

* changelog

* Doc changes in upgrade guide

* have print debug info only in editor

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

* update reference screenshots

* VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest

* Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584)

* remove useless code for cookie

* Hdrp/fix camera switcher (#591)

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

* update changelog.

* fix issue that prevents PS4 from building (#596)

* Removed experimental namespace for ray tracing code. (#612)

* Hdrp/multi view pt (#518)

* Multiview (scene + game) path tracing accumulation.

* Cosmetic.

* Modifications to address comments in PR.

* Updated PT fog test.

* Updated Changelog.

* Fixed issue with unlit shader graphs in path-traced mode.

* Update CHANGELOG.md

* Update HDUnlitSubTarget.cs

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

* Fix Look Dev default profile not updating correctly (#630)

* Fixed an issue where editing the lookdev default profile would not reflect directly in the lookdev window.

* Update changelog

* Fix Unlit.template in shadergraph (#637)

* Remove unused unlitpass.template

* Update Lit.hlsl

* re-add unlit pass

* Fixed a bug where the light list is not cleared but still used when resizing the RT (case 1250630) (#609)

* - Fixed a bug where the light list is not cleared but still used when resizing the RT.

* add changelog

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

* Histogram view improvements (#589)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* review fixups

* print exposure values in debug view

* commit but it is nothing, need to switch branch

* Add option to center histogram around exposure (fixed tonemap curve)

* change color of text

* fixup debug display merge issue

* fixup merge issues

* fixup issue with tonemap curve

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

* Update 9702_CustomPass_API.png.meta

* Fix warning (#663)

* add shader macros for XR single-pass (#687)

* Adding 2 SG Pathtracer test scenes (#624)

* New unlit pt scene

* Add scene for PT Lit

* Removing collider from the meshes

* Renaming

* Adding screenshots for PT scenes

* Changing threshold for SSS deferred tests for stability

* updating screenshot after staging being merged

* Slightly increasing threshold for 5007 and 902 unlit scenes

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

* Render Graph Unit Tests (#607)

* Render Graph Unit test WIP

Fixed pruning of passes with no output.

* Render Graph tests WIP

* Increase max limit in UX of lights (#702)

* Raise the max for lights

* Update CHANGELOG.md

* Fix null reference in volume debug menu (#705)

* Update reference image for "502_RecursiveRenderingDisabled" (#704)

* Update screen…
sebastienlagarde added a commit that referenced this pull request Jun 8, 2020
* Implement Constant Buffers for HDRP (part 2) (#87)

* Fixed execution error without raytracing

* Prepare Prepass refacto

* Another round of preparation

* Renamed XRPassScope to XRSinglePassScope

* RenderAfterPostProcess is now static

* Add AfterPostProcess to RenderGraph (WIP)

* AfterPostProcess implementation

* Fixed wrong RTHandle allocation

* Fixed light layers texture binding during deferred lighting pass

* Implemented Post Process Final Pass with RenderGraph

* Post merge fixes

* Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

* Fixed alpha in post processes

* Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

* Fixed decal normal patch pass

* Fixed stencil resolve render pass

* Fixed RenderDBuffer render pass function capturing variables.

* Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

* Various fixes of things that diverged compared to regular path.

* Unified renderer list and texture invalid handle error.

* Revert wrong change

* Added constant buffer hlsl generation

* Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#

* post merge fix

* Removed useless comment.

* Missing doc

* Started moving cmd.SetGlobalXXX to update the global CB (WIP)

* Implemented Volumetrics global CB and various fixes.

* Implemented shadow global CB update.

* Finished up Global Constant Buffer setup

* Fix null ref

* Fixed global constant buffer alignment issues.

* Fixed shadows and SSS

* Small ConstantBuffer API refacto

* Small fix

* Volumetric Constant Buffer implementation + Fix

* Fix ambient occlusion

* Removed redundant SetGlobalXXX

* Light list build global CB implementation

* Fixed path tracing frame index constant

* Fixed ao constant w/ raytracing

* Better path tracing fix.

* Refactored CB API to comply with Render Graph specificities

* Update test screenshot

* Fixed constant buffer generation to use macros.

* Implemented XR global constant buffer.

* Removed useless global constant

* Fixed XR global constant name

* Converted SSR to constant buffer.

* Converted AO to constant buffers.

* Fixed warning

* Removed some useless SetGlobalXXX in Light Cookie Manager

* Converted debug display to use constant buffer.

* Fixed color/depth pyramid debug

* Cleanup

* Implemented constant buffer for PBR sky global variables.

* Warning fix

* Small fix

* Cleanup of global setup happening before rendering (render graph path or not).

* Post merge fix

* Added global constant buffer hlsl generation.

* Post merge fix

* Post merge fix

* Post merge fix

* Post merge fix 2

* Double inclusion fix.

* Fixed CB visibility

* Fixed compilation after the merge

* Indentation fix

* Removed temporary comments.

* Moved some constants around.

* Post merge fix + Port ProbeVolume global variables to constant buffers.

* Fixed deallocation of constant buffers

* Properly release Volumetric constant buffers.

* Another update to CB API

* Updated documentation.

* Missing generated file

* Fixed various issues with light probe volumes.

* Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene.

* Final fix for probe volumes

* Fixed a warning in shader compilation

* Changes from review feedback

* Compilation fix.

* Minor adjustments to TAA anti flicker (#97)

* small adjust to taa antiflicker

* Changelog

* Add support for lighting decomposition debug mode (+ AOV) (#99)

* Add lighting decomposition debug mode

* fix compil issue with probe volumes

* Fix usage of debug exposure in debug mode

* Add Test 3001 + fix reflection when sky  only

* remode _DebugExposure after merge

* remode _DebugExposure after merge

* fix merge issue

* add exposure compensation to Fixed exposure mode

* Update ColorUtils.cs

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

* Fix MSAA resolve when there is no motion vectors

* Update CHANGELOG.md

* Cleaned up code

* use multi_compile

* Added _

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

* fix switch shader compilation (#111)

* DXR Automated tests shader graph optimizations (#116)

* Split 902 scene into 5 scenes + SG optimizations

* Deleting old image for splited scene

* Fix various leaks in HDRP. (#113)

* Fixed a number of leak in HDRP

* Update changelog

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

* Fix compile error with XR SubsystemManager (#107)

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

* Update SceneViewDrawMode.cs (#118)

* Follow references when deleting unloading unused assets on shader graph save (case 1230996)  (#114)

* Follow references when unloading unneeded assets

* changelog

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

* Fix culling of reflection probes that change position (#121)

* Fix culling of reflection probes that change position

* Avoid null reference

* Avoid null reference - try 2

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

* Fix null reference when processing light probe (#131)

* Hdrp/runtimetests/ps4 fix (#129)

* Redo branch. Upgrade to 2020.1.0b5, reduce texture res, new HDRP asset.

* Switch to HDRI, increase Garlic heap size to 4gb, turn on "Stop NaNs" on camera, decrease render target res.

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

* Set appropriate render datas before rendering cameras

* changelog

* update doc

* comment update

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

* fix black screen in XR when HDRP package is present but not used (#137)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#18)

* 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>

* Added support for rasterized area light shadows in StackLit + slight refactor (#39)

* Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled.

* Doc: remove note about area light shadows for stacklit. [skipci]

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

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

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

* fix

* Update PostProcessSystem.cs

* Update CHANGELOG.md

* Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection

* Update CHANGELOG.md

* adress PR feedback

* Fix default volume profile collapse (#138)

* Only re-create the volume profile editor when the asset is changed

* Updated changelog

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

* Bind missing buffer (#159)

Bind buffer to make sure that something is bound

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

* AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162)

* Fixed shader warning on Xbox for ResolveStencilBuffer.compute (#163)

* fix warning

* changelog

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

* Texture-weighted automatic exposure (#165)

* Exposure weighted by texture

* miss one in the renaming

* Doc update

* changelog

* doc update

* fix issue when disabling override

* Update 3003_LightingMode.unity

* Optimizing light loop part 2 (#2)

* Saving 10% off the PrepareLightForGPU

* 18% decrease in cost with this

* Around 12% cost shaving off GetLightData

* Around 6.5% win here

* Faster View matrix flip

* Missing *=-1

* About 7% win in preprocess light data

* Another small batch

* Small cleanup for first optimization pass

* Tiny bit more cleanup

* Make UpdateShadowRequests 12% cheaper

* Address review points

* A bit less than 20% win in ExtractPointLightData

* Add comment

* changelog

* 25% reduction of ExtractPointLightData

* 18% win in UpdateShadowRequest

* Another around 11% win for UpdateShadowRequest

* Move matrix multiply utils to core

* less lighttype computation

* Ooops

* fixup changelog

* Proper merge

* Missing leftovers .

* I'll manage to submit it all one day...

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

* Added support for POM for emissive map (#51)

* Add option to use Base UV Mapping for emission

* Graphic test and doc

* Changelog

* Screenshots

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

* HDRP Compositor Tool (#57)

* HDRP compositor tool, first code drop

documentation typo, move everything in compositor namespace

documentation typo

bugfix: dynamically add/remove properties when shadergraph changes

UI bugfix: properly compute height of UI elements

Missing tooltips, button to remove the compositor

toggle layers now works when player is paused

add chroma keying in the compositor test

Changelog, workflow bugfix

Use Unity's built'in icons

AOV bugfixes

AOV tooltip was wrong

bugfix: disabling the compositor now disables all compositor cameras

Proper monitoring of shadergraph changes

Updated test image + minor changes

Use better names for internal cameras

Bugfix: selecting the same res for a layer

Bugfix: deleting in-use texture layers from shadergraph now works

Bugfix: setting AOV to none now works properly

Use the term SubLayer in the UI

Improve AOV tooltip

Camera properties in layers are properly refreshed

UI: Move checkbox for overrides on the left side of the label

Remove default compositor camera when also deleting the compositor

Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again

Hdrp/docs/compositor (#6013)

* Added docs review

* Changed fodler for images

Bugfixe: deleting layers

Bugfix: reordering layers

Bugfix: creating a new compositor fails

Remove redundant check

Fix wrong tooltip

Bugfix when deleting camera stack layers

Bugfix: handle window resize

Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers

Bugfix: more robust re-ordering (also moves children)

Bugfix: mark scene dirty when adding a compositor

Bugfix: display warning when alpha is configured properly

Change video layer icon

Bugfix: adding a layer filter does not reset the UI state

Bugfix: do not show composition properties that are marked with hide-in-inspector

Better / more clean layer injection implementation

minor code clean up

Clear color mode should only be editable on the first layer of a stack

Bugfix: setup of custom render was not always called

Bugfix: make sure additional camera data always exist in the layer/compositor camera

Change test id to 9800

Fix typos

mark scene dirty when removing or disabling the compositor

Default composition shadergraph and profile are now cloned

Serialized objects are now properly updated

minor code change: range checks

bugfix: error message appears at beginning

remove layer list from the asset file

add default camera layer when creating the compositor

replace getter function with c-sharp property

update asset in unit test

* move compositor unit test images

* remove leftover code

* review feedback #1

* review feedback 2

* review feedback - custom clear shader

* fix variable names that don't affect serialization

* fix serialized variable names

* bugfix: image layers and camera stacking

* use enum utility functions

* Use multicompile in motion blur + bug fix

* Make some variables private

* Update Compositor-User-Guide.md

* Review feedback

* fix muticompile for motion blur without alpha

* Update to new constant buffer / shadergraph api

* Player test image for the compositor

* Properly fill camera entries for global constant buffer

* Fix after rebase / function rename

* Make bg red for better debugging qnd cqtch unity exception

* Disable compositor test until we fix it on yamato

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* PBR shader gbuffer ztest (#43)

* Fixed PBR shader rendering in deferred

* Updated changelog

* Enable Light Baking Cookies by default + Warning (#79)

* Enable

* Fix typo

* Importance Sampling Pipeline (#84)

* Multiple Importance Sampling for HDRI Sky (Ray Generation)

* backup

* Multiple helpers

* Add RTHandleDeleter (delay in K frame the Release of a RTHandle)
* Fix GPU Operation when texture are too small
* Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ...
* Helper manager to generate one marginal per slice mip (one per frame)

* backup

* Add SampleCubemapProjectionNode (Project cubemap to Geometry)

* delete useless files

* update

* Cube To LatLong for CubeArray

* Functional generation

* Integration on ray tracer step

* Store HDRI Integral

* .

* Integrate HDRI Sky

* Update Importance Sampling

* Update Algorithm with Hemisphere Path

* Backup

* Update merge

* Update Merge 001

* Update Merge 002

* Update Merge 003

* Update Merge 004

* Update Merge 005

* Update Merge 006

* Update Merge 007

* Cleanup

* Update Integration of HDRISky Upper Hemisphere

* Remove useless dump images on disk

* Fix change log issue

* backup

* Backup

* Pre-Clean

* Pre-Clean

* Clean Up - remove file

* Remove Debug Code

* Update

* Update ChangeLog

* Clean Up

* update

* Clean up

* Remove useless texture

* Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter"

* CleanUp

* remove useless comment

* Add variable (Atmospherical) + Rename/Comment

* Move parameter to CS, Clean & move to private RTHandleDeleter

* Revert "Importance Sampling Pipeline (#84)"

This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11.

* Reducing the number of variants for ray tracing when building a player (#94)

* - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform.
- Removed the dynamic lightmap multicompile.
- Remove the LOD cross fade multi compile for ray tracing.
- Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping.

* fix merge

* Update LayeredLit.shader

* Update LayeredLit.shader

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

* Update 3003_LightingMode.unity

* Fix compil issue with Enable BakeCookie

* Enable Light Baking Cookies by default + Warning - part 3 #79

* Avoid building the mip chain a second time for SSR for transparent objects.  (#93)

* - Avoid building the mip chain a second time for SSR for transparent objects.

* Update ScreenSpaceReflections.compute

* fix merge issue

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

* Scalable volumetrics [skip ci] (#34)

* Adaptive sampling works

* Compute the PDF

* URL

* Fix stuff up (except for profile preview)

* Attempt to fix previews

* Fix transmission

* Support quality levels

* Clean shader

* Remove 2 kernels

* PURGE

* Automatically adjust the number of samples at runtime

* Changelog

* Spaaaaace

* Add comment

* Spaaaaaace

* Rename

* Update ref img 1215, 1216, 1217

* Revert "Update ref img 1215, 1216, 1217"

This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088.

* Robust filter radius

* Solve the NaN problem

* Save 1x VGPR

* Update SSS defaults

* Add migration steps

* Volume resolution WIP

* Shorter names FTW

* Comment

* Dynamic slice count works

* Dynamic res works

* Changelog

* Stretch the limits

* Fix bug (order matters)

* Comments

* Remove volumetric quality presets

* Changelog

* Reorder

* Solve the mystery of RTs going NULL

* More robust bad history detection

* Update test scenes for High Quality

* More bug fixes

* More accurate comment

* Do not reinvent the wheel

* Fix broken test 1351

* Attempt to migrate HQ SSS settings

* Remove all branches

* Optimize a bit

* 7x WF

* Fix the rounding error

* Fix the rounding error

* Remove garbage allocation

* Fix typos

* Copy the SSS value

* Revert HDRP asset changes

* Fix default UI value

* Pass the right asset

* Update ref img 1215

* update reference screenshots

* Update CHANGELOG.md

* Update CHANGELOG.md

* Switch to RTHandles

* Rename textures used by the fog filtering pass

* Fix reprojection

* Fix shader warning + typo+

* fix another shader warning

Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fixed runtime test for Yamato (#177)

* Revert "Hdrp/runtimetests/ps4 fix (#129)"

This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba.

* Update runtime test to use way less memory to be able to run on console

* Fixed screenshots and test

* Fix HDRP Wizard windows not compatible with "preview" package version (#178)

* Fix async compute throwing errors because of global constant buffers. (#130)

* Replaced commands incompatible with async compute in light list build process.

* Update changelog

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

* Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136)

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

* Update changelog

* Removed useless test

* Updated changelog message to add more info

* Refactoring to share the code for light list building better between probe volumes and lights. (#156)

* Refactoring to share the code for light list building better between probe volumes and lights.

* Remove commented code

* Fixed constant buffer update

* Fixed kernel used for cluster generation

* Fixed cluster kernel for oblique projection

* Restored a resize test for XR

* Removed unexpected Shuriken folder in Test Project

* Add range attenuation to box-shaped spotlights [Skip CI] (#101)

* Added range attenuation to box-shaped spotlights

* Update tests

* Update CHANGELOG.md

* Remove file duplication

* Added box range attenuation test

* Clarify documentation

* Update screenshots

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

* Hdrp/decal transparent mip selection 1222437 (#96)

* Improve MIP selection for decals to transparent

* Add change logs

* Communize Helper (ComputeTextureLOD{Bias?}(...)

* Update

* Rename

* Comment

* fix white space and 0.f

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

* Fix cookie atlas alloc for cone spot lights (#187)

* Fix unneeded cookie texture allocation for cone stop lights

* Updated changelog

* Fix cone spot light cookie

* update template (#189)

* Hdrp/combine material samples with shader samples [Skip CI] (#117)

* Fix MaterialBalls having same guid issue

material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned

* Merge material samples and shader samples

Merge shader samples into material samples

* Update scene visuals

update frame prefab with new visual style
update scene to suit visual style

* Fix spelling and grammatical errors

alterates -> alters - this one isn't technically an error but alterates isn't used in common English
oder -> order
accross -> across

* Create fabric scene

create scene and rendering settings

* Add fabric ball prefab with fabric mesh

Add fabric ball prefab with fabric mesh

* Add threadmaps to project

Add threadmaps to project

* Add materials to project

Add materials to project
Linen
Nylon
Satin
Velvet
Wool

* Add scenes for hair and fabric and create prefabs for lighting and hair display

Add scenes for hair and fabric
Create prefabs for lighting and hair display
Fix Decal prefab

* Update scene and fix errors with materials that don't use threadmaps

Update scene and fix errors with materials that don't use threadmaps

* Update fabric materials and textures

Update fabric materials and textures

* Clean up project and add additional materials

Add ShotSilk material
Modify materials
Rename textures
Cleanup changes
Add information to fabric scene

* Update and organize scenes

Update and organize scenes

* Update Fabric scene , fix spelling errors and change to american spelling

Update Fabric scene , fix spelling errors and change to american spelling

* Update information in fabric scene

* Update scene lighting

Update scene lighting

* Align lighting and rendering across scenes, remove old sample scene

Create prefabs for common elements
Change sky gradient
Remove unused settings
Remove old sample scene

* Update textures and meshes

Update denim color to tga file format to conform with other files
Update cloth mesh to have better normals
Update scene after changes to prefab

* Update cloth mesh

Update cloth mesh

* Update scene text and cloth mesh

Update scene text and cloth mesh

* Update Changelog

Update Changelog

* Fix bug with material ball and parallax occlusion mapping due to mesh tangents

Fix bug with material ball and parallax occlusion mapping due to mesh tangents

* Remove shader samples from package json and update material samples description

Remove shader samples from package json and update material samples description

* Update sample content documentation

* Update scene text

* Move files in mesh folder to appropriate folders and remove additional material ball prefab

* Add micro shadows

* Update 1301_StackLitSG.png

* Change guid reference in MaterialSamples scene

Co-authored-by: Sean Puller <sean.puller@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* DisplayInfo attribute. (#172)

* Added DisplayInfo attribute for generic display info.

* Implemented volume parameter sorting for default inspector.

* Update changelog

* Named parameters for tuples in Volume Component Editor

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

* Compute Buffer management for render graph (#194)

* Added import and usage of Compute Buffer API to render graph.

* Missing clear of Compute buffer write/read lists.

* Another missing clear.

* Light loop compute buffers WIP

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

* Reverted Render Graph debug registering by default.

* Post merge fixes

* RenderPass debugger visualization and fixed null profiling sampler

* Missing using directive.

* Post merge fix

* Use new light list build ouptut for deferred lighting pass

* Use new light list build ouptut for contact shadow pass

* Use new light list build ouptut for volumetric passes

* Simplify the tooltip (#188)

* Added MovedFrom attribute (#182)

* Contact shadow min distance + fix scalarization code  (#150)

* Min distance

* editor update

* Update doc

* Changelog

* fix some ui issues

* Update docs according to UI changes

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

* TAA docs update (#132)

* update docs

* pr review

* Added indentation as dashed

* Hdrp/deferred shadow quality multi compile (#5)

* shadow mask

* Changelog

* Have shadow quality as multi_compile

* make old API obsolete

* Update comment

* Comment on pre processor

* Update docs

* Change shader versions of deferred

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

* Hdrp/path traced dof (#164)

* Path traced DoF implementation

* Move focus distance from volume to physical camera

* Small fixes

* Small fixes in math

* Small fixes in math 2

* Compile error

* Make new functions private

* Cosmetic changes

* Move viewport matrix function to utils

* Keep focus distance in the volume

* Do not enable in scene view camera

* Changelog

* Review feedback

* Use scale and bias instead of matrix mul for the viewport transform

* Bugfix: post process DoF should still be executed for non-physical mode

* Typo

* avoid null reference when physical params is null

* remove redundant check

* Update HDRenderPipelineAsset.asset (#210)

* Fixed volume debug menu in playmode (#149)

* Refresh widgets in play mode. Added doc. Reduced refresh rate

* Changelog

* Added some code doc

* Fix refresh rate and scroll over hidden volumes in play mode

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

* Added a new test scene for physical camera DoF in Pathtracer (#211)

* Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215)

* fix bug 1238155

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* Update HDRenderPipelineAsset.cs

* Fix warning in PCSS code when using Vulkan (#229)

* Fix warning

* changelog

* Fix decal register + obsolete cookie API (#195)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Fix decal shader

* Fixed HDRP cookie

* Update HDLightUI.cs

* correctly fix decal

* Update CHANGELOG.md

* Update ColorAdjustments.cs

* Update ShaderVariablesDecal.hlsl

* fix compil on 2020.1

* Update HDRP_Test_Def.asset

* add test for 3RT decal

* update decal test

* Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244)

* Do code cleanup + bugfix shadow

* Update Upgrading-from-2020.1-to-2020.2.md

* Update LightLoopDef.hlsl

* Fixed issues with path traced SSS and accumulation. (#257)

* Add missing documentation for AOV API params (#254)

* Hdrp/public static sky (#253)

* Made the static lighting sky public so that users can change it by script for baking purpose.

* Update changelog

* Update HDAdditionalLightData.Migration.cs (#269)

* Add missing docs attributes (#271)

* Fixed an error about procedural sky being logged by mistake. (#273)

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

* Update changelog

* Fix quality settings UI and shadow mask UI (#122)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* fix typo

* fix typo 2

* Updated raytracing async compute warning. (#274)

* 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>

* Fixed a null ref exception in static sky when the default volume profile is invalid. (#278)

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

* Update changelog

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

* Added SubScenes cache to be compatible with HDRP/staging (#287)

* Update 2002_Light_DynamicMix.unity (#292)

* Update HDCubemapInspector.cs (#296)

* increase tolerance for test 5008 in VR due to recent changes (#311)

* Upate screenshot for HDRP DXR Test (#312)

* Fix SSS code doc (#319)

* Fix issue with screen-space shadows not enabled with RT off (#139)

* Fix issue with screen_space shadows not enabled with RT off

* Proper fix: only keep directional screen space shadows with RT off

* Fix shadow debug mode

* cosmetic changes

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

* Fixed a performance issue with stochastic ray traced area shadows. (#300)

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

* Fix bad merge of the light loop optimization PR (an optimization was undone) (#321)

* Don't compute light type

* Typo

* Camera override API (#170)

* Added the API to override camera rendering

* Updated changelog

* Fixed compilation issue

* Factorized protection function

* Fixed camera override in scene view

* Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update

* Fixed camera override with dynamic resolution and moved it to internal

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

* Fix cookie srgb (#297)

* Fixed srgb flag not updating the cookie atlas

* Updated changelog

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

* Fix flickering lighting in the scene and game view when lookdev is open. (#290)

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

* Update changelog.

* Added a function to reset the reference size of RTHandle systems. (#299)

* Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems.

* Update changelog

* Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291)

* render until ambient probe is ready

* changelog

* remove comment

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

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

* Add resolve if needed of transparent movec

* rename

* rendergraph

* changelog

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

* Hdrp/reflection probe scale perf (#252)

* Use IEnumerable as interface for HDProbeSystem

* Added a perf test for probe registration

* Use HashSet instead of List to store HDProbes

* Updated planar reflection to use a HashSet

* Updated changelog

* Fix invalid length check

* Fixed build of planar probe array

* Fixed GC alloc issue

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

* [9.x.x] Axf measurements into tilings (#289)

* AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support.
On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material.
This removes old materialU/V tiling and flakes tiling (AxF is still in preview though).
Update test scene to move old tiling property values into new properties so results don't change.
Update documentation.

* AxF measurements into tilings: Add changelog entry.

* AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings.

* Update the AlphaToMask test for AxF.

* Update all other editor and player platform references to match.

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

* fix 9402screenshots on vulkan

* Update HDRP graphic test framework with Test Broken / TestFilter script (#393)

* Update hdrp testing framework

* Update hdrp testing framework 2

* Update TestFilterGenerator.cs

* revert change on shader graph

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

* Add Layer modification of EmissiveMesh generated by area light

Add Layer handling on Generated Emissive Mesh

* Update CHANGELOG.md

* Add "same as Light" hability for layer and make it default

* Add destruction on move in hierarchy and retrieve existing to secure the NotEditable

* Add sync on Static too

* Also the copy the static drop down

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

* Disable async compute for D3D12 [Hold] (#301)

* disable async on d3d12

* Change doc

* Hd/fix nullref while removing decal component (#416)

* fix nullref on DecalComponent removed from contextual menu

* Update CHANGELOG.md

* Added a flow map parameter to HDRI Sky (#44)

* Added uv distorsion for HDRISky cubemap

* Editable flow strength

* Better parameter name. Smooth flow on cube edges

* Added a graphic test. Updated Changelog

* Updated documentation

* Added screenshots

* Wait frames for test

* Wait more

* Update screenshots again...

* Static test

* Static screenshots

* use multi_compile

* Renamed all parameters

* Procedural distortion

* Update doc

* Set all keywords

* Revert to old behaviour

* doc

* update test

* remove useless variable

* doc

* Fix lat long and procedural flow

* replace trig functions. Correct wind dir

* Dropdown and upper hemisphere fix

* Updated doc

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

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

* Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling

* Changelog

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

* replace fbx by the one from URP with no import errors (#427)

* Fix the bug (#430)

* Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418)

* Saturate vertex color to avoid negative values.

* changelog

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

* Renamed variables (#436)

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

* Hd/fix targets used in ongui in decalcomponent (#413)

* Fix Reset not resetting to default

* Delay MaterialEditor recreation to when possible

* Update CHANGELOG.md

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

* Implemented ray traced reflections for transparent objects. (#47)

* Implementation of ray traced reflections for transparent objects

* fix issue with ShowPrePassAndPostPass

* Change label for transparent SSR + change default value to false

* fix material not setup properly

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

* Fix custom pass graphic tests (#359)

* FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test

* Replaced canvas by a quad (more stable for graphic test)

* disable vulkan test as it is failing, need investigation

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

* Save scene-view camera settings in Editor prefs (#440)

* Sceneview camera settings are now saved in Editor prefs

* cosmetic changes

* add comment

* Small refactor to allow easily adding more prefs in the future

* fix comment

* fix comment 2

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

* Fix issue when switching back to custom sensor type in physical camera (#417)

* Fix issue when switching back to custom sensor type in physical camera

* make if comparison more explicit

* make if comparison more safe

* Per-camera history for the custom settings using a static dictionary

* Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras

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

* Fix a null ref exception when running playmode tests  (#360)

* fix a null ref exception when running playmode tests with the render pipeline debug window opened

* use empty array

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

* Fixed some gcalloc in the debug window (#445)

* Fixed some GCAlloc in the debug window

* Update changelog

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

* Update reference screenshot dx12

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443)

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617)

* Fix an issue with thin refraction SG and updating screenshots

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

* Create Shaders.meta

* Hdrp/small ui update (#423)

* 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.

* Update changelog.

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

* update settings for DXR

* Update SetToCameraNearPlane.cs

* Add an option to disable shadow bias

* Don't query cull results if we don't have them (#449)

* test with a guard

* changelog

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

* Update screenshot (#463)

* Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12

* Update TestCaseFilters.asset

* Revert "Disable async compute for D3D12 [Hold] (#301)" (#469)

This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16.

* Revert "Add an option to disable shadow bias"

This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c.

* PBR Sky renderer now shares its internal precomputation table between different instances. (#250)

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

* Update changelog

* Doc update

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

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

* Makes sure quaternion is normalized and valid before converting to matrix.

* Updated Changelo.

* Revert "Updated Changelo."

This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2.

* Update CHANGELOG.md

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

* New tooltip for camera background and fixed exposure when switching the background mode. (#415)

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

* Update changelog

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

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

* Clear the queue once filled up and push elements that failed to be pushed.

* changelog

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

* Fixed asset preview being rendered white because of static lighting sky. (#462)

* 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.

* Update changelog

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

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

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

* Review feedback

* Review feedback 2

* Fix show cookie atlas debug mode (#475)

* Fix the show cookie atlas debug mode not displaying correctly

* Updated changelog

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

* Enable DXR playmode test (#472)

* Update upm-ci-hdrp_dxr.yml

* add hdrp dxr playmode test to all hdrp ci

* Update upm-ci-hdrp.yml

* Update upm-ci-hdrp.yml

* change planar atlas size to 1024

* Update upm-ci-hdrp.yml

* Update 802_SubSurfaceScatteringForward.png

* update scene

* update 5001 lighting

* fix exposure for 5001 path tracing test

* update player screenshots

* disable 5001 path tracing as it fail on yamato

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

* Working but not nice

* Remove unecessary cruft

* tiny changes

* changelog

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

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

* re-enable thumbnail gen only for d3d11

* Update changelog

* try enable metal

* Update changelog and comment

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

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

* 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

* Hd/fix undo environmentlibrary lookdev (#490)

* fix undo redo for environment library

* Update CHANGELOG.md

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

* Fix vulkan test

* SSGI Implementation (#95)

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

* Change Sky in 5001 PT Test to HDRI Sky + update image (#502)

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

* Update 802_SubSurfaceScatteringForward.unity

* fix vulkan warring and wrong meta

* Update upm-ci-hdrp.yml

* Fix merge issue with Test filter

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

* Use absolute paths for dof include

* changelog

* Fix Light overlap (#444)

* Added the light overlap volume code

* Updated changelog

* Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode

* Fixed documentation

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

* Fixed API breakage. (#524)

* [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532)

* AOV documentation

* minor change in the comments

* Accumulation documentation

* minor improvements

* Rewrite the AOV script. Now it is stand-alone.

* Typo

* Add path traced DoF documentation

* Reviewed AOV doc

* Reviewed accumulation doc

* Reviewed path-traced dof doc

* Add missing OnDestroy in example script

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Restore some XR HDRP tests (#382)

* restored XR tests

* revert and split changes for temporal effects in another branch

* fix XR tests using volumetrics

* 8103 is still acting randomly

* try to set timeout to 30s to confirm it's working

* set timeout to 5 min per test for HDRP instead of default 3 min

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

* Fix taaFrameIndex and restore TAA tests for XR (#534)

* fix taaFrameIndex and temporal effects with the test suite

* increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty

* update ref images

* set waitFrames for HDRP runtime test scene

* reset camera before waiting

* update reference images from Yamato

* revert change to 001-HDTemplate

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488)

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255)

* Add missing inverse exposure multiplier

* Add support for batchmode (#542)

* Update 9301_MotionVectorsOff-Forward-Dynamic.png

* Fix custom pass prefabs (#419)

* Fix custom pass integration with prefabs

* Updated changelog

* Fixed prefab highlight not updated when adding/removing custom passes

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

* Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* Reverted volumetric lighting changes and now render graph version uses the shared textures.

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

* Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961)

* Added changelog

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

* Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529)

* Custom Pass API (part 1) (#155)

* Begin to write the new custom pass API

* Begin to add custom pass utils shader

* Begin to add custom pass API test scenes

* Fixes for the Gaussian blur of the custom pass API

* Fix blur release

* Added custom pass copy test and fixed blur

* Added more custom pass documentation

* Added custom pass API graphic test reference image

* Added more obsolete things

* fix function visibility

* Updated changelog

* Added custom pass API test scene

* Fixed custom pass API doc

* Moved obsolete execute function into the new one

* Updated custom clear pass to use the new API

* Updated custom pass API test reference image

* update reference screenshots

* Fixed various scale issues in the blur custom pass API and updated reference screenshot

* Disable custom pass API test because it's unstable

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

* Implement Constant Buffers for HDRP (part 3) (#98)

* Fixed execution error without raytracing

* Prepare Prepass refacto

* Another round of preparation

* Renamed XRPassScope to XRSinglePassScope

* RenderAfterPostProcess is now static

* Add AfterPostProcess to RenderGraph (WIP)

* AfterPostProcess implementation

* Fixed wrong RTHandle allocation

* Fixed light layers texture binding during deferred lighting pass

* Implemented Post Process Final Pass with RenderGraph

* Post merge fixes

* Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

* Fixed alpha in post processes

* Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

* Fixed decal normal patch pass

* Fixed stencil resolve render pass

* Fixed RenderDBuffer render pass function capturing variables.

* Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

* Various fixes of things that diverged compared to regular path.

* Unified renderer list and texture invalid handle error.

* Revert wrong change

* Added constant buffer hlsl generation

* Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#

* post merge fix

* Removed useless comment.

* Missing doc

* Started moving cmd.SetGlobalXXX to update the global CB (WIP)

* Implemented Volumetrics global CB and various fixes.

* Implemented shadow global CB update.

* Finished up Global Constant Buffer setup

* Fix null ref

* Fixed global constant buffer alignment issues.

* Fixed shadows and SSS

* Small ConstantBuffer API refacto

* Small fix

* Volumetric Constant Buffer implementation + Fix

* Fix ambient occlusion

* Removed redundant SetGlobalXXX

* Light list build global CB implementation

* Fixed path tracing frame index constant

* Fixed ao constant w/ raytracing

* Better path tracing fix.

* Refactored CB API to comply with Render Graph specificities

* Update test screenshot

* Fixed constant buffer generation to use macros.

* Implemented XR global constant buffer.

* Removed useless global constant

* Fixed XR global constant name

* Converted SSR to constant buffer.

* Converted AO to constant buffers.

* Fixed warning

* Removed some useless SetGlobalXXX in Light Cookie Manager

* Converted debug display to use constant buffer.

* Fixed color/depth pyramid debug

* Cleanup

* Implemented constant buffer for PBR sky global variables.

* Warning fix

* Small fix

* Cleanup of global setup happening before rendering (render graph path or not).

* Post merge fix

* Added global constant buffer hlsl generation.

* Post merge fix

* Converted raytracing lightloop variables to constant buffer.

* Converted RayTracing global variables to constant buffer.

* Removed obsolete comment

* Post merge fix

* Post merge fix

* Post merge fix 2

* Double inclusion fix.

* Fixed CB visibility

* Fixed compilation after the merge

* Indentation fix

* Removed temporary comments.

* Moved some constants around.

* Post merge fix + Port ProbeVolume global variables to constant buffers.

* Fixed deallocation of constant buffers

* Properly release Volumetric constant buffers.

* Another update to CB API

* Updated documentation.

* Missing generated file

* Post merge fix

* Fixed various issues with light probe volumes.

* Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene.

* Final fix for probe volumes

* Fixed a warning in shader compilation

* Changes from review feedback

* Compilation fix.

* Post merge fix

* Removed useless constant

* Crash fix

* Post merge fix

* Update 501_RecursiveRendering.png

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

* Hd/fix wizard defaultvolumeprofile creation (#565)

* Fix Wizard check on default volume profile

* Update CHANGELOG.md

* Small TAA Anti-flicker changes (#555)

* tweaks

* Change default so that is just high quality.

* changelog

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

* Fix central depth sampling in TAA (#564)

* Fix sampling of central depth

* changelog

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

* Render Graph Async Compute (#552)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies.

* Implementation of async resource synchronization.

* Fixed synchronization (only partial fix)

* Added default profiling sampler for render graph passes not providing one.

* Async WIP

* Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async.

* Post merge fix

* Cleanup

* Removed comment.

* Disabled async contact shadows again.

* Small cleanup

* Change exposure compensation in the default volume profile to 0. (#388)

* Change profile (And add missing setting)

* changelog

* Upgrade guide

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

* Histogram guided auto-exposure + debug modes (#372)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* review fixups

* Review feedback

* Bad merge fixup

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

* Refactor shadow caching system (#554)

* Very debuggy code just start nothing functional or usable yet.

* remove old cached stuff (not finished, need switch branch)

* revert wrongful commit

* A bit of restructuring

* A good point as any to sync up

* sync

* Move from old repo...

* fix regression

* Handle case in which shadow doesn't fit

* leftover not committed

* Fix some issues with culling of point lights from the

* preliminary support for cascaded shadows

* Fix some issue with the directional

* Subshadow update

* Add some guards, some debug and the new C++ api for infinite bounds

* Some UI for the resolution

* Fix merge issues

* Update debug cs.hlsl

* Render graph stuff and some leftover removal

* micro cleanup

* Fix behaviour when defragging and excess lights are there

* Public API

* Remove dbg names

* Bug on debug view of area atlas

* Missing field on new PCSS signature for directional

* More public API

* Refresh cached shadows on resolution changes.

* merge conflicts patchup

* Fix missing shadows on normal shadows

* Small cleanup and turning positive the doesn'tHavePlacement

* Fix case on switching light type and issue with non-rectangle area lights

* tentative fix for error on build

* Debug logging

* update naming of debug

* Fix issue with double inclusion

* DOCS

* upgrade guide

* post merge fixups

* leftover comment

* changelog

* Doc changes in upgrade guide

* have print debug info only in editor

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

* update reference screenshots

* VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest

* Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584)

* remove useless code for cookie

* Hdrp/fix camera switcher (#591)

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

* update changelog.

* fix issue that prevents PS4 from building (#596)

* Removed experimental namespace for ray tracing code. (#612)

* Hdrp/multi view pt (#518)

* Multiview (scene + game) path tracing accumulation.

* Cosmetic.

* Modifications to address comments in PR.

* Updated PT fog test.

* Updated Changelog.

* Fixed issue with unlit shader graphs in path-traced mode.

* Update CHANGELOG.md

* Update HDUnlitSubTarget.cs

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

* Fix Look Dev default profile not updating correctly (#630)

* Fixed an issue where editing the lookdev default profile would not reflect directly in the lookdev window.

* Update changelog

* Fix Unlit.template in shadergraph (#637)

* Remove unused unlitpass.template

* Update Lit.hlsl

* re-add unlit pass

* Fixed a bug where the light list is not cleared but still used when resizing the RT (case 1250630) (#609)

* - Fixed a bug where the light list is not cleared but still used when resizing the RT.

* add changelog

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

* Histogram view improvements (#589)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* review fixups

* print exposure values in debug view

* commit but it is nothing, need to switch branch

* Add option to center histogram around exposure (fixed tonemap curve)

* change color of text

* fixup debug display merge issue

* fixup merge issues

* fixup issue with tonemap curve

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

* Update 9702_CustomPass_API.png.meta

* Fix warning (#663)

* add shader macros for XR single-pass (#687)

* Adding 2 SG Pathtracer test scenes (#624)

* New unlit pt scene

* Add scene for PT Lit

* Removing collider from the meshes

* Renaming

* Adding screenshots for PT scenes

* Changing threshold for SSS deferred tests for stability

* updating screenshot after staging being merged

* Slightly increasing threshold for 5007 and 902 unlit scenes

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

* Render Graph Unit Tests (#607)

* Render Graph Unit test WIP

Fixed pruning of passes with no output.

* Render Graph tests WIP

* Increase max limit in UX of lights (#702)

* Raise the max for lights

* Update CHANGELOG.md

* Fix null reference in volume debug menu (#705)

* Update reference image for "502_RecursiveRenderingDisabled" (#704)

* Update screenshot for  502 recursive rendering disabled test scene

* upgrade shader material

* Fix transparent movec scene view (#698)

* Disable transparent movec when object motion vectors are disabled

* changelog

* Port (#599)

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

* Custom Pass API part 2 (#227)

* Begin to write the new custom pass API

* Begin to add custom pass utils shader

* Begin to add custom pass API test scenes

* Fixes for the Gaussian blur of the custom pass API

* Fix blur release

* Added custom pass copy test and fixed blur

* Added more custom pass documentation

* Added custom pass API graphic test reference image

* Added more obsolete things

* fix function visibility

* Added the API to override camera rendering

* Updated changelog

* Updated changelog

* Fixed compilation issue

* Added custom pass API test scene

* Begin to add custom pass override test

* Factorized protection function

* Update custom pass test scene

* Fixed custom pass API doc

* Begin to add camera override tests

* Fixed camera override in scene view

* Finished RenderFrom API fucntions

* Fixed XR disable class

* Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update

* Fix MSAA for before pre refraction and added errors for fullscreen MSAA operations

* Finished to fix the RenderFrom* functions

* Moved obsolete execute function into the new one

* Update reference images

* Added all the API doc

* Updated changelog

* revert mats

* Updated custom clear pass to use the new API

* Fixed depth buffer random read/write error

* Disable custom pass blur test part

* Revert camera pixel rect changes

* Rename multi-pass to single pass

* Disable custom pass test on vulkan and XR

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

* Fix line that got lost in merge (#729)

* Porting console fixes to staging (#699)

* Path tracer: added support for transparency on the Unlit shader. (#717)

* Added support for transparency in Unlit.

* Updated Changelog.

* Update capture for 5007_PathTracing Unlit

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

* HDRP Compositor related fixes (#730)

* Fixes for the compositor test

* Enable the compoositor test in build settings

* Avoid gc alloc, hide internal components from vomume menu

* Vulkan and DX12 screens, adjust compositor UI refresh

* Fixed a vulkan and metal warning in the SSGI compute shader. (#715)

* - Fixed a vulkan and metal warning in the SSGI compute shader.

* - Fixed an exception due to the color pyramid not allocated when SSGI is enabled.
- Fixed an issue with the first depth history mip was incorrectly copied.

* Fix path traced DoF focusing issue (#732)

* Remove mip padding from PlanarReflectionProbeCache.cs

* Disable 9702 test nor working + 9041 XR (instable)

* Hdrp/pt pass no bsdf data (#710)

* Removed direct use of BSDFData in path tracing pass.

* Updated changelog.

* Fixed float3 typo...

* fix metal 9800 reference screnshots

* update meta file and testcasefilter

* Pre warm RT Handle system so that reallocations are reduced.  (#713)

* Pre warm rt handle system and initialize to screen width/height

* changelog

* not all was pushed

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

* Various fixes for Graphics tests with Render Graph (#725)

* WIP for enabling valid graphics tests with Render Graph.

Fixed a lot of gcalloc.

* Fixed more GCAlloc and added an option for a test to not be run if render graph is enabled.

* First batch of disabled tests.

* Fixed decal rendering

* Implemented ColorGrading and Uber Post (fixes a lot of small diff due to Color Grading not being 100% neutral)

* Revert "First batch of disabled tests."

This reverts commit 505924b6967041787c0698b4ede1d158686f990e.

* Temp "texture not bound" error fix until bloom is implemented.

* Fixed an error when using a stale invalid renderer list handle.

Reduced error message spam when encountering an execution error.

* Add some debug info to compiled passes and removed wrong refCount++ on passes.

* Added possibility to disallow pass pruning

Fixed a number of pass pruning issues.

* Small fixes

* temporarily removed pruning of passes without product

* Fixed HDRP asset for test 5009

* Implement alpha copy for post processes

* Small render graph error fix for motion vector pass.

* Disabled for render graph tests that are currently broken.

* Updated yamato with new render graph configurations

* Fixed lens distortion

* Reenabled 4021

* Revert "Reenabled 4021"

This reverts commit 76a7c003456f40c5e84dd454a9c291b2b57ade64.

* Revert "Updated yamato with new render graph configurations"

This reverts commit 7b8acc08944df4b11244ee97a1877cee91d55be9.

* Revert "Disabled for render graph tests that are currently broken."

This reverts commit 84467f6956c1f14d0d0d302bdf6f8d220c5f9026.

* Reverted HDRP test framework files (will go to another PR)

* Revert "Fixed HDRP asset for test 5009"

This reverts commit 95952b08e785daef2bbf7788849c5f661b9eb1fc.

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

* Various fix and improvements for ray traced effects (#597)

* Adding a minimal lit used for RTGI in peformance mode
Dispatch binned rays in 1D instead of 2D
Fix an issue with the half resolution Mode for RTGI
Only read the geometric attributes that are required using the share pass info and shader graph defines
Fix an issue with the color intensity of emissive for performance rtgi

* Correct bug with shadow history rejection

* reduce the exponential accumulation value a bit

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

* Procedural metering mask that follows target (#723)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* start of procedural mask

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* Some basic version of procedural working

* need to switch branch

* Exposure target and threshold.

* fix merge mess

* Fixes

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

* - Added presets quality settings for RTAO and RTGI. (#724)

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

* Fix compilation issue in HDRaytracingIndirectDiffuse

* fix shader warning in exposure

* Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). (#648)

* - Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR).

* Simplifying the culling override.

* Update 708_ShadowExtendedCulling.png

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

* Removed reference image for player (unused) in HDRP Test

* Update preview naming (#753)

* Cloud layer volume override (#461)

* Added uv distorsion for …
sebastienlagarde added a commit that referenced this pull request Jun 9, 2020
* Added support for rasterized area light shadows in StackLit + slight refactor (#39)

* Added support for rasterized area light shadows in StackLit. Also refactor code to avoid early return (compiler bug) and fix lux meter debug mode when anisotropy for area lights is enabled.

* Doc: remove note about area light shadows for stacklit. [skipci]

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

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

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

* fix

* Update PostProcessSystem.cs

* Update CHANGELOG.md

* Add some clamp to fp16 for case where we don't have a NaN killer pass like planar reflection

* Update CHANGELOG.md

* adress PR feedback

* Fix default volume profile collapse (#138)

* Only re-create the volume profile editor when the asset is changed

* Updated changelog

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

* Bind missing buffer (#159)

Bind buffer to make sure that something is bound

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

* AxF fix: Use CALCULATE_TEXTURE2D_LOD macro for future cross platform compatibility (Metal) (#162)

* Fixed shader warning on Xbox for ResolveStencilBuffer.compute (#163)

* fix warning

* changelog

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

* Texture-weighted automatic exposure (#165)

* Exposure weighted by texture

* miss one in the renaming

* Doc update

* changelog

* doc update

* fix issue when disabling override

* Update 3003_LightingMode.unity

* Optimizing light loop part 2 (#2)

* Saving 10% off the PrepareLightForGPU

* 18% decrease in cost with this

* Around 12% cost shaving off GetLightData

* Around 6.5% win here

* Faster View matrix flip

* Missing *=-1

* About 7% win in preprocess light data

* Another small batch

* Small cleanup for first optimization pass

* Tiny bit more cleanup

* Make UpdateShadowRequests 12% cheaper

* Address review points

* A bit less than 20% win in ExtractPointLightData

* Add comment

* changelog

* 25% reduction of ExtractPointLightData

* 18% win in UpdateShadowRequest

* Another around 11% win for UpdateShadowRequest

* Move matrix multiply utils to core

* less lighttype computation

* Ooops

* fixup changelog

* Proper merge

* Missing leftovers .

* I'll manage to submit it all one day...

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

* Added support for POM for emissive map (#51)

* Add option to use Base UV Mapping for emission

* Graphic test and doc

* Changelog

* Screenshots

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

* HDRP Compositor Tool (#57)

* HDRP compositor tool, first code drop

documentation typo, move everything in compositor namespace

documentation typo

bugfix: dynamically add/remove properties when shadergraph changes

UI bugfix: properly compute height of UI elements

Missing tooltips, button to remove the compositor

toggle layers now works when player is paused

add chroma keying in the compositor test

Changelog, workflow bugfix

Use Unity's built'in icons

AOV bugfixes

AOV tooltip was wrong

bugfix: disabling the compositor now disables all compositor cameras

Proper monitoring of shadergraph changes

Updated test image + minor changes

Use better names for internal cameras

Bugfix: selecting the same res for a layer

Bugfix: deleting in-use texture layers from shadergraph now works

Bugfix: setting AOV to none now works properly

Use the term SubLayer in the UI

Improve AOV tooltip

Camera properties in layers are properly refreshed

UI: Move checkbox for overrides on the left side of the label

Remove default compositor camera when also deleting the compositor

Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again

Hdrp/docs/compositor (#6013)

* Added docs review

* Changed fodler for images

Bugfixe: deleting layers

Bugfix: reordering layers

Bugfix: creating a new compositor fails

Remove redundant check

Fix wrong tooltip

Bugfix when deleting camera stack layers

Bugfix: handle window resize

Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers

Bugfix: more robust re-ordering (also moves children)

Bugfix: mark scene dirty when adding a compositor

Bugfix: display warning when alpha is configured properly

Change video layer icon

Bugfix: adding a layer filter does not reset the UI state

Bugfix: do not show composition properties that are marked with hide-in-inspector

Better / more clean layer injection implementation

minor code clean up

Clear color mode should only be editable on the first layer of a stack

Bugfix: setup of custom render was not always called

Bugfix: make sure additional camera data always exist in the layer/compositor camera

Change test id to 9800

Fix typos

mark scene dirty when removing or disabling the compositor

Default composition shadergraph and profile are now cloned

Serialized objects are now properly updated

minor code change: range checks

bugfix: error message appears at beginning

remove layer list from the asset file

add default camera layer when creating the compositor

replace getter function with c-sharp property

update asset in unit test

* move compositor unit test images

* remove leftover code

* review feedback #1

* review feedback 2

* review feedback - custom clear shader

* fix variable names that don't affect serialization

* fix serialized variable names

* bugfix: image layers and camera stacking

* use enum utility functions

* Use multicompile in motion blur + bug fix

* Make some variables private

* Update Compositor-User-Guide.md

* Review feedback

* fix muticompile for motion blur without alpha

* Update to new constant buffer / shadergraph api

* Player test image for the compositor

* Properly fill camera entries for global constant buffer

* Fix after rebase / function rename

* Make bg red for better debugging qnd cqtch unity exception

* Disable compositor test until we fix it on yamato

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* PBR shader gbuffer ztest (#43)

* Fixed PBR shader rendering in deferred

* Updated changelog

* Enable Light Baking Cookies by default + Warning (#79)

* Enable

* Fix typo

* Importance Sampling Pipeline (#84)

* Multiple Importance Sampling for HDRI Sky (Ray Generation)

* backup

* Multiple helpers

* Add RTHandleDeleter (delay in K frame the Release of a RTHandle)
* Fix GPU Operation when texture are too small
* Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ...
* Helper manager to generate one marginal per slice mip (one per frame)

* backup

* Add SampleCubemapProjectionNode (Project cubemap to Geometry)

* delete useless files

* update

* Cube To LatLong for CubeArray

* Functional generation

* Integration on ray tracer step

* Store HDRI Integral

* .

* Integrate HDRI Sky

* Update Importance Sampling

* Update Algorithm with Hemisphere Path

* Backup

* Update merge

* Update Merge 001

* Update Merge 002

* Update Merge 003

* Update Merge 004

* Update Merge 005

* Update Merge 006

* Update Merge 007

* Cleanup

* Update Integration of HDRISky Upper Hemisphere

* Remove useless dump images on disk

* Fix change log issue

* backup

* Backup

* Pre-Clean

* Pre-Clean

* Clean Up - remove file

* Remove Debug Code

* Update

* Update ChangeLog

* Clean Up

* update

* Clean up

* Remove useless texture

* Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter"

* CleanUp

* remove useless comment

* Add variable (Atmospherical) + Rename/Comment

* Move parameter to CS, Clean & move to private RTHandleDeleter

* Revert "Importance Sampling Pipeline (#84)"

This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11.

* Reducing the number of variants for ray tracing when building a player (#94)

* - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform.
- Removed the dynamic lightmap multicompile.
- Remove the LOD cross fade multi compile for ray tracing.
- Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping.

* fix merge

* Update LayeredLit.shader

* Update LayeredLit.shader

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

* Update 3003_LightingMode.unity

* Fix compil issue with Enable BakeCookie

* Enable Light Baking Cookies by default + Warning - part 3 #79

* Avoid building the mip chain a second time for SSR for transparent objects.  (#93)

* - Avoid building the mip chain a second time for SSR for transparent objects.

* Update ScreenSpaceReflections.compute

* fix merge issue

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

* Scalable volumetrics [skip ci] (#34)

* Adaptive sampling works

* Compute the PDF

* URL

* Fix stuff up (except for profile preview)

* Attempt to fix previews

* Fix transmission

* Support quality levels

* Clean shader

* Remove 2 kernels

* PURGE

* Automatically adjust the number of samples at runtime

* Changelog

* Spaaaaace

* Add comment

* Spaaaaaace

* Rename

* Update ref img 1215, 1216, 1217

* Revert "Update ref img 1215, 1216, 1217"

This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088.

* Robust filter radius

* Solve the NaN problem

* Save 1x VGPR

* Update SSS defaults

* Add migration steps

* Volume resolution WIP

* Shorter names FTW

* Comment

* Dynamic slice count works

* Dynamic res works

* Changelog

* Stretch the limits

* Fix bug (order matters)

* Comments

* Remove volumetric quality presets

* Changelog

* Reorder

* Solve the mystery of RTs going NULL

* More robust bad history detection

* Update test scenes for High Quality

* More bug fixes

* More accurate comment

* Do not reinvent the wheel

* Fix broken test 1351

* Attempt to migrate HQ SSS settings

* Remove all branches

* Optimize a bit

* 7x WF

* Fix the rounding error

* Fix the rounding error

* Remove garbage allocation

* Fix typos

* Copy the SSS value

* Revert HDRP asset changes

* Fix default UI value

* Pass the right asset

* Update ref img 1215

* update reference screenshots

* Update CHANGELOG.md

* Update CHANGELOG.md

* Switch to RTHandles

* Rename textures used by the fog filtering pass

* Fix reprojection

* Fix shader warning + typo+

* fix another shader warning

Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fixed runtime test for Yamato (#177)

* Revert "Hdrp/runtimetests/ps4 fix (#129)"

This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba.

* Update runtime test to use way less memory to be able to run on console

* Fixed screenshots and test

* Fix HDRP Wizard windows not compatible with "preview" package version (#178)

* Fix async compute throwing errors because of global constant buffers. (#130)

* Replaced commands incompatible with async compute in light list build process.

* Update changelog

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

* Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136)

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

* Update changelog

* Removed useless test

* Updated changelog message to add more info

* Refactoring to share the code for light list building better between probe volumes and lights. (#156)

* Refactoring to share the code for light list building better between probe volumes and lights.

* Remove commented code

* Fixed constant buffer update

* Fixed kernel used for cluster generation

* Fixed cluster kernel for oblique projection

* Restored a resize test for XR

* Removed unexpected Shuriken folder in Test Project

* Add range attenuation to box-shaped spotlights [Skip CI] (#101)

* Added range attenuation to box-shaped spotlights

* Update tests

* Update CHANGELOG.md

* Remove file duplication

* Added box range attenuation test

* Clarify documentation

* Update screenshots

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

* Hdrp/decal transparent mip selection 1222437 (#96)

* Improve MIP selection for decals to transparent

* Add change logs

* Communize Helper (ComputeTextureLOD{Bias?}(...)

* Update

* Rename

* Comment

* fix white space and 0.f

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

* Fix cookie atlas alloc for cone spot lights (#187)

* Fix unneeded cookie texture allocation for cone stop lights

* Updated changelog

* Fix cone spot light cookie

* update template (#189)

* Hdrp/combine material samples with shader samples [Skip CI] (#117)

* Fix MaterialBalls having same guid issue

material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned

* Merge material samples and shader samples

Merge shader samples into material samples

* Update scene visuals

update frame prefab with new visual style
update scene to suit visual style

* Fix spelling and grammatical errors

alterates -> alters - this one isn't technically an error but alterates isn't used in common English
oder -> order
accross -> across

* Create fabric scene

create scene and rendering settings

* Add fabric ball prefab with fabric mesh

Add fabric ball prefab with fabric mesh

* Add threadmaps to project

Add threadmaps to project

* Add materials to project

Add materials to project
Linen
Nylon
Satin
Velvet
Wool

* Add scenes for hair and fabric and create prefabs for lighting and hair display

Add scenes for hair and fabric
Create prefabs for lighting and hair display
Fix Decal prefab

* Update scene and fix errors with materials that don't use threadmaps

Update scene and fix errors with materials that don't use threadmaps

* Update fabric materials and textures

Update fabric materials and textures

* Clean up project and add additional materials

Add ShotSilk material
Modify materials
Rename textures
Cleanup changes
Add information to fabric scene

* Update and organize scenes

Update and organize scenes

* Update Fabric scene , fix spelling errors and change to american spelling

Update Fabric scene , fix spelling errors and change to american spelling

* Update information in fabric scene

* Update scene lighting

Update scene lighting

* Align lighting and rendering across scenes, remove old sample scene

Create prefabs for common elements
Change sky gradient
Remove unused settings
Remove old sample scene

* Update textures and meshes

Update denim color to tga file format to conform with other files
Update cloth mesh to have better normals
Update scene after changes to prefab

* Update cloth mesh

Update cloth mesh

* Update scene text and cloth mesh

Update scene text and cloth mesh

* Update Changelog

Update Changelog

* Fix bug with material ball and parallax occlusion mapping due to mesh tangents

Fix bug with material ball and parallax occlusion mapping due to mesh tangents

* Remove shader samples from package json and update material samples description

Remove shader samples from package json and update material samples description

* Update sample content documentation

* Update scene text

* Move files in mesh folder to appropriate folders and remove additional material ball prefab

* Add micro shadows

* Update 1301_StackLitSG.png

* Change guid reference in MaterialSamples scene

Co-authored-by: Sean Puller <sean.puller@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* DisplayInfo attribute. (#172)

* Added DisplayInfo attribute for generic display info.

* Implemented volume parameter sorting for default inspector.

* Update changelog

* Named parameters for tuples in Volume Component Editor

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

* Compute Buffer management for render graph (#194)

* Added import and usage of Compute Buffer API to render graph.

* Missing clear of Compute buffer write/read lists.

* Another missing clear.

* Light loop compute buffers WIP

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

* Reverted Render Graph debug registering by default.

* Post merge fixes

* RenderPass debugger visualization and fixed null profiling sampler

* Missing using directive.

* Post merge fix

* Use new light list build ouptut for deferred lighting pass

* Use new light list build ouptut for contact shadow pass

* Use new light list build ouptut for volumetric passes

* Simplify the tooltip (#188)

* Added MovedFrom attribute (#182)

* Contact shadow min distance + fix scalarization code  (#150)

* Min distance

* editor update

* Update doc

* Changelog

* fix some ui issues

* Update docs according to UI changes

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

* TAA docs update (#132)

* update docs

* pr review

* Added indentation as dashed

* Hdrp/deferred shadow quality multi compile (#5)

* shadow mask

* Changelog

* Have shadow quality as multi_compile

* make old API obsolete

* Update comment

* Comment on pre processor

* Update docs

* Change shader versions of deferred

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

* Hdrp/path traced dof (#164)

* Path traced DoF implementation

* Move focus distance from volume to physical camera

* Small fixes

* Small fixes in math

* Small fixes in math 2

* Compile error

* Make new functions private

* Cosmetic changes

* Move viewport matrix function to utils

* Keep focus distance in the volume

* Do not enable in scene view camera

* Changelog

* Review feedback

* Use scale and bias instead of matrix mul for the viewport transform

* Bugfix: post process DoF should still be executed for non-physical mode

* Typo

* avoid null reference when physical params is null

* remove redundant check

* Update HDRenderPipelineAsset.asset (#210)

* Fixed volume debug menu in playmode (#149)

* Refresh widgets in play mode. Added doc. Reduced refresh rate

* Changelog

* Added some code doc

* Fix refresh rate and scroll over hidden volumes in play mode

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

* Added a new test scene for physical camera DoF in Pathtracer (#211)

* Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215)

* fix bug 1238155

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* Update HDRenderPipelineAsset.cs

* Fix warning in PCSS code when using Vulkan (#229)

* Fix warning

* changelog

* Fix decal register + obsolete cookie API (#195)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Fix decal shader

* Fixed HDRP cookie

* Update HDLightUI.cs

* correctly fix decal

* Update CHANGELOG.md

* Update ColorAdjustments.cs

* Update ShaderVariablesDecal.hlsl

* fix compil on 2020.1

* Update HDRP_Test_Def.asset

* add test for 3RT decal

* update decal test

* Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244)

* Do code cleanup + bugfix shadow

* Update Upgrading-from-2020.1-to-2020.2.md

* Update LightLoopDef.hlsl

* Fixed issues with path traced SSS and accumulation. (#257)

* Add missing documentation for AOV API params (#254)

* Hdrp/public static sky (#253)

* Made the static lighting sky public so that users can change it by script for baking purpose.

* Update changelog

* Update HDAdditionalLightData.Migration.cs (#269)

* Add missing docs attributes (#271)

* Fixed an error about procedural sky being logged by mistake. (#273)

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

* Update changelog

* Fix quality settings UI and shadow mask UI (#122)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* fix typo

* fix typo 2

* Updated raytracing async compute warning. (#274)

* 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>

* Fixed a null ref exception in static sky when the default volume profile is invalid. (#278)

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

* Update changelog

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

* Added SubScenes cache to be compatible with HDRP/staging (#287)

* Update 2002_Light_DynamicMix.unity (#292)

* Update HDCubemapInspector.cs (#296)

* increase tolerance for test 5008 in VR due to recent changes (#311)

* Upate screenshot for HDRP DXR Test (#312)

* Fix SSS code doc (#319)

* Fix issue with screen-space shadows not enabled with RT off (#139)

* Fix issue with screen_space shadows not enabled with RT off

* Proper fix: only keep directional screen space shadows with RT off

* Fix shadow debug mode

* cosmetic changes

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

* Fixed a performance issue with stochastic ray traced area shadows. (#300)

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

* Fix bad merge of the light loop optimization PR (an optimization was undone) (#321)

* Don't compute light type

* Typo

* Camera override API (#170)

* Added the API to override camera rendering

* Updated changelog

* Fixed compilation issue

* Factorized protection function

* Fixed camera override in scene view

* Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update

* Fixed camera override with dynamic resolution and moved it to internal

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

* Fix cookie srgb (#297)

* Fixed srgb flag not updating the cookie atlas

* Updated changelog

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

* Fix flickering lighting in the scene and game view when lookdev is open. (#290)

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

* Update changelog.

* Added a function to reset the reference size of RTHandle systems. (#299)

* Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems.

