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Merge Hd/bugfix (#6791)
* [HDRP] Fix AxF debug output in certain configurations (#4641) * Fix AxF debug output in certain configurations. * Update comment * Fix SSR accumulation white flash (#4648) * Fix white flash * changelog Co-authored-by: sebastienlagarde <[email protected]> * Display Info Box when MSAA + ray tracing is onr (#4627) * Show info box when ray tracing is enabled. * Changelog * Move below MSAA Co-authored-by: sebastienlagarde <[email protected]> * Fix distortion when resizing the window in player builds with the Graphics Compositor enabled (#4593) Co-authored-by: sebastienlagarde <[email protected]> * Add support for the camera bridge in the graphics compositor (#4599) * Fix Jittered Project Matrix Infinite Far Clip Plane (#4638) * Reconstruct jittered projection matrix far plane (for Infinite ) * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. (#4688) Co-authored-by: sebastienlagarde <[email protected]> * Fix custom pass utils Blur + Copy overdraw. (#4623) * Fix overdraw in custom pass utils blur function * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix draw procedural invalid pass idx 1 on first template load (#4632) * Fix * changelog * Force sync compilation for TAA Co-authored-by: CifaCia <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> * Changed light reset to preserve type (#4624) Co-authored-by: sebastienlagarde <[email protected]> * Revert "Add support for the camera bridge in the graphics compositor (#4599)" This reverts commit 2325e3f. * AxF carpaint: Fix a compilation issue on Vulkan until the cpp HLSLcc side is updated. (case 1335737, related to 1314040) (#4691) Co-authored-by: sebastienlagarde <[email protected]> * Revert "Revert "Add support for the camera bridge in the graphics compositor (#4599)"" This reverts commit 30fffd5. * revert: Fix distortion when resizing the window in player builds with the Graphi * Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). (#4626) * Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). * Add test scene Co-authored-by: Remi Chapelain <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]> * Fix for discrepancies in saturation and intensity between screen space refraction and probe refraction (#4653) * Delete the second transmittance mul * Changelog Co-authored-by: Sebastien Lagarde <[email protected]> * Fix a Divide-by-Zero Warning for some Anisotropic Models (Fabric, Lit) (#4636) * Initialize the shading normal to a non-zero value for anisotropy * Changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix VfX lit particle AOV output color space (#4646) * Fix VfX lit particle aov output color space * Update comment Co-authored-by: sebastienlagarde <[email protected]> * [HDRP][Path Tracing] Fixed transparent unlit (#4605) * Fixed issue with transparent unlit. * Updated changelog. * Reverted accidental change to default mtl. Co-authored-by: sebastienlagarde <[email protected]> * Fix distortion with MSAA (#4711) * Fix contact shadow debug views (#4720) * Fix * changelog Co-authored-by: sebastienlagarde <[email protected]> * Update Decal-Projector.md (#4695) * [HDRP] Fixed nullref when deleting the texture asset assigned in a local volumetric fog volume (#4728) * Fixed nullref when deleting the 3D mask of a density volume (case 1339330) * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix decal layer enum (#4753) * Fix typo * Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). (#4640) Co-authored-by: sebastienlagarde <[email protected]> * Ignore hybrid duplicated reflection probes during light baking (#4663) * Ignore hybrid duplicated reflection probes during light baking * test path instead of scene Co-authored-by: sebastienlagarde <[email protected]> * Fix double sided option moving when toggling it in the material UI (#4725) * Fix double sided option moving when toggling it in the material UI (case 1328877) * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix formatting * Fix volumetric fog in planar reflections (#4736) * Fix planar reflection * changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix motion blur compute dispatch size (#4737) Co-authored-by: sebastienlagarde <[email protected]> * - Updated the recursive rendering documentation (case 1338639). (#4759) * - Updated the recursive rendering documentation (case 1338639). * review fixes Co-authored-by: sebastienlagarde <[email protected]> * Fix issue with OnDemand directional shadow map being corrupted when reflection probe are updated same frame (#4812) * Don't mark as rendered for reflection probes as we want the cached version to be from main view * Do the thing just for directional * Doc update * changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix cropping issue with the