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* [HDRP] Fix AxF debug output in certain configurations (#4641)
* Fix AxF debug output in certain configurations.
* Update comment
* Fix SSR accumulation white flash (#4648)
* Fix white flash
* changelog
Co-authored-by: sebastienlagarde <[email protected]>
* Display Info Box when MSAA + ray tracing is onr (#4627)
* Show info box when ray tracing is enabled.
* Changelog
* Move below MSAA
Co-authored-by: sebastienlagarde <[email protected]>
* Fix distortion when resizing the window in player builds with the Graphics Compositor enabled (#4593)
Co-authored-by: sebastienlagarde <[email protected]>
* Add support for the camera bridge in the graphics compositor (#4599)
* Fix Jittered Project Matrix Infinite Far Clip Plane (#4638)
* Reconstruct jittered projection matrix far plane (for Infinite )
* Changelog
Co-authored-by: sebastienlagarde <[email protected]>
* Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. (#4688)
Co-authored-by: sebastienlagarde <[email protected]>
* Fix custom pass utils Blur + Copy overdraw. (#4623)
* Fix overdraw in custom pass utils blur function
* Updated changelog
Co-authored-by: sebastienlagarde <[email protected]>
* Fix draw procedural invalid pass idx 1 on first template load (#4632)
* Fix
* changelog
* Force sync compilation for TAA
Co-authored-by: CifaCia <[email protected]>
Co-authored-by: sebastienlagarde <[email protected]>
* Changed light reset to preserve type (#4624)
Co-authored-by: sebastienlagarde <[email protected]>
* Revert "Add support for the camera bridge in the graphics compositor (#4599)"
This reverts commit 2325e3f.
* AxF carpaint: Fix a compilation issue on Vulkan until the cpp HLSLcc side is updated. (case 1335737, related to 1314040) (#4691)
Co-authored-by: sebastienlagarde <[email protected]>
* Revert "Revert "Add support for the camera bridge in the graphics compositor (#4599)""
This reverts commit 30fffd5.
* revert: Fix distortion when resizing the window in player builds with the Graphi
* Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). (#4626)
* Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904).
* Add test scene
Co-authored-by: Remi Chapelain <[email protected]>
Co-authored-by: Sebastien Lagarde <[email protected]>
* Fix for discrepancies in saturation and intensity between screen space refraction and probe refraction (#4653)
* Delete the second transmittance mul
* Changelog
Co-authored-by: Sebastien Lagarde <[email protected]>
* Fix a Divide-by-Zero Warning for some Anisotropic Models (Fabric, Lit) (#4636)
* Initialize the shading normal to a non-zero value for anisotropy
* Changelog
Co-authored-by: sebastienlagarde <[email protected]>
* [HDRP] Fix VfX lit particle AOV output color space (#4646)
* Fix VfX lit particle aov output color space
* Update comment
Co-authored-by: sebastienlagarde <[email protected]>
* [HDRP][Path Tracing] Fixed transparent unlit (#4605)
* Fixed issue with transparent unlit.
* Updated changelog.
* Reverted accidental change to default mtl.
Co-authored-by: sebastienlagarde <[email protected]>
* Fix distortion with MSAA (#4711)
* Fix contact shadow debug views (#4720)
* Fix
* changelog
Co-authored-by: sebastienlagarde <[email protected]>
* Update Decal-Projector.md (#4695)
* [HDRP] Fixed nullref when deleting the texture asset assigned in a local volumetric fog volume (#4728)
* Fixed nullref when deleting the 3D mask of a density volume (case 1339330)
* Updated changelog
Co-authored-by: sebastienlagarde <[email protected]>
* Fix decal layer enum (#4753)
* Fix typo
* Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). (#4640)
Co-authored-by: sebastienlagarde <[email protected]>
* Ignore hybrid duplicated reflection probes during light baking (#4663)
* Ignore hybrid duplicated reflection probes during light baking
* test path instead of scene
Co-authored-by: sebastienlagarde <[email protected]>
* Fix double sided option moving when toggling it in the material UI (#4725)
* Fix double sided option moving when toggling it in the material UI (case 1328877)
* Updated changelog
Co-authored-by: sebastienlagarde <[email protected]>
* Fix formatting
* Fix volumetric fog in planar reflections (#4736)
* Fix planar reflection
* changelog
Co-authored-by: sebastienlagarde <[email protected]>
* Fix motion blur compute dispatch size (#4737)
Co-authored-by: sebastienlagarde <[email protected]>
* - Updated the recursive rendering documentation (case 1338639). (#4759)
* - Updated the recursive rendering documentation (case 1338639).
* review fixes
Co-authored-by: sebastienlagarde <[email protected]>
* Fix issue with OnDemand directional shadow map being corrupted when reflection probe are updated same frame (#4812)
* Don't mark as rendered for reflection probes as we want the cached version to be from main view
* Do the thing just for directional
* Doc update
* changelog
Co-authored-by: sebastienlagarde <[email protected]>
* Fix cropping issue with the compositor camera bridge (#4802)
Co-authored-by: sebastienlagarde <[email protected]>
* Fix for unused resources in depth of field (#4796)
* Removing the word Radii from exposure settings (#4854)
* Rename in UX
* Update docs
* [HDRP][Path Tracing] Support for shadow mattes (#4745)
* Shadow matte support.