* Update changelog

* Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291)

* render until ambient probe is ready

* changelog

* remove comment

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

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

* Add resolve if needed of transparent movec

* rename

* rendergraph

* changelog

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

* Hdrp/reflection probe scale perf (#252)

* Use IEnumerable as interface for HDProbeSystem

* Added a perf test for probe registration

* Use HashSet instead of List to store HDProbes

* Updated planar reflection to use a HashSet

* Updated changelog

* Fix invalid length check

* Fixed build of planar probe array

* Fixed GC alloc issue

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

* [9.x.x] Axf measurements into tilings (#289)

* AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support.
On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material.
This removes old materialU/V tiling and flakes tiling (AxF is still in preview though).
Update test scene to move old tiling property values into new properties so results don't change.
Update documentation.

* AxF measurements into tilings: Add changelog entry.

* AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings.

* Update the AlphaToMask test for AxF.

* Update all other editor and player platform references to match.

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

* fix 9402screenshots on vulkan

* Update HDRP graphic test framework with Test Broken / TestFilter script (#393)

* Update hdrp testing framework

* Update hdrp testing framework 2

* Update TestFilterGenerator.cs

* revert change on shader graph

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

* Add Layer modification of EmissiveMesh generated by area light

Add Layer handling on Generated Emissive Mesh

* Update CHANGELOG.md

* Add "same as Light" hability for layer and make it default

* Add destruction on move in hierarchy and retrieve existing to secure the NotEditable

* Add sync on Static too

* Also the copy the static drop down

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

* Disable async compute for D3D12 [Hold] (#301)

* disable async on d3d12

* Change doc

* Hd/fix nullref while removing decal component (#416)

* fix nullref on DecalComponent removed from contextual menu

* Update CHANGELOG.md

* Added a flow map parameter to HDRI Sky (#44)

* Added uv distorsion for HDRISky cubemap

* Editable flow strength

* Better parameter name. Smooth flow on cube edges

* Added a graphic test. Updated Changelog

* Updated documentation

* Added screenshots

* Wait frames for test

* Wait more

* Update screenshots again...

* Static test

* Static screenshots

* use multi_compile

* Renamed all parameters

* Procedural distortion

* Update doc

* Set all keywords

* Revert to old behaviour

* doc

* update test

* remove useless variable

* doc

* Fix lat long and procedural flow

* replace trig functions. Correct wind dir

* Dropdown and upper hemisphere fix

* Updated doc

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

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

* Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling

* Changelog

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

* replace fbx by the one from URP with no import errors (#427)

* Fix the bug (#430)

* Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418)

* Saturate vertex color to avoid negative values.

* changelog

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

* Renamed variables (#436)

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

* Hd/fix targets used in ongui in decalcomponent (#413)

* Fix Reset not resetting to default

* Delay MaterialEditor recreation to when possible

* Update CHANGELOG.md

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

* Implemented ray traced reflections for transparent objects. (#47)

* Implementation of ray traced reflections for transparent objects

* fix issue with ShowPrePassAndPostPass

* Change label for transparent SSR + change default value to false

* fix material not setup properly

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

* Fix custom pass graphic tests (#359)

* FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test

* Replaced canvas by a quad (more stable for graphic test)

* disable vulkan test as it is failing, need investigation

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

* Save scene-view camera settings in Editor prefs (#440)

* Sceneview camera settings are now saved in Editor prefs

* cosmetic changes

* add comment

* Small refactor to allow easily adding more prefs in the future

* fix comment

* fix comment 2

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

* Fix issue when switching back to custom sensor type in physical camera (#417)

* Fix issue when switching back to custom sensor type in physical camera

* make if comparison more explicit

* make if comparison more safe

* Per-camera history for the custom settings using a static dictionary

* Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras

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

* Fix a null ref exception when running playmode tests  (#360)

* fix a null ref exception when running playmode tests with the render pipeline debug window opened

* use empty array

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

* Fixed some gcalloc in the debug window (#445)

* Fixed some GCAlloc in the debug window

* Update changelog

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

* Update reference screenshot dx12

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443)

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617)

* Fix an issue with thin refraction SG and updating screenshots

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

* Create Shaders.meta

* Hdrp/small ui update (#423)

* 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.

* Update changelog.

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

* update settings for DXR

* Update SetToCameraNearPlane.cs

* Add an option to disable shadow bias

* Don't query cull results if we don't have them (#449)

* test with a guard

* changelog

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

* Update screenshot (#463)

* Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12

* Update TestCaseFilters.asset

* Revert "Disable async compute for D3D12 [Hold] (#301)" (#469)

This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16.

* Revert "Add an option to disable shadow bias"

This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c.

* PBR Sky renderer now shares its internal precomputation table between different instances. (#250)

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

* Update changelog

* Doc update

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

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

* Makes sure quaternion is normalized and valid before converting to matrix.

* Updated Changelo.

* Revert "Updated Changelo."

This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2.

* Update CHANGELOG.md

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

* New tooltip for camera background and fixed exposure when switching the background mode. (#415)

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

* Update changelog

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

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

* Clear the queue once filled up and push elements that failed to be pushed.

* changelog

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

* Fixed asset preview being rendered white because of static lighting sky. (#462)

* 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.

* Update changelog

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

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

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

* Review feedback

* Review feedback 2

* Fix show cookie atlas debug mode (#475)

* Fix the show cookie atlas debug mode not displaying correctly

* Updated changelog

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

* Enable DXR playmode test (#472)

* Update upm-ci-hdrp_dxr.yml

* add hdrp dxr playmode test to all hdrp ci

* Update upm-ci-hdrp.yml

* Update upm-ci-hdrp.yml

* change planar atlas size to 1024

* Update upm-ci-hdrp.yml

* Update 802_SubSurfaceScatteringForward.png

* update scene

* update 5001 lighting

* fix exposure for 5001 path tracing test

* update player screenshots

* disable 5001 path tracing as it fail on yamato

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

* Working but not nice

* Remove unecessary cruft

* tiny changes

* changelog

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

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

* re-enable thumbnail gen only for d3d11

* Update changelog

* try enable metal

* Update changelog and comment

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

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

* 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

* Hd/fix undo environmentlibrary lookdev (#490)

* fix undo redo for environment library

* Update CHANGELOG.md

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

* Fix vulkan test

* SSGI Implementation (#95)

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

* Change Sky in 5001 PT Test to HDRI Sky + update image (#502)

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

* Update 802_SubSurfaceScatteringForward.unity

* fix vulkan warring and wrong meta

* Update upm-ci-hdrp.yml

* Fix merge issue with Test filter

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

* Use absolute paths for dof include

* changelog

* Fix Light overlap (#444)

* Added the light overlap volume code

* Updated changelog

* Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode

* Fixed documentation

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

* Fixed API breakage. (#524)

* [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532)

* AOV documentation

* minor change in the comments

* Accumulation documentation

* minor improvements

* Rewrite the AOV script. Now it is stand-alone.

* Typo

* Add path traced DoF documentation

* Reviewed AOV doc

* Reviewed accumulation doc

* Reviewed path-traced dof doc

* Add missing OnDestroy in example script

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Restore some XR HDRP tests (#382)

* restored XR tests

* revert and split changes for temporal effects in another branch

* fix XR tests using volumetrics

* 8103 is still acting randomly

* try to set timeout to 30s to confirm it's working

* set timeout to 5 min per test for HDRP instead of default 3 min

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

* Fix taaFrameIndex and restore TAA tests for XR (#534)

* fix taaFrameIndex and temporal effects with the test suite

* increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty

* update ref images

* set waitFrames for HDRP runtime test scene

* reset camera before waiting

* update reference images from Yamato

* revert change to 001-HDTemplate

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488)

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255)

* Add missing inverse exposure multiplier

* Add support for batchmode (#542)

* Update 9301_MotionVectorsOff-Forward-Dynamic.png

* Fix custom pass prefabs (#419)

* Fix custom pass integration with prefabs

* Updated changelog

* Fixed prefab highlight not updated when adding/removing custom passes

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

* Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* Reverted volumetric lighting changes and now render graph version uses the shared textures.

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

* Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961)

* Added changelog

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

* Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529)

* Custom Pass API (part 1) (#155)

* Begin to write the new custom pass API

* Begin to add custom pass utils shader

* Begin to add custom pass API test scenes

* Fixes for the Gaussian blur of the custom pass API

* Fix blur release

* Added custom pass copy test and fixed blur

* Added more custom pass documentation

* Added custom pass API graphic test reference image

* Added more obsolete things

* fix function visibility

* Updated changelog

* Added custom pass API test scene

* Fixed custom pass API doc

* Moved obsolete execute function into the new one

* Updated custom clear pass to use the new API

* Updated custom pass API test reference image

* update reference screenshots

* Fixed various scale issues in the blur custom pass API and updated reference screenshot

* Disable custom pass API test because it's unstable

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

* Implement Constant Buffers for HDRP (part 3) (#98)

* Fixed execution error without raytracing

* Prepare Prepass refacto

* Another round of preparation

* Renamed XRPassScope to XRSinglePassScope

* RenderAfterPostProcess is now static

* Add AfterPostProcess to RenderGraph (WIP)

* AfterPostProcess implementation

* Fixed wrong RTHandle allocation

* Fixed light layers texture binding during deferred lighting pass

* Implemented Post Process Final Pass with RenderGraph

* Post merge fixes

* Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

* Fixed alpha in post processes

* Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

* Fixed decal normal patch pass

* Fixed stencil resolve render pass

* Fixed RenderDBuffer render pass function capturing variables.

* Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

* Various fixes of things that diverged compared to regular path.

* Unified renderer list and texture invalid handle error.

* Revert wrong change

* Added constant buffer hlsl generation

* Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#

* post merge fix

* Removed useless comment.

* Missing doc

* Started moving cmd.SetGlobalXXX to update the global CB (WIP)

* Implemented Volumetrics global CB and various fixes.

* Implemented shadow global CB update.

* Finished up Global Constant Buffer setup

* Fix null ref

* Fixed global constant buffer alignment issues.

* Fixed shadows and SSS

* Small ConstantBuffer API refacto

* Small fix

* Volumetric Constant Buffer implementation + Fix

* Fix ambient occlusion

* Removed redundant SetGlobalXXX

* Light list build global CB implementation

* Fixed path tracing frame index constant

* Fixed ao constant w/ raytracing

* Better path tracing fix.

* Refactored CB API to comply with Render Graph specificities

* Update test screenshot

* Fixed constant buffer generation to use macros.

* Implemented XR global constant buffer.

* Removed useless global constant

* Fixed XR global constant name

* Converted SSR to constant buffer.

* Converted AO to constant buffers.

* Fixed warning

* Removed some useless SetGlobalXXX in Light Cookie Manager

* Converted debug display to use constant buffer.

* Fixed color/depth pyramid debug

* Cleanup

* Implemented constant buffer for PBR sky global variables.

* Warning fix

* Small fix

* Cleanup of global setup happening before rendering (render graph path or not).

* Post merge fix

* Added global constant buffer hlsl generation.

* Post merge fix

* Converted raytracing lightloop variables to constant buffer.

* Converted RayTracing global variables to constant buffer.

* Removed obsolete comment

* Post merge fix

* Post merge fix

* Post merge fix 2

* Double inclusion fix.

* Fixed CB visibility

* Fixed compilation after the merge

* Indentation fix

* Removed temporary comments.

* Moved some constants around.

* Post merge fix + Port ProbeVolume global variables to constant buffers.

* Fixed deallocation of constant buffers

* Properly release Volumetric constant buffers.

* Another update to CB API

* Updated documentation.

* Missing generated file

* Post merge fix

* Fixed various issues with light probe volumes.

* Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene.

* Final fix for probe volumes

* Fixed a warning in shader compilation

* Changes from review feedback

* Compilation fix.

* Post merge fix

* Removed useless constant

* Crash fix

* Post merge fix

* Update 501_RecursiveRendering.png

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

* Hd/fix wizard defaultvolumeprofile creation (#565)

* Fix Wizard check on default volume profile

* Update CHANGELOG.md

* Small TAA Anti-flicker changes (#555)

* tweaks

* Change default so that is just high quality.

* changelog

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

* Fix central depth sampling in TAA (#564)

* Fix sampling of central depth

* changelog

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

* Render Graph Async Compute (#552)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies.

* Implementation of async resource synchronization.

* Fixed synchronization (only partial fix)

* Added default profiling sampler for render graph passes not providing one.

* Async WIP

* Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async.

* Post merge fix

* Cleanup

* Removed comment.

* Disabled async contact shadows again.

* Small cleanup

* Change exposure compensation in the default volume profile to 0. (#388)

* Change profile (And add missing setting)

* changelog

* Upgrade guide

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

* Histogram guided auto-exposure + debug modes (#372)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* review fixups

* Review feedback

* Bad merge fixup

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

* Refactor shadow caching system (#554)

* Very debuggy code just start nothing functional or usable yet.

* remove old cached stuff (not finished, need switch branch)

* revert wrongful commit

* A bit of restructuring

* A good point as any to sync up

* sync

* Move from old repo...

* fix regression

* Handle case in which shadow doesn't fit

* leftover not committed

* Fix some issues with culling of point lights from the

* preliminary support for cascaded shadows

* Fix some issue with the directional

* Subshadow update

* Add some guards, some debug and the new C++ api for infinite bounds

* Some UI for the resolution

* Fix merge issues

* Update debug cs.hlsl

* Render graph stuff and some leftover removal

* micro cleanup

* Fix behaviour when defragging and excess lights are there

* Public API

* Remove dbg names

* Bug on debug view of area atlas

* Missing field on new PCSS signature for directional

* More public API

* Refresh cached shadows on resolution changes.

* merge conflicts patchup

* Fix missing shadows on normal shadows

* Small cleanup and turning positive the doesn'tHavePlacement

* Fix case on switching light type and issue with non-rectangle area lights

* tentative fix for error on build

* Debug logging

* update naming of debug

* Fix issue with double inclusion

* DOCS

* upgrade guide

* post merge fixups

* leftover comment

* changelog

* Doc changes in upgrade guide

* have print debug info only in editor

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

* update reference screenshots

* VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest

* Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584)

* remove useless code for cookie

* Hdrp/fix camera switcher (#591)

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

* update changelog.

* fix issue that prevents PS4 from building (#596)

* Removed experimental namespace for ray tracing code. (#612)

* Hdrp/multi view pt (#518)

* Multiview (scene + game) path tracing accumulation.

* Cosmetic.

* Modifications to address comments in PR.

* Updated PT fog test.

* Updated Changelog.

* Fixed issue with unlit shader graphs in path-traced mode.

* Update CHANGELOG.md

* Update HDUnlitSubTarget.cs

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

* Fix Look Dev default profile not updating correctly (#630)

* Fixed an issue where editing the lookdev default profile would not reflect directly in the lookdev window.

* Update changelog

* Fix Unlit.template in shadergraph (#637)

* Remove unused unlitpass.template

* Update Lit.hlsl

* re-add unlit pass

* Fixed a bug where the light list is not cleared but still used when resizing the RT (case 1250630) (#609)

* - Fixed a bug where the light list is not cleared but still used when resizing the RT.

* add changelog

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

* Histogram view improvements (#589)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* review fixups

* print exposure values in debug view

* commit but it is nothing, need to switch branch

* Add option to center histogram around exposure (fixed tonemap curve)

* change color of text

* fixup debug display merge issue

* fixup merge issues

* fixup issue with tonemap curve

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

* Update 9702_CustomPass_API.png.meta

* Fix warning (#663)

* add shader macros for XR single-pass (#687)

* Adding 2 SG Pathtracer test scenes (#624)

* New unlit pt scene

* Add scene for PT Lit

* Removing collider from the meshes

* Renaming

* Adding screenshots for PT scenes

* Changing threshold for SSS deferred tests for stability

* updating screenshot after staging being merged

* Slightly increasing threshold for 5007 and 902 unlit scenes

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

* Render Graph Unit Tests (#607)

* Render Graph Unit test WIP

Fixed pruning of passes with no output.

* Render Graph tests WIP

* Increase max limit in UX of lights (#702)

* Raise the max for lights

* Update CHANGELOG.md

* Fix null reference in volume debug menu (#705)

* Update reference image for "502_RecursiveRenderingDisabled" (#704)

* Update screenshot for  502 recursive rendering disabled test scene

* upgrade shader material

* Fix transparent movec scene view (#698)

* Disable transparent movec when object motion vectors are disabled

* changelog

* Port (#599)

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

* Custom Pass API part 2 (#227)

* Begin to write the new custom pass API

* Begin to add custom pass utils shader

* Begin to add custom pass API test scenes

* Fixes for the Gaussian blur of the custom pass API

* Fix blur release

* Added custom pass copy test and fixed blur

* Added more custom pass documentation

* Added custom pass API graphic test reference image

* Added more obsolete things

* fix function visibility

* Added the API to override camera rendering

* Updated changelog

* Updated changelog

* Fixed compilation issue

* Added custom pass API test scene

* Begin to add custom pass override test

* Factorized protection function

* Update custom pass test scene

* Fixed custom pass API doc

* Begin to add camera override tests

* Fixed camera override in scene view

* Finished RenderFrom API fucntions

* Fixed XR disable class

* Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update

* Fix MSAA for before pre refraction and added errors for fullscreen MSAA operations

* Finished to fix the RenderFrom* functions

* Moved obsolete execute function into the new one

* Update reference images

* Added all the API doc

* Updated changelog

* revert mats

* Updated custom clear pass to use the new API

* Fixed depth buffer random read/write error

* Disable custom pass blur test part

* Revert camera pixel rect changes

* Rename multi-pass to single pass

* Disable custom pass test on vulkan and XR

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

* Fix line that got lost in merge (#729)

* Porting console fixes to staging (#699)

* Path tracer: added support for transparency on the Unlit shader. (#717)

* Added support for transparency in Unlit.

* Updated Changelog.

* Update capture for 5007_PathTracing Unlit

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

* HDRP Compositor related fixes (#730)

* Fixes for the compositor test

* Enable the compoositor test in build settings

* Avoid gc alloc, hide internal components from vomume menu

* Vulkan and DX12 screens, adjust compositor UI refresh

* Fixed a vulkan and metal warning in the SSGI compute shader. (#715)

* - Fixed a vulkan and metal warning in the SSGI compute shader.

* - Fixed an exception due to the color pyramid not allocated when SSGI is enabled.
- Fixed an issue with the first depth history mip was incorrectly copied.

* Fix path traced DoF focusing issue (#732)

* Remove mip padding from PlanarReflectionProbeCache.cs

* Disable 9702 test nor working + 9041 XR (instable)

* Hdrp/pt pass no bsdf data (#710)

* Removed direct use of BSDFData in path tracing pass.

* Updated changelog.

* Fixed float3 typo...

* fix metal 9800 reference screnshots

* update meta file and testcasefilter

* Pre warm RT Handle system so that reallocations are reduced.  (#713)

* Pre warm rt handle system and initialize to screen width/height

* changelog

* not all was pushed

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

* Various fixes for Graphics tests with Render Graph (#725)

* WIP for enabling valid graphics tests with Render Graph.

Fixed a lot of gcalloc.

* Fixed more GCAlloc and added an option for a test to not be run if render graph is enabled.

* First batch of disabled tests.

* Fixed decal rendering

* Implemented ColorGrading and Uber Post (fixes a lot of small diff due to Color Grading not being 100% neutral)

* Revert "First batch of disabled tests."

This reverts commit 505924b6967041787c0698b4ede1d158686f990e.

* Temp "texture not bound" error fix until bloom is implemented.

* Fixed an error when using a stale invalid renderer list handle.

Reduced error message spam when encountering an execution error.

* Add some debug info to compiled passes and removed wrong refCount++ on passes.

* Added possibility to disallow pass pruning

Fixed a number of pass pruning issues.

* Small fixes

* temporarily removed pruning of passes without product

* Fixed HDRP asset for test 5009

* Implement alpha copy for post processes

* Small render graph error fix for motion vector pass.

* Disabled for render graph tests that are currently broken.

* Updated yamato with new render graph configurations

* Fixed lens distortion

* Reenabled 4021

* Revert "Reenabled 4021"

This reverts commit 76a7c003456f40c5e84dd454a9c291b2b57ade64.

* Revert "Updated yamato with new render graph configurations"

This reverts commit 7b8acc08944df4b11244ee97a1877cee91d55be9.

* Revert "Disabled for render graph tests that are currently broken."

This reverts commit 84467f6956c1f14d0d0d302bdf6f8d220c5f9026.

* Reverted HDRP test framework files (will go to another PR)

* Revert "Fixed HDRP asset for test 5009"

This reverts commit 95952b08e785daef2bbf7788849c5f661b9eb1fc.

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

* Various fix and improvements for ray traced effects (#597)

* Adding a minimal lit used for RTGI in peformance mode
Dispatch binned rays in 1D instead of 2D
Fix an issue with the half resolution Mode for RTGI
Only read the geometric attributes that are required using the share pass info and shader graph defines
Fix an issue with the color intensity of emissive for performance rtgi

* Correct bug with shadow history rejection

* reduce the exponential accumulation value a bit

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

* Procedural metering mask that follows target (#723)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* start of procedural mask

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* Some basic version of procedural working

* need to switch branch

* Exposure target and threshold.

* fix merge mess

* Fixes

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

* - Added presets quality settings for RTAO and RTGI. (#724)

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

* Fix compilation issue in HDRaytracingIndirectDiffuse

* fix shader warning in exposure

* Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). (#648)

* - Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR).

* Simplifying the culling override.

* Update 708_ShadowExtendedCulling.png

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

* Removed reference image for player (unused) in HDRP Test

* Update preview naming (#753)

* Cloud layer volume override (#461)

* Added uv distorsion for HDRISky cubemap

* Editable flow strength

* Better parameter name. Smooth flow on cube edges

* Added a graphic test. Updated Changelog

* Updated documentation

* Added screenshots

* Wait frames for test

* Wait more

* Update screenshots again...

* Static test

* Static screenshots

* use multi_compile

* Renamed all parameters

* Procedural distortion

* Update doc

* Set all keywords

* Revert to old behaviour

* doc

* update test

* remove useless variable

* doc

* CloudLayer HDRI

* CloudLayer Gradient

* CloudLayer Physically Based

* Documentation

* Add clouds to Static Lighting Sky

* Fix spherical conversion

* Fix procedural flow

* Fix lat long and procedural flow

* replace trig functions. Correct wind dir

* sync with hdri flow

* Renamed variables

* Allow full sphere coverage for procedural flowmap

* Added missing doc

* Fix cloud reset and unrelated warnings in hdri sky shader

* Try different blending method

* Fixes + test another blending

* Tint and intensity parameters. Fix static sky used by lightmapper

* Added graphic test. Updated doc

* Updated tests using a disabled static sky

If a sky override is used for static lighting and is disabled in the volume, it is not used anymore

* Update LocalAmbientOcclusionNoisy.asset

* update linux screenshots

* Update CloudLayer.cs

* update OSX screenshots

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

* Introduce LightLoop output structure (#754)

* Add concept of LightLoop Output

* update upgrade guide

* Update Upgrading-from-2020.1-to-2020.2.md

* update upgrade guide

* Fix lightloop-output (#755)

* Fix rendering when XrMaxViews is different than 2 (#733)

* Use a fixed size for xr related fields in cbuffers

* changelog

* Update local shader config

* Update CHANGELOG.md

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

* Improve transition between LOD for lit and layeredLit tessellation (#517)

* Forest scale for tessellation change

* Forest scale for tessellation change

* Update Upgrading-from-2019.3-to-2020.1.md

* Update Upgrading-from-2019.3-to-2020.1.md

* fix ray tracing with XR single-pass (#769)

* Revert "fix ray tracing with XR single-pass (#769)"

This reverts commit 3e366334444febf450568b47ada2c00e4164ba12.

* reviewed new additions to 2019.3 - 2020.1 and 2020.1 - 2020.2 upgrade guides (#766)

* Probe Volumes: Update SampleBakedGI() API (#759)

* Probe Volumes: Update SampleBakedGI() and supporting internal functions signature in order to evaluate lighting along front and back facing normals at the same time.

* Add some comment

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* Initial implementation for the new planar reflection filtering (#337)

* Initial implementation for the new planar reflection filtering

* Small improvement and "proper" support of oblique projection

* quality improvement to the filtering.

* Update PlanarReflectionFiltering.compute

* review corrections

* Update planar filter for all material (was not replaced) + update screenshots

* Update IBLFilterGGX.cs

* fix shader warning on vulkan

* update references screenshots

* Fixes for the plane normal and number of mips to be computed

* Fix shift that was to the right in the blurred version

* update references screenshots

* fix shader warning

* Some cleanup

* change to fast Atan

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

* Fast memory support (#772)

* temp, gonna revert this, but have to merge staging.

* again, need to switch branch, nothing functional

* ESRAM support

* changelog

* Add guards

* Standard terrain upgrader (#762)

* Add render graph specific pipeline to HDRP tests. (#728)

* Added an option to ignore tests when render graph is enabled.

* Disabled for render graph tests that are currently broken.

* Reenabled 4021

* Updated yamato script to add the RenderGraph pipeline.

* Fixed HDRP asset for test 5009

* Revert unrelated yml files changes due to old configuration (#714)

* Fixed an issue with not unregistering render graph debug.

Disabled test 9401 for render graph after merge conflict.

* Disabled 9800 for render graph

* Revert hdrp asset for 5009

Co-authored-by: Theo Penavaire <theo.penavaire@gmail.com>

* Added CPU and GPU timings for ray tracing effects. (#774)

* Added CPU and GPU timings for ray tracing effects.

* Only displaying the counters if ray tracing is supported on the asset.

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

* Workaround for GetKernelThreadGroupSizes  returning wrong data (#760)

* Hard code group size

* changelog

* Add comment

* Fixed the distanced based denoising being exposed for area lights (1251558). (#782)

* Fix test project

* Fix an issue with Fast memory code trying to access deleted resources when rendergraph is enabled (#791)

* Fix issue accessing already released targets for rendergraph

* changelog

* Sanitize transparent motion vectors setting (#761)

* Sanitize transparent motion vectors setting

* Update CHANGELOG.md

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

* Revert "Add render graph specific pipeline to HDRP tests. (#728)"

This reverts commit 4bcb4364fdd24a7d3205b46a5ce0ed63fe63cb5e.

Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: victor-unity <50244023+victor-unity@users.noreply.github.com>
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: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sean Puller <43151199+SeanPuller@users.nore…
sebastienlagarde added a commit that referenced this pull request Jun 10, 2020
* Texture-weighted automatic exposure (#165)

* Exposure weighted by texture

* miss one in the renaming

* Doc update

* changelog

* doc update

* fix issue when disabling override

* Update 3003_LightingMode.unity

* Optimizing light loop part 2 (#2)

* Saving 10% off the PrepareLightForGPU

* 18% decrease in cost with this

* Around 12% cost shaving off GetLightData

* Around 6.5% win here

* Faster View matrix flip

* Missing *=-1

* About 7% win in preprocess light data

* Another small batch

* Small cleanup for first optimization pass

* Tiny bit more cleanup

* Make UpdateShadowRequests 12% cheaper

* Address review points

* A bit less than 20% win in ExtractPointLightData

* Add comment

* changelog

* 25% reduction of ExtractPointLightData

* 18% win in UpdateShadowRequest

* Another around 11% win for UpdateShadowRequest

* Move matrix multiply utils to core

* less lighttype computation

* Ooops

* fixup changelog

* Proper merge

* Missing leftovers .

* I'll manage to submit it all one day...

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

* Added support for POM for emissive map (#51)

* Add option to use Base UV Mapping for emission

* Graphic test and doc

* Changelog

* Screenshots

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

* HDRP Compositor Tool (#57)

* HDRP compositor tool, first code drop

documentation typo, move everything in compositor namespace

documentation typo

bugfix: dynamically add/remove properties when shadergraph changes

UI bugfix: properly compute height of UI elements

Missing tooltips, button to remove the compositor

toggle layers now works when player is paused

add chroma keying in the compositor test

Changelog, workflow bugfix

Use Unity's built'in icons

AOV bugfixes

AOV tooltip was wrong

bugfix: disabling the compositor now disables all compositor cameras

Proper monitoring of shadergraph changes

Updated test image + minor changes

Use better names for internal cameras

Bugfix: selecting the same res for a layer

Bugfix: deleting in-use texture layers from shadergraph now works

Bugfix: setting AOV to none now works properly

Use the term SubLayer in the UI

Improve AOV tooltip

Camera properties in layers are properly refreshed

UI: Move checkbox for overrides on the left side of the label

Remove default compositor camera when also deleting the compositor

Bugfixes: no orphans (delete all children when removing a layer), saving the layer list now works again

Hdrp/docs/compositor (#6013)

* Added docs review

* Changed fodler for images

Bugfixe: deleting layers

Bugfix: reordering layers

Bugfix: creating a new compositor fails

Remove redundant check

Fix wrong tooltip

Bugfix when deleting camera stack layers

Bugfix: handle window resize

Bugfix: sub-layers without parent when re-ordering, preview remains visible for disabled layers

Bugfix: more robust re-ordering (also moves children)

Bugfix: mark scene dirty when adding a compositor

Bugfix: display warning when alpha is configured properly

Change video layer icon

Bugfix: adding a layer filter does not reset the UI state

Bugfix: do not show composition properties that are marked with hide-in-inspector

Better / more clean layer injection implementation

minor code clean up

Clear color mode should only be editable on the first layer of a stack

Bugfix: setup of custom render was not always called

Bugfix: make sure additional camera data always exist in the layer/compositor camera

Change test id to 9800

Fix typos

mark scene dirty when removing or disabling the compositor

Default composition shadergraph and profile are now cloned

Serialized objects are now properly updated

minor code change: range checks

bugfix: error message appears at beginning

remove layer list from the asset file

add default camera layer when creating the compositor

replace getter function with c-sharp property

update asset in unit test

* move compositor unit test images

* remove leftover code

* review feedback #1

* review feedback 2

* review feedback - custom clear shader

* fix variable names that don't affect serialization

* fix serialized variable names

* bugfix: image layers and camera stacking

* use enum utility functions

* Use multicompile in motion blur + bug fix

* Make some variables private

* Update Compositor-User-Guide.md

* Review feedback

* fix muticompile for motion blur without alpha

* Update to new constant buffer / shadergraph api

* Player test image for the compositor

* Properly fill camera entries for global constant buffer

* Fix after rebase / function rename

* Make bg red for better debugging qnd cqtch unity exception

* Disable compositor test until we fix it on yamato

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* PBR shader gbuffer ztest (#43)

* Fixed PBR shader rendering in deferred

* Updated changelog

* Enable Light Baking Cookies by default + Warning (#79)

* Enable

* Fix typo

* Importance Sampling Pipeline (#84)

* Multiple Importance Sampling for HDRI Sky (Ray Generation)

* backup

* Multiple helpers

* Add RTHandleDeleter (delay in K frame the Release of a RTHandle)
* Fix GPU Operation when texture are too small
* Helper to manager Mariginal Texture in general (Tex2D, Tex2DArray, CubeMap, CubemapArray), ...
* Helper manager to generate one marginal per slice mip (one per frame)

* backup

* Add SampleCubemapProjectionNode (Project cubemap to Geometry)

* delete useless files

* update

* Cube To LatLong for CubeArray

* Functional generation

* Integration on ray tracer step

* Store HDRI Integral

* .

* Integrate HDRI Sky

* Update Importance Sampling

* Update Algorithm with Hemisphere Path

* Backup

* Update merge

* Update Merge 001

* Update Merge 002

* Update Merge 003

* Update Merge 004

* Update Merge 005

* Update Merge 006

* Update Merge 007

* Cleanup

* Update Integration of HDRISky Upper Hemisphere

* Remove useless dump images on disk

* Fix change log issue

* backup

* Backup

* Pre-Clean

* Pre-Clean

* Clean Up - remove file

* Remove Debug Code

* Update

* Update ChangeLog

* Clean Up

* update

* Clean up

* Remove useless texture

* Fix CGAlloc + Default Litetime of a RTHandle on the "RTHandleDeleter"

* CleanUp

* remove useless comment

* Add variable (Atmospherical) + Rename/Comment

* Move parameter to CS, Clean & move to private RTHandleDeleter

* Revert "Importance Sampling Pipeline (#84)"

This reverts commit 835d6a45c15ec7cbebde2aa385134a780c363e11.

* Reducing the number of variants for ray tracing when building a player (#94)

* - Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform.
- Removed the dynamic lightmap multicompile.
- Remove the LOD cross fade multi compile for ray tracing.
- Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping.

* fix merge

* Update LayeredLit.shader

* Update LayeredLit.shader

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

* Update 3003_LightingMode.unity

* Fix compil issue with Enable BakeCookie

* Enable Light Baking Cookies by default + Warning - part 3 #79

* Avoid building the mip chain a second time for SSR for transparent objects.  (#93)

* - Avoid building the mip chain a second time for SSR for transparent objects.

* Update ScreenSpaceReflections.compute

* fix merge issue

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

* Scalable volumetrics [skip ci] (#34)

* Adaptive sampling works

* Compute the PDF

* URL

* Fix stuff up (except for profile preview)

* Attempt to fix previews

* Fix transmission

* Support quality levels

* Clean shader

* Remove 2 kernels

* PURGE

* Automatically adjust the number of samples at runtime

* Changelog

* Spaaaaace

* Add comment

* Spaaaaaace

* Rename

* Update ref img 1215, 1216, 1217

* Revert "Update ref img 1215, 1216, 1217"

This reverts commit 9aeb1fee054bc0e8a24b76525eb4af5dc2316088.

* Robust filter radius

* Solve the NaN problem

* Save 1x VGPR

* Update SSS defaults

* Add migration steps

* Volume resolution WIP

* Shorter names FTW

* Comment

* Dynamic slice count works

* Dynamic res works

* Changelog

* Stretch the limits

* Fix bug (order matters)

* Comments

* Remove volumetric quality presets

* Changelog

* Reorder

* Solve the mystery of RTs going NULL

* More robust bad history detection

* Update test scenes for High Quality

* More bug fixes

* More accurate comment

* Do not reinvent the wheel

* Fix broken test 1351

* Attempt to migrate HQ SSS settings

* Remove all branches

* Optimize a bit

* 7x WF

* Fix the rounding error

* Fix the rounding error

* Remove garbage allocation

* Fix typos

* Copy the SSS value

* Revert HDRP asset changes

* Fix default UI value

* Pass the right asset

* Update ref img 1215

* update reference screenshots

* Update CHANGELOG.md

* Update CHANGELOG.md

* Switch to RTHandles

* Rename textures used by the fog filtering pass

* Fix reprojection

* Fix shader warning + typo+

* fix another shader warning

Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fixed runtime test for Yamato (#177)

* Revert "Hdrp/runtimetests/ps4 fix (#129)"

This reverts commit 6fa52ab66c77d12088114577573fb45edfb2baba.

* Update runtime test to use way less memory to be able to run on console

* Fixed screenshots and test

* Fix HDRP Wizard windows not compatible with "preview" package version (#178)

* Fix async compute throwing errors because of global constant buffers. (#130)

* Replaced commands incompatible with async compute in light list build process.

* Update changelog

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

* Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. (#136)

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

* Update changelog

* Removed useless test

* Updated changelog message to add more info

* Refactoring to share the code for light list building better between probe volumes and lights. (#156)

* Refactoring to share the code for light list building better between probe volumes and lights.

* Remove commented code

* Fixed constant buffer update

* Fixed kernel used for cluster generation

* Fixed cluster kernel for oblique projection

* Restored a resize test for XR

* Removed unexpected Shuriken folder in Test Project

* Add range attenuation to box-shaped spotlights [Skip CI] (#101)

* Added range attenuation to box-shaped spotlights

* Update tests

* Update CHANGELOG.md

* Remove file duplication

* Added box range attenuation test

* Clarify documentation

* Update screenshots

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

* Hdrp/decal transparent mip selection 1222437 (#96)

* Improve MIP selection for decals to transparent

* Add change logs

* Communize Helper (ComputeTextureLOD{Bias?}(...)

* Update

* Rename

* Comment

* fix white space and 0.f

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

* Fix cookie atlas alloc for cone spot lights (#187)

* Fix unneeded cookie texture allocation for cone stop lights

* Updated changelog

* Fix cone spot light cookie

* update template (#189)

* Hdrp/combine material samples with shader samples [Skip CI] (#117)

* Fix MaterialBalls having same guid issue

material samples and shader samples had the same prefabs with the same guids causing an issue when the guids are reassigned

* Merge material samples and shader samples

Merge shader samples into material samples

* Update scene visuals

update frame prefab with new visual style
update scene to suit visual style

* Fix spelling and grammatical errors

alterates -> alters - this one isn't technically an error but alterates isn't used in common English
oder -> order
accross -> across

* Create fabric scene

create scene and rendering settings

* Add fabric ball prefab with fabric mesh

Add fabric ball prefab with fabric mesh

* Add threadmaps to project

Add threadmaps to project

* Add materials to project

Add materials to project
Linen
Nylon
Satin
Velvet
Wool

* Add scenes for hair and fabric and create prefabs for lighting and hair display

Add scenes for hair and fabric
Create prefabs for lighting and hair display
Fix Decal prefab

* Update scene and fix errors with materials that don't use threadmaps

Update scene and fix errors with materials that don't use threadmaps

* Update fabric materials and textures

Update fabric materials and textures

* Clean up project and add additional materials

Add ShotSilk material
Modify materials
Rename textures
Cleanup changes
Add information to fabric scene

* Update and organize scenes

Update and organize scenes

* Update Fabric scene , fix spelling errors and change to american spelling

Update Fabric scene , fix spelling errors and change to american spelling

* Update information in fabric scene

* Update scene lighting

Update scene lighting

* Align lighting and rendering across scenes, remove old sample scene

Create prefabs for common elements
Change sky gradient
Remove unused settings
Remove old sample scene

* Update textures and meshes

Update denim color to tga file format to conform with other files
Update cloth mesh to have better normals
Update scene after changes to prefab

* Update cloth mesh

Update cloth mesh

* Update scene text and cloth mesh

Update scene text and cloth mesh

* Update Changelog

Update Changelog

* Fix bug with material ball and parallax occlusion mapping due to mesh tangents

Fix bug with material ball and parallax occlusion mapping due to mesh tangents

* Remove shader samples from package json and update material samples description

Remove shader samples from package json and update material samples description

* Update sample content documentation

* Update scene text

* Move files in mesh folder to appropriate folders and remove additional material ball prefab

* Add micro shadows

* Update 1301_StackLitSG.png

* Change guid reference in MaterialSamples scene

Co-authored-by: Sean Puller <sean.puller@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* DisplayInfo attribute. (#172)

* Added DisplayInfo attribute for generic display info.

* Implemented volume parameter sorting for default inspector.

* Update changelog

* Named parameters for tuples in Volume Component Editor

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

* Compute Buffer management for render graph (#194)

* Added import and usage of Compute Buffer API to render graph.

* Missing clear of Compute buffer write/read lists.

* Another missing clear.

* Light loop compute buffers WIP

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

* Reverted Render Graph debug registering by default.

* Post merge fixes

* RenderPass debugger visualization and fixed null profiling sampler

* Missing using directive.

* Post merge fix

* Use new light list build ouptut for deferred lighting pass

* Use new light list build ouptut for contact shadow pass

* Use new light list build ouptut for volumetric passes

* Simplify the tooltip (#188)

* Added MovedFrom attribute (#182)

* Contact shadow min distance + fix scalarization code  (#150)

* Min distance

* editor update

* Update doc

* Changelog

* fix some ui issues

* Update docs according to UI changes

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

* TAA docs update (#132)

* update docs

* pr review

* Added indentation as dashed

* Hdrp/deferred shadow quality multi compile (#5)

* shadow mask

* Changelog

* Have shadow quality as multi_compile

* make old API obsolete

* Update comment

* Comment on pre processor

* Update docs

* Change shader versions of deferred

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

* Hdrp/path traced dof (#164)

* Path traced DoF implementation

* Move focus distance from volume to physical camera

* Small fixes

* Small fixes in math

* Small fixes in math 2

* Compile error

* Make new functions private

* Cosmetic changes

* Move viewport matrix function to utils

* Keep focus distance in the volume

* Do not enable in scene view camera

* Changelog

* Review feedback

* Use scale and bias instead of matrix mul for the viewport transform

* Bugfix: post process DoF should still be executed for non-physical mode

* Typo

* avoid null reference when physical params is null

* remove redundant check

* Update HDRenderPipelineAsset.asset (#210)

* Fixed volume debug menu in playmode (#149)

* Refresh widgets in play mode. Added doc. Reduced refresh rate

* Changelog

* Added some code doc

* Fix refresh rate and scroll over hidden volumes in play mode

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

* Added a new test scene for physical camera DoF in Pathtracer (#211)

* Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215)

* fix bug 1238155

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* Update HDRenderPipelineAsset.cs

* Fix warning in PCSS code when using Vulkan (#229)

* Fix warning

* changelog

* Fix decal register + obsolete cookie API (#195)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Fix decal shader

* Fixed HDRP cookie

* Update HDLightUI.cs

* correctly fix decal

* Update CHANGELOG.md

* Update ColorAdjustments.cs

* Update ShaderVariablesDecal.hlsl

* fix compil on 2020.1

* Update HDRP_Test_Def.asset

* add test for 3RT decal

* update decal test

* Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244)

* Do code cleanup + bugfix shadow

* Update Upgrading-from-2020.1-to-2020.2.md

* Update LightLoopDef.hlsl

* Fixed issues with path traced SSS and accumulation. (#257)

* Add missing documentation for AOV API params (#254)

* Hdrp/public static sky (#253)

* Made the static lighting sky public so that users can change it by script for baking purpose.

* Update changelog

* Update HDAdditionalLightData.Migration.cs (#269)

* Add missing docs attributes (#271)

* Fixed an error about procedural sky being logged by mistake. (#273)

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

* Update changelog

* Fix quality settings UI and shadow mask UI (#122)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* fix typo

* fix typo 2

* Updated raytracing async compute warning. (#274)

* 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>

* Fixed a null ref exception in static sky when the default volume profile is invalid. (#278)

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

* Update changelog

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

* Added SubScenes cache to be compatible with HDRP/staging (#287)

* Update 2002_Light_DynamicMix.unity (#292)

* Update HDCubemapInspector.cs (#296)

* increase tolerance for test 5008 in VR due to recent changes (#311)

* Upate screenshot for HDRP DXR Test (#312)

* Fix SSS code doc (#319)

* Fix issue with screen-space shadows not enabled with RT off (#139)

* Fix issue with screen_space shadows not enabled with RT off

* Proper fix: only keep directional screen space shadows with RT off

* Fix shadow debug mode

* cosmetic changes

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

* Fixed a performance issue with stochastic ray traced area shadows. (#300)

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

* Fix bad merge of the light loop optimization PR (an optimization was undone) (#321)

* Don't compute light type

* Typo

* Camera override API (#170)

* Added the API to override camera rendering

* Updated changelog

* Fixed compilation issue

* Factorized protection function

* Fixed camera override in scene view

* Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update

* Fixed camera override with dynamic resolution and moved it to internal

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

* Fix cookie srgb (#297)

* Fixed srgb flag not updating the cookie atlas

* Updated changelog

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

* Fix flickering lighting in the scene and game view when lookdev is open. (#290)

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

* Update changelog.

* Added a function to reset the reference size of RTHandle systems. (#299)

* Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems.

* Update changelog

* Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291)

* render until ambient probe is ready

* changelog

* remove comment

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

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

* Add resolve if needed of transparent movec

* rename

* rendergraph

* changelog

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

* Hdrp/reflection probe scale perf (#252)

* Use IEnumerable as interface for HDProbeSystem

* Added a perf test for probe registration

* Use HashSet instead of List to store HDProbes

* Updated planar reflection to use a HashSet

* Updated changelog

* Fix invalid length check

* Fixed build of planar probe array

* Fixed GC alloc issue

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

* [9.x.x] Axf measurements into tilings (#289)

* AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support.
On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material.
This removes old materialU/V tiling and flakes tiling (AxF is still in preview though).
Update test scene to move old tiling property values into new properties so results don't change.
Update documentation.

* AxF measurements into tilings: Add changelog entry.

* AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings.

* Update the AlphaToMask test for AxF.

* Update all other editor and player platform references to match.

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

* fix 9402screenshots on vulkan

* Update HDRP graphic test framework with Test Broken / TestFilter script (#393)

* Update hdrp testing framework

* Update hdrp testing framework 2

* Update TestFilterGenerator.cs

* revert change on shader graph

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

* Add Layer modification of EmissiveMesh generated by area light

Add Layer handling on Generated Emissive Mesh

* Update CHANGELOG.md

* Add "same as Light" hability for layer and make it default

* Add destruction on move in hierarchy and retrieve existing to secure the NotEditable

* Add sync on Static too

* Also the copy the static drop down

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

* Disable async compute for D3D12 [Hold] (#301)

* disable async on d3d12

* Change doc

* Hd/fix nullref while removing decal component (#416)

* fix nullref on DecalComponent removed from contextual menu

* Update CHANGELOG.md

* Added a flow map parameter to HDRI Sky (#44)

* Added uv distorsion for HDRISky cubemap

* Editable flow strength

* Better parameter name. Smooth flow on cube edges

* Added a graphic test. Updated Changelog

* Updated documentation

* Added screenshots

* Wait frames for test

* Wait more

* Update screenshots again...

* Static test

* Static screenshots

* use multi_compile

* Renamed all parameters

* Procedural distortion

* Update doc

* Set all keywords

* Revert to old behaviour

* doc

* update test

* remove useless variable

* doc

* Fix lat long and procedural flow

* replace trig functions. Correct wind dir

* Dropdown and upper hemisphere fix

* Updated doc

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

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

* Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling

* Changelog

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

* replace fbx by the one from URP with no import errors (#427)

* Fix the bug (#430)

* Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418)

* Saturate vertex color to avoid negative values.

* changelog

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

* Renamed variables (#436)

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

* Hd/fix targets used in ongui in decalcomponent (#413)

* Fix Reset not resetting to default

* Delay MaterialEditor recreation to when possible

* Update CHANGELOG.md

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

* Implemented ray traced reflections for transparent objects. (#47)

* Implementation of ray traced reflections for transparent objects

* fix issue with ShowPrePassAndPostPass

* Change label for transparent SSR + change default value to false

* fix material not setup properly

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

* Fix custom pass graphic tests (#359)

* FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test

* Replaced canvas by a quad (more stable for graphic test)

* disable vulkan test as it is failing, need investigation

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

* Save scene-view camera settings in Editor prefs (#440)

* Sceneview camera settings are now saved in Editor prefs

* cosmetic changes

* add comment

* Small refactor to allow easily adding more prefs in the future

* fix comment

* fix comment 2

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

* Fix issue when switching back to custom sensor type in physical camera (#417)

* Fix issue when switching back to custom sensor type in physical camera

* make if comparison more explicit

* make if comparison more safe

* Per-camera history for the custom settings using a static dictionary

* Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras

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

* Fix a null ref exception when running playmode tests  (#360)

* fix a null ref exception when running playmode tests with the render pipeline debug window opened

* use empty array

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

* Fixed some gcalloc in the debug window (#445)

* Fixed some GCAlloc in the debug window

* Update changelog

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

* Update reference screenshot dx12

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443)

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617)

* Fix an issue with thin refraction SG and updating screenshots

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

* Create Shaders.meta

* Hdrp/small ui update (#423)

* 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.

* Update changelog.

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

* update settings for DXR

* Update SetToCameraNearPlane.cs

* Add an option to disable shadow bias

* Don't query cull results if we don't have them (#449)

* test with a guard

* changelog

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

* Update screenshot (#463)

* Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12

* Update TestCaseFilters.asset

* Revert "Disable async compute for D3D12 [Hold] (#301)" (#469)

This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16.

* Revert "Add an option to disable shadow bias"

This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c.

* PBR Sky renderer now shares its internal precomputation table between different instances. (#250)

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

* Update changelog

* Doc update

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

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

* Makes sure quaternion is normalized and valid before converting to matrix.

* Updated Changelo.

* Revert "Updated Changelo."

This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2.

* Update CHANGELOG.md

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

* New tooltip for camera background and fixed exposure when switching the background mode. (#415)

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

* Update changelog

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

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

* Clear the queue once filled up and push elements that failed to be pushed.

* changelog

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

* Fixed asset preview being rendered white because of static lighting sky. (#462)

* 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.

* Update changelog

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

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

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

* Review feedback

* Review feedback 2

* Fix show cookie atlas debug mode (#475)

* Fix the show cookie atlas debug mode not displaying correctly

* Updated changelog

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

* Enable DXR playmode test (#472)

* Update upm-ci-hdrp_dxr.yml

* add hdrp dxr playmode test to all hdrp ci

* Update upm-ci-hdrp.yml

* Update upm-ci-hdrp.yml

* change planar atlas size to 1024

* Update upm-ci-hdrp.yml

* Update 802_SubSurfaceScatteringForward.png

* update scene

* update 5001 lighting

* fix exposure for 5001 path tracing test

* update player screenshots

* disable 5001 path tracing as it fail on yamato

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

* Working but not nice

* Remove unecessary cruft

* tiny changes

* changelog

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

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

* re-enable thumbnail gen only for d3d11

* Update changelog

* try enable metal

* Update changelog and comment

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

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

* 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

* Hd/fix undo environmentlibrary lookdev (#490)

* fix undo redo for environment library

* Update CHANGELOG.md

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

* Fix vulkan test

* SSGI Implementation (#95)

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

* Change Sky in 5001 PT Test to HDRI Sky + update image (#502)

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

* Update 802_SubSurfaceScatteringForward.unity

* fix vulkan warring and wrong meta

* Update upm-ci-hdrp.yml

* Fix merge issue with Test filter

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

* Use absolute paths for dof include

* changelog

* Fix Light overlap (#444)

* Added the light overlap volume code

* Updated changelog

* Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode

* Fixed documentation

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

* Fixed API breakage. (#524)

* [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532)

* AOV documentation

* minor change in the comments

* Accumulation documentation

* minor improvements

* Rewrite the AOV script. Now it is stand-alone.

* Typo

* Add path traced DoF documentation

* Reviewed AOV doc

* Reviewed accumulation doc

* Reviewed path-traced dof doc

* Add missing OnDestroy in example script

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Restore some XR HDRP tests (#382)

* restored XR tests

* revert and split changes for temporal effects in another branch

* fix XR tests using volumetrics

* 8103 is still acting randomly

* try to set timeout to 30s to confirm it's working

* set timeout to 5 min per test for HDRP instead of default 3 min

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

* Fix taaFrameIndex and restore TAA tests for XR (#534)

* fix taaFrameIndex and temporal effects with the test suite

* increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty

* update ref images

* set waitFrames for HDRP runtime test scene

* reset camera before waiting

* update reference images from Yamato

* revert change to 001-HDTemplate

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488)

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255)

* Add missing inverse exposure multiplier

* Add support for batchmode (#542)

* Update 9301_MotionVectorsOff-Forward-Dynamic.png

* Fix custom pass prefabs (#419)

* Fix custom pass integration with prefabs

* Updated changelog

* Fixed prefab highlight not updated when adding/removing custom passes

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

* Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* Reverted volumetric lighting changes and now render graph version uses the shared textures.

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

* Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961)

* Added changelog

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

* Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529)

* Custom Pass API (part 1) (#155)

* Begin to write the new custom pass API

* Begin to add custom pass utils shader

* Begin to add custom pass API test scenes

* Fixes for the Gaussian blur of the custom pass API

* Fix blur release

* Added custom pass copy test and fixed blur

* Added more custom pass documentation

* Added custom pass API graphic test reference image

* Added more obsolete things

* fix function visibility

* Updated changelog

* Added custom pass API test scene

* Fixed custom pass API doc

* Moved obsolete execute function into the new one

* Updated custom clear pass to use the new API

* Updated custom pass API test reference image

* update reference screenshots

* Fixed various scale issues in the blur custom pass API and updated reference screenshot

* Disable custom pass API test because it's unstable

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

* Implement Constant Buffers for HDRP (part 3) (#98)

* Fixed execution error without raytracing

* Prepare Prepass refacto

* Another round of preparation

* Renamed XRPassScope to XRSinglePassScope

* RenderAfterPostProcess is now static

* Add AfterPostProcess to RenderGraph (WIP)

* AfterPostProcess implementation

* Fixed wrong RTHandle allocation

* Fixed light layers texture binding during deferred lighting pass

* Implemented Post Process Final Pass with RenderGraph

* Post merge fixes

* Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

* Fixed alpha in post processes

* Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

* Fixed decal normal patch pass

* Fixed stencil resolve render pass

* Fixed RenderDBuffer render pass function capturing variables.

* Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

* Various fixes of things that diverged compared to regular path.

* Unified renderer list and texture invalid handle error.

* Revert wrong change

* Added constant buffer hlsl generation

* Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#

* post merge fix

* Removed useless comment.

* Missing doc

* Started moving cmd.SetGlobalXXX to update the global CB (WIP)

* Implemented Volumetrics global CB and various fixes.

* Implemented shadow global CB update.

* Finished up Global Constant Buffer setup

* Fix null ref

* Fixed global constant buffer alignment issues.

* Fixed shadows and SSS

* Small ConstantBuffer API refacto

* Small fix

* Volumetric Constant Buffer implementation + Fix

* Fix ambient occlusion

* Removed redundant SetGlobalXXX

* Light list build global CB implementation

* Fixed path tracing frame index constant

* Fixed ao constant w/ raytracing

* Better path tracing fix.

* Refactored CB API to comply with Render Graph specificities

* Update test screenshot

* Fixed constant buffer generation to use macros.

* Implemented XR global constant buffer.

* Removed useless global constant

* Fixed XR global constant name

* Converted SSR to constant buffer.

* Converted AO to constant buffers.

* Fixed warning

* Removed some useless SetGlobalXXX in Light Cookie Manager

* Converted debug display to use constant buffer.

* Fixed color/depth pyramid debug

* Cleanup

* Implemented constant buffer for PBR sky global variables.

* Warning fix

* Small fix

* Cleanup of global setup happening before rendering (render graph path or not).

* Post merge fix

* Added global constant buffer hlsl generation.

* Post merge fix

* Converted raytracing lightloop variables to constant buffer.

* Converted RayTracing global variables to constant buffer.

* Removed obsolete comment

* Post merge fix

* Post merge fix

* Post merge fix 2

* Double inclusion fix.

* Fixed CB visibility

* Fixed compilation after the merge

* Indentation fix

* Removed temporary comments.

* Moved some constants around.

* Post merge fix + Port ProbeVolume global variables to constant buffers.

* Fixed deallocation of constant buffers

* Properly release Volumetric constant buffers.

* Another update to CB API

* Updated documentation.

* Missing generated file

* Post merge fix

* Fixed various issues with light probe volumes.

* Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene.

* Final fix for probe volumes

* Fixed a warning in shader compilation

* Changes from review feedback

* Compilation fix.

* Post merge fix

* Removed useless constant

* Crash fix

* Post merge fix

* Update 501_RecursiveRendering.png

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

* Hd/fix wizard defaultvolumeprofile creation (#565)

* Fix Wizard check on default volume profile

* Update CHANGELOG.md

* Small TAA Anti-flicker changes (#555)

* tweaks

* Change default so that is just high quality.

* changelog

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

* Fix central depth sampling in TAA (#564)

* Fix sampling of central depth

* changelog

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

* Render Graph Async Compute (#552)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies.

* Implementation of async resource synchronization.

* Fixed synchronization (only partial fix)

* Added default profiling sampler for render graph passes not providing one.

* Async WIP

* Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async.

* Post merge fix

* Cleanup

* Removed comment.

* Disabled async contact shadows again.

* Small cleanup

* Change exposure compensation in the default volume profile to 0. (#388)

* Change profile (And add missing setting)

* changelog

* Upgrade guide

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

* Histogram guided auto-exposure + debug modes (#372)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* review fixups

* Review feedback

* Bad merge fixup

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

* Refactor shadow caching system (#554)

* Very debuggy code just start nothing functional or usable yet.

* remove old cached stuff (not finished, need switch branch)

* revert wrongful commit

* A bit of restructuring

* A good point as any to sync up

* sync

* Move from old repo...

* fix regression

* Handle case in which shadow doesn't fit

* leftover not committed

* Fix some issues with culling of point lights from the

* preliminary support for cascaded shadows

* Fix some issue with the directional

* Subshadow update

* Add some guards, some debug and the new C++ api for infinite bounds

* Some UI for the resolution

* Fix merge issues

* Update debug cs.hlsl

* Render graph stuff and some leftover removal

* micro cleanup

* Fix behaviour when defragging and excess lights are there

* Public API

* Remove dbg names

* Bug on debug view of area atlas

* Missing field on new PCSS signature for directional

* More public API

* Refresh cached shadows on resolution changes.

* merge conflicts patchup

* Fix missing shadows on normal shadows

* Small cleanup and turning positive the doesn'tHavePlacement

* Fix case on switching light type and issue with non-rectangle area lights

* tentative fix for error on build

* Debug logging

* update naming of debug

* Fix issue with double inclusion

* DOCS

* upgrade guide

* post merge fixups

* leftover comment

* changelog

* Doc changes in upgrade guide

* have print debug info only in editor

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

* update reference screenshots

* VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest

* Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584)

* remove useless code for cookie

* Hdrp/fix camera switcher (#591)

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

* update changelog.

* fix issue that prevents PS4 from building (#596)

* Removed experimental namespace for ray tracing code. (#612)

* Hdrp/multi view pt (#518)

* Multiview (scene + game) path tracing accumulation.

* Cosmetic.

* Modifications to address comments in PR.

* Updated PT fog test.

* Updated Changelog.

* Fixed issue with unlit shader graphs in path-traced mode.

* Update CHANGELOG.md

* Update HDUnlitSubTarget.cs

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

* Fix Look Dev default profile not updating correctly (#630)

* Fixed an issue where editing the lookdev default profile would not reflect directly in the lookdev window.

* Update changelog

* Fix Unlit.template in shadergraph (#637)

* Remove unused unlitpass.template

* Update Lit.hlsl

* re-add unlit pass

* Fixed a bug where the light list is not cleared but still used when resizing the RT (case 1250630) (#609)

* - Fixed a bug where the light list is not cleared but still used when resizing the RT.

* add changelog

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

* Histogram view improvements (#589)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* review fixups

* print exposure values in debug view

* commit but it is nothing, need to switch branch

* Add option to center histogram around exposure (fixed tonemap curve)

* change color of text

* fixup debug display merge issue

* fixup merge issues

* fixup issue with tonemap curve

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

* Update 9702_CustomPass_API.png.meta

* Fix warning (#663)

* add shader macros for XR single-pass (#687)

* Adding 2 SG Pathtracer test scenes (#624)

* New unlit pt scene

* Add scene for PT Lit

* Removing collider from the meshes

* Renaming

* Adding screenshots for PT scenes

* Changing threshold for SSS deferred tests for stability

* updating screenshot after staging being merged

* Slightly increasing threshold for 5007 and 902 unlit scenes

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

* Render Graph Unit Tests (#607)

* Render Graph Unit test WIP

Fixed pruning of passes with no output.

* Render Graph tests WIP

* Increase max limit in UX of lights (#702)

* Raise the max for lights

* Update CHANGELOG.md

* Fix null reference in volume debug menu (#705)

* Update reference image for "502_RecursiveRenderingDisabled" (#704)

* Update screenshot for  502 recursive rendering disabled test scene

* upgrade shader material

* Fix transparent movec scene view (#698)

* Disable transparent movec when object motion vectors are disabled

* changelog

* Port (#599)

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

* Custom Pass API part 2 (#227)

* Begin to write the new custom pass API

* Begin to add custom pass utils shader

* Begin to add custom pass API test scenes

* Fixes for the Gaussian blur of the custom pass API

* Fix blur release

* Added custom pass copy test and fixed blur

* Added more custom pass documentation

* Added custom pass API graphic test reference image

* Added more obsolete things

* fix function visibility

* Added the API to override camera rendering

* Updated changelog

* Updated changelog

* Fixed compilation issue

* Added custom pass API test scene

* Begin to add custom pass override test

* Factorized protection function

* Update custom pass test scene

* Fixed custom pass API doc

* Begin to add camera override tests

* Fixed camera override in scene view

* Finished RenderFrom API fucntions

* Fixed XR disable class

* Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update

* Fix MSAA for before pre refraction and added errors for fullscreen MSAA operations

* Finished to fix the RenderFrom* functions

* Moved obsolete execute function into the new one

* Update reference images

* Added all the API doc

* Updated changelog

* revert mats

* Updated custom clear pass to use the new API

* Fixed depth buffer random read/write error

* Disable custom pass blur test part

* Revert camera pixel rect changes

* Rename multi-pass to single pass

* Disable custom pass test on vulkan and XR

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

* Fix line that got lost in merge (#729)

* Porting console fixes to staging (#699)

* Path tracer: added support for transparency on the Unlit shader. (#717)

* Added support for transparency in Unlit.

* Updated Changelog.

* Update capture for 5007_PathTracing Unlit

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

* HDRP Compositor related fixes (#730)

* Fixes for the compositor test

* Enable the compoositor test in build settings

* Avoid gc alloc, hide internal components from vomume menu

* Vulkan and DX12 screens, adjust compositor UI refresh

* Fixed a vulkan and metal warning in the SSGI compute shader. (#715)

* - Fixed a vulkan and metal warning in the SSGI compute shader.

* - Fixed an exception due to the color pyramid not allocated when SSGI is enabled.
- Fixed an issue with the first depth history mip was incorrectly copied.

* Fix path traced DoF focusing issue (#732)

* Remove mip padding from PlanarReflectionProbeCache.cs

* Disable 9702 test nor working + 9041 XR (instable)

* Hdrp/pt pass no bsdf data (#710)

* Removed direct use of BSDFData in path tracing pass.

* Updated changelog.

* Fixed float3 typo...

* fix metal 9800 reference screnshots

* update meta file and testcasefilter

* Pre warm RT Handle system so that reallocations are reduced.  (#713)

* Pre warm rt handle system and initialize to screen width/height

* changelog

* not all was pushed

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

* Various fixes for Graphics tests with Render Graph (#725)

* WIP for enabling valid graphics tests with Render Graph.

Fixed a lot of gcalloc.

* Fixed more GCAlloc and added an option for a test to not be run if render graph is enabled.

* First batch of disabled tests.

* Fixed decal rendering

* Implemented ColorGrading and Uber Post (fixes a lot of small diff due to Color Grading not being 100% neutral)

* Revert "First batch of disabled tests."

This reverts commit 505924b6967041787c0698b4ede1d158686f990e.

* Temp "texture not bound" error fix until bloom is implemented.

* Fixed an error when using a stale invalid renderer list handle.

Reduced error message spam when encountering an execution error.

* Add some debug info to compiled passes and removed wrong refCount++ on passes.

* Added possibility to disallow pass pruning

Fixed a number of pass pruning issues.

* Small fixes

* temporarily removed pruning of passes without product

* Fixed HDRP asset for test 5009

* Implement alpha copy for post processes

* Small render graph error fix for motion vector pass.

* Disabled for render graph tests that are currently broken.

* Updated yamato with new render graph configurations

* Fixed lens distortion

* Reenabled 4021

* Revert "Reenabled 4021"

This reverts commit 76a7c003456f40c5e84dd454a9c291b2b57ade64.