compositor camera bridge (#4802) Co-authored-by: sebastienlagarde <[email protected]> * Fix for unused resources in depth of field (#4796) * Removing the word Radii from exposure settings (#4854) * Rename in UX * Update docs * [HDRP][Path Tracing] Support for shadow mattes (#4745) * Shadow matte support. * Updated changelog. * Only take occluders into account, closer match to raster mode. * Added test scene. Co-authored-by: sebastienlagarde <[email protected]> * Revert "[HDRP][Path Tracing] Support for shadow mattes (#4745)" This reverts commit 85ebbc2. * Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). (#4756) * Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). * Update test ref image Co-authored-by: Remi Chapelain <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> * Use non jittered projection in outline pass (#4836) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP][Path Tracing] Sky settings now properly taken into account when using recorder (#4856) * Make sure sky settings are correctly set when recording. * Updated changelog. Co-authored-by: sebastienlagarde <[email protected]> * Fix Resolution Issues for Physically Based Depth of Field (#4848) * Add the necesarry texture coordinate clamping for RTHandle for color pyramid sampling * Add some resolution independence, fitted for 1920x1080 * Changelog * Switch back to point sampling from trilinear, with commentary * Update test reference images * Small correction to the point sampling, always sample mip 0. * Re-update the test images, for mip 0 color sampling * Use a simpler UV scaling/clamping since we are now point sampling. Co-authored-by: sebastienlagarde <[email protected]> * Fixed bug introduced by sky-for-recorder support. (#4906) * [Fogbugz 1341576] Memory leaks when the player is paused, and the user changes pipeline… (#4845) * Memory leaks when the player is paused, and the user changes pipeline settings * changelog * [HDRP] Fixed shadergraph double save (#4916) * Don't need to save twice shadergraph the first time we create a graph * Updated changelog * Write 0 instead of micro sized motion vectors + fix extremely fast velocities (#4820) * Kill micromovements. * Do same for camera * Debug view update * Changelog * Remove unnecessary comment * Fix excessive velocity end up marked as no velocity Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix material upgrader (#4821) * Fix HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix custom pass volume not executed in scene view (#4860) * Fix custom pass volume not executed in scene view because of the volume culling mask * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix reflection probe tootltip (#4890) Co-authored-by: sebastienlagarde <[email protected]> * Updated the Physically Based Sky documentation for baked lights (#4891) * Updated the Physically Based Sky documentation for baked lights * Rewrite Co-authored-by: sebastienlagarde <[email protected]> * Fixed remapping of depth pyramid debug (#4893) * Fixed remapping of depth pyramid debug * Removed debug pragma * Update changelog * Updated tooltip * Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4895) * Fix AO perceived wobble * changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix Asymmetric Projection Matrices and Fog / Pathtracing (#4926) * Check for asymmetric projections and choose the generic path if so. * Fix asymmetric projections for the pathtracer ray generation. * Changelog * Simplify the matrix multiplication for computing the generic matrix. Co-authored-by: sebastienlagarde <[email protected]> * Revert: Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection… * Fix GBuffer depth debug mode (#5054) * Fixed Volume Gizmo size when rescaling parent GameObject (#4915) * Fix Vertex Color Mode documentation (#4976) * Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4986) * Fix AO perceived wobble * changelog * Update screenshots Co-authored-by: sebastienlagarde <[email protected]> * Fix formatting in NestedOverrideCameraRendering * [HDRP] Fix white flash with SSR when resetting camera history (#5089) * Fix white flash with SSR when resetting camera history * Move branch login inside GetPreviousExposureTexture * Fix for fixed exposure * [Fobguz # 1348357] VFX Particle templates missing stencil flags (#5080) * Adding missing macro for stencil flags in particle forward shaders. This will let flags like TAA Reject be useful * Changelog * Fix object disappearing from lookdev (#5063) * Fixed objects disappearing from Lookdev window when entering playmode (case 1309368). * Updated changelog * Added hideflags in Lookdev context * [HDRP] Fix render object after taa jittering (#5088) * Add a pass after TAA to restore non jittered matrices * updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix GC alloc in hd/bugfix branch (#5134) * Fixed GC alloc on hd/bugfix branch * Fix GC alloc again * Fix refraction tile artifacts near reflection probe edges (#4727) * Pick the right probe at object center instead of tile granularity. * changelog * Missing commit * Move stuff in lightloop and out of prelightData * Update LightLoop.hlsl * Formatting Co-authored-by: sebastienlagarde <[email protected]> * Fix camera rotation uncontrollable with low framerate (#5076) * Fix camera rotation uncontrollable with low framerate. * updated changelog * Clearing out render targets and randmo write targets on pipeline destruction (#5176) Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed a null ref exception when adding a new environment to the library. (#5131) * Fixed a null ref exception when adding a new environment to the library. * Update changelog Co-authored-by: sebastienlagarde <[email protected]> * FogBugz#1348462 - Wait for accessing the HDProjectSettings instance as it was before. (#5141) * Fix nullref in volume system after deleting a volume object (#5161) * Fix nullref in volume system after deleting a volume object (case 1348374) * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix APV UI loosing focus when changing a param (#5219) * Fixed the APV UI losing focus when the helpbox about baking appears in the probe volume. * Small changes (#5220) * Fix update order in Graphics Compositor causing jumpy camera updates (#5235) * Prevent material from having infinite intensity (#5132) * Prevent material from having infinite intensity * Fix switching from ldr to hdr emissive * Fix input field precision * Round the max value * Make two variables Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Adding limitations of decal emissive positive contribution to the documentation (#5237) * Add emissive positive contribution limitation to the doc * changelog * Update CHANGELOG.md * Update Decal-Projector.md * Update Decal-Shader.md Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix issue with path tracing when switching between non-persistent cameras (#5246) * Fix issue with path traceing accumulation when switching between cameras. * Check if camera history is persistent Co-authored-by: sebastienlagarde <[email protected]> * removed undesired files * Fix log base (#5260) * [HDRP] Fixed mask value stored by the LayerMaskParameter class (#5250) * Fixed value stored by the layer mask parameter class. * Updated changelog. Co-authored-by: sebastienlagarde <[email protected]> * [HDRP][DXR] Make vertex color default to 1.0 instead of 0.0 (#5268) * When raytracing, make vertex color default to white if not present. * Updated Changelog. * Added comment. * Fix issue with 0-sized dispatch with extremely low resolutions (#5272) * Ceil to int instead. * changelog * [HDRP] Fix incorrect light list indexing when TAA is enabled (#5287) * Fix incorrect light list indexing when TAA is enabled * Better handle XR Co-authored-by: sebastienlagarde <[email protected]> * Fix incorrect additiona velocity for alembic (#5304) * Fixed LUT initialization in Wireframe mode (#5156) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] [LightExplorer] Fix missing refreshwhen editing property with a running paused editor. (#5321) * Update HDLightExplorerExtension.cs * Update CHANGELOG.md * Changed Ambient Mode to Dynamic by default (#5350) * Visual Environment component ambient mode now defaults to Dynamic. * Update changelog * Updated test scene with correct ambient mode after the change * Missing files * Last scene fix * Hd/fix framesettings ordering (#5323) * Fix strange entry in the FrameSettings and add comments for better readability * Update CHANGELOG.md Co-authored-by: JulienIgnace-Unity <[email protected]> * Bugfix 1357311: Fixed old ray tracing material conversion (#5364) * - fixed crash in material conversion where material used old raytracing render queue (3900) * - changelog update # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Bugfix 1358480: Fixed missing tooltip for "Tessellation Mode" (#5365) * - fixed missing "Tessellation Mode" tooltip * - update changelog * - updated "Tessellation Mode" tooltip Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix HD template (particularly visible in path tracing) (#5319) * Made the 3 light bulbs non shadow-casting. * Revert "Made the 3 light bulbs non shadow-casting." This reverts commit f32ba7d. * Changed bulb prefab (shadow caster off). * Revert: Changed Ambient Mode to Dynamic by default #5350 * Fixed a null ref exception when no opaque objects are rendered. (#5463) * Fixed a null ref exception when no opaque objects are rendered. * Update changelog * Fix slope scale depth bias when depth offset is ON (#5466) * Fix slope scale bias being broken when depth offset was enabled * changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix spot shadow sampling when using custom spot angle (#5439) * Fixed shadow sampling artifact when using the spot light shadow option 'custom spot angle' * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix darkening in SSR fade (#5472) * Fix * Changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Improve path traced subsurface scattering for transmissive surfaces (#5485) * Improve subsurface scatering for transmissive surfaces * Add changelog + fix throughput multiplication Co-authored-by: sebastienlagarde <[email protected]> * Fix missing context menu for 'Post Anti-Aliasing' in Camera (1357283) (#5497) Co-authored-by: sebastienlagarde <[email protected]> * Force allocate texture if no fallback is available (#5130) Co-authored-by: sebastienlagarde <[email protected]> * Update path tracer screenshots * Update 2314_Shadow_CustonAngle.png * Fix range compression factor clamping (#5892) Co-authored-by: sebastienlagarde <[email protected]> * Fixed tooltip not showing on labels in ShaderGraphs (#5877) Co-authored-by: sebastienlagarde <[email protected]> * Proper format for copy history (#5796) * Fix shadow mask fade and optimize it at same time (#5911) * Fix shadow mask fade and optimize. * changelog * Fix wrong format for contact shadows and shadow atlas default textures (#5912) * Fix contact shadows not being bound in debug and good default shadow * changelog * Rename * Handle more edge cases where shadows are not drawn to atlas (disabled scene view lighting) Co-authored-by: John Parsaie <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> * Fixed an issue where probe being forced realtime would cause perf to degrade greatly when manipulating them in editor. (#5901) * Mark anchor override as not supported for probes (#5939) * Revert: Fix shadow mask fade and optimize it at same time #5911 * Add info on After post-process info box (#6125) * Add info on info box * Clarify a bit better * Dynamic Ambient improvement and doc update (#5951) * Avoided unnecessary ambient probe updates Updated doc with dynamic ambient probe limitations * Update Environment-Lighting.md Co-authored-by: sebastienlagarde <[email protected]> * [SRP] Fix issue when changing volume profiles at runtime with a script (#5882) * Fix issue when changing volume profiles in runtime with a script * Add new kine in changelog * Improve comment * Changelog typo Co-authored-by: sebastienlagarde <[email protected]> * Fix NaN on Intel GPU when using PBR Sky and rendering sun disk (#6145) * Enable debug symbols * tentative * test using cos from cpu * Finalize fix * Missing file * Remove debug symbols. * Fix Luminance/EV conversion when LightMeterCalibrationConstant is changed (#6115) * Fix formmating * Fixed range fields for depth of field * Revert "Fixed range fields for depth of field" This reverts commit a34f336. * fix changelog * [HDRP] Fix rasterized accumulation motion blur when DoF is enabled (#6380) * Fix rasterized accumulation motion blur when DoF is enabled * Update CHANGELOG.md Co-authored-by: JulienIgnace-Unity <[email protected]> * Fix light flare for pbr sky (#6278) * Fix Template directional light * Fix when using multiple directional lights with flare * restore default flare on template Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix light mode disabled in some cases (#6283) * Fixed light mode not available after switching a light to area "Disc" or "Tube" (case 1372588). * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix CoC size computation when dynamic resolution is enabled (#6357) Co-authored-by: JulienIgnace-Unity <[email protected]> * Fix cascade blend transition when using an high normal bias (#6288) * Fix * Changelog * Update CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]> * Fixed broken rendering when duplicating a camera while the Rendering Debugger is opened. (#6289) * Fixed broken rendering when duplicating a camera while the Rendering Debugger is opened. * Update changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix for screen space shadows debug view not showing when no screen space shadows. (#6290) * Push white texture for debug Screen space shadows. * changelog * Fix * Changelog * Clarifying something * Revert "Clarifying something" This reverts commit 31ce9c7. * Revert "Changelog" This reverts commit 860567a. * Revert "Fix" This reverts commit 1ec136c. * Update CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]> * Fixed null ref (#6297) * Fixed an issue causing Render Graph execution errors after a random amount of time. (#6329) * Fixed an issue causing Render Graph execution errors after a random amount of time. * Made sure of no collision when going for fallback validity bits * Update CHANGELOG.md * Fix nullref in non dev