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FrancescoC-unitykechoJulienIgnace-Unitysebastienlagardepmavridis
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Fix up inconsistencies in shader frequencies usage. (#3345)
* 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 55bb6ff. * 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 57ee23b. * 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) * Fix ups * Fixup tessellation Co-authored-by: Kleber Garcia <[email protected]> Co-authored-by: JulienIgnace-Unity <[email protected]> Co-authored-by: Sebastien Lagarde <[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]>
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com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader

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#pragma shader_feature_local_fragment _DEPTHOFFSET_ON
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#pragma shader_feature_local _DOUBLESIDED_ON
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#pragma shader_feature_local _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT
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#pragma shader_feature_local _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE
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#pragma shader_feature_local_vertex _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE
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#pragma shader_feature_local _DISPLACEMENT_LOCK_TILING_SCALE
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#pragma shader_feature_local_fragment _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
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#pragma shader_feature_local_fragment _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE
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#pragma shader_feature_local_raytracing _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE
403401
#pragma shader_feature_local _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE
404402
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR_BLENDMASK
405-
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0
406-
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1
407-
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2
408-
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR3 _LAYER_MAPPING_TRIPLANAR3
409-
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE0
410-
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE1
411-
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE2
412-
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE3
403+
404+
#pragma shader_feature_local_fragment _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE
405+
#pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE0
406+
#pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE1
407+
#pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE2
408+
#pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE3
409+
#pragma shader_feature_local_fragment _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0
410+
#pragma shader_feature_local_fragment _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1
411+
#pragma shader_feature_local_fragment _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2
412+
#pragma shader_feature_local_fragment _ _LAYER_MAPPING_PLANAR3 _LAYER_MAPPING_TRIPLANAR3
413+
414+
#pragma shader_feature_local_raytracing _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE
415+
#pragma shader_feature_local_raytracing _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0
416+
#pragma shader_feature_local_raytracing _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1
417+
#pragma shader_feature_local_raytracing _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2
418+
#pragma shader_feature_local_raytracing _ _LAYER_MAPPING_PLANAR3 _LAYER_MAPPING_TRIPLANAR3
419+
#pragma shader_feature_local_raytracing _NORMALMAP_TANGENT_SPACE0
420+
#pragma shader_feature_local_raytracing _NORMALMAP_TANGENT_SPACE1
421+
#pragma shader_feature_local_raytracing _NORMALMAP_TANGENT_SPACE2
422+
#pragma shader_feature_local_raytracing _NORMALMAP_TANGENT_SPACE3
423+
413424
#pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3
414425

415426
// We can only have 64 shader_feature_local
@@ -490,13 +501,12 @@ Shader "HDRP/LayeredLit"
490501

491502
#pragma shader_feature_local_fragment _DISABLE_DECALS
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#pragma shader_feature_local_fragment _DISABLE_SSR
493-
#pragma shader_feature_local_fragment _DISABLE_SSR_TRANSPARENT
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#pragma shader_feature_local_raytracing _DISABLE_DECALS
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#pragma shader_feature_local_raytracing _DISABLE_SSR
496-
#pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT
497506

498-
#pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY
507+
#pragma shader_feature_local _DISABLE_SSR_TRANSPARENT
499508

509+
#pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY
500510

501511
// Keyword for transparent
502512
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
@@ -618,7 +628,7 @@ Shader "HDRP/LayeredLit"
618628
#pragma multi_compile_instancing
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma instancing_options renderinglayer
621-
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
631+
#pragma multi_compile _ LOD_FADE_CROSSFADE
622632

623633
// Note: Require _ObjectId and _PassValue variables
624634

@@ -662,7 +672,7 @@ Shader "HDRP/LayeredLit"
662672
#pragma multi_compile_instancing
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#pragma multi_compile _ DOTS_INSTANCING_ON
664674
#pragma instancing_options renderinglayer
665-
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
675+
#pragma multi_compile _ LOD_FADE_CROSSFADE
666676

667677
#pragma multi_compile _ DEBUG_DISPLAY
668678
#pragma multi_compile_fragment _ LIGHTMAP_ON
@@ -712,7 +722,7 @@ Shader "HDRP/LayeredLit"
712722
#pragma multi_compile_instancing
713723
#pragma multi_compile _ DOTS_INSTANCING_ON
714724
#pragma instancing_options renderinglayer
715-
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
725+
#pragma multi_compile _ LOD_FADE_CROSSFADE
716726

717727
// Lightmap memo
718728
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
@@ -757,7 +767,7 @@ Shader "HDRP/LayeredLit"
757767
#pragma multi_compile_instancing
758768
#pragma multi_compile _ DOTS_INSTANCING_ON
759769
#pragma instancing_options renderinglayer
760-
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
770+
#pragma multi_compile _ LOD_FADE_CROSSFADE
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762772
#pragma multi_compile _ WRITE_NORMAL_BUFFER
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#pragma multi_compile_fragment _ WRITE_MSAA_DEPTH
@@ -801,7 +811,7 @@ Shader "HDRP/LayeredLit"
801811
#pragma multi_compile_instancing
802812
#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma instancing_options renderinglayer
804-
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
814+
#pragma multi_compile _ LOD_FADE_CROSSFADE
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806816
#define SHADERPASS SHADERPASS_SHADOWS
807817
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
@@ -895,7 +905,7 @@ Shader "HDRP/LayeredLit"
895905
#pragma multi_compile_instancing
896906
#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma instancing_options renderinglayer
898-
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
908+
#pragma multi_compile _ LOD_FADE_CROSSFADE
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900910
#pragma multi_compile _ DEBUG_DISPLAY
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#pragma multi_compile_fragment _ LIGHTMAP_ON
@@ -908,9 +918,14 @@ Shader "HDRP/LayeredLit"
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#pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT
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// Supported shadow modes per light type
911-
#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
921+
#pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
922+
923+
#pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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913-
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
925+
#ifndef SHADER_STAGE_FRAGMENT
926+
#define SHADOW_LOW
927+
#define USE_FPTL_LIGHTLIST
928+
#endif
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915930
#define SHADERPASS SHADERPASS_FORWARD
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// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)

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