* Revert "Updated yamato with new render graph configurations"

This reverts commit 7b8acc08944df4b11244ee97a1877cee91d55be9.

* Revert "Disabled for render graph tests that are currently broken."

This reverts commit 84467f6956c1f14d0d0d302bdf6f8d220c5f9026.

* Reverted HDRP test framework files (will go to another PR)

* Revert "Fixed HDRP asset for test 5009"

This reverts commit 95952b08e785daef2bbf7788849c5f661b9eb1fc.

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

* Various fix and improvements for ray traced effects (#597)

* Adding a minimal lit used for RTGI in peformance mode
Dispatch binned rays in 1D instead of 2D
Fix an issue with the half resolution Mode for RTGI
Only read the geometric attributes that are required using the share pass info and shader graph defines
Fix an issue with the color intensity of emissive for performance rtgi

* Correct bug with shadow history rejection

* reduce the exponential accumulation value a bit

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

* Procedural metering mask that follows target (#723)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* start of procedural mask

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* Some basic version of procedural working

* need to switch branch

* Exposure target and threshold.

* fix merge mess

* Fixes

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

* - Added presets quality settings for RTAO and RTGI. (#724)

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

* Fix compilation issue in HDRaytracingIndirectDiffuse

* fix shader warning in exposure

* Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). (#648)

* - Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR).

* Simplifying the culling override.

* Update 708_ShadowExtendedCulling.png

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

* Removed reference image for player (unused) in HDRP Test

* Update preview naming (#753)

* Cloud layer volume override (#461)

* Added uv distorsion for HDRISky cubemap

* Editable flow strength

* Better parameter name. Smooth flow on cube edges

* Added a graphic test. Updated Changelog

* Updated documentation

* Added screenshots

* Wait frames for test

* Wait more

* Update screenshots again...

* Static test

* Static screenshots

* use multi_compile

* Renamed all parameters

* Procedural distortion

* Update doc

* Set all keywords

* Revert to old behaviour

* doc

* update test

* remove useless variable

* doc

* CloudLayer HDRI

* CloudLayer Gradient

* CloudLayer Physically Based

* Documentation

* Add clouds to Static Lighting Sky

* Fix spherical conversion

* Fix procedural flow

* Fix lat long and procedural flow

* replace trig functions. Correct wind dir

* sync with hdri flow

* Renamed variables

* Allow full sphere coverage for procedural flowmap

* Added missing doc

* Fix cloud reset and unrelated warnings in hdri sky shader

* Try different blending method

* Fixes + test another blending

* Tint and intensity parameters. Fix static sky used by lightmapper

* Added graphic test. Updated doc

* Updated tests using a disabled static sky

If a sky override is used for static lighting and is disabled in the volume, it is not used anymore

* Update LocalAmbientOcclusionNoisy.asset

* update linux screenshots

* Update CloudLayer.cs

* update OSX screenshots

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

* Introduce LightLoop output structure (#754)

* Add concept of LightLoop Output

* update upgrade guide

* Update Upgrading-from-2020.1-to-2020.2.md

* update upgrade guide

* Fix lightloop-output (#755)

* Fix rendering when XrMaxViews is different than 2 (#733)

* Use a fixed size for xr related fields in cbuffers

* changelog

* Update local shader config

* Update CHANGELOG.md

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

* Improve transition between LOD for lit and layeredLit tessellation (#517)

* Forest scale for tessellation change

* Forest scale for tessellation change

* Update Upgrading-from-2019.3-to-2020.1.md

* Update Upgrading-from-2019.3-to-2020.1.md

* fix ray tracing with XR single-pass (#769)

* Revert "fix ray tracing with XR single-pass (#769)"

This reverts commit 3e366334444febf450568b47ada2c00e4164ba12.

* reviewed new additions to 2019.3 - 2020.1 and 2020.1 - 2020.2 upgrade guides (#766)

* Probe Volumes: Update SampleBakedGI() API (#759)

* Probe Volumes: Update SampleBakedGI() and supporting internal functions signature in order to evaluate lighting along front and back facing normals at the same time.

* Add some comment

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* Initial implementation for the new planar reflection filtering (#337)

* Initial implementation for the new planar reflection filtering

* Small improvement and "proper" support of oblique projection

* quality improvement to the filtering.

* Update PlanarReflectionFiltering.compute

* review corrections

* Update planar filter for all material (was not replaced) + update screenshots

* Update IBLFilterGGX.cs

* fix shader warning on vulkan

* update references screenshots

* Fixes for the plane normal and number of mips to be computed

* Fix shift that was to the right in the blurred version

* update references screenshots

* fix shader warning

* Some cleanup

* change to fast Atan

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

* Fast memory support (#772)

* temp, gonna revert this, but have to merge staging.

* again, need to switch branch, nothing functional

* ESRAM support

* changelog

* Add guards

* Standard terrain upgrader (#762)

* Add render graph specific pipeline to HDRP tests. (#728)

* Added an option to ignore tests when render graph is enabled.

* Disabled for render graph tests that are currently broken.

* Reenabled 4021

* Updated yamato script to add the RenderGraph pipeline.

* Fixed HDRP asset for test 5009

* Revert unrelated yml files changes due to old configuration (#714)

* Fixed an issue with not unregistering render graph debug.

Disabled test 9401 for render graph after merge conflict.

* Disabled 9800 for render graph

* Revert hdrp asset for 5009

Co-authored-by: Theo Penavaire <theo.penavaire@gmail.com>

* Added CPU and GPU timings for ray tracing effects. (#774)

* Added CPU and GPU timings for ray tracing effects.

* Only displaying the counters if ray tracing is supported on the asset.

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

* Workaround for GetKernelThreadGroupSizes  returning wrong data (#760)

* Hard code group size

* changelog

* Add comment

* Fixed the distanced based denoising being exposed for area lights (1251558). (#782)

* Fix test project

* Fix an issue with Fast memory code trying to access deleted resources when rendergraph is enabled (#791)

* Fix issue accessing already released targets for rendergraph

* changelog

* Sanitize transparent motion vectors setting (#761)

* Sanitize transparent motion vectors setting

* Update CHANGELOG.md

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

* Revert "Add render graph specific pipeline to HDRP tests. (#728)"

This reverts commit 4bcb4364fdd24a7d3205b46a5ce0ed63fe63cb5e.

* Increased path tracing roughness range. (#763)

* Increased path tracing roughness range.

* Updated failing tests reference images.

* Update Upgrading-from-2020.1-to-2020.2.md (#798)

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

* Force post process parent setting to be before child

* changelog

* Fix exposure white flash when enabling SSGI or SSR (#801)

* Inform post process that history have been nuked

* changelog

* Various fixes related to SSGI and RTGI (#803)

* Added support to combine RTSSS and RTGI
The ray traced indrect diffuse and RTGI were combined wrongly with the rest of the lighting.
Fixed an exception happening when using RTSSS without using RTShadows
Changing the default SSGI radius for the all configurations
Update screenshots for GI scenes

* changelog update

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: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Sean Puller <43151199+SeanPuller@users.noreply.github.com>
Co-authored-by: Sean Puller <sean.puller@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: TomasKiniulis <50582134+TomasKiniulis@users.noreply.github.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Evgenii <evgenii@unity3d.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: pastasfuture <pastasfuture@gmail.com>
Co-authored-by: Theo Penavaire…
sebastienlagarde added a commit that referenced this pull request Jun 11, 2020
* Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215)

* fix bug 1238155

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* Update HDRenderPipelineAsset.cs

* Fix warning in PCSS code when using Vulkan (#229)

* Fix warning

* changelog

* Fix decal register + obsolete cookie API (#195)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Fix decal shader

* Fixed HDRP cookie

* Update HDLightUI.cs

* correctly fix decal

* Update CHANGELOG.md

* Update ColorAdjustments.cs

* Update ShaderVariablesDecal.hlsl

* fix compil on 2020.1

* Update HDRP_Test_Def.asset

* add test for 3RT decal

* update decal test

* Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244)

* Do code cleanup + bugfix shadow

* Update Upgrading-from-2020.1-to-2020.2.md

* Update LightLoopDef.hlsl

* Fixed issues with path traced SSS and accumulation. (#257)

* Add missing documentation for AOV API params (#254)

* Hdrp/public static sky (#253)

* Made the static lighting sky public so that users can change it by script for baking purpose.

* Update changelog

* Update HDAdditionalLightData.Migration.cs (#269)

* Add missing docs attributes (#271)

* Fixed an error about procedural sky being logged by mistake. (#273)

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

* Update changelog

* Fix quality settings UI and shadow mask UI (#122)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* fix typo

* fix typo 2

* Updated raytracing async compute warning. (#274)

* 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>

* Fixed a null ref exception in static sky when the default volume profile is invalid. (#278)

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

* Update changelog

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

* Added SubScenes cache to be compatible with HDRP/staging (#287)

* Update 2002_Light_DynamicMix.unity (#292)

* Update HDCubemapInspector.cs (#296)

* increase tolerance for test 5008 in VR due to recent changes (#311)

* Upate screenshot for HDRP DXR Test (#312)

* Fix SSS code doc (#319)

* Fix issue with screen-space shadows not enabled with RT off (#139)

* Fix issue with screen_space shadows not enabled with RT off

* Proper fix: only keep directional screen space shadows with RT off

* Fix shadow debug mode

* cosmetic changes

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

* Fixed a performance issue with stochastic ray traced area shadows. (#300)

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

* Fix bad merge of the light loop optimization PR (an optimization was undone) (#321)

* Don't compute light type

* Typo

* Camera override API (#170)

* Added the API to override camera rendering

* Updated changelog

* Fixed compilation issue

* Factorized protection function

* Fixed camera override in scene view

* Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update

* Fixed camera override with dynamic resolution and moved it to internal

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

* Fix cookie srgb (#297)

* Fixed srgb flag not updating the cookie atlas

* Updated changelog

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

* Fix flickering lighting in the scene and game view when lookdev is open. (#290)

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

* Update changelog.

* Added a function to reset the reference size of RTHandle systems. (#299)

* Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems.

* Update changelog

* Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291)

* render until ambient probe is ready

* changelog

* remove comment

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

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

* Add resolve if needed of transparent movec

* rename

* rendergraph

* changelog

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

* Hdrp/reflection probe scale perf (#252)

* Use IEnumerable as interface for HDProbeSystem

* Added a perf test for probe registration

* Use HashSet instead of List to store HDProbes

* Updated planar reflection to use a HashSet

* Updated changelog

* Fix invalid length check

* Fixed build of planar probe array

* Fixed GC alloc issue

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

* [9.x.x] Axf measurements into tilings (#289)

* AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support.
On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material.
This removes old materialU/V tiling and flakes tiling (AxF is still in preview though).
Update test scene to move old tiling property values into new properties so results don't change.
Update documentation.

* AxF measurements into tilings: Add changelog entry.

* AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings.

* Update the AlphaToMask test for AxF.

* Update all other editor and player platform references to match.

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

* fix 9402screenshots on vulkan

* Update HDRP graphic test framework with Test Broken / TestFilter script (#393)

* Update hdrp testing framework

* Update hdrp testing framework 2

* Update TestFilterGenerator.cs

* revert change on shader graph

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

* Add Layer modification of EmissiveMesh generated by area light

Add Layer handling on Generated Emissive Mesh

* Update CHANGELOG.md

* Add "same as Light" hability for layer and make it default

* Add destruction on move in hierarchy and retrieve existing to secure the NotEditable

* Add sync on Static too

* Also the copy the static drop down

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

* Disable async compute for D3D12 [Hold] (#301)

* disable async on d3d12

* Change doc

* Hd/fix nullref while removing decal component (#416)

* fix nullref on DecalComponent removed from contextual menu

* Update CHANGELOG.md

* Added a flow map parameter to HDRI Sky (#44)

* Added uv distorsion for HDRISky cubemap

* Editable flow strength

* Better parameter name. Smooth flow on cube edges

* Added a graphic test. Updated Changelog

* Updated documentation

* Added screenshots

* Wait frames for test

* Wait more

* Update screenshots again...

* Static test

* Static screenshots

* use multi_compile

* Renamed all parameters

* Procedural distortion

* Update doc

* Set all keywords

* Revert to old behaviour

* doc

* update test

* remove useless variable

* doc

* Fix lat long and procedural flow

* replace trig functions. Correct wind dir

* Dropdown and upper hemisphere fix

* Updated doc

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

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

* Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling

* Changelog

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

* replace fbx by the one from URP with no import errors (#427)

* Fix the bug (#430)

* Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418)

* Saturate vertex color to avoid negative values.

* changelog

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

* Renamed variables (#436)

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

* Hd/fix targets used in ongui in decalcomponent (#413)

* Fix Reset not resetting to default

* Delay MaterialEditor recreation to when possible

* Update CHANGELOG.md

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

* Implemented ray traced reflections for transparent objects. (#47)

* Implementation of ray traced reflections for transparent objects

* fix issue with ShowPrePassAndPostPass

* Change label for transparent SSR + change default value to false

* fix material not setup properly

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

* Fix custom pass graphic tests (#359)

* FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test

* Replaced canvas by a quad (more stable for graphic test)

* disable vulkan test as it is failing, need investigation

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

* Save scene-view camera settings in Editor prefs (#440)

* Sceneview camera settings are now saved in Editor prefs

* cosmetic changes

* add comment

* Small refactor to allow easily adding more prefs in the future

* fix comment

* fix comment 2

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

* Fix issue when switching back to custom sensor type in physical camera (#417)

* Fix issue when switching back to custom sensor type in physical camera

* make if comparison more explicit

* make if comparison more safe

* Per-camera history for the custom settings using a static dictionary

* Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras

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

* Fix a null ref exception when running playmode tests  (#360)

* fix a null ref exception when running playmode tests with the render pipeline debug window opened

* use empty array

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

* Fixed some gcalloc in the debug window (#445)

* Fixed some GCAlloc in the debug window

* Update changelog

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

* Update reference screenshot dx12

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443)

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617)

* Fix an issue with thin refraction SG and updating screenshots

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

* Create Shaders.meta

* Hdrp/small ui update (#423)

* 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.

* Update changelog.

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

* update settings for DXR

* Update SetToCameraNearPlane.cs

* Add an option to disable shadow bias

* Don't query cull results if we don't have them (#449)

* test with a guard

* changelog

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

* Update screenshot (#463)

* Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12

* Update TestCaseFilters.asset

* Revert "Disable async compute for D3D12 [Hold] (#301)" (#469)

This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16.

* Revert "Add an option to disable shadow bias"

This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c.

* PBR Sky renderer now shares its internal precomputation table between different instances. (#250)

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

* Update changelog

* Doc update

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

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

* Makes sure quaternion is normalized and valid before converting to matrix.

* Updated Changelo.

* Revert "Updated Changelo."

This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2.

* Update CHANGELOG.md

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

* New tooltip for camera background and fixed exposure when switching the background mode. (#415)

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

* Update changelog

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

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

* Clear the queue once filled up and push elements that failed to be pushed.

* changelog

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

* Fixed asset preview being rendered white because of static lighting sky. (#462)

* 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.

* Update changelog

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

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

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

* Review feedback

* Review feedback 2

* Fix show cookie atlas debug mode (#475)

* Fix the show cookie atlas debug mode not displaying correctly

* Updated changelog

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

* Enable DXR playmode test (#472)

* Update upm-ci-hdrp_dxr.yml

* add hdrp dxr playmode test to all hdrp ci

* Update upm-ci-hdrp.yml

* Update upm-ci-hdrp.yml

* change planar atlas size to 1024

* Update upm-ci-hdrp.yml

* Update 802_SubSurfaceScatteringForward.png

* update scene

* update 5001 lighting

* fix exposure for 5001 path tracing test

* update player screenshots

* disable 5001 path tracing as it fail on yamato

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

* Working but not nice

* Remove unecessary cruft

* tiny changes

* changelog

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

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

* re-enable thumbnail gen only for d3d11

* Update changelog

* try enable metal

* Update changelog and comment

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

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

* 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

* Hd/fix undo environmentlibrary lookdev (#490)

* fix undo redo for environment library

* Update CHANGELOG.md

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

* Fix vulkan test

* SSGI Implementation (#95)

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

* Change Sky in 5001 PT Test to HDRI Sky + update image (#502)

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

* Update 802_SubSurfaceScatteringForward.unity

* fix vulkan warring and wrong meta

* Update upm-ci-hdrp.yml

* Fix merge issue with Test filter

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

* Use absolute paths for dof include

* changelog

* Fix Light overlap (#444)

* Added the light overlap volume code

* Updated changelog

* Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode

* Fixed documentation

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

* Fixed API breakage. (#524)

* [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532)

* AOV documentation

* minor change in the comments

* Accumulation documentation

* minor improvements

* Rewrite the AOV script. Now it is stand-alone.

* Typo

* Add path traced DoF documentation

* Reviewed AOV doc

* Reviewed accumulation doc

* Reviewed path-traced dof doc

* Add missing OnDestroy in example script

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Restore some XR HDRP tests (#382)

* restored XR tests

* revert and split changes for temporal effects in another branch

* fix XR tests using volumetrics

* 8103 is still acting randomly

* try to set timeout to 30s to confirm it's working

* set timeout to 5 min per test for HDRP instead of default 3 min

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

* Fix taaFrameIndex and restore TAA tests for XR (#534)

* fix taaFrameIndex and temporal effects with the test suite

* increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty

* update ref images

* set waitFrames for HDRP runtime test scene

* reset camera before waiting

* update reference images from Yamato

* revert change to 001-HDTemplate

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488)

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255)

* Add missing inverse exposure multiplier

* Add support for batchmode (#542)

* Update 9301_MotionVectorsOff-Forward-Dynamic.png

* Fix custom pass prefabs (#419)

* Fix custom pass integration with prefabs

* Updated changelog

* Fixed prefab highlight not updated when adding/removing custom passes

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

* Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* Reverted volumetric lighting changes and now render graph version uses the shared textures.

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

* Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961)

* Added changelog

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

* Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529)

* Custom Pass API (part 1) (#155)

* Begin to write the new custom pass API

* Begin to add custom pass utils shader

* Begin to add custom pass API test scenes

* Fixes for the Gaussian blur of the custom pass API

* Fix blur release

* Added custom pass copy test and fixed blur

* Added more custom pass documentation

* Added custom pass API graphic test reference image

* Added more obsolete things

* fix function visibility

* Updated changelog

* Added custom pass API test scene

* Fixed custom pass API doc

* Moved obsolete execute function into the new one

* Updated custom clear pass to use the new API

* Updated custom pass API test reference image

* update reference screenshots

* Fixed various scale issues in the blur custom pass API and updated reference screenshot

* Disable custom pass API test because it's unstable

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

* Implement Constant Buffers for HDRP (part 3) (#98)

* Fixed execution error without raytracing

* Prepare Prepass refacto

* Another round of preparation

* Renamed XRPassScope to XRSinglePassScope

* RenderAfterPostProcess is now static

* Add AfterPostProcess to RenderGraph (WIP)

* AfterPostProcess implementation

* Fixed wrong RTHandle allocation

* Fixed light layers texture binding during deferred lighting pass

* Implemented Post Process Final Pass with RenderGraph

* Post merge fixes

* Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

* Fixed alpha in post processes

* Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

* Fixed decal normal patch pass

* Fixed stencil resolve render pass

* Fixed RenderDBuffer render pass function capturing variables.

* Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

* Various fixes of things that diverged compared to regular path.

* Unified renderer list and texture invalid handle error.

* Revert wrong change

* Added constant buffer hlsl generation

* Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#

* post merge fix

* Removed useless comment.

* Missing doc

* Started moving cmd.SetGlobalXXX to update the global CB (WIP)

* Implemented Volumetrics global CB and various fixes.

* Implemented shadow global CB update.

* Finished up Global Constant Buffer setup

* Fix null ref

* Fixed global constant buffer alignment issues.

* Fixed shadows and SSS

* Small ConstantBuffer API refacto

* Small fix

* Volumetric Constant Buffer implementation + Fix

* Fix ambient occlusion

* Removed redundant SetGlobalXXX

* Light list build global CB implementation

* Fixed path tracing frame index constant

* Fixed ao constant w/ raytracing

* Better path tracing fix.

* Refactored CB API to comply with Render Graph specificities

* Update test screenshot

* Fixed constant buffer generation to use macros.

* Implemented XR global constant buffer.

* Removed useless global constant

* Fixed XR global constant name

* Converted SSR to constant buffer.

* Converted AO to constant buffers.

* Fixed warning

* Removed some useless SetGlobalXXX in Light Cookie Manager

* Converted debug display to use constant buffer.

* Fixed color/depth pyramid debug

* Cleanup

* Implemented constant buffer for PBR sky global variables.

* Warning fix

* Small fix

* Cleanup of global setup happening before rendering (render graph path or not).

* Post merge fix

* Added global constant buffer hlsl generation.

* Post merge fix

* Converted raytracing lightloop variables to constant buffer.

* Converted RayTracing global variables to constant buffer.

* Removed obsolete comment

* Post merge fix

* Post merge fix

* Post merge fix 2

* Double inclusion fix.

* Fixed CB visibility

* Fixed compilation after the merge

* Indentation fix

* Removed temporary comments.

* Moved some constants around.

* Post merge fix + Port ProbeVolume global variables to constant buffers.

* Fixed deallocation of constant buffers

* Properly release Volumetric constant buffers.

* Another update to CB API

* Updated documentation.

* Missing generated file

* Post merge fix

* Fixed various issues with light probe volumes.

* Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene.

* Final fix for probe volumes

* Fixed a warning in shader compilation

* Changes from review feedback

* Compilation fix.

* Post merge fix

* Removed useless constant

* Crash fix

* Post merge fix

* Update 501_RecursiveRendering.png

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

* Hd/fix wizard defaultvolumeprofile creation (#565)

* Fix Wizard check on default volume profile

* Update CHANGELOG.md

* Small TAA Anti-flicker changes (#555)

* tweaks

* Change default so that is just high quality.

* changelog

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

* Fix central depth sampling in TAA (#564)

* Fix sampling of central depth

* changelog

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

* Render Graph Async Compute (#552)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies.

* Implementation of async resource synchronization.

* Fixed synchronization (only partial fix)

* Added default profiling sampler for render graph passes not providing one.

* Async WIP

* Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async.

* Post merge fix

* Cleanup

* Removed comment.

* Disabled async contact shadows again.

* Small cleanup

* Change exposure compensation in the default volume profile to 0. (#388)

* Change profile (And add missing setting)

* changelog

* Upgrade guide

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

* Histogram guided auto-exposure + debug modes (#372)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* review fixups

* Review feedback

* Bad merge fixup

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

* Refactor shadow caching system (#554)

* Very debuggy code just start nothing functional or usable yet.

* remove old cached stuff (not finished, need switch branch)

* revert wrongful commit

* A bit of restructuring

* A good point as any to sync up

* sync

* Move from old repo...

* fix regression

* Handle case in which shadow doesn't fit

* leftover not committed

* Fix some issues with culling of point lights from the

* preliminary support for cascaded shadows

* Fix some issue with the directional

* Subshadow update

* Add some guards, some debug and the new C++ api for infinite bounds

* Some UI for the resolution

* Fix merge issues

* Update debug cs.hlsl

* Render graph stuff and some leftover removal

* micro cleanup

* Fix behaviour when defragging and excess lights are there

* Public API

* Remove dbg names

* Bug on debug view of area atlas

* Missing field on new PCSS signature for directional

* More public API

* Refresh cached shadows on resolution changes.

* merge conflicts patchup

* Fix missing shadows on normal shadows

* Small cleanup and turning positive the doesn'tHavePlacement

* Fix case on switching light type and issue with non-rectangle area lights

* tentative fix for error on build

* Debug logging

* update naming of debug

* Fix issue with double inclusion

* DOCS

* upgrade guide

* post merge fixups

* leftover comment

* changelog

* Doc changes in upgrade guide

* have print debug info only in editor

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

* update reference screenshots

* VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest

* Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584)

* remove useless code for cookie

* Hdrp/fix camera switcher (#591)

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

* update changelog.

* fix issue that prevents PS4 from building (#596)

* Removed experimental namespace for ray tracing code. (#612)

* Hdrp/multi view pt (#518)

* Multiview (scene + game) path tracing accumulation.

* Cosmetic.

* Modifications to address comments in PR.

* Updated PT fog test.

* Updated Changelog.

* Fixed issue with unlit shader graphs in path-traced mode.

* Update CHANGELOG.md

* Update HDUnlitSubTarget.cs

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

* Fix Look Dev default profile not updating correctly (#630)

* Fixed an issue where editing the lookdev default profile would not reflect directly in the lookdev window.

* Update changelog

* Fix Unlit.template in shadergraph (#637)

* Remove unused unlitpass.template

* Update Lit.hlsl

* re-add unlit pass

* Fixed a bug where the light list is not cleared but still used when resizing the RT (case 1250630) (#609)

* - Fixed a bug where the light list is not cleared but still used when resizing the RT.

* add changelog

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

* Histogram view improvements (#589)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* review fixups

* print exposure values in debug view

* commit but it is nothing, need to switch branch

* Add option to center histogram around exposure (fixed tonemap curve)

* change color of text

* fixup debug display merge issue

* fixup merge issues

* fixup issue with tonemap curve

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

* Update 9702_CustomPass_API.png.meta

* Fix warning (#663)

* add shader macros for XR single-pass (#687)

* Adding 2 SG Pathtracer test scenes (#624)

* New unlit pt scene

* Add scene for PT Lit

* Removing collider from the meshes

* Renaming

* Adding screenshots for PT scenes

* Changing threshold for SSS deferred tests for stability

* updating screenshot after staging being merged

* Slightly increasing threshold for 5007 and 902 unlit scenes

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

* Render Graph Unit Tests (#607)

* Render Graph Unit test WIP

Fixed pruning of passes with no output.

* Render Graph tests WIP

* Increase max limit in UX of lights (#702)

* Raise the max for lights

* Update CHANGELOG.md

* Fix null reference in volume debug menu (#705)

* Update reference image for "502_RecursiveRenderingDisabled" (#704)

* Update screenshot for  502 recursive rendering disabled test scene

* upgrade shader material

* Fix transparent movec scene view (#698)

* Disable transparent movec when object motion vectors are disabled

* changelog

* Port (#599)

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

* Custom Pass API part 2 (#227)

* Begin to write the new custom pass API

* Begin to add custom pass utils shader

* Begin to add custom pass API test scenes

* Fixes for the Gaussian blur of the custom pass API

* Fix blur release

* Added custom pass copy test and fixed blur

* Added more custom pass documentation

* Added custom pass API graphic test reference image

* Added more obsolete things

* fix function visibility

* Added the API to override camera rendering

* Updated changelog

* Updated changelog

* Fixed compilation issue

* Added custom pass API test scene

* Begin to add custom pass override test

* Factorized protection function

* Update custom pass test scene

* Fixed custom pass API doc

* Begin to add camera override tests

* Fixed camera override in scene view

* Finished RenderFrom API fucntions

* Fixed XR disable class

* Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update

* Fix MSAA for before pre refraction and added errors for fullscreen MSAA operations

* Finished to fix the RenderFrom* functions

* Moved obsolete execute function into the new one

* Update reference images

* Added all the API doc

* Updated changelog

* revert mats

* Updated custom clear pass to use the new API

* Fixed depth buffer random read/write error

* Disable custom pass blur test part

* Revert camera pixel rect changes

* Rename multi-pass to single pass

* Disable custom pass test on vulkan and XR

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

* Fix line that got lost in merge (#729)

* Porting console fixes to staging (#699)

* Path tracer: added support for transparency on the Unlit shader. (#717)

* Added support for transparency in Unlit.

* Updated Changelog.

* Update capture for 5007_PathTracing Unlit

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

* HDRP Compositor related fixes (#730)

* Fixes for the compositor test

* Enable the compoositor test in build settings

* Avoid gc alloc, hide internal components from vomume menu

* Vulkan and DX12 screens, adjust compositor UI refresh

* Fixed a vulkan and metal warning in the SSGI compute shader. (#715)

* - Fixed a vulkan and metal warning in the SSGI compute shader.

* - Fixed an exception due to the color pyramid not allocated when SSGI is enabled.
- Fixed an issue with the first depth history mip was incorrectly copied.

* Fix path traced DoF focusing issue (#732)

* Remove mip padding from PlanarReflectionProbeCache.cs

* Disable 9702 test nor working + 9041 XR (instable)

* Hdrp/pt pass no bsdf data (#710)

* Removed direct use of BSDFData in path tracing pass.

* Updated changelog.

* Fixed float3 typo...

* fix metal 9800 reference screnshots

* update meta file and testcasefilter

* Pre warm RT Handle system so that reallocations are reduced.  (#713)

* Pre warm rt handle system and initialize to screen width/height

* changelog

* not all was pushed

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

* Various fixes for Graphics tests with Render Graph (#725)

* WIP for enabling valid graphics tests with Render Graph.

Fixed a lot of gcalloc.

* Fixed more GCAlloc and added an option for a test to not be run if render graph is enabled.

* First batch of disabled tests.

* Fixed decal rendering

* Implemented ColorGrading and Uber Post (fixes a lot of small diff due to Color Grading not being 100% neutral)

* Revert "First batch of disabled tests."

This reverts commit 505924b6967041787c0698b4ede1d158686f990e.

* Temp "texture not bound" error fix until bloom is implemented.

* Fixed an error when using a stale invalid renderer list handle.

Reduced error message spam when encountering an execution error.

* Add some debug info to compiled passes and removed wrong refCount++ on passes.

* Added possibility to disallow pass pruning

Fixed a number of pass pruning issues.

* Small fixes

* temporarily removed pruning of passes without product

* Fixed HDRP asset for test 5009

* Implement alpha copy for post processes

* Small render graph error fix for motion vector pass.

* Disabled for render graph tests that are currently broken.

* Updated yamato with new render graph configurations

* Fixed lens distortion

* Reenabled 4021

* Revert "Reenabled 4021"

This reverts commit 76a7c003456f40c5e84dd454a9c291b2b57ade64.

* Revert "Updated yamato with new render graph configurations"

This reverts commit 7b8acc08944df4b11244ee97a1877cee91d55be9.

* Revert "Disabled for render graph tests that are currently broken."

This reverts commit 84467f6956c1f14d0d0d302bdf6f8d220c5f9026.

* Reverted HDRP test framework files (will go to another PR)

* Revert "Fixed HDRP asset for test 5009"

This reverts commit 95952b08e785daef2bbf7788849c5f661b9eb1fc.

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

* Various fix and improvements for ray traced effects (#597)

* Adding a minimal lit used for RTGI in peformance mode
Dispatch binned rays in 1D instead of 2D
Fix an issue with the half resolution Mode for RTGI
Only read the geometric attributes that are required using the share pass info and shader graph defines
Fix an issue with the color intensity of emissive for performance rtgi

* Correct bug with shadow history rejection

* reduce the exponential accumulation value a bit

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

* Procedural metering mask that follows target (#723)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* start of procedural mask

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* Some basic version of procedural working

* need to switch branch

* Exposure target and threshold.

* fix merge mess

* Fixes

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

* - Added presets quality settings for RTAO and RTGI. (#724)

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

* Fix compilation issue in HDRaytracingIndirectDiffuse

* fix shader warning in exposure

* Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). (#648)

* - Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR).

* Simplifying the culling override.

* Update 708_ShadowExtendedCulling.png

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

* Removed reference image for player (unused) in HDRP Test

* Update preview naming (#753)

* Cloud layer volume override (#461)

* Added uv distorsion for HDRISky cubemap

* Editable flow strength

* Better parameter name. Smooth flow on cube edges

* Added a graphic test. Updated Changelog

* Updated documentation

* Added screenshots

* Wait frames for test

* Wait more

* Update screenshots again...

* Static test

* Static screenshots

* use multi_compile

* Renamed all parameters

* Procedural distortion

* Update doc

* Set all keywords

* Revert to old behaviour

* doc

* update test

* remove useless variable

* doc

* CloudLayer HDRI

* CloudLayer Gradient

* CloudLayer Physically Based

* Documentation

* Add clouds to Static Lighting Sky

* Fix spherical conversion

* Fix procedural flow

* Fix lat long and procedural flow

* replace trig functions. Correct wind dir

* sync with hdri flow

* Renamed variables

* Allow full sphere coverage for procedural flowmap

* Added missing doc

* Fix cloud reset and unrelated warnings in hdri sky shader

* Try different blending method

* Fixes + test another blending

* Tint and intensity parameters. Fix static sky used by lightmapper

* Added graphic test. Updated doc

* Updated tests using a disabled static sky

If a sky override is used for static lighting and is disabled in the volume, it is not used anymore

* Update LocalAmbientOcclusionNoisy.asset

* update linux screenshots

* Update CloudLayer.cs

* update OSX screenshots

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

* Introduce LightLoop output structure (#754)

* Add concept of LightLoop Output

* update upgrade guide

* Update Upgrading-from-2020.1-to-2020.2.md

* update upgrade guide

* Fix lightloop-output (#755)

* Fix rendering when XrMaxViews is different than 2 (#733)

* Use a fixed size for xr related fields in cbuffers

* changelog

* Update local shader config

* Update CHANGELOG.md

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

* Improve transition between LOD for lit and layeredLit tessellation (#517)

* Forest scale for tessellation change

* Forest scale for tessellation change

* Update Upgrading-from-2019.3-to-2020.1.md

* Update Upgrading-from-2019.3-to-2020.1.md

* fix ray tracing with XR single-pass (#769)

* Revert "fix ray tracing with XR single-pass (#769)"

This reverts commit 3e366334444febf450568b47ada2c00e4164ba12.

* reviewed new additions to 2019.3 - 2020.1 and 2020.1 - 2020.2 upgrade guides (#766)

* Probe Volumes: Update SampleBakedGI() API (#759)

* Probe Volumes: Update SampleBakedGI() and supporting internal functions signature in order to evaluate lighting along front and back facing normals at the same time.

* Add some comment

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* Initial implementation for the new planar reflection filtering (#337)

* Initial implementation for the new planar reflection filtering

* Small improvement and "proper" support of oblique projection

* quality improvement to the filtering.

* Update PlanarReflectionFiltering.compute

* review corrections

* Update planar filter for all material (was not replaced) + update screenshots

* Update IBLFilterGGX.cs

* fix shader warning on vulkan

* update references screenshots

* Fixes for the plane normal and number of mips to be computed

* Fix shift that was to the right in the blurred version

* update references screenshots

* fix shader warning

* Some cleanup

* change to fast Atan

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

* Fast memory support (#772)

* temp, gonna revert this, but have to merge staging.

* again, need to switch branch, nothing functional

* ESRAM support

* changelog

* Add guards

* Standard terrain upgrader (#762)

* Add render graph specific pipeline to HDRP tests. (#728)

* Added an option to ignore tests when render graph is enabled.

* Disabled for render graph tests that are currently broken.

* Reenabled 4021

* Updated yamato script to add the RenderGraph pipeline.

* Fixed HDRP asset for test 5009

* Revert unrelated yml files changes due to old configuration (#714)

* Fixed an issue with not unregistering render graph debug.

Disabled test 9401 for render graph after merge conflict.

* Disabled 9800 for render graph

* Revert hdrp asset for 5009

Co-authored-by: Theo Penavaire <theo.penavaire@gmail.com>

* Added CPU and GPU timings for ray tracing effects. (#774)

* Added CPU and GPU timings for ray tracing effects.

* Only displaying the counters if ray tracing is supported on the asset.

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

* Workaround for GetKernelThreadGroupSizes  returning wrong data (#760)

* Hard code group size

* changelog

* Add comment

* Fixed the distanced based denoising being exposed for area lights (1251558). (#782)

* Fix test project

* Fix an issue with Fast memory code trying to access deleted resources when rendergraph is enabled (#791)

* Fix issue accessing already released targets for rendergraph

* changelog

* Sanitize transparent motion vectors setting (#761)

* Sanitize transparent motion vectors setting

* Update CHANGELOG.md

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

* Revert "Add render graph specific pipeline to HDRP tests. (#728)"

This reverts commit 4bcb4364fdd24a7d3205b46a5ce0ed63fe63cb5e.

* Increased path tracing roughness range. (#763)

* Increased path tracing roughness range.

* Updated failing tests reference images.

* Update Upgrading-from-2020.1-to-2020.2.md (#798)

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

* Force post process parent setting to be before child

* changelog

* Fix exposure white flash when enabling SSGI or SSR (#801)

* Inform post process that history have been nuked

* changelog

* Various fixes related to SSGI and RTGI (#803)

* Added support to combine RTSSS and RTGI
The ray traced indrect diffuse and RTGI were combined wrongly with the rest of the lighting.
Fixed an exception happening when using RTSSS without using RTShadows
Changing the default SSGI radius for the all configurations
Update screenshots for GI scenes

* changelog update

* [Draft] Lighting/probevolumes cleanup (#756)

* Simplify EvaluateProbeVolumes interface and builtin SampleBakedGI code

* Fix clearing of uninitialized GI

* Added ProbeVolumesEncodingMode to ShaderOptions in ShaderConfig to allow users to configure their project to store and sample probe volumes as SH0 terms, SH1 terms, or SH2 terms, for different performance / quality tradeoffs. Data pipeline for this seems to be working now (though only properly verified with SH1 at the moment). Next step is to update sampling / evaluation code to handle SH0, and SH2 variants.

* Probe Volumes: SH0, SH1, and SH2 evaluation based on ShaderConfig fully working now. Lots of additional cleanup tasks as well.

* Probe Volumes: Instead of specifying AtlasWidth, AtlasHeight and AtlasDepth for probe volume atlas on HDRenderPipelineAsset, have user simply specify AtlasResolution and use for all axes. Same treatment for AtlasOctahedralDepth.

* Probe Volumes: HDRenderPipelineAsset: Add memory usage information to UI and ensure we never allocate the ProbeVolumeAtlas or OctahedralDepthAtlas to be larger than k_MaxCacheSize

* Probe Volumes: Bugfix for Probe Volume UI: Only display Additive blendmode warning if additive blend support is disabled in ShaderConfig

* Probe Volumes: Bugfix: DataIsAssigned function needed in build as well.

* Probe Volumes: Accumulate SH coefficients, and evaluate SH at normal after accumulation. This allows us to avoid 2x accumulations, 1 for forward normal, and 1 for backward (transmission) normal. Light loop mode is tooled up to do single evaluation. Material Pass mode still accumulates twice, because SampleBakedGI() is called twice. Need to modify SampleBakedGI() signature to take both normals and internally accumulate front and back lighting.

* Probe Volumes: Rename EvaluateProbeVolumes() to AccumulateProbeVolumes() to make it clear that evaluation happens in a following EvaluateProbeVolumeCoefficients() function.

* Probe Volumes: Major cleanup to AccumulateProbeVolumes(), pulling out the majority of the logic into self contained supporting functions.

* Probe Volumes: Add ShaderConfig.s_ProbeVolumesBilaterialFilteringMode and strip out octahedral depth logic and memory allocations when not in use.

* Probe Volumes: Do not allocate or bake octahedral depth data in ProbeVolumeAsset if ShaderConfig does not enable octahedral depth bilateral filtering.

* Probe Volumes: Always allocate and pass octahedralDepth array into GetAdditionalBakedProbes() because the API call without the octahedralDepth argument has been flagged as obsolete. In the future, we should remove this unnecessary allocation.

* Probe Volumes: Explicit ProbeVolumeAccumulateSphericalHarmonicsL0, L1, and L2 variants exist so we can choose to sample any order we want in any atlas configuration. i.e: sample L0 for vfx with L2 atlas. Upsampling is lossy, but supported, i.e: sample L2 in L0 atlas. Atlas coefficient layout was changed to accomodate this, and ProbeVolumeAccumulate function was moved to its own include so that each order variant can be generated with the preprocessor.

* Probe Volumes: Add simple method for configuring what order of SH Probe Volumes is sampled at per shader (via a define before include).

* Probe Volumes: Fix to ProbeVolumeUI string names

* Probe Volumes: Move LightLoop::CreateBoxVolumeDataAndBound out parameters to end of args to match HDRP convention.

* Probe Volumes: Remove redundant include from DebugDisplayProbeVolume.shader

* Probe Volumes: Only support SH1 and SH2 atlas (SH0 was not needed). Change / cleanup payload data layout. Now SH0 and SH1 terms are stored in one float array, and SH2 quadratic terms are stored in seperate float array. This allows us to always bake and serialize SH2, but conditionally upload only SH0 and SH1 terms if user only requests SH1 atlas. This will also make it easier for SH2 terms to be stripped from the build in the future.

* Probe Volumes: Wrap supporting accumulation, evaluation, and fallback function calls into ProbeVolumeEvaluateSphericalHarmonics() function to hide static branches around SH order from LightLoop and SampleBakedGI.

* Probe Volumes: Update SampleBakedGI() API (#759)

* Probe Volumes: Update SampleBakedGI() and supporting internal functions signature in order to evaluate lighting along front and back facing normals at the same time.

* Add some comment

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* Probe Volumes: Fix DebugViewTiles shader after updates to ProbeVolumeGetCountAndStart()

* Probe Volumes: Set ShaderConfig evaluation mode to be disabled by default.

* Probe Volumes: Update EvaluateOctahedralDepth function name to match surrounding code convention.

* Probe Volumes: Fix up ShaderVariablesGlobal after naming conflict from pulling in lastest.

Co-authored-by: Tobias Alexander Franke <tobias@unity3d.com>
Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* update DXR Test project

* Fix transparent/opaque motion vector inconsistencies by allowing camera-only transparent motion vectors (#788)

* Allow camera only transparent motion vectors

* Changelog

* revert old way of doing it.

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

* Made VT settings classes internal rather than private/public (#805)

Co-authored-by: Nico Leyman <Nicolas@GraphineSoftware.com>

* update test filter

* fix shad variables globals after merge

* Update ShaderVariablesGlobal.cs.hlsl

* Update LightingDebug.cs.hlsl

* Fix reflection probe framesettings override (#796)

* Fix reflection probe framsettings override

* changelog

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

* Fix artifacts in volumetric lighting near opaque geometry (#493)

* Add view bias to volumetrics

* Implement geometry-distance-aware volume rendering

* Comment

* Fix the flickering issue

* Clean

* Fix

* Changelog

* Implement lookup bias for volumetrics

* Update CHANGELOG.md

* update test filter

* fix refernce screenshots

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

* Fixed WRITE_NORMAL_BUFFER macro redefinition and generated interpolators in ShadowCaster and META pass (#816)

* update reference screenshots

* Hdrp/fix/cookie area light update (#828)

* Fixed area light cookie not used when a spot cookie is assigned

* Updated changelog

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

* Fix issue with dynamic resolution and CAS + issue with dynamic resolution updating while not in playmode  (#827)

* Make sure update of dynamic res happens only in game view and not when playing.

* changelog

* Allow forced res to still be valid while not playing

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

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

a warning message when not in batch mode.

* Fix raytracing keyword & static render state leak (#829)

* Fix raytracing keyword value

* Fix static render state being modified and causing side effects

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

* specular color needs to be weighted back with the blend factor.

* changelog

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

* Update HDShaderPasses.cs

* Add custom post process before TAA injection point (#817)

* Added custom post process before TAA injection point

* Updated custom pp graphic test

* Added before TAA post process in HDRP default settings

* Re-enabling the bloom test (#809)

* Re-enabling the bloom test

* Moving the test at the proper position

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

* Fix depth pyramid issues with dynamic resolution (#806)

* Recompute the mip info before generating the mipchain

* changelog

* avoid compute mipchain if not needed

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

* Fix decal being duplicated in prefab isolation mode. (#789)

* Fixed decals being duplicated in prefab isolation mode.

* Update changelog.

* Fix decals in the player.

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

* Fixed an issue where rendering preview with MSAA might generate render graph errors. (#800)

* Fixed an issue where rendering preview with MSAA might generate render graph errors.

* Update changelog

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

* Fix compile issue on PS4 for PlanarReflectionFiltering.compute (#830)

* Fix compile issue for PS4.

* changelog

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

* Fix compilation issue

* IES Light Support (Point, Spot & Rectangular Lights) (#459)

* IES Importe & Generate 2D/Cube/Equirectangular Textues

* Enable PreviewGUI for IES Light, Split Core & HDRP

* IES Point sampling enable Octahedral

* missing file

* spaces

* for test

* Cut of push Yamato generation

* Wrong merge: Missing file

* Missing file

* wip

* Octahedral Tilling

* Cleaner & introduce IESObject

* missing dead code

* Allow only Power of 2 textures, update when resize

* Clean code, + change log + Area Light

* remove useless code

* minor update

* Merge

* Cleanup

* Remove useless log

* Unify code + cleanup

* Update documentation

* Disable IES for Directionnal Lights

* Fix when we update the spot angle baked

* Update documentation & rename UI

* com

* Fix error for Area/Rectangular lights

* Minor typo + move internal (WIP)

* minor

* minor

* fix Pyramid + Box light & Add support of IES for them

* Unreachable code fix

* fix HDRPTest for Box lights

* Add missing public doc

* Last missing doc issues - fix

* Remove all CGAlloc; Remove IES + Cookie for emissive mesh of area light(+Update doc)

* Remove useless code, typo

* Update versions in manifests (#647)

* update manifests

* Update manifest.json

* update hdrp runtime [skip ci]

* update testing packages [skip ci]

* remove unused references

* Update reference to support octahedral for animated texture

* Update GI Support (HDRP Test valid)

* Update image reference

* Add migration message for Cookies

* Fix message

* Typo in light-component.md

* Forgot an "and"

* Typo in display emissive mesh property

* Update documentation to clarify the case for light baking + IES cases

* Switch from slider to ComboBox for IES Resolution

* Rewording sentence on cookie/ies baking tooltip

* Used same sentence from elsewhere for coherence

* Fix compilation issue after merge

* Update Vulkan reference images

* Update OSX Metal reference image for CubeCookie

* Formating, type & convention

* Formating & code convention

* Fix warning message

* Update upgrading 2020.1 to 2020.2 doc

* Update light loop for fetching

* Update Upgrading-from-2020.1-to-2020.2.md

* Update Upgrading-from-2020.1-to-2020.2.md

* Update LightCookieManager.cs

* Update HDRenderPipelineAsset.Migration.cs

* Fix DXR Text

* Fix Yamato XR

* update reference screenshots

* update reference screenshots

* fix for Yamato OSXEditor/Metal

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>
Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>

* Revert "Re-enabling the bloom test (#809)"

This reverts commit cc9a6498c9213174f27b14d5aa5f081667346d99.

* Update reference screenshots for IES

* fix shader warning in DepthTAA.shader

* Update 2313_Shadow_Mask_Spotlight_Shapes.unity

* Update VFX reference screenshots

* Update 4060_CustomPostProcess.unity

* Update HDSRP_ Test reference screenshots

* Update TestCaseFilters.asset

Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: TomasKiniulis <50582134+TomasKiniulis@users.noreply.github.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
Co-authored-by: Evgenii <evgenii@unity3d.com>
Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: pastasfuture <pastasfuture@gmail.com>
Co-authored-by: Theo Penavaire <theo.penavaire@gmail.com>
Co-authored-by: Tobias Alexander Franke <tobias@unity3d.com>
Co-authored-by: NicoLeyman <49522355+NicoLeyman@users.noreply.github.com>
Co-authored-by: Nico Leyman <Nicolas@GraphineSoftware.com>
Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>
sebastienlagarde added a commit that referenced this pull request Jun 11, 2020
* Add missing docs attributes (#271)

* Fixed an error about procedural sky being logged by mistake. (#273)

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

* Update changelog

* Fix quality settings UI and shadow mask UI (#122)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* fix typo

* fix typo 2

* Updated raytracing async compute warning. (#274)

* 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>

* Fixed a null ref exception in static sky when the default volume profile is invalid. (#278)

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

* Update changelog

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

* Added SubScenes cache to be compatible with HDRP/staging (#287)

* Update 2002_Light_DynamicMix.unity (#292)

* Update HDCubemapInspector.cs (#296)

* increase tolerance for test 5008 in VR due to recent changes (#311)

* Upate screenshot for HDRP DXR Test (#312)

* Fix SSS code doc (#319)

* Fix issue with screen-space shadows not enabled with RT off (#139)

* Fix issue with screen_space shadows not enabled with RT off

* Proper fix: only keep directional screen space shadows with RT off

* Fix shadow debug mode

* cosmetic changes

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

* Fixed a performance issue with stochastic ray traced area shadows. (#300)

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

* Fix bad merge of the light loop optimization PR (an optimization was undone) (#321)

* Don't compute light type

* Typo

* Camera override API (#170)

* Added the API to override camera rendering

* Updated changelog

* Fixed compilation issue

* Factorized protection function

* Fixed camera override in scene view

* Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update

* Fixed camera override with dynamic resolution and moved it to internal

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

* Fix cookie srgb (#297)

* Fixed srgb flag not updating the cookie atlas

* Updated changelog

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

* Fix flickering lighting in the scene and game view when lookdev is open. (#290)

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

* Update changelog.

* Added a function to reset the reference size of RTHandle systems. (#299)

* Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems.

* Update changelog

* Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291)

* render until ambient probe is ready

* changelog

* remove comment

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

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

* Add resolve if needed of transparent movec

* rename

* rendergraph

* changelog

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

* Hdrp/reflection probe scale perf (#252)

* Use IEnumerable as interface for HDProbeSystem

* Added a perf test for probe registration

* Use HashSet instead of List to store HDProbes

* Updated planar reflection to use a HashSet

* Updated changelog

* Fix invalid length check

* Fixed build of planar probe array

* Fixed GC alloc issue

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

* [9.x.x] Axf measurements into tilings (#289)

* AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support.
On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material.
This removes old materialU/V tiling and flakes tiling (AxF is still in preview though).
Update test scene to move old tiling property values into new properties so results don't change.
Update documentation.

* AxF measurements into tilings: Add changelog entry.

* AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings.

* Update the AlphaToMask test for AxF.

* Update all other editor and player platform references to match.

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

* fix 9402screenshots on vulkan

* Update HDRP graphic test framework with Test Broken / TestFilter script (#393)

* Update hdrp testing framework

* Update hdrp testing framework 2

* Update TestFilterGenerator.cs

* revert change on shader graph

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

* Add Layer modification of EmissiveMesh generated by area light

Add Layer handling on Generated Emissive Mesh

* Update CHANGELOG.md

* Add "same as Light" hability for layer and make it default

* Add destruction on move in hierarchy and retrieve existing to secure the NotEditable

* Add sync on Static too

* Also the copy the static drop down

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

* Disable async compute for D3D12 [Hold] (#301)

* disable async on d3d12

* Change doc

* Hd/fix nullref while removing decal component (#416)

* fix nullref on DecalComponent removed from contextual menu

* Update CHANGELOG.md

* Added a flow map parameter to HDRI Sky (#44)

* Added uv distorsion for HDRISky cubemap

* Editable flow strength

* Better parameter name. Smooth flow on cube edges

* Added a graphic test. Updated Changelog

* Updated documentation

* Added screenshots

* Wait frames for test

* Wait more

* Update screenshots again...

* Static test

* Static screenshots

* use multi_compile

* Renamed all parameters

* Procedural distortion

* Update doc

* Set all keywords

* Revert to old behaviour

* doc

* update test

* remove useless variable

* doc

* Fix lat long and procedural flow

* replace trig functions. Correct wind dir

* Dropdown and upper hemisphere fix

* Updated doc

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

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

* Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling

* Changelog

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

* replace fbx by the one from URP with no import errors (#427)

* Fix the bug (#430)

* Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418)

* Saturate vertex color to avoid negative values.

* changelog

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

* Renamed variables (#436)

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

* Hd/fix targets used in ongui in decalcomponent (#413)

* Fix Reset not resetting to default

* Delay MaterialEditor recreation to when possible

* Update CHANGELOG.md

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

* Implemented ray traced reflections for transparent objects. (#47)

* Implementation of ray traced reflections for transparent objects

* fix issue with ShowPrePassAndPostPass

* Change label for transparent SSR + change default value to false

* fix material not setup properly

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

* Fix custom pass graphic tests (#359)

* FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test

* Replaced canvas by a quad (more stable for graphic test)

* disable vulkan test as it is failing, need investigation

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

* Save scene-view camera settings in Editor prefs (#440)

* Sceneview camera settings are now saved in Editor prefs

* cosmetic changes

* add comment

* Small refactor to allow easily adding more prefs in the future

* fix comment

* fix comment 2

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

* Fix issue when switching back to custom sensor type in physical camera (#417)

* Fix issue when switching back to custom sensor type in physical camera

* make if comparison more explicit

* make if comparison more safe

* Per-camera history for the custom settings using a static dictionary

* Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras

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

* Fix a null ref exception when running playmode tests  (#360)

* fix a null ref exception when running playmode tests with the render pipeline debug window opened

* use empty array

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

* Fixed some gcalloc in the debug window (#445)

* Fixed some GCAlloc in the debug window

* Update changelog

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

* Update reference screenshot dx12

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443)

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617)

* Fix an issue with thin refraction SG and updating screenshots

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

* Create Shaders.meta

* Hdrp/small ui update (#423)

* 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.

* Update changelog.

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

* update settings for DXR

* Update SetToCameraNearPlane.cs

* Add an option to disable shadow bias

* Don't query cull results if we don't have them (#449)

* test with a guard

* changelog

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

* Update screenshot (#463)

* Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12

* Update TestCaseFilters.asset

* Revert "Disable async compute for D3D12 [Hold] (#301)" (#469)

This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16.

* Revert "Add an option to disable shadow bias"

This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c.

* PBR Sky renderer now shares its internal precomputation table between different instances. (#250)

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

* Update changelog

* Doc update

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

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

* Makes sure quaternion is normalized and valid before converting to matrix.

* Updated Changelo.

* Revert "Updated Changelo."

This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2.

* Update CHANGELOG.md

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

* New tooltip for camera background and fixed exposure when switching the background mode. (#415)

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

* Update changelog

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

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

* Clear the queue once filled up and push elements that failed to be pushed.

* changelog

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

* Fixed asset preview being rendered white because of static lighting sky. (#462)

* 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.

* Update changelog

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

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

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

* Review feedback

* Review feedback 2

* Fix show cookie atlas debug mode (#475)

* Fix the show cookie atlas debug mode not displaying correctly

* Updated changelog

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

* Enable DXR playmode test (#472)

* Update upm-ci-hdrp_dxr.yml

* add hdrp dxr playmode test to all hdrp ci

* Update upm-ci-hdrp.yml

* Update upm-ci-hdrp.yml

* change planar atlas size to 1024

* Update upm-ci-hdrp.yml

* Update 802_SubSurfaceScatteringForward.png

* update scene

* update 5001 lighting

* fix exposure for 5001 path tracing test

* update player screenshots

* disable 5001 path tracing as it fail on yamato

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

* Working but not nice

* Remove unecessary cruft

* tiny changes

* changelog

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

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

* re-enable thumbnail gen only for d3d11

* Update changelog

* try enable metal

* Update changelog and comment

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

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

* 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

* Hd/fix undo environmentlibrary lookdev (#490)

* fix undo redo for environment library

* Update CHANGELOG.md

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

* Fix vulkan test

* SSGI Implementation (#95)

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

* Change Sky in 5001 PT Test to HDRI Sky + update image (#502)

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

* Update 802_SubSurfaceScatteringForward.unity

* fix vulkan warring and wrong meta

* Update upm-ci-hdrp.yml

* Fix merge issue with Test filter

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

* Use absolute paths for dof include

* changelog

* Fix Light overlap (#444)

* Added the light overlap volume code

* Updated changelog

* Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode

* Fixed documentation

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

* Fixed API breakage. (#524)

* [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532)

* AOV documentation

* minor change in the comments

* Accumulation documentation

* minor improvements

* Rewrite the AOV script. Now it is stand-alone.

* Typo

* Add path traced DoF documentation

* Reviewed AOV doc

* Reviewed accumulation doc

* Reviewed path-traced dof doc

* Add missing OnDestroy in example script

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Restore some XR HDRP tests (#382)

* restored XR tests

* revert and split changes for temporal effects in another branch

* fix XR tests using volumetrics

* 8103 is still acting randomly

* try to set timeout to 30s to confirm it's working

* set timeout to 5 min per test for HDRP instead of default 3 min

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

* Fix taaFrameIndex and restore TAA tests for XR (#534)

* fix taaFrameIndex and temporal effects with the test suite

* increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty

* update ref images

* set waitFrames for HDRP runtime test scene

* reset camera before waiting

* update reference images from Yamato

* revert change to 001-HDTemplate

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488)

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255)

* Add missing inverse exposure multiplier

* Add support for batchmode (#542)

* Update 9301_MotionVectorsOff-Forward-Dynamic.png

* Fix custom pass prefabs (#419)

* Fix custom pass integration with prefabs

* Updated changelog

* Fixed prefab highlight not updated when adding/removing custom passes

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

* Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* Reverted volumetric lighting changes and now render graph version uses the shared textures.

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

* Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961)

* Added changelog

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

* Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529)

* Custom Pass API (part 1) (#155)

* Begin to write the new custom pass API

* Begin to add custom pass utils shader

* Begin to add custom pass API test scenes

* Fixes for the Gaussian blur of the custom pass API

* Fix blur release

* Added custom pass copy test and fixed blur

* Added more custom pass documentation

* Added custom pass API graphic test reference image

* Added more obsolete things

* fix function visibility

* Updated changelog

* Added custom pass API test scene

* Fixed custom pass API doc

* Moved obsolete execute function into the new one

* Updated custom clear pass to use the new API

* Updated custom pass API test reference image

* update reference screenshots

* Fixed various scale issues in the blur custom pass API and updated reference screenshot

* Disable custom pass API test because it's unstable

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

* Implement Constant Buffers for HDRP (part 3) (#98)

* Fixed execution error without raytracing

* Prepare Prepass refacto

* Another round of preparation

* Renamed XRPassScope to XRSinglePassScope

* RenderAfterPostProcess is now static

* Add AfterPostProcess to RenderGraph (WIP)

* AfterPostProcess implementation

* Fixed wrong RTHandle allocation

* Fixed light layers texture binding during deferred lighting pass

* Implemented Post Process Final Pass with RenderGraph

* Post merge fixes

* Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

* Fixed alpha in post processes

* Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

* Fixed decal normal patch pass

* Fixed stencil resolve render pass

* Fixed RenderDBuffer render pass function capturing variables.

* Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

* Various fixes of things that diverged compared to regular path.

* Unified renderer list and texture invalid handle error.

* Revert wrong change

* Added constant buffer hlsl generation

* Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#

* post merge fix

* Removed useless comment.

* Missing doc

* Started moving cmd.SetGlobalXXX to update the global CB (WIP)

* Implemented Volumetrics global CB and various fixes.

* Implemented shadow global CB update.

* Finished up Global Constant Buffer setup

* Fix null ref

* Fixed global constant buffer alignment issues.

* Fixed shadows and SSS

* Small ConstantBuffer API refacto

* Small fix

* Volumetric Constant Buffer implementation + Fix

* Fix ambient occlusion

* Removed redundant SetGlobalXXX

* Light list build global CB implementation

* Fixed path tracing frame index constant

* Fixed ao constant w/ raytracing

* Better path tracing fix.

* Refactored CB API to comply with Render Graph specificities

* Update test screenshot

* Fixed constant buffer generation to use macros.

* Implemented XR global constant buffer.

* Removed useless global constant

* Fixed XR global constant name

* Converted SSR to constant buffer.

* Converted AO to constant buffers.

* Fixed warning

* Removed some useless SetGlobalXXX in Light Cookie Manager

* Converted debug display to use constant buffer.

* Fixed color/depth pyramid debug

* Cleanup

* Implemented constant buffer for PBR sky global variables.

* Warning fix

* Small fix

* Cleanup of global setup happening before rendering (render graph path or not).

* Post merge fix

* Added global constant buffer hlsl generation.

* Post merge fix

* Converted raytracing lightloop variables to constant buffer.

* Converted RayTracing global variables to constant buffer.

* Removed obsolete comment

* Post merge fix

* Post merge fix

* Post merge fix 2

* Double inclusion fix.

* Fixed CB visibility

* Fixed compilation after the merge

* Indentation fix

* Removed temporary comments.

* Moved some constants around.

* Post merge fix + Port ProbeVolume global variables to constant buffers.

* Fixed deallocation of constant buffers

* Properly release Volumetric constant buffers.

* Another update to CB API

* Updated documentation.

* Missing generated file

* Post merge fix

* Fixed various issues with light probe volumes.

* Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene.

* Final fix for probe volumes

* Fixed a warning in shader compilation

* Changes from review feedback

* Compilation fix.

* Post merge fix

* Removed useless constant

* Crash fix

* Post merge fix

* Update 501_RecursiveRendering.png

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

* Hd/fix wizard defaultvolumeprofile creation (#565)

* Fix Wizard check on default volume profile

* Update CHANGELOG.md

* Small TAA Anti-flicker changes (#555)

* tweaks

* Change default so that is just high quality.

* changelog

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

* Fix central depth sampling in TAA (#564)

* Fix sampling of central depth

* changelog

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

* Render Graph Async Compute (#552)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies.

* Implementation of async resource synchronization.

* Fixed synchronization (only partial fix)

* Added default profiling sampler for render graph passes not providing one.

* Async WIP

* Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async.

* Post merge fix

* Cleanup

* Removed comment.

* Disabled async contact shadows again.

* Small cleanup

* Change exposure compensation in the default volume profile to 0. (#388)

* Change profile (And add missing setting)

* changelog

* Upgrade guide

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

* Histogram guided auto-exposure + debug modes (#372)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* review fixups

* Review feedback

* Bad merge fixup

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

* Refactor shadow caching system (#554)

* Very debuggy code just start nothing functional or usable yet.

* remove old cached stuff (not finished, need switch branch)

* revert wrongful commit

* A bit of restructuring

* A good point as any to sync up

* sync

* Move from old repo...

* fix regression

* Handle case in which shadow doesn't fit

* leftover not committed

* Fix some issues with culling of point lights from the

* preliminary support for cascaded shadows

* Fix some issue with the directional

* Subshadow update

* Add some guards, some debug and the new C++ api for infinite bounds

* Some UI for the resolution

* Fix merge issues

* Update debug cs.hlsl

* Render graph stuff and some leftover removal

* micro cleanup

* Fix behaviour when defragging and excess lights are there

* Public API

* Remove dbg names

* Bug on debug view of area atlas

* Missing field on new PCSS signature for directional

* More public API

* Refresh cached shadows on resolution changes.

* merge conflicts patchup

* Fix missing shadows on normal shadows

* Small cleanup and turning positive the doesn'tHavePlacement

* Fix case on switching light type and issue with non-rectangle area lights

* tentative fix for error on build

* Debug logging

* update naming of debug

* Fix issue with double inclusion

* DOCS

* upgrade guide

* post merge fixups

* leftover comment

* changelog

* Doc changes in upgrade guide

* have print debug info only in editor

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

* update reference screenshots

* VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest

* Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584)

* remove useless code for cookie

* Hdrp/fix camera switcher (#591)

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

* update changelog.

* fix issue that prevents PS4 from building (#596)

* Removed experimental namespace for ray tracing code. (#612)

* Hdrp/multi view pt (#518)

* Multiview (scene + game) path tracing accumulation.

