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Avoid casting multiple rays and denoising for hard directional, point and spot ray traced shadows (1261040). (#1285)
* Modify scene for better stability (#1120)
* Fix area light gizmo not updating engine side light v2 (#1156)
* Update base light area size.
* changelog
* Better change.
* revert whitespace
* Make the change editor only.
* Updated doc. (#1152)
* Address decal layer documentation feedback (#1157)
* Update Decal-Projector.md
* update doc based on feedback
* Hdrp/docs/upgrading to 2020.2 (#1170)
* Update Upgrading-from-2020.1-to-2020.2.md
* Update Upgrading-from-2020.1-to-2020.2.md
* HDRP - Shutter speed can now be changed by dragging the mouse over the UI label (#1110)
* Shutter speed can now change by dragging over the label
* Changelog
* Typo
Co-authored-by: sebastienlagarde <[email protected]>
* Fix API breaking change: Add Public quality to Raytracing volume effect - RR
* ix API breaking change: Add Public quality to Raytracing volume effect - RR
* Add 3 tests in HDRP_Test for 1709_DecalLayers for deferred, forward and forwardMSAA (#1138)
* add 1709 test
* More decal test
* Update 1709_DecalLayer.unity
* fix material
* Update test
* update test
* Add 3 new test forward, forward MSAA and deferred
* add the 3 test in build settings
* Add reference screenshots for windows
* update reference screenshots
* disabe 1709 with rendergraph
* Fixed creation of Decal Buffer (should not have been bindMS)
* Fixed missing read causing copy depth pass to be pruned
* Fixed clear color of decal prepass buffer
* Re-enabled tests 1709 1710 and change order to workaround resolution issue when running tests with temporal.
Co-authored-by: Julien Ignace <[email protected]>
* Added what's new page and relevant images (#1154)
* Added what's new page and relevant images
* Update whats-new-10-0.md
* Added decal layers and eye shader graph
Co-authored-by: sebastienlagarde <[email protected]>
* update what's new
* Fix Material Creation RenderQueue setup + Fix AXF GUI (#1185)
* Fix Material creation queue
* Update SurfaceOptionUIBlock.cs
* Refactor keyword system in ShaderGraph (#1181)
* Refactor the keyword system in ShaderGraph
* Move geometric AA to respective master node
Co-authored-by: Sebastien Lagarde <[email protected]>
* Made conversion from render graph handles to actual resource implicit. (#1034)
* Made conversion from render graph handles to actual resource implicit to reduce boiler plate code.
* Post merge fixes
* Added an exception when accessing resources while not executing render graph.
* Post merge fixes
* Fixed error handling of casting handles to resources.
* Fix double sided unlit mode in the UI (#1203)
* HDRP: Default indirect Lighting controller Layers to Everything to ease the migration
* Update cas include paths (#1227)
* Hdrp/fix rt odd negative scale (#1180)
* Fixed robustness issue with GetOddNegativeScale() in ray tracing.
* Updated changelog.
* Added fogbugz case id in changelog.
* Hdrp/fix hierarchicalbox gizmo symetry and homothety mode ensuring face faces outside (#1228)
* Fix hierarchicalbox gizmo outside facingin symetry or homothety mode
* Update CHANGELOG.md
* Update CHANGELOG.md
* Update CHANGELOG.md
* Update CHANGELOG.md
Co-authored-by: sebastienlagarde <[email protected]>
* fix XR single-pass macros in tessellation shaders (#1160)
Co-authored-by: sebastienlagarde <[email protected]>
* Remove automatic setup of global texture from Render Graph (#1192)
* Made conversion from render graph handles to actual resource implicit to reduce boiler plate code.
* Post merge fixes
* Added an exception when accessing resources while not executing render graph.
* Removed auto binding of global texture and updated passes accordingly.
* Post merge fix
* Fixed shadow mask texture binding.
* Fix wrong merge
* Fixed fog with MSAA and render graph
* Hdrp/atlas cube modif (#1235)
* Remove the usage of Point Cube Size parameter.
* Add change log
* Hdrp/pt sss diff mix (#1224)
* Fixed robustness issue with GetOddNegativeScale() in ray tracing.