build (#6327) * Fix nullref in non dev build * Don't add component Co-authored-by: JulienIgnace-Unity <[email protected]> * Fix debug window reset (#6325) * Fix debug window reset * Don't add component * Revert "Don't add component" This reverts commit 765b93b. Co-authored-by: JulienIgnace-Unity <[email protected]> * Fixed camera bridge action in release build (#6313) Co-authored-by: JulienIgnace-Unity <[email protected]> * Fix for shadows disappearing when no dynamic shadow caster is available (#6296) * Fix * Changelog # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Clarifying something * fix raytraced version Co-authored-by: sebastienlagarde <[email protected]> * Fixed directional light height fog attenuation (#6318) * Disable Atmospheric Scattering when Scene Lighting is Disabled (#6328) * Disable atmospheric scattering for matcap debug lighting mode * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Use uint as loop variable for directional lights in contact shadows. * Fix color curves changes not applying immediately in editor (#6322) * Always recompute LUT hash when colro curves are overridden * Changelog * Missing tiny part of comment Co-authored-by: sebastienlagarde <[email protected]> * Test * Revert "Test" This reverts commit 4ffd193. * Update 112_Reflection_AlternativeSGNodes.png * Update CHANGELOG.md * Fixed Normal Map assiignation when importing FBX Materials (#6491) Co-authored-by: sebastienlagarde <[email protected]> * Fix sky jittering (#6678) * Make sky shadow multi compile global instead of local (#6838) * make kw not local * changelog * Update CHANGELOG.md * Update CHANGELOG.md * Update CHANGELOG.md * Change default custom pass format to R8G8B8A8_UNorm (#6854) * Change the default custom pass buffer format to R8G8B8A8_UNorm * update doc * updated changelog * Update CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]> * Fix simple lit pass not using the correct pass name for depth (#6810) * Fix simple lit pass not using the correct pass name for depth * Fix VFX Simple Lit not compiling when switching HDRP asset to forward * Fix simple lit on planar primitive as well * updated changelog Co-authored-by: sebastienlagarde <[email protected]> * fix changelog * Update CHANGELOG.md * Updated screenshot (#6881) * Updated screenshot * Update CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]> * note formatting and typo (#6880) * Fix cached directional shadows disappearing when going out of shadow range to never reappear (#6802) * fix * changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed an issue where sometimes full screen debug would cause render graph errors. (#6803) Co-authored-by: sebastienlagarde <[email protected]> * Fixed a nullref exception when creating a new scene while LightExplorer is open. (#6805) Co-authored-by: sebastienlagarde <[email protected]> * Stop Uber from running if no effect that needs it is enabled (#6804) * Fix * changelog * Update CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]> * Register shadows OnDemand to the cached shadow system only when rendered for the first time. (#6825) * Fix a couple of issues * Changelog * Change how the registering to the sysem works for ondemand * Changelog * Fix wrong warning Co-authored-by: sebastienlagarde <[email protected]> * comments and old PR revert. (#6827) * Fix for issue with SSAO (and in fact anything sampling depth pyramid) at edges (#6839) * tentative fix * changelog * right parenthesis Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Update custom pass doc (decals not supported by DrawRenderers custom pass) (#6858) * update custom pass doc * Update Custom-Pass-Creating.md Co-authored-by: sebastienlagarde <[email protected]> Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: John Parsaie <[email protected]> Co-authored-by: anisunity <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> Co-authored-by: CifaCia <[email protected]> Co-authored-by: Adrien de Tocqueville <[email protected]> Co-authored-by: slunity <[email protected]> Co-authored-by: Remi Chapelain <[email protected]> Co-authored-by: Emmanuel Turquin <[email protected]> Co-authored-by: Adrian1066 <[email protected]> Co-authored-by: Kleber Garcia <[email protected]> Co-authored-by: Julien Ignace <[email protected]> Co-authored-by: alex-vazquez <[email protected]> Co-authored-by: Rémi Chapelain <[email protected]> Co-authored-by: Remi Slysz <[email protected]> Co-authored-by: Jarkko Lempiäinen <[email protected]> Co-authored-by: FrancescoC-Unity <[email protected]> Co-authored-by: emilybrown1 <[email protected]>
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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- Fixed using the wrong coordinate to compute the sampling direction for the screen space global illumination.