* Cosmetic.

* Modifications to address comments in PR.

* Updated PT fog test.

* Updated Changelog.

* Fixed issue with unlit shader graphs in path-traced mode.

* Update CHANGELOG.md

* Update HDUnlitSubTarget.cs

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

* Fix Look Dev default profile not updating correctly (#630)

* Fixed an issue where editing the lookdev default profile would not reflect directly in the lookdev window.

* Update changelog

* Fix Unlit.template in shadergraph (#637)

* Remove unused unlitpass.template

* Update Lit.hlsl

* re-add unlit pass

* Fixed a bug where the light list is not cleared but still used when resizing the RT (case 1250630) (#609)

* - Fixed a bug where the light list is not cleared but still used when resizing the RT.

* add changelog

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

* Histogram view improvements (#589)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* review fixups

* print exposure values in debug view

* commit but it is nothing, need to switch branch

* Add option to center histogram around exposure (fixed tonemap curve)

* change color of text

* fixup debug display merge issue

* fixup merge issues

* fixup issue with tonemap curve

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

* Update 9702_CustomPass_API.png.meta

* Fix warning (#663)

* add shader macros for XR single-pass (#687)

* Adding 2 SG Pathtracer test scenes (#624)

* New unlit pt scene

* Add scene for PT Lit

* Removing collider from the meshes

* Renaming

* Adding screenshots for PT scenes

* Changing threshold for SSS deferred tests for stability

* updating screenshot after staging being merged

* Slightly increasing threshold for 5007 and 902 unlit scenes

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

* Render Graph Unit Tests (#607)

* Render Graph Unit test WIP

Fixed pruning of passes with no output.

* Render Graph tests WIP

* Increase max limit in UX of lights (#702)

* Raise the max for lights

* Update CHANGELOG.md

* Fix null reference in volume debug menu (#705)

* Update reference image for "502_RecursiveRenderingDisabled" (#704)

* Update screenshot for  502 recursive rendering disabled test scene

* upgrade shader material

* Fix transparent movec scene view (#698)

* Disable transparent movec when object motion vectors are disabled

* changelog

* Port (#599)

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

* Custom Pass API part 2 (#227)

* Begin to write the new custom pass API

* Begin to add custom pass utils shader

* Begin to add custom pass API test scenes

* Fixes for the Gaussian blur of the custom pass API

* Fix blur release

* Added custom pass copy test and fixed blur

* Added more custom pass documentation

* Added custom pass API graphic test reference image

* Added more obsolete things

* fix function visibility

* Added the API to override camera rendering

* Updated changelog

* Updated changelog

* Fixed compilation issue

* Added custom pass API test scene

* Begin to add custom pass override test

* Factorized protection function

* Update custom pass test scene

* Fixed custom pass API doc

* Begin to add camera override tests

* Fixed camera override in scene view

* Finished RenderFrom API fucntions

* Fixed XR disable class

* Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update

* Fix MSAA for before pre refraction and added errors for fullscreen MSAA operations

* Finished to fix the RenderFrom* functions

* Moved obsolete execute function into the new one

* Update reference images

* Added all the API doc

* Updated changelog

* revert mats

* Updated custom clear pass to use the new API

* Fixed depth buffer random read/write error

* Disable custom pass blur test part

* Revert camera pixel rect changes

* Rename multi-pass to single pass

* Disable custom pass test on vulkan and XR

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

* Fix line that got lost in merge (#729)

* Porting console fixes to staging (#699)

* Path tracer: added support for transparency on the Unlit shader. (#717)

* Added support for transparency in Unlit.

* Updated Changelog.

* Update capture for 5007_PathTracing Unlit

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

* HDRP Compositor related fixes (#730)

* Fixes for the compositor test

* Enable the compoositor test in build settings

* Avoid gc alloc, hide internal components from vomume menu

* Vulkan and DX12 screens, adjust compositor UI refresh

* Fixed a vulkan and metal warning in the SSGI compute shader. (#715)

* - Fixed a vulkan and metal warning in the SSGI compute shader.

* - Fixed an exception due to the color pyramid not allocated when SSGI is enabled.
- Fixed an issue with the first depth history mip was incorrectly copied.

* Fix path traced DoF focusing issue (#732)

* Remove mip padding from PlanarReflectionProbeCache.cs

* Disable 9702 test nor working + 9041 XR (instable)

* Hdrp/pt pass no bsdf data (#710)

* Removed direct use of BSDFData in path tracing pass.

* Updated changelog.

* Fixed float3 typo...

* fix metal 9800 reference screnshots

* update meta file and testcasefilter

* Pre warm RT Handle system so that reallocations are reduced.  (#713)

* Pre warm rt handle system and initialize to screen width/height

* changelog

* not all was pushed

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

* Various fixes for Graphics tests with Render Graph (#725)

* WIP for enabling valid graphics tests with Render Graph.

Fixed a lot of gcalloc.

* Fixed more GCAlloc and added an option for a test to not be run if render graph is enabled.

* First batch of disabled tests.

* Fixed decal rendering

* Implemented ColorGrading and Uber Post (fixes a lot of small diff due to Color Grading not being 100% neutral)

* Revert "First batch of disabled tests."

This reverts commit 505924b6967041787c0698b4ede1d158686f990e.

* Temp "texture not bound" error fix until bloom is implemented.

* Fixed an error when using a stale invalid renderer list handle.

Reduced error message spam when encountering an execution error.

* Add some debug info to compiled passes and removed wrong refCount++ on passes.

* Added possibility to disallow pass pruning

Fixed a number of pass pruning issues.

* Small fixes

* temporarily removed pruning of passes without product

* Fixed HDRP asset for test 5009

* Implement alpha copy for post processes

* Small render graph error fix for motion vector pass.

* Disabled for render graph tests that are currently broken.

* Updated yamato with new render graph configurations

* Fixed lens distortion

* Reenabled 4021

* Revert "Reenabled 4021"

This reverts commit 76a7c003456f40c5e84dd454a9c291b2b57ade64.

* Revert "Updated yamato with new render graph configurations"

This reverts commit 7b8acc08944df4b11244ee97a1877cee91d55be9.

* Revert "Disabled for render graph tests that are currently broken."

This reverts commit 84467f6956c1f14d0d0d302bdf6f8d220c5f9026.

* Reverted HDRP test framework files (will go to another PR)

* Revert "Fixed HDRP asset for test 5009"

This reverts commit 95952b08e785daef2bbf7788849c5f661b9eb1fc.

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

* Various fix and improvements for ray traced effects (#597)

* Adding a minimal lit used for RTGI in peformance mode
Dispatch binned rays in 1D instead of 2D
Fix an issue with the half resolution Mode for RTGI
Only read the geometric attributes that are required using the share pass info and shader graph defines
Fix an issue with the color intensity of emissive for performance rtgi

* Correct bug with shadow history rejection

* reduce the exponential accumulation value a bit

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

* Procedural metering mask that follows target (#723)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* start of procedural mask

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* Some basic version of procedural working

* need to switch branch

* Exposure target and threshold.

* fix merge mess

* Fixes

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

* - Added presets quality settings for RTAO and RTGI. (#724)

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

* Fix compilation issue in HDRaytracingIndirectDiffuse

* fix shader warning in exposure

* Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). (#648)

* - Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR).

* Simplifying the culling override.

* Update 708_ShadowExtendedCulling.png

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

* Removed reference image for player (unused) in HDRP Test

* Update preview naming (#753)

* Cloud layer volume override (#461)

* Added uv distorsion for HDRISky cubemap

* Editable flow strength

* Better parameter name. Smooth flow on cube edges

* Added a graphic test. Updated Changelog

* Updated documentation

* Added screenshots

* Wait frames for test

* Wait more

* Update screenshots again...

* Static test

* Static screenshots

* use multi_compile

* Renamed all parameters

* Procedural distortion

* Update doc

* Set all keywords

* Revert to old behaviour

* doc

* update test

* remove useless variable

* doc

* CloudLayer HDRI

* CloudLayer Gradient

* CloudLayer Physically Based

* Documentation

* Add clouds to Static Lighting Sky

* Fix spherical conversion

* Fix procedural flow

* Fix lat long and procedural flow

* replace trig functions. Correct wind dir

* sync with hdri flow

* Renamed variables

* Allow full sphere coverage for procedural flowmap

* Added missing doc

* Fix cloud reset and unrelated warnings in hdri sky shader

* Try different blending method

* Fixes + test another blending

* Tint and intensity parameters. Fix static sky used by lightmapper

* Added graphic test. Updated doc

* Updated tests using a disabled static sky

If a sky override is used for static lighting and is disabled in the volume, it is not used anymore

* Update LocalAmbientOcclusionNoisy.asset

* update linux screenshots

* Update CloudLayer.cs

* update OSX screenshots

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

* Introduce LightLoop output structure (#754)

* Add concept of LightLoop Output

* update upgrade guide

* Update Upgrading-from-2020.1-to-2020.2.md

* update upgrade guide

* Fix lightloop-output (#755)

* Fix rendering when XrMaxViews is different than 2 (#733)

* Use a fixed size for xr related fields in cbuffers

* changelog

* Update local shader config

* Update CHANGELOG.md

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

* Improve transition between LOD for lit and layeredLit tessellation (#517)

* Forest scale for tessellation change

* Forest scale for tessellation change

* Update Upgrading-from-2019.3-to-2020.1.md

* Update Upgrading-from-2019.3-to-2020.1.md

* fix ray tracing with XR single-pass (#769)

* Revert "fix ray tracing with XR single-pass (#769)"

This reverts commit 3e366334444febf450568b47ada2c00e4164ba12.

* reviewed new additions to 2019.3 - 2020.1 and 2020.1 - 2020.2 upgrade guides (#766)

* Probe Volumes: Update SampleBakedGI() API (#759)

* Probe Volumes: Update SampleBakedGI() and supporting internal functions signature in order to evaluate lighting along front and back facing normals at the same time.

* Add some comment

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* Initial implementation for the new planar reflection filtering (#337)

* Initial implementation for the new planar reflection filtering

* Small improvement and "proper" support of oblique projection

* quality improvement to the filtering.

* Update PlanarReflectionFiltering.compute

* review corrections

* Update planar filter for all material (was not replaced) + update screenshots

* Update IBLFilterGGX.cs

* fix shader warning on vulkan

* update references screenshots

* Fixes for the plane normal and number of mips to be computed

* Fix shift that was to the right in the blurred version

* update references screenshots

* fix shader warning

* Some cleanup

* change to fast Atan

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

* Fast memory support (#772)

* temp, gonna revert this, but have to merge staging.

* again, need to switch branch, nothing functional

* ESRAM support

* changelog

* Add guards

* Standard terrain upgrader (#762)

* Add render graph specific pipeline to HDRP tests. (#728)

* Added an option to ignore tests when render graph is enabled.

* Disabled for render graph tests that are currently broken.

* Reenabled 4021

* Updated yamato script to add the RenderGraph pipeline.

* Fixed HDRP asset for test 5009

* Revert unrelated yml files changes due to old configuration (#714)

* Fixed an issue with not unregistering render graph debug.

Disabled test 9401 for render graph after merge conflict.

* Disabled 9800 for render graph

* Revert hdrp asset for 5009

Co-authored-by: Theo Penavaire <theo.penavaire@gmail.com>

* Added CPU and GPU timings for ray tracing effects. (#774)

* Added CPU and GPU timings for ray tracing effects.

* Only displaying the counters if ray tracing is supported on the asset.

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

* Workaround for GetKernelThreadGroupSizes  returning wrong data (#760)

* Hard code group size

* changelog

* Add comment

* Fixed the distanced based denoising being exposed for area lights (1251558). (#782)

* Fix test project

* Fix an issue with Fast memory code trying to access deleted resources when rendergraph is enabled (#791)

* Fix issue accessing already released targets for rendergraph

* changelog

* Sanitize transparent motion vectors setting (#761)

* Sanitize transparent motion vectors setting

* Update CHANGELOG.md

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

* Revert "Add render graph specific pipeline to HDRP tests. (#728)"

This reverts commit 4bcb4364fdd24a7d3205b46a5ce0ed63fe63cb5e.

* Increased path tracing roughness range. (#763)

* Increased path tracing roughness range.

* Updated failing tests reference images.

* Update Upgrading-from-2020.1-to-2020.2.md (#798)

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

* Force post process parent setting to be before child

* changelog

* Fix exposure white flash when enabling SSGI or SSR (#801)

* Inform post process that history have been nuked

* changelog

* Various fixes related to SSGI and RTGI (#803)

* Added support to combine RTSSS and RTGI
The ray traced indrect diffuse and RTGI were combined wrongly with the rest of the lighting.
Fixed an exception happening when using RTSSS without using RTShadows
Changing the default SSGI radius for the all configurations
Update screenshots for GI scenes

* changelog update

* [Draft] Lighting/probevolumes cleanup (#756)

* Simplify EvaluateProbeVolumes interface and builtin SampleBakedGI code

* Fix clearing of uninitialized GI

* Added ProbeVolumesEncodingMode to ShaderOptions in ShaderConfig to allow users to configure their project to store and sample probe volumes as SH0 terms, SH1 terms, or SH2 terms, for different performance / quality tradeoffs. Data pipeline for this seems to be working now (though only properly verified with SH1 at the moment). Next step is to update sampling / evaluation code to handle SH0, and SH2 variants.

* Probe Volumes: SH0, SH1, and SH2 evaluation based on ShaderConfig fully working now. Lots of additional cleanup tasks as well.

* Probe Volumes: Instead of specifying AtlasWidth, AtlasHeight and AtlasDepth for probe volume atlas on HDRenderPipelineAsset, have user simply specify AtlasResolution and use for all axes. Same treatment for AtlasOctahedralDepth.

* Probe Volumes: HDRenderPipelineAsset: Add memory usage information to UI and ensure we never allocate the ProbeVolumeAtlas or OctahedralDepthAtlas to be larger than k_MaxCacheSize

* Probe Volumes: Bugfix for Probe Volume UI: Only display Additive blendmode warning if additive blend support is disabled in ShaderConfig

* Probe Volumes: Bugfix: DataIsAssigned function needed in build as well.

* Probe Volumes: Accumulate SH coefficients, and evaluate SH at normal after accumulation. This allows us to avoid 2x accumulations, 1 for forward normal, and 1 for backward (transmission) normal. Light loop mode is tooled up to do single evaluation. Material Pass mode still accumulates twice, because SampleBakedGI() is called twice. Need to modify SampleBakedGI() signature to take both normals and internally accumulate front and back lighting.

* Probe Volumes: Rename EvaluateProbeVolumes() to AccumulateProbeVolumes() to make it clear that evaluation happens in a following EvaluateProbeVolumeCoefficients() function.

* Probe Volumes: Major cleanup to AccumulateProbeVolumes(), pulling out the majority of the logic into self contained supporting functions.

* Probe Volumes: Add ShaderConfig.s_ProbeVolumesBilaterialFilteringMode and strip out octahedral depth logic and memory allocations when not in use.

* Probe Volumes: Do not allocate or bake octahedral depth data in ProbeVolumeAsset if ShaderConfig does not enable octahedral depth bilateral filtering.

* Probe Volumes: Always allocate and pass octahedralDepth array into GetAdditionalBakedProbes() because the API call without the octahedralDepth argument has been flagged as obsolete. In the future, we should remove this unnecessary allocation.

* Probe Volumes: Explicit ProbeVolumeAccumulateSphericalHarmonicsL0, L1, and L2 variants exist so we can choose to sample any order we want in any atlas configuration. i.e: sample L0 for vfx with L2 atlas. Upsampling is lossy, but supported, i.e: sample L2 in L0 atlas. Atlas coefficient layout was changed to accomodate this, and ProbeVolumeAccumulate function was moved to its own include so that each order variant can be generated with the preprocessor.

* Probe Volumes: Add simple method for configuring what order of SH Probe Volumes is sampled at per shader (via a define before include).

* Probe Volumes: Fix to ProbeVolumeUI string names

* Probe Volumes: Move LightLoop::CreateBoxVolumeDataAndBound out parameters to end of args to match HDRP convention.

* Probe Volumes: Remove redundant include from DebugDisplayProbeVolume.shader

* Probe Volumes: Only support SH1 and SH2 atlas (SH0 was not needed). Change / cleanup payload data layout. Now SH0 and SH1 terms are stored in one float array, and SH2 quadratic terms are stored in seperate float array. This allows us to always bake and serialize SH2, but conditionally upload only SH0 and SH1 terms if user only requests SH1 atlas. This will also make it easier for SH2 terms to be stripped from the build in the future.

* Probe Volumes: Wrap supporting accumulation, evaluation, and fallback function calls into ProbeVolumeEvaluateSphericalHarmonics() function to hide static branches around SH order from LightLoop and SampleBakedGI.

* Probe Volumes: Update SampleBakedGI() API (#759)

* Probe Volumes: Update SampleBakedGI() and supporting internal functions signature in order to evaluate lighting along front and back facing normals at the same time.

* Add some comment

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* Probe Volumes: Fix DebugViewTiles shader after updates to ProbeVolumeGetCountAndStart()

* Probe Volumes: Set ShaderConfig evaluation mode to be disabled by default.

* Probe Volumes: Update EvaluateOctahedralDepth function name to match surrounding code convention.

* Probe Volumes: Fix up ShaderVariablesGlobal after naming conflict from pulling in lastest.

Co-authored-by: Tobias Alexander Franke <tobias@unity3d.com>
Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* update DXR Test project

* Fix transparent/opaque motion vector inconsistencies by allowing camera-only transparent motion vectors (#788)

* Allow camera only transparent motion vectors

* Changelog

* revert old way of doing it.

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

* Made VT settings classes internal rather than private/public (#805)

Co-authored-by: Nico Leyman <Nicolas@GraphineSoftware.com>

* update test filter

* fix shad variables globals after merge

* Update ShaderVariablesGlobal.cs.hlsl

* Update LightingDebug.cs.hlsl

* Fix reflection probe framesettings override (#796)

* Fix reflection probe framsettings override

* changelog

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

* Fix artifacts in volumetric lighting near opaque geometry (#493)

* Add view bias to volumetrics

* Implement geometry-distance-aware volume rendering

* Comment

* Fix the flickering issue

* Clean

* Fix

* Changelog

* Implement lookup bias for volumetrics

* Update CHANGELOG.md

* update test filter

* fix refernce screenshots

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

* Fixed WRITE_NORMAL_BUFFER macro redefinition and generated interpolators in ShadowCaster and META pass (#816)

* update reference screenshots

* Hdrp/fix/cookie area light update (#828)

* Fixed area light cookie not used when a spot cookie is assigned

* Updated changelog

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

* Fix issue with dynamic resolution and CAS + issue with dynamic resolution updating while not in playmode  (#827)

* Make sure update of dynamic res happens only in game view and not when playing.

* changelog

* Allow forced res to still be valid while not playing

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

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

a warning message when not in batch mode.

* Fix raytracing keyword & static render state leak (#829)

* Fix raytracing keyword value

* Fix static render state being modified and causing side effects

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

* specular color needs to be weighted back with the blend factor.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Update HDShaderPasses.cs

* Add custom post process before TAA injection point (#817)

* Added custom post process before TAA injection point

* Updated custom pp graphic test

* Added before TAA post process in HDRP default settings

* Re-enabling the bloom test (#809)

* Re-enabling the bloom test

* Moving the test at the proper position

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fix depth pyramid issues with dynamic resolution (#806)

* Recompute the mip info before generating the mipchain

* changelog

* avoid compute mipchain if not needed

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix decal being duplicated in prefab isolation mode. (#789)

* Fixed decals being duplicated in prefab isolation mode.

* Update changelog.

* Fix decals in the player.

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue where rendering preview with MSAA might generate render graph errors. (#800)

* Fixed an issue where rendering preview with MSAA might generate render graph errors.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix compile issue on PS4 for PlanarReflectionFiltering.compute (#830)

* Fix compile issue for PS4.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix compilation issue

* IES Light Support (Point, Spot & Rectangular Lights) (#459)

* IES Importe & Generate 2D/Cube/Equirectangular Textues

* Enable PreviewGUI for IES Light, Split Core & HDRP

* IES Point sampling enable Octahedral

* missing file

* spaces

* for test

* Cut of push Yamato generation

* Wrong merge: Missing file

* Missing file

* wip

* Octahedral Tilling

* Cleaner & introduce IESObject

* missing dead code

* Allow only Power of 2 textures, update when resize

* Clean code, + change log + Area Light

* remove useless code

* minor update

* Merge

* Cleanup

* Remove useless log

* Unify code + cleanup

* Update documentation

* Disable IES for Directionnal Lights

* Fix when we update the spot angle baked

* Update documentation & rename UI

* com

* Fix error for Area/Rectangular lights

* Minor typo + move internal (WIP)

* minor

* minor

* fix Pyramid + Box light & Add support of IES for them

* Unreachable code fix

* fix HDRPTest for Box lights

* Add missing public doc

* Last missing doc issues - fix

* Remove all CGAlloc; Remove IES + Cookie for emissive mesh of area light(+Update doc)

* Remove useless code, typo

* Update versions in manifests (#647)

* update manifests

* Update manifest.json

* update hdrp runtime [skip ci]

* update testing packages [skip ci]

* remove unused references

* Update reference to support octahedral for animated texture

* Update GI Support (HDRP Test valid)

* Update image reference

* Add migration message for Cookies

* Fix message

* Typo in light-component.md

* Forgot an "and"

* Typo in display emissive mesh property

* Update documentation to clarify the case for light baking + IES cases

* Switch from slider to ComboBox for IES Resolution

* Rewording sentence on cookie/ies baking tooltip

* Used same sentence from elsewhere for coherence

* Fix compilation issue after merge

* Update Vulkan reference images

* Update OSX Metal reference image for CubeCookie

* Formating, type & convention

* Formating & code convention

* Fix warning message

* Update upgrading 2020.1 to 2020.2 doc

* Update light loop for fetching

* Update Upgrading-from-2020.1-to-2020.2.md

* Update Upgrading-from-2020.1-to-2020.2.md

* Update LightCookieManager.cs

* Update HDRenderPipelineAsset.Migration.cs

* Fix DXR Text

* Fix Yamato XR

* update reference screenshots

* update reference screenshots

* fix for Yamato OSXEditor/Metal

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>
Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>

* Revert "Re-enabling the bloom test (#809)"

This reverts commit cc9a6498c9213174f27b14d5aa5f081667346d99.

* Update reference screenshots for IES

* fix shader warning in DepthTAA.shader

* Update 2313_Shadow_Mask_Spotlight_Shapes.unity

* Update VFX reference screenshots

* Update 4060_CustomPostProcess.unity

* Update HDSRP_ Test reference screenshots

* Update TestCaseFilters.asset

* Adding missing references image for HDRP 4038 (#856)

* Adding Linux Vulkan, OSX Metal, Win D12, Win Vulkan ref image for 4038 bloom

* Win D11

* Fix message for metal and ao (#859)

* Add texture import preset to automatically apply to "ActualImages" (#861)

* Fix issue with the blue line of prefab modifications for Volume mode (#860)

* Fix blueline in prefab mode

* changelog

* Fixing the internsity being applied to RTAO too early leading to unexpected results (1254626). (#825)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* add color clear pass while rendering XR occlusion mesh to avoid leaks (#688)

* Recompute FOV when generating PixelCoord To WorldSpace View Direction Matrix (#865)

* test manual fov computation

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/fix/shader stack normals (#852)

* Fixed normal space in templates

* Fix nullref in material inspector

* Updated changelog

* Added iris and coat normal spaces

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: TomasKiniulis <50582134+TomasKiniulis@users.noreply.github.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
Co-authored-by: Evgenii <evgenii@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
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Co-authored-by: Tobias Alexander Franke <tobias@unity3d.com>
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sebastienlagarde added a commit that referenced this pull request Jun 13, 2020
* Update 2002_Light_DynamicMix.unity (#292)

* Update HDCubemapInspector.cs (#296)

* increase tolerance for test 5008 in VR due to recent changes (#311)

* Upate screenshot for HDRP DXR Test (#312)

* Fix SSS code doc (#319)

* Fix issue with screen-space shadows not enabled with RT off (#139)

* Fix issue with screen_space shadows not enabled with RT off

* Proper fix: only keep directional screen space shadows with RT off

* Fix shadow debug mode

* cosmetic changes

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed a performance issue with stochastic ray traced area shadows. (#300)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix bad merge of the light loop optimization PR (an optimization was undone) (#321)

* Don't compute light type

* Typo

* Camera override API (#170)

* Added the API to override camera rendering

* Updated changelog

* Fixed compilation issue

* Factorized protection function

* Fixed camera override in scene view

* Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update

* Fixed camera override with dynamic resolution and moved it to internal

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix cookie srgb (#297)

* Fixed srgb flag not updating the cookie atlas

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix flickering lighting in the scene and game view when lookdev is open. (#290)

* Fixed flickering of the game/scene view when lookdev is running.

* Update changelog.

* Added a function to reset the reference size of RTHandle systems. (#299)

* Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems.

* Update changelog

* Fix issue with ambient probe not being correct with OnEnable/OnDemand probes (#291)

* render until ambient probe is ready

* changelog

* remove comment

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix Motion Vectors written by transparent when rendering with MSAA (#315)

* Add resolve if needed of transparent movec

* rename

* rendergraph

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/reflection probe scale perf (#252)

* Use IEnumerable as interface for HDProbeSystem

* Added a perf test for probe registration

* Use HashSet instead of List to store HDProbes

* Updated planar reflection to use a HashSet

* Updated changelog

* Fix invalid length check

* Fixed build of planar probe array

* Fixed GC alloc issue

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* [9.x.x] Axf measurements into tilings (#289)

* AxF: Add support for physical material measurements import into tiling values (new importer feature) per texture resource. Also add offset support.
On the importer side, an assumption of a unit of tangent space embedded in world space being 1 meter is used. For easier adjustments, all values are relative to a "Main Tiling" for the material.
This removes old materialU/V tiling and flakes tiling (AxF is still in preview though).
Update test scene to move old tiling property values into new properties so results don't change.
Update documentation.

* AxF measurements into tilings: Add changelog entry.

* AxF tilings - Fix typo that could set wrong specular lobe and coat normal tilings.

* Update the AlphaToMask test for AxF.

* Update all other editor and player platform references to match.

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* fix 9402screenshots on vulkan

* Update HDRP graphic test framework with Test Broken / TestFilter script (#393)

* Update hdrp testing framework

* Update hdrp testing framework 2

* Update TestFilterGenerator.cs

* revert change on shader graph

* Hd/add layer modification on generated emissive mesh for area light (#364)

* Add Layer modification of EmissiveMesh generated by area light

Add Layer handling on Generated Emissive Mesh

* Update CHANGELOG.md

* Add "same as Light" hability for layer and make it default

* Add destruction on move in hierarchy and retrieve existing to secure the NotEditable

* Add sync on Static too

* Also the copy the static drop down

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Disable async compute for D3D12 [Hold] (#301)

* disable async on d3d12

* Change doc

* Hd/fix nullref while removing decal component (#416)

* fix nullref on DecalComponent removed from contextual menu

* Update CHANGELOG.md

* Added a flow map parameter to HDRI Sky (#44)

* Added uv distorsion for HDRISky cubemap

* Editable flow strength

* Better parameter name. Smooth flow on cube edges

* Added a graphic test. Updated Changelog

* Updated documentation

* Added screenshots

* Wait frames for test

* Wait more

* Update screenshots again...

* Static test

* Static screenshots

* use multi_compile

* Renamed all parameters

* Procedural distortion

* Update doc

* Set all keywords

* Revert to old behaviour

* doc

* update test

* remove useless variable

* doc

* Fix lat long and procedural flow

* replace trig functions. Correct wind dir

* Dropdown and upper hemisphere fix

* Updated doc

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix issue with Uber Post process shader when alpha is enabled (#422)

* Fix issue with alpha being over 1 hence, leading to the final color being boosted due to alpha handling

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* replace fbx by the one from URP with no import errors (#427)

* Fix the bug (#430)

* Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color (#418)

* Saturate vertex color to avoid negative values.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Renamed variables (#436)

* Fix issue with the resolve of motion vectors (#421)

* Hd/fix targets used in ongui in decalcomponent (#413)

* Fix Reset not resetting to default

* Delay MaterialEditor recreation to when possible

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Implemented ray traced reflections for transparent objects. (#47)

* Implementation of ray traced reflections for transparent objects

* fix issue with ShowPrePassAndPostPass

* Change label for transparent SSR + change default value to false

* fix material not setup properly

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fix custom pass graphic tests (#359)

* FIxed fullscreen custom pass test and re-enabled draw-renderers custom pass test

* Replaced canvas by a quad (more stable for graphic test)

* disable vulkan test as it is failing, need investigation

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Save scene-view camera settings in Editor prefs (#440)

* Sceneview camera settings are now saved in Editor prefs

* cosmetic changes

* add comment

* Small refactor to allow easily adding more prefs in the future

* fix comment

* fix comment 2

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix issue when switching back to custom sensor type in physical camera (#417)

* Fix issue when switching back to custom sensor type in physical camera

* make if comparison more explicit

* make if comparison more safe

* Per-camera history for the custom settings using a static dictionary

* Use ConditionalWeakTable instead of a Dictionary to avoid keeping alive deleted cameras

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix a null ref exception when running playmode tests  (#360)

* fix a null ref exception when running playmode tests with the render pipeline debug window opened

* use empty array

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed some gcalloc in the debug window (#445)

* Fixed some GCAlloc in the debug window

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Update reference screenshot dx12

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) (#443)

* Fixed shader graphs not casting semi-transparent and color shadows (case 1242617)

* Fix an issue with thin refraction SG and updating screenshots

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Create Shaders.meta

* Hdrp/small ui update (#423)

* 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.

* Update changelog.

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* update settings for DXR

* Update SetToCameraNearPlane.cs

* Add an option to disable shadow bias

* Don't query cull results if we don't have them (#449)

* test with a guard

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Update screenshot (#463)

* Disable test HDRP_GraphicTestRunner.8105_BlendStates_b on DX12

* Update TestCaseFilters.asset

* Revert "Disable async compute for D3D12 [Hold] (#301)" (#469)

This reverts commit dc35b61d1d19ad1b363b8fbb582a076014e84b16.

* Revert "Add an option to disable shadow bias"

This reverts commit 2dfeab269baab914fd541f8fa358463d38334f6c.

* PBR Sky renderer now shares its internal precomputation table between different instances. (#250)

* PBR Sky renderer now shares its internal precomputation table between different instances.

* Update changelog

* Doc update

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Makes sure quaternion is normalized and valid before converting to ma… (#331)

* Makes sure quaternion is normalized and valid before converting to matrix.

* Updated Changelo.

* Revert "Updated Changelo."

This reverts commit 60e65b50f3ab7fc241556e1c8f46b680defe36e2.

* Update CHANGELOG.md

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* New tooltip for camera background and fixed exposure when switching the background mode. (#415)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix issue causing not all baked reflection probes to be deleted  (#441)

* Clear the queue once filled up and push elements that failed to be pushed.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed asset preview being rendered white because of static lighting sky. (#462)

* 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.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed null reference exception in LookDev when setting the SRP to None (#447)

* Fixed null reference exception in LookDev when setting the SRP to None

* Review feedback

* Review feedback 2

* Fix show cookie atlas debug mode (#475)

* Fix the show cookie atlas debug mode not displaying correctly

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Enable DXR playmode test (#472)

* Update upm-ci-hdrp_dxr.yml

* add hdrp dxr playmode test to all hdrp ci

* Update upm-ci-hdrp.yml

* Update upm-ci-hdrp.yml

* change planar atlas size to 1024

* Update upm-ci-hdrp.yml

* Update 802_SubSurfaceScatteringForward.png

* update scene

* update 5001 lighting

* fix exposure for 5001 path tracing test

* update player screenshots

* disable 5001 path tracing as it fail on yamato

* Fix few multi-editing issues with Emission UI (#473)

* Working but not nice

* Remove unecessary cruft

* tiny changes

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Re-enable cubemap thumbnail gen only for d3d11 (#487)

* re-enable thumbnail gen only for d3d11

* Update changelog

* try enable metal

* Update changelog and comment

* Check reflection probe null pointer before use. (case 1244047) (#456)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* 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

* Hd/fix undo environmentlibrary lookdev (#490)

* fix undo redo for environment library

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix vulkan test

* SSGI Implementation (#95)

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Change Sky in 5001 PT Test to HDRI Sky + update image (#502)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Update 802_SubSurfaceScatteringForward.unity

* fix vulkan warring and wrong meta

* Update upm-ci-hdrp.yml

* Fix merge issue with Test filter

* Use path relative to package for depth of field  (#523)

* Use absolute paths for dof include

* changelog

* Fix Light overlap (#444)

* Added the light overlap volume code

* Updated changelog

* Made outline thinner and removed the semi-transparent color of the light shape in light overlap debug mode

* Fixed documentation

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed API breakage. (#524)

* [Docs] Add missing documentation for Accumulation, AOVs, path-traced DoF (#532)

* AOV documentation

* minor change in the comments

* Accumulation documentation

* minor improvements

* Rewrite the AOV script. Now it is stand-alone.

* Typo

* Add path traced DoF documentation

* Reviewed AOV doc

* Reviewed accumulation doc

* Reviewed path-traced dof doc

* Add missing OnDestroy in example script

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Restore some XR HDRP tests (#382)

* restored XR tests

* revert and split changes for temporal effects in another branch

* fix XR tests using volumetrics

* 8103 is still acting randomly

* try to set timeout to 30s to confirm it's working

* set timeout to 5 min per test for HDRP instead of default 3 min

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix taaFrameIndex and restore TAA tests for XR (#534)

* fix taaFrameIndex and temporal effects with the test suite

* increase waitFrames to 64 on the TemporalAA test scenes and enable XR compatibilty

* update ref images

* set waitFrames for HDRP runtime test scene

* reset camera before waiting

* update reference images from Yamato

* revert change to 001-HDTemplate

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255) (#488)

* Fixed the sub surface mask not being taken into account when computing ray traced sub surface scattering (1247255)

* Add missing inverse exposure multiplier

* Add support for batchmode (#542)

* Update 9301_MotionVectorsOff-Forward-Dynamic.png

* Fix custom pass prefabs (#419)

* Fix custom pass integration with prefabs

* Updated changelog

* Fixed prefab highlight not updated when adding/removing custom passes

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Correctly dealloc/realloc resources when switching RenderGraph on and off. (#328)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* Reverted volumetric lighting changes and now render graph version uses the shared textures.

* Clone in the Asset folder when the original volume profile is in a re… (#508)

* Clone in the Asset folder when the original volume profile is in a read only package. (case 1154961)

* Added changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Adding code for history rejection for SSGI and adding a disabled test that should be used (test framework doesn't support) (#529)

* Custom Pass API (part 1) (#155)

* Begin to write the new custom pass API

* Begin to add custom pass utils shader

* Begin to add custom pass API test scenes

* Fixes for the Gaussian blur of the custom pass API

* Fix blur release

* Added custom pass copy test and fixed blur

* Added more custom pass documentation

* Added custom pass API graphic test reference image

* Added more obsolete things

* fix function visibility

* Updated changelog

* Added custom pass API test scene

* Fixed custom pass API doc

* Moved obsolete execute function into the new one

* Updated custom clear pass to use the new API

* Updated custom pass API test reference image

* update reference screenshots

* Fixed various scale issues in the blur custom pass API and updated reference screenshot

* Disable custom pass API test because it's unstable

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Implement Constant Buffers for HDRP (part 3) (#98)

* Fixed execution error without raytracing

* Prepare Prepass refacto

* Another round of preparation

* Renamed XRPassScope to XRSinglePassScope

* RenderAfterPostProcess is now static

* Add AfterPostProcess to RenderGraph (WIP)

* AfterPostProcess implementation

* Fixed wrong RTHandle allocation

* Fixed light layers texture binding during deferred lighting pass

* Implemented Post Process Final Pass with RenderGraph

* Post merge fixes

* Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

* Fixed alpha in post processes

* Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

* Fixed decal normal patch pass

* Fixed stencil resolve render pass

* Fixed RenderDBuffer render pass function capturing variables.

* Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

* Various fixes of things that diverged compared to regular path.

* Unified renderer list and texture invalid handle error.

* Revert wrong change

* Added constant buffer hlsl generation

* Changed UnityGlobal constant buffers to ShaderVariablesGlobals and generate it from C#

* post merge fix

* Removed useless comment.

* Missing doc

* Started moving cmd.SetGlobalXXX to update the global CB (WIP)

* Implemented Volumetrics global CB and various fixes.

* Implemented shadow global CB update.

* Finished up Global Constant Buffer setup

* Fix null ref

* Fixed global constant buffer alignment issues.

* Fixed shadows and SSS

* Small ConstantBuffer API refacto

* Small fix

* Volumetric Constant Buffer implementation + Fix

* Fix ambient occlusion

* Removed redundant SetGlobalXXX

* Light list build global CB implementation

* Fixed path tracing frame index constant

* Fixed ao constant w/ raytracing

* Better path tracing fix.

* Refactored CB API to comply with Render Graph specificities

* Update test screenshot

* Fixed constant buffer generation to use macros.

* Implemented XR global constant buffer.

* Removed useless global constant

* Fixed XR global constant name

* Converted SSR to constant buffer.

* Converted AO to constant buffers.

* Fixed warning

* Removed some useless SetGlobalXXX in Light Cookie Manager

* Converted debug display to use constant buffer.

* Fixed color/depth pyramid debug

* Cleanup

* Implemented constant buffer for PBR sky global variables.

* Warning fix

* Small fix

* Cleanup of global setup happening before rendering (render graph path or not).

* Post merge fix

* Added global constant buffer hlsl generation.

* Post merge fix

* Converted raytracing lightloop variables to constant buffer.

* Converted RayTracing global variables to constant buffer.

* Removed obsolete comment

* Post merge fix

* Post merge fix

* Post merge fix 2

* Double inclusion fix.

* Fixed CB visibility

* Fixed compilation after the merge

* Indentation fix

* Removed temporary comments.

* Moved some constants around.

* Post merge fix + Port ProbeVolume global variables to constant buffers.

* Fixed deallocation of constant buffers

* Properly release Volumetric constant buffers.

* Another update to CB API

* Updated documentation.

* Missing generated file

* Post merge fix

* Fixed various issues with light probe volumes.

* Fixed light list build parameters and a nullref exception when probe volumes aren't enable and there are volumes in the scene.

* Final fix for probe volumes

* Fixed a warning in shader compilation

* Changes from review feedback

* Compilation fix.

* Post merge fix

* Removed useless constant

* Crash fix

* Post merge fix

* Update 501_RecursiveRendering.png

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Hd/fix wizard defaultvolumeprofile creation (#565)

* Fix Wizard check on default volume profile

* Update CHANGELOG.md

* Small TAA Anti-flicker changes (#555)

* tweaks

* Change default so that is just high quality.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix central depth sampling in TAA (#564)

* Fix sampling of central depth

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Render Graph Async Compute (#552)

* Handle deallocation/reallocation of resources when switching rendergraph on/off (WIP)

* AO and Post Processes.

* Prefixed all history buffers with camera name for readability in the memory profiler.

* LIght volume debug and Volumetric  (WIP)

* Fixed volumetric

* Fixed deallocation of SSS buffers

* Review feedback fixes.

* Init order fix for post process

* WIP: refactoring of render graph compilation and resource allocation to prepare for async dependencies.

* Implementation of async resource synchronization.

* Fixed synchronization (only partial fix)

* Added default profiling sampler for render graph passes not providing one.

* Async WIP

* Fixed async synchronization by extending lifetime of resources freed during async pass to the first graphics task that wait for async.

* Post merge fix

* Cleanup

* Removed comment.

* Disabled async contact shadows again.

* Small cleanup

* Change exposure compensation in the default volume profile to 0. (#388)

* Change profile (And add missing setting)

* changelog

* Upgrade guide

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Histogram guided auto-exposure + debug modes (#372)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* review fixups

* Review feedback

* Bad merge fixup

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Refactor shadow caching system (#554)

* Very debuggy code just start nothing functional or usable yet.

* remove old cached stuff (not finished, need switch branch)

* revert wrongful commit

* A bit of restructuring

* A good point as any to sync up

* sync

* Move from old repo...

* fix regression

* Handle case in which shadow doesn't fit

* leftover not committed

* Fix some issues with culling of point lights from the

* preliminary support for cascaded shadows

* Fix some issue with the directional

* Subshadow update

* Add some guards, some debug and the new C++ api for infinite bounds

* Some UI for the resolution

* Fix merge issues

* Update debug cs.hlsl

* Render graph stuff and some leftover removal

* micro cleanup

* Fix behaviour when defragging and excess lights are there

* Public API

* Remove dbg names

* Bug on debug view of area atlas

* Missing field on new PCSS signature for directional

* More public API

* Refresh cached shadows on resolution changes.

* merge conflicts patchup

* Fix missing shadows on normal shadows

* Small cleanup and turning positive the doesn'tHavePlacement

* Fix case on switching light type and issue with non-rectangle area lights

* tentative fix for error on build

* Debug logging

* update naming of debug

* Fix issue with double inclusion

* DOCS

* upgrade guide

* post merge fixups

* leftover comment

* changelog

* Doc changes in upgrade guide

* have print debug info only in editor

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* update reference screenshots

* VFX test: Replace auto exposure by fix exposure in ParticleRibbonTest

* Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset (#584)

* remove useless code for cookie

* Hdrp/fix camera switcher (#591)

* Fixed a wrong condition in camera switcher, potentially causing out of bound exceptions.

* update changelog.

* fix issue that prevents PS4 from building (#596)

* Removed experimental namespace for ray tracing code. (#612)

* Hdrp/multi view pt (#518)

* Multiview (scene + game) path tracing accumulation.

* Cosmetic.

* Modifications to address comments in PR.

* Updated PT fog test.

* Updated Changelog.

* Fixed issue with unlit shader graphs in path-traced mode.

* Update CHANGELOG.md

* Update HDUnlitSubTarget.cs

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fix Look Dev default profile not updating correctly (#630)

* Fixed an issue where editing the lookdev default profile would not reflect directly in the lookdev window.

* Update changelog

* Fix Unlit.template in shadergraph (#637)

* Remove unused unlitpass.template

* Update Lit.hlsl

* re-add unlit pass

* Fixed a bug where the light list is not cleared but still used when resizing the RT (case 1250630) (#609)

* - Fixed a bug where the light list is not cleared but still used when resizing the RT.

* add changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Histogram view improvements (#589)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* review fixups

* print exposure values in debug view

* commit but it is nothing, need to switch branch

* Add option to center histogram around exposure (fixed tonemap curve)

* change color of text

* fixup debug display merge issue

* fixup merge issues

* fixup issue with tonemap curve

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Update 9702_CustomPass_API.png.meta

* Fix warning (#663)

* add shader macros for XR single-pass (#687)

* Adding 2 SG Pathtracer test scenes (#624)

* New unlit pt scene

* Add scene for PT Lit

* Removing collider from the meshes

* Renaming

* Adding screenshots for PT scenes

* Changing threshold for SSS deferred tests for stability

* updating screenshot after staging being merged

* Slightly increasing threshold for 5007 and 902 unlit scenes

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Render Graph Unit Tests (#607)

* Render Graph Unit test WIP

Fixed pruning of passes with no output.

* Render Graph tests WIP

* Increase max limit in UX of lights (#702)

* Raise the max for lights

* Update CHANGELOG.md

* Fix null reference in volume debug menu (#705)

* Update reference image for "502_RecursiveRenderingDisabled" (#704)

* Update screenshot for  502 recursive rendering disabled test scene

* upgrade shader material

* Fix transparent movec scene view (#698)

* Disable transparent movec when object motion vectors are disabled

* changelog

* Port (#599)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Custom Pass API part 2 (#227)

* Begin to write the new custom pass API

* Begin to add custom pass utils shader

* Begin to add custom pass API test scenes

* Fixes for the Gaussian blur of the custom pass API

* Fix blur release

* Added custom pass copy test and fixed blur

* Added more custom pass documentation

* Added custom pass API graphic test reference image

* Added more obsolete things

* fix function visibility

* Added the API to override camera rendering

* Updated changelog

* Updated changelog

* Fixed compilation issue

* Added custom pass API test scene

* Begin to add custom pass override test

* Factorized protection function

* Update custom pass test scene

* Fixed custom pass API doc

* Begin to add camera override tests

* Fixed camera override in scene view

* Finished RenderFrom API fucntions

* Fixed XR disable class

* Added isPersistant bool in HDCamera and allocateHistoryBuffers param in Update

* Fix MSAA for before pre refraction and added errors for fullscreen MSAA operations

* Finished to fix the RenderFrom* functions

* Moved obsolete execute function into the new one

* Update reference images

* Added all the API doc

* Updated changelog

* revert mats

* Updated custom clear pass to use the new API

* Fixed depth buffer random read/write error

* Disable custom pass blur test part

* Revert camera pixel rect changes

* Rename multi-pass to single pass

* Disable custom pass test on vulkan and XR

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fix line that got lost in merge (#729)

* Porting console fixes to staging (#699)

* Path tracer: added support for transparency on the Unlit shader. (#717)

* Added support for transparency in Unlit.

* Updated Changelog.

* Update capture for 5007_PathTracing Unlit

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* HDRP Compositor related fixes (#730)

* Fixes for the compositor test

* Enable the compoositor test in build settings

* Avoid gc alloc, hide internal components from vomume menu

* Vulkan and DX12 screens, adjust compositor UI refresh

* Fixed a vulkan and metal warning in the SSGI compute shader. (#715)

* - Fixed a vulkan and metal warning in the SSGI compute shader.

* - Fixed an exception due to the color pyramid not allocated when SSGI is enabled.
- Fixed an issue with the first depth history mip was incorrectly copied.

* Fix path traced DoF focusing issue (#732)

* Remove mip padding from PlanarReflectionProbeCache.cs

* Disable 9702 test nor working + 9041 XR (instable)

* Hdrp/pt pass no bsdf data (#710)

* Removed direct use of BSDFData in path tracing pass.

* Updated changelog.

* Fixed float3 typo...

* fix metal 9800 reference screnshots

* update meta file and testcasefilter

* Pre warm RT Handle system so that reallocations are reduced.  (#713)

* Pre warm rt handle system and initialize to screen width/height

* changelog

* not all was pushed

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Various fixes for Graphics tests with Render Graph (#725)

* WIP for enabling valid graphics tests with Render Graph.

Fixed a lot of gcalloc.

* Fixed more GCAlloc and added an option for a test to not be run if render graph is enabled.

* First batch of disabled tests.

* Fixed decal rendering

* Implemented ColorGrading and Uber Post (fixes a lot of small diff due to Color Grading not being 100% neutral)

* Revert "First batch of disabled tests."

This reverts commit 505924b6967041787c0698b4ede1d158686f990e.

* Temp "texture not bound" error fix until bloom is implemented.

* Fixed an error when using a stale invalid renderer list handle.

Reduced error message spam when encountering an execution error.

* Add some debug info to compiled passes and removed wrong refCount++ on passes.

* Added possibility to disallow pass pruning

Fixed a number of pass pruning issues.

* Small fixes

* temporarily removed pruning of passes without product

* Fixed HDRP asset for test 5009

* Implement alpha copy for post processes

* Small render graph error fix for motion vector pass.

* Disabled for render graph tests that are currently broken.

* Updated yamato with new render graph configurations

* Fixed lens distortion

* Reenabled 4021

* Revert "Reenabled 4021"

This reverts commit 76a7c003456f40c5e84dd454a9c291b2b57ade64.

* Revert "Updated yamato with new render graph configurations"

This reverts commit 7b8acc08944df4b11244ee97a1877cee91d55be9.

* Revert "Disabled for render graph tests that are currently broken."

This reverts commit 84467f6956c1f14d0d0d302bdf6f8d220c5f9026.

* Reverted HDRP test framework files (will go to another PR)

* Revert "Fixed HDRP asset for test 5009"

This reverts commit 95952b08e785daef2bbf7788849c5f661b9eb1fc.

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Various fix and improvements for ray traced effects (#597)

* Adding a minimal lit used for RTGI in peformance mode
Dispatch binned rays in 1D instead of 2D
Fix an issue with the half resolution Mode for RTGI
Only read the geometric attributes that are required using the share pass info and shader graph defines
Fix an issue with the color intensity of emissive for performance rtgi

* Correct bug with shadow history rejection

* reduce the exponential accumulation value a bit

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Procedural metering mask that follows target (#723)

* some very incomplete stuff...

* sync point, rough working version

* Mostly working for now, moving onto debug vis and maybe revisit.

* Commit as I need branch switching - Start debug modes

* Add a bunch of debug mode and start of histogram

* Delimiters indicator with bars

* Add another option for percentile exttremes

* fix warning

* Moving debug modes

* Label bar separate (invisible otherwise)

* Push change to bar indicator

* remove fancy background of histogram frame

* start of procedural mask

* Small triangle instead of indicator bars

* Target exposure indicator

* add some margin

* Add an X at center

* Metering PiP

* Draw tonemap curve and use tonemapped texture for view

* Share some code

* Curve remapping for histogram and fix some warning

* Some comments fixup

* Simple comment changes

* Revert debug symbol in shader

* Changelog

* Some basic version of procedural working

* need to switch branch

* Exposure target and threshold.

* fix merge mess

* Fixes

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* - Added presets quality settings for RTAO and RTGI. (#724)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix compilation issue in HDRaytracingIndirectDiffuse

* fix shader warning in exposure

* Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR). (#648)

* - Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR).

* Simplifying the culling override.

* Update 708_ShadowExtendedCulling.png

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Removed reference image for player (unused) in HDRP Test

* Update preview naming (#753)

* Cloud layer volume override (#461)

* Added uv distorsion for HDRISky cubemap

* Editable flow strength

* Better parameter name. Smooth flow on cube edges

* Added a graphic test. Updated Changelog

* Updated documentation

* Added screenshots

* Wait frames for test

* Wait more

* Update screenshots again...

* Static test

* Static screenshots

* use multi_compile

* Renamed all parameters

* Procedural distortion

* Update doc

* Set all keywords

* Revert to old behaviour

* doc

* update test

* remove useless variable

* doc

* CloudLayer HDRI

* CloudLayer Gradient

* CloudLayer Physically Based

* Documentation

* Add clouds to Static Lighting Sky

* Fix spherical conversion

* Fix procedural flow

* Fix lat long and procedural flow

* replace trig functions. Correct wind dir

* sync with hdri flow

* Renamed variables

* Allow full sphere coverage for procedural flowmap

* Added missing doc

* Fix cloud reset and unrelated warnings in hdri sky shader

* Try different blending method

* Fixes + test another blending

* Tint and intensity parameters. Fix static sky used by lightmapper

* Added graphic test. Updated doc

* Updated tests using a disabled static sky

If a sky override is used for static lighting and is disabled in the volume, it is not used anymore

* Update LocalAmbientOcclusionNoisy.asset

* update linux screenshots

* Update CloudLayer.cs

* update OSX screenshots

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Introduce LightLoop output structure (#754)

* Add concept of LightLoop Output

* update upgrade guide

* Update Upgrading-from-2020.1-to-2020.2.md

* update upgrade guide

* Fix lightloop-output (#755)

* Fix rendering when XrMaxViews is different than 2 (#733)

* Use a fixed size for xr related fields in cbuffers

* changelog

* Update local shader config

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Improve transition between LOD for lit and layeredLit tessellation (#517)

* Forest scale for tessellation change

* Forest scale for tessellation change

* Update Upgrading-from-2019.3-to-2020.1.md

* Update Upgrading-from-2019.3-to-2020.1.md

* fix ray tracing with XR single-pass (#769)

* Revert "fix ray tracing with XR single-pass (#769)"

This reverts commit 3e366334444febf450568b47ada2c00e4164ba12.

* reviewed new additions to 2019.3 - 2020.1 and 2020.1 - 2020.2 upgrade guides (#766)

* Probe Volumes: Update SampleBakedGI() API (#759)

* Probe Volumes: Update SampleBakedGI() and supporting internal functions signature in order to evaluate lighting along front and back facing normals at the same time.

* Add some comment

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* Initial implementation for the new planar reflection filtering (#337)

* Initial implementation for the new planar reflection filtering

* Small improvement and "proper" support of oblique projection

* quality improvement to the filtering.

* Update PlanarReflectionFiltering.compute

* review corrections

* Update planar filter for all material (was not replaced) + update screenshots

* Update IBLFilterGGX.cs

* fix shader warning on vulkan

* update references screenshots

* Fixes for the plane normal and number of mips to be computed

* Fix shift that was to the right in the blurred version

* update references screenshots

* fix shader warning

* Some cleanup

* change to fast Atan

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fast memory support (#772)

* temp, gonna revert this, but have to merge staging.

* again, need to switch branch, nothing functional

* ESRAM support

* changelog

* Add guards

* Standard terrain upgrader (#762)

* Add render graph specific pipeline to HDRP tests. (#728)

* Added an option to ignore tests when render graph is enabled.

* Disabled for render graph tests that are currently broken.

* Reenabled 4021

* Updated yamato script to add the RenderGraph pipeline.

* Fixed HDRP asset for test 5009

* Revert unrelated yml files changes due to old configuration (#714)

* Fixed an issue with not unregistering render graph debug.

Disabled test 9401 for render graph after merge conflict.

* Disabled 9800 for render graph

* Revert hdrp asset for 5009

Co-authored-by: Theo Penavaire <theo.penavaire@gmail.com>

* Added CPU and GPU timings for ray tracing effects. (#774)

* Added CPU and GPU timings for ray tracing effects.

* Only displaying the counters if ray tracing is supported on the asset.

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Workaround for GetKernelThreadGroupSizes  returning wrong data (#760)

* Hard code group size

* changelog

* Add comment

* Fixed the distanced based denoising being exposed for area lights (1251558). (#782)

* Fix test project

* Fix an issue with Fast memory code trying to access deleted resources when rendergraph is enabled (#791)

* Fix issue accessing already released targets for rendergraph

* changelog

* Sanitize transparent motion vectors setting (#761)

* Sanitize transparent motion vectors setting

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Revert "Add render graph specific pipeline to HDRP tests. (#728)"

This reverts commit 4bcb4364fdd24a7d3205b46a5ce0ed63fe63cb5e.

* Increased path tracing roughness range. (#763)

* Increased path tracing roughness range.

* Updated failing tests reference images.

* Update Upgrading-from-2020.1-to-2020.2.md (#798)

* Force post process parent setting to be before child settings (#799)

* Force post process parent setting to be before child

* changelog

* Fix exposure white flash when enabling SSGI or SSR (#801)

* Inform post process that history have been nuked

* changelog

* Various fixes related to SSGI and RTGI (#803)

* Added support to combine RTSSS and RTGI
The ray traced indrect diffuse and RTGI were combined wrongly with the rest of the lighting.
Fixed an exception happening when using RTSSS without using RTShadows
Changing the default SSGI radius for the all configurations
Update screenshots for GI scenes

* changelog update

* [Draft] Lighting/probevolumes cleanup (#756)

* Simplify EvaluateProbeVolumes interface and builtin SampleBakedGI code

* Fix clearing of uninitialized GI

* Added ProbeVolumesEncodingMode to ShaderOptions in ShaderConfig to allow users to configure their project to store and sample probe volumes as SH0 terms, SH1 terms, or SH2 terms, for different performance / quality tradeoffs. Data pipeline for this seems to be working now (though only properly verified with SH1 at the moment). Next step is to update sampling / evaluation code to handle SH0, and SH2 variants.

* Probe Volumes: SH0, SH1, and SH2 evaluation based on ShaderConfig fully working now. Lots of additional cleanup tasks as well.

* Probe Volumes: Instead of specifying AtlasWidth, AtlasHeight and AtlasDepth for probe volume atlas on HDRenderPipelineAsset, have user simply specify AtlasResolution and use for all axes. Same treatment for AtlasOctahedralDepth.

* Probe Volumes: HDRenderPipelineAsset: Add memory usage information to UI and ensure we never allocate the ProbeVolumeAtlas or OctahedralDepthAtlas to be larger than k_MaxCacheSize

* Probe Volumes: Bugfix for Probe Volume UI: Only display Additive blendmode warning if additive blend support is disabled in ShaderConfig

* Probe Volumes: Bugfix: DataIsAssigned function needed in build as well.

* Probe Volumes: Accumulate SH coefficients, and evaluate SH at normal after accumulation. This allows us to avoid 2x accumulations, 1 for forward normal, and 1 for backward (transmission) normal. Light loop mode is tooled up to do single evaluation. Material Pass mode still accumulates twice, because SampleBakedGI() is called twice. Need to modify SampleBakedGI() signature to take both normals and internally accumulate front and back lighting.

* Probe Volumes: Rename EvaluateProbeVolumes() to AccumulateProbeVolumes() to make it clear that evaluation happens in a following EvaluateProbeVolumeCoefficients() function.

* Probe Volumes: Major cleanup to AccumulateProbeVolumes(), pulling out the majority of the logic into self contained supporting functions.

* Probe Volumes: Add ShaderConfig.s_ProbeVolumesBilaterialFilteringMode and strip out octahedral depth logic and memory allocations when not in use.

* Probe Volumes: Do not allocate or bake octahedral depth data in ProbeVolumeAsset if ShaderConfig does not enable octahedral depth bilateral filtering.

* Probe Volumes: Always allocate and pass octahedralDepth array into GetAdditionalBakedProbes() because the API call without the octahedralDepth argument has been flagged as obsolete. In the future, we should remove this unnecessary allocation.

* Probe Volumes: Explicit ProbeVolumeAccumulateSphericalHarmonicsL0, L1, and L2 variants exist so we can choose to sample any order we want in any atlas configuration. i.e: sample L0 for vfx with L2 atlas. Upsampling is lossy, but supported, i.e: sample L2 in L0 atlas. Atlas coefficient layout was changed to accomodate this, and ProbeVolumeAccumulate function was moved to its own include so that each order variant can be generated with the preprocessor.

* Probe Volumes: Add simple method for configuring what order of SH Probe Volumes is sampled at per shader (via a define before include).

* Probe Volumes: Fix to ProbeVolumeUI string names

* Probe Volumes: Move LightLoop::CreateBoxVolumeDataAndBound out parameters to end of args to match HDRP convention.

* Probe Volumes: Remove redundant include from DebugDisplayProbeVolume.shader

* Probe Volumes: Only support SH1 and SH2 atlas (SH0 was not needed). Change / cleanup payload data layout. Now SH0 and SH1 terms are stored in one float array, and SH2 quadratic terms are stored in seperate float array. This allows us to always bake and serialize SH2, but conditionally upload only SH0 and SH1 terms if user only requests SH1 atlas. This will also make it easier for SH2 terms to be stripped from the build in the future.

* Probe Volumes: Wrap supporting accumulation, evaluation, and fallback function calls into ProbeVolumeEvaluateSphericalHarmonics() function to hide static branches around SH order from LightLoop and SampleBakedGI.

* Probe Volumes: Update SampleBakedGI() API (#759)

* Probe Volumes: Update SampleBakedGI() and supporting internal functions signature in order to evaluate lighting along front and back facing normals at the same time.

* Add some comment

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* Probe Volumes: Fix DebugViewTiles shader after updates to ProbeVolumeGetCountAndStart()

* Probe Volumes: Set ShaderConfig evaluation mode to be disabled by default.

* Probe Volumes: Update EvaluateOctahedralDepth function name to match surrounding code convention.

* Probe Volumes: Fix up ShaderVariablesGlobal after naming conflict from pulling in lastest.

Co-authored-by: Tobias Alexander Franke <tobias@unity3d.com>
Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* update DXR Test project

* Fix transparent/opaque motion vector inconsistencies by allowing camera-only transparent motion vectors (#788)

* Allow camera only transparent motion vectors

* Changelog

* revert old way of doing it.

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Made VT settings classes internal rather than private/public (#805)

Co-authored-by: Nico Leyman <Nicolas@GraphineSoftware.com>

* update test filter

* fix shad variables globals after merge

* Update ShaderVariablesGlobal.cs.hlsl

* Update LightingDebug.cs.hlsl

* Fix reflection probe framesettings override (#796)

* Fix reflection probe framsettings override

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix artifacts in volumetric lighting near opaque geometry (#493)

* Add view bias to volumetrics

* Implement geometry-distance-aware volume rendering

* Comment

* Fix the flickering issue

* Clean

* Fix

* Changelog

* Implement lookup bias for volumetrics

* Update CHANGELOG.md

* update test filter

* fix refernce screenshots

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed WRITE_NORMAL_BUFFER macro redefinition and generated interpolators in ShadowCaster and META pass (#816)

* update reference screenshots

* Hdrp/fix/cookie area light update (#828)

* Fixed area light cookie not used when a spot cookie is assigned

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix issue with dynamic resolution and CAS + issue with dynamic resolution updating while not in playmode  (#827)

* Make sure update of dynamic res happens only in game view and not when playing.

* changelog

* Allow forced res to still be valid while not playing

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed logic of test on presence of HDRP asset that would wrongly trigger (#824)

a warning message when not in batch mode.

* Fix raytracing keyword & static render state leak (#829)

* Fix raytracing keyword value

* Fix static render state being modified and causing side effects

* Fix issue with blocky artifacts when decals affecting metallic are applied on specular color workflow (#823)

* specular color needs to be weighted back with the blend factor.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Update HDShaderPasses.cs

* Add custom post process before TAA injection point (#817)

* Added custom post process before TAA injection point

* Updated custom pp graphic test

* Added before TAA post process in HDRP default settings

* Re-enabling the bloom test (#809)

* Re-enabling the bloom test

* Moving the test at the proper position

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fix depth pyramid issues with dynamic resolution (#806)

* Recompute the mip info before generating the mipchain

* changelog

* avoid compute mipchain if not needed

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix decal being duplicated in prefab isolation mode. (#789)

* Fixed decals being duplicated in prefab isolation mode.

* Update changelog.

* Fix decals in the player.

