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sebastienlagardekechoJulienIgnace-UnityFrancescoC-unitypmavridis
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Merge Hd/bugfix (#4265)
* Hd/fix 1299116 tesselation cull (#3057) * Fixed Render Graph immediate mode. (#3033) Co-authored-by: Sebastien Lagarde <[email protected]> * Fix issue with shadow mask and area lights (#3019) * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one) * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix issue with capture callback (now includes post processing results) (#3035) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018) * Fixed ShaderGraph decal draw order * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed various Look Dev issues after exiting Playmode (#2956) * Fixed access to invalid Contexts references after exiting playmode. * Fixed comparison gizmo after playmode. * Fixes from PR feedback * StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060) * Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063) * Implement custom drawer for layer mask parameters (#3066) * Adding mixed light baking shadowmask test (#3052) * adding a shadow mask test * Update reference images * Fixing hull constant shader's tesselation cull algorithm. Before it was comparing edges being out of the frustum. This is wrong because the camera could be inside a triangle, in which case the edges could be out of at least 1 frustum plane. Correct fix is to check all three vertices if they are out of at least 1 plane. Result packed tightly into the functions w return component. * Renamed to a new function so we keep backwards compatibility. Restored the shadow shader pass path, accidentally changed it to bool4 and use near plane. * Fixing type back to bool, instead of bool4 * Merging changelog information from rebase. * Making sure scene declaration pass is a bool4 * Adding new test for tesselation culling, with a weird camera angle which fails previous setup. * Fixing formatting of code, rearranging order of test in editor build settings. * Adding reference images for test. * Missing meta file for new tests * Fix bad merge issue * fix bad merge issue * fix bad merge issue Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> Co-authored-by: slunity <[email protected]> Co-authored-by: Adrien de Tocqueville <[email protected]> Co-authored-by: Rémi Chapelain <[email protected]> * Change the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count (case 1301356). (#3032) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Added a RenderGraph pass that resets the camera size after the dynamic res upscale (#3070) * Added a RenderGraph pass that resets the camera size after the dynamic res upscale * Updated changelog # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * fixed class name * update class name * PR fix * Fixed RTHandle scale Co-authored-by: sebastienlagarde <[email protected]> * Fix Light Intensity UI Prefab Override Application (1299563) (#3061) * Fixed Render Graph immediate mode. (#3033) Co-authored-by: Sebastien Lagarde <[email protected]> * Fix issue with shadow mask and area lights (#3019) * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one) * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix issue with capture callback (now includes post processing results) (#3035) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018) * Fixed ShaderGraph decal draw order * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed various Look Dev issues after exiting Playmode (#2956) * Fixed access to invalid Contexts references after exiting playmode. * Fixed comparison gizmo after playmode. * Fixes from PR feedback * Apply the fix * Changelog * Mofified approach to the fix, this time also fixing override saving of light unit * Use more precise rect line offset calculation * Update CHANGELOG.md Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> * Fix Undo/Redo Stability for Light Temperature (1304176, 1301076) (#3079) * Fixed Render Graph immediate mode. (#3033) Co-authored-by: Sebastien Lagarde <[email protected]> * Fix issue with shadow mask and area lights (#3019) * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one) * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix issue with capture callback (now includes post processing results) (#3035) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018) * Fixed ShaderGraph decal draw order * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed various Look Dev issues after exiting Playmode (#2956) * Fixed access to invalid Contexts references after exiting playmode. * Fixed comparison gizmo after playmode. * Fixes from PR feedback * StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060) * Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063) * Implement custom drawer for layer mask parameters (#3066) * Adding mixed light baking shadowmask test (#3052) * adding a shadow mask test * Update reference images * Apply the fix * Changelog * Update CHANGELOG.md * fix merge issue Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> Co-authored-by: slunity <[email protected]> Co-authored-by: Adrien de Tocqueville <[email protected]> Co-authored-by: Rémi Chapelain <[email protected]> * Fix labels style (#3046) * Fixed Render Graph immediate mode. (#3033) Co-authored-by: Sebastien Lagarde <[email protected]> * Fix issue with shadow mask and area lights (#3019) * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one) * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix issue with capture callback (now includes post processing results) (#3035) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018) * Fixed ShaderGraph decal draw order * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed various Look Dev issues after exiting Playmode (#2956) * Fixed access to invalid Contexts references after exiting playmode. * Fixed comparison gizmo after playmode. * Fixes from PR feedback * Fix labels style * Update CHANGELOG.md Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> * Fixed side effect on styles during compositor rendering. (#3081) * Fixed Render Graph immediate mode. (#3033) Co-authored-by: Sebastien Lagarde <[email protected]> * Fix issue with shadow mask and area lights (#3019) * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one) * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix issue with capture callback (now includes post processing results) (#3035) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018) * Fixed ShaderGraph decal draw order * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed various Look Dev issues after exiting Playmode (#2956) * Fixed access to invalid Contexts references after exiting playmode. * Fixed comparison gizmo after playmode. * Fixes from PR feedback * StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060) * Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063) * Implement custom drawer for layer mask parameters (#3066) * Adding mixed light baking shadowmask test (#3052) * adding a shadow mask test * Update reference images * Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020) Co-authored-by: sebastienlagarde <[email protected]> * Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027) Co-authored-by: sebastienlagarde <[email protected]> * Changed the warning message for ray traced area shadows (case 1303410). (#3029) * - Changed the warning message for ray traced area shadows (case 1303410). * Adds approximation information about ray-traced area shadows Co-authored-by: Lewis Jordan <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> * Fixed side effect on styles during compositor rendering. * Update CHANGELOG.md * fix merge issue Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> Co-authored-by: slunity <[email protected]> Co-authored-by: Rémi Chapelain <[email protected]> Co-authored-by: anisunity <[email protected]> Co-authored-by: Lewis Jordan <[email protected]> * [HDRP][Compositor] Fix size and spacing of compositor info boxes (#3101) * Fixed Render Graph immediate mode. (#3033) Co-authored-by: Sebastien Lagarde <[email protected]> * Fix issue with shadow mask and area lights (#3019) * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one) * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix issue with capture callback (now includes post processing results) (#3035) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018) * Fixed ShaderGraph decal draw order * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed various Look Dev issues after exiting Playmode (#2956) * Fixed access to invalid Contexts references after exiting playmode. * Fixed comparison gizmo after playmode. * Fixes from PR feedback * StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060) * Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063) * Implement custom drawer for layer mask parameters (#3066) * Adding mixed light baking shadowmask test (#3052) * adding a shadow mask test * Update reference images * Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020) Co-authored-by: sebastienlagarde <[email protected]> * Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027) Co-authored-by: sebastienlagarde <[email protected]> * Changed the warning message for ray traced area shadows (case 1303410). (#3029) * - Changed the warning message for ray traced area shadows (case 1303410). * Adds approximation information about ray-traced area shadows Co-authored-by: Lewis Jordan <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> * Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023) Co-authored-by: sebastienlagarde <[email protected]> * Removed 2505_Area_Light_ShadowMask_Baking from baking queue (#3087) * Lightmaps / Removed scene from baking queue + meta files * update reference screenshots Co-authored-by: Sebastien Lagarde <[email protected]> * Fix size and spacing of compositor info boxes * Fix typo in changelog Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> Co-authored-by: slunity <[email protected]> Co-authored-by: Adrien de Tocqueville <[email protected]> Co-authored-by: Rémi Chapelain <[email protected]> Co-authored-by: anisunity <[email protected]> Co-authored-by: Lewis Jordan <[email protected]> * [HDRP][Compositor] Fix color picker UI glitch in the Graphics Compositor (#3105) * Fixed Render Graph immediate mode. (#3033) Co-authored-by: Sebastien Lagarde <[email protected]> * Fix issue with shadow mask and area lights (#3019) * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one) * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix issue with capture callback (now includes post processing results) (#3035) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018) * Fixed ShaderGraph decal draw order * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed various Look Dev issues after exiting Playmode (#2956) * Fixed access to invalid Contexts references after exiting playmode. * Fixed comparison gizmo after playmode. * Fixes from PR feedback * StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060) * Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063) * Implement custom drawer for layer mask parameters (#3066) * Adding mixed light baking shadowmask test (#3052) * adding a shadow mask test * Update reference images * Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020) Co-authored-by: sebastienlagarde <[email protected]> * Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027) Co-authored-by: sebastienlagarde <[email protected]> * Changed the warning message for ray traced area shadows (case 1303410). (#3029) * - Changed the warning message for ray traced area shadows (case 1303410). * Adds approximation information about ray-traced area shadows Co-authored-by: Lewis Jordan <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> * Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023) Co-authored-by: sebastienlagarde <[email protected]> * Removed 2505_Area_Light_ShadowMask_Baking from baking queue (#3087) * Lightmaps / Removed scene from baking queue + meta files * update reference screenshots Co-authored-by: Sebastien Lagarde <[email protected]> * Removed unused index parameter * Fix box light attenuation (#3056) * Fix box light attenuation * Update screenshots Co-authored-by: sebastienlagarde <[email protected]> * Revert "Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)" This reverts commit 55bb6ff781233350ca8f3db747b8593acfbda4a3. * Revert "Revert "Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023)"" This reverts commit 57ee23b9177c581f50c8a8ac4e3dfd166646acc7. * Fix default value of _SpecularOcclusionBlend * Fix color picker UI glitch in the Graphics Compositor Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> Co-authored-by: slunity <[email protected]> Co-authored-by: Adrien de Tocqueville <[email protected]> Co-authored-by: Rémi Chapelain <[email protected]> Co-authored-by: anisunity <[email protected]> Co-authored-by: Lewis Jordan <[email protected]> * Fix 1299233 ies resize bug (#3094) * Fixed Render Graph immediate mode. (#3033) Co-authored-by: Sebastien Lagarde <[email protected]> * Fix issue with shadow mask and area lights (#3019) * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one) * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix issue with capture callback (now includes post processing results) (#3035) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018) * Fixed ShaderGraph decal draw order * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed various Look Dev issues after exiting Playmode (#2956) * Fixed access to invalid Contexts references after exiting playmode. * Fixed comparison gizmo after playmode. * Fixes from PR feedback * StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060) * Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063) * Implement custom drawer for layer mask parameters (#3066) * Adding mixed light baking shadowmask test (#3052) * adding a shadow mask test * Update reference images * Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. (#3020) Co-authored-by: sebastienlagarde <[email protected]> * Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). (#3027) Co-authored-by: sebastienlagarde <[email protected]> * Changed the warning message for ray traced area shadows (case 1303410). (#3029) * - Changed the warning message for ray traced area shadows (case 1303410). * Adds approximation information about ray-traced area shadows Co-authored-by: Lewis Jordan <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> * Disabled specular occlusion for what we consider medium and larger scale rtao > 1.25 with a 25cm falloff interval. (#3023) Co-authored-by: sebastienlagarde <[email protected]> * Fix 1299233 ies resize bug * change log * Update CHANGELOG.md * fix merge issue Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> Co-authored-by: slunity <[email protected]> Co-authored-by: Adrien de Tocqueville <[email protected]> Co-authored-by: Rémi Chapelain <[email protected]> Co-authored-by: anisunity <[email protected]> Co-authored-by: Lewis Jordan <[email protected]> * filter for xbone addded (#3116) * [Yamato] Enable cache server for standalone build jobs (#3106) * create standalone_cache jobs * use cache jobs for trunk verification * fix commands so linux can recognise them need to wrap each string around "extra-editor-arg" * Fix undo redo on layered lit editor (#3059) * Fixed Render Graph immediate mode. (#3033) Co-authored-by: Sebastien Lagarde <[email protected]> * Fix issue with shadow mask and area lights (#3019) * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one) * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix issue with capture callback (now includes post processing results) (#3035) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018) * Fixed ShaderGraph decal draw order * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed various Look Dev issues after exiting Playmode (#2956) * Fixed access to invalid Contexts references after exiting playmode. * Fixed comparison gizmo after playmode. * Fixes from PR feedback * Fix undo redo on layered lit editor * Update CHANGELOG.md Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> * [HDRP] Added Vulkan install in system requirements (#3122) * Added vulkan install in system requirements * Reworded content Co-authored-by: Lewis Jordan <[email protected]> * [HDRP] Fix issue with compositor related custom passes (#3055) * Fixed Render Graph immediate mode. (#3033) Co-authored-by: Sebastien Lagarde <[email protected]> * Fix issue with shadow mask and area lights (#3019) * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one) * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix issue with capture callback (now includes post processing results) (#3035) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018) * Fixed ShaderGraph decal draw order * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed various Look Dev issues after exiting Playmode (#2956) * Fixed access to invalid Contexts references after exiting playmode. * Fixed comparison gizmo after playmode. * Fixes from PR feedback * Fix issue with compositor related custom passes still active after disabling the compositor Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> * Fixed some render texture leaks. (#3050) * Fixed Render Graph immediate mode. (#3033) Co-authored-by: Sebastien Lagarde <[email protected]> * Fix issue with shadow mask and area lights (#3019) * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one) * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix issue with capture callback (now includes post processing results) (#3035) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018) * Fixed ShaderGraph decal draw order * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed various Look Dev issues after exiting Playmode (#2956) * Fixed access to invalid Contexts references after exiting playmode. * Fixed comparison gizmo after playmode. * Fixes from PR feedback * Fixed a few render texture memory leaks. * Update changelog * Added comment * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> * Hd/fix wizard runtime resources (#3123) * Fix runtim resource wizard fix regression * Update CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fixed lookdev reload bug when viewing a scene object (#3108) * Fixed lookdev reload bug when viewing a scene object * Updated changelog * Re-added lookdev fix Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix error in Depth Of Field near radius blur calculation (#3131) * Fix error in Depth Of Field near radius blur calculation * Fix typo Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix GC allocs (#3136) * Fix gc alloc errors * Avoid setting the name of an object during render (gc alloc) * Avoid gc allocs (for real this time) * Revert: Fix 1299233 ies resize bug (#3094) * Hide light shadow near plane gizmo when shadows are disabled (#3114) Co-authored-by: sebastienlagarde <[email protected]> * Hd/fix backplate globalcubemap2 (#3111) * Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts. * Update changelog * Remove useless code * Compilation fix. * Update doc * Update Override-HDRI-Sky.md Co-authored-by: sebastienlagarde <[email protected]> * [HDRP][Path Tracing] Added alpha channel to path traced results (#3127) * Added alpha support changes for path tracing in bugfix branch. * Updated changelog and added doc. Co-authored-by: sebastienlagarde <[email protected]> * Doc update (#3160) * Fix various shader warnings (#3158) * Histogram and scalarization warnings. * Fix warning in probe * Changelog * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <[email protected]> * Update Override-Screen-Space-GI.md * Fixed shadow matte not working with ambient occlusion when MSAA is en… (#3157) * Fixed shadow matte not working with ambient occlusion when MSAA is enabled * Add MSAA test * update refrence screenshots win dx11 * update DX12 and win vulkan screen * update screenshots for mac * update screen of linux vulkan * Update HDLightUI.cs (#3203) * [HDRP] fix nullref when chaging RP from HDRP to URP (#3191) * Fixed volume atlas release * Updated changelog * fix case 1307653 (#3205) * Fix LookDev env library assignment after leaving playmode. (#3214) * Fixed LookDev environment library assignement after leaving playmode. * Update changelog * Update Hair Shader Preset Documentation (#3208) * Correct the language for hair shader documentation. * Update hair-shader.md * Update hair-shader.md Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix locale diffusion profile shader property value in ShaderGraph (#3213) * Fixed diffusion profile shader property float values using the current culture instead of invariant * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix error in the RTHandle scale of Depth Of Field when TAA is enabled (#3182) Co-authored-by: sebastienlagarde <[email protected]> * Reset to current quality settings after preprocess build in HDRP (#3218) Co-authored-by: sebastienlagarde <[email protected]> * Have bilinear default (#3223) Co-authored-by: Sebastien Lagarde <[email protected]> * Update CHANGELOG.md * Added missing character to the layered lit document (#3310) * Fix needs of exposure for debug display "SSR Transparent" (#3308) * Fix needs of exposure for debug display "SSR Transparent" * Add Change Log * [HDRP] Fix GUI exception in material UI (#3315) * Fixed an exception when opening the color picker in a material UI * Updated changelog * [HDRP] Update decal angle fade tooltip (#3322) * Added tooltip in decal fade angle prop * Updated changelog * Mention in TAA doc that a certain use case will lead to problems. (#3317) * Doc update. * Review feedback. * Hide shadow resolution value (#3335) * Bump timer of 2nd runtime test to make it work on all platforms. (#3314) * Bump wait * Bump timer again * Revert "Bump timer again" This reverts commit 6bfc7943a6173025d8d268477e3985b0479e6922. * Fix light frustum planes (#3341) * Project skybox without perspective for ortho cameras (#2955) * [HDRP] Fix coat normal space (#2888) * Fix coat normal space * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <[email protected]> * Avoid issues causing faulty transitions in shadows (resulting in no shadows with unconventional aspect ratio) (#2776) * Fixed volume component tooltips using the same parameter name (#2754) * Use the proper history info for Bicubic resampling in TAA (#2759) * Use proper info for previous buffer info * changelog * Fixed lookdev movement (#2757) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix issue with saving some quality settings in volume overrides (#2758) * Fix issue with saving some quality settings volume overrides * Fix typo in changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fixed NullReferenceException in HDRenderPipeline.UpgradeResourcesIfNeeded (case 1292524) (#2765) * fix issue with confusing text (#2766) * Fix * Fix white dots * Changelog * Rename the sunrise icon to fix typo, causing issue with 2x resolution loading. (#2809) * [HDRP] Rename HDRP to HD Render Pipeline in menu item (#2819) * [HDRP] Update HDRP menu in shader graph * Update CHANGELOG.md * HDRP/Fix package version showing package after the last "verified" package (#2783) * Fix typo * Remove last version checker from wizard and add link to package manager instead * Update CHANGELOG.md * Update documentation * Update Render-Pipeline-Wizard.md Co-authored-by: Sebastien Lagarde <[email protected]> * Revert bad changelog merge * Update CHANGELOG.md * Update CHANGELOG.md Co-authored-by: Adrien de Tocqueville <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: John Parsaie <[email protected]> Co-authored-by: Remi Slysz <[email protected]> * Fixed invalid loop length for probe baking (case 1289680) (#2830) * Fixed invalid loop length for probe baking (case 1289680) # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Update CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]> * Fix volumetric fog with XR single-pass (#2823) * fix volumetric fog with XR single-pass rendering * update changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix rendering issues for the first frame (#2836) * Fix first frame exposure, depth pyramid / AO * Update changelog * Comment * Typo * Add missing RenderGraphBuilder.ReadTexture call * Move ComputePackedMipChainInfo at the beginning of ExecuteWithRenderGraph Co-authored-by: sebastienlagarde <[email protected]> * Update 5001_Fog_FogFallback.png * Revert "Update 5001_Fog_FogFallback.png" This reverts commit 2653b9c6f42670ba1c46090b1d1e0118f7d0fe6a. * Update 5001_Fog_FogFallback.unity * Fix AOV API for render graph (#2909) * Fix AOV api in rendergraph # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs * Update changelog * Fix a small discrepancy in the marker placement in light intensity sliders (#2924) * Update CHANGELOG.md * Fix issue with VT spewing errors when transparent and opaque are disabled (#2925) * Fix * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed a bug in the sphere-aabb light cluster (case 1294767). (#2920) Co-authored-by: sebastienlagarde <[email protected]> * Move EndCameraRendering callback out of the profiling scope (#2917) * Move EndCameraRendering callback out of the profiling scope * added a comment Co-authored-by: sebastienlagarde <[email protected]> * Fixed baked light being included into the ray tracing light cluster (case 1296203). (#2915) Co-authored-by: sebastienlagarde <[email protected]> * Handle all enums the same way for UI (#2913) Co-authored-by: sebastienlagarde <[email protected]> * Changed the message when the graphics device doesn't support ray tracing (case 1287355). (#2916) * [HDRP] Fix default blocks for Hair and Eye shader graphs (#2919) * Fixed default eye shader blocks * Fix missing emission block in hair shader * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Init scene camera debug framesettings (#2931) * Fixed using the wrong method to define if a light should be included in the light cluster depending on its baking status. (#2932) * - Fixed using the wrong method to define if a light should be included in the light cluster depending on its baking status. * Update CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Change the behavior of custom passes when the volume is disabled (#2930) * Changed the behavior of custom passes when the Custom Pass Volume component is disabled * Updated changelog * Fixed display of LOD Bias and maximum level in frame settings when using Quality Levels (#2921) * Fixed display of LOD Bias and maximum level in frame settings when using Quality Levels * Update changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed an issue when trying to open a look dev env library when Look Dev is not supported. (#2929) * Fixed an issue when trying to open a look dev env library when Look Dev is not supported. * Update changelog Co-authored-by: sebastienlagarde <[email protected]> * Enable Reflector for Spotlight by default * - Fixed shader graph not supporting indirectdxr multibounce (case 1294694). (#2933) Co-authored-by: sebastienlagarde <[email protected]> * Fixed the planar depth texture not being properly created and rendered to (case 1299617). (#2926) * Fixed the planar depth texture not being properly created and rendered to (case 1299617). * adding comment Co-authored-by: sebastienlagarde <[email protected]> * Fixed C# 8 compilation issue with turning on nullable checks (case 1300167) (#2949) * Fixed C# 8 compilation issue with turning on nullable checks - bis (#2951) * Fixed C# 8 compilation issue with turning on nullable checks (case 1300167) * Update MaterialDebug.cs * Fix scripting light test with enableReflector true by default * Project skybox without perspective for ortho cameras * Explicit orthographic argument Co-authored-by: Antoine Lelievre <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: John Parsaie <[email protected]> Co-authored-by: Remi Slysz <[email protected]> Co-authored-by: Frédéric Vauchelles <[email protected]> Co-authored-by: Fabien Houlmann <[email protected]> Co-authored-by: anisunity <[email protected]> Co-authored-by: JulienIgnace-Unity <[email protected]> * Fix non temporal SSAO issues with the rendergraph pass (#3351) * Fix * changelog * Reset ambient probe upon switching to very different skies (#3340) * Set ambient probe to black when there is a big difference * Changelog * Fix a couple of things * Change name Co-authored-by: sebastienlagarde <[email protected]> * Fix white flash on camera cuts with volumetric (#3354) * Have two frames with reprojection off on cut (due to exposure) * changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix issues with light layers issues when editing