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- Fixed an issue where forced sky update (like PBR sky amortized updated) would not update ambient probe.
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- Fixed static lighting sky update when using an HDRI sky with a render texture in parameter.
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- Fixed sky jittering when TAA is enabled.
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- Fixed Normal Map assiignation when importing FBX Materials.
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- Fixed issue with HDRI Sky and shadow filtering quality set to high.
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- Fixed the default custom pass buffer format from R8G8B8A8_SNorm to R8G8B8A8_UNorm. Additionally, an option in the custom pass buffer format settings is available to use the old format.
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- Fixed cached directional light shadows disappearing without reappearing when the going outside of the range of shadow validity.
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- Fixed an issue where sometimes full screen debug would cause render graph errors.
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- Fixed a nullref exception when creating a new scene while LightExplorer is open.
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- Fixed issue that caused the uber post process to run even if nothing is to be done, leading to different results when disabling every post process manually vs disabling the whole post-processing pipeline.
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- Fixed issue that placed an OnDemand shadow in the atlas before it was ever rendered.
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## [14.0.0] - 2021-11-17
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com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Creating.md

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When Unity renders a material that is not supported by the current injection point, it results in an undefined behavior. For example, rendering GameObjects with lit shaders in the **After Opaque Depth And Normal** injection point produces unexpected results.
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Note: HDRP does not support decals on GameObjects rendered in the DrawRenderers pass.
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<a name="Object-ID-Custom-Pass"></a>
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## Object ID Custom Pass
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| **Format** | **Bits Per Pixel** | **Description** |
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| R8G8B8A8 | 32 | This format is the most resource efficient, but it might cause banding issues. HDRP uses this format by default. |
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| Signed R8G8B8A8 | 32 | This format is similar to R8G8B8A8 but you can store unsigned data. |
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| R11G11B10 | 32 | This format has a higher precision than R8G8B8A8 but does not support alpha channels. |
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| R16G16B16A16 | 64 | This format has the highest precision but uses twice as much memory as R8G8B8A8 and R11G11B10. |
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# MatCap mode
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In MatCap mode, the High Definition Render Pipeline (HDRP) replaces the functionality of the Scene window's Lighting button with a material capture (MatCap) view. MatCap mode uses an image that completely captures a Material, including baked-in lighting. When using MatCap mode, HDRP replaces all of the Materials and lighting in the Scene with what is in the MatCap.
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In MatCap mode, the High Definition Render Pipeline (HDRP) replaces the functionality of the Scene view's Lighting button with a material capture (MatCap) view. MatCap mode uses an image that completely captures a Material, including baked-in lighting. When using MatCap mode, HDRP replaces all the Materials and lighting in the Scene with what's in the MatCap.
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MatCap mode is particularly useful to navigate and get a sense of the Scene without setting up the Scene lighting. For example, if you were to edit a dark area, like the inside of a cave, it would be difficult to navigate with low lighting MatCap mode makes it much easier to navigate in such dark areas.
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MatCap mode is useful to navigate and get a sense of the Scene without setting up the Scene lighting. For example, if you were to edit a dark area, like the inside of a cave, MatCap mode makes it much easier to navigate in this low lighting.
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## Using MatCap
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To activate MatCap mode, disable the Lighting toggle in the Scene window.
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To activate MatCap mode, disable the Lighting toggle in the Scene view.
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![](Images/MatCap1.png)
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MatCap mode preserves the normal maps and you can use the original Material albedo. To configure MatCap mode, go to **Edit > Preferences > HD Render Pipeline** and use the following properties.
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MatCap mode preserves the normal maps and you can use the original Material albedo. To configure MatCap mode, go to **Edit** > **Preferences** > **HD Render Pipeline** and use the following properties.