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue where rendering preview with MSAA might generate render graph errors. (#800)

* Fixed an issue where rendering preview with MSAA might generate render graph errors.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix compile issue on PS4 for PlanarReflectionFiltering.compute (#830)

* Fix compile issue for PS4.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix compilation issue

* IES Light Support (Point, Spot & Rectangular Lights) (#459)

* IES Importe & Generate 2D/Cube/Equirectangular Textues

* Enable PreviewGUI for IES Light, Split Core & HDRP

* IES Point sampling enable Octahedral

* missing file

* spaces

* for test

* Cut of push Yamato generation

* Wrong merge: Missing file

* Missing file

* wip

* Octahedral Tilling

* Cleaner & introduce IESObject

* missing dead code

* Allow only Power of 2 textures, update when resize

* Clean code, + change log + Area Light

* remove useless code

* minor update

* Merge

* Cleanup

* Remove useless log

* Unify code + cleanup

* Update documentation

* Disable IES for Directionnal Lights

* Fix when we update the spot angle baked

* Update documentation & rename UI

* com

* Fix error for Area/Rectangular lights

* Minor typo + move internal (WIP)

* minor

* minor

* fix Pyramid + Box light & Add support of IES for them

* Unreachable code fix

* fix HDRPTest for Box lights

* Add missing public doc

* Last missing doc issues - fix

* Remove all CGAlloc; Remove IES + Cookie for emissive mesh of area light(+Update doc)

* Remove useless code, typo

* Update versions in manifests (#647)

* update manifests

* Update manifest.json

* update hdrp runtime [skip ci]

* update testing packages [skip ci]

* remove unused references

* Update reference to support octahedral for animated texture

* Update GI Support (HDRP Test valid)

* Update image reference

* Add migration message for Cookies

* Fix message

* Typo in light-component.md

* Forgot an "and"

* Typo in display emissive mesh property

* Update documentation to clarify the case for light baking + IES cases

* Switch from slider to ComboBox for IES Resolution

* Rewording sentence on cookie/ies baking tooltip

* Used same sentence from elsewhere for coherence

* Fix compilation issue after merge

* Update Vulkan reference images

* Update OSX Metal reference image for CubeCookie

* Formating, type & convention

* Formating & code convention

* Fix warning message

* Update upgrading 2020.1 to 2020.2 doc

* Update light loop for fetching

* Update Upgrading-from-2020.1-to-2020.2.md

* Update Upgrading-from-2020.1-to-2020.2.md

* Update LightCookieManager.cs

* Update HDRenderPipelineAsset.Migration.cs

* Fix DXR Text

* Fix Yamato XR

* update reference screenshots

* update reference screenshots

* fix for Yamato OSXEditor/Metal

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>
Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>

* Revert "Re-enabling the bloom test (#809)"

This reverts commit cc9a6498c9213174f27b14d5aa5f081667346d99.

* Update reference screenshots for IES

* fix shader warning in DepthTAA.shader

* Update 2313_Shadow_Mask_Spotlight_Shapes.unity

* Update VFX reference screenshots

* Update 4060_CustomPostProcess.unity

* Update HDSRP_ Test reference screenshots

* Update TestCaseFilters.asset

* Adding missing references image for HDRP 4038 (#856)

* Adding Linux Vulkan, OSX Metal, Win D12, Win Vulkan ref image for 4038 bloom

* Win D11

* Fix message for metal and ao (#859)

* Add texture import preset to automatically apply to "ActualImages" (#861)

* Fix issue with the blue line of prefab modifications for Volume mode (#860)

* Fix blueline in prefab mode

* changelog

* Fixing the internsity being applied to RTAO too early leading to unexpected results (1254626). (#825)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* add color clear pass while rendering XR occlusion mesh to avoid leaks (#688)

* Recompute FOV when generating PixelCoord To WorldSpace View Direction Matrix (#865)

* test manual fov computation

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/fix/shader stack normals (#852)

* Fixed normal space in templates

* Fix nullref in material inspector

* Updated changelog

* Added iris and coat normal spaces

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* [10.x.x] Axf: add normal gradients and all mapping modes (uv, planar, triplanar) (#583)

* AxF: Add support for surface gradients and uv0 to uv3, planar ZY, XZ, XY and triplanar mapping modes.

* AxF: Internally, add extended texture sampling options in macros, screen gradients caching and their usage in flakes (better than calculate LOD intrinsic when anisotropic filtering is enabled)

* AxF: Sample only 2 channels of the normal maps.

* AxF: Update test reference (minute differences were already present before these updates)

* AxF: Remove test code.

* AxF: Update documentation and changelog.

* AxF: Add some comments for the alternate sampling path for flakes, and remove a bit of deadwood.

* AxF: Add a documentation note about UV1 set.

* AxF: Update minute differences in WindowsEditor Vulkan test result.

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fixed blend distance editing (1248931) (#838)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [10.x.x] Axf fix shininess exp to roughness, ssr transparent and alpha test (#587)

* AxF: Add support for surface gradients and uv0 to uv3, planar ZY, XZ, XY and triplanar mapping modes.

* AxF: Internally, add extended texture sampling options in macros, screen gradients caching and their usage in flakes (better than calculate LOD intrinsic when anisotropic filtering is enabled)

* AxF: Sample only 2 channels of the normal maps.

* AxF: Update test reference (minute differences were already present before these updates)

* AxF: Remove test code.

* AxF: Update documentation and changelog.

* AxF: Fix Blinn-Phong roughness/exponents handling. Move alpha test earlier.

* AxF: Add ssr transparent enable, mainly so that changing surface type to transparent doesn't crash the generic surface option block because of the missing receives ssr transparent property.

* fix merge issue

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Upgrade default legacy terrain to HDRP default TerrainLit (#883)

* Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change. (#841)

* Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change.

* Update changelog

* Fixed issue when using Custom

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Updated asmdefs according to the new doc (#886)

Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
Co-authored-by: Evgenii <evgenii@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: pastasfuture <pastasfuture@gmail.com>
Co-authored-by: Theo Penavaire <theo.penavaire@gmail.com>
Co-authored-by: Tobias Alexander Franke <tobias@unity3d.com>
Co-authored-by: NicoLeyman <49522355+NicoLeyman@users.noreply.github.com>
Co-authored-by: Nico Leyman <Nicolas@GraphineSoftware.com>
Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>
Co-authored-by: RemyUnity <32760367+RemyUnity@users.noreply.github.com>
PaulDemeulenaere pushed a commit that referenced this pull request Sep 11, 2020
* World to Viewport Point & Viewport to World Point operators + Test

First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator.
Includes a test scene for these 2 operators.

* Update CHANGELOG.md

Update Changelog

* Added documentation md files.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
sebastienlagarde pushed a commit that referenced this pull request Oct 5, 2020
* property attributes not serialized (#253)

* Initial tests

* Fix typo

* Change the VFXPropertyAttribute class

* Use VFXPropertyAttributes in VFXProperty

* Refactor interface

* Remove old VFXPropertyAttribute class

* More fixes

* Fix bug in DataAnchorController

* Fix invalid cast typo

* Remove shader warnings (#261)

* Fix shader warnings in test projects

* Update changelog

* Vfx/feature/filter enum (#243)

* Allow filtering enums values in VFXModels.

* Add an explicit GetHashCode() to default NameNType.

* Update CHANGELOG.md

* Update VFXHDRPSubOutput.cs

* fix based on review

* Remove raytracing enumerator filter as it was removed from HDRP enum

* Remove irrelevant render queues from some HDRP outputs (#263)

* Remove AfterPostProcessing render queue for lit outputs

* Remove render queue field from distortion outputs

* Update changelog

* Update HDRP changelog instead of VFX

* Fix issue when converting outputs with invalid render queue

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

* Fixed Flipbook Texture Names

* Update CHANGELOG.md

* Fix exception when creating new category on new visual effect asset.

* Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205)

* Fix to graft : support for flag enum in inspector

* *Update changelog

* Revert "Fix Enum Flag" (#15)

* "Fix Enum Flag" (#16)

This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241.

* Fix for Initial Event field height, (#17)

* Fix for Initial Event field height, that were clipping the bottom of legged letters

* Update CHANGELOG.md

* Vfx/fix colorfield height (#19)

* Fix color field height

* changelog

* Mesh Sampling (revival) (#1)

* Squashed commit of the following:

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935

Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933

Use simpler & explicit definition of propagated flags

* Fix several issue/comment

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765

* Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph

* Fix tooltip issue from @lewisjordan

Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386
Side note : use mode instead of "addressingMode" in PositionMesh as well.

* Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553

* As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777

* Add composition for Position (Mesh) as suggested by @thomasi

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Update experimental disclaimers (#367)

* Updated experimental disclaimers

* Removed link and added description instead.

* [HDRP] MSAA & MotionVector (#12)

* Support WRITE_MSAA_DEPTH Unlit template

* Fix MSAA for lit output

* *Update changelog

* Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH

TODO : Fix Sphere output as well

* Fix typo in ParticlePoint

* Factorize common fragment Lit & unlit for depth alike passes.

* Fix particle hexadreon wrong depth with alpha clip

* Revert "Fix particle hexadreon wrong depth with alpha clip"

This reverts commit b16bd570440087984c2c8c48279bebb088f748e8.

* Allow an object slot to have null as its value (#25)

* Allow an object slot to have null as its value

* changelog

* Vfx/fix/prevent capacity change locked (#24)

* Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode

* changelog

* *Update all vfx (had to do it manually...)

* Restore missing enty in hdrp changelog (bad resolve conflict from me)

* Fix 1233044 - capacity cannot be zero (#21)

* Prevent capacity from being 0

* Fix strip capacity as well

* Vfx/fix/param order (#22)

* Fix for dragged parameters order when there are categories

* changelog

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix minor issue with VFXPreviousPositionBinder.cs (#23)

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/fix/sgoperator create context drag (#28)

* Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot.

* changelog

* Vfx/fix/context no blocks (#27)

* Don't show block windows when context cant have blocks (output mesh )

* changelog

* PropertyBinder : Minor Fixes (#29)

* Fix for binder when null asset & fix for binder while resetting

* Call ClearPropertyBinders while resetting

* Add Update Modes & Time Access (revival) (#4)

* Squashed commit of the following:

commit d77638ba4188bfb03c81130b82cacb2a719f03be
Merge: 49eaeadff7 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 09:46:59 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 14:53:09 2020 +0100

    Update UX for new time access (#260)

    https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280
    See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z

commit 78d5d9938d9896d517efa89662764afd44ef12fc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 16:03:26 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060

commit bc7e715b0e41b55126fdf171b7459b680e3e3824
Merge: 9a82a52bfe ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 14:52:03 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88
Merge: f56986d415 66df0debfc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 09:17:53 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit f56986d4157f140ca84b039d97c8b7064a18214e
Merge: 047820690f 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:25:07 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 047820690fa496bd43d3a60df16dd0932502c7cb
Merge: d6d17dfbbc e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:56:39 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:59:15 2020 +0100

    Squashed commit of the following:

    commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Tue Jan 14 13:37:05 2020 +0100

        Use implicit block for old position backup

    commit e786cf3ade7d7515da4569dde9455881af02f282
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Sun Jan 12 15:05:03 2020 +0100

        WIP : Add option to skip zero delta per update context

commit e864fae742120fbfebabb26b605ddedfd184b02b
Merge: 4eecc0b90b fb12af4c28
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:47:57 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 16:08:07 2020 +0100

    Rename ProcessEveryFrame in ExactFixedTimeStep

commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 16:21:50 2020 +0100

    Fix ManagerMaxDeltaTime (was GameDeltaTime)

commit eaebe2649e93a5083fd62c91ac92185794b908e5
Merge: 98e7dcfcdc 276c02f29a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:42:08 2020 +0100

    Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes

commit 98e7dcfcdceb710c252e4d1a257815a724539e68
Merge: 248004d55a 0737eb535c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:26:54 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 248004d55a7b96c6532cd3c197e175b751d6f3fe
Merge: 2bbadae355 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 9 13:12:50 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 2bbadae355bb3c4a308b8d4e020e96127fa94818
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:07:46 2019 +0100

    Add tooltip to VFXTime.cs

commit 9dc7ea790327b44ffde94bbf783d588e74c50174
Merge: bf48ba84eb 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:29:13 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit bf48ba84ebfd1472d041966ba4be627e3a1ef427
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:26:30 2019 +0100

    *Update changelog.md

commit b5d76d5d5d65584fde771213d9a01adc6dd9b856
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 16:10:19 2019 +0100

    Add operator to enable time accesses

commit 1a2fe7b8dc5072dd49d985f045f276385e08287f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 11:25:52 2019 +0100

    Add built-in expression (but not listed)

commit b0d0e64ee04036adf48f4481bfd22eace649bac3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:37:50 2019 +0100

    Add some header

commit 490a441046a227bb1cc1b98418d0559da17d3771
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:36:57 2019 +0100

    Add tooltip & text content

commit 621c5b2b78545800b2e94921b9314ef860992059
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:09:32 2019 +0100

    *Add custom inspector to edit update flags efficiently

* Fix build (VFXPropertyAttribute.Create isn't needed anymore)

* Fix editor test

* Read Attribute in Spawn Context  (#6)

* Squashed commit of the following:

commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 11:14:14 2020 +0200

    *Update image reference (having issue with standalone, not sure of the result)

commit 275c22de35f08ada783c96c625b12475f0c42337
Merge: 85254f1ec4 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 09:59:48 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 16:21:39 2020 +0100

    *Update image reference due to fix with grapicTest update

commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf
Merge: d8db341bfb 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:51:43 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset

commit d8db341bfbd9257e1a5285d200e3eabe24857b01
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:57:38 2020 +0100

    *Apply Formatting

commit f80441dd6b30ef726d46ae2fe32bcf05d208b760
Merge: b3d858ffe1 01f176355a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:32:49 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7
Merge: 0bce44dc9a 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:18:58 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	.yamato/upm-ci-vfx_lwrp.yml
    #	.yamato/upm-ci-vfxmain.yml
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 0bce44dc9a694bf36b849efb894e999fa9dc959e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:20:03 2020 +0100

    *Fix build

commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df
Merge: 2130ea0ef2 e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 09:47:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 2130ea0ef2186ecdc5692878940d5d6635dca31b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:09:13 2020 +0100

    *Update tooltips (thanks @vlad)

commit f8cdb95f5d2075848e530d997551b69de43f39e0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:01:44 2020 +0100

    Rename SpawnerState in SpawnState

commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 13:54:24 2020 +0100

    Improve ReadAttribute test to cover NewLoop state

commit 2c515bfde823bfbce87df8a1444e19e5c2327e32
Merge: a9efee24ff bff1b74b59
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 16:32:45 2019 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit a9efee24ff84131c53dc2ba93f1985b02217e3d7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:54:25 2019 +0100

    *Update comment

commit 6b17879881555cd72b3af4463fd907423f92ad7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:53:11 2019 +0100

    Throws an exception while detecting unexpected expression flag

commit cbad9212075ec6776cf9d892185dd6ee64f8fab2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:43:33 2019 +0100

    Reorder spawner state operator

commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:35:30 2019 +0100

    Fix issue "Cannot plug in attribute-derived nodes into a spawner block."

commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:58:30 2019 +0100

    *Update changelog

commit 61bd2e5871f23002dd1add024858efdef5e09372
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:46:52 2019 +0100

    Update _CCCC test & Rename Spawner State library name

commit 4942912123d795023aacb0363c8e462a2da29943
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 16:58:17 2019 +0100

    Fix test & clean useless code in VFXExpression.Initialize

commit e6d6c593eb27c612a225340615dabe7692f76a00
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:22:31 2019 +0100

    Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose

commit f00f740b775f67e9378072744513f3ff920f470d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:16:39 2019 +0100

    Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change)

commit b7d8e238dd7e05bf99114a980c8584da7985dcf8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:45:56 2019 +0100

    Clean test data & add reference images

commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:17:51 2019 +0100

    Move graphicTest to common files

commit fa21846e7787fec9068c5a18a33dc568df3f7cc9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 11:53:18 2019 +0100

    Separate cleanly per event attribute expressions

commit 80e5259674a011e864e65f13c77ce06f92f33b7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 08:38:41 2019 +0100

    New test for chaining & read attributes

commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 18:47:20 2019 +0100

    Add read attribute for loop settings (context evaluation)

commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 15:30:56 2019 +0100

    Clean expression patching

commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 11:45:06 2019 +0100

    Clarify compatibility code for spawner order & random implication

commit 0dcf774f623fb93eb7bc19b06407b88669472443
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 18:42:30 2019 +0100

    Add tricky case in test vfx & fix compatibility code

    TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected

commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 16:49:42 2019 +0100

    *Up local test

commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 15:22:03 2019 +0100

    Detect & Compute partial evaluation

commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:16:29 2019 +0100

    Add spawner State Operator & SpawnCount (even if it's actually an attribute)

commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:04:04 2019 +0100

    Add spawner state accessor

commit adb1d6d66172f2d187b577facaf7b2aea4677d13
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 11:24:20 2019 +0100

    Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling

commit d43ad0e1395d0e51f3583ce9627a72006356e117
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 2 16:19:05 2019 +0100

    Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute

commit 8a25b5fbed33569529d30379fce2acd4da7de88d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 29 16:14:32 2019 +0100

    Backup test asset (temporarily)

commit dcb3efaf885dbbdec317f5a42ace9ace336fded9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 16:37:48 2019 +0100

    WIP : experimenting new concept of Read Attribute expression

* Merge with vfx/staging

* Update VFX

* Misc small fixes (#36)

* Fix strips outputs, spawnIndex and default metallic value

* Increase threshold in particle strip unlit test

* Test for Override resetted (#26)

* *WIP* add test

* Actually add a more legit "prefab" test

* Prepare fix later fix of 1206890 : can't change the C++ without updating this test

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20)

* New Test : total time is sum of delta time (#7)

* *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249

* [Fix] Disable reset option (#41)

* Disable reset option

* Add repro case 1251533

* Fix minor issue with PreviousPropertyBinder (bis) (#31)

* Fix minor issue with VFXPreviousPositionBinder.cs

* Fix exception in OnEnable

Note : I didn't try it locally yet.

* Actual fix of VFXPreviousPositionBinder.cs

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix culture issues when generating attributes defines in shaders (#40)

* [PropertyBinder] Move Update to LateUpdate (#38)

* Fix issue with VFXPropertyBinder : we should use late update instead of Update

* *Update 23_ParameterBinder reference image

* Call resyncslots on shadergraph dependent models. (#10)

* Call resyncslots on shadergraph dependent models.

* missing call to checkgraphbeforeimport

* indentation

* fix slot not updated if only the attributes change

* Do the same for models having subgraphs than for models having shadergraphs.

* Fix based on PR review

* Update CHANGELOG.md

* update vfx and settings

* Renable 009_MultiCamera in URP project

* Easy Wins (Small Workflow / Cosmetic fixes) (#37)

* Properties now exposed by default in blackboard

* Dissociated Colors for bool/int/uint

* Added Degrees / Radians conversion subgraphs in samples

* De-nicified attribute name (conserve case) in Set Custom Attribute title

* Changed the default "No Asset" message when opening the visual effect graph window.

* Subgraphs are not in hardcoded categories anymore + Updated Serialization

* Added Documentation for setting Subgraph Menu Categories

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/docs/compatability disclaimer (#43)

* Added compatability disc

* Updated format.

* Save a specific vfx asset and its sugraphs only (#35)

* Save graph asset works

* Update CHANGELOG.md

* Update VisualEffectGraphWindow.md

* Update VisualEffectGraphWindow.md

* Fix for block copy not dirtying the scene.

* Remove some unecessary compilation (not all) (#46)

* New TransformVector4 and GetTextureDimensions operators (#18)

* Vfx/feature/new operators 2 (#266)

* Add TransformVector4 operator

* Remove unused code

* Fix warning

* Refactor dynamic type operator

* Samll fix to previous commit

* Add texture dimensions operator and expressions

* Add tooltips

* Add changelog entry

* Fix merge compilation

* Modify point cache test

* Prevent textures from being constant folded

* Move modified test to correct folder

* Output Event (#5)

* Squashed commit of the following:

commit 449a60793a4c5c91e1913c42632448eb07ebe5de
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:27:48 2020 +0200

    Fix stackoverflow with subgraph (but doesn't fix the internal workflow)

commit caf0df3af5f451f9576c2cc7f328b57a87479f30
Merge: bb1047c59a a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 10:22:47 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit bb1047c59a084551e7df3b93d7d5ad501145ecaf
Merge: 7b2890b76f 98ce4878d1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 17:17:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:54:17 2020 +0100

    Add a check of outputEvent in SpawnerTest

commit 945992b2feff4b8f7a24740944c77a4a92f271dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:24:56 2020 +0100

    *Update OutputEventTest.cs to check Test_Output_Event

commit c48fda763e807503f27f98deeda4238b6628c264
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 18 10:17:21 2020 +0100

    *Update image reference & Test (stop using a undebuggeable random position)

commit 5a5ad49cb485907ee869445627821810589ab34a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 22:12:58 2020 +0100

    Fix newly integrated spawn test for output event

commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c
Merge: ef4837245e 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 17:53:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs
    #	com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs

commit ef4837245e1d88846f6d686e2803094d1d6cd04d
Merge: 2331c32fb4 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 08:30:00 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda
Merge: 5d225d6e19 0103971ce2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Feb 6 08:01:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 5d225d6e192b32394faf0964ad263cc33c5280cc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:01:51 2020 +0100

    Fix editor test

commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:00:35 2020 +0100

    Add distinct while retrieving virtual link

commit 725252869ac24d962490b4550821fbba2ab119b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Feb 3 14:38:52 2020 +0100

    *WIP* Output test

commit 96098fa11f4781837543fba099936b15a8c7158d
Merge: 02178104a3 bb04ca28fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 31 14:07:02 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 02178104a301fb434d5e6821cd369884bbc01006
Merge: 1443b66691 db8325ba2b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 18:06:20 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 1443b66691d46ed9598ccc26b0b9425d373b61e1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:37:08 2020 +0100

    *Reduce unexpected changes

commit aa1afcafa9c95d042db146043c60015d3f5c96f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:31:13 2020 +0100

    New UX for output event (use data instead of system name) (#229)

    * *WIP* Experiment for UX using eventName

    * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name

    * Remove useless naming pattern linking label & title for output

    Cleaner & Safer implementation for outputEvent edition

    * Use unique system naming

    * Add test for Data for VFXOutputEvent

    * Fix hacky OnInvalidate

commit 9cd41b81cef062991907d5ce446336bde78b79d3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 15:11:39 2020 +0100

    Add editor test to check return value of output event (not attribute, already cover by graphic test)

commit 1a09c63a98e4650b82160e670cedfb06b630284d
Merge: 35126156f2 52ce8b9636
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 11:02:45 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 35126156f2b93b04543de0eb91aca79adf331b2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 17 13:58:06 2020 +0100

    Avoid exception if system isn't present yet

commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 16 10:53:13 2020 +0100

    *Update Test, adding a test on unused source attribute

commit bfd29d8862539cef5b14392e21cbd896436339a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 20:20:59 2020 +0100

    Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test)

commit d89160df852b64a4b5ecf378c506aa0c9f1c099c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 16:13:02 2020 +0100

    Filters out orphan output event context

commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 14:30:08 2020 +0100

    *Update changelog

commit cf54e5372e273f86dd5c2e00a6178a543f234fd3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 08:40:09 2020 +0100

    Add reference image for HDRP

commit d710998eb133a3dbadbdec580d1ecad3752aca85
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:17:28 2020 +0100

    Add reference images for newly added test

commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 15:23:18 2020 +0100

    *Add a material to unit test

commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 17:02:27 2020 +0100

    Start implementing a effective test project

commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 16:56:28 2020 +0100

    FIx system name synchronisation (not really ideal)

commit 7782b888266a011f4f986a7bb3161f024730caa7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 14:24:08 2020 +0100

    Fix UI of output event

commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 10:11:56 2020 +0100

    Fix build

commit 50ae031af02d4c41e651f64b40e9d265668b803f
Merge: d838cd2d37 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 7 13:36:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 14:58:00 2019 +0100

    Add a wip test scene

commit 459b344b3f97c794d47a8eb6942b1129d18632cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 11:40:30 2019 +0100

    Fill VFXDataOutputEvent

commit e54905485dd553cadcde307ca00a8d7ce8454c0f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 18:21:31 2019 +0100

    Add basic output event type (empty FillDesc implementation for now)

* Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP*

* Update 009_OutputEvent test

* Move 009_OutputEvent to correct folder (TODO, this to rename it before merge)

* Fix sanity test & allow multiple connection from in outputEvent (as initialize)

* Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context

* Fix editor test using eventName instead of tile

* Revert unexpected changes

* *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs

See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485

* Rename VisualEffectOutputEventArgs => VFXOutputEventArgs

* Disable connection from OutputEvent to GPUEvent

* *Fix build

VisualEffect.OutputEventArgs => VFXOutputEventArgs
Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5

* Vfx/feature/enum parameter (#8)

* Restart of enum parameters

* more work

* more work

* Still more work.

* reorderable list looks good.

* Adding and removing values works.

* dragging item works.

* Enum values show in the inspector.

* fixes for rebase

* Enumvalue works on subgraphs.

* notify enum name change.

* Added documentation for blackboard value filtering.

* no value per enum

* only uint can now avec enum values.

* don't nicify enum values.

* Update Blackboard.md

* Update VFXBlackboard.uss

* sanitize parameter already having range

* Clamp enum value works.

* Changing switch testValue to uint.

* value appearing as menu if mode is enum.

* Update CHANGELOG.md

* Mutli editor of different values of enum parameter works.

* cpoy paste enumValues and min/max when copying parameter.

* Copy parameter mode when converting to subgraph.

* fix

* Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt.

* Vfx/docs/new operator docs (#50)

* Added documentation for new operators

* Changed bullet format.

* Fix creation of StringPropertyRM (#51)

* Fix creation of StringPropertyRM

* Update CHANGELOG.md

* Fix input of event emitting block beeing to small because of output

* Multi-mesh output, LODs and compute culling (#14)

* Implement multi mesh

* Add LOD + lit mesh output support

* Small fix + optim

* Fix crash with multi mesh + sorting

* Fix shader compilation with single mesh and compute culling

* implement multi sorting

* Add globalSort parameter

* Fix camera absolute mode

* Fix URP shader compilation

* Add frustum culling to LOD

* Add frustum culling setting

* filter out implicit settings and add tooltips

* Add radius scale + tooltips

* Add a graphics test

* Update change log + lod and multi mesh as experimental features

* Forgot a file

* Small changes based on QA review

* Simulate headers on enum values in SlotContainerEditor (#49)

* Simulate headers on enum values in SlotContainerEditor

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Update VFX

* Fix for blackboard scrollable element hidden by resize.

* Disable LOD test for XR

* Fix test threshold that was reset to 0...

* Ignoer graphviz folder

* Target Gameobject windows resize doesn't go too far above scrollbars

* Missing or incorrect unit in uss.

* fix for reference image "VFX/Execution" not updated to new path ( warning when adding output)

* Change description in package.json to reflect VFX is not out of preview with URP and mobile

* Simplify linear drag (#67)

* Simplify linear drag

* Fix warning

* Enable m_CachingShaderPreprocessor (#65)

* *Enable m_CachingShaderPreprocessor

* Try enabling vulkan

* Unify m_APIs in URP & HDRP

* Fix for node window staying when clicking elsewhere (#68)

* Fix for node window stayting when clicking elsewhere

* Update CHANGELOG.md

* Prevent resourcehistory from beeing set to null by serialization (#66)

* Vfx/docs/system requirements (#69)

* Added system requirements documentation.

* Corrected phrasing

* Added toc entry

* Reorganised toc entry

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix position of block creation window (#72)

* Fix Missing System Seed Builtin (#70)

* Add missing system seed variant

* Add test to cover all builtin expression are available through operator (avoid regression)

* *Update changelog.md

* Fix inconsistant case

* Fix indentation

* Fix Prefab Highlight for initial event name toggle & override (#71)

* Fix prefab blue highlight

* *Update changelog.md

* Add test for Mesh Stripping (#59)

* *Add test data

* Enable StripUnusedMeshComponents: 1

* Enable mesh stripping in HDRP project

* *Add reference images

* Call recreateCopy after recusion test not before. (#52)

* Call recreateCopy after recusion test not before.

* Update CHANGELOG.md

* Uniquify create visual effect gameobject name. Standard behaviour. (#75)

* Uniquify create visual effect gameobject name. Standard behaviour.

* Update CHANGELOG.md

* Use the AssetDatabase.FindAsset to find VFXResources asset (#48)

* Use the AssetDatabase.FindAsset to find VFXResources asset

* Update CHANGELOG.md

* Search VFXResource only if necessary.

* LoadUserResourcesIfNeeded

* Fix changelog merge

* Added feature: User can specify a directory that holds their VFX template assets (#34)

Added feature: User can specify a directory that holds their VFX template assets

Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu.

## How to use
The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems
![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d)

Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.
![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df)

This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.
![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f)

Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:
![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2)

* Vfx/fix/1246989 normals and scale (#81)

* Fix normal for lit mesh and non uniform scales

* Use inverse transpose in planar primitives

* Fix planar primitive with non uniform scale in local

* Add gfx test

* Add comment

* Update changelog

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76)

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context

* Add case to changelog

* Temporarily deactivate non uniform scale test (Some files were lost :()

* [Test] Enable test to cover properly reset override behavior (#80)

* Renable test to cover issue 1206890

* Fix newly introduced test : Exepcted value is original after reset override & handle correctly color

* int and uint support in Compare (#53)

* Add int and uint to Compare node and condition expression

* minor fixes

* Change SerializeType so that tests are correct against System.Type and null

* Fix switch

* Update changelog

* Added render pipeline compatability table (#87)

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix square complexity on parameter to serialized property matching (#78)

* Fix square complexity on parameter to serialized property matching

* Update CHANGELOG.md

* Fix vfx view not beeing framed at launch (#79)

* Fix vfx view not beeing framed at launch

* safer implementation

* Update CHANGELOG.md

* Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84)

* Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null

* Update CHANGELOG.md

* SampleSDF operator (#88)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Fix Shadow compilation using shaderGraph (URP/HDRP) (#77)

* *Prepare a proper way to test different shadow cases

* prepare a shadow graph unlit (modifying alpha)

* Add reference data for shadow test

* Minimal data for reproduce issue 1259511

* Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define

* *Update ShadowMaterial

* *Update ShaderGraphShadow.vfx

* *Move shader to common testing asset

* Add equivalent test for URP

* Add graphicTest for URP

* *Update reference images

* Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting

* Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence

* Fix incorrect block listing

* *Update changelog.md

* Fix pass selection for lit effect

* Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution

* Voluntary add disabled branch on shadow unlit to cover alphaTreshold case

* *Minor comment

* Fix return alpha clipping (missing actual alpha test enabled)

* *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging)

* VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.'

# Conflicts:
#	com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template

* Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset

* *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f)

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288

It was a bad merge

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96)

* Fix missing type copy in reduce

Tested locally on a PS4

* Add expection to detect unsupported value type

* Fix 1154328 - infinite recompile with rand (#93)

* Change the way rand expression equality is handled

* Refactor a bit

* Add editor test

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* World to Viewport Point & Viewport to World Point operators + Test

First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator.
Includes a test scene for these 2 operators.

* Update CHANGELOG.md

Update Changelog

* Added documentation md files.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Make null ( not deserializable ) objects part of undo state (#86)

* Fix compile loop in vfxoperator (#61)

* Update to visual studio package 2.0.2 (#74)

* Fix SDF Operators and blocks from PR #88 (#94)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Remove the use of inverse transpose for the "normals"

* Restore the Inverse Transpose and modify Collision code

* Restore Conform and Collide previous behavior + direction points to the surface

* add documentation

* Consistent distance and normal handling + ref images

* Cleaning + World space stick distance and radius + references

* Max scale through expression evaluated on GPU (if needed)

* Max3 on CPU

* Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91)

* Simpler update to use now available ByteAddressBuffer

* Temp Workaround a GPU hang

We should isolate properly this code.

* Proper fix of OOB FetchBuffer

* *Update changelog.md

* Update assets

* Update URP tests assets

* More update to assets

* Remove old gfx tests images ref

* Fix changelog

* Fix Construct Matrix on GPU (#102)

* Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU

* *Update changelog.md

* Output Event Helpers (#58)

* Base Commit

* Moved Files down one folder

* Updated Package Configuration, CHANGELOG and documentation

* Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour

* Small fixes and checks

* Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check

* Small Fixes

* Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly

* Other custom Editors + Helpbox

* Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in  Prefab Spawn

* Removed Rerouting Helpers as CopyValuesFrom is broken at the moment.

* Fixed ASMDEFs / class accessibility

* Updated Documentation

* Fixed Class Accessibility for ExposedPropertyDrawer

* Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer)

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Add support for Gradient sampling with and without gradient mode #100

* Fix changelog

* Fix case 1279294 : Invalid Random per component behavior in spawn context (#107)

* Revert "Output Event Helpers" (#110)

* Revert "Output Event Helpers (#58)"

This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78.

* Revert "Fix changelog"

This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137.

* Fix changelog (missing revert)

* Fix changelog : Unexpected carriage return

* Point cache: Binary format corrupted due to an extra byte offset (#108)

* Point cache header, wait for new line character only (/n) and skip carriage return(/r)

An extra trailing new line character was causing an invalid offset in binary point cache files.

* Update Changelog

* Remove unnecessary files

* Fix InvalidCastException when using byte properties in point cache files (#109)

* Change casting to byte

We were trying to cast an object containing a byte to an int.
Also, a better normalization would be dividing by 255.

* Update CHANGELOG.md

* update asset and scripts

* Remove u…
sebastienlagarde added a commit that referenced this pull request Oct 14, 2020
* Add alembic test to HDRP_DXR_Tests

* Update alembic reference images

* Use Yamato reference images

* XR test updated reference image

* Revert reference image for WindowsEditor. It looks like playmode_XR has
a different result than playmode and playmode_Rendergraph

* Modify alembic test to confirm alembic works with ray tracing by viewing
alembic mesh via ray traced reflection

* Set XR threshold multiplier to 1.5, based on other tests that have to
wait for frame

* Update WindowsEditor reference image

* updated most prefabs to not be prefab variants unecesssarily, updated diffusion profile for bamboo leaves, fixed wood normal map, rebaked, added new "medium" bake settings

* [CI] Updated .ymls to new revision

* Expose PointCacheAsset textures (#2030)

Currently there's no pCache property in vfx graph, this change exposes textures to make them usable instead of pCache.

More: https://forum.unity.com/threads/expose-point-cache-as-blackboard-attribute.856603/#post-6355635

* Fixed links and images

Fixed issues in the ToC, links in all docs and images in all docs.

* Fix Static-shader-analysis.md links.

Changed file name of Static-shader-analysis.md and fixed links.

* removed useless -preview.1

* Toc name change

Also amended links.

* TableOfContents name change.

* Universal/fixing changelog (#2090)

* removing duplicate Added sections

* removed accidental added text

* Fixed the dates issue

* Moved fixed to the right section

* Updated fontainbleau compatability and added relevant links

* Fix clear coat chagelog issues. (#2095)

* Renamed UI `Vector1` to `Float` / Renamed enum `Float` precision to `Single`  (V2) (#1979)

* rename precision from float to single

* rename vector 1 to float

* rename vector1 in the documentation

* Update Compositor-User-Guide.md

* Update Upgrade-Guide-10-0-x.md

* fix precision test

* add search synonym to upgraded node

* update precision test graph

* Fixed extra whitespaces and minor rewording

* Rename also all enum which a Vector1 inside to get correct string conversion as float

* Renamed Float.md and updated links to it

* Revert "Rename also all enum which a Vector1 inside to get correct string conversion as float"

This reverts commit 3d5fe9b48a1c2b7642b40327c5fea7a259016638.

* rename property type to have correct type display

* Update DiffusionProfileShaderProperty.cs

* Fix blackboard info name after merge of Antoie PR

* rename the uss color mode to keep correct banding color

Co-authored-by: Alex Lindman <alexandral@unity3d.com>
Co-authored-by: Sharlene Tan <sharlenet@unity3d.com>

* VFX Staging to Master for 10.1 (#1945)

* property attributes not serialized (#253)

* Initial tests

* Fix typo

* Change the VFXPropertyAttribute class

* Use VFXPropertyAttributes in VFXProperty

* Refactor interface

* Remove old VFXPropertyAttribute class

* More fixes

* Fix bug in DataAnchorController

* Fix invalid cast typo

* Remove shader warnings (#261)

* Fix shader warnings in test projects

* Update changelog

* Vfx/feature/filter enum (#243)

* Allow filtering enums values in VFXModels.

* Add an explicit GetHashCode() to default NameNType.

* Update CHANGELOG.md

* Update VFXHDRPSubOutput.cs

* fix based on review

* Remove raytracing enumerator filter as it was removed from HDRP enum

* Remove irrelevant render queues from some HDRP outputs (#263)

* Remove AfterPostProcessing render queue for lit outputs

* Remove render queue field from distortion outputs

* Update changelog

* Update HDRP changelog instead of VFX

* Fix issue when converting outputs with invalid render queue

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

* Fixed Flipbook Texture Names

* Update CHANGELOG.md

* Fix exception when creating new category on new visual effect asset.

* Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205)

* Fix to graft : support for flag enum in inspector

* *Update changelog

* Revert "Fix Enum Flag" (#15)

* "Fix Enum Flag" (#16)

This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241.

* Fix for Initial Event field height, (#17)

* Fix for Initial Event field height, that were clipping the bottom of legged letters

* Update CHANGELOG.md

* Vfx/fix colorfield height (#19)

* Fix color field height

* changelog

* Mesh Sampling (revival) (#1)

* Squashed commit of the following:

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935

Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933

Use simpler & explicit definition of propagated flags

* Fix several issue/comment

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765

* Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph

* Fix tooltip issue from @lewisjordan

Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386
Side note : use mode instead of "addressingMode" in PositionMesh as well.

* Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553

* As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777

* Add composition for Position (Mesh) as suggested by @thomasi

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Update experimental disclaimers (#367)

* Updated experimental disclaimers

* Removed link and added description instead.

* [HDRP] MSAA & MotionVector (#12)

* Support WRITE_MSAA_DEPTH Unlit template

* Fix MSAA for lit output

* *Update changelog

* Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH

TODO : Fix Sphere output as well

* Fix typo in ParticlePoint

* Factorize common fragment Lit & unlit for depth alike passes.

* Fix particle hexadreon wrong depth with alpha clip

* Revert "Fix particle hexadreon wrong depth with alpha clip"

This reverts commit b16bd570440087984c2c8c48279bebb088f748e8.

* Allow an object slot to have null as its value (#25)

* Allow an object slot to have null as its value

* changelog

* Vfx/fix/prevent capacity change locked (#24)

* Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode

* changelog

* *Update all vfx (had to do it manually...)

* Restore missing enty in hdrp changelog (bad resolve conflict from me)

* Fix 1233044 - capacity cannot be zero (#21)

* Prevent capacity from being 0

* Fix strip capacity as well

* Vfx/fix/param order (#22)

* Fix for dragged parameters order when there are categories

* changelog

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix minor issue with VFXPreviousPositionBinder.cs (#23)

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/fix/sgoperator create context drag (#28)

* Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot.

* changelog

* Vfx/fix/context no blocks (#27)

* Don't show block windows when context cant have blocks (output mesh )

* changelog

* PropertyBinder : Minor Fixes (#29)

* Fix for binder when null asset & fix for binder while resetting

* Call ClearPropertyBinders while resetting

* Add Update Modes & Time Access (revival) (#4)

* Squashed commit of the following:

commit d77638ba4188bfb03c81130b82cacb2a719f03be
Merge: 49eaeadff7 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 09:46:59 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 14:53:09 2020 +0100

    Update UX for new time access (#260)

    https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280
    See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z

commit 78d5d9938d9896d517efa89662764afd44ef12fc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 16:03:26 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060

commit bc7e715b0e41b55126fdf171b7459b680e3e3824
Merge: 9a82a52bfe ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 14:52:03 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88
Merge: f56986d415 66df0debfc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 09:17:53 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit f56986d4157f140ca84b039d97c8b7064a18214e
Merge: 047820690f 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:25:07 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 047820690fa496bd43d3a60df16dd0932502c7cb
Merge: d6d17dfbbc e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:56:39 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:59:15 2020 +0100

    Squashed commit of the following:

    commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Tue Jan 14 13:37:05 2020 +0100

        Use implicit block for old position backup

    commit e786cf3ade7d7515da4569dde9455881af02f282
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Sun Jan 12 15:05:03 2020 +0100

        WIP : Add option to skip zero delta per update context

commit e864fae742120fbfebabb26b605ddedfd184b02b
Merge: 4eecc0b90b fb12af4c28
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:47:57 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 16:08:07 2020 +0100

    Rename ProcessEveryFrame in ExactFixedTimeStep

commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 16:21:50 2020 +0100

    Fix ManagerMaxDeltaTime (was GameDeltaTime)

commit eaebe2649e93a5083fd62c91ac92185794b908e5
Merge: 98e7dcfcdc 276c02f29a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:42:08 2020 +0100

    Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes

commit 98e7dcfcdceb710c252e4d1a257815a724539e68
Merge: 248004d55a 0737eb535c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:26:54 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 248004d55a7b96c6532cd3c197e175b751d6f3fe
Merge: 2bbadae355 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 9 13:12:50 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 2bbadae355bb3c4a308b8d4e020e96127fa94818
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:07:46 2019 +0100

    Add tooltip to VFXTime.cs

commit 9dc7ea790327b44ffde94bbf783d588e74c50174
Merge: bf48ba84eb 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:29:13 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit bf48ba84ebfd1472d041966ba4be627e3a1ef427
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:26:30 2019 +0100

    *Update changelog.md

commit b5d76d5d5d65584fde771213d9a01adc6dd9b856
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 16:10:19 2019 +0100

    Add operator to enable time accesses

commit 1a2fe7b8dc5072dd49d985f045f276385e08287f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 11:25:52 2019 +0100

    Add built-in expression (but not listed)

commit b0d0e64ee04036adf48f4481bfd22eace649bac3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:37:50 2019 +0100

    Add some header

commit 490a441046a227bb1cc1b98418d0559da17d3771
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:36:57 2019 +0100

    Add tooltip & text content

commit 621c5b2b78545800b2e94921b9314ef860992059
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:09:32 2019 +0100

    *Add custom inspector to edit update flags efficiently

* Fix build (VFXPropertyAttribute.Create isn't needed anymore)

* Fix editor test

* Read Attribute in Spawn Context  (#6)

* Squashed commit of the following:

commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 11:14:14 2020 +0200

    *Update image reference (having issue with standalone, not sure of the result)

commit 275c22de35f08ada783c96c625b12475f0c42337
Merge: 85254f1ec4 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 09:59:48 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 16:21:39 2020 +0100

    *Update image reference due to fix with grapicTest update

commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf
Merge: d8db341bfb 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:51:43 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset

commit d8db341bfbd9257e1a5285d200e3eabe24857b01
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:57:38 2020 +0100

    *Apply Formatting

commit f80441dd6b30ef726d46ae2fe32bcf05d208b760
Merge: b3d858ffe1 01f176355a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:32:49 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7
Merge: 0bce44dc9a 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:18:58 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	.yamato/upm-ci-vfx_lwrp.yml
    #	.yamato/upm-ci-vfxmain.yml
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 0bce44dc9a694bf36b849efb894e999fa9dc959e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:20:03 2020 +0100

    *Fix build

commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df
Merge: 2130ea0ef2 e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 09:47:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 2130ea0ef2186ecdc5692878940d5d6635dca31b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:09:13 2020 +0100

    *Update tooltips (thanks @vlad)

commit f8cdb95f5d2075848e530d997551b69de43f39e0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:01:44 2020 +0100

    Rename SpawnerState in SpawnState

commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 13:54:24 2020 +0100

    Improve ReadAttribute test to cover NewLoop state

commit 2c515bfde823bfbce87df8a1444e19e5c2327e32
Merge: a9efee24ff bff1b74b59
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 16:32:45 2019 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit a9efee24ff84131c53dc2ba93f1985b02217e3d7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:54:25 2019 +0100

    *Update comment

commit 6b17879881555cd72b3af4463fd907423f92ad7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:53:11 2019 +0100

    Throws an exception while detecting unexpected expression flag

commit cbad9212075ec6776cf9d892185dd6ee64f8fab2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:43:33 2019 +0100

    Reorder spawner state operator

commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:35:30 2019 +0100

    Fix issue "Cannot plug in attribute-derived nodes into a spawner block."

commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:58:30 2019 +0100

    *Update changelog

commit 61bd2e5871f23002dd1add024858efdef5e09372
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:46:52 2019 +0100

    Update _CCCC test & Rename Spawner State library name

commit 4942912123d795023aacb0363c8e462a2da29943
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 16:58:17 2019 +0100

    Fix test & clean useless code in VFXExpression.Initialize

commit e6d6c593eb27c612a225340615dabe7692f76a00
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:22:31 2019 +0100

    Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose

commit f00f740b775f67e9378072744513f3ff920f470d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:16:39 2019 +0100

    Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change)

commit b7d8e238dd7e05bf99114a980c8584da7985dcf8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:45:56 2019 +0100

    Clean test data & add reference images

commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:17:51 2019 +0100

    Move graphicTest to common files

commit fa21846e7787fec9068c5a18a33dc568df3f7cc9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 11:53:18 2019 +0100

    Separate cleanly per event attribute expressions

commit 80e5259674a011e864e65f13c77ce06f92f33b7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 08:38:41 2019 +0100

    New test for chaining & read attributes

commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 18:47:20 2019 +0100

    Add read attribute for loop settings (context evaluation)

commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 15:30:56 2019 +0100

    Clean expression patching

commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 11:45:06 2019 +0100

    Clarify compatibility code for spawner order & random implication

commit 0dcf774f623fb93eb7bc19b06407b88669472443
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 18:42:30 2019 +0100

    Add tricky case in test vfx & fix compatibility code

    TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected

commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 16:49:42 2019 +0100

    *Up local test

commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 15:22:03 2019 +0100

    Detect & Compute partial evaluation

commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:16:29 2019 +0100

    Add spawner State Operator & SpawnCount (even if it's actually an attribute)

commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:04:04 2019 +0100

    Add spawner state accessor

commit adb1d6d66172f2d187b577facaf7b2aea4677d13
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 11:24:20 2019 +0100

    Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling

commit d43ad0e1395d0e51f3583ce9627a72006356e117
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 2 16:19:05 2019 +0100

    Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute

commit 8a25b5fbed33569529d30379fce2acd4da7de88d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 29 16:14:32 2019 +0100

    Backup test asset (temporarily)

commit dcb3efaf885dbbdec317f5a42ace9ace336fded9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 16:37:48 2019 +0100

    WIP : experimenting new concept of Read Attribute expression

* Merge with vfx/staging

* Update VFX

* Misc small fixes (#36)

* Fix strips outputs, spawnIndex and default metallic value

* Increase threshold in particle strip unlit test

* Test for Override resetted (#26)

* *WIP* add test

* Actually add a more legit "prefab" test

* Prepare fix later fix of 1206890 : can't change the C++ without updating this test

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20)

* New Test : total time is sum of delta time (#7)

* *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249

* [Fix] Disable reset option (#41)

* Disable reset option

* Add repro case 1251533

* Fix minor issue with PreviousPropertyBinder (bis) (#31)

* Fix minor issue with VFXPreviousPositionBinder.cs

* Fix exception in OnEnable

Note : I didn't try it locally yet.

* Actual fix of VFXPreviousPositionBinder.cs

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix culture issues when generating attributes defines in shaders (#40)

* [PropertyBinder] Move Update to LateUpdate (#38)

* Fix issue with VFXPropertyBinder : we should use late update instead of Update

* *Update 23_ParameterBinder reference image

* Call resyncslots on shadergraph dependent models. (#10)

* Call resyncslots on shadergraph dependent models.

* missing call to checkgraphbeforeimport

* indentation

* fix slot not updated if only the attributes change

* Do the same for models having subgraphs than for models having shadergraphs.

* Fix based on PR review

* Update CHANGELOG.md

* update vfx and settings

* Renable 009_MultiCamera in URP project

* Easy Wins (Small Workflow / Cosmetic fixes) (#37)

* Properties now exposed by default in blackboard

* Dissociated Colors for bool/int/uint

* Added Degrees / Radians conversion subgraphs in samples

* De-nicified attribute name (conserve case) in Set Custom Attribute title

* Changed the default "No Asset" message when opening the visual effect graph window.

* Subgraphs are not in hardcoded categories anymore + Updated Serialization

* Added Documentation for setting Subgraph Menu Categories

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/docs/compatability disclaimer (#43)

* Added compatability disc

* Updated format.

* Save a specific vfx asset and its sugraphs only (#35)

* Save graph asset works

* Update CHANGELOG.md

* Update VisualEffectGraphWindow.md

* Update VisualEffectGraphWindow.md

* Fix for block copy not dirtying the scene.

* Remove some unecessary compilation (not all) (#46)

* New TransformVector4 and GetTextureDimensions operators (#18)

* Vfx/feature/new operators 2 (#266)

* Add TransformVector4 operator

* Remove unused code

* Fix warning

* Refactor dynamic type operator

* Samll fix to previous commit

* Add texture dimensions operator and expressions

* Add tooltips

* Add changelog entry

* Fix merge compilation

* Modify point cache test

* Prevent textures from being constant folded

* Move modified test to correct folder

* Output Event (#5)

* Squashed commit of the following:

commit 449a60793a4c5c91e1913c42632448eb07ebe5de
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:27:48 2020 +0200

    Fix stackoverflow with subgraph (but doesn't fix the internal workflow)

commit caf0df3af5f451f9576c2cc7f328b57a87479f30
Merge: bb1047c59a a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 10:22:47 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit bb1047c59a084551e7df3b93d7d5ad501145ecaf
Merge: 7b2890b76f 98ce4878d1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 17:17:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:54:17 2020 +0100

    Add a check of outputEvent in SpawnerTest

commit 945992b2feff4b8f7a24740944c77a4a92f271dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:24:56 2020 +0100

    *Update OutputEventTest.cs to check Test_Output_Event

commit c48fda763e807503f27f98deeda4238b6628c264
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 18 10:17:21 2020 +0100

    *Update image reference & Test (stop using a undebuggeable random position)

commit 5a5ad49cb485907ee869445627821810589ab34a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 22:12:58 2020 +0100

    Fix newly integrated spawn test for output event

commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c
Merge: ef4837245e 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 17:53:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs
    #	com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs

commit ef4837245e1d88846f6d686e2803094d1d6cd04d
Merge: 2331c32fb4 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 08:30:00 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda
Merge: 5d225d6e19 0103971ce2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Feb 6 08:01:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 5d225d6e192b32394faf0964ad263cc33c5280cc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:01:51 2020 +0100

    Fix editor test

commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:00:35 2020 +0100

    Add distinct while retrieving virtual link

commit 725252869ac24d962490b4550821fbba2ab119b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Feb 3 14:38:52 2020 +0100

    *WIP* Output test

commit 96098fa11f4781837543fba099936b15a8c7158d
Merge: 02178104a3 bb04ca28fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 31 14:07:02 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 02178104a301fb434d5e6821cd369884bbc01006
Merge: 1443b66691 db8325ba2b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 18:06:20 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 1443b66691d46ed9598ccc26b0b9425d373b61e1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:37:08 2020 +0100

    *Reduce unexpected changes

commit aa1afcafa9c95d042db146043c60015d3f5c96f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:31:13 2020 +0100

    New UX for output event (use data instead of system name) (#229)

    * *WIP* Experiment for UX using eventName

    * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name

    * Remove useless naming pattern linking label & title for output

    Cleaner & Safer implementation for outputEvent edition

    * Use unique system naming

    * Add test for Data for VFXOutputEvent

    * Fix hacky OnInvalidate

commit 9cd41b81cef062991907d5ce446336bde78b79d3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 15:11:39 2020 +0100

    Add editor test to check return value of output event (not attribute, already cover by graphic test)

commit 1a09c63a98e4650b82160e670cedfb06b630284d
Merge: 35126156f2 52ce8b9636
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 11:02:45 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 35126156f2b93b04543de0eb91aca79adf331b2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 17 13:58:06 2020 +0100

    Avoid exception if system isn't present yet

commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 16 10:53:13 2020 +0100

    *Update Test, adding a test on unused source attribute

commit bfd29d8862539cef5b14392e21cbd896436339a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 20:20:59 2020 +0100

    Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test)

commit d89160df852b64a4b5ecf378c506aa0c9f1c099c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 16:13:02 2020 +0100

    Filters out orphan output event context

commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 14:30:08 2020 +0100

    *Update changelog

commit cf54e5372e273f86dd5c2e00a6178a543f234fd3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 08:40:09 2020 +0100

    Add reference image for HDRP

commit d710998eb133a3dbadbdec580d1ecad3752aca85
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:17:28 2020 +0100

    Add reference images for newly added test

commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 15:23:18 2020 +0100

    *Add a material to unit test

commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 17:02:27 2020 +0100

    Start implementing a effective test project

commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 16:56:28 2020 +0100

    FIx system name synchronisation (not really ideal)

commit 7782b888266a011f4f986a7bb3161f024730caa7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 14:24:08 2020 +0100

    Fix UI of output event

commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 10:11:56 2020 +0100

    Fix build

commit 50ae031af02d4c41e651f64b40e9d265668b803f
Merge: d838cd2d37 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 7 13:36:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 14:58:00 2019 +0100

    Add a wip test scene

commit 459b344b3f97c794d47a8eb6942b1129d18632cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 11:40:30 2019 +0100

    Fill VFXDataOutputEvent

commit e54905485dd553cadcde307ca00a8d7ce8454c0f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 18:21:31 2019 +0100

    Add basic output event type (empty FillDesc implementation for now)

* Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP*

* Update 009_OutputEvent test

* Move 009_OutputEvent to correct folder (TODO, this to rename it before merge)

* Fix sanity test & allow multiple connection from in outputEvent (as initialize)

* Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context

* Fix editor test using eventName instead of tile

* Revert unexpected changes

* *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs

See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485

* Rename VisualEffectOutputEventArgs => VFXOutputEventArgs

* Disable connection from OutputEvent to GPUEvent

* *Fix build

VisualEffect.OutputEventArgs => VFXOutputEventArgs
Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5

* Vfx/feature/enum parameter (#8)

* Restart of enum parameters

* more work

* more work

* Still more work.

* reorderable list looks good.

* Adding and removing values works.

* dragging item works.

* Enum values show in the inspector.

* fixes for rebase

* Enumvalue works on subgraphs.

* notify enum name change.

* Added documentation for blackboard value filtering.

* no value per enum

* only uint can now avec enum values.

* don't nicify enum values.

* Update Blackboard.md

* Update VFXBlackboard.uss

* sanitize parameter already having range

* Clamp enum value works.

* Changing switch testValue to uint.

* value appearing as menu if mode is enum.

* Update CHANGELOG.md

* Mutli editor of different values of enum parameter works.

* cpoy paste enumValues and min/max when copying parameter.

* Copy parameter mode when converting to subgraph.

* fix

* Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt.

* Vfx/docs/new operator docs (#50)

* Added documentation for new operators

* Changed bullet format.

* Fix creation of StringPropertyRM (#51)

* Fix creation of StringPropertyRM

* Update CHANGELOG.md

* Fix input of event emitting block beeing to small because of output

* Multi-mesh output, LODs and compute culling (#14)

* Implement multi mesh

* Add LOD + lit mesh output support

* Small fix + optim

* Fix crash with multi mesh + sorting

* Fix shader compilation with single mesh and compute culling

* implement multi sorting

* Add globalSort parameter

* Fix camera absolute mode

* Fix URP shader compilation

* Add frustum culling to LOD

* Add frustum culling setting

* filter out implicit settings and add tooltips

* Add radius scale + tooltips

* Add a graphics test

* Update change log + lod and multi mesh as experimental features

* Forgot a file

* Small changes based on QA review

* Simulate headers on enum values in SlotContainerEditor (#49)

* Simulate headers on enum values in SlotContainerEditor

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Update VFX

* Fix for blackboard scrollable element hidden by resize.

* Disable LOD test for XR

* Fix test threshold that was reset to 0...

* Ignoer graphviz folder

* Target Gameobject windows resize doesn't go too far above scrollbars

* Missing or incorrect unit in uss.

* fix for reference image "VFX/Execution" not updated to new path ( warning when adding output)

* Change description in package.json to reflect VFX is not out of preview with URP and mobile

* Simplify linear drag (#67)

* Simplify linear drag

* Fix warning

* Enable m_CachingShaderPreprocessor (#65)

* *Enable m_CachingShaderPreprocessor

* Try enabling vulkan

* Unify m_APIs in URP & HDRP

* Fix for node window staying when clicking elsewhere (#68)

* Fix for node window stayting when clicking elsewhere

* Update CHANGELOG.md

* Prevent resourcehistory from beeing set to null by serialization (#66)

* Vfx/docs/system requirements (#69)

* Added system requirements documentation.

* Corrected phrasing

* Added toc entry

* Reorganised toc entry

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix position of block creation window (#72)

* Fix Missing System Seed Builtin (#70)

* Add missing system seed variant

* Add test to cover all builtin expression are available through operator (avoid regression)

* *Update changelog.md

* Fix inconsistant case

* Fix indentation

* Fix Prefab Highlight for initial event name toggle & override (#71)

* Fix prefab blue highlight

* *Update changelog.md

* Add test for Mesh Stripping (#59)

* *Add test data

* Enable StripUnusedMeshComponents: 1

* Enable mesh stripping in HDRP project

* *Add reference images

* Call recreateCopy after recusion test not before. (#52)

* Call recreateCopy after recusion test not before.

* Update CHANGELOG.md

* Uniquify create visual effect gameobject name. Standard behaviour. (#75)

* Uniquify create visual effect gameobject name. Standard behaviour.

* Update CHANGELOG.md

* Use the AssetDatabase.FindAsset to find VFXResources asset (#48)

* Use the AssetDatabase.FindAsset to find VFXResources asset

* Update CHANGELOG.md

* Search VFXResource only if necessary.

* LoadUserResourcesIfNeeded

* Fix changelog merge

* Added feature: User can specify a directory that holds their VFX template assets (#34)

Added feature: User can specify a directory that holds their VFX template assets

Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu.

## How to use
The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems
![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d)

Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.
![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df)

This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.
![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f)

Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:
![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2)

* Vfx/fix/1246989 normals and scale (#81)

* Fix normal for lit mesh and non uniform scales

* Use inverse transpose in planar primitives

* Fix planar primitive with non uniform scale in local

* Add gfx test

* Add comment

* Update changelog

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76)

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context

* Add case to changelog

* Temporarily deactivate non uniform scale test (Some files were lost :()

* [Test] Enable test to cover properly reset override behavior (#80)

* Renable test to cover issue 1206890

* Fix newly introduced test : Exepcted value is original after reset override & handle correctly color

* int and uint support in Compare (#53)

* Add int and uint to Compare node and condition expression

* minor fixes

* Change SerializeType so that tests are correct against System.Type and null

* Fix switch

* Update changelog

* Added render pipeline compatability table (#87)

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix square complexity on parameter to serialized property matching (#78)

* Fix square complexity on parameter to serialized property matching

* Update CHANGELOG.md

* Fix vfx view not beeing framed at launch (#79)

* Fix vfx view not beeing framed at launch

* safer implementation

* Update CHANGELOG.md

* Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84)

* Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null

* Update CHANGELOG.md

* SampleSDF operator (#88)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Fix Shadow compilation using shaderGraph (URP/HDRP) (#77)

* *Prepare a proper way to test different shadow cases

* prepare a shadow graph unlit (modifying alpha)

* Add reference data for shadow test

* Minimal data for reproduce issue 1259511

* Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define

* *Update ShadowMaterial

* *Update ShaderGraphShadow.vfx

* *Move shader to common testing asset

* Add equivalent test for URP

* Add graphicTest for URP

* *Update reference images

* Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting

* Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence

* Fix incorrect block listing

* *Update changelog.md

* Fix pass selection for lit effect

* Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution

* Voluntary add disabled branch on shadow unlit to cover alphaTreshold case

* *Minor comment

* Fix return alpha clipping (missing actual alpha test enabled)

* *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging)

* VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.'

# Conflicts:
#	com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template

* Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset

* *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f)

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288

It was a bad merge

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96)

* Fix missing type copy in reduce

Tested locally on a PS4

* Add expection to detect unsupported value type

* Fix 1154328 - infinite recompile with rand (#93)

* Change the way rand expression equality is handled

* Refactor a bit

* Add editor test

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* World to Viewport Point & Viewport to World Point operators + Test

First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator.
Includes a test scene for these 2 operators.

* Update CHANGELOG.md

Update Changelog

* Added documentation md files.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Make null ( not deserializable ) objects part of undo state (#86)

* Fix compile loop in vfxoperator (#61)

* Update to visual studio package 2.0.2 (#74)

* Fix SDF Operators and blocks from PR #88 (#94)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Remove the use of inverse transpose for the "normals"

* Restore the Inverse Transpose and modify Collision code

* Restore Conform and Collide previous behavior + direction points to the surface

* add documentation

* Consistent distance and normal handling + ref images

* Cleaning + World space stick di…
julienf-unity added a commit that referenced this pull request Oct 23, 2020
* property attributes not serialized (#253)

* Initial tests

* Fix typo

* Change the VFXPropertyAttribute class

* Use VFXPropertyAttributes in VFXProperty

* Refactor interface

* Remove old VFXPropertyAttribute class

* More fixes

* Fix bug in DataAnchorController

* Fix invalid cast typo

* Remove shader warnings (#261)

* Fix shader warnings in test projects

* Update changelog

* Vfx/feature/filter enum (#243)

* Allow filtering enums values in VFXModels.

* Add an explicit GetHashCode() to default NameNType.

* Update CHANGELOG.md

* Update VFXHDRPSubOutput.cs

* fix based on review

* Remove raytracing enumerator filter as it was removed from HDRP enum

* Remove irrelevant render queues from some HDRP outputs (#263)

* Remove AfterPostProcessing render queue for lit outputs

* Remove render queue field from distortion outputs

* Update changelog

* Update HDRP changelog instead of VFX

* Fix issue when converting outputs with invalid render queue

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

* Fixed Flipbook Texture Names

* Update CHANGELOG.md

* Fix exception when creating new category on new visual effect asset.

* Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205)

* Fix to graft : support for flag enum in inspector

* *Update changelog

* Revert "Fix Enum Flag" (#15)

* "Fix Enum Flag" (#16)

This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241.

* Fix for Initial Event field height, (#17)

* Fix for Initial Event field height, that were clipping the bottom of legged letters

* Update CHANGELOG.md

* Vfx/fix colorfield height (#19)

* Fix color field height

* changelog

* Mesh Sampling (revival) (#1)

* Squashed commit of the following:

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935

Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933

Use simpler & explicit definition of propagated flags

* Fix several issue/comment

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765

* Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph

* Fix tooltip issue from @lewisjordan

Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386
Side note : use mode instead of "addressingMode" in PositionMesh as well.

* Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553

* As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777

* Add composition for Position (Mesh) as suggested by @thomasi

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Update experimental disclaimers (#367)

* Updated experimental disclaimers

* Removed link and added description instead.

* [HDRP] MSAA & MotionVector (#12)

* Support WRITE_MSAA_DEPTH Unlit template

* Fix MSAA for lit output

* *Update changelog

* Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH

TODO : Fix Sphere output as well

* Fix typo in ParticlePoint

* Factorize common fragment Lit & unlit for depth alike passes.

* Fix particle hexadreon wrong depth with alpha clip

* Revert "Fix particle hexadreon wrong depth with alpha clip"

This reverts commit b16bd570440087984c2c8c48279bebb088f748e8.

* Allow an object slot to have null as its value (#25)

* Allow an object slot to have null as its value

* changelog

* Vfx/fix/prevent capacity change locked (#24)

* Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode

* changelog

* *Update all vfx (had to do it manually...)