* Updated changelog.
* Only take occluders into account, closer match to raster mode.
* Added test scene.
Co-authored-by: sebastienlagarde <[email protected]>
* Revert "[HDRP][Path Tracing] Support for shadow mattes (#4745)"
This reverts commit 85ebbc2.
* Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). (#4756)
* Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234).
* Update test ref image
Co-authored-by: Remi Chapelain <[email protected]>
Co-authored-by: sebastienlagarde <[email protected]>
* Use non jittered projection in outline pass (#4836)
Co-authored-by: sebastienlagarde <[email protected]>
* [HDRP][Path Tracing] Sky settings now properly taken into account when using recorder (#4856)
* Make sure sky settings are correctly set when recording.
* Updated changelog.
Co-authored-by: sebastienlagarde <[email protected]>
* Fix Resolution Issues for Physically Based Depth of Field (#4848)
* Add the necesarry texture coordinate clamping for RTHandle for color pyramid sampling
* Add some resolution independence, fitted for 1920x1080
* Changelog
* Switch back to point sampling from trilinear, with commentary
* Update test reference images
* Small correction to the point sampling, always sample mip 0.
* Re-update the test images, for mip 0 color sampling
* Use a simpler UV scaling/clamping since we are now point sampling.
Co-authored-by: sebastienlagarde <[email protected]>
* Fixed bug introduced by sky-for-recorder support. (#4906)
* [Fogbugz 1341576] Memory leaks when the player is paused, and the user changes pipeline… (#4845)
* Memory leaks when the player is paused, and the user changes pipeline settings
* changelog
* [HDRP] Fixed shadergraph double save (#4916)
* Don't need to save twice shadergraph the first time we create a graph
* Updated changelog
* Write 0 instead of micro sized motion vectors + fix extremely fast velocities (#4820)
* Kill micromovements.
* Do same for camera
* Debug view update
* Changelog
* Remove unnecessary comment
* Fix excessive velocity end up marked as no velocity
Co-authored-by: sebastienlagarde <[email protected]>
* [HDRP] Fix material upgrader (#4821)
* Fix HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material
* Updated changelog
Co-authored-by: sebastienlagarde <[email protected]>
* [HDRP] Fix custom pass volume not executed in scene view (#4860)
* Fix custom pass volume not executed in scene view because of the volume culling mask
* Updated changelog
Co-authored-by: sebastienlagarde <[email protected]>
* Fix reflection probe tootltip (#4890)
Co-authored-by: sebastienlagarde <[email protected]>
* Updated the Physically Based Sky documentation for baked lights (#4891)
* Updated the Physically Based Sky documentation for baked lights
* Rewrite
Co-authored-by: sebastienlagarde <[email protected]>
* Fixed remapping of depth pyramid debug (#4893)
* Fixed remapping of depth pyramid debug
* Removed debug pragma
* Update changelog
* Updated tooltip
* Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4895)
* Fix AO perceived wobble
* changelog
Co-authored-by: sebastienlagarde <[email protected]>
* Fix Asymmetric Projection Matrices and Fog / Pathtracing (#4926)
* Check for asymmetric projections and choose the generic path if so.
* Fix asymmetric projections for the pathtracer ray generation.
* Changelog
* Simplify the matrix multiplication for computing the generic matrix.
Co-authored-by: sebastienlagarde <[email protected]>
* Revert: Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection…
* Fix range for HDRP Asset settings
* Fix GBuffer depth debug mode (#5054)
* Fixed Volume Gizmo size when rescaling parent GameObject (#4915)
* Fix Vertex Color Mode documentation (#4976)
* Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4986)
* Fix AO perceived wobble
* changelog
* Update screenshots
Co-authored-by: sebastienlagarde <[email protected]>
* Fix formatting in NestedOverrideCameraRendering
* code doc
Co-authored-by: Pavlos Mavridis <[email protected]>
Co-authored-by: FrancescoC-unity <[email protected]>
Co-authored-by: sebastienlagarde <[email protected]>
Co-authored-by: John Parsaie <[email protected]>
Co-authored-by: anisunity <[email protected]>
Co-authored-by: Antoine Lelievre <[email protected]>
Co-authored-by: CifaCia <[email protected]>
Co-authored-by: slunity <[email protected]>
Co-authored-by: Remi Chapelain <[email protected]>
Co-authored-by: Emmanuel Turquin <[email protected]>
Co-authored-by: Adrian1066 <[email protected]>
Co-authored-by: Kleber Garcia <[email protected]>
Co-authored-by: Julien Ignace <[email protected]>
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/CHANGELOG.md
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@@ -298,6 +298,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed white flash with SSR when resetting camera history (case 1335263).
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- Fixed VFX flag "Exclude From TAA" not working for some particle types.
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- Fixed Dof and MSAA. DoF is now using the min depth of the per-pixel MSAA samples when MSAA is enabled. This removes 1-pixel ringing from in focus objects (case 1347291).