multiple lights (#3323) * Avoid syncing light layers when we have multiple values. * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Maximum of reflection distance must be bound by the min of all dimensions, (#3329) not the maximum. * Fixed debug panel reseting when going through enum items (#3370) * tentative fix for enum navigation in the runtime debug UI * Update changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix keywords with fbx importer (#3350) Co-authored-by: sebastienlagarde <[email protected]> * Fixed lightmaps not working properly with shader graphs in ray traced reflections (case 1305335). (#3352) Co-authored-by: sebastienlagarde <[email protected]> * revert: Reset ambient probe upon switching to very different skies (#3340) * Hdrp/fix tesselation wireframe (#3355) * SCENEPICKING pass was utilizing a camera that had relative rendering on, however world positions in SCENEPICKING are absolute. This causes inconsystencies in tesselation wireframe view. This fix corrects the offset of worldspace on tesselation for SCENEPICKING pass. * Correct range (0 to 1) in order to get pixel accurage projection value. * Moving function to LitDataMeshModification.hlsl for clarity. * Changing CameraView matrix instead of offsetting the position using macro forwarding. * Redirecting camera matrix more cleanly. * Reordering picking transforms include for proper macro order. * Changelog description Co-authored-by: sebastienlagarde <[email protected]> * Adding missing meta from HDRP_test * Hd/fix input registering domain reload (#3373) * Update InputRegistering.cs * Remove asset modification if InputSystem package is in use * Prevent missuse of InputRegistering while InputSystem package is in use * Update CHANGELOG.md * cleaning * more cleaning * Update code to use Next instead of GetArrayElementAtIndex * Fix nullref (#3460) Co-authored-by: sebastienlagarde <[email protected]> * Fix DepthOfField CoC debug view (#3466) * Push stuff for debug * changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed an issue with first frame of ao causing some kind of ghosting e… (#3457) * Fixed an issue with first frame of ao causing some kind of ghosting effect. * Update changelog * Fix mipmap generation internal format (#3470) Co-authored-by: sebastienlagarde <[email protected]> * Change wizard check to be ok with -force api (#3422) * Delete Volumes.meta * revert: Hd/fix input registering domain reload #3373 * update Vulkan win reference screenshots * Fixed performance issue with ShaderGraph and Alpha Test * Fixed dimensionality of a couple vectors (from 3 to 2). (#3395) * Fix error when increasing the maximum planar reflection limit (#3332) Co-authored-by: sebastienlagarde <[email protected]> * Updated documentation of RequestRenderNextUpdate (#3368) * Updated documentation of RequestRenderNextUpdate * Fixed documentation * Update HDProbe.cs * Update HDAdditionalReflectionData.cs Co-authored-by: Lewis Jordan <[email protected]> * Fix alpha output in AOVs and debug views when using shadow matte (#3593) * Fix shader compile error with debug output and shadow matte * Correct alpha output in AOVs and material debug when using shadow matte * Update changelog * Added an additional check in the "check scene for ray tracing" (case 1314963). (#3616) * Fixed an issue with transparent meshes writing their depths and recursive rendering (case 1314409). (#3619) * Fixed issue with compositor custom pass hooks added/removed repeatedly (#3613) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fixed SSR with SSR_Transparent (#3603) * Fixed SSR used with transparent: Keyword overrided * Change Log Co-authored-by: sebastienlagarde <[email protected]> * Decal in material debug display (#3608) Co-authored-by: sebastienlagarde <[email protected]> * Formatting * Hd/fix pivot size ratio percistency through 0 (#3600) * Change default pivot * Fix ratio persistency through 0 size (case 1308338) * Update CHANGELOG.md * Added multi edition support * Add missing Undo recording * Fix multi edition initialization and multiple state display and targets used in OnSceneGUI * Add missing projection update * Fix inspector refresh when there is multiple different value and we edit them (remove multiple state) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix volume component nullref (#3644) * Fixed nullref when adding a volume component in a Volume profile asset * Updated changelog * Fixed decal normal for double sided materials (case 1312065) (#3610) * Fixed decal normal for double sided materials (case 1312065) * Simplify mirror mode * Update DecalUtilities.hlsl * Update DecalUtilities.hlsl * Updates graphic test * Update screenshots Co-authored-by: sebastienlagarde <[email protected]> * Fixed render graph resource log to display properly MB and improved readability. (#3638) * Display a warning help box when decal atlas is out of size (#3634) Co-authored-by: sebastienlagarde <[email protected]> * Improved render texture debug names (#3631) * Fixing ordering of UI Frame settings [Fogbugz 1315452] (#3628) * Fixing wrong ordering of frame settings on the UI. Ignoring enums that are tagged as obsolete. * Moving reflection call to its own utility function, and caching frame settings names. * Adding changelog changes. Co-authored-by: sebastienlagarde <[email protected]> * Port change. (#3656) * Fix issue with velocity rejection in post-DoF TAA (#3672) * Unify Emissive mapping options on lit shaders (#3606) * Add POM to emissive on tessellated shaders * Fix uv1 for lit shaders * Updated graphic test * reenable test * Update screenshots (test for linux) Co-authored-by: sebastienlagarde <[email protected]> * Fix a leak cause for area light cookies (#3614) * Add border around texture when blitting * Comments * tentative fix * Actual fix. * Update 5001_PathTracing.png * Update 1202_Lit_DoubleSideNormalMode.unity * Hd/alpha to mask frame setting fix 1315452 (#3681) * OverridableFrameSettingsArea.Field.overrideable and OverridableFrameSettingsArea.Field.customOverrideable are duplicate delegates: - They are only called in OverridableFrameSettingsArea.Field.IsOverrideableWithDependencies. - overrideable first gets a chance to declare the field as not overridable, and then customOverrideable gets a chance to override the final result. - customOverrideable is called once for each FrameSettingsFieldAttribute.dependencies, sometimes resulting in duplicate run of the same function with the same input multiple times. - customOverrideable is also coupled with some "positive / negative dependency" system making it hard to understand unnecessarily. It is neater to keep only OverridableFrameSettingsArea.Field.overrideable and delete OverridableFrameSettingsArea.Field.customOverrideable, while adding a ignoreOverride boolean. * With the previous commit, declaring a field with both positive and negative dependency no longer has weird problem with custom override-able delegate. So we give AlphaToMask a positive and a negative dependency as is needed. But still the AlphaToMask field needs a custom override-able delegate to handle cases like when HDRP Asset force deferred while frame setting has forward Lit Shader Mode, so we added a custom override-able delegate too. * update CHANGELOG.md * Update CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]> * Hd/rough distortion fix 1317952 (#3683) * Fix Rough Distortion frame setting not greyed out when Distortion is disabled in HDRP Asset * update CHANGELOG.md * Fix issue with physically-based DoF computation and transparent materials with depth-writes ON. (#3689) Co-authored-by: Sebastien Lagarde <[email protected]> * Update RaytracingIntersection.hlsl (#3703) * Hd/fix access current hdrp asset for default frame settings 1317968 (#3695) * Fix issue of accessing default frame setting stored in current HDRPAsset instead fo the default HDRPAsset * Update CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]> * Fix SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset (#3693) * Fix SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset * Update CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]> * Reduced the maximal number of bounces for both RTGI and RTR (case 1318876). (#3864) * Fix scene being fully grey on playstation when histogram exposure is used but not curve remapping (#3867) * Allocate the curve texture always * Changelog * fix faulty lights (#3870) * Fixed indent level on material Global Illumination field (#3881) * [HDRP] Disc light realtime gi UI error (#3866) * Added an error in the UI when trying to use disk lights with realtime GI * Updated changelog * Remove useless shaders from the creation menu (#3893) * Fixed HDRPAsset loosing its reference to the ray tracing resources when clicking on a different quality level that doesn't have ray tracing (case 1320304). (#3894) * Fixed error message when having MSAA and Screen Space Shadows (case 1318698). (#3865) Co-authored-by: sebastienlagarde <[email protected]> * Fixed Nans happening in RTR when the history render target is bigger than the current viewport (case 1321139). (#3876) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix tube light mode (#3871) * Fixed tube light mode selection (case 1317776) * Updated changelog * PR fixes Co-authored-by: sebastienlagarde <[email protected]> * Added tooltips for features being disabled because of MSAA/Raytracing (#3879) * Added tooltips to warn when some features may be disabled. * Update change log * Formatting * Update CHANGELOG.md * Changed the behavior of the clear coat and SSR/RTR for the stack lit to