* Updated changelog.
* Added fogbugz case id in changelog.
* Mofified way diffuse and SSS are mixed in path tracing.
* Fixed issue with spec balance.
* Updated Changelog.
* Updated ref image for test 5007.
* Change Cloud Layer API (#1237)
* Change cloud layer API
* fix line endings
* Change default value
* ShaderGraph UI fixes (#1216)
* Save foldout state in ShaderGraph
* Moved all non-SG properties to the advanced UI block
* Reordered advanced properties
* Move shadergraph properties (#1214)
* Migration code for depth pre/post pass and lod crossfade in shadergraph
* Removed log
* Added "first time" migration system
* Fix custom pass reorder (#1153)
* Fixed custom pass re-ordering issues
* Updated changelog
Co-authored-by: sebastienlagarde <[email protected]>
* Revert "Move shadergraph properties (#1214)"
This reverts commit 9a8d3b1.
* Update Upgrading-from-2020.1-to-2020.2.md
* Make sure we don't end up with null normals from normal mapping, when scale is 0. (#1233)
* Make sure we don't end up with null normals from normal mapping.
* Updated Changelog.
Co-authored-by: sebastienlagarde <[email protected]>
* Contact shadows improvements (#1226)
* Bias + thickness + new depth compare
* Default as decided by pierre
* upgrade guide
* docs
* changelog
* What's new
* Revert "Revert "Move shadergraph properties (#1214)""
This reverts commit 958486d.
* Fix migration issue in PR (Move shadergraph properties #1214)
* TAA and Physically based DoF (#1193)
* stabilize CoC if taa is enabled
* Fixes related to CoC clamping
* Improve DoF when TAA is active by using different samples each frame
* Add UI option to run the new physically based DoF
* Update documentation with the new option
* Fix issue with mip maps when switching DoF techniques
* Improve documentation
* Clean-up C# code
* Minor changes in the shader
* Fix near-far blending and cleanup unused code
* clean-up shader code
* more shader shader clean-up + fix weigths
* more shader shader clean-up
* back-to-front blending clean-up
* Make Manual CoC work for the new dof
* Changelog
* Change min aperture to 0.7
* Add info box when physically based dof is enabled
* Add info box when physically based dof is enabled
* Add s specialized TAA configuration for use with DoF and also stabilize CoC
* Do not increase sample count when taa is off
* Fix issue in disc sampling
* Fix profiling scope for CoC
* Fix for adaptive search radius
* Review feadback
* Review feadback 2
* Fix non-uniform ring weights
* Fix an issue with DofGather.compute not compiling on Metal
* DoF: avoid calling GetDimensions for LoDs in the shader (#1256)
* DoF: Pass mipmap dimensions as shader constant
* DoF: invalidate TAA history when switching modes
* convert Material from ~samples to latest version. (#1297)
* Update Vulkan reference images for tests 9601 and 9602 (#1158)
* remove reference images for 9601 and 9602 on Vulkan WindowsEditor to force regenerate them
* update reference images (9601, 9602) from Yamato artifacts for Vulkan
* fix shader macros for tessellation and XR single-pass
* restore shader changes (moved to another branch)
* HDRP - Update item menu for Decal layers after doc team feedback
* Added documentation for material GUI (#1082)
* Started to move as public a part of the material GUI
* Moved HDUnlitGUI to public
* Moved back to internal
* internal
* Fixed some doc
* Fixed API doc
* Fix API doc
* Add missing doc
* Updated doc
Co-authored-by: sebastienlagarde <[email protected]>
* Various small fixes for render graph. (#1232)
* Made conversion from render graph handles to actual resource implicit to reduce boiler plate code.
* Post merge fixes
* Added an exception when accessing resources while not executing render graph.
* Removed auto binding of global texture and updated passes accordingly.
* Post merge fix
* Fixed shadow mask texture binding.
* Fix wrong merge
* Fixed fog with MSAA and render graph
* Replace new TextureHandle by TextureHandle.nullHandle
* Fixed name of some textures
* Implemented stub of ScreenSpaceShadows to fix default texture binding.
* Correctly deallocate cached shadows atlas
* Properly set color buffer for transparent custom passes.