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## Properties
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| **Property** | **Description** |
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| ----------------------------- | ------------------------------------------------------------ |
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| **Mix Albedo in MatCap Mode** | Enable the checkbox to make HDRP mix the albedo of the Material with its material capture. |
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| **MatCap Intensity Scale** | Set the intensity of the material capture. This increases the brightness of the Scene. This is especially useful if the albedo darkens the Scene considerably. |
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| **Mix Albedo in MatCap Mode** | Enable to make HDRP mix the albedo of the Material with its material capture. |
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| **MatCap Intensity Scale** | Set the intensity of the material capture. This increases the brightness of the Scene. This is useful if the albedo darkens the Scene considerably. |
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## Default material captures
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@@ -32,11 +32,11 @@ You can also activate MatCap view as a **Lighting Debug Mode** in the [Rendering
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## MatCap examples
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MatCap off:
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![](Images/MatCap2.png)
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MatCap off
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MatCap on:
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![](Images/MatCap3.png)
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MatCap on
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MatCap on with albedo:
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![](Images/MatCap4.png)
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MatCap on with albedo

com.unity.render-pipelines.high-definition/Documentation~/VR-Overview.md

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@@ -6,8 +6,8 @@ Please refer to [Unity XR](https://docs.unity3d.com/Manual/XR.html) documentatio
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## Recommended Settings
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9-
HDRP has been designed to fully support Single-Pass Instanced mode. This mode gives you the best performance on all platforms.
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HDRP also supports multi-pass but this is slower on the CPU and some features, like Auto-Exposure, can cause issues.
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Unity has designed HDRP to fully support Single-Pass Instanced mode. This mode gives you the best performance on all platforms.
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HDRP also supports multi-pass but this is slower on the CPU and some features, like Auto Exposure, can cause issues.
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If you encounter a problem with a specific feature, you can disable it in your Project’s [HDRP Asset](HDRP-Asset.md).
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You can also watch the presentation from Unite Copenhagen (October 2019) to learn more tips: [Maximizing visual fidelity in VR: HDRP support](https://youtu.be/_WkSAn55EBM)
@@ -21,19 +21,20 @@ You can also watch the presentation from Unite Copenhagen (October 2019) to lear
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* PlayStationVR
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* Open VR*
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Note: Valve is currently developing their OpenVR Unity XR plugin for 2019.3 and beyond.
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**Note**: Valve is currently developing their OpenVR Unity XR plugin for 2019.3 and beyond.
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For more information, see [Unity XR platform updates](https://blogs.unity3d.com/2020/01/24/unity-xr-platform-updates/) on the Unity blog, and [XR Plugin Architecture](https://docs.unity3d.com/Manual/XRPluginArchitecture.html) in the Unity Manual.
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The XR Plugin architecture links to the OpenVR desktop package and has further info and recommendations.
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## Resolution Control
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There are multiple methods that you can use to control the resolution of your render targets in HDRP, but be aware that HDRP does not support every method available in standard Unity using the built-in render pipeline. [XRSettings.renderViewportScale](https://docs.unity3d.com/ScriptReference/XR.XRSettings-renderViewportScale.html) has no effect in HDRP and generates a warning if you use it. Use one of the following methods instead:
29+
There are multiple methods that you can use to control the resolution of your render targets in HDRP, but be aware that HDRP doesn't support every method available in standard Unity using the built-in render pipeline. [XRSettings.renderViewportScale](https://docs.unity3d.com/ScriptReference/XR.XRSettings-renderViewportScale.html) has no effect in HDRP and generates a warning if you use it. Use one of the following methods instead:
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* **Dynamic Resolution**: You can use the [dynamic resolution system](Dynamic-Resolution.md) to change the resolution at runtime. This is the best method to use if you want to change the resolution at runtime.
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* **Eye Texture**: You can set the device back-buffer resolution by changing [XRSettings.eyeTextureResolutionScale](https://docs.unity3d.com/ScriptReference/XR.XRSettings-eyeTextureResolutionScale.html). This is a resource intensive operation that reallocates all render targets.
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Be aware that SteamVR will apply a default 150% supersampling value. You can change this value in the settings of SteamVR.?
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Be aware that SteamVR will apply a default 150% supersampling value. You can change this value in the settings of SteamVR.
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## Enable VR single-pass after startup
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Due to some technical limitations that will be resolved in later versions, you need the following code in your script if your app does not boot directly in VR mode:
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**Note**: Due to some technical limitations that Unity will resolve in later versions of HDRP, you need the following code in your script if your app doesn't boot directly in VR mode:
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```csharp
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private void Awake()
@@ -46,6 +47,6 @@ private void Awake()
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You can use the following defines to include or exclude code from your scripts.