mimic the Lit's behavior (case 1320154). (#3872) * Changed the behavior of the clear coat and SSR/RTR for the stack lit to mimic the Lit's behavior (case 1320154). * Added information about using clear coat with rtr * Reference image meta file (long time oversight) * Modifying test 1302_03 Stacklit to make it fail with new fix * Update reference images Co-authored-by: Lewis Jordan <[email protected]> Co-authored-by: Remi Chapelain <[email protected]> * Fix warning for ShadowLoop (#3885) * Fix warning and changelog * Fix formating * Remove unused variable * Unused variable Co-authored-by: SoufianeKHIAT <[email protected]> * Fix SSR for 4K Render Target (#3874) * Fix SSR for 4K (tested on volumetric cloud demo) * Add ChangeLog Co-authored-by: sebastienlagarde <[email protected]> * Fix GBuffer debug view when using virtual texturing (#3880) * Fix gbuffer debug view * changelog Co-authored-by: sebastienlagarde <[email protected]> * Bugfix 1319005: Fix fog noise issues (#3891) * Fix fog noise issues * Code comment + changelog update * Proper fix for near-plane issue * Updated reference images Co-authored-by: Sebastien Lagarde <[email protected]> * Fix Decal Normal Blending NaN (Case #1317162) (#3883) * Apply the nan guard fix * Changelog * Move the epsilon onto the same line * Remove the nan fix via normal blend weight epsilon * Suppress the nan via safe normalize for the zero length normal Co-authored-by: sebastienlagarde <[email protected]> * Fixed issue in wizard when resource folder not exist (#3907) Co-authored-by: sebastienlagarde <[email protected]> * Fix for Xbox device types in SubSurfaceScattering (#3942) * [CI] Updated pinned editor versions * Fix for Xbox device types in SubSurfaceScattering Co-authored-by: [email protected] <[email protected]> * Fixed issue with Decal projector edge on Metal (case 1286074) (#3941) * Fix normal and update ref images. (#3928) Co-authored-by: sebastienlagarde <[email protected]> * Fix diffusion profile doc (#3968) * Fixed a potential issue causing the custom pass UI drawers to not render correctly when using custom properties. (#3898) * Moved the leaf example from sss to translucent (#3990) * Merge branch 'master' into hd/bugfix * Added rough distortion to the frame settings (#3991) Co-authored-by: Sebastien Lagarde <[email protected]> * Fix Render Graph UI bug in Render Pipeline Debugger (#3992) * Fix * Changelog Co-authored-by: Sebastien Lagarde <[email protected]> * Fixed formatting issue and reworded some bits in the motion vectors page (#3987) * Fixed image formatting * Attempted to reorder information to make it clearer * Added a more explicit note for object motion vectors * Added a fallback for the ray traced directional shadow in case of a transmission (case 1307870). (#3882) * Added a fallback for the ray traced directional shadow in case of a transmission (case 1307870). * Changes requested by the review * Documented fix. Documented this bugfix in the Light Types guide section of Light-component.md. * Typo fix (whoops) * Moved fix documentation Moved documentation to the Ray-Traced-Shadows.md page. * fixing old typo Co-authored-by: Vic-Cooper <[email protected]> Co-authored-by: Remi Chapelain <[email protected]> * Fix sss in planar reflections planar (#3919) * Fix SSS materials in planar reflections * Proper fix * Undo matrix rename Co-authored-by: sebastienlagarde <[email protected]> * Added note about SSGI and RTGI replacing all lightmap and light probe data (#3913) * fix pivot edit mode 2D slider gizmo not supporting multi-edition (decal) (#3908) Co-authored-by: sebastienlagarde <[email protected]> * Merge branch 'master' into hd/bugfix * [HDRP][Fogbugz 1325312] Hdrp/fix inverted y on cas (#4027) * Fixing missing of inverted Y on non dev player builds for CAS with DRS * Changelog updates * SceneObjectIDMap: Fix a nasty bug where game object to entry index dictionary would get out of sync from the entries list (#4038) * SceneObjectIDMap: Fix a nasty bug where gameobject to entry index dictionary would get out of sync from the entries list after an insertion occurred to fill a hole. This resulted in a nasty bug where reflection probes would occasionally generate the same bake texture filename as eachother, would overwrite eachothers textures, and would point to the same texture after the bake completed. Issue can be reproduced by baking, removing reflection probes, adding new reflection probes, and baking again. * Update CHANGELOG.md Co-authored-by: pastasfuture <[email protected]> * Fix shader compil issue on PS4 in Stacklit.hlsl (#4064) * [Fogbugz 1325700] Fixing volumetric screen zmask & depth pyramid for hw drs (#4050) * FIxing volumetric drs tmp screen zmask textures and also the depth pyramid, to consider hardware DRS when its on * Changelog * Added todo comment. * Update StackLit.hlsl * HD/Decals: allows negative UV (#4083) Decals: allows negative UV (#4083) * Added an info box for micro shadow editor (#4086) * [HDRP][Path Tracing] Increase path tracing max samples from 4k to 16k (#4139) * Increased path tracing max samples from 4k to 16k. * Updated changelog. * [HDRP] Fix issue with the color space of AOVs (#4118) * Fix issue with the color space of AOVs * Update compositor test images (changes in the AOV layer) * Use a separate set of history buffers for every AOV request (#4087) Co-authored-by: sebastienlagarde <[email protected]> * Avoid leaking render textures + handle different AOV requests with same settings (#4154) * Fixed camera preview with multi selection (#4085) Co-authored-by: sebastienlagarde <[email protected]> * Fix for NaN that can happen on area lights at a certain angle. (#4081) * Fix NaN with V1oV2 == -1 * Changelog * Use clamping instead Co-authored-by: sebastienlagarde <[email protected]> * Sample distortion mip chain with different safe guard to avoid NaNs (#4105) * Fix * Actual fix * changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix camera controller in template with old input system (#4124) * Fixed the camera controller in the template with the old input system. * Updated changelog * Adjust values between two systems * Fix difference between delta of two input systems * Updated changelog * Update SimpleCameraController.cs Co-authored-by: sebastienlagarde <[email protected]> * [Fogbugz 1328904] Fixing strange lanczos filter artifacts caused by too low epsilon (#4165) * Less aggressive epsilon, causing lines visual artifacts on ps4 * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Film grain should not affect the alpha channel (#4210) * [HDRP] Add support for alpha channel in FXAA (#4134) * Add support for alpha channel in FXAA * Update the fxaa compute pass too * Add FXAA with alpha test * update reference screenshots * add missing meta Co-authored-by: sebastienlagarde <[email protected]> * revert: Fix for NaN that can happen on area lights at a certain angle. (#4081) * Fixed Clear GBuffer frame setting. (#4130) * Fixed Clear GBuffer frame setting. * Update HDRenderPipeline.Prepass.cs * Update CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]> * Fix Panini Projection for floating point color buffers (Case 1325845) (#4133) * Fix * Changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Adding missing camera toolips (#4207) * Missing camera tooltips Culling mask and occlusion culling * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Proper area light NaN fix (#4220) * Proper fix * changelog Co-authored-by: sebastienlagarde <[email protected]> * ]Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture. (#4140) * Fixed custom pass scaling issues when using RTHandles allocated from a RenderTexture * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP][Ray Tracing] Meshes added to the accel struct now default to dbl-sided when they mix single and dbl-sided materials (#4082) * RT meshes now default to dbl-sided with mix of single/dbl materials. * Updated changelog. * More explicit comment. * Update CHANGELOG.md * Docs update Added information about ray tracing and meshes to Ray-Tracing-Getting-Started.md. Also mentioned the orthographic projection limitation. Added mesh rendering limitation to Ray-Tracing-Path-Tracing.md. Co-authored-by: sebastienlagarde <[email protected]> Co-authored-by: Vic-Cooper <[email protected]> Co-authored-by: Kleber Garcia <[email protected]> Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> Co-authored-by: slunity <[email protected]> Co-authored-by: Adrien de Tocqueville <[email protected]> Co-authored-by: Rémi Chapelain <[email protected]> Co-authored-by: anisunity <[email protected]> Co-authored-by: John Parsaie <[email protected]> Co-authored-by: Lewis Jordan <[email protected]> Co-authored-by: skhiat <[email protected]> Co-authored-by: Martin Thorzen <[email protected]> Co-authored-by: Sophia <[email protected]> Co-authored-by: Remi Slysz <[email protected]> Co-authored-by: Emmanuel Turquin <[email protected]> Co-authored-by: jenniferd-unity <[email protected]> Co-authored-by: Frédéric Vauchelles <[email protected]> Co-authored-by: Fabien Houlmann <[email protected]> Co-authored-by: victorsclui <[email protected]> Co-authored-by: Remi Chapelain <[email protected]> Co-authored-by: SoufianeKHIAT <[email protected]> Co-authored-by: Jarkko Lempiäinen <[email protected]> Co-authored-by: Adrian1066 <[email protected]> Co-authored-by: [email protected] <[email protected]> Co-authored-by: Vic-Cooper <[email protected]> Co-authored-by: pastasfuture <[email protected]>
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com.unity.render-pipelines.core/Runtime/Textures/RTHandle.cs