* Restore missing enty in hdrp changelog (bad resolve conflict from me)

* Fix 1233044 - capacity cannot be zero (#21)

* Prevent capacity from being 0

* Fix strip capacity as well

* Vfx/fix/param order (#22)

* Fix for dragged parameters order when there are categories

* changelog

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix minor issue with VFXPreviousPositionBinder.cs (#23)

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/fix/sgoperator create context drag (#28)

* Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot.

* changelog

* Vfx/fix/context no blocks (#27)

* Don't show block windows when context cant have blocks (output mesh )

* changelog

* PropertyBinder : Minor Fixes (#29)

* Fix for binder when null asset & fix for binder while resetting

* Call ClearPropertyBinders while resetting

* Add Update Modes & Time Access (revival) (#4)

* Squashed commit of the following:

commit d77638ba4188bfb03c81130b82cacb2a719f03be
Merge: 49eaeadff7 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 09:46:59 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 14:53:09 2020 +0100

    Update UX for new time access (#260)

    https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280
    See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z

commit 78d5d9938d9896d517efa89662764afd44ef12fc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 16:03:26 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060

commit bc7e715b0e41b55126fdf171b7459b680e3e3824
Merge: 9a82a52bfe ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 14:52:03 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88
Merge: f56986d415 66df0debfc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 09:17:53 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit f56986d4157f140ca84b039d97c8b7064a18214e
Merge: 047820690f 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:25:07 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 047820690fa496bd43d3a60df16dd0932502c7cb
Merge: d6d17dfbbc e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:56:39 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:59:15 2020 +0100

    Squashed commit of the following:

    commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Tue Jan 14 13:37:05 2020 +0100

        Use implicit block for old position backup

    commit e786cf3ade7d7515da4569dde9455881af02f282
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Sun Jan 12 15:05:03 2020 +0100

        WIP : Add option to skip zero delta per update context

commit e864fae742120fbfebabb26b605ddedfd184b02b
Merge: 4eecc0b90b fb12af4c28
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:47:57 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 16:08:07 2020 +0100

    Rename ProcessEveryFrame in ExactFixedTimeStep

commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 16:21:50 2020 +0100

    Fix ManagerMaxDeltaTime (was GameDeltaTime)

commit eaebe2649e93a5083fd62c91ac92185794b908e5
Merge: 98e7dcfcdc 276c02f29a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:42:08 2020 +0100

    Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes

commit 98e7dcfcdceb710c252e4d1a257815a724539e68
Merge: 248004d55a 0737eb535c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:26:54 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 248004d55a7b96c6532cd3c197e175b751d6f3fe
Merge: 2bbadae355 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 9 13:12:50 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 2bbadae355bb3c4a308b8d4e020e96127fa94818
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:07:46 2019 +0100

    Add tooltip to VFXTime.cs

commit 9dc7ea790327b44ffde94bbf783d588e74c50174
Merge: bf48ba84eb 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:29:13 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit bf48ba84ebfd1472d041966ba4be627e3a1ef427
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:26:30 2019 +0100

    *Update changelog.md

commit b5d76d5d5d65584fde771213d9a01adc6dd9b856
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 16:10:19 2019 +0100

    Add operator to enable time accesses

commit 1a2fe7b8dc5072dd49d985f045f276385e08287f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 11:25:52 2019 +0100

    Add built-in expression (but not listed)

commit b0d0e64ee04036adf48f4481bfd22eace649bac3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:37:50 2019 +0100

    Add some header

commit 490a441046a227bb1cc1b98418d0559da17d3771
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:36:57 2019 +0100

    Add tooltip & text content

commit 621c5b2b78545800b2e94921b9314ef860992059
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:09:32 2019 +0100

    *Add custom inspector to edit update flags efficiently

* Fix build (VFXPropertyAttribute.Create isn't needed anymore)

* Fix editor test

* Read Attribute in Spawn Context  (#6)

* Squashed commit of the following:

commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 11:14:14 2020 +0200

    *Update image reference (having issue with standalone, not sure of the result)

commit 275c22de35f08ada783c96c625b12475f0c42337
Merge: 85254f1ec4 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 09:59:48 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 16:21:39 2020 +0100

    *Update image reference due to fix with grapicTest update

commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf
Merge: d8db341bfb 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:51:43 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset

commit d8db341bfbd9257e1a5285d200e3eabe24857b01
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:57:38 2020 +0100

    *Apply Formatting

commit f80441dd6b30ef726d46ae2fe32bcf05d208b760
Merge: b3d858ffe1 01f176355a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:32:49 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7
Merge: 0bce44dc9a 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:18:58 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	.yamato/upm-ci-vfx_lwrp.yml
    #	.yamato/upm-ci-vfxmain.yml
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 0bce44dc9a694bf36b849efb894e999fa9dc959e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:20:03 2020 +0100

    *Fix build

commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df
Merge: 2130ea0ef2 e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 09:47:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 2130ea0ef2186ecdc5692878940d5d6635dca31b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:09:13 2020 +0100

    *Update tooltips (thanks @vlad)

commit f8cdb95f5d2075848e530d997551b69de43f39e0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:01:44 2020 +0100

    Rename SpawnerState in SpawnState

commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 13:54:24 2020 +0100

    Improve ReadAttribute test to cover NewLoop state

commit 2c515bfde823bfbce87df8a1444e19e5c2327e32
Merge: a9efee24ff bff1b74b59
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 16:32:45 2019 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit a9efee24ff84131c53dc2ba93f1985b02217e3d7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:54:25 2019 +0100

    *Update comment

commit 6b17879881555cd72b3af4463fd907423f92ad7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:53:11 2019 +0100

    Throws an exception while detecting unexpected expression flag

commit cbad9212075ec6776cf9d892185dd6ee64f8fab2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:43:33 2019 +0100

    Reorder spawner state operator

commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:35:30 2019 +0100

    Fix issue "Cannot plug in attribute-derived nodes into a spawner block."

commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:58:30 2019 +0100

    *Update changelog

commit 61bd2e5871f23002dd1add024858efdef5e09372
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:46:52 2019 +0100

    Update _CCCC test & Rename Spawner State library name

commit 4942912123d795023aacb0363c8e462a2da29943
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 16:58:17 2019 +0100

    Fix test & clean useless code in VFXExpression.Initialize

commit e6d6c593eb27c612a225340615dabe7692f76a00
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:22:31 2019 +0100

    Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose

commit f00f740b775f67e9378072744513f3ff920f470d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:16:39 2019 +0100

    Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change)

commit b7d8e238dd7e05bf99114a980c8584da7985dcf8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:45:56 2019 +0100

    Clean test data & add reference images

commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:17:51 2019 +0100

    Move graphicTest to common files

commit fa21846e7787fec9068c5a18a33dc568df3f7cc9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 11:53:18 2019 +0100

    Separate cleanly per event attribute expressions

commit 80e5259674a011e864e65f13c77ce06f92f33b7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 08:38:41 2019 +0100

    New test for chaining & read attributes

commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 18:47:20 2019 +0100

    Add read attribute for loop settings (context evaluation)

commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 15:30:56 2019 +0100

    Clean expression patching

commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 11:45:06 2019 +0100

    Clarify compatibility code for spawner order & random implication

commit 0dcf774f623fb93eb7bc19b06407b88669472443
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 18:42:30 2019 +0100

    Add tricky case in test vfx & fix compatibility code

    TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected

commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 16:49:42 2019 +0100

    *Up local test

commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 15:22:03 2019 +0100

    Detect & Compute partial evaluation

commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:16:29 2019 +0100

    Add spawner State Operator & SpawnCount (even if it's actually an attribute)

commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:04:04 2019 +0100

    Add spawner state accessor

commit adb1d6d66172f2d187b577facaf7b2aea4677d13
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 11:24:20 2019 +0100

    Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling

commit d43ad0e1395d0e51f3583ce9627a72006356e117
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 2 16:19:05 2019 +0100

    Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute

commit 8a25b5fbed33569529d30379fce2acd4da7de88d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 29 16:14:32 2019 +0100

    Backup test asset (temporarily)

commit dcb3efaf885dbbdec317f5a42ace9ace336fded9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 16:37:48 2019 +0100

    WIP : experimenting new concept of Read Attribute expression

* Merge with vfx/staging

* Update VFX

* Misc small fixes (#36)

* Fix strips outputs, spawnIndex and default metallic value

* Increase threshold in particle strip unlit test

* Test for Override resetted (#26)

* *WIP* add test

* Actually add a more legit "prefab" test

* Prepare fix later fix of 1206890 : can't change the C++ without updating this test

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20)

* New Test : total time is sum of delta time (#7)

* *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249

* [Fix] Disable reset option (#41)

* Disable reset option

* Add repro case 1251533

* Fix minor issue with PreviousPropertyBinder (bis) (#31)

* Fix minor issue with VFXPreviousPositionBinder.cs

* Fix exception in OnEnable

Note : I didn't try it locally yet.

* Actual fix of VFXPreviousPositionBinder.cs

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix culture issues when generating attributes defines in shaders (#40)

* [PropertyBinder] Move Update to LateUpdate (#38)

* Fix issue with VFXPropertyBinder : we should use late update instead of Update

* *Update 23_ParameterBinder reference image

* Call resyncslots on shadergraph dependent models. (#10)

* Call resyncslots on shadergraph dependent models.

* missing call to checkgraphbeforeimport

* indentation

* fix slot not updated if only the attributes change

* Do the same for models having subgraphs than for models having shadergraphs.

* Fix based on PR review

* Update CHANGELOG.md

* update vfx and settings

* Renable 009_MultiCamera in URP project

* Easy Wins (Small Workflow / Cosmetic fixes) (#37)

* Properties now exposed by default in blackboard

* Dissociated Colors for bool/int/uint

* Added Degrees / Radians conversion subgraphs in samples

* De-nicified attribute name (conserve case) in Set Custom Attribute title

* Changed the default "No Asset" message when opening the visual effect graph window.

* Subgraphs are not in hardcoded categories anymore + Updated Serialization

* Added Documentation for setting Subgraph Menu Categories

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/docs/compatability disclaimer (#43)

* Added compatability disc

* Updated format.

* Save a specific vfx asset and its sugraphs only (#35)

* Save graph asset works

* Update CHANGELOG.md

* Update VisualEffectGraphWindow.md

* Update VisualEffectGraphWindow.md

* Fix for block copy not dirtying the scene.

* Remove some unecessary compilation (not all) (#46)

* New TransformVector4 and GetTextureDimensions operators (#18)

* Vfx/feature/new operators 2 (#266)

* Add TransformVector4 operator

* Remove unused code

* Fix warning

* Refactor dynamic type operator

* Samll fix to previous commit

* Add texture dimensions operator and expressions

* Add tooltips

* Add changelog entry

* Fix merge compilation

* Modify point cache test

* Prevent textures from being constant folded

* Move modified test to correct folder

* Output Event (#5)

* Squashed commit of the following:

commit 449a60793a4c5c91e1913c42632448eb07ebe5de
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:27:48 2020 +0200

    Fix stackoverflow with subgraph (but doesn't fix the internal workflow)

commit caf0df3af5f451f9576c2cc7f328b57a87479f30
Merge: bb1047c59a a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 10:22:47 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit bb1047c59a084551e7df3b93d7d5ad501145ecaf
Merge: 7b2890b76f 98ce4878d1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 17:17:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:54:17 2020 +0100

    Add a check of outputEvent in SpawnerTest

commit 945992b2feff4b8f7a24740944c77a4a92f271dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:24:56 2020 +0100

    *Update OutputEventTest.cs to check Test_Output_Event

commit c48fda763e807503f27f98deeda4238b6628c264
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 18 10:17:21 2020 +0100

    *Update image reference & Test (stop using a undebuggeable random position)

commit 5a5ad49cb485907ee869445627821810589ab34a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 22:12:58 2020 +0100

    Fix newly integrated spawn test for output event

commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c
Merge: ef4837245e 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 17:53:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs
    #	com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs

commit ef4837245e1d88846f6d686e2803094d1d6cd04d
Merge: 2331c32fb4 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 08:30:00 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda
Merge: 5d225d6e19 0103971ce2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Feb 6 08:01:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 5d225d6e192b32394faf0964ad263cc33c5280cc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:01:51 2020 +0100

    Fix editor test

commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:00:35 2020 +0100

    Add distinct while retrieving virtual link

commit 725252869ac24d962490b4550821fbba2ab119b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Feb 3 14:38:52 2020 +0100

    *WIP* Output test

commit 96098fa11f4781837543fba099936b15a8c7158d
Merge: 02178104a3 bb04ca28fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 31 14:07:02 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 02178104a301fb434d5e6821cd369884bbc01006
Merge: 1443b66691 db8325ba2b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 18:06:20 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 1443b66691d46ed9598ccc26b0b9425d373b61e1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:37:08 2020 +0100

    *Reduce unexpected changes

commit aa1afcafa9c95d042db146043c60015d3f5c96f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:31:13 2020 +0100

    New UX for output event (use data instead of system name) (#229)

    * *WIP* Experiment for UX using eventName

    * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name

    * Remove useless naming pattern linking label & title for output

    Cleaner & Safer implementation for outputEvent edition

    * Use unique system naming

    * Add test for Data for VFXOutputEvent

    * Fix hacky OnInvalidate

commit 9cd41b81cef062991907d5ce446336bde78b79d3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 15:11:39 2020 +0100

    Add editor test to check return value of output event (not attribute, already cover by graphic test)

commit 1a09c63a98e4650b82160e670cedfb06b630284d
Merge: 35126156f2 52ce8b9636
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 11:02:45 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 35126156f2b93b04543de0eb91aca79adf331b2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 17 13:58:06 2020 +0100

    Avoid exception if system isn't present yet

commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 16 10:53:13 2020 +0100

    *Update Test, adding a test on unused source attribute

commit bfd29d8862539cef5b14392e21cbd896436339a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 20:20:59 2020 +0100

    Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test)

commit d89160df852b64a4b5ecf378c506aa0c9f1c099c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 16:13:02 2020 +0100

    Filters out orphan output event context

commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 14:30:08 2020 +0100

    *Update changelog

commit cf54e5372e273f86dd5c2e00a6178a543f234fd3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 08:40:09 2020 +0100

    Add reference image for HDRP

commit d710998eb133a3dbadbdec580d1ecad3752aca85
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:17:28 2020 +0100

    Add reference images for newly added test

commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 15:23:18 2020 +0100

    *Add a material to unit test

commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 17:02:27 2020 +0100

    Start implementing a effective test project

commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 16:56:28 2020 +0100

    FIx system name synchronisation (not really ideal)

commit 7782b888266a011f4f986a7bb3161f024730caa7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 14:24:08 2020 +0100

    Fix UI of output event

commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 10:11:56 2020 +0100

    Fix build

commit 50ae031af02d4c41e651f64b40e9d265668b803f
Merge: d838cd2d37 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 7 13:36:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 14:58:00 2019 +0100

    Add a wip test scene

commit 459b344b3f97c794d47a8eb6942b1129d18632cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 11:40:30 2019 +0100

    Fill VFXDataOutputEvent

commit e54905485dd553cadcde307ca00a8d7ce8454c0f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 18:21:31 2019 +0100

    Add basic output event type (empty FillDesc implementation for now)

* Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP*

* Update 009_OutputEvent test

* Move 009_OutputEvent to correct folder (TODO, this to rename it before merge)

* Fix sanity test & allow multiple connection from in outputEvent (as initialize)

* Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context

* Fix editor test using eventName instead of tile

* Revert unexpected changes

* *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs

See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485

* Rename VisualEffectOutputEventArgs => VFXOutputEventArgs

* Disable connection from OutputEvent to GPUEvent

* *Fix build

VisualEffect.OutputEventArgs => VFXOutputEventArgs
Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5

* Vfx/feature/enum parameter (#8)

* Restart of enum parameters

* more work

* more work

* Still more work.

* reorderable list looks good.

* Adding and removing values works.

* dragging item works.

* Enum values show in the inspector.

* fixes for rebase

* Enumvalue works on subgraphs.

* notify enum name change.

* Added documentation for blackboard value filtering.

* no value per enum

* only uint can now avec enum values.

* don't nicify enum values.

* Update Blackboard.md

* Update VFXBlackboard.uss

* sanitize parameter already having range

* Clamp enum value works.

* Changing switch testValue to uint.

* value appearing as menu if mode is enum.

* Update CHANGELOG.md

* Mutli editor of different values of enum parameter works.

* cpoy paste enumValues and min/max when copying parameter.

* Copy parameter mode when converting to subgraph.

* fix

* Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt.

* Vfx/docs/new operator docs (#50)

* Added documentation for new operators

* Changed bullet format.

* Fix creation of StringPropertyRM (#51)

* Fix creation of StringPropertyRM

* Update CHANGELOG.md

* Fix input of event emitting block beeing to small because of output

* Multi-mesh output, LODs and compute culling (#14)

* Implement multi mesh

* Add LOD + lit mesh output support

* Small fix + optim

* Fix crash with multi mesh + sorting

* Fix shader compilation with single mesh and compute culling

* implement multi sorting

* Add globalSort parameter

* Fix camera absolute mode

* Fix URP shader compilation

* Add frustum culling to LOD

* Add frustum culling setting

* filter out implicit settings and add tooltips

* Add radius scale + tooltips

* Add a graphics test

* Update change log + lod and multi mesh as experimental features

* Forgot a file

* Small changes based on QA review

* Simulate headers on enum values in SlotContainerEditor (#49)

* Simulate headers on enum values in SlotContainerEditor

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Update VFX

* Fix for blackboard scrollable element hidden by resize.

* Disable LOD test for XR

* Fix test threshold that was reset to 0...

* Ignoer graphviz folder

* Target Gameobject windows resize doesn't go too far above scrollbars

* Missing or incorrect unit in uss.

* fix for reference image "VFX/Execution" not updated to new path ( warning when adding output)

* Change description in package.json to reflect VFX is not out of preview with URP and mobile

* Simplify linear drag (#67)

* Simplify linear drag

* Fix warning

* Enable m_CachingShaderPreprocessor (#65)

* *Enable m_CachingShaderPreprocessor

* Try enabling vulkan

* Unify m_APIs in URP & HDRP

* Fix for node window staying when clicking elsewhere (#68)

* Fix for node window stayting when clicking elsewhere

* Update CHANGELOG.md

* Prevent resourcehistory from beeing set to null by serialization (#66)

* Vfx/docs/system requirements (#69)

* Added system requirements documentation.

* Corrected phrasing

* Added toc entry

* Reorganised toc entry

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix position of block creation window (#72)

* Fix Missing System Seed Builtin (#70)

* Add missing system seed variant

* Add test to cover all builtin expression are available through operator (avoid regression)

* *Update changelog.md

* Fix inconsistant case

* Fix indentation

* Fix Prefab Highlight for initial event name toggle & override (#71)

* Fix prefab blue highlight

* *Update changelog.md

* Add test for Mesh Stripping (#59)

* *Add test data

* Enable StripUnusedMeshComponents: 1

* Enable mesh stripping in HDRP project

* *Add reference images

* Call recreateCopy after recusion test not before. (#52)

* Call recreateCopy after recusion test not before.

* Update CHANGELOG.md

* Uniquify create visual effect gameobject name. Standard behaviour. (#75)

* Uniquify create visual effect gameobject name. Standard behaviour.

* Update CHANGELOG.md

* Use the AssetDatabase.FindAsset to find VFXResources asset (#48)

* Use the AssetDatabase.FindAsset to find VFXResources asset

* Update CHANGELOG.md

* Search VFXResource only if necessary.

* LoadUserResourcesIfNeeded

* Fix changelog merge

* Added feature: User can specify a directory that holds their VFX template assets (#34)

Added feature: User can specify a directory that holds their VFX template assets

Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu.

## How to use
The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems
![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d)

Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.
![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df)

This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.
![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f)

Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:
![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2)

* Vfx/fix/1246989 normals and scale (#81)

* Fix normal for lit mesh and non uniform scales

* Use inverse transpose in planar primitives

* Fix planar primitive with non uniform scale in local

* Add gfx test

* Add comment

* Update changelog

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76)

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context

* Add case to changelog

* Temporarily deactivate non uniform scale test (Some files were lost :()

* [Test] Enable test to cover properly reset override behavior (#80)

* Renable test to cover issue 1206890

* Fix newly introduced test : Exepcted value is original after reset override & handle correctly color

* int and uint support in Compare (#53)

* Add int and uint to Compare node and condition expression

* minor fixes

* Change SerializeType so that tests are correct against System.Type and null

* Fix switch

* Update changelog

* Added render pipeline compatability table (#87)

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix square complexity on parameter to serialized property matching (#78)

* Fix square complexity on parameter to serialized property matching

* Update CHANGELOG.md

* Fix vfx view not beeing framed at launch (#79)

* Fix vfx view not beeing framed at launch

* safer implementation

* Update CHANGELOG.md

* Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84)

* Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null

* Update CHANGELOG.md

* SampleSDF operator (#88)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Fix Shadow compilation using shaderGraph (URP/HDRP) (#77)

* *Prepare a proper way to test different shadow cases

* prepare a shadow graph unlit (modifying alpha)

* Add reference data for shadow test

* Minimal data for reproduce issue 1259511

* Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define

* *Update ShadowMaterial

* *Update ShaderGraphShadow.vfx

* *Move shader to common testing asset

* Add equivalent test for URP

* Add graphicTest for URP

* *Update reference images

* Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting

* Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence

* Fix incorrect block listing

* *Update changelog.md

* Fix pass selection for lit effect

* Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution

* Voluntary add disabled branch on shadow unlit to cover alphaTreshold case

* *Minor comment

* Fix return alpha clipping (missing actual alpha test enabled)

* *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging)

* VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.'

# Conflicts:
#	com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template

* Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset

* *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f)

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288

It was a bad merge

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96)

* Fix missing type copy in reduce

Tested locally on a PS4

* Add expection to detect unsupported value type

* Fix 1154328 - infinite recompile with rand (#93)

* Change the way rand expression equality is handled

* Refactor a bit

* Add editor test

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* World to Viewport Point & Viewport to World Point operators + Test

First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator.
Includes a test scene for these 2 operators.

* Update CHANGELOG.md

Update Changelog

* Added documentation md files.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Make null ( not deserializable ) objects part of undo state (#86)

* Fix compile loop in vfxoperator (#61)

* Update to visual studio package 2.0.2 (#74)

* Fix SDF Operators and blocks from PR #88 (#94)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Remove the use of inverse transpose for the "normals"

* Restore the Inverse Transpose and modify Collision code

* Restore Conform and Collide previous behavior + direction points to the surface

* add documentation

* Consistent distance and normal handling + ref images

* Cleaning + World space stick distance and radius + references

* Max scale through expression evaluated on GPU (if needed)

* Max3 on CPU

* Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91)

* Simpler update to use now available ByteAddressBuffer

* Temp Workaround a GPU hang

We should isolate properly this code.

* Proper fix of OOB FetchBuffer

* *Update changelog.md

* Update assets

* Update URP tests assets

* More update to assets

* Remove old gfx tests images ref

* Fix changelog

* Fix Construct Matrix on GPU (#102)

* Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU

* *Update changelog.md

* Output Event Helpers (#58)

* Base Commit

* Moved Files down one folder

* Updated Package Configuration, CHANGELOG and documentation

* Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour

* Small fixes and checks

* Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check

* Small Fixes

* Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly

* Other custom Editors + Helpbox

* Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in  Prefab Spawn

* Removed Rerouting Helpers as CopyValuesFrom is broken at the moment.

* Fixed ASMDEFs / class accessibility

* Updated Documentation

* Fixed Class Accessibility for ExposedPropertyDrawer

* Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer)

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Add support for Gradient sampling with and without gradient mode #100

* Fix changelog

* Fix case 1279294 : Invalid Random per component behavior in spawn context (#107)

* Revert "Output Event Helpers" (#110)

* Revert "Output Event Helpers (#58)"

This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78.

* Revert "Fix changelog"

This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137.

* Fix changelog (missing revert)

* Fix changelog : Unexpected carriage return

* Point cache: Binary format corrupted due to an extra byte offset (#108)

* Point cache header, wait for new line character only (/n) and skip carriage return(/r)

An extra trailing new line character was causing an invalid offset in binary point cache files.

* Update Changelog

* Remove unnecessary files

* Fix InvalidCastException when using byte properties in point cache files (#109)

* Change casting to byte

We were trying to cast an object containing a byte to an int.
Also, a better normalization would be dividing by 255.

* Update CHANGELOG.md

* update asset and scripts

* Remove unwanted files
…
julienf-unity added a commit that referenced this pull request Oct 25, 2020
* property attributes not serialized (#253)

* Initial tests

* Fix typo

* Change the VFXPropertyAttribute class

* Use VFXPropertyAttributes in VFXProperty

* Refactor interface

* Remove old VFXPropertyAttribute class

* More fixes

* Fix bug in DataAnchorController

* Fix invalid cast typo

* Remove shader warnings (#261)

* Fix shader warnings in test projects

* Update changelog

* Vfx/feature/filter enum (#243)

* Allow filtering enums values in VFXModels.

* Add an explicit GetHashCode() to default NameNType.

* Update CHANGELOG.md

* Update VFXHDRPSubOutput.cs

* fix based on review

* Remove raytracing enumerator filter as it was removed from HDRP enum

* Remove irrelevant render queues from some HDRP outputs (#263)

* Remove AfterPostProcessing render queue for lit outputs

* Remove render queue field from distortion outputs

* Update changelog

* Update HDRP changelog instead of VFX

* Fix issue when converting outputs with invalid render queue

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

* Fixed Flipbook Texture Names

* Update CHANGELOG.md

* Fix exception when creating new category on new visual effect asset.

* Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205)

* Fix to graft : support for flag enum in inspector

* *Update changelog

* Revert "Fix Enum Flag" (#15)

* "Fix Enum Flag" (#16)

This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241.

* Fix for Initial Event field height, (#17)

* Fix for Initial Event field height, that were clipping the bottom of legged letters

* Update CHANGELOG.md

* Vfx/fix colorfield height (#19)

* Fix color field height

* changelog

* Mesh Sampling (revival) (#1)

* Squashed commit of the following:

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935

Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933

Use simpler & explicit definition of propagated flags

* Fix several issue/comment

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765

* Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph

* Fix tooltip issue from @lewisjordan

Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386
Side note : use mode instead of "addressingMode" in PositionMesh as well.

* Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553

* As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777

* Add composition for Position (Mesh) as suggested by @thomasi

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Update experimental disclaimers (#367)

* Updated experimental disclaimers

* Removed link and added description instead.

* [HDRP] MSAA & MotionVector (#12)

* Support WRITE_MSAA_DEPTH Unlit template

* Fix MSAA for lit output

* *Update changelog

* Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH

TODO : Fix Sphere output as well

* Fix typo in ParticlePoint

* Factorize common fragment Lit & unlit for depth alike passes.

* Fix particle hexadreon wrong depth with alpha clip

* Revert "Fix particle hexadreon wrong depth with alpha clip"

This reverts commit b16bd570440087984c2c8c48279bebb088f748e8.

* Allow an object slot to have null as its value (#25)

* Allow an object slot to have null as its value

* changelog

* Vfx/fix/prevent capacity change locked (#24)

* Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode

* changelog

* *Update all vfx (had to do it manually...)

* Restore missing enty in hdrp changelog (bad resolve conflict from me)

* Fix 1233044 - capacity cannot be zero (#21)

* Prevent capacity from being 0

* Fix strip capacity as well

* Vfx/fix/param order (#22)

* Fix for dragged parameters order when there are categories

* changelog

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix minor issue with VFXPreviousPositionBinder.cs (#23)

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/fix/sgoperator create context drag (#28)

* Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot.

* changelog

* Vfx/fix/context no blocks (#27)

* Don't show block windows when context cant have blocks (output mesh )

* changelog

* PropertyBinder : Minor Fixes (#29)

* Fix for binder when null asset & fix for binder while resetting

* Call ClearPropertyBinders while resetting

* Add Update Modes & Time Access (revival) (#4)

* Squashed commit of the following:

commit d77638ba4188bfb03c81130b82cacb2a719f03be
Merge: 49eaeadff7 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 09:46:59 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 14:53:09 2020 +0100

    Update UX for new time access (#260)

    https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280
    See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z

commit 78d5d9938d9896d517efa89662764afd44ef12fc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 16:03:26 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060

commit bc7e715b0e41b55126fdf171b7459b680e3e3824
Merge: 9a82a52bfe ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 14:52:03 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88
Merge: f56986d415 66df0debfc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 09:17:53 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit f56986d4157f140ca84b039d97c8b7064a18214e
Merge: 047820690f 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:25:07 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 047820690fa496bd43d3a60df16dd0932502c7cb
Merge: d6d17dfbbc e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:56:39 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:59:15 2020 +0100

    Squashed commit of the following:

    commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Tue Jan 14 13:37:05 2020 +0100

        Use implicit block for old position backup

    commit e786cf3ade7d7515da4569dde9455881af02f282
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Sun Jan 12 15:05:03 2020 +0100

        WIP : Add option to skip zero delta per update context

commit e864fae742120fbfebabb26b605ddedfd184b02b
Merge: 4eecc0b90b fb12af4c28
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:47:57 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 16:08:07 2020 +0100

    Rename ProcessEveryFrame in ExactFixedTimeStep

commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 16:21:50 2020 +0100

    Fix ManagerMaxDeltaTime (was GameDeltaTime)

commit eaebe2649e93a5083fd62c91ac92185794b908e5
Merge: 98e7dcfcdc 276c02f29a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:42:08 2020 +0100

    Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes

commit 98e7dcfcdceb710c252e4d1a257815a724539e68
Merge: 248004d55a 0737eb535c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:26:54 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 248004d55a7b96c6532cd3c197e175b751d6f3fe
Merge: 2bbadae355 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 9 13:12:50 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 2bbadae355bb3c4a308b8d4e020e96127fa94818
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:07:46 2019 +0100

    Add tooltip to VFXTime.cs

commit 9dc7ea790327b44ffde94bbf783d588e74c50174
Merge: bf48ba84eb 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:29:13 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit bf48ba84ebfd1472d041966ba4be627e3a1ef427
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:26:30 2019 +0100

    *Update changelog.md

commit b5d76d5d5d65584fde771213d9a01adc6dd9b856
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 16:10:19 2019 +0100

    Add operator to enable time accesses

commit 1a2fe7b8dc5072dd49d985f045f276385e08287f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 11:25:52 2019 +0100

    Add built-in expression (but not listed)

commit b0d0e64ee04036adf48f4481bfd22eace649bac3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:37:50 2019 +0100

    Add some header

commit 490a441046a227bb1cc1b98418d0559da17d3771
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:36:57 2019 +0100

    Add tooltip & text content

commit 621c5b2b78545800b2e94921b9314ef860992059
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:09:32 2019 +0100

    *Add custom inspector to edit update flags efficiently

* Fix build (VFXPropertyAttribute.Create isn't needed anymore)

* Fix editor test

* Read Attribute in Spawn Context  (#6)

* Squashed commit of the following:

commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 11:14:14 2020 +0200

    *Update image reference (having issue with standalone, not sure of the result)

commit 275c22de35f08ada783c96c625b12475f0c42337
Merge: 85254f1ec4 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 09:59:48 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
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    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
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commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 16:21:39 2020 +0100

    *Update image reference due to fix with grapicTest update

commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf
Merge: d8db341bfb 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:51:43 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
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    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
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commit d8db341bfbd9257e1a5285d200e3eabe24857b01
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:57:38 2020 +0100

    *Apply Formatting

commit f80441dd6b30ef726d46ae2fe32bcf05d208b760
Merge: b3d858ffe1 01f176355a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:32:49 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7
Merge: 0bce44dc9a 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:18:58 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	.yamato/upm-ci-vfx_lwrp.yml
    #	.yamato/upm-ci-vfxmain.yml
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 0bce44dc9a694bf36b849efb894e999fa9dc959e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:20:03 2020 +0100

    *Fix build

commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df
Merge: 2130ea0ef2 e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 09:47:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 2130ea0ef2186ecdc5692878940d5d6635dca31b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:09:13 2020 +0100

    *Update tooltips (thanks @vlad)

commit f8cdb95f5d2075848e530d997551b69de43f39e0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:01:44 2020 +0100

    Rename SpawnerState in SpawnState

commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 13:54:24 2020 +0100

    Improve ReadAttribute test to cover NewLoop state

commit 2c515bfde823bfbce87df8a1444e19e5c2327e32
Merge: a9efee24ff bff1b74b59
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 16:32:45 2019 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit a9efee24ff84131c53dc2ba93f1985b02217e3d7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:54:25 2019 +0100

    *Update comment

commit 6b17879881555cd72b3af4463fd907423f92ad7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:53:11 2019 +0100

    Throws an exception while detecting unexpected expression flag

commit cbad9212075ec6776cf9d892185dd6ee64f8fab2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:43:33 2019 +0100

    Reorder spawner state operator

commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:35:30 2019 +0100

    Fix issue "Cannot plug in attribute-derived nodes into a spawner block."

commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:58:30 2019 +0100

    *Update changelog

commit 61bd2e5871f23002dd1add024858efdef5e09372
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:46:52 2019 +0100

    Update _CCCC test & Rename Spawner State library name

commit 4942912123d795023aacb0363c8e462a2da29943
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 16:58:17 2019 +0100

    Fix test & clean useless code in VFXExpression.Initialize

commit e6d6c593eb27c612a225340615dabe7692f76a00
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:22:31 2019 +0100

    Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose

commit f00f740b775f67e9378072744513f3ff920f470d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:16:39 2019 +0100

    Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change)

commit b7d8e238dd7e05bf99114a980c8584da7985dcf8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:45:56 2019 +0100

    Clean test data & add reference images

commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:17:51 2019 +0100

    Move graphicTest to common files

commit fa21846e7787fec9068c5a18a33dc568df3f7cc9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 11:53:18 2019 +0100

    Separate cleanly per event attribute expressions

commit 80e5259674a011e864e65f13c77ce06f92f33b7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 08:38:41 2019 +0100

    New test for chaining & read attributes

commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 18:47:20 2019 +0100

    Add read attribute for loop settings (context evaluation)

commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 15:30:56 2019 +0100

    Clean expression patching

commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 11:45:06 2019 +0100

    Clarify compatibility code for spawner order & random implication

commit 0dcf774f623fb93eb7bc19b06407b88669472443
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 18:42:30 2019 +0100

    Add tricky case in test vfx & fix compatibility code

    TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected

commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 16:49:42 2019 +0100

    *Up local test

commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 15:22:03 2019 +0100

    Detect & Compute partial evaluation

commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:16:29 2019 +0100

    Add spawner State Operator & SpawnCount (even if it's actually an attribute)

commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:04:04 2019 +0100

    Add spawner state accessor

commit adb1d6d66172f2d187b577facaf7b2aea4677d13
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 11:24:20 2019 +0100

    Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling

commit d43ad0e1395d0e51f3583ce9627a72006356e117
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 2 16:19:05 2019 +0100

    Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute

commit 8a25b5fbed33569529d30379fce2acd4da7de88d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 29 16:14:32 2019 +0100

    Backup test asset (temporarily)

commit dcb3efaf885dbbdec317f5a42ace9ace336fded9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 16:37:48 2019 +0100

    WIP : experimenting new concept of Read Attribute expression

* Merge with vfx/staging

* Update VFX

* Misc small fixes (#36)

* Fix strips outputs, spawnIndex and default metallic value

* Increase threshold in particle strip unlit test

* Test for Override resetted (#26)

* *WIP* add test

* Actually add a more legit "prefab" test

* Prepare fix later fix of 1206890 : can't change the C++ without updating this test

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20)

* New Test : total time is sum of delta time (#7)

* *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249

* [Fix] Disable reset option (#41)

* Disable reset option

* Add repro case 1251533

* Fix minor issue with PreviousPropertyBinder (bis) (#31)

* Fix minor issue with VFXPreviousPositionBinder.cs

* Fix exception in OnEnable

Note : I didn't try it locally yet.

* Actual fix of VFXPreviousPositionBinder.cs

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix culture issues when generating attributes defines in shaders (#40)

* [PropertyBinder] Move Update to LateUpdate (#38)

* Fix issue with VFXPropertyBinder : we should use late update instead of Update

* *Update 23_ParameterBinder reference image

* Call resyncslots on shadergraph dependent models. (#10)

* Call resyncslots on shadergraph dependent models.

* missing call to checkgraphbeforeimport

* indentation

* fix slot not updated if only the attributes change

* Do the same for models having subgraphs than for models having shadergraphs.

* Fix based on PR review

* Update CHANGELOG.md

* update vfx and settings

* Renable 009_MultiCamera in URP project

* Easy Wins (Small Workflow / Cosmetic fixes) (#37)

* Properties now exposed by default in blackboard

* Dissociated Colors for bool/int/uint

* Added Degrees / Radians conversion subgraphs in samples

* De-nicified attribute name (conserve case) in Set Custom Attribute title

* Changed the default "No Asset" message when opening the visual effect graph window.

* Subgraphs are not in hardcoded categories anymore + Updated Serialization

* Added Documentation for setting Subgraph Menu Categories

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/docs/compatability disclaimer (#43)

* Added compatability disc

* Updated format.

* Save a specific vfx asset and its sugraphs only (#35)

* Save graph asset works

* Update CHANGELOG.md

* Update VisualEffectGraphWindow.md

* Update VisualEffectGraphWindow.md

* Fix for block copy not dirtying the scene.

* Remove some unecessary compilation (not all) (#46)

* New TransformVector4 and GetTextureDimensions operators (#18)

* Vfx/feature/new operators 2 (#266)

* Add TransformVector4 operator

* Remove unused code

* Fix warning

* Refactor dynamic type operator

* Samll fix to previous commit

* Add texture dimensions operator and expressions

* Add tooltips

* Add changelog entry

* Fix merge compilation

* Modify point cache test

* Prevent textures from being constant folded

* Move modified test to correct folder

* Output Event (#5)

* Squashed commit of the following:

commit 449a60793a4c5c91e1913c42632448eb07ebe5de
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:27:48 2020 +0200

    Fix stackoverflow with subgraph (but doesn't fix the internal workflow)

commit caf0df3af5f451f9576c2cc7f328b57a87479f30
Merge: bb1047c59a a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 10:22:47 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit bb1047c59a084551e7df3b93d7d5ad501145ecaf
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Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 17:17:21 2020 +0100

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commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:54:17 2020 +0100

    Add a check of outputEvent in SpawnerTest

commit 945992b2feff4b8f7a24740944c77a4a92f271dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:24:56 2020 +0100

    *Update OutputEventTest.cs to check Test_Output_Event

commit c48fda763e807503f27f98deeda4238b6628c264
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 18 10:17:21 2020 +0100

    *Update image reference & Test (stop using a undebuggeable random position)

commit 5a5ad49cb485907ee869445627821810589ab34a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 22:12:58 2020 +0100

    Fix newly integrated spawn test for output event

commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c
Merge: ef4837245e 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 17:53:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
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    #	com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs
    #	com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs

commit ef4837245e1d88846f6d686e2803094d1d6cd04d
Merge: 2331c32fb4 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 08:30:00 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda
Merge: 5d225d6e19 0103971ce2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Feb 6 08:01:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 5d225d6e192b32394faf0964ad263cc33c5280cc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:01:51 2020 +0100

    Fix editor test

commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:00:35 2020 +0100

    Add distinct while retrieving virtual link

commit 725252869ac24d962490b4550821fbba2ab119b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Feb 3 14:38:52 2020 +0100

    *WIP* Output test

commit 96098fa11f4781837543fba099936b15a8c7158d
Merge: 02178104a3 bb04ca28fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 31 14:07:02 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 02178104a301fb434d5e6821cd369884bbc01006
Merge: 1443b66691 db8325ba2b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 18:06:20 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 1443b66691d46ed9598ccc26b0b9425d373b61e1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:37:08 2020 +0100

    *Reduce unexpected changes

commit aa1afcafa9c95d042db146043c60015d3f5c96f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:31:13 2020 +0100

    New UX for output event (use data instead of system name) (#229)

    * *WIP* Experiment for UX using eventName

    * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name

    * Remove useless naming pattern linking label & title for output

    Cleaner & Safer implementation for outputEvent edition

    * Use unique system naming

    * Add test for Data for VFXOutputEvent

    * Fix hacky OnInvalidate

commit 9cd41b81cef062991907d5ce446336bde78b79d3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 15:11:39 2020 +0100

    Add editor test to check return value of output event (not attribute, already cover by graphic test)

commit 1a09c63a98e4650b82160e670cedfb06b630284d
Merge: 35126156f2 52ce8b9636
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 11:02:45 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 35126156f2b93b04543de0eb91aca79adf331b2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 17 13:58:06 2020 +0100

    Avoid exception if system isn't present yet

commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 16 10:53:13 2020 +0100

    *Update Test, adding a test on unused source attribute

commit bfd29d8862539cef5b14392e21cbd896436339a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 20:20:59 2020 +0100

    Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test)

commit d89160df852b64a4b5ecf378c506aa0c9f1c099c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 16:13:02 2020 +0100

    Filters out orphan output event context

commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 14:30:08 2020 +0100

    *Update changelog

commit cf54e5372e273f86dd5c2e00a6178a543f234fd3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 08:40:09 2020 +0100

    Add reference image for HDRP

commit d710998eb133a3dbadbdec580d1ecad3752aca85
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:17:28 2020 +0100

    Add reference images for newly added test

commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 15:23:18 2020 +0100

    *Add a material to unit test

commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 17:02:27 2020 +0100

    Start implementing a effective test project

commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 16:56:28 2020 +0100

    FIx system name synchronisation (not really ideal)

commit 7782b888266a011f4f986a7bb3161f024730caa7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 14:24:08 2020 +0100

    Fix UI of output event

commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 10:11:56 2020 +0100

    Fix build

commit 50ae031af02d4c41e651f64b40e9d265668b803f
Merge: d838cd2d37 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 7 13:36:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 14:58:00 2019 +0100

    Add a wip test scene

commit 459b344b3f97c794d47a8eb6942b1129d18632cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 11:40:30 2019 +0100

    Fill VFXDataOutputEvent

commit e54905485dd553cadcde307ca00a8d7ce8454c0f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 18:21:31 2019 +0100

    Add basic output event type (empty FillDesc implementation for now)

* Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP*

* Update 009_OutputEvent test

* Move 009_OutputEvent to correct folder (TODO, this to rename it before merge)

* Fix sanity test & allow multiple connection from in outputEvent (as initialize)

* Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context

* Fix editor test using eventName instead of tile

* Revert unexpected changes

* *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs

See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485

* Rename VisualEffectOutputEventArgs => VFXOutputEventArgs

* Disable connection from OutputEvent to GPUEvent

* *Fix build

VisualEffect.OutputEventArgs => VFXOutputEventArgs
Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5

* Vfx/feature/enum parameter (#8)

* Restart of enum parameters

* more work

* more work

* Still more work.

* reorderable list looks good.

* Adding and removing values works.

* dragging item works.

* Enum values show in the inspector.

* fixes for rebase

* Enumvalue works on subgraphs.

* notify enum name change.

* Added documentation for blackboard value filtering.

* no value per enum

* only uint can now avec enum values.

* don't nicify enum values.

* Update Blackboard.md

* Update VFXBlackboard.uss

* sanitize parameter already having range

* Clamp enum value works.

* Changing switch testValue to uint.

* value appearing as menu if mode is enum.

* Update CHANGELOG.md

* Mutli editor of different values of enum parameter works.

* cpoy paste enumValues and min/max when copying parameter.

* Copy parameter mode when converting to subgraph.

* fix

* Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt.

* Vfx/docs/new operator docs (#50)

* Added documentation for new operators

* Changed bullet format.

* Fix creation of StringPropertyRM (#51)

* Fix creation of StringPropertyRM

* Update CHANGELOG.md

* Fix input of event emitting block beeing to small because of output

* Multi-mesh output, LODs and compute culling (#14)

* Implement multi mesh

* Add LOD + lit mesh output support

* Small fix + optim

* Fix crash with multi mesh + sorting

* Fix shader compilation with single mesh and compute culling

* implement multi sorting

* Add globalSort parameter

* Fix camera absolute mode

* Fix URP shader compilation

* Add frustum culling to LOD

* Add frustum culling setting

* filter out implicit settings and add tooltips

* Add radius scale + tooltips

* Add a graphics test

* Update change log + lod and multi mesh as experimental features

* Forgot a file

* Small changes based on QA review

* Simulate headers on enum values in SlotContainerEditor (#49)

* Simulate headers on enum values in SlotContainerEditor

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Update VFX

* Fix for blackboard scrollable element hidden by resize.

* Disable LOD test for XR

* Fix test threshold that was reset to 0...

* Ignoer graphviz folder

* Target Gameobject windows resize doesn't go too far above scrollbars

* Missing or incorrect unit in uss.

* fix for reference image "VFX/Execution" not updated to new path ( warning when adding output)

* Change description in package.json to reflect VFX is not out of preview with URP and mobile

* Simplify linear drag (#67)

* Simplify linear drag

* Fix warning

* Enable m_CachingShaderPreprocessor (#65)

* *Enable m_CachingShaderPreprocessor

* Try enabling vulkan

* Unify m_APIs in URP & HDRP

* Fix for node window staying when clicking elsewhere (#68)

* Fix for node window stayting when clicking elsewhere

* Update CHANGELOG.md

* Prevent resourcehistory from beeing set to null by serialization (#66)

* Vfx/docs/system requirements (#69)

* Added system requirements documentation.

* Corrected phrasing

* Added toc entry

* Reorganised toc entry

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix position of block creation window (#72)

* Fix Missing System Seed Builtin (#70)

* Add missing system seed variant

* Add test to cover all builtin expression are available through operator (avoid regression)

* *Update changelog.md

* Fix inconsistant case

* Fix indentation

* Fix Prefab Highlight for initial event name toggle & override (#71)

* Fix prefab blue highlight

* *Update changelog.md

* Add test for Mesh Stripping (#59)

* *Add test data

* Enable StripUnusedMeshComponents: 1

* Enable mesh stripping in HDRP project

* *Add reference images

* Call recreateCopy after recusion test not before. (#52)

* Call recreateCopy after recusion test not before.

* Update CHANGELOG.md

* Uniquify create visual effect gameobject name. Standard behaviour. (#75)

* Uniquify create visual effect gameobject name. Standard behaviour.

* Update CHANGELOG.md

* Use the AssetDatabase.FindAsset to find VFXResources asset (#48)

* Use the AssetDatabase.FindAsset to find VFXResources asset

* Update CHANGELOG.md

* Search VFXResource only if necessary.

* LoadUserResourcesIfNeeded

* Fix changelog merge

* Added feature: User can specify a directory that holds their VFX template assets (#34)

Added feature: User can specify a directory that holds their VFX template assets

Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu.

## How to use
The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems
![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d)

Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.
![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df)

This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.
![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f)

Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:
![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2)

* Vfx/fix/1246989 normals and scale (#81)

* Fix normal for lit mesh and non uniform scales

* Use inverse transpose in planar primitives

* Fix planar primitive with non uniform scale in local

* Add gfx test

* Add comment

* Update changelog

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76)

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context

* Add case to changelog

* Temporarily deactivate non uniform scale test (Some files were lost :()

* [Test] Enable test to cover properly reset override behavior (#80)

* Renable test to cover issue 1206890

* Fix newly introduced test : Exepcted value is original after reset override & handle correctly color

* int and uint support in Compare (#53)

* Add int and uint to Compare node and condition expression

* minor fixes

* Change SerializeType so that tests are correct against System.Type and null

* Fix switch

* Update changelog

* Added render pipeline compatability table (#87)

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix square complexity on parameter to serialized property matching (#78)

* Fix square complexity on parameter to serialized property matching

* Update CHANGELOG.md

* Fix vfx view not beeing framed at launch (#79)

* Fix vfx view not beeing framed at launch

* safer implementation

* Update CHANGELOG.md

* Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84)

* Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null

* Update CHANGELOG.md

* SampleSDF operator (#88)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Fix Shadow compilation using shaderGraph (URP/HDRP) (#77)

* *Prepare a proper way to test different shadow cases

* prepare a shadow graph unlit (modifying alpha)

* Add reference data for shadow test

* Minimal data for reproduce issue 1259511

* Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define

* *Update ShadowMaterial

* *Update ShaderGraphShadow.vfx

* *Move shader to common testing asset

* Add equivalent test for URP

* Add graphicTest for URP

* *Update reference images

* Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting

* Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence

* Fix incorrect block listing

* *Update changelog.md

* Fix pass selection for lit effect

* Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution

* Voluntary add disabled branch on shadow unlit to cover alphaTreshold case

* *Minor comment

* Fix return alpha clipping (missing actual alpha test enabled)

* *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging)

* VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.'

# Conflicts:
#	com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template

* Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset

* *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f)

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288

It was a bad merge

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96)

* Fix missing type copy in reduce

Tested locally on a PS4

* Add expection to detect unsupported value type

* Fix 1154328 - infinite recompile with rand (#93)

* Change the way rand expression equality is handled

* Refactor a bit

* Add editor test

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* World to Viewport Point & Viewport to World Point operators + Test

First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator.
Includes a test scene for these 2 operators.

* Update CHANGELOG.md

Update Changelog

* Added documentation md files.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Make null ( not deserializable ) objects part of undo state (#86)

* Fix compile loop in vfxoperator (#61)

* Update to visual studio package 2.0.2 (#74)

* Fix SDF Operators and blocks from PR #88 (#94)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Remove the use of inverse transpose for the "normals"

* Restore the Inverse Transpose and modify Collision code

* Restore Conform and Collide previous behavior + direction points to the surface

* add documentation

* Consistent distance and normal handling + ref images

* Cleaning + World space stick distance and radius + references

* Max scale through expression evaluated on GPU (if needed)

* Max3 on CPU

* Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91)

* Simpler update to use now available ByteAddressBuffer

* Temp Workaround a GPU hang

We should isolate properly this code.

* Proper fix of OOB FetchBuffer

* *Update changelog.md

* Update assets

* Update URP tests assets

* More update to assets

* Remove old gfx tests images ref

* Fix changelog

* Fix Construct Matrix on GPU (#102)

* Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU

* *Update changelog.md

* Output Event Helpers (#58)

* Base Commit

* Moved Files down one folder

* Updated Package Configuration, CHANGELOG and documentation

* Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour

* Small fixes and checks

* Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check

* Small Fixes

* Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly

* Other custom Editors + Helpbox

* Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in  Prefab Spawn

* Removed Rerouting Helpers as CopyValuesFrom is broken at the moment.

* Fixed ASMDEFs / class accessibility

* Updated Documentation

* Fixed Class Accessibility for ExposedPropertyDrawer

* Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer)

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Add support for Gradient sampling with and without gradient mode #100

* Fix changelog

* Fix case 1279294 : Invalid Random per component behavior in spawn context (#107)

* Revert "Output Event Helpers" (#110)

* Revert "Output Event Helpers (#58)"

This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78.

* Revert "Fix changelog"

This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137.

* Fix changelog (missing revert)

* Fix changelog : Unexpected carriage return

* Point cache: Binary format corrupted due to an extra byte offset (#108)

* Point cache header, wait for new line character only (/n) and skip carriage return(/r)

An extra trailing new line character was causing an invalid offset in binary point cache files.

* Update Changelog

* Remove unnecessary files

* Fix InvalidCastException when using byte properties in point cache files (#109)

* Change casting to byte

We were trying to cast an object containing a byte to an int.
Also, a better normalization would be dividing by 255.

* Update CHANGELOG.md

* update asset and script…
julienf-unity added a commit that referenced this pull request Oct 25, 2020
* property attributes not serialized (#253)

* Initial tests

* Fix typo

* Change the VFXPropertyAttribute class

* Use VFXPropertyAttributes in VFXProperty

* Refactor interface

* Remove old VFXPropertyAttribute class

* More fixes

* Fix bug in DataAnchorController

* Fix invalid cast typo

* Remove shader warnings (#261)

* Fix shader warnings in test projects

* Update changelog

* Vfx/feature/filter enum (#243)

* Allow filtering enums values in VFXModels.

* Add an explicit GetHashCode() to default NameNType.

* Update CHANGELOG.md

* Update VFXHDRPSubOutput.cs

* fix based on review

* Remove raytracing enumerator filter as it was removed from HDRP enum

* Remove irrelevant render queues from some HDRP outputs (#263)

* Remove AfterPostProcessing render queue for lit outputs

* Remove render queue field from distortion outputs

* Update changelog

* Update HDRP changelog instead of VFX

* Fix issue when converting outputs with invalid render queue

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

* Fixed Flipbook Texture Names

* Update CHANGELOG.md

* Fix exception when creating new category on new visual effect asset.

* Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205)

* Fix to graft : support for flag enum in inspector

* *Update changelog

* Revert "Fix Enum Flag" (#15)

* "Fix Enum Flag" (#16)

This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241.

* Fix for Initial Event field height, (#17)

* Fix for Initial Event field height, that were clipping the bottom of legged letters

* Update CHANGELOG.md

* Vfx/fix colorfield height (#19)

* Fix color field height

* changelog

* Mesh Sampling (revival) (#1)

* Squashed commit of the following:

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935

Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933

Use simpler & explicit definition of propagated flags

* Fix several issue/comment

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765

* Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph

* Fix tooltip issue from @lewisjordan

Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386
Side note : use mode instead of "addressingMode" in PositionMesh as well.

* Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553

* As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777

* Add composition for Position (Mesh) as suggested by @thomasi

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Update experimental disclaimers (#367)

* Updated experimental disclaimers

* Removed link and added description instead.

* [HDRP] MSAA & MotionVector (#12)

* Support WRITE_MSAA_DEPTH Unlit template

* Fix MSAA for lit output

* *Update changelog

* Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH

TODO : Fix Sphere output as well

* Fix typo in ParticlePoint

* Factorize common fragment Lit & unlit for depth alike passes.

* Fix particle hexadreon wrong depth with alpha clip

* Revert "Fix particle hexadreon wrong depth with alpha clip"

This reverts commit b16bd570440087984c2c8c48279bebb088f748e8.

* Allow an object slot to have null as its value (#25)

* Allow an object slot to have null as its value

* changelog

* Vfx/fix/prevent capacity change locked (#24)

* Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode

* changelog

* *Update all vfx (had to do it manually...)

* Restore missing enty in hdrp changelog (bad resolve conflict from me)

* Fix 1233044 - capacity cannot be zero (#21)

* Prevent capacity from being 0

* Fix strip capacity as well

* Vfx/fix/param order (#22)

* Fix for dragged parameters order when there are categories

* changelog

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix minor issue with VFXPreviousPositionBinder.cs (#23)

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/fix/sgoperator create context drag (#28)

* Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot.

* changelog

* Vfx/fix/context no blocks (#27)

* Don't show block windows when context cant have blocks (output mesh )

* changelog

* PropertyBinder : Minor Fixes (#29)

* Fix for binder when null asset & fix for binder while resetting

* Call ClearPropertyBinders while resetting

* Add Update Modes & Time Access (revival) (#4)

* Squashed commit of the following:

commit d77638ba4188bfb03c81130b82cacb2a719f03be
Merge: 49eaeadff7 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 09:46:59 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 14:53:09 2020 +0100

    Update UX for new time access (#260)

    https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280
    See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z

commit 78d5d9938d9896d517efa89662764afd44ef12fc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 16:03:26 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060

commit bc7e715b0e41b55126fdf171b7459b680e3e3824
Merge: 9a82a52bfe ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 14:52:03 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88
Merge: f56986d415 66df0debfc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 09:17:53 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit f56986d4157f140ca84b039d97c8b7064a18214e
Merge: 047820690f 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:25:07 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 047820690fa496bd43d3a60df16dd0932502c7cb
Merge: d6d17dfbbc e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:56:39 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:59:15 2020 +0100

    Squashed commit of the following:

    commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Tue Jan 14 13:37:05 2020 +0100

        Use implicit block for old position backup

    commit e786cf3ade7d7515da4569dde9455881af02f282
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Sun Jan 12 15:05:03 2020 +0100

        WIP : Add option to skip zero delta per update context

commit e864fae742120fbfebabb26b605ddedfd184b02b
Merge: 4eecc0b90b fb12af4c28
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:47:57 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 16:08:07 2020 +0100

    Rename ProcessEveryFrame in ExactFixedTimeStep

commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 16:21:50 2020 +0100

    Fix ManagerMaxDeltaTime (was GameDeltaTime)

commit eaebe2649e93a5083fd62c91ac92185794b908e5
Merge: 98e7dcfcdc 276c02f29a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:42:08 2020 +0100

    Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes

commit 98e7dcfcdceb710c252e4d1a257815a724539e68
Merge: 248004d55a 0737eb535c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:26:54 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 248004d55a7b96c6532cd3c197e175b751d6f3fe
Merge: 2bbadae355 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 9 13:12:50 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 2bbadae355bb3c4a308b8d4e020e96127fa94818
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:07:46 2019 +0100

    Add tooltip to VFXTime.cs

commit 9dc7ea790327b44ffde94bbf783d588e74c50174
Merge: bf48ba84eb 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:29:13 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit bf48ba84ebfd1472d041966ba4be627e3a1ef427
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:26:30 2019 +0100

    *Update changelog.md

commit b5d76d5d5d65584fde771213d9a01adc6dd9b856
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 16:10:19 2019 +0100

    Add operator to enable time accesses

commit 1a2fe7b8dc5072dd49d985f045f276385e08287f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 11:25:52 2019 +0100

    Add built-in expression (but not listed)

commit b0d0e64ee04036adf48f4481bfd22eace649bac3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:37:50 2019 +0100

    Add some header

commit 490a441046a227bb1cc1b98418d0559da17d3771
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:36:57 2019 +0100

    Add tooltip & text content

commit 621c5b2b78545800b2e94921b9314ef860992059
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:09:32 2019 +0100

    *Add custom inspector to edit update flags efficiently

* Fix build (VFXPropertyAttribute.Create isn't needed anymore)

* Fix editor test

* Read Attribute in Spawn Context  (#6)

* Squashed commit of the following:

commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 11:14:14 2020 +0200

    *Update image reference (having issue with standalone, not sure of the result)

commit 275c22de35f08ada783c96c625b12475f0c42337
Merge: 85254f1ec4 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 09:59:48 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 16:21:39 2020 +0100

    *Update image reference due to fix with grapicTest update

commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf
Merge: d8db341bfb 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:51:43 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset

commit d8db341bfbd9257e1a5285d200e3eabe24857b01
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:57:38 2020 +0100

    *Apply Formatting

commit f80441dd6b30ef726d46ae2fe32bcf05d208b760
Merge: b3d858ffe1 01f176355a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:32:49 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7
Merge: 0bce44dc9a 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:18:58 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	.yamato/upm-ci-vfx_lwrp.yml
    #	.yamato/upm-ci-vfxmain.yml
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 0bce44dc9a694bf36b849efb894e999fa9dc959e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:20:03 2020 +0100

    *Fix build

commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df
Merge: 2130ea0ef2 e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 09:47:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 2130ea0ef2186ecdc5692878940d5d6635dca31b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:09:13 2020 +0100

    *Update tooltips (thanks @vlad)

commit f8cdb95f5d2075848e530d997551b69de43f39e0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:01:44 2020 +0100

    Rename SpawnerState in SpawnState

commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 13:54:24 2020 +0100

    Improve ReadAttribute test to cover NewLoop state

commit 2c515bfde823bfbce87df8a1444e19e5c2327e32
Merge: a9efee24ff bff1b74b59
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 16:32:45 2019 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit a9efee24ff84131c53dc2ba93f1985b02217e3d7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:54:25 2019 +0100

    *Update comment

commit 6b17879881555cd72b3af4463fd907423f92ad7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:53:11 2019 +0100

    Throws an exception while detecting unexpected expression flag

commit cbad9212075ec6776cf9d892185dd6ee64f8fab2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:43:33 2019 +0100

    Reorder spawner state operator

commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:35:30 2019 +0100

    Fix issue "Cannot plug in attribute-derived nodes into a spawner block."

commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:58:30 2019 +0100

    *Update changelog

commit 61bd2e5871f23002dd1add024858efdef5e09372
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:46:52 2019 +0100

    Update _CCCC test & Rename Spawner State library name

commit 4942912123d795023aacb0363c8e462a2da29943
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 16:58:17 2019 +0100

    Fix test & clean useless code in VFXExpression.Initialize

commit e6d6c593eb27c612a225340615dabe7692f76a00
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:22:31 2019 +0100

    Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose

commit f00f740b775f67e9378072744513f3ff920f470d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:16:39 2019 +0100

    Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change)

commit b7d8e238dd7e05bf99114a980c8584da7985dcf8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:45:56 2019 +0100

    Clean test data & add reference images

commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:17:51 2019 +0100

    Move graphicTest to common files

commit fa21846e7787fec9068c5a18a33dc568df3f7cc9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 11:53:18 2019 +0100

    Separate cleanly per event attribute expressions

commit 80e5259674a011e864e65f13c77ce06f92f33b7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 08:38:41 2019 +0100

    New test for chaining & read attributes

commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 18:47:20 2019 +0100

    Add read attribute for loop settings (context evaluation)

commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 15:30:56 2019 +0100

    Clean expression patching

commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 11:45:06 2019 +0100

    Clarify compatibility code for spawner order & random implication

commit 0dcf774f623fb93eb7bc19b06407b88669472443
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 18:42:30 2019 +0100

    Add tricky case in test vfx & fix compatibility code

    TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected

commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 16:49:42 2019 +0100

    *Up local test

commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 15:22:03 2019 +0100

    Detect & Compute partial evaluation

commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:16:29 2019 +0100

    Add spawner State Operator & SpawnCount (even if it's actually an attribute)

commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:04:04 2019 +0100

    Add spawner state accessor

commit adb1d6d66172f2d187b577facaf7b2aea4677d13
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 11:24:20 2019 +0100

    Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling

commit d43ad0e1395d0e51f3583ce9627a72006356e117
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 2 16:19:05 2019 +0100

    Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute

commit 8a25b5fbed33569529d30379fce2acd4da7de88d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 29 16:14:32 2019 +0100

    Backup test asset (temporarily)

commit dcb3efaf885dbbdec317f5a42ace9ace336fded9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 16:37:48 2019 +0100

    WIP : experimenting new concept of Read Attribute expression

* Merge with vfx/staging

* Update VFX

* Misc small fixes (#36)

* Fix strips outputs, spawnIndex and default metallic value

* Increase threshold in particle strip unlit test

* Test for Override resetted (#26)

* *WIP* add test

* Actually add a more legit "prefab" test

* Prepare fix later fix of 1206890 : can't change the C++ without updating this test

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20)

* New Test : total time is sum of delta time (#7)

* *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249

* [Fix] Disable reset option (#41)

* Disable reset option

* Add repro case 1251533

* Fix minor issue with PreviousPropertyBinder (bis) (#31)

* Fix minor issue with VFXPreviousPositionBinder.cs

* Fix exception in OnEnable

Note : I didn't try it locally yet.

