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neritestian-unitysebastienlagarde
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[10.x.x] Add SpeedTree8 shadergraph to HDRP and URP (#3861)
* Squashed commits for 19.4's ST8 support * Add wind enable/disable toggle to HD ST8 shader. * Fixup URP SpeedTree8 shader. Hookup GI for both ST8 shaders. * Update HD ST8 test scene to test various wind qualities and wind enable toggle. * Fix double-sided setting on billboard materials. * Remove redundant keyword enable per review. * Remove unused keyword from HD ST8 * Updated changelogs for SpeedTree8 addition. * Add ST8 shadergraphs to HD and Universal, including supporting subshadergraphs in ShaderGraph and MaterialUpgrader in core. Add a test to HDRP for speedtree8. * Fixup SpeedTree8 test rename * Add reference images for linuxeditor/vulkan * Fixup LOD0 material misassignment * Clean up renamed HDLitGUI * Update reference images from first 10.x.x yamato runs. (Darker shadows) * Merge hue variation, crossfade, and seam blending into SpeedTree8ColorAlpha subgraph. Fix Base Map naming in URP ST8 shadergraph. Fix wait framerate in HD ST8 test. * Modify hue variation subgraph to match handwritten ST8 shader * Add lerp hue variation behavior for backwards compatibility. Only expose this property in universal ST8. * Format files that need it * Update reference images after fixing frame wait time for HD ST8 test * Hook up GI and subsurface scattering in handwritten SpeedTree8 Universal shader * Update test materials to use a diffusion profile. Set thickness to 100 when subsurface is disabled. * Grab default foliage diffusion profile when importing or upgrading an HD ST8 shader * Remove subsurface enable from ST8 shader. Update ST8 test scene to use foliage diffusion profile. * Remove wait time from HD ST8 test * Modulate subsurface with _SubsurfaceIndirect property * Fix SpeedTree8 subsurface per feedback * Update reference images for HD ST8 test after changing to foliage diffusion profile and disabling wind * Update SpeedTree8 shader to sample shadowmap when attenuating direct subsurface. Update ST8 shadergraph to match subsurface calculations. * Update shadergraph changelog after refactoring subshadergraphs for ST8. Move LODCrossfade.hlsl out of Nature-specific folder. * Fix hue variation randomization to work with HD's camera relative rendering * Change default Subsurface color to black from white * Fix URP shadergraph default subsurface color and texture * Update HDRP reference images once more- trunks are a slightly different color? * Update failing tests after handwritten ST8 shader was updated. * Set alpha to 0 on billboard backfaces * Update HD ST8 shadergraph after billboard subshadergraph was modified * Normalize view direction when calculating subsurface * Convert floats to sliders. Add a Diffusion profile property so that it can be grouped with subsurface properties. * Incorporate docs feedback * Fix HD ST8 test material diffusion profiles after diffusion profile property change * Docs feedback on changelogs * Clean up redundant GGX code in SpeedTree8Passes. Add comment to LODCrossfade explaining its redundancy with existing Common.hlsl code. * Renamed LODCrossfade to make clear its relation to the core LODDitheringTransition function. * Docs changes. * Test universal iphone failure * Docs changes * Only generate camera motion vectors when importing ST8 asset to SRP. * Clean up ST8 shader warnings where possible * Update HD ST8 ref images after adding an abs() to subsurface calculation * Update HDRP Metal reference screenshots 1601_TerrainLit * Revert "Update HDRP Metal reference screenshots 1601_TerrainLit" This reverts commit 39dfb3c. Co-authored-by: Tianliang Ning <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]>
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