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/// <returns>Input size scaled by the RTHandle scale factor.</returns>
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public Vector2Int GetScaledSize(Vector2Int refSize)
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{
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if (!useScaling)
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return refSize;
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if (scaleFunc != null)
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{
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return scaleFunc(refSize);

com.unity.render-pipelines.core/ShaderLibrary/AreaLighting.hlsl

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if (V1oV2 < 0)
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{
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// Undo range reduction.
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y = PI * rsqrt(saturate(1 - V1oV2 * V1oV2)) - y;
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const float epsilon = 1e-5f;
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y = PI * rsqrt(max(epsilon, saturate(1 - V1oV2 * V1oV2))) - y;
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}
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return V1xV2 * y;

com.unity.render-pipelines.high-definition/CHANGELOG.md

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- Fixed broken Lanczos filter artifacts on ps4, caused by a very aggressive epsilon (case 1328904)
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- Fixed global Settings ignore the path set via Fix All in HDRP wizard (case 1327978)
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- Fixed issue with an assert getting triggered with OnDemand shadows.
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- Fixed GBuffer clear option in FrameSettings not working
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- Fixed usage of Panini Projection with floating point HDRP and Post Processing color buffers.
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- Fixed a NaN generating in Area light code.
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- Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture.
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- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard
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- Enforced more consistent shading normal computation for path tracing, so that impossible shading/geometric normal combinations are avoided (case 1323455).
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- Default black texture XR is now opaque (alpha = 1).
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- Changed ray tracing acceleration structure build, so that only meshes with HDRP materials are included (case 1322365).
229+
- Changed default sidedness to double, when a mesh with a mix of single and double-sided materials is added to the ray tracing acceleration structure (case 1323451).
225230

226231
## [11.0.0] - 2020-10-21
227232

com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md

Lines changed: 20 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -1,8 +1,6 @@
11
# Getting started with ray tracing
22

3-
The High Definition Render Pipeline (HDRP) includes preview ray tracing support from Unity 2019.3. Ray tracing is a feature that allows you to access data that is not on screen. For example, you can use it to request position data, normal data, or lighting data, and then use this data to compute quantities that are hard to approximate using classic rasterization techniques.
4-
5-
While film production uses ray tracing extensively, its resource intensity has limited its use to offline rendering for a long time. Now, with recent advances in GPU hardware, you can make use of ray tracing effect in real time.
3+
The High Definition Render Pipeline (HDRP) includes preview ray tracing support from Unity 2019.3. Ray tracing allows you to access data that is not on screen. For example, you can use it to request position data, normal data, or lighting data, and then use this data to compute quantities that are hard to approximate using classic rasterization techniques.
64

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This document covers:
86

@@ -161,7 +159,7 @@ Now that your HDRP Project supports ray tracing, there are a few steps you must
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#### Frame Settings
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To make HDRP calculates ray tracing effects for [Cameras](HDRP-Camera.md) in your Scene, make sure your Cameras use [Frame Settings](Frame-Settings.md) that have ray tracing enabled. You can enable ray tracing for all Cameras by default, or you can enable ray tracing for specific Cameras in your Scene.
162+
To make HDRP calculate ray tracing effects for [Cameras](HDRP-Camera.md) in your Scene, make sure your Cameras use [Frame Settings](Frame-Settings.md) that have ray tracing enabled. You can enable ray tracing for all Cameras by default, or you can enable ray tracing for specific Cameras in your Scene.
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To enable ray tracing by default:
167165