* Actual fix of VFXPreviousPositionBinder.cs

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix culture issues when generating attributes defines in shaders (#40)

* [PropertyBinder] Move Update to LateUpdate (#38)

* Fix issue with VFXPropertyBinder : we should use late update instead of Update

* *Update 23_ParameterBinder reference image

* Call resyncslots on shadergraph dependent models. (#10)

* Call resyncslots on shadergraph dependent models.

* missing call to checkgraphbeforeimport

* indentation

* fix slot not updated if only the attributes change

* Do the same for models having subgraphs than for models having shadergraphs.

* Fix based on PR review

* Update CHANGELOG.md

* update vfx and settings

* Renable 009_MultiCamera in URP project

* Easy Wins (Small Workflow / Cosmetic fixes) (#37)

* Properties now exposed by default in blackboard

* Dissociated Colors for bool/int/uint

* Added Degrees / Radians conversion subgraphs in samples

* De-nicified attribute name (conserve case) in Set Custom Attribute title

* Changed the default "No Asset" message when opening the visual effect graph window.

* Subgraphs are not in hardcoded categories anymore + Updated Serialization

* Added Documentation for setting Subgraph Menu Categories

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/docs/compatability disclaimer (#43)

* Added compatability disc

* Updated format.

* Save a specific vfx asset and its sugraphs only (#35)

* Save graph asset works

* Update CHANGELOG.md

* Update VisualEffectGraphWindow.md

* Update VisualEffectGraphWindow.md

* Fix for block copy not dirtying the scene.

* Remove some unecessary compilation (not all) (#46)

* New TransformVector4 and GetTextureDimensions operators (#18)

* Vfx/feature/new operators 2 (#266)

* Add TransformVector4 operator

* Remove unused code

* Fix warning

* Refactor dynamic type operator

* Samll fix to previous commit

* Add texture dimensions operator and expressions

* Add tooltips

* Add changelog entry

* Fix merge compilation

* Modify point cache test

* Prevent textures from being constant folded

* Move modified test to correct folder

* Output Event (#5)

* Squashed commit of the following:

commit 449a60793a4c5c91e1913c42632448eb07ebe5de
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:27:48 2020 +0200

    Fix stackoverflow with subgraph (but doesn't fix the internal workflow)

commit caf0df3af5f451f9576c2cc7f328b57a87479f30
Merge: bb1047c59a a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 10:22:47 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit bb1047c59a084551e7df3b93d7d5ad501145ecaf
Merge: 7b2890b76f 98ce4878d1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 17:17:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:54:17 2020 +0100

    Add a check of outputEvent in SpawnerTest

commit 945992b2feff4b8f7a24740944c77a4a92f271dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:24:56 2020 +0100

    *Update OutputEventTest.cs to check Test_Output_Event

commit c48fda763e807503f27f98deeda4238b6628c264
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 18 10:17:21 2020 +0100

    *Update image reference & Test (stop using a undebuggeable random position)

commit 5a5ad49cb485907ee869445627821810589ab34a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 22:12:58 2020 +0100

    Fix newly integrated spawn test for output event

commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c
Merge: ef4837245e 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 17:53:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs
    #	com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs

commit ef4837245e1d88846f6d686e2803094d1d6cd04d
Merge: 2331c32fb4 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 08:30:00 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda
Merge: 5d225d6e19 0103971ce2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Feb 6 08:01:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 5d225d6e192b32394faf0964ad263cc33c5280cc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:01:51 2020 +0100

    Fix editor test

commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:00:35 2020 +0100

    Add distinct while retrieving virtual link

commit 725252869ac24d962490b4550821fbba2ab119b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Feb 3 14:38:52 2020 +0100

    *WIP* Output test

commit 96098fa11f4781837543fba099936b15a8c7158d
Merge: 02178104a3 bb04ca28fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 31 14:07:02 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 02178104a301fb434d5e6821cd369884bbc01006
Merge: 1443b66691 db8325ba2b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 18:06:20 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 1443b66691d46ed9598ccc26b0b9425d373b61e1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:37:08 2020 +0100

    *Reduce unexpected changes

commit aa1afcafa9c95d042db146043c60015d3f5c96f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:31:13 2020 +0100

    New UX for output event (use data instead of system name) (#229)

    * *WIP* Experiment for UX using eventName

    * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name

    * Remove useless naming pattern linking label & title for output

    Cleaner & Safer implementation for outputEvent edition

    * Use unique system naming

    * Add test for Data for VFXOutputEvent

    * Fix hacky OnInvalidate

commit 9cd41b81cef062991907d5ce446336bde78b79d3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 15:11:39 2020 +0100

    Add editor test to check return value of output event (not attribute, already cover by graphic test)

commit 1a09c63a98e4650b82160e670cedfb06b630284d
Merge: 35126156f2 52ce8b9636
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 11:02:45 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 35126156f2b93b04543de0eb91aca79adf331b2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 17 13:58:06 2020 +0100

    Avoid exception if system isn't present yet

commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 16 10:53:13 2020 +0100

    *Update Test, adding a test on unused source attribute

commit bfd29d8862539cef5b14392e21cbd896436339a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 20:20:59 2020 +0100

    Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test)

commit d89160df852b64a4b5ecf378c506aa0c9f1c099c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 16:13:02 2020 +0100

    Filters out orphan output event context

commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 14:30:08 2020 +0100

    *Update changelog

commit cf54e5372e273f86dd5c2e00a6178a543f234fd3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 08:40:09 2020 +0100

    Add reference image for HDRP

commit d710998eb133a3dbadbdec580d1ecad3752aca85
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:17:28 2020 +0100

    Add reference images for newly added test

commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 15:23:18 2020 +0100

    *Add a material to unit test

commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 17:02:27 2020 +0100

    Start implementing a effective test project

commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 16:56:28 2020 +0100

    FIx system name synchronisation (not really ideal)

commit 7782b888266a011f4f986a7bb3161f024730caa7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 14:24:08 2020 +0100

    Fix UI of output event

commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 10:11:56 2020 +0100

    Fix build

commit 50ae031af02d4c41e651f64b40e9d265668b803f
Merge: d838cd2d37 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 7 13:36:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 14:58:00 2019 +0100

    Add a wip test scene

commit 459b344b3f97c794d47a8eb6942b1129d18632cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 11:40:30 2019 +0100

    Fill VFXDataOutputEvent

commit e54905485dd553cadcde307ca00a8d7ce8454c0f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 18:21:31 2019 +0100

    Add basic output event type (empty FillDesc implementation for now)

* Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP*

* Update 009_OutputEvent test

* Move 009_OutputEvent to correct folder (TODO, this to rename it before merge)

* Fix sanity test & allow multiple connection from in outputEvent (as initialize)

* Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context

* Fix editor test using eventName instead of tile

* Revert unexpected changes

* *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs

See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485

* Rename VisualEffectOutputEventArgs => VFXOutputEventArgs

* Disable connection from OutputEvent to GPUEvent

* *Fix build

VisualEffect.OutputEventArgs => VFXOutputEventArgs
Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5

* Vfx/feature/enum parameter (#8)

* Restart of enum parameters

* more work

* more work

* Still more work.

* reorderable list looks good.

* Adding and removing values works.

* dragging item works.

* Enum values show in the inspector.

* fixes for rebase

* Enumvalue works on subgraphs.

* notify enum name change.

* Added documentation for blackboard value filtering.

* no value per enum

* only uint can now avec enum values.

* don't nicify enum values.

* Update Blackboard.md

* Update VFXBlackboard.uss

* sanitize parameter already having range

* Clamp enum value works.

* Changing switch testValue to uint.

* value appearing as menu if mode is enum.

* Update CHANGELOG.md

* Mutli editor of different values of enum parameter works.

* cpoy paste enumValues and min/max when copying parameter.

* Copy parameter mode when converting to subgraph.

* fix

* Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt.

* Vfx/docs/new operator docs (#50)

* Added documentation for new operators

* Changed bullet format.

* Fix creation of StringPropertyRM (#51)

* Fix creation of StringPropertyRM

* Update CHANGELOG.md

* Fix input of event emitting block beeing to small because of output

* Multi-mesh output, LODs and compute culling (#14)

* Implement multi mesh

* Add LOD + lit mesh output support

* Small fix + optim

* Fix crash with multi mesh + sorting

* Fix shader compilation with single mesh and compute culling

* implement multi sorting

* Add globalSort parameter

* Fix camera absolute mode

* Fix URP shader compilation

* Add frustum culling to LOD

* Add frustum culling setting

* filter out implicit settings and add tooltips

* Add radius scale + tooltips

* Add a graphics test

* Update change log + lod and multi mesh as experimental features

* Forgot a file

* Small changes based on QA review

* Simulate headers on enum values in SlotContainerEditor (#49)

* Simulate headers on enum values in SlotContainerEditor

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Update VFX

* Fix for blackboard scrollable element hidden by resize.

* Disable LOD test for XR

* Fix test threshold that was reset to 0...

* Ignoer graphviz folder

* Target Gameobject windows resize doesn't go too far above scrollbars

* Missing or incorrect unit in uss.

* fix for reference image "VFX/Execution" not updated to new path ( warning when adding output)

* Change description in package.json to reflect VFX is not out of preview with URP and mobile

* Simplify linear drag (#67)

* Simplify linear drag

* Fix warning

* Enable m_CachingShaderPreprocessor (#65)

* *Enable m_CachingShaderPreprocessor

* Try enabling vulkan

* Unify m_APIs in URP & HDRP

* Fix for node window staying when clicking elsewhere (#68)

* Fix for node window stayting when clicking elsewhere

* Update CHANGELOG.md

* Prevent resourcehistory from beeing set to null by serialization (#66)

* Vfx/docs/system requirements (#69)

* Added system requirements documentation.

* Corrected phrasing

* Added toc entry

* Reorganised toc entry

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix position of block creation window (#72)

* Fix Missing System Seed Builtin (#70)

* Add missing system seed variant

* Add test to cover all builtin expression are available through operator (avoid regression)

* *Update changelog.md

* Fix inconsistant case

* Fix indentation

* Fix Prefab Highlight for initial event name toggle & override (#71)

* Fix prefab blue highlight

* *Update changelog.md

* Add test for Mesh Stripping (#59)

* *Add test data

* Enable StripUnusedMeshComponents: 1

* Enable mesh stripping in HDRP project

* *Add reference images

* Call recreateCopy after recusion test not before. (#52)

* Call recreateCopy after recusion test not before.

* Update CHANGELOG.md

* Uniquify create visual effect gameobject name. Standard behaviour. (#75)

* Uniquify create visual effect gameobject name. Standard behaviour.

* Update CHANGELOG.md

* Use the AssetDatabase.FindAsset to find VFXResources asset (#48)

* Use the AssetDatabase.FindAsset to find VFXResources asset

* Update CHANGELOG.md

* Search VFXResource only if necessary.

* LoadUserResourcesIfNeeded

* Fix changelog merge

* Added feature: User can specify a directory that holds their VFX template assets (#34)

Added feature: User can specify a directory that holds their VFX template assets

Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu.

## How to use
The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems
![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d)

Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.
![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df)

This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.
![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f)

Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:
![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2)

* Vfx/fix/1246989 normals and scale (#81)

* Fix normal for lit mesh and non uniform scales

* Use inverse transpose in planar primitives

* Fix planar primitive with non uniform scale in local

* Add gfx test

* Add comment

* Update changelog

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76)

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context

* Add case to changelog

* Temporarily deactivate non uniform scale test (Some files were lost :()

* [Test] Enable test to cover properly reset override behavior (#80)

* Renable test to cover issue 1206890

* Fix newly introduced test : Exepcted value is original after reset override & handle correctly color

* int and uint support in Compare (#53)

* Add int and uint to Compare node and condition expression

* minor fixes

* Change SerializeType so that tests are correct against System.Type and null

* Fix switch

* Update changelog

* Added render pipeline compatability table (#87)

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix square complexity on parameter to serialized property matching (#78)

* Fix square complexity on parameter to serialized property matching

* Update CHANGELOG.md

* Fix vfx view not beeing framed at launch (#79)

* Fix vfx view not beeing framed at launch

* safer implementation

* Update CHANGELOG.md

* Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84)

* Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null

* Update CHANGELOG.md

* SampleSDF operator (#88)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Fix Shadow compilation using shaderGraph (URP/HDRP) (#77)

* *Prepare a proper way to test different shadow cases

* prepare a shadow graph unlit (modifying alpha)

* Add reference data for shadow test

* Minimal data for reproduce issue 1259511

* Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define

* *Update ShadowMaterial

* *Update ShaderGraphShadow.vfx

* *Move shader to common testing asset

* Add equivalent test for URP

* Add graphicTest for URP

* *Update reference images

* Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting

* Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence

* Fix incorrect block listing

* *Update changelog.md

* Fix pass selection for lit effect

* Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution

* Voluntary add disabled branch on shadow unlit to cover alphaTreshold case

* *Minor comment

* Fix return alpha clipping (missing actual alpha test enabled)

* *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging)

* VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.'

# Conflicts:
#	com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template

* Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset

* *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f)

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288

It was a bad merge

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96)

* Fix missing type copy in reduce

Tested locally on a PS4

* Add expection to detect unsupported value type

* Fix 1154328 - infinite recompile with rand (#93)

* Change the way rand expression equality is handled

* Refactor a bit

* Add editor test

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* World to Viewport Point & Viewport to World Point operators + Test

First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator.
Includes a test scene for these 2 operators.

* Update CHANGELOG.md

Update Changelog

* Added documentation md files.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Make null ( not deserializable ) objects part of undo state (#86)

* Fix compile loop in vfxoperator (#61)

* Update to visual studio package 2.0.2 (#74)

* Fix SDF Operators and blocks from PR #88 (#94)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Remove the use of inverse transpose for the "normals"

* Restore the Inverse Transpose and modify Collision code

* Restore Conform and Collide previous behavior + direction points to the surface

* add documentation

* Consistent distance and normal handling + ref images

* Cleaning + World space stick distance and radius + references

* Max scale through expression evaluated on GPU (if needed)

* Max3 on CPU

* Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91)

* Simpler update to use now available ByteAddressBuffer

* Temp Workaround a GPU hang

We should isolate properly this code.

* Proper fix of OOB FetchBuffer

* *Update changelog.md

* Update assets

* Update URP tests assets

* More update to assets

* Remove old gfx tests images ref

* Fix changelog

* Fix Construct Matrix on GPU (#102)

* Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU

* *Update changelog.md

* Output Event Helpers (#58)

* Base Commit

* Moved Files down one folder

* Updated Package Configuration, CHANGELOG and documentation

* Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour

* Small fixes and checks

* Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check

* Small Fixes

* Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly

* Other custom Editors + Helpbox

* Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in  Prefab Spawn

* Removed Rerouting Helpers as CopyValuesFrom is broken at the moment.

* Fixed ASMDEFs / class accessibility

* Updated Documentation

* Fixed Class Accessibility for ExposedPropertyDrawer

* Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer)

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Add support for Gradient sampling with and without gradient mode #100

* Fix changelog

* Fix case 1279294 : Invalid Random per component behavior in spawn context (#107)

* Revert "Output Event Helpers" (#110)

* Revert "Output Event Helpers (#58)"

This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78.

* Revert "Fix changelog"

This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137.

* Fix changelog (missing revert)

* Fix changelog : Unexpected carriage return

* Point cache: Binary format corrupted due to an extra byte offset (#108)

* Point cache header, wait for new line character only (/n) and skip carriage return(/r)

An extra trailing new line character was causing an invalid offset in binary point cache files.

* Update Changelog

* Remove unnecessary files

* Fix InvalidCastException when using byte properties in point cache files (#109)

* Change casting to byte

We were trying to cast an object containing a byte to an int.
Also, a better normalization would be dividing by 255.

* Update CHANGELOG.md

* update asset and script…
sebastienlagarde pushed a commit that referenced this pull request Oct 25, 2020
* 10.2 fixes

* [VFX] harmonize position + fix API validation (#2365)

* property attributes not serialized (#253)

* Initial tests

* Fix typo

* Change the VFXPropertyAttribute class

* Use VFXPropertyAttributes in VFXProperty

* Refactor interface

* Remove old VFXPropertyAttribute class

* More fixes

* Fix bug in DataAnchorController

* Fix invalid cast typo

* Remove shader warnings (#261)

* Fix shader warnings in test projects

* Update changelog

* Vfx/feature/filter enum (#243)

* Allow filtering enums values in VFXModels.

* Add an explicit GetHashCode() to default NameNType.

* Update CHANGELOG.md

* Update VFXHDRPSubOutput.cs

* fix based on review

* Remove raytracing enumerator filter as it was removed from HDRP enum

* Remove irrelevant render queues from some HDRP outputs (#263)

* Remove AfterPostProcessing render queue for lit outputs

* Remove render queue field from distortion outputs

* Update changelog

* Update HDRP changelog instead of VFX

* Fix issue when converting outputs with invalid render queue

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

* Fixed Flipbook Texture Names

* Update CHANGELOG.md

* Fix exception when creating new category on new visual effect asset.

* Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205)

* Fix to graft : support for flag enum in inspector

* *Update changelog

* Revert "Fix Enum Flag" (#15)

* "Fix Enum Flag" (#16)

This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241.

* Fix for Initial Event field height, (#17)

* Fix for Initial Event field height, that were clipping the bottom of legged letters

* Update CHANGELOG.md

* Vfx/fix colorfield height (#19)

* Fix color field height

* changelog

* Mesh Sampling (revival) (#1)

* Squashed commit of the following:

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935

Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933

Use simpler & explicit definition of propagated flags

* Fix several issue/comment

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765

* Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph

* Fix tooltip issue from @lewisjordan

Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386
Side note : use mode instead of "addressingMode" in PositionMesh as well.

* Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553

* As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777

* Add composition for Position (Mesh) as suggested by @thomasi

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Update experimental disclaimers (#367)

* Updated experimental disclaimers

* Removed link and added description instead.

* [HDRP] MSAA & MotionVector (#12)

* Support WRITE_MSAA_DEPTH Unlit template

* Fix MSAA for lit output

* *Update changelog

* Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH

TODO : Fix Sphere output as well

* Fix typo in ParticlePoint

* Factorize common fragment Lit & unlit for depth alike passes.

* Fix particle hexadreon wrong depth with alpha clip

* Revert "Fix particle hexadreon wrong depth with alpha clip"

This reverts commit b16bd570440087984c2c8c48279bebb088f748e8.

* Allow an object slot to have null as its value (#25)

* Allow an object slot to have null as its value

* changelog

* Vfx/fix/prevent capacity change locked (#24)

* Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode

* changelog

* *Update all vfx (had to do it manually...)

* Restore missing enty in hdrp changelog (bad resolve conflict from me)

* Fix 1233044 - capacity cannot be zero (#21)

* Prevent capacity from being 0

* Fix strip capacity as well

* Vfx/fix/param order (#22)

* Fix for dragged parameters order when there are categories

* changelog

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix minor issue with VFXPreviousPositionBinder.cs (#23)

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/fix/sgoperator create context drag (#28)

* Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot.

* changelog

* Vfx/fix/context no blocks (#27)

* Don't show block windows when context cant have blocks (output mesh )

* changelog

* PropertyBinder : Minor Fixes (#29)

* Fix for binder when null asset & fix for binder while resetting

* Call ClearPropertyBinders while resetting

* Add Update Modes & Time Access (revival) (#4)

* Squashed commit of the following:

commit d77638ba4188bfb03c81130b82cacb2a719f03be
Merge: 49eaeadff7 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 09:46:59 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 14:53:09 2020 +0100

    Update UX for new time access (#260)

    https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280
    See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z

commit 78d5d9938d9896d517efa89662764afd44ef12fc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 16:03:26 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060

commit bc7e715b0e41b55126fdf171b7459b680e3e3824
Merge: 9a82a52bfe ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 14:52:03 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88
Merge: f56986d415 66df0debfc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 09:17:53 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit f56986d4157f140ca84b039d97c8b7064a18214e
Merge: 047820690f 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:25:07 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 047820690fa496bd43d3a60df16dd0932502c7cb
Merge: d6d17dfbbc e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:56:39 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:59:15 2020 +0100

    Squashed commit of the following:

    commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Tue Jan 14 13:37:05 2020 +0100

        Use implicit block for old position backup

    commit e786cf3ade7d7515da4569dde9455881af02f282
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Sun Jan 12 15:05:03 2020 +0100

        WIP : Add option to skip zero delta per update context

commit e864fae742120fbfebabb26b605ddedfd184b02b
Merge: 4eecc0b90b fb12af4c28
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:47:57 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 16:08:07 2020 +0100

    Rename ProcessEveryFrame in ExactFixedTimeStep

commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 16:21:50 2020 +0100

    Fix ManagerMaxDeltaTime (was GameDeltaTime)

commit eaebe2649e93a5083fd62c91ac92185794b908e5
Merge: 98e7dcfcdc 276c02f29a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:42:08 2020 +0100

    Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes

commit 98e7dcfcdceb710c252e4d1a257815a724539e68
Merge: 248004d55a 0737eb535c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:26:54 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 248004d55a7b96c6532cd3c197e175b751d6f3fe
Merge: 2bbadae355 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 9 13:12:50 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 2bbadae355bb3c4a308b8d4e020e96127fa94818
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:07:46 2019 +0100

    Add tooltip to VFXTime.cs

commit 9dc7ea790327b44ffde94bbf783d588e74c50174
Merge: bf48ba84eb 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:29:13 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit bf48ba84ebfd1472d041966ba4be627e3a1ef427
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:26:30 2019 +0100

    *Update changelog.md

commit b5d76d5d5d65584fde771213d9a01adc6dd9b856
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 16:10:19 2019 +0100

    Add operator to enable time accesses

commit 1a2fe7b8dc5072dd49d985f045f276385e08287f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 11:25:52 2019 +0100

    Add built-in expression (but not listed)

commit b0d0e64ee04036adf48f4481bfd22eace649bac3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:37:50 2019 +0100

    Add some header

commit 490a441046a227bb1cc1b98418d0559da17d3771
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:36:57 2019 +0100

    Add tooltip & text content

commit 621c5b2b78545800b2e94921b9314ef860992059
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:09:32 2019 +0100

    *Add custom inspector to edit update flags efficiently

* Fix build (VFXPropertyAttribute.Create isn't needed anymore)

* Fix editor test

* Read Attribute in Spawn Context  (#6)

* Squashed commit of the following:

commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 11:14:14 2020 +0200

    *Update image reference (having issue with standalone, not sure of the result)

commit 275c22de35f08ada783c96c625b12475f0c42337
Merge: 85254f1ec4 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 09:59:48 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 16:21:39 2020 +0100

    *Update image reference due to fix with grapicTest update

commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf
Merge: d8db341bfb 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:51:43 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset

commit d8db341bfbd9257e1a5285d200e3eabe24857b01
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:57:38 2020 +0100

    *Apply Formatting

commit f80441dd6b30ef726d46ae2fe32bcf05d208b760
Merge: b3d858ffe1 01f176355a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:32:49 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7
Merge: 0bce44dc9a 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:18:58 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	.yamato/upm-ci-vfx_lwrp.yml
    #	.yamato/upm-ci-vfxmain.yml
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 0bce44dc9a694bf36b849efb894e999fa9dc959e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:20:03 2020 +0100

    *Fix build

commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df
Merge: 2130ea0ef2 e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 09:47:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 2130ea0ef2186ecdc5692878940d5d6635dca31b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:09:13 2020 +0100

    *Update tooltips (thanks @vlad)

commit f8cdb95f5d2075848e530d997551b69de43f39e0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:01:44 2020 +0100

    Rename SpawnerState in SpawnState

commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 13:54:24 2020 +0100

    Improve ReadAttribute test to cover NewLoop state

commit 2c515bfde823bfbce87df8a1444e19e5c2327e32
Merge: a9efee24ff bff1b74b59
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 16:32:45 2019 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit a9efee24ff84131c53dc2ba93f1985b02217e3d7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:54:25 2019 +0100

    *Update comment

commit 6b17879881555cd72b3af4463fd907423f92ad7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:53:11 2019 +0100

    Throws an exception while detecting unexpected expression flag

commit cbad9212075ec6776cf9d892185dd6ee64f8fab2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:43:33 2019 +0100

    Reorder spawner state operator

commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:35:30 2019 +0100

    Fix issue "Cannot plug in attribute-derived nodes into a spawner block."

commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:58:30 2019 +0100

    *Update changelog

commit 61bd2e5871f23002dd1add024858efdef5e09372
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:46:52 2019 +0100

    Update _CCCC test & Rename Spawner State library name

commit 4942912123d795023aacb0363c8e462a2da29943
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 16:58:17 2019 +0100

    Fix test & clean useless code in VFXExpression.Initialize

commit e6d6c593eb27c612a225340615dabe7692f76a00
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:22:31 2019 +0100

    Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose

commit f00f740b775f67e9378072744513f3ff920f470d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:16:39 2019 +0100

    Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change)

commit b7d8e238dd7e05bf99114a980c8584da7985dcf8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:45:56 2019 +0100

    Clean test data & add reference images

commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:17:51 2019 +0100

    Move graphicTest to common files

commit fa21846e7787fec9068c5a18a33dc568df3f7cc9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 11:53:18 2019 +0100

    Separate cleanly per event attribute expressions

commit 80e5259674a011e864e65f13c77ce06f92f33b7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 08:38:41 2019 +0100

    New test for chaining & read attributes

commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 18:47:20 2019 +0100

    Add read attribute for loop settings (context evaluation)

commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 15:30:56 2019 +0100

    Clean expression patching

commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 11:45:06 2019 +0100

    Clarify compatibility code for spawner order & random implication

commit 0dcf774f623fb93eb7bc19b06407b88669472443
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 18:42:30 2019 +0100

    Add tricky case in test vfx & fix compatibility code

    TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected

commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 16:49:42 2019 +0100

    *Up local test

commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 15:22:03 2019 +0100

    Detect & Compute partial evaluation

commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:16:29 2019 +0100

    Add spawner State Operator & SpawnCount (even if it's actually an attribute)

commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:04:04 2019 +0100

    Add spawner state accessor

commit adb1d6d66172f2d187b577facaf7b2aea4677d13
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 11:24:20 2019 +0100

    Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling

commit d43ad0e1395d0e51f3583ce9627a72006356e117
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 2 16:19:05 2019 +0100

    Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute

commit 8a25b5fbed33569529d30379fce2acd4da7de88d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 29 16:14:32 2019 +0100

    Backup test asset (temporarily)

commit dcb3efaf885dbbdec317f5a42ace9ace336fded9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 16:37:48 2019 +0100

    WIP : experimenting new concept of Read Attribute expression

* Merge with vfx/staging

* Update VFX

* Misc small fixes (#36)

* Fix strips outputs, spawnIndex and default metallic value

* Increase threshold in particle strip unlit test

* Test for Override resetted (#26)

* *WIP* add test

* Actually add a more legit "prefab" test

* Prepare fix later fix of 1206890 : can't change the C++ without updating this test

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20)

* New Test : total time is sum of delta time (#7)

* *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249

* [Fix] Disable reset option (#41)

* Disable reset option

* Add repro case 1251533

* Fix minor issue with PreviousPropertyBinder (bis) (#31)

* Fix minor issue with VFXPreviousPositionBinder.cs

* Fix exception in OnEnable

Note : I didn't try it locally yet.

* Actual fix of VFXPreviousPositionBinder.cs

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix culture issues when generating attributes defines in shaders (#40)

* [PropertyBinder] Move Update to LateUpdate (#38)

* Fix issue with VFXPropertyBinder : we should use late update instead of Update

* *Update 23_ParameterBinder reference image

* Call resyncslots on shadergraph dependent models. (#10)

* Call resyncslots on shadergraph dependent models.

* missing call to checkgraphbeforeimport

* indentation

* fix slot not updated if only the attributes change

* Do the same for models having subgraphs than for models having shadergraphs.

* Fix based on PR review

* Update CHANGELOG.md

* update vfx and settings

* Renable 009_MultiCamera in URP project

* Easy Wins (Small Workflow / Cosmetic fixes) (#37)

* Properties now exposed by default in blackboard

* Dissociated Colors for bool/int/uint

* Added Degrees / Radians conversion subgraphs in samples

* De-nicified attribute name (conserve case) in Set Custom Attribute title

* Changed the default "No Asset" message when opening the visual effect graph window.

* Subgraphs are not in hardcoded categories anymore + Updated Serialization

* Added Documentation for setting Subgraph Menu Categories

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/docs/compatability disclaimer (#43)

* Added compatability disc

* Updated format.

* Save a specific vfx asset and its sugraphs only (#35)

* Save graph asset works

* Update CHANGELOG.md

* Update VisualEffectGraphWindow.md

* Update VisualEffectGraphWindow.md

* Fix for block copy not dirtying the scene.

* Remove some unecessary compilation (not all) (#46)

* New TransformVector4 and GetTextureDimensions operators (#18)

* Vfx/feature/new operators 2 (#266)

* Add TransformVector4 operator

* Remove unused code

* Fix warning

* Refactor dynamic type operator

* Samll fix to previous commit

* Add texture dimensions operator and expressions

* Add tooltips

* Add changelog entry

* Fix merge compilation

* Modify point cache test

* Prevent textures from being constant folded

* Move modified test to correct folder

* Output Event (#5)

* Squashed commit of the following:

commit 449a60793a4c5c91e1913c42632448eb07ebe5de
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:27:48 2020 +0200

    Fix stackoverflow with subgraph (but doesn't fix the internal workflow)

commit caf0df3af5f451f9576c2cc7f328b57a87479f30
Merge: bb1047c59a a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 10:22:47 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit bb1047c59a084551e7df3b93d7d5ad501145ecaf
Merge: 7b2890b76f 98ce4878d1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 17:17:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:54:17 2020 +0100

    Add a check of outputEvent in SpawnerTest

commit 945992b2feff4b8f7a24740944c77a4a92f271dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:24:56 2020 +0100

    *Update OutputEventTest.cs to check Test_Output_Event

commit c48fda763e807503f27f98deeda4238b6628c264
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 18 10:17:21 2020 +0100

    *Update image reference & Test (stop using a undebuggeable random position)

commit 5a5ad49cb485907ee869445627821810589ab34a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 22:12:58 2020 +0100

    Fix newly integrated spawn test for output event

commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c
Merge: ef4837245e 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 17:53:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs
    #	com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs

commit ef4837245e1d88846f6d686e2803094d1d6cd04d
Merge: 2331c32fb4 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 08:30:00 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda
Merge: 5d225d6e19 0103971ce2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Feb 6 08:01:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 5d225d6e192b32394faf0964ad263cc33c5280cc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:01:51 2020 +0100

    Fix editor test

commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:00:35 2020 +0100

    Add distinct while retrieving virtual link

commit 725252869ac24d962490b4550821fbba2ab119b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Feb 3 14:38:52 2020 +0100

    *WIP* Output test

commit 96098fa11f4781837543fba099936b15a8c7158d
Merge: 02178104a3 bb04ca28fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 31 14:07:02 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 02178104a301fb434d5e6821cd369884bbc01006
Merge: 1443b66691 db8325ba2b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 18:06:20 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 1443b66691d46ed9598ccc26b0b9425d373b61e1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:37:08 2020 +0100

    *Reduce unexpected changes

commit aa1afcafa9c95d042db146043c60015d3f5c96f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:31:13 2020 +0100

    New UX for output event (use data instead of system name) (#229)

    * *WIP* Experiment for UX using eventName

    * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name

    * Remove useless naming pattern linking label & title for output

    Cleaner & Safer implementation for outputEvent edition

    * Use unique system naming

    * Add test for Data for VFXOutputEvent

    * Fix hacky OnInvalidate

commit 9cd41b81cef062991907d5ce446336bde78b79d3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 15:11:39 2020 +0100

    Add editor test to check return value of output event (not attribute, already cover by graphic test)

commit 1a09c63a98e4650b82160e670cedfb06b630284d
Merge: 35126156f2 52ce8b9636
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 11:02:45 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 35126156f2b93b04543de0eb91aca79adf331b2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 17 13:58:06 2020 +0100

    Avoid exception if system isn't present yet

commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 16 10:53:13 2020 +0100

    *Update Test, adding a test on unused source attribute

commit bfd29d8862539cef5b14392e21cbd896436339a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 20:20:59 2020 +0100

    Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test)

commit d89160df852b64a4b5ecf378c506aa0c9f1c099c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 16:13:02 2020 +0100

    Filters out orphan output event context

commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 14:30:08 2020 +0100

    *Update changelog

commit cf54e5372e273f86dd5c2e00a6178a543f234fd3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 08:40:09 2020 +0100

    Add reference image for HDRP

commit d710998eb133a3dbadbdec580d1ecad3752aca85
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:17:28 2020 +0100

    Add reference images for newly added test

commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 15:23:18 2020 +0100

    *Add a material to unit test

commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 17:02:27 2020 +0100

    Start implementing a effective test project

commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 16:56:28 2020 +0100

    FIx system name synchronisation (not really ideal)

commit 7782b888266a011f4f986a7bb3161f024730caa7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 14:24:08 2020 +0100

    Fix UI of output event

commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 10:11:56 2020 +0100

    Fix build

commit 50ae031af02d4c41e651f64b40e9d265668b803f
Merge: d838cd2d37 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 7 13:36:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 14:58:00 2019 +0100

    Add a wip test scene

commit 459b344b3f97c794d47a8eb6942b1129d18632cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 11:40:30 2019 +0100

    Fill VFXDataOutputEvent

commit e54905485dd553cadcde307ca00a8d7ce8454c0f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 18:21:31 2019 +0100

    Add basic output event type (empty FillDesc implementation for now)

* Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP*

* Update 009_OutputEvent test

* Move 009_OutputEvent to correct folder (TODO, this to rename it before merge)

* Fix sanity test & allow multiple connection from in outputEvent (as initialize)

* Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context

* Fix editor test using eventName instead of tile

* Revert unexpected changes

* *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs

See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485

* Rename VisualEffectOutputEventArgs => VFXOutputEventArgs

* Disable connection from OutputEvent to GPUEvent

* *Fix build

VisualEffect.OutputEventArgs => VFXOutputEventArgs
Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5

* Vfx/feature/enum parameter (#8)

* Restart of enum parameters

* more work

* more work

* Still more work.

* reorderable list looks good.

* Adding and removing values works.

* dragging item works.

* Enum values show in the inspector.

* fixes for rebase

* Enumvalue works on subgraphs.

* notify enum name change.

* Added documentation for blackboard value filtering.

* no value per enum

* only uint can now avec enum values.

* don't nicify enum values.

* Update Blackboard.md

* Update VFXBlackboard.uss

* sanitize parameter already having range

* Clamp enum value works.

* Changing switch testValue to uint.

* value appearing as menu if mode is enum.

* Update CHANGELOG.md

* Mutli editor of different values of enum parameter works.

* cpoy paste enumValues and min/max when copying parameter.

* Copy parameter mode when converting to subgraph.

* fix

* Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt.

* Vfx/docs/new operator docs (#50)

* Added documentation for new operators

* Changed bullet format.

* Fix creation of StringPropertyRM (#51)

* Fix creation of StringPropertyRM

* Update CHANGELOG.md

* Fix input of event emitting block beeing to small because of output

* Multi-mesh output, LODs and compute culling (#14)

* Implement multi mesh

* Add LOD + lit mesh output support

* Small fix + optim

* Fix crash with multi mesh + sorting

* Fix shader compilation with single mesh and compute culling

* implement multi sorting

* Add globalSort parameter

* Fix camera absolute mode

* Fix URP shader compilation

* Add frustum culling to LOD

* Add frustum culling setting

* filter out implicit settings and add tooltips

* Add radius scale + tooltips

* Add a graphics test

* Update change log + lod and multi mesh as experimental features

* Forgot a file

* Small changes based on QA review

* Simulate headers on enum values in SlotContainerEditor (#49)

* Simulate headers on enum values in SlotContainerEditor

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Update VFX

* Fix for blackboard scrollable element hidden by resize.

* Disable LOD test for XR

* Fix test threshold that was reset to 0...

* Ignoer graphviz folder

* Target Gameobject windows resize doesn't go too far above scrollbars

* Missing or incorrect unit in uss.

* fix for reference image "VFX/Execution" not updated to new path ( warning when adding output)

* Change description in package.json to reflect VFX is not out of preview with URP and mobile

* Simplify linear drag (#67)

* Simplify linear drag

* Fix warning

* Enable m_CachingShaderPreprocessor (#65)

* *Enable m_CachingShaderPreprocessor

* Try enabling vulkan

* Unify m_APIs in URP & HDRP

* Fix for node window staying when clicking elsewhere (#68)

* Fix for node window stayting when clicking elsewhere

* Update CHANGELOG.md

* Prevent resourcehistory from beeing set to null by serialization (#66)

* Vfx/docs/system requirements (#69)

* Added system requirements documentation.

* Corrected phrasing

* Added toc entry

* Reorganised toc entry

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix position of block creation window (#72)

* Fix Missing System Seed Builtin (#70)

* Add missing system seed variant

* Add test to cover all builtin expression are available through operator (avoid regression)

* *Update changelog.md

* Fix inconsistant case

* Fix indentation

* Fix Prefab Highlight for initial event name toggle & override (#71)

* Fix prefab blue highlight

* *Update changelog.md

* Add test for Mesh Stripping (#59)

* *Add test data

* Enable StripUnusedMeshComponents: 1

* Enable mesh stripping in HDRP project

* *Add reference images

* Call recreateCopy after recusion test not before. (#52)

* Call recreateCopy after recusion test not before.

* Update CHANGELOG.md

* Uniquify create visual effect gameobject name. Standard behaviour. (#75)

* Uniquify create visual effect gameobject name. Standard behaviour.

* Update CHANGELOG.md

* Use the AssetDatabase.FindAsset to find VFXResources asset (#48)

* Use the AssetDatabase.FindAsset to find VFXResources asset

* Update CHANGELOG.md

* Search VFXResource only if necessary.

* LoadUserResourcesIfNeeded

* Fix changelog merge

* Added feature: User can specify a directory that holds their VFX template assets (#34)

Added feature: User can specify a directory that holds their VFX template assets

Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu.

## How to use
The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems
![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d)

Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.
![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df)

This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.
![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f)

Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:
![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2)

* Vfx/fix/1246989 normals and scale (#81)

* Fix normal for lit mesh and non uniform scales

* Use inverse transpose in planar primitives

* Fix planar primitive with non uniform scale in local

* Add gfx test

* Add comment

* Update changelog

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76)

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context

* Add case to changelog

* Temporarily deactivate non uniform scale test (Some files were lost :()

* [Test] Enable test to cover properly reset override behavior (#80)

* Renable test to cover issue 1206890

* Fix newly introduced test : Exepcted value is original after reset override & handle correctly color

* int and uint support in Compare (#53)

* Add int and uint to Compare node and condition expression

* minor fixes

* Change SerializeType so that tests are correct against System.Type and null

* Fix switch

* Update changelog

* Added render pipeline compatability table (#87)

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix square complexity on parameter to serialized property matching (#78)

* Fix square complexity on parameter to serialized property matching

* Update CHANGELOG.md

* Fix vfx view not beeing framed at launch (#79)

* Fix vfx view not beeing framed at launch

* safer implementation

* Update CHANGELOG.md

* Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84)

* Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null

* Update CHANGELOG.md

* SampleSDF operator (#88)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Fix Shadow compilation using shaderGraph (URP/HDRP) (#77)

* *Prepare a proper way to test different shadow cases

* prepare a shadow graph unlit (modifying alpha)

* Add reference data for shadow test

* Minimal data for reproduce issue 1259511

* Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define

* *Update ShadowMaterial

* *Update ShaderGraphShadow.vfx

* *Move shader to common testing asset

* Add equivalent test for URP

* Add graphicTest for URP

* *Update reference images

* Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting

* Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence

* Fix incorrect block listing

* *Update changelog.md

* Fix pass selection for lit effect

* Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution

* Voluntary add disabled branch on shadow unlit to cover alphaTreshold case

* *Minor comment

* Fix return alpha clipping (missing actual alpha test enabled)

* *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging)

* VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.'

# Conflicts:
#	com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template

* Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset

* *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f)

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288

It was a bad merge

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96)

* Fix missing type copy in reduce

Tested locally on a PS4

* Add expection to detect unsupported value type

* Fix 1154328 - infinite recompile with rand (#93)

* Change the way rand expression equality is handled

* Refactor a bit

* Add editor test

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* World to Viewport Point & Viewport to World Point operators + Test

First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator.
Includes a test scene for these 2 operators.

* Update CHANGELOG.md

Update Changelog

* Added documentation md files.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Make null ( not deserializable ) objects part of undo state (#86)

* Fix compile loop in vfxoperator (#61)

* Update to visual studio package 2.0.2 (#74)

* Fix SDF Operators and blocks from PR #88 (#94)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Remove the use of inverse transpose for the "normals"

* Restore the Inverse Transpose and modify Collision code

* Restore Conform and Collide previous behavior + direction points to the surface

* add documentation

* Consistent distance and normal handling + ref images

* Cleaning + World space stick distance and radius + references

* Max scale through expression evaluated on GPU (if needed)

* Max3 on CPU

* Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91)

* Simpler update to use now available ByteAddressBuffer

* Temp Workaround a GPU hang

We should isolate properly this code.

* Proper fix of OOB FetchBuffer

* *Update changelog.md

* Update assets

* Update URP tests assets

* More update to assets

* Remove old gfx tests images ref

* Fix changelog

* Fix Construct Matrix on GPU (#102)

* Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU

* *Update changelog.md

* Output Event Helpers (#58)

* Base Commit

* Moved Files down one folder

* Updated Package Configuration, CHANGELOG and documentation

* Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour

* Small fixes and checks

* Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check

* Small Fixes

* Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly

* Other custom Editors + Helpbox

* Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in  Prefab Spawn

* Removed Rerouting Helpers as CopyValuesFrom is broken at the moment.

* Fixed ASMDEFs / class accessibility

* Updated Documentation

* Fixed Class Accessibility for ExposedPropertyDrawer

* Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer)

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Add support for Gradient sampling with and without gradient mode #100

* Fix changelog

* Fix case 1279294 : Invalid Random per component behavior in spawn context (#107)

* Revert "Output Event Helpers" (#110)

* Revert "Output Event Helpers (#58)"

This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78.

* Revert "Fix changelog"

This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137.

* Fix changelog (missing revert)

* Fix changelog : Unexpected carriage return

* Point cache: Binary format corrupted due to an extra byte offset (#108)

* Point cache header, wait for new line character only (/n) and skip carriage return(/r)

An extra trailing new line character was causing an invalid offset in binary point cache files.

* Update Changelog

* Remove unnecessary files

* Fix InvalidCastException when using byte properties in point cache files (#109)

* Change casting to byte

We were trying to cast an object containing a byte to an int.
Also, a better normalization would be di…
sebastienlagarde added a commit that referenced this pull request Nov 18, 2020
* Fix for blackboard scrollable element hidden by resize.

* Target Gameobject windows resize doesn't go too far above scrollbars

* e3ba0e6 - Missing or incorrect unit in uss.

* [VFX] Fix crash on NDA platform : 100_Fog (#1265)

* Disable noperspective flag for driver issue on NDA platform

* Add minor note to track the actual issue

* Isolate on concerned platform

* Change define condition

* Simplify linear drag (#67)

* Simplify linear drag

* Fix warning

* Vfx/docs/system requirements (#69)

* Added system requirements documentation.

* Corrected phrasing

* Added toc entry

* Reorganised toc entry

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix for node window staying when clicking elsewhere #68

* Prevent resourcehistory from beeing set to null by serialization (#66)

* Fix position of block creation window (#72)

* Fix Prefab Highlight for initial event name toggle & override #71

* Call recreateCopy after recusion test not before. #52

* Uniquify create visual effect gameobject name. Standard behaviour. #75

* Vfx/fix/1246989 normals and scale (#81)

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76)

* int and uint support in Compare (#53)

* Added render pipeline compatability table (#87)

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix square complexity on parameter to serialized property matching

* Fix vfx view not beeing framed at launch

* Fix for the lookup of mixed values in the VisualEffectEditor with obj…

* SampleSDF operator (#88)

* Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96)

* Fix missing type copy in reduce

Tested locally on a PS4

* Add expection to detect unsupported value type

* Fix 1154328 - infinite recompile with rand (#93)

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* Fix Construct Matrix on GPU (#102)

* Remove Debug Log

* Fix case 1279294 : Invalid Random per component behavior in spawn context (#107)

* Point cache: Binary format corrupted due to an extra byte offset (#108)

* Point cache header, wait for new line character only (/n) and skip carriage return(/r)

An extra trailing new line character was causing an invalid offset in binary point cache files.

* Update Changelog

* Remove unnecessary files

* Fix InvalidCastException when using byte properties in point cache files (#109)

* Change casting to byte

We were trying to cast an object containing a byte to an int.
Also, a better normalization would be dividing by 255.

* Update CHANGELOG.md

* Setting ZClip in shadow caster templates (#99)

* Fix and reenable test (#117)

* Fix spawner set attribute/ custom category (#115)

* Fix non uniform scale test (once again)

* Fix cascaded type popup width (#124)

* Forbid creation of context in VisualEffectSubgraphBlock through edge … (#119)

* Make sure m_DependentDirty is flagged when the strutu change because kExpressionGraphChanged is not send for subgraphs. Cleanup (#121)

* Fix overlap in properties (#128)

* Fix Sample installation in URP #122

* Four bug fixes for event tester (#123)

* Reset the indentLevel at the end of VisualEffectEditor, also better c… (#127)

* Un edit nodes that are collapsed (#133)

* Fixes https://fogbugz.unity3d.com/f/cases/1268956/ (#125)

* Create new VisualEffect Graph" creates a graph

* fixed spelling (#142)

* Fix Several issue in Property Binder (#106)

* Add one pixel to height in non wide mode so that margin is equal to wide mode. (#145)

* Fix 1285603 View and Object mode of Shadergraph position node don't r…

* Fix collapse exception and added automated test (#149)

* Misc fixes for vfx shadergraph integrations (#130)

* Small fix for collapse test

* Fix 1255182 Compile errors using Baked GI (default UV settings) / Output Particle Mesh / Connected Attributes (#139)

* Update rebuild all script to take subgraph into account

* Fix suitableContext for subblocks not being serialized

* Fix subgraph not being sanitized at import

* [HDRP] Fix debug view material (albedo/normal/...)

* Force ui update when shader might be reimported in StaticMeshOutput (#158)

* Revert "Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96)"

This reverts commit 84ad80d.

* Fix compil

* Backout int and uint support in Compare (#53)

* Override VFXPropertyAttribute equals to make it correct. (#73)

* Override VFXPropertyAttribute equals to make it correct.

* Update CHANGELOG.md

* 8.x.x Fix compile loop in vfxoperator by adding a RecreateCopy mecanism (#63)

* fix 8.x.x/vfx/sugraphoperator compile loop

* Update VFXSubgraphOperator.cs

* Fix changelog

* backout SampleSDF operator (#88)

* Fix some tests (8 and 26)

* Update HDRP VFX + meta

* Update URP project + add missing metas

* *Update HDRP_Debug considering the blending is enable for debug material

* *Add missing standalone 28_CameraProject.png

* *Increase treshold for 26_NonUnifomScale.unity

Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: Ludovic Theobald <ludovic.theobald@unity3d.com>
Co-authored-by: Gabriel de la Cruz <gabriel.delacruz@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
PaulDemeulenaere added a commit that referenced this pull request May 5, 2021
* Fix Shadow compilation using shaderGraph (URP/HDRP) (#77)

* *Prepare a proper way to test different shadow cases

* prepare a shadow graph unlit (modifying alpha)

* Add reference data for shadow test

* Minimal data for reproduce issue 1259511

* Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define

* *Update ShadowMaterial

* *Update ShaderGraphShadow.vfx

* *Move shader to common testing asset

* Add equivalent test for URP

* Add graphicTest for URP

* *Update reference images

* Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting

* Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence

* Fix incorrect block listing

* *Update changelog.md

* Fix pass selection for lit effect

* Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution

* Voluntary add disabled branch on shadow unlit to cover alphaTreshold case

* *Minor comment

* Fix return alpha clipping (missing actual alpha test enabled)

* *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging)

* VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.'

# Conflicts:
#	com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template

* Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset

* *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f)

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288

It was a bad merge

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96)

* Fix missing type copy in reduce

Tested locally on a PS4

* Add expection to detect unsupported value type

* Fix 1154328 - infinite recompile with rand (#93)

* Change the way rand expression equality is handled

* Refactor a bit

* Add editor test

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* World to Viewport Point & Viewport to World Point operators + Test

First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator.
Includes a test scene for these 2 operators.

* Update CHANGELOG.md

Update Changelog

* Added documentation md files.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Make null ( not deserializable ) objects part of undo state (#86)

* Fix compile loop in vfxoperator (#61)

* Update to visual studio package 2.0.2 (#74)

* Fix SDF Operators and blocks from PR #88 (#94)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Remove the use of inverse transpose for the "normals"

* Restore the Inverse Transpose and modify Collision code

* Restore Conform and Collide previous behavior + direction points to the surface

* add documentation

* Consistent distance and normal handling + ref images

* Cleaning + World space stick distance and radius + references

* Max scale through expression evaluated on GPU (if needed)

* Max3 on CPU

* Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91)

* Simpler update to use now available ByteAddressBuffer

* Temp Workaround a GPU hang

We should isolate properly this code.

* Proper fix of OOB FetchBuffer

* *Update changelog.md

* Update assets

* Update URP tests assets

* More update to assets

* Remove old gfx tests images ref

* Fix changelog

* Fix Construct Matrix on GPU (#102)

* Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU

* *Update changelog.md

* Output Event Helpers (#58)

* Base Commit

* Moved Files down one folder

* Updated Package Configuration, CHANGELOG and documentation

* Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour

* Small fixes and checks

* Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check

* Small Fixes

* Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly

* Other custom Editors + Helpbox

* Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in  Prefab Spawn

* Removed Rerouting Helpers as CopyValuesFrom is broken at the moment.

* Fixed ASMDEFs / class accessibility

* Updated Documentation

* Fixed Class Accessibility for ExposedPropertyDrawer

* Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer)

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Add support for Gradient sampling with and without gradient mode #100

* Fix changelog

* Fix case 1279294 : Invalid Random per component behavior in spawn context (#107)

* Revert "Output Event Helpers" (#110)

* Revert "Output Event Helpers (#58)"

This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78.

* Revert "Fix changelog"

This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137.

* Fix changelog (missing revert)

* Fix changelog : Unexpected carriage return

* Point cache: Binary format corrupted due to an extra byte offset (#108)

* Point cache header, wait for new line character only (/n) and skip carriage return(/r)

An extra trailing new line character was causing an invalid offset in binary point cache files.

* Update Changelog

* Remove unnecessary files

* Fix InvalidCastException when using byte properties in point cache files (#109)

* Change casting to byte

We were trying to cast an object containing a byte to an int.
Also, a better normalization would be dividing by 255.

* Update CHANGELOG.md

* update asset and scripts

* Remove unwanted files

* Output Event Helpers (revival) (#111)

* Base Commit

* Moved Files down one folder

* Updated Package Configuration, CHANGELOG and documentation

* Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour

* Small fixes and checks

* Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check

* Small Fixes

* Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly

* Other custom Editors + Helpbox

* Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in  Prefab Spawn

* Removed Rerouting Helpers as CopyValuesFrom is broken at the moment.

* Fixed ASMDEFs / class accessibility

* Updated Documentation

* Fixed Class Accessibility for ExposedPropertyDrawer

* Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer)

* Revert "Revert "Output Event Helpers" (#110)"

This reverts commit e72745d0ce4df6205dffa8aca7332a8afea96880.

* Revert "Revert "Output Event Helpers" (#110)"

This reverts commit e72745d0ce4df6205dffa8aca7332a8afea96880.

* First pass of coding rule validation

* Rename VFXOutputEventHandler in VFXOutputEventAbstractHandler

Following coding rule from https://ono.unity3d.com/unity-extra/unity-meta/files/@/ReferenceSource/CSharp/Assets/CSharpReference.cs

* *Missing rename

* Remove useless member

* Rework VFXOutputEventPrefabSpawn :

- Avoid any inconsistency with transform
- Use prefab link when available
- Use a lazy approach and lock editable values to editor

* Fix issue with "Open Prefab" which was resetting the "Hide Flag"

* *Minor cleanup

* *Minor Change

* Missing DisposeInstance when we are disabling "Execute In Editor"

* Fix missing full stop at the end of all tooltips

* *Apply auto formatting

* Fix spamming null reference error reported by @vlad

https://unity.slack.com/archives/GA2Q6JU1X/p1601055259085900?thread_ts=1601044036.085800&cid=GA2Q6JU1X

* Safely fallback on Instanciate when InstantiatePrefab returns silently null

Instance of prefab within the scene are actually copies because an override could have been applied.

* Fix model spawn using NotAPrefab instead of Regular

* Expliciter code in VFXOutputEventPrefabSpawn

Doesn't change the internal behavior

* Minor fix : audio != null isn't equivalent than audio?.

* Fix assignement : prevent setting audioSource or rigidBody from a prefab asset

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/111#discussion_r73827

Use explicit DrawOutputEventProperties to avoid multiple serializedObject.Update per Inspector

* Minor : remove unexpected carriage return

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
Co-authored-by: Thomas Iché <thomasi@unity3d.com>

* Fix spawner set attribute/ custom category (#115)

* Fix spawner set attribute/ custom category

* Update CHANGELOG.md

* Update CHANGELOG.md

* Setting ZClip in shadow caster templates (#99)

* Setting ZClip in shadow caster templates

Shadows from directional lights where culled by the near plane in some cascades
Added ZClip [_ZClip] to every PassShadowCaster.template file.

* Update CHANGELOG.md

Update changelog

* Modify graphic test for vfx shadows to test ZClip

Added an extra particle mesh output that could potentially be clipped by the near plane in some cascades

* Trigger output can start an edge drag [Case 1271691] (#114)

* Trigger output can start an edge drag [Case 1271691](https://fogbugz.unity3d.com/f/cases/1271691/)

* Update CHANGELOG.md

* Fix and reenable test (#117)

* Error display in vfx editor (#33)

* First commit for link impossible explanation.

* Some cleanup, delay before info appear. info appear always in the view.

* added error management when linking a GPU operator to a CPU slot.

* added uninitilized attribute message with context granularity.

* Alert when a context a context slot, a block or a block slot use an attribute that is not initialized, except for a known list of attributes with good default values (TBC).

* adding age to the list of attributes with good initial value

* fix errorr message bases on vlad feedback.

* fix for rebase

* use RequireInitialization Flag on attributes instead of list of attribute name with good value.

* really remove attribute with good default values.

* Fix for rebase

* fixes based on PR review

* cleanup based on PR comments

* Move resources for this PR to Editor Default Resources

* fixes for merge

* Work on error handling for invalidate

* Compile and Invalidate Error works.

* add ignore error

* Make sure non ignored error are visible at start

* make sure error indices are unique.

* clear unwanted diffs

* Fixes for merge

* fixes for uss warnings.

* Remove incrorrect code from VFXGraph.cs

* Fixes based on PR review.

* Removed VFXErrors

* Started working on drag ignore for refresherrors

* Drag on filed label on refresherrors once.

* Slider drag do not trigger a refresh error

* Remove debug log.

* Removed useless line

* Update CHANGELOG.md

* Fix editorTest which cover copy/past without a graph attached to the controller

* Add missing meta

* delete Editor/Resource empty directories and metas

* Removed VFXBlockDataAnchor from this branch as a bad merge readded it.

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* *Add missing reference image & fix changelog bad merde

* Fix bad merge : unexpected change in "ConstantBuffer.cs"

* Fix non uniform scale test (once again)

* Update assets

* Update URP assets

* Increase error threshold on test 26 (due to sky)

* Fix reference images for shadow test

* Fix cascaded type popup width (#124)

* Fix cascaded type popup width

* Update CHANGELOG.md

* Be resilient to possible null subgraph references. (#120)

* Be resilient to possible null subgraph references.

* Update CHANGELOG.md

* Update CHANGELOG.md

* Fix 101_Exposure on PS4 (#126)

* Fix wrong code generation from PSSL

* *Update changelog.md

* Remove inout BuiltInData which is a bit counter intuitive

Bonus : Remove VFXClipFragmentColor which was done twice.

* Forbid creation of context in VisualEffectSubgraphBlock through edge … (#119)

* Forbid creation of context in VisualEffectSubgraphBlock through edge dropping

* Update CHANGELOG.md

* Make sure m_DependentDirty is flagged when the strutu change because kExpressionGraphChanged is not send for subgraphs. Cleanup (#121)

* Fix overlap in properties (#128)

* Fix overlap in properties

* Update CHANGELOG.md

* Fix bad merge from c72287dfdb8c9b041db6c6d49582241810c73a9b

Wrongly formed meta files

* Fix Sample installation in URP (#122)

* Fix RecreateCopy since subouput are conserved

Regression introduced at 273b6e32cac0e7ad19b7c8dbbed08593e39fe4f8

* *Update changelog.md

* Four bug fixes for event tester (#123)

* Fixe some bugs on event tester window

* Update CHANGELOG.md

* adding another bugfix

* Update CHANGELOG.md

* Update CHANGELOG.md

* Update CHANGELOG.md

* Update CHANGELOG.md

* Fix for displaying error from the creation of a node. (#131)

* Fix for displaying error from the creation of a node.

* *Add warning for CollisionDepthBuffer

Update & Fix Changelog.md

* Update message from @vlad suggestion

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#issuecomment-30757

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* Blackboard improvements ( clear unused properties, add output ) (#45)

* Added clear unused properties menu

* added add button to outputcategories.

* unused properties are greyed in the blackboard.

* Fix from PR review

* Update CHANGELOG.md

* Fix

* Menu for blackboard separated from menu for Pills no more triple dot menu.

* Fix unwanted changelog changes

* reset modified icon meta

* Delete Parameter in Blackboard deletes all selected parameters.

* Fixed weird blackboard field selection behaviour on Windows

* Reset the indentLevel at the end of VisualEffectEditor, also better c… (#127)

* Reset the indentLevel at the end of VisualEffectEditor, also better criteria for doubling the width when the inspector is not wide enough.

* Conserve original enabled state in VisualEffectEditor

* Update CHANGELOG.md

* Un edit nodes that are collapsed (#133)

* Un edit nodes that are collapsed

* Update CHANGELOG.md

* Update CHANGELOG.md

* Fixes https://fogbugz.unity3d.com/f/cases/1268956/ (#125)

* Block - Position on SDF (#105)

* Initial commit

* Update PositionOnSDF.cs

* Test scene + new SDF assets

* Two step approach for projection, texture margin in expression, new test scene

* Performance improvement

* Revert "Performance improvement"

This reverts commit 42ce897756bcdb3bb279abbd529fa9fe33e49884.

* Modify test scene

* minor changes

* Fixing the output direction

* Add graphic tests

* Update references

* Update CHANGELOG.md

* Fast derivatives, outliers killing option, cleaning

* Convert line endings

* Added docoumentation and supporting media.

* Update PositionOnSDF.cs

* Filename did not match the class name ...

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix several URP issue (for 10.2) (#116)

* *Prepare Scene for new sample reflection test

* *Update Scene

* Fix Reflection Probe missing edition

URP only because SupportedRenderingFeatures.active.reflectionProbes is tested

* Filter out rendererPriority if SupportedRenderingFeatures.active.rendererPriority returns false

* Fix missing layer option : correctly fallback to the default layer if srpAsset.renderingLayerMaskNames returns null

* Prepare test addition for RenderDepth

* Fix missing depthpass in URP

* *Add test data

* *Add Test Data for SubPixelAA

* Fix SubPixelAA

* Fix missing warning using Proxy Volume with URP

* Add two sections in inspector to separate probe setting than additionnal

Also add a comment about m_SortingOrder

* *Update 014 before moving this to common

* Add 014_ScreenSpaceSize to HDRP

* *Add graphicTest for URP

* *Add Reference images for player

* *Add missing meta file

* *Add Editor Image reference

* *Update changelog.md

* Add editor test : Check_VFXRenderer_DefaultRenderingLayerNames

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/116#discussion_r78363

* "Create new VisualEffect Graph" creates a graph from the default template [Case 1279999](https://fogbugz.unity3d.com/f/cases/1279999/) (#113)

* fixed spelling (#142)

* Positition on SDF - Graphics Tests Fix (#138)

* Complete .vfx files and update references

* Updated documentation.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Update assets

* Fix changelog

* More changelog fixes

* Add missing warning for other block operator using depth (#140)

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#discussion_r79026

* *Adding missing meta file in TestProject

* Missing doc & Deprecate VFXViewModicationProcessor (#143)

* Fix missing doc & Deprecate VFXViewModicationProcessor

Unexpected public API

* *Revert unexpected change

* Fix several issue from @lewisjordan

- fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/143#discussion_r79397
- fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/143#discussion_r79398

* Fix Several issue in Property Binder (#106)

* Fix case 1274790 : Use DestroyImmediate when editor isn't playing

* Fix case 1247230 : Avoid null exposed property

Property entry is modified by UX always not null, however, it requires a default value

* Fix case 1274788 : Missing null check in Hierarchy to Attribute Map

* Fix case 1248711 : Property window view wasn't working

Missing Update, it also fixes Undo/Redo

* *Update changelog

* Fix compilation when ENABLE_LEGACY_INPUT_MANAGER isn't enabled

Should be fix for 10.2

* Fix case 1279471 : Avoid OnMouseDown/Up/... declaration

Game scripts or other custom code contains OnMouse_ event handlers. Presence of such handlers might impact performance on handheld devices." when building for Android/IOS

* Fix positionDepthOperator ref images

* Add one pixel to height in non wide mode so that margin is equal to wide mode. (#145)

* Update CHANGELOG.md

* Fix API validation

* Harmonize Composition in Position / Velocity Blocks (#44)

* Base refactor + Attempt to get position from AABox (not working for thickness ATM)

* Fixed cone syntax issues + correct computation of AABox direction

* Added Variant providers + Composition in Sequential

* Updated Variants for Shape Sequential Blocks

* Harmonized Namings + added composition to Position Depth

* Updated Changelog

* Fixes for PR

* Fixed Blend Composition in Sequential

* Added Direction to PositionSequential

* Fixes in Position Circle / Set Blend factor in shapes to 1.0 by default

* Used Absolute Box size as expression

* Propal for https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44/files/e029bb9ec37555e70af21a97399774667030c031#r61533

Use case by case approach for direction of AABox

* *Temp add test data for graphicTest

* Fix ApplyAddressingMode : clamp & mirror was overflowing, mirror has also a wrong pattern

* Edit graphicTest

* Move 014 to common package

* Add 014_PositionBlock in editor test listing

* Precompute line_direction in PositionLine

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44/files#r67908

* *Add reference images

* Fix editor test (wrong reference data)

* Fix issue introduced at 9c54056a68e9ef90354e969e9baba18aa552f8f4 : Looping correctly the circle

See also : https://unity.slack.com/archives/G1BTWN88Z/p1598508170069200?thread_ts=1598429838.039200&cid=G1BTWN88Z

* Probably uploaded the wrong image reference for standalone

* *Update reference images (I think I mess up twice, I should double check the change in motionVector)

* Fix build (VFXExpressionCondition now supports uint)

* *Temp* Delete motion vector reference image, should regenerate them from yamato.

