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anisunityremi-chapelainFrancescoC-unityeturquinsebastienlagarde
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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]>
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