@@ -188,6 +186,20 @@ To check whether it is possible to use ray tracing in a Scene, HDRP includes a m
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1. Click **Edit > Rendering > Check Scene Content for HDRP Ray Tracing**.
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2. In the Console window (menu: **Window > General > Console**), check if there are any warnings.
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189+
<a name="RayTracingMeshes"></a>
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# Ray tracing and Meshes
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HDRP changes how it handles Meshes in your scene when you integrate a ray traced effect into your project.
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When you enable ray tracing, HDRP automatically creates a ray tracing acceleration structure. This structure allows Unity to calculate ray tracing for Meshes in your scene efficiently in real time.
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197+
As a result, ray tracing can change how some Meshes appear in your scene in the following ways:
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- If your Mesh has a Material assigned that does not have the HDRenderPipeline tag, HDRP does not add it to the acceleration structure and does not apply any ray traced effects to the mesh as a result.
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- If your Mesh has a Decal Material assigned, HDRP does not add it to the acceleration structure and the Mesh does not appear in your scene.
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- If a Mesh has a combination of Materials that are single and double-sided, HDRP flags all Materials you have assigned to this mesh as double-sided.
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<a name="RayTracingEffectsOverview"></a>
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## Ray tracing effects overview
@@ -209,7 +221,7 @@ HDRP includes two ray tracing modes that define how it evaluates certain ray-tra
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* **Performance**: This mode targets real-time applications. If you select this mode, ray-traced effects include presets that you can change to balance performance with quality.
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* **Quality**: This mode targets technical demos and applications that want the best quality results.
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212-
Depending on which ray tracing mode you select, HDRP may expose difference properties for some ray-traced effects.
224+
Depending on which ray tracing mode you select, HDRP may expose different properties for some ray-traced effects.
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You can change which ray tracing mode HDRP uses on either a Project level or effect level. To change it for your entire Project:
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@@ -224,7 +236,7 @@ If you select **Both**, you can change the ray tracing mode for each ray-traced
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## Ray tracing project
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You can find a small ray tracing project that contains all the effects mention above here:
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You can find a small ray tracing project that contains all the effects mentioned above here:
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https://github.com/Unity-Technologies/SmallOfficeRayTracing
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This Project is already set up with ray tracing support.
230242

@@ -238,7 +250,7 @@ There is no support for ray tracing on platforms other than DX12 for now.
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HDRP ray tracing in Unity 2020.2 has the following limitations:
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- Does not support vertex animation.
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- Does not supports decals.
253+
- Does not support decals.
242254
- Does not support tessellation.
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- Does not support per pixel displacement (parallax occlusion mapping, height map, depth offset).
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- Does not support VFX and Terrain.
@@ -247,6 +259,7 @@ HDRP ray tracing in Unity 2020.2 has the following limitations:
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- For renderers that have [LODs](https://docs.unity3d.com/2019.3/Documentation/Manual/LevelOfDetail.html), the ray tracing acceleration structure only includes the highest level LOD and ignores the lower LODs.
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- Does not support [Graphics.DrawMesh](https://docs.unity3d.com/ScriptReference/Graphics.DrawMesh.html).
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- Ray tracing is not supported when rendering [Reflection Probes](Reflection-Probe.md).
262+
- HDRP does not support [orthographic projection](HDRP-Camera.md). If you enable orthographic projection mode, you might experience rendering problems for Transparent Materials, volumetrics and planar reflections.
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### Unsupported shader graph nodes for ray tracing
252265

com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md

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@@ -1,6 +1,6 @@
11
# Path tracing
22

3-
Path tracing is a ray tracing algorithm that sends rays from the Camera and, when a ray hits a reflective or refractive surface, recurses the process until it reaches a light source. The series of rays from the Camera to the Light forms a "path".
3+
Path tracing is a ray tracing algorithm that sends rays from the Camera and, when a ray hits a reflective or refractive surface, recurses the process until it reaches a light source. The series of rays from the Camera to the Light form a "path".
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55
It enables HDRP to compute many different effects (such as hard or soft shadows, mirror or glossy reflections and refractions, and indirect illumination) in one single unified process.
66

@@ -14,7 +14,7 @@ Noisy image with **Maximum Samples** set to 1
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Clean image with **Maximum Samples** set to 256
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17-
The current implementation for path tracing in the High Definition Render Pipeline (HDRP) accumulates paths for every pixel up to a maximum count, unless the Camera moves. If the Camera moves, HDRP restarts the path accumulation. Path tracing supports Lit, LayeredLit and Unlit materials, and area, point, directional and environment lights.
17+
The current implementation for path tracing in the High Definition Render Pipeline (HDRP) accumulates paths for every pixel up to a maximum count unless the Camera moves. If the Camera moves, HDRP restarts the path accumulation. Path tracing supports Lit, LayeredLit, and Unlit materials, and area, point, directional, and environment lights.
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## Setting up path tracing
2020

@@ -62,11 +62,12 @@ There is no support for path tracing on platforms other than DX12 for now.
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HDRP path tracing in Unity 2020.2 has the following limitations:
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65+
- If a Mesh in your scene has a Material assigned that does not have the `HDRenderPipeline` tag, the mesh will not appear in your scene. For more information, see [Ray tracing and Meshes](Ray-Tracing-Getting-Started.md#RayTracingMeshes).
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- Does not support 3D Text and TextMeshPro.
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- Does not support Shader Graph nodes that use derivatives (ex : normal from textures).
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- Does not support Shader Graph nodes that use derivatives (for example, a normal map that derives from a texture).
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- Does not support decals.
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- Does not support tessellation.
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- Does not support Tube and Disc shaped Area Light.
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- Does not support Tube and Disc-shaped Area Lights.
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- Does not support Translucent Opaque Materials.
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- Does not support several of HDRP's Materials. This includes Eye, StackLit, Hair, Decal.
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- Does not support per-pixel displacement (parallax occlusion mapping, height map, depth offset).

com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -14,8 +14,8 @@ class Styles
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public static readonly GUIContent dithering = EditorGUIUtility.TrTextContent("Dithering", "Should we apply 8-bit dithering to the final render?");
1616
public static readonly GUIContent stopNaNs = EditorGUIUtility.TrTextContent("Stop NaNs", "Automatically replaces NaN/Inf in shaders by a black pixel to avoid breaking some effects. This will slightly affect performances and should only be used if you experience NaN issues that you can't fix.");
17-
public static readonly GUIContent cullingMask = EditorGUIUtility.TrTextContent("Culling Mask");
18-
public static readonly GUIContent occlusionCulling = EditorGUIUtility.TrTextContent("Occlusion Culling");
17+
public static readonly GUIContent cullingMask = EditorGUIUtility.TrTextContent("Culling Mask", "Specifies the list of layers the camera should render.");
18+
public static readonly GUIContent occlusionCulling = EditorGUIUtility.TrTextContent("Occlusion Culling", "When enabled, the camera does not render objects that are being obscured by other geometry.");
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2020
public static readonly GUIContent SMAAQualityPresetContent = EditorGUIUtility.TrTextContent("Quality Preset", "The quality preset for SMAA, low has the best performance but worst quality, High has the highest quality but worst performance.");
2121

com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PaniniProjection.compute

Lines changed: 4 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1,15 +1,17 @@
11
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
22
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
3+
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl"
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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67
#pragma kernel KMain
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#pragma multi_compile GENERIC UNITDISTANCE
10+
#pragma multi_compile _ ENABLE_ALPHA
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TEXTURE2D_X(_InputTexture);
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12-
RW_TEXTURE2D_X(float3, _OutputTexture);
14+
RW_TEXTURE2D_X(CTYPE, _OutputTexture);
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SAMPLER(sampler_LinearClamp);
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@@ -125,7 +127,7 @@ void KMain(uint3 dispatchThreadId : SV_DispatchThreadID)
125127
}
126128
else
127129
{
128-
float3 smp = SAMPLE_TEXTURE2D_X_LOD(_InputTexture, sampler_LinearClamp, ClampAndScaleUVForBilinear(coords), 0.0).xyz;
130+
CTYPE smp = SAMPLE_TEXTURE2D_X_LOD(_InputTexture, sampler_LinearClamp, ClampAndScaleUVForBilinear(coords), 0.0).CTYPE_SWIZZLE;
129131
_OutputTexture[COORD_TEXTURE2D_X(posInputs.positionSS)] = smp;
130132
}
131133
}

com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs

Lines changed: 3 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -3019,6 +3019,9 @@ TextureHandle PaniniProjectionPass(RenderGraph renderGraph, HDCamera hdCamera, T
30193019
else
30203020
passData.paniniProjectionCS.EnableKeyword("UNITDISTANCE");
30213021