* Small comment update.
* Made naming of resources created by RG generic (user names are used for render graph specific debug display)
* Fixed custom pass global texture binding.
* Added name to real time reflection probe textures.
* Added an option to disable pass pruning and simplified logging code.
* Added XR copy depth
* Rename "pass pruning" to "pass culling"
* Fixed tests compilation
* Revert logger changes because they made unavoidable allocs.
* Removed useless formatting.
* Lighting/probevolumes debug modes and uniform init cleanup (#1275)
* Probe Volumes: Cleanup DebugDisplayProbeVolume and support SH2 atlas display.
* Probe Volumes: Bugfixes to state when Probe Volumes is enabled in Shader Config, bug disabled in the HDRenderPipelineAsset or the current cameras frame settings.
* Only building the RTAS if there is an effect that will require it (1262217). (#1278)
* Only building the RTAS if there is an effect that will require it (1262217).
* missing screenshot
* Fixed rendering breaking when disabling tonemapping in the frame settings. (#1284)
* Fixed rendering breaking when disabling tonemapping in the frame settings.
* Update changelog.
* Fixed a null ref in the volume component list when there is no volume components in the project (#1282)
* Fixed a null ref in the volume component list when there is no volume components in the project
* Update changelog
* Fixed changelog
* Make sure serialization of exposure modes is consistent between HDRP versions (#1286)
* Make sure serialization of exposure modes is consistent between HDRP versions
* Fix visual ordering + defaults for new scenes
Co-authored-by: sebastienlagarde <[email protected]>
* Avoid using duplicate names when creating new sublayers in the graphics compositor (#1288)
Co-authored-by: sebastienlagarde <[email protected]>
* Remove MSAA debug mode when renderpipeline asset has no MSAA (#1289)
Co-authored-by: sebastienlagarde <[email protected]>
* Fixed an issue where look dev lighting would go black when a new scene is loaded. (#1303)
* Fixed some post processing using motion vectors when they are disabled (#1305)
Co-authored-by: sebastienlagarde <[email protected]>
* add playmode_XR to HDRP Vulkan tests (#1306)
* Fixing nans related to reflection probes in ray tracing and potentially instabilities. (#1307)
* - Fixed the multiplier of the environement lights being overriden with a wrong value for ray tracing (1260311).
- Fixed the first ray tracing frame not having the light cluster being set up properly (1260311).
* Added docs.
* Update property format in doc entries
Co-authored-by: Lewis Jordan <[email protected]>
Co-authored-by: sebastienlagarde <[email protected]>
* Small fixes (#1309)
* Fixed nullref exception with cookies
* Fixed GC.Alloc
* Fixed a series of exceptions happening when trying to load an asset during wizard execution (1262171). (#1312)
Co-authored-by: sebastienlagarde <[email protected]>
* Render graph pre-setup for ray traced ambient occlusion. (#1026)
* - Render graph pre-setup for ray traced ambient occlusion.
* Review corrections
Co-authored-by: sebastienlagarde <[email protected]>
* Fix Shader compilation errror in DEbugDisplayProbeVolume.shader
* Fix exposure settings in Volume Settings for standalone
* Avoid casting multiple rays and denoising for hard directional, point and spot ray traced shadows (1261040).
Co-authored-by: remi-chapelain <[email protected]>
Co-authored-by: FrancescoC-unity <[email protected]>
Co-authored-by: Emmanuel Turquin <[email protected]>
Co-authored-by: sebastienlagarde <[email protected]>
Co-authored-by: JordanL8 <[email protected]>
Co-authored-by: Pavlos Mavridis <[email protected]>
Co-authored-by: Julien Ignace <[email protected]>
Co-authored-by: Antoine Lelievre <[email protected]>
Co-authored-by: Remi Slysz <[email protected]>
Co-authored-by: Fabien Houlmann <[email protected]>
Co-authored-by: skhiat <[email protected]>
Co-authored-by: Adrien de Tocqueville <[email protected]>
Co-authored-by: Nicholas Brancaccio <[email protected]>1 parent 7847a5c commit a6f80aaCopy full SHA for a6f80aa
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