* Readd reference image using yamato result at b9a04b7424323e0c3801e34c13213c4050f020f1

* *Update changelog

Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44#discussion_r70582

* Fix PositionTorus when used in vertex shader

* Fix multiple definition of UNITY_PI

* Fix changelog

bad automatic merge

* Fix incorrect volume

Base radius while computing volume factor on sphere & circle : use fix approach from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/89 using name instead of index
See : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44#issuecomment-28990 & https://docs.google.com/document/d/1RAVkfmMQA9D_hKkJyt6PKOgRs8JHkjlYRhcfBtIU1Ag/edit?disco=AAAAJ7Z4S18

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix 1285603 View and Object mode of Shadergraph position node don't return proper values (#141)

* Update VFXShaderGraphParticleOutput.cs

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix collapse exception and added automated test (#149)

* Misc fixes for vfx shadergraph integrations  (#130)

* Diffusion profile has PropertyType.Float but isn't castable in Vector1ShaderProperty : safeprof code

* Unity serialization produced a beast with object.ReferenceEquals(null) != 0 and instanceID == 0 foolProof code for this

* Update CHANGELOG.md

* Small fix for collapse test

* Some extra security around error feedback (#153)

* Prevent exceptions from making notification stay. Prevent exception in errors to potential break the ui

* Prevent list from being badly deserialized.

* Fix Event connected directly to Output Event (#152)

* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment

* Misc fixes in strips (#136)

* Vfx/feature/strips improvements (#265)

* Add spanwIndexInStrip attribute

* Fix particleCountInStrip in Init

* Add OrientStrip block

* Remove some useless code

* Add From Target Position mode in Orient Strip

* Update changelog

* Fix SpawnOverDistance

* Fix reference images

* Fix changelog

* Merge Orient and OrientStrip blocks

* Remove FaceCameraPlane from strips

* Sanitize quad strip orientation

* Update VFX

* Update changelog

* Add error feedback

* Use IsPerspectiveProjection

* Fix GetStripTangent for lines

* Add subpixel AA to head and trails template system

* Add strip variant for intialize in menu

* Fix for errors not appearing after convert output

* Update graph version

* Fix ribbon VFX

* Fix spawnIndexInStrip (tooltip + init)

* Fix issue with inspector not triggering OnSettingChanged

* Check that a converted output could keep the same flow links.

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Revert adaeba7f20802aa19fe089463e1abfaf2a0488e6

* update vfx

* Update URP assets

* Update URP ref

* Vfx/fix/additional subgraphs 2 (#155)

* Updated Changelog

* Updated Blocks with Fixes and Missing Workflows

* update VFX additions

Co-authored-by: Thomas Iché <peeweek@gmail.com>

* Fix 1255182 Compile errors using Baked GI (default UV settings) / Output Particle Mesh / Connected Attributes (#139)

* Reindex the TEXCOORD[n]

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix serveral minor issues (#103)

Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458987790
Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458988272
Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458988870

* Update rebuild all script to take subgraph into account

* Update VFX assets

* Fix URP vfx assets

* *WIP graphicTest

* Renable exact fixed time option

Actual fix in progress, I'm adding a graphicTest to cover problematic behavior.

* *Update test effect

* Share same graph for both mode

TODO : Updat graphicTest frame to allow special case

* *Add settings to scale fixed time step

* *Update fixed time scene

* Fix Event connected directly to Output Event (revival) (#154)

* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment

* Fix regression with subgraph

* Add Subgraph_Event_Link_To_Spawn editor test

* Cover test with prewarm behavior

* Fix changelog

Add entry in the right place from 0009e5373ddd6927977fc8054e2ab16c14b5e81b

* Restore disabled 26_NonUnifomScale due to a wrong merge (need backport to 10.x.x)

* *Update 015 settings & Move force paused in testing repro

* Move 015_FixedTime to common testing package

* Add 015_FixedTime test to HDRP as well

* [HDRP] Fix debug view material (albedo/normal/...) (#163)

* Fix debug view material

TODO : Add GraphicTest

* Fix tab/space mix

* Add HDRP debug scene

* *Add reference image for HDRD_Debug(Property)

* *Update changelog.md

* Use explicitly layer zero for independant system

That's actually the way the runtime assumed

* *Add reference image (yamato & local result strictly identical)

* Force ui update when shader might be reimported in StaticMeshOutput (#158)

* Don't create VFXGraph during import callbacks (#148)

* do not Create VFXGraph in import callbacks

* error when graph missing. Better test code for asset creation

* Add the necessary openasset callback for the system to know if we open the asset inside the editor. (#118)

* Added OnOpenAssetAttributeMode.Validate

* added UNITY_2021_1

* remove the shaders has they are not edited in the editor.

* Fix macro

* Select node on create (#166)

* Select node on create

* Fix for right click in block and add doesn't deselect clicked block

* fix for subgraph not being selected on drag and drop

* Select converted node/block after convert subgraph

* Fix for selection undo separate in some cases. Fixed flow anchor drag context selection.

* Fix for undo of add subgraph operator

* “Refactor”

* "Refactor" bis (some file has been missed)

* Dont flag dirty in vfxgraph is the model modified is a copy (#165)

* Workflow improvement : Change VisualEffect inspector "Edit" button to "New" when no asset is set. (#173)

* Base Commit
* Documentation
* Updated Changelog
* Fixed Typo

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Added excludeFromTAA setting to VFX outputs (#170)

* Added excludeFromTAA setting to VFX outputs

Added excludeFromTAA setting to VFX outputs.
Currently it is only supported in HDRP suboutputs.
Required adding ${VFXStencilForward} variable to forward pass templates

* Update VFXHDRPSubOutput.cs

suport exclude from TAA in transparent only

* Added documentation to exclude from TAA property

* Graphic test

Added graphic test: 32_ExcludeFromTAA

* Update graphic test background for better contrast

* Update CHANGELOG.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>

* Missing Reference image for test 32_ExcludeFromTAA

* Add test to cover case exposed by 1258022 (#54)

* Fix Custom Spawn serialization (#132)

* Allow Set Spawn Count & Set Spawn Time

TODO : List Spawn count in available variant

* Fix reference lost in m_SerializableType

No idea of implication of this :-/

* Squashed commit of the following: (retrieve fix from @tristan)

commit c24981d7dad15100eb40a92a6a9370e9ba800acd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 17:27:57 2020 +0200

    Update message from @vlad suggestion

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#issuecomment-30757

commit a87ba182b30da7683e31a29048c9f2f3a0312927
Merge: 13b501e15863 296ffd333bcf
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:25:02 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/error-at-creation

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 13b501e158634dfc98b96058723d248cd5d1f34d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:24:27 2020 +0200

    *Add warning for CollisionDepthBuffer

    Update & Fix Changelog.md

commit 4bfb1e7c9874d8a9403ca5267d1e10735e52a87b
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Oct 8 18:10:42 2020 +0200

    Fix for displaying error from the creation of a node.

* Add error feedback on failing custom spawner reference

* Revert "Allow Set Spawn Count & Set Spawn Time"

This reverts commit 0a6c75cc54072b831dcc56bffc3bbe04734d3324.

# Conflicts:
#	com.unity.visualeffectgraph/Editor/Expressions/VFXAttributeExpression.cs

* Remove unexpected change

* *Revert change in changelog

* *WIP* add ResolveCustomCallbackInstance

Some refactor mark as "TODOPAUL"

* Clean implementation : customBehavior & comment

* *Add test to cover sanitize before modify references

* Change namespace for builtin custom spawner & sanitize

* Extend test to verify connexion

* *Update changelog.md

* Add specific error if customBehavior returns null

* Fix corner case when ScriptableObject reference has been lost

* Work but not idea with copy/past + potential leak

* Better implementation : use directly "MonoScript"

* Fix spawnerTest

* Rename "Can't found" => "Can't find"

* Fix case 1294180 : Error feedback throwing an error while changing capacity (#174)

Issue introduced with https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136
And more precisely https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136/commits/27c041da92ec89407ae775fe4c4f24681f156cb8

* [Test] Add test to cover "Thread Group Size" error (#104)

* Add test

* Add test to cover behavior from case 1271839

* Fix Preset (with exclusion) (#177)

* Trick ExcludeFromPreset

Since this attribute is declared with "Inherited = false", we can't use it directly on VFXObject.
Extend the VFXInfo is valid to filter out preset.

* Fix missing ExcludeFromPreset for subgraph

* *Update changelog

* Fix 1276602 incorrect uchar pcache import (#129)

* Base Commit

* Updated Documentation with explicit limitations.

* Fixed incorrect Merge

* Add regression Test

* Removed Test as It can't handle Exceptions thrown in Custom Importers

* Fixed value divider

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Update gradient test (#151)

* Update gradient test

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Sample Point Cache Operator (#92)

* Initial commit

* Overflow handling options for the user

* Addressing mode for overflow to the choice of the user

* Foldable to Constant value

* Update 09_PointCache.vfx

* Added reference images

* Remove float-to-integer conversion

* Put the choice of the output type in the Inspector only

* Simplify output type handling

* Sample Point cache != Attribute map => two operators

* Update Branch (error .yamato/docs/editor_pinning.png)

* Update SamplePointCache.cs

* Update 09_PointCache.vfx

* Output type set in a cogwheel

* Update 09_PointCache.vfx

* Revert "Update Branch (error .yamato/docs/editor_pinning.png)"

This reverts commit 02f6b6c993c2382bb10669edd16f7d06876a0cbc.

* Restore vfx asset

* Revert back to using generics for type handling

* Update SampleAttributeMap.cs

* Reformating + changelog

* Update 09_PointCache.vfx

* Update SamplePointCache.cs

* Refactor of AttributeFromMap using VFXExpressionSampleAttributeMap

* Merge branch 'vfx/staging' into vfx/feature/sample-point-cache

* Revert "Merge branch 'vfx/staging' into vfx/feature/sample-point-cache"

This reverts commit b4a03e182a3e106c2fabc262777615f9c3b94a7e.

* Fix point cache vfx + update HDRP vfx

* Update URP assets

* Fix changelog

* Fix Case 1223747 - NaN caused by normal bending (#181)

* Update Pass.template

* Update CHANGELOG.md

* 1293608 - Fix LPPV not working in deferred (#180)

* Enable LPPV in HDRP test project

* Fix LPPV for gbuffer pass

* Add graphics test

* Update changelog

* Fix 1290493 - Spaceship specific warnings (#176)

* Avoid implicit trucation in template + safe normalize setting

* Update CHANGELOG.md

* Added variants

* Delete conditioning on GPU evaluation + conservative safe normalize

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix incorrect compilation condition for linux build (#184)

* Fix formatting

* Update 26_NonUniformScale kind of sky : gradient instead of procedural

* Fix regression from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/176

Issue introduced at 44f497b438b46a54072721d335910bfab3e392ef : Incorrect VFXExpressionCondition
See also : https://unity.slack.com/archives/G1BTWN88Z/p1607963794139900?thread_ts=1607955907.136600&cid=G1BTWN88Z

* Disable Gradient Sky in 26_NonUniformScale & 33_LightProbe

* *Update VFX (newly introduced safeNormalize, default 0)

* Add VFXGraphicTest settings to disable XR for 32_ExcludeFromTAA

* Revert "Add VFXGraphicTest settings to disable XR for 32_ExcludeFromTAA"

This reverts commit ddee2e356dc7e529cad2904836fef8a688e546a8.

* 32_ExcludeFromTAA : Disable XR

* 33_LightProbe : Slighlty increase treshold from 0.0005 to 0.0006

* *Update Image Reference for D312 (mainly missing file)

* *Disable 32_ExcludeFromTAA

Instability detected.

* *Add missing D3D12 image references

* Fix GPUEvent & SubGraph (#178)

* Fix SelectionHasCompleteSystems

Detect correctly if there are dependencies due to GPUEvent (or stripAttribute)

* Add allDependenciesIncludingNotCompilable in VFXData

This helper is usefull for UI + use it in SelectionHasCompleteSystems

* Add note without change the beahvior

* Remove debug ToArray()

* [Subgraph] Prevent Pasting Context invalid subgraph (#191)

* Prevent pasting context within operator/block subgraph

* Fix case https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/191#discussion_r102007

Fix Approximate english log warning

* Update VFXPaste log message

Missing "the"

* Fix Mouse Event Binder in player (#175)

* Fix missing call to CreateVFXEventAttribute

OnValidate is only called in editor, in runtime, we should init cache data with OnEnable

* *Update changelog.md

* Add editor test to cover Safe Normalize behavior (#189)

* Vfx/docs/bugfixes (#188)

* Resolved 1272101

* Resolved 1264943

* Removed uncertainty around 'should'

* Resolved 1298031

* Added snippets file

* Resolved 1292127

* Fixed typos

* Resolved 1295296

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Texture2D Array Layout for Flipbooks (#97)

* Initial commit, working for planar primitives only

* Increased support to Cube, Decals, Meshes, Lit Planar Primitives, Lit Meshes

* Correct handling of depth pass

* Added Reference images for test

* Added graphic test / restore defaut HD Material

This reverts commit 1d8c36af255f41e515cbe3c87ea691125cd43077.

* Update Test References

* Added Tooltips, simplify input type selection

* Fix handling of Lit Mesh output

* Automatic Flipbook size for Array Layout

* Delete the flipBookSize slot when Texture2DArray is set

* More explicative Tooltip + end of flipbook blend fixed

* Update CHANGELOG.md

* Distortion Quad and Mesh output support

* Update VFXAbstractParticleHDRPLitOutput.cs

* Retrieve changelog from staging

* Added entry

* Motion Vector generation improvements (#194)

* Added VFX_FEATURE_MOTION_VECTORS_VERTS mode to store motion vector info per vertex

Optimized default motion vectors mode to store 4x3 matrix instead of 4x4.
Added mode to store each previous vertex position for quads, triangles, lines and points.
Refactor of motion vector defines.

* Motion vectors support in lines and points

* Resize buffer according to the element size

* fix points and lines when not using the optimization

* Fix motion vectors for lines

* Changes suggested in review

- Removed misplaced comment in VFXLineStripOutput
- Access VFXLineOutput useTargetOffset through GetSettingValue in VFXOutputUpdate
- Moved previous frame position calculation to the end of OutputUpdate compute
- Added 4 bytes per particle for last frame index in elementToVFXBufferMotionVector buffer
- Added noperspective when using VFX_FEATURE_MOTION_VECTORS_VERTS, through VFX_FEATURE_MOTION_VECTORS_INTERPOLATION define.
- Fixed order of verts in lineSW particles.

* Missing define rename in ParticleMeshes/PassForward.template

* Improved condition for discarding due to not enough indirect buffers

* Missing renaming of WRITE_MOTION_VECTOR_IN_FORWARD for particle lit meshes

* Spawn State documentation  (#195)

* Added Spawn State doc

* Fixed formatting

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Added what's new page and moved blocks out one level in the table of contents  (#199)

* Added what's new documentation for version 10

* Updated image and minor rewording

* Added link from what's new to node library

* Updated changelog link

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* HDRP - Fix Debug View Material (#182)

* Fix fallback (?) depth state in debug view material

Not sure about this : should double check with HDRP team

* *Update changelog

* *Updare reference image

It corresponds to the result in 7.x.x & 8.x.x

* *Apply reformat

* *Apply reformat (bis)

* Fix CameraFade for shadows (#179)

* Fix CameraFade for shadows

+CameraFade was taking the distance to the light when rendering the shadow map.
+Added setting to optionally affect shadow, with warning for multiple cameras
+Implemented functions to get camera position and direction

* Update CHANGELOG.md

* Update CameraFade.cs

-Change fade default value to false.
-Fix behaviour when affect shadows is false

* Update documentation

Added Affect shadows setting

* Update documentation

Modified AffectShadows setting description following @lewisjordan suggestions

* Move camera functions to VFXCommonOutput

* Remove ${VFXFragmentCommonFunctions}

${VFXFragmentCommonFunctions} was used only for the VFXCommonOutput.hlsl include, which is now generated by VFXCodeGenerator as part of ${VFXPerPassInclude}

* Correct Sign operator node output for float when input is 0.0f (#190)

* Changed specialization for floats to be consistent with others.

* Update CHANGELOG.md

* Update test

* changed sky, emission scale, and updated references (#203)

* Fix ProcessOperatorSign test

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/190 & this change 1d6e19db547ca6a79f75c839825e15943fde6288

* Allow remaking an existing link. (#146)

* Allow remaking an existing link.

* Update CHANGELOG.md

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* ShaderGraph loosing reference while updating (sync with 7.x.x) (#185)

* Use explicit GetOrRefreshShaderGraphObject & always lazy init the shadeGraph access.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs
#	com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs
#	com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs
#	com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs
#	com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphPostProcessor.cs

* Fix shaderGraph not listed in VFXModel

This is actually an issue in VFXModel.GetSettings, we don't have any cases like this where the parent value is private.

* Update changelog.md

Same entry than https://github.com/Unity-Technologies/Graphics/pull/2873/

* Removing changelog entry

The actual fix was already there, this code is only a synchronisation with 7.x.x & prior version.

* *Minimal test to check actual content of modified property after an override (#171)

* Add test to cover behavior from https://fogbugz.unity3d.com/f/cases/1122404/ (#196)

* *Updating reference image for D3D12

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/182

* Force re-apply formatting

* Fix ordering for "+" button in blackboard (#197)

* Add test to cover behavior of https://fogbugz.unity3d.com/f/cases/1300115/ (#192)

* Fix changelog.md (new entries should be in 12.0.)

* *Update changelog.md (unexpected diff in 11.x.x)

* [Fix Case 1221557] Checkbox Age Particles consistency (#202)

* Provides consistent behavior with Add Age and Set Age

* Update Changelog

* update changelog

* Add _CameraViewMatrix shader variable (#208)

Add _CameraViewMatrix shader variable in HDRP, instead of using legacy unity_CameraToWorld.
Remove functions using unity_CameraToWorld from VFXCommonOutput.hlsl and move to SRP specific VFXCommon.hlsl files

* Fix compute culling compilation in URP (case 1309174) (#210)

* Add GeometricTools.hlsl include

Missing include containing DistanceFromPlane function used by IsSphereOutsideFrustum

* Update changelog

* [pCache] Fix minor UX issues (#207)

* Disable mesh statistic field

* Fix cancel while save texture

* Fix create pCache from unreadable texture

* *Update changelog.md

* Fix missing disable for Texture Statistics

* Disable motion vector per vertex optimization (#214)

Temporarily disable motion vector per vertex optimization.
Small refactor for vertex count calculation

* Fallback for camera buffers from Main camera (#200)

* Add setting for main camera buffer fallback

* Move enum to C++

* Update changelog

* Rename setting to Main Camera fallback and the option "None" to "No fallback"

* Added an entry for Main Camera feedback in the preferences doc.

* Updated tooltip

* Reworded tooltip and doc entry

* Added doc entry for User Systems.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [VCS] Handle correctly locked asset (#193)

* Prelimary refactor : gather IsAssetEditable in common test to ease testing

* Move always m_LockedElement in front

* Fix inspector of slot container when asset is locked

* Fix inspector for VFXManager when asset is locked

* *Update changelog.md

* Fix incorrect cast in VFXSlotContainerEditor

* Use m_LockedElement in blackboard & redirect it when needed

Simplify integration from m_ComponentBoard

* Fix case 1243947 : Debug View artefact

Correctly clear the VFXDebugView while reassigning

* *Update changelog.md

* Let selection passing through locked label : it allows inspection

* Fix locked label in blackboard when empty

* Fix "Shader Value is not saved when switching between VFX Manager and Version Control"

* Prevent Drag&Drop when asset is locked

* Prevent tricky way to instantiate BuildContextualMenu

There was an issue while clicking on left & right at the same time

* Fix two issue with target

- Attach a stopped visualEffect component
- Stop & Reset behavior

* Fix UpdateDebugMode which could be called too soon

In the case of an not yet loaded VisualEffect component (because the VFXGraph has been just recompiled)

* Fix ordering

We want the "asset locked" just after contentViewContainer and not just before m_ComponentBoard

* Update maxAlive state checking the actual IsAssetEditable during update

* Fix locked issue with the VFXParameterEditor

Should disable everything if IsAssetEditable returns false

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/193#discussion_r109552

blackboard => componentBoard

* Mesh Index & Skinned (#30)

* Squashed commit of the following:

commit f51b7d616b77487339b2ec3db1e2e8bee35b3ae1
Merge: 2589034c08 229945b992
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Apr 6 17:32:10 2020 +0200

    Merge branch 'vfx/feature/mesh-sampling-support-texcoord-dimension' into vfx/feature/mesh-sampling-index-buffer

commit 229945b99247402006916c9c73a640d2b5662486
Merge: d26b342644 4cd4cb244d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Apr 6 17:31:23 2020 +0200

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 2589034c088795ba63bf61f22e8ba84a7ffe7607
Merge: 47e04162e6 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:24:43 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling-index-buffer

commit 47e04162e60683e331c930a02e77f6d5eeae568e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:18:43 2020 +0200

    Minor : add a TODO

commit a7bd11748549e25789e7515c50b1c3d96499301b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:17:32 2020 +0200

    Actually, keep minimal scope for VFX_GENERIC_BUFFER, it's useful for platform testing purpose.

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 0f9fc14afb9e6e8666b39860bd84922eba4a64e5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 16:49:52 2020 +0200

    Remove temporary code

commit bc8121349789de632d1115a7804a17b882559e1b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 16:02:23 2020 +0200

    Choose StructuredBuffer<float> over ByteAddressBuffer

commit 21b9d002b29b9887da8661f32505973e75d0420f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 30 17:16:37 2020 +0200

    Change Buffer<uint> to Buffer<float> to avoid dx warning issue.

commit be691cd625a18194c5662de17c952613b4f591e3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sun Mar 29 19:06:25 2020 +0200

    Fix alignement for ByteAddressBuffer

commit 3ec05dfadefc483507d3de12caf4a2e216af6e66
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sun Mar 29 17:58:05 2020 +0200

    WIP : Trying to move to ByteAddressBuffer

commit 2cf1db8679851ff55afcd5f17afa8a52b4d9e179
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 18:06:49 2020 +0100

    add note for later

commit e6fd7c1931919c657b7c65f8197be03e387e56dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 17:44:24 2020 +0100

    *Draft test data (will be removed)

commit c84f0e927ebe00f655d3fb92bbe98d6c03fdcf34
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 17:16:12 2020 +0100

    Fix expressionMesh format

commit 6f48ffbdb55f38da5750f63fc1a38d79a5d19800
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 15:01:01 2020 +0100

    Update draft test

commit edec8e1e997188e0dbc82ad9bb38e0ac178476d2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 15:00:41 2020 +0100

    Sample Index *WIP*

commit 2853d8b25eabd0dcf3f5af4718d71f17685d5a7b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 15:54:29 2020 +0100

    *Remove End expression for mesh evaluation (invalid because we can't guess context for this case)

commit d4f09e0cc4c058d07a2c40366e4e0bd45476d7fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 12:00:30 2020 +0100

    Add minimal integration for newly added VFXExpressionVertexBufferFromMesh

commit baf39dcdf6fc340269fb5442c763e4932ead57f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:59:25 2020 +0100

    Add test data (to revert)

commit 7a2fd0337ecc965dcea105dfd34973499f736bb8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:58:53 2020 +0100

    Revert "Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh"

    This reverts commit 6d507a684f14dc09641877d6d691fd96adb63be4.

commit 6d507a684f14dc09641877d6d691fd96adb63be4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:56:51 2020 +0100

    Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh

commit d26b342644bc08c2ab4118a71899bb78a2c303a7
Merge: b1512335cb 40749ce2ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 09:27:26 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit b1512335cb09b7b3e1ee783f991347704c4952be
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 18:24:05 2020 +0100

    Fix after merge

commit 43e25995ca9a15aa0ee5c88297616ccbd3fc5c2d
Merge: e357f4871b 7abaf9bbf2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 17:47:34 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMesh.cs

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit e357f4871b8c39257c62daf1fe63f85241325712
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 25 08:56:53 2020 +0100

    Fix build in 2020.1 to resolve comment https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/258#pullrequestreview-52608

commit bfc0d9f7aeaa8b34407bfa8279d30bf59cf55099
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 18:44:28 2020 +0100

    *Fix compilation

commit 6cfd2d90292796c5b21e63d01c4b4bf8563c0184
Merge: 41a1a8e212 128101bc63
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 14:56:22 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 41a1a8e212c82b48832ab88f68348c145c0960c6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 15:19:24 2020 +0100

    *Update expression name

commit 27794064fd01207a35e7d967ff322e9d552a2054
Merge: ad597a0388 28f0ca20a0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 10:21:38 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit ad597a03881e11743e68555f985c304ee2d7557d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:18:40 2020 +0100

    Support float or uint read in sample mesh color

commit 8ca98dd9a375431ddc04c7a0cb625c35a2c99f57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 10:05:40 2020 +0100

    Add compatibility code & use new available expression from https://ono.unity3d.com/unity/unity/changeset/6afd1f99b768984023366f3aba746390c763432f

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

com…
mohammad22 pushed a commit that referenced this pull request Jul 5, 2022
mohammad22 pushed a commit that referenced this pull request Jul 5, 2022
mohammad22 pushed a commit that referenced this pull request Oct 19, 2022
Dynamic GI: clear EngineDataIndex and simulationFrameTick. Unified clearing methods.

DGI fallback radiance baking for low end settings (#92)

* Added the way to copy prepared radiance into baked data of a Probe Volume and use it at runtime as a fallback for when DGI is disabled.
* Changed the way of updating and tracking data version for Probe Volume assets to not reupload it on every asset reimport and validation (needed to maintain propagated radiance while baking reflections and saving assets).

Toggle for Dynamic GI for low quality baked mode testing in editor

DGI smaller encoding (#96)

* Experiment with storing DGI hit emission and probe radiance with half-float precision.

* Trying RGBM32 encoding for DGI propogation.

* Moved DGI radiance encoding functions to separate from emission to quickly iterate with it without touching the baked emission data.

* Use LogLUV encoding for DGI hit and probe radiance.

* Added YCoCg encoding for DGI radiance for testing.

* Faster and more precise LogLuv radiance encoding with lower range.

* Added a radiance encoding setting to Probe Dynamic GI volume component to switch between RGB Float and LogLuv.

* Fixed hit radiance decoding for different encodings when baking mixed lighting.

* Moved the radiance encoding setting from the volume component to frame settings.

* Dynamic GI: Added HalfLUV, and R11G11B10 encoding modes

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

Support DGI mixed lights baking for HalfLuv and R11G11B10 radiance encodings. (#98)

DGI initial state from baked (#99)

* A prototype of DGI radiance initialization from baked SH.

* Disable ZHWindow in ProbePropagationInitialize for now as it gives too smooth and dark radiance to axes.

* Minor fixes in propagation and a cleanup.

* Partner/crazyhunter 10.7.0 custom.1 dgi initial state from baked sh to from basis improvement (#107)

Improve ambient dice basis coefficients, improve basis normalization, and improve methods for projection from and to SH, choosing the right method for the context.

Dynamic GI: Ambient Dice to ZH: Switched over to using a raw ZH fit instead of deringed zh fit. It results in significantly lower error when compared to a ground truth monte carlo projection, which means slightly punchier + higher contrast + less washed out GI. And the ringing concern seems to not be an issue due to the way light is propagated. Across a number of test scenes no ringing is present.

Co-authored-by: Nicholas Brancaccio <pastasfuture@gmail.com>
mohammad22 pushed a commit that referenced this pull request Oct 21, 2022
Probe Volume:

Uncomment Probe Volume related menu items

Baked Lighting Workflow: Maintain lists of all Probe Volume instances and publicly expose to allow game-specific bake code to turn on and off relevant lighting data for context-specific bakes.

Probe Volume:

Probe Volume Improvements

Probe Volumes: Force the lightmapper to free old additionalbakedata jobs in a few cases, such as when probe volumes are disabled, or when probe volumes are hidden. Previously, it looks like the lightmapper could hang onto this data until you quit. (#19)

Probe Volumes: Lots of bugfixes and improvements to bilateral filtering modes. Octahedral Depth data now working (requires changes on the C++ side). Added support for comparing filtering the texel coordinates and then taking a single sample, vs taking 8x samples and then filtering the results. Ported over from unity graphics repo 3c3b091

Probe Volumes: Lots of bugfixes around baking. Reflection Probes and Density Volumes: now respect scene visibility toggles in regards to their contribution to the scene. TODO: Remove debug logging that was added! Backing up WIP work.

SceneObjectIDMap: Fix bug where index from gameobject dictionary would get out of sync from entries after an insertion occurred to fill a hole. This resulted in a nasty bug where reflection probes would occasionally generate the same filename as eachother, would overwrite eachothers textures, and would point to the same texture after the bake completed.

Probe Volume: Comment out log spam. Planning to clean it out completely in a follow up commit

Probe Volume: Remove log spam from ProbeVolumeManager

Added HDRP_STRIP_LEGACY_AMBIENT_PROBE_BAKING define for enabling legacy ambient probe bake feature stripping - requires custom build with backport of https://ono.unity3d.com/unity/unity/pull-request/123092/_/lighting/SRP-opt-out-skymanager

Make HDBakedReflectionSystem public for baking API

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volume: Wrap editor-only variable dataNeedsDilation in UNITY_EDITOR define blocks to avoid warnings.

Probe Volumes: Track whether or not bake inputs has been set, and only attempt to get bake data if the inputs was set. Otherwise the lightmapper will error out.

Probe Volume: Add View Bias support - exposed on the ProbeVolume component next to Normal Bias (#25)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

 Probe Volume:

 Probe Volume binary serialization and minor fixes

* Prefer binary serialization of Probe Volume assets.

* Added "Reserialize All" action to context menus of ProbeVolumeAsset to be able to convert all assets in a project to binary format.

Probe Volume: Add support for sampling probe volumes from volumetrics. Probe Volume inner loop cleanup happened in the process. Added support for disabling bilateral filtering via a define, which is used in volumetrics and vfx sampling of probe volumes now.

Fix bug where density volume voxelization would erroneously sample and voxelize density volumes that no longer existed due to assumption that density volumes were last in the light list (they are not anymore: probe volumes come after).

Probe Volumes: Reflection Probe Normalization by Probe Volumes added. In order to enable, NormalizeReflectionProbeWithProbeVolume needs to be enabled in the Frame Settings for the Camera, and scenes need to be rebaked. Options exist on the ProbeVolumeController volume override. (#27)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volumes: Reflection Probe Normalization: Add #if UNITY_EDITOR guards around Subscribe/UnsubscribeSHBaking

Probe Volume: Fix vector truncation warnings in sample SH Luminance functions

Probe Volume: Fix one more vector trunction warning

Enable Probe Volumes with L2 Encoding mode

Probe Volumes: Lots of bugfixes and improvements to bilateral filtering modes. Octahedral Depth data now working (requires changes on the C++ side). Added support for comparing filtering the texel coordinates and then taking a single sample, vs taking 8x samples and then filtering the results. Ported over from unity graphics repo 3c3b091

Probe Volume Normalization Baking Bugfix: Sanitize out sentinel values from reflection probe request positions array - large values caused the lightmapper to barf killing all direct lighting contribution. Also added tracking for whether or not the data was set, as the lightmapper is not robust to multiple set calls

Probe Volume: Make ProbeVolumeinternals visible to Unity.Entities.Hybrid.HybridComponents so that they can be converted for hybrid rendering

Probe volumes rotation + reflection probe normalization fixes and improvements. Also lots of cleanup to avoid debug-only + lightmapper work when in playmode. Cleaned out old deadcode + comments. Cleaned some GC cases (#1)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

ReflectionProbeLuminanceSHPreview: Fix path to shader after merge conflict resolution mistake

Probe Volume: Fix bug where bakingEnabled flag was not correctly being set to false when ForceOff was triggered in the editor (not in playmode). Also add additional logging around case where lightmapper does not have data for a specific ID (so we can track down the source faster in the future)

Probe Volume: Set methods for Probe Volumes exposed that allows us to use them to do deep copies of Scenes

Probe Volume Reflection Probe Normalization: Use dominant specular direction for normalization instead of R. For low roughness materials, this has little to no effect (because it uses the R vector still). For high roughness materials, this bends towards normalizing against the surface normal instead of R. So this feature improves quality of high roughness specular

Fix warning log that had some formatting error

DOTS Probe Volume (#2)

Changed the runtime registration and access of Probe Volumes to be able to feed additional data for rendering from a DOTS system.

Avoid boxing when using ProbeVolumeAtlasKey in a dictionary. (#4)

Probe Volume Reflection Probe Normalization: Fix error: Output Particle Lit Quad': undeclared identifier 'ComputeReflectionProbeNormalizationDirection'

Fix double dark ao and ao in lightloop (#12)

Fix double dark AO + material AO availability in light loop for probe volumes. Probe Volumes: Pack AO and isUninitializedGI flag into .x channel of light layers GBuffer RT to fix double dark AO and to allow emissive surfaces to receive probe volume lighting. Also perform small restructuring to a probe volume bilateral filter function to remove a shader warning

Dynamic GI:

Probe Volume Dynamic GI V1 (#7)

Large feature addition to Probe Volumes to support Dynamic GI at runtime & in editor via compute jobs. Huge coordination across game team, Spotlight & HDRP team to refine the algorithm and feature set.

Key Features
- New toggle on a light "Affects Dynamic GI"
- New toggle on a probe Volume "Support Dynamic GI"
- New debug draw mode on a probe volume "Draw Neighbors" to visualize the neighbor the dynamic GI light will bounce around in
- All light types are supported

Missing features
- During albedo baking step, mask volumes are not being sampled correctly
- Off screen lights are missing their shadows when being sampled by the Hit pass of the Dynamic GI compute shader
- Directional light GI seems off, maybe its the offscreen shadow issues
- Sky lighting is not supported at the moment in the dynamic GI
- Currently does not encode emissive in the neighborhood bake data, only albedo, surface distance & normal
- Currently does require a re-bake when geometry changes, the only thing it relies on getting from the lightmapper is the probe validity value

Commit notes:
* Added dynamic GI options onto HDLight and ProbeVolume inspectors
* work in progress dynamic gi
* lots more refactoring on the data model and packing for hits vs misses
* Cleanup dynamic GI code into separate file
* Working axis baking code with visualization
* small fixes
* validity scale fix
* neighbor draw quad scale control
* small fix
* scale fix
* First pass at albedo extraction code for DynamicGI
* bake bug fix
* Albedo baking via Shader Graph works now, and more tweaks to neighbor debug draw
* bug fix
* Dynamic GI neighbor cleanup to use real probe volume data for positioning
* bug fix for non uniform density volumes
* cleanup
* Cleanup and setup of Propagation Buffers
* more work in progress dynamic GI, have a test read modify write of SH data working
* cleanup dynamic GI values when its disabled
* more cleanup
* bug fix
* New improved Albedo sampling code from Francesco
* cache debug shader not material, works better for some reason
* Lots of shader code and setup for real-time GI propagation. Still a work in progress but most code written on GPU side
* All the compute data hooked up first pass
* Kinda of working
* Slightly better, still not there
* Fixes plus re-write of SH data in dynamic GI
* First kinda working version of new RTGI, needs lots of tuning and improvements
* Move VolumeComponent to seperate file so it is preserved when assets are saved
* More improvements, anti alias punctual lights and add a secondary bounce to hits
* Tweaks, added FCC's SH logic for testing / comps
* Cleanup and addition of 3D texture for Irradiance sampling to smooth out history
* Cleanup & and added back bounce boost control for hit pass
* Tuning defaults
* more filddleing with defaults
* temp code for testing
* Intended L1
* Adding Affect Dynamic GI to light explorer UI
Fixing hit lighting logic to work with multiple lights
* Adding de-ringing to SH
Exposing class outside of HDRP for play mode testing
* Move probe volume update code around so worked better with needing state set before dispatches
* Integration of SG logic for Irradiance Cache, way cleaner and better results. Removed old Irradiance cache logic using L1 SH
* More cleanup and refinements of SG algorithm
* Bias punctual lights near surfaces to fix strobing
* Cleanup
* name cleanup
* Support volume rotation in neighbor debug view mode
* Fixed contribution normalization. Changed the direction for infinite bounces evaluation from reflection to surface normal.
* changing default sharpness to 3.5 to reduce dark banding a tad
* Hacked prototype of an alternative propagation algorithm.
* Smoothed radiance gathering from hits.
* Cleanup and temp NaN propagation workaround.
* Changed History Contribution min limit to 0 to be able to test propagation without it.
* Removed old algorithm, cleaned up data format and volume parameters to make new directional version the default one
* Fixed Probe Volume dynamic GI data access after merging with the DOTS Probe Volume feature.

Signed-off-by: Andrew Saraev <andrew.saraev@unity3d.com>

* Fixed up popping issues with Dynamic GI and other probe volumes in view, plus made it so the light list is global, not camera view culled so all lights stay active in the list for GI to propagate more accurately and shadows to update even for lights behind the camera.

Merged with latest

* Build compile fixes
* Player build fixes, real-time GI now works in player builds
* HDRP settings and toggles for probe volume dynamic GI
* missed files for previous checkin
* small optimizations
* turn on optimizations in key dynamic gi shaders for perf
* Custom dynamic GI light list that also includes off screen lights
* Explicitly set dataUpdated when data is uploaded to the atlas instead of setting it in GetPayload() of the volume. To simplify communication with the DOTS version.

* use shadows for dynamic GI lights. This still has a bug where off screen lights get their shadow indexes reset to -1
* Better disposing of propagation buffers
Cleaned up global compute buffers for SH L012 and validity buffers, and reusing those per probe volume for propagation to reduce memory usage

* possible mem leak fix & piping light bounce intensity through to dynamic GI
* Some PR feedback and distance checks to probe hit & propagation phases

* Added basic distance checks to entire probe volume to dispatch dynamic GI jobs or not
* directional lights are weird, maybe the shadows, we should avoid them
* PR feedback
* Refactored ProbeVolumeBuffers cleanup to keep GameObject and DOTS logic similar.
* Attempt to reduce white space conflicts
* Profiler marker for Dynamic GI
Slight optimization in light loop
* Optimized C# by not doing SetData calls on Buffers unnecessarily

Co-authored-by: Andrew Saraev <andrew.saraev@unity3d.com>

Bug fixes from Dynamic GI.
Cleanup buffers after bakes, and only dispatch dynamic GI for scene or game cameras

Dynamic GI Spherical Harmonic from Spherical Gaussian Modes (#9)

* Implemented SH from SG Modes which can be toggled between in the Probe Dynamic GI volume settings. SamplePeakAndProject is the same mode we are used to: Spherical gaussians will simply be evaluated at their peak and projected to convert to spherical harmonics. SHFromSGFit: A spherical gaussian to spherical harmonic function fit is used, which is physically plausible. SHFromSGFitWithCosineWindow: A spherical gaussian with an additional cosine window to spherical harmonic function fit is used, which is physically plausible. Less directional blur than SHFromSGFit.

* Cleanup pass on SG to SH supporting math. Created Zonal Harmonic data type with supporting functions to add type saftey to the transforms as we have done with the other spherical harmonic functions. Created specialized zonal harmonic rotation functions which significantly reduces the work required for rotation. It's possible the compiler was handling this already by stripping out work on zero coefficients, and by automatically using floats instead of float3s when all channels are the same - but better to not put too much pressure on the compiler. This should also make it easier in the future to create specialized rotation functions for cardinal rotations (which will introduce additional zeros).

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Dynamic GI: Fix a bunch of shader warnings in DynamicGI shaders.

Bug fix so that lights can act as dynamic GI only lights

Probe Volumes:

Created a proper Probe Volume probe rendering shader. All probes in a selected probe volume are rendered in a single DrawProcedural call, 2 triangle per probe (screen space quads). Allows me to get rid of a lot of nasty mesh setup logic that was previously happening. The new Draw Probes debug shader currently has two additional options: Draw Validity, and Highlight Ringing (#14)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volumes: Use GlobalObjectId.targetObjectId (#16)

* Probe Volumes: Use GlobalObjectId.targetObjectId to uniquely identify Probe Volumes, and Probe Volume Asset ownership, rather than GetInstanceID() - which was not guarenteed to be persistent. This PR cleans up the related logic, allowing us to guarentee non-colliding bake ids, avoids hanging on to asset references during duplication of probe volumes, and, in the case where you have intentionally referenced a probe volume asset on a probe volume that does not own it, avoids baking that asset, which would previously stomp source data.

* Probe Volumes: GlobalUniqueID: Use a custom stack-only + packed representation of the full GlobalObjectId, rather than only using GlobalObjectID.targetObjectId to avoid collisions when different scene probe volumes happen to have the same targetObjectId. This also allows full backwards asset lookup in the future if necessary, which should help debugging + build tools.

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volumes: Make all bake requests go through the AdditionalGIBakeRequestsManager. Track the generationIndex in the least significant 8 bits of the lightmapperBakeID, and talk to the lightmapper with this composite ID. This ensures that anytime we call SetAdditionalBakeProbes we generate a completely unique bake request from the perspective of the lightmapper, ensuring that we will always bake this data (because the lightmapper will hash these IDs to determine if it has any work to do). Previously, if we set an ID with new data, or if we cleared an ID then set it with new data, the lightmapper wouldnt track these data changes, and so it would skip baking these actually new bake requests. (#17)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volumes: Fix Debug Colors display mode - shader line got erroneously commented out in a PR a few months back (#18)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volumes: Fix exposure in Probe Volume debug modes (ensure no exposure is applied (#19)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volumes: Maintain user specified absolute world space positive and negative fade while resizing bounds handle. This makes Probe Volumes resize behavior match behavior of Density Volumes and Reflection Probes. (#20)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volumes: Fix PROBE_VOLUMES_SAMPLING_MODE defines in GetReflectionPRobeNormalizationFactor (#23)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volume: Add RenderGraph support for Probe Volumes.

Originally this was implemented in this PR: Partner/crazyhunter 10.6.0 custom.1 rendergraph 1a835fd
However, the PR contained some fairly large code divergences from mainline - so it was split out into multiple new commits during this upgrade, and divergence was minimized.

Mask Volumes:

Mask Volumes. An ability to place volumes with 3D textures into the world, paint custom color into them and sample this data in any Shader Graph. To be used as a global volumetric splat map. (#16)

(cherry picked from commit f68dc61b5c92ccea7f249e7f58aab1583799ddcb)

Mask Volumes tools update (#22)

* Fixed the issue when the scene view camera moves on selecting the painting tool.

* Use normalized values for color and opacity settings. Fixed the effect of opacity and hardness.

* Added the brush color inversion while Ctrl is pressed, for quick erasing.

* Replaced the Recreate Asset button with Resample Asset. The data is not lost after resizing or changing voxel density now.

* Fixed a Mask Volume resampling error when old resolution has 1 on any axis.

* Mask Volume: Use resolution from MaskVolumeAsset instead of MaskVolumeArtistParameters for rendering. Resolution in parameters is just for creating new assets or resampling to a new resolution.

* Mask Volume: Use normal bias in painting.

* Mask Volume: Use input pressure as opacity.

* Mask Volume: Added inner radius and normal bias brush gizmos.

Mask Volume: Hotfix: Avoid attempting to upload degenerate data to the atlas by extending IsDataAssigned() check to include a Length > 0 test

Fixed the case when a Mask Volume asset is saved to a file empty. The "Resample Asset" button can process an empty asset and fill it with valid data now. (#23)

Mask Volumes binary serialization and minor fixes

* Fixed the case when the painted Mask Volume asset is not saved.
Updated the default brush settings based on the user feedback.

* Prefer binary serialization of Mask Volume assets.

* Added "Reserialize All" action to context menus of MaskVolumeAsset to be able to convert all assets in a project to binary format.

Mask Volume: Fixed minor bug where emptyUAV would silently fail to bind to _MaskVolumeAtlas - using emptyVolumeUAV instead

Mask Volume:

Mask Volume: Make Mask Volume internals visible to Unity.Entities.Hybrid.HybridComponents

Mask Volumes: Set methods for Mask Volume exposed that allows us to use them to do deep copies of Scenes

DOTS Mask Volume (#6)

Refactored the access to Mask Volume instanced to be able to feed a DOTS version to the system.

Probe Volumes:

Probe Volumes: Delete meta file for empty folder accidentially created a while back. Cleans up a warning when the project is first imported (#34)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

 Probe Volumes: Cleanup the state when HDRP has Probe Volumes disabled in the HDRenderPipelineAsset or FrameSettings. Previously we would hit some null reference errors because the disabled paths were not well tested. These fixes should improve the process of setting up Probe Volumes / Mask Volumes in a new project

Probe Volumes: Upadte ProbeVolumeAtlasKey to additionally unique on volume position if the volume is simulating dynamic GI. If dynamic GI is enabled, two probe volumes that point to the same asset, streamed in at different locations need unique space in the atlas (because their dynamic GI component is different). If dynamic GI is disabled, two probe volumes that point to the same asset, streamed in at different locations should share space in the atlas, since their baked data is identical.

Probe Volume:

VolumeGlobalUniqueID and atlas allocation stats

Probe Volumes:

Probe Volumes: Remove Ambient Sky fallback which was used when accumulated probe volume weight was < 1. In our project we never want to fall back to the ambient sky, we want to fallback to black. (#40)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volumes: Fix bug where tiles would receive no probe volume lighting if they contained no direct light sources, and if compute based deferred was enabled. (#41)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volume: Fix Probe Volume Visibility API

Probe Volume: Fixed compilation error when Probe Volumes are not encoded with SHL2.

Mask Volume:

Mask Volume Feature Parity: Mask Volumes use Global Unique ID system … (#32)

* Mask Volume Feature Parity: Mask Volumes use Global Unique ID system just like Probe Volumes, follow the same eviction scheme as probe volumes, have the same debug rendering options as probe volumes (where relevant) and have dead code paths cleaned out. Global Distance Fade Start / End exposed on the Volume System Probe Volume Controller and new Mask Volume Controller to limit atlas subscription when zoomed way out in large scenes. Volumes are now evicted from the atlas when they are culled in the prepare probe volume / mask volume lists stage.

* Add atlas allocation stats for Mask Volumes

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Mask Volumes: Cleanup the state when HDRP has Mask Volumes disabled in the HDRenderPipelineAsset or FrameSettings. Previously we would hit some null reference errors because the disabled paths were not well tested. These fixes should improve the process of setting up Probe Volumes / Mask Volumes in a new project

Dynamic GI:

Probe Volumes: Dynamic GI: Fix null reference when Draw Neighbors is true, but no probeVolumeAsset has been baked yet. (#30)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Fix for dynamic GI to disable gracefully at runtime

Ported MaskVolumes and Dynamic GI to RenderGraph (#27)

* Ported MaskVolumes to RenderGraph

* Made MaskVolume light lists work with RenderGraph

* Made ProbeVolumes DynamicGI work with RenderGraph

* Remove accidentially introduced extra space (to avoid merge conflicts in the future)

Dynamic GI:

Partner/crazyhunter 10.7.0 custom.1.pvdgi cross volumes (#38)

* Scaffolding for testing how sampling neighbor probe volumes around edges of dynamic GI volumes can help with propagating GI from neighbors. Needs to be filled in

* typo

* work in progress

* Probe Volumes: Fix up case where ProbeVolume.hlsl is included and LIGHTLOOP_DISABLE_TILE_AND_CLUSTER is defined. Add support for dynamic GI border axes sampling all other probe volumes in order to propagate dynamic GI across volume boundaries.

* Fix fade calculation

* Fix warning about sign / unsign mismatch.

* cache and respect the HDRP asset Dynamic GI toggle at runtime for perf testing

* Probe Volumes: Dynamic GI: Add Neighboring Volume Propagation Mode to Probe Dynamic GI Volume Override for selecting which algorithm is used to inject dynamic GI from neighboring probe volumes at boundaries. Options include Disabled, Sample Neighbors Direction Only (reccomended), and Sample Neighbors Position and Direction

* Probe Volumes: Dynamic GI: If Dynamic GI is on, and Neighboring Volume Propagation is on, force probe volumes to upload to structured buffers and the atlas if they are within the rangeInFrontOfCamera or rangeBehindCamera distance.

* Probe Volume GI: neighboringVolumePropagationMode - change default to SampleNeighborsPositionAndDirection

Co-authored-by: Szymon Swistun <szymon@bonfirestudios.com>
Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Define GetDiffuseOrDefaultColor() for the Unlit BSDF to fix compilati… (#39)

* Define GetDiffuseOrDefaultColor() for the Unlit BSDF to fix compilation errors in Unlit shaders in the DynamicGIDataSample pass.

* Define DynamicGIDataSample pass for AxF and Unlit shaders. Remove now unnecessary #if UNLIT define in ShaderPassDynamicGIDataSample.

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Blow out fix for new cross volume GI propagation, plus big fix in directional only version to much closer match to pos + directino one

Dynamic GI:

Optimizations to Dynamic GI, with minimal, but some, quality loss
Rename volume setting parameter, and set default to directional only, it looks fine, and a better default
Pre-computed & sorted relevant neighbor axis per axis and precomputed sgWeights.
Found the best tradeoff for highest weighted axis / relevancy wise based on sgWeight and used 9 to help with perf.

prior merge fix

10 axis loops to catch all relevant axis

Shader variant for when inf bounce scale is set to 0 to remove the work entirely

Bump Shadergraph ScriptedImporter version to attempt to cleanly regenerate all shadergraphs after fixing bugs in dynamic GI extraction pass hlsl includes. (#42)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Mask Volume albedo baking (#37)

* Fixed dynamic GI albedo sampling inputs. Set up all Mask Volume data globally (camera-independent) before albedo baking.

Signed-off-by: Andrew Saraev <andrew.saraev@unity3d.com>

* Fixed Mask Volume rendering after merging.

* Fixed rendering after the merge.

* Fix Mask Volume preparation for baking with Render Graph enabled.

* Dynamic GI baking optimization. Mask Volume rendering clean-up.

Mask Volume:

Mask Volume visibility fixes (#84)

* Don't render Mask Volume hidden in scene.

* Fixed Mask Volume flickering when two volume instances are trying to render the same asset.

Mask Volumes: Remove an unnecessary editor only GC.Alloc

Dynamic GI:

Max Sim Per Frame Control per Probe Volumes Dynamic GI (#44)

* Control over max # of probe volume dynamic GI simulation's per frame

* fixed issues with static value construction

* More direct control of perf controls to dynamic GI

Less GC allocations and better cleanup

Cleanup and removed the need entirely clearing radiance cache on first frame of probe volume dynamic GI sim. compute shaders just handle that first frame case via variant instead. Removes hitches this way

Sometimes we got NaN's, so added an extra safe clear on radiance data but via compute dispatch when needed

slight bug fix to previous commit

Quality variants for propagation axis amounts

Dynamic GI:

Added basic probe volume dynamic GI stats

more dynamic GI stats

Optimize GI data layout (#45)

* Optimized the layout of the dynamic GI data.
* Added migration of existing baked data to new layout. Context menu item "Reserialize (All)" on Probe Volume Asset now also runs the migration. Had to move the migration code from Probe Volume to Probe Volume Asset for this.
Limitation: Context menu migration is skipped for assets of version < 3, since updating to v.3 requires rotation from an object in a scene.
* Apply inverse-square law to propagation axis weights to get a more correct distribution for diagonal axes.

Dynamic GI:

Dynamic GI baked emission (#51)

* Bake emission into dynamic GI neighbors and use it in the propagation.

* Use 2x2 pixel blocks per baking request to control texture lods with uv and position gradients within these blocks.

* Added the logic to control the material sampling lod for neighbor baking.

* Added support of any Probe Volume rotation while baking dynamic GI neighbors and combining dynamic and baked SH.

* Respect the Baked Emission material toggle when baking the dynamic GI neighbors.

* Added a volume component setting to scale baked emission for dynamic GI.

* Provide ddx and ddy for position and UV of a hit when baking neighbor materials.

* Set the camera position shader property to zero before baking neighbors to support position-based effects in materials.

* Clean-up.

Work in progress for dgi optimization - setup new compute buffer

Work in progress.

Populate new neighbor axis lookups buffer and switch to reading from it.

Remove old neighbour axis lookup array.

Order members in NeighborAxisLookup by type size.

adding safety cleanup to help trigger the sorted axis set after cleanup call

Dynamic GI: Bind white texture for HVSSS in dynamic GI light loop

New reflection normalization (#62)

* Use roughest cubemap sample instead of baked SH to calculate Probe Volume reflection normalization.

* Removed luminance SH baking for Reflection Probes.

Dynamic GI:

Dynamic GI sky lighting (#53)

* Sample sky lighting on the edges of Probe Volumes for dynamic GI propagation.

* Added Sky Contribution setting to Probe Dynamic GI volume component.

* Renamed "Sky Contribution" to "Sky Multiplier" to fit better with "Baked Emission Multiplier".

* Removed the Direct Contribution setting and normalization that led to all bounces being effectively multiplied by 0.5 with default settings.

* Rotate axes in ProbePropagationCombine in the way consistent with other stages.

* Added Max Albedo setting for dynamic GI to prevent infinite bounces from blowing up the lighting.

* Apply validity to emission. Cleanup.

* Changed default Max Albedo to 0.9.

* Divide dynamic GI direct lighting by Pi to fix the look.

* Experimental changes to skylight and direct hit injection before looking deeper into our SG-to-SH conversion.

* Replaced weight normalization in hit and miss passes with prenormalized amplitudes. Experimental.

* Added the inv-pi normalization to infinite bounces.

* Finish fixing up normalization of hits, misses, and sky. Additionally, add amplitude adjustment for edge and diagonal SGs

* Fixed StackLit shader graphs compilation by adding missing ComputeReflectionProbeNormalizationDirection function, expected by the LightLoop.

* WIP Dynamic GI bases: Windowed Spherical Gaussian and Ambient Dice

* Turn back on sky contribution

* More iteration

* Latest

* Cleanup dynamic gi propagation bases defines into their own header that exposes an api so that callers do not have to know the specifics of the basis. Expose all bases as options on the Probe Dynamic GI volume override

* Miss integral

* Fix hit and miss lobe creation to the more subtle, but correct implementation that got lost during the cleanup.

* Formalize the logic for injecting light from neighboring probe volumes / sky into a basis axis. Convolve the incoming irradiance with the zonal harmonic representation of the neighbor basis lobe in order to analytically evaluate the incoming irradiance over the entire lobe, rather than just the point sample. I compared this against a brute force monte carlo sampling of the SH over the neighbor axis lobe and the results are almost completely indestringuishable. The accuracy is based on how accurate the ZH fit of the neighbor axis lobe is.

* remove some dead code

* delete more dead code

* Add back a line of code I accidentally deleted in the cleanup

* Split up the basis options into a basis dropdown and a basis propagation override dropdown. Removed the not useful no diagonal basis options. Added ambient dice wrapped options to the propagation override modes

* Remove old option for SH from SG Mode: We now always use the correct SH From SG via zonal harmonic fit conversion. Changed the default propagation override to Basis Ambient Dice Wrapped Super Soft. Fixed a subtle bug with skylight propagation - use the current axis lobe direction for sampling the sky, not the neighbor direction. This makes it consistent with how hits are propagated (and cleans up a little code in the process)

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

Dynamic GI:

Dynamic GI: Fixed Dynamic GI and the neighborhood debug draw when there are 0 hits in a volume (no geometry was hit).

Renormalize axes of Dynamic GI bases to support different quality (#61)

* Added frame settings for Dynamic GI quality to be able to preview it in edit mode.
* Precalculate and normalize axis weights on CPU.

New DGI validity baking and ProbeVolume interface (#66)

* Added a button to Probe Volume to bake dynamic GI without the lightmapper. Then, validity is computed with the same rays that used for hits, so it only "sees" backfaces that are one voxel away or closer.
* Simplified IProbeVolumeList by grouping all runtime data the pipeline may need to write to into ProbeVolumePipelineData and ProbeVolumePropagationPipelineData structs.
* Replaced single dataUpdated on ProbeVolume with dataVersion on ProbeVolumeAsset to detect changes of baked data for already loaded volumes and keep baked lighting buffers, dynamic lighting buffers, atlas slot and content — all up to date regardless of the order they are used.

Fix crash in il2cpp build (#67)

Co-authored-by: Paulm-Unity <paulm@unity3d.com>

Fix another crash in il2cpp build

DGI Fix Leak Mitigation (#68)

* Fixed DGI axis bit packing.
* Store neighbor validity in axis and limit propagation from an invalid probe instead of limiting propagation towards an invalid probe.
* Set default Baked Emission Multiplier, Sky Multiplier and Leak Multiplier to 1.0.

rename leak multiplier to leak mitigation for consistency

DGI Mixed Lights (#76)

* Mark mixed lights when Probe Volume is baked to filter them out of the dynamic GI light list.

* Added mixed lights data to DGI neighborhood and rendering. Using manual baking steps for now.

* Update and save mixed lights baked status when lights are processed by the pipeline in the baking mode.

* Added frame settings to pick a combination of realtime and mixed lights to use for dynamic GI.

* Force shadow rendering regardless of distances when preparing for mixed lights baking.

* Restored dynamic GI basic support for all mixed light modes after the light list merge. Now need to restore forced shadowmap rendering while mixed baking is prepared.

* Restored after merge: force shadowmap rendering while mixed baking is prepared by dynamic GI.

* Make dynamic GI mixed lighting preview show correct expected result for the current indirect scale setting.

Probe Volume, Mask Volume, Dynamic GI

Dynamic GI:

DGI per volume mixed lights (#79)

* Added a per-volume property defining if mixed lights were baked for this volume. Add all lights to the light list and skip mixed lights in shaders when required.
* Revert to the previous way of uncapping shadow distance when baking dynamic GI mixed lights.

Fix two misc DynamicGI shader warnings. (#89)

Expose key hooks and controls for automated dynamic GI baking

Exposing seperate prepareForBaking option for probe volumes for more control over baking

one more fix for better dynamic GI bakes

Probe Volume: Fix ProbeVolume buffers not being reset after disable (#95)

Fixed ProbeVolume BuffersDataVersion not being reset on disable.

Dynamic GI:

Dynamic GI: clear EngineDataIndex and simulationFrameTick. Unified clearing methods.

DGI fallback radiance baking for low end settings (#92)

* Added the way to copy prepared radiance into baked data of a Probe Volume and use it at runtime as a fallback for when DGI is disabled.
* Changed the way of updating and tracking data version for Probe Volume assets to not reupload it on every asset reimport and validation (needed to maintain propagated radiance while baking reflections and saving assets).

Toggle for Dynamic GI for low quality baked mode testing in editor

DGI smaller encoding (#96)

* Experiment with storing DGI hit emission and probe radiance with half-float precision.

* Trying RGBM32 encoding for DGI propogation.

* Moved DGI radiance encoding functions to separate from emission to quickly iterate with it without touching the baked emission data.

* Use LogLUV encoding for DGI hit and probe radiance.

* Added YCoCg encoding for DGI radiance for testing.

* Faster and more precise LogLuv radiance encoding with lower range.

* Added a radiance encoding setting to Probe Dynamic GI volume component to switch between RGB Float and LogLuv.

* Fixed hit radiance decoding for different encodings when baking mixed lighting.

* Moved the radiance encoding setting from the volume component to frame settings.

* Dynamic GI: Added HalfLUV, and R11G11B10 encoding modes

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

Support DGI mixed lights baking for HalfLuv and R11G11B10 radiance encodings. (#98)

DGI initial state from baked (#99)

* A prototype of DGI radiance initialization from baked SH.

* Disable ZHWindow in ProbePropagationInitialize for now as it gives too smooth and dark radiance to axes.

* Minor fixes in propagation and a cleanup.

* Partner/crazyhunter 10.7.0 custom.1 dgi initial state from baked sh to from basis improvement (#107)

Improve ambient dice basis coefficients, improve basis normalization, and improve methods for projection from and to SH, choosing the right method for the context.

Dynamic GI: Ambient Dice to ZH: Switched over to using a raw ZH fit instead of deringed zh fit. It results in significantly lower error when compared to a ground truth monte carlo projection, which means slightly punchier + higher contrast + less washed out GI. And the ringing concern seems to not be an issue due to the way light is propagated. Across a number of test scenes no ringing is present.

Co-authored-by: Nicholas Brancaccio <pastasfuture@gmail.com>

Probe Volume:

Probe Volumes: Fix case when ShaderConfig enables them, but they have not yet been enabled in the frame settings. Previously this case would spill errors about unassigned compute parameters like _ProbeVolumeAtlasSH - this comes up when creating standalone HDRP template projects for repro demos

Probe Volume sampling quality (#102)

* Added a frame setting for Probe Volume lighting sampling quality between SHL0, SHL1 and SHL2.

* Probe Volume sampling quality cleanup.

* WIP switch Probe Volume spherical harmonics level with global keywords. L0 and L1 are not supported by Dynamic GI yet.

* Implemented missing SH L0 and L1 modes for Dynamic GI.

* Removed Probe Volume SHL0 option to save shader variants. Fixed Volumetric Lighting.

* Fixed VFX shaders after introducing different Probe Volume encodings.

* Support baking SHL2 fallback radiance from within the SHL1 mode. Cleanup.

Check if probeVolumeAtlas is null before trying to release a slot from it. The atlas could be not created yet as we are doing it later in a rendering now to match the selected SH encoding for a given frame. (#108)

Probe Volumes: Remove an unnecessary editor only GC.Alloc

Reflection Probe Normalization: Fix bad rebase merge of reflection probe normalization code

Fix recursive mutation bug in ZH Fit version of ProbePropagationInitialize projection.

Dynamic GI Propagation: Sample Neighbors: Use ZH-Fit to convert from SH to our 26-axis basis - it produces results that are a bit closer to our monte carlo naive projection ground truth

Dynamic GI: Fix Infinite Bounce calculation after we changed our basis coefficients. We were missing scaling each lobe contribution by that lobes normalized integral. Also delete some dead code that was hanging around in the dynamic GI area for too long, and fix some code erroneously included inside of an ifdef (#109)

Dynamic GI probe dirty flag (#111)

* Store a dirty flag for each light probe in a volume, update only the ones that had reasons to change since the last update.
* Added a setting to Frame Setting to be able to disable dirty flags.
* Added debug visualisation of dirty probes of all active volumes.

DGI propagation fixes (#112)

* Fixed fallback radiance baking when dirty flags are enabled.
* Fixed noticeable intensity loss for lower propagation quality due to axis weights renormalization error.
* Separate radiance comparison for LogLUV encoding that avoids many false positives in dirty flags.
* Fixed propagation data not being cleared when Frame Settings are changed via the settings window causing the pipeline to be destroyed.

critical exception fix that was firing on domain reloads & enter play mode transitions

Dynamic GI: Copy over some warning fixes to dynamic GI that were lost in the rebase shuffle
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