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* ENABLE_VR: The C++ side of the engine sets this define to indicate if the platform supports VR.
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* ENABLE_VR: The C++ side of the engine sets this define to specify if the platform supports VR.
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* ENABLE_VR_MODULE: Unity sets this define if your Project includes the [built-in VR module com.unity.modules.vr](https://docs.unity3d.com/Manual/upm-ui-disable.html).
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* ENABLE_XR_MODULE: Unity sets this define if your Project includes the [built-in XR module com.unity.modules.xr](https://docs.unity3d.com/Manual/upm-ui-disable.html).

com.unity.render-pipelines.high-definition/Editor/AssetProcessors/FBXMaterialDescriptionPostprocessor.cs

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if (description.TryGetProperty("Bump", out textureProperty) && textureProperty.texture != null)
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{
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SetMaterialTextureProperty("_BumpMap", material, textureProperty);
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SetMaterialTextureProperty("_NormalMap", material, textureProperty);
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if (description.TryGetProperty("BumpFactor", out floatProperty))
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material.SetFloat("_BumpScale", floatProperty);
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material.SetFloat("_NormalScale", floatProperty);
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}
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else if (description.TryGetProperty("NormalMap", out textureProperty) && textureProperty.texture != null)
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{
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SetMaterialTextureProperty("_BumpMap", material, textureProperty);
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SetMaterialTextureProperty("_NormalMap", material, textureProperty);
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if (description.TryGetProperty("BumpFactor", out floatProperty))
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material.SetFloat("_BumpScale", floatProperty);
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material.SetFloat("_NormalScale", floatProperty);
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}
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if (description.TryGetProperty("EmissiveColor", out textureProperty))

com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs

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@@ -241,7 +241,8 @@ protected virtual LightingExplorerTableColumn[] GetHDLightColumns()
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new LightingExplorerTableColumn(LightingExplorerTableColumn.DataType.Checkbox, HDStyles.ColorTemperatureMode, "m_UseColorTemperature", 150), // 6: Color Temperature Mode
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new LightingExplorerTableColumn(LightingExplorerTableColumn.DataType.Float, HDStyles.ColorTemperature, "m_ColorTemperature", 120, (r, prop, dep) => // 7: Color Temperature
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{
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using (new EditorGUI.DisabledScope(!prop.serializedObject.FindProperty("m_UseColorTemperature").boolValue))
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// Sometimes during scene transition, the target object can be null, causing exceptions.
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using (new EditorGUI.DisabledScope(prop.serializedObject.targetObject == null || !prop.serializedObject.FindProperty("m_UseColorTemperature").boolValue))
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{
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EditorGUI.PropertyField(r, prop, GUIContent.none);
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}

com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs

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{
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HDLightEditor editor = owner as HDLightEditor;
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var additionalLightData = editor.GetAdditionalDataForTargetIndex(0);
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if (!HDCachedShadowManager.instance.LightHasBeenPlacedInAtlas(additionalLightData))
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// If the light was registered, but not placed it means it doesn't fit.
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if (additionalLightData.lightIdxForCachedShadows >= 0 && !HDCachedShadowManager.instance.LightHasBeenPlacedInAtlas(additionalLightData))
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{
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string warningMessage = "The shadow for this light doesn't fit the cached shadow atlas and therefore won't be rendered. Please ensure you have enough space in the cached shadow atlas. You can use the light explorer (Window->Rendering->Light Explorer) to see which lights fit and which don't.\nConsult HDRP Shadow documentation for more information about cached shadow management.";
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// Loop backward in "tile" size to check
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Pass
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{
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Tags { "LightMode"="DepthForwardOnly" }
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ZWrite On
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Blend Off
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HLSLPROGRAM
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#define VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL
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#pragma multi_compile _ WRITE_NORMAL_BUFFER
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#pragma multi_compile _ WRITE_DECAL_BUFFER
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#pragma multi_compile _ WRITE_MSAA_DEPTH
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${VFXIncludeRP("Templates/Mesh/PassDepthOrMV.template")}
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ENDHLSL
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}

com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDepthForwardOnly.template.meta

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