3022+
if (m_EnableAlpha)
3023+
passData.paniniProjectionCS.EnableKeyword("ENABLE_ALPHA");
3024+
30223025
passData.paniniParams = new Vector4(viewExtents.x, viewExtents.y, paniniD, paniniS);
30233026
passData.paniniProjectionKernel = passData.paniniProjectionCS.FindKernel("KMain");
30243027

com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs

Lines changed: 11 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -56,10 +56,9 @@ void CleanupPrepass()
5656
CoreUtils.Destroy(m_DownsampleDepthMaterial);
5757
}
5858

59-
bool NeedClearGBuffer()
59+
bool NeedClearGBuffer(HDCamera hdCamera)
6060
{
61-
// TODO: Add an option to force clear
62-
return m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled();
61+
return m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() || hdCamera.frameSettings.IsEnabled(FrameSettingsField.ClearGBuffers);
6362
}
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HDUtils.PackedMipChainInfo GetDepthBufferMipChainInfo()
@@ -119,7 +118,7 @@ TextureHandle CreateDepthBuffer(RenderGraph renderGraph, bool clear, MSAASamples
119118
return renderGraph.CreateTexture(depthDesc);
120119
}
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122-
TextureHandle CreateNormalBuffer(RenderGraph renderGraph, MSAASamples msaaSamples)
121+
TextureHandle CreateNormalBuffer(RenderGraph renderGraph, HDCamera hdCamera, MSAASamples msaaSamples)
123122
{
124123
bool msaa = msaaSamples != MSAASamples.None;
125124
#if UNITY_2020_2_OR_NEWER
@@ -131,7 +130,7 @@ TextureHandle CreateNormalBuffer(RenderGraph renderGraph, MSAASamples msaaSample
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TextureDesc normalDesc = new TextureDesc(Vector2.one, true, true)
133132
{
134-
colorFormat = GraphicsFormat.R8G8B8A8_UNorm, clearBuffer = NeedClearGBuffer(), clearColor = Color.black, bindTextureMS = msaa, msaaSamples = msaaSamples, enableRandomWrite = !msaa, name = msaa ? "NormalBufferMSAA" : "NormalBuffer"
133+
colorFormat = GraphicsFormat.R8G8B8A8_UNorm, clearBuffer = NeedClearGBuffer(hdCamera), clearColor = Color.black, bindTextureMS = msaa, msaaSamples = msaaSamples, enableRandomWrite = !msaa, name = msaa ? "NormalBufferMSAA" : "NormalBuffer"
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#if UNITY_2020_2_OR_NEWER
136135
, fastMemoryDesc = fastMemDesc
137136
#endif
@@ -406,7 +405,8 @@ bool RenderDepthPrepass(RenderGraph renderGraph, CullingResults cull, HDCamera h
406405
{
407406
decalBuffer = renderGraph.defaultResources.blackTextureXR;
408407
output.depthAsColor = CreateDepthAsColorBuffer(renderGraph, hdCamera.msaaSamples);
409-
output.normalBuffer = CreateNormalBuffer(renderGraph, hdCamera.msaaSamples);
408+
output.normalBuffer = CreateNormalBuffer(renderGraph, hdCamera, hdCamera.msaaSamples);
409+
410410
return false;
411411
}
412412

@@ -464,7 +464,8 @@ bool RenderDepthPrepass(RenderGraph renderGraph, CullingResults cull, HDCamera h
464464
int mrtIndex = 0;
465465
if (msaa)
466466
output.depthAsColor = builder.UseColorBuffer(CreateDepthAsColorBuffer(renderGraph, hdCamera.msaaSamples), mrtIndex++);
467-
output.normalBuffer = builder.UseColorBuffer(CreateNormalBuffer(renderGraph, hdCamera.msaaSamples), mrtIndex++);
467+
output.normalBuffer = builder.UseColorBuffer(CreateNormalBuffer(renderGraph, hdCamera, hdCamera.msaaSamples), mrtIndex++);
468+
468469
if (decalLayersEnabled)
469470
decalBuffer = builder.UseColorBuffer(decalBuffer, mrtIndex++);
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@@ -568,7 +569,7 @@ struct GBufferOutput
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569570
void SetupGBufferTargets(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle sssBuffer, TextureHandle vtFeedbackBuffer, ref PrepassOutput prepassOutput, FrameSettings frameSettings, RenderGraphBuilder builder)
570571
{
571-
bool clearGBuffer = NeedClearGBuffer();
572+
bool clearGBuffer = NeedClearGBuffer(hdCamera);
572573
bool lightLayers = frameSettings.IsEnabled(FrameSettingsField.LightLayers);
573574
bool shadowMasks = frameSettings.IsEnabled(FrameSettingsField.Shadowmask);
574575

@@ -705,7 +706,8 @@ void ResolvePrepassBuffers(RenderGraph renderGraph, HDCamera hdCamera, ref Prepa
705706

706707
output.resolvedDepthBuffer = builder.UseDepthBuffer(CreateDepthBuffer(renderGraph, true, MSAASamples.None), DepthAccess.Write);
707708
output.depthValuesMSAA = builder.UseColorBuffer(depthValuesBuffer, 0);
708-
output.resolvedNormalBuffer = builder.UseColorBuffer(CreateNormalBuffer(renderGraph, MSAASamples.None), 1);
709+
output.resolvedNormalBuffer = builder.UseColorBuffer(CreateNormalBuffer(renderGraph, hdCamera, MSAASamples.None), 1);
710+
709711
if (passData.needMotionVectors)
710712
output.resolvedMotionVectorsBuffer = builder.UseColorBuffer(CreateMotionVectorBuffer(renderGraph, false, MSAASamples.None), 2);
711713
else

com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -76,7 +76,7 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest,
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7777
LightingBuffers lightingBuffers = new LightingBuffers();
7878
lightingBuffers.diffuseLightingBuffer = CreateDiffuseLightingBuffer(m_RenderGraph, hdCamera.msaaSamples);
79-
lightingBuffers.sssBuffer = CreateSSSBuffer(m_RenderGraph, hdCamera.msaaSamples);
79+
lightingBuffers.sssBuffer = CreateSSSBuffer(m_RenderGraph, hdCamera, hdCamera.msaaSamples);
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8181
var prepassOutput = RenderPrepass(m_RenderGraph, colorBuffer, lightingBuffers.sssBuffer, vtFeedbackBuffer, cullingResults, customPassCullingResults, hdCamera, aovRequest, aovBuffers);
8282

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