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- Fixed parameter ranges in HDRP Asset settings.
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### Changed
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- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard
/// <summary>Ambient Occlusion step count for each quality level.</summary>
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/// <summary>Ambient Occlusion step count for each quality level. The array must have one entry per scalable setting level, and elements must be between 2 and 32.</summary>
/// <summary>Ambient Occlusion maximum radius for each quality level.</summary>
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/// <summary>Ambient Occlusion maximum radius for each quality level. The array must have one entry per scalable setting level, and elements must be between 16 and 256.</summary>
/// <summary>Ambient Occlusion direction count for each quality level.</summary>
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/// <summary>Ambient Occlusion direction count for each quality level. The array must have one entry per scalable setting level, and elements must be between 1 and 6.</summary>
/// <summary>Contact shadow sample count for each quality level.</summary>
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/// <summary>Contact shadow sample count for each quality level. The array must have one entry per scalable setting level, and elements must be between 4 and 64.</summary>
/// <summary>Maximum number of rays for Screen Space Reflection for each quality level.</summary>
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/// <summary>Maximum number of rays for Screen Space Reflection for each quality level. The array must have one entry per scalable setting level, and elements must above 0.</summary>
/// <summary>Screen space global illumination step count for the ray marching.</summary>
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/// <summary>Screen space global illumination step count for the ray marching. The array must have one entry per scalable setting level, and elements must above 0.</summary>
/// <summary>Controls the length of ray traced ambient occlusion rays.</summary>
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/// <summary>Controls the length of ray traced ambient occlusion rays. The array must have one entry per scalable setting level, and elements must above 0.01.</summary>
/// <summary>Number of samples for evaluating the effect.</summary>
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/// <summary>Number of samples for evaluating the effect. The array must have one entry per scalable setting level, and elements must be between 1 and 64.</summary>
/// <summary>Controls the radius of the ray traced ambient occlusion denoiser.</summary>
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/// <summary>Controls the radius of the ray traced ambient occlusion denoiser. The array must have one entry per scalable setting level, and elements must be between 0.001 and 1.</summary>
/// <summary>Controls the length of ray traced global illumination rays.</summary>
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/// <summary>Controls the length of ray traced global illumination rays. The array must have one entry per scalable setting level, and elements must above 0.01.</summary>
/// <summary>Clamp value used to reduce the variance in the integration signal.</summary>
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/// <summary>Clamp value used to reduce the variance in the integration signal. The array must have one entry per scalable setting level, and elements must be between 0.001 and 10.</summary>
/// <summary>Controls the number of ray steps for hybrid tracing.</summary>
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/// <summary>Controls the number of ray steps for hybrid tracing. The array must have one entry per scalable setting level, and elements must above 0.</summary>
/// <summary>Flag that defines if the denoiser should be evaluated at half resolution.</summary>
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/// <summary>Flag that defines if the denoiser should be evaluated at half resolution. The array must have one entry per scalable setting level.</summary>
/// <summary>Flag that defines the radius of the first denoiser.</summary>
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/// <summary>Flag that defines the radius of the first denoiser. The array must have one entry per scalable setting level, and elements must be between 0.001 and 1.0.</summary>
/// <summary>Controls the minimal smoothness.</summary>
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/// <summary>Controls the minimal smoothness. The array must have one entry per scalable setting level, and elements must be between 0 and 1.</summary>
/// <summary>Controls the minimal smoothness.</summary>
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/// <summary>Controls the minimal smoothness. The array must have one entry per scalable setting level, and elements must be between 0 and 1.</summary>
/// <summary>Controls the length of ray traced reflection rays.</summary>
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/// <summary>Controls the length of ray traced reflection rays. The array must have one entry per scalable setting level, and elements must above 0.01.</summary>
/// <summary>Clamp value used to reduce the variance in the integration signal.</summary>
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/// <summary>Clamp value used to reduce the variance in the integration signal. The array must have one entry per scalable setting level, and elements must be between 0.001 and 10.</summary>
/// <summary>Controls if the effect should be computed at full resolution.</summary>
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/// <summary>Controls if the effect should be computed at full resolution. The array must have one entry per scalable setting level, and elements must above 0.</summary>
/// <summary>Flag that defines the radius of the first denoiser.</summary>
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/// <summary>Flag that defines the radius of the first denoiser. The array must have one entry per scalable setting level, and elements must be between 1 and 32.</summary>
/// <summary>Controls which control mode should be used to define the volumetric fog parameters.</summary>
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/// <summary>Controls which control mode should be used to define the volumetric fog parameters. The array must have one entry per scalable setting level.</summary>
/// <summary>Controls the budget of the volumetric fog effect.</summary>
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/// <summary>Controls the budget of the volumetric fog effect. The array must have one entry per scalable setting level, and elements must be between 0 and 1.</summary>
/// <summary>Controls how the budget is shared between screen resolution and depth.</summary>
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/// <summary>Controls how the budget is shared between screen resolution and depth. The array must have one entry per scalable setting level, and elements must be between 0 and 1.</summary>
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