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b9da5fa
Hd/fix 1299116 tesselation cull (#3057)
kecho Jan 14, 2021
5b57f64
Change the source value for the ray tracing frame index iterator from…
anisunity Jan 14, 2021
b21345b
[HDRP] Added a RenderGraph pass that resets the camera size after the…
Jan 14, 2021
9581f38
Fix Light Intensity UI Prefab Override Application (1299563) (#3061)
johnpars Jan 14, 2021
525ebf5
Fix Undo/Redo Stability for Light Temperature (1304176, 1301076) (#3079)
johnpars Jan 14, 2021
8007c48
Fix labels style (#3046)
adrien-de-tocqueville Jan 14, 2021
2df0185
Fixed side effect on styles during compositor rendering. (#3081)
adrien-de-tocqueville Jan 14, 2021
bf833ce
[HDRP][Compositor] Fix size and spacing of compositor info boxes (#3101)
pmavridis Jan 14, 2021
7be5e6c
[HDRP][Compositor] Fix color picker UI glitch in the Graphics Composi…
pmavridis Jan 14, 2021
6413dc6
Fix 1299233 ies resize bug (#3094)
skhiat Jan 14, 2021
8998567
filter for xbone addded (#3116)
martint-unity Jan 15, 2021
027cb37
[Yamato] Enable cache server for standalone build jobs (#3106)
sophiaaar Jan 15, 2021
6429445
Fix undo redo on layered lit editor (#3059)
adrien-de-tocqueville Jan 15, 2021
d910dc8
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 15, 2021
9c216c8
[HDRP] Added Vulkan install in system requirements (#3122)
Jan 15, 2021
8dbde86
[HDRP] Fix issue with compositor related custom passes (#3055)
pmavridis Jan 15, 2021
a5a6590
Fixed some render texture leaks. (#3050)
JulienIgnace-Unity Jan 15, 2021
229f3e8
Hd/fix wizard runtime resources (#3123)
RSlysz Jan 15, 2021
0a42f9b
[HDRP] Fixed lookdev reload bug when viewing a scene object (#3108)
Jan 15, 2021
eb1d074
[HDRP] Fix error in Depth Of Field near radius blur calculation (#3131)
pmavridis Jan 15, 2021
22b5b7f
[HDRP] Fix GC allocs (#3136)
pmavridis Jan 15, 2021
8cd8fe6
Revert: Fix 1299233 ies resize bug (#3094)
sebastienlagarde Jan 15, 2021
9bcb75f
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 16, 2021
31defd2
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 16, 2021
6dffbc8
Hide light shadow near plane gizmo when shadows are disabled (#3114)
adrien-de-tocqueville Jan 16, 2021
9ba9620
Hd/fix backplate globalcubemap2 (#3111)
JulienIgnace-Unity Jan 18, 2021
b4214a4
[HDRP][Path Tracing] Added alpha channel to path traced results (#3127)
eturquin Jan 18, 2021
feb0fe0
Doc update (#3160)
JulienIgnace-Unity Jan 18, 2021
d315646
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 18, 2021
f9c97c1
Fix various shader warnings (#3158)
FrancescoC-unity Jan 18, 2021
316d6a6
Update Override-Screen-Space-GI.md
sebastienlagarde Jan 18, 2021
be8f685
Fixed shadow matte not working with ambient occlusion when MSAA is en…
sebastienlagarde Jan 18, 2021
44ba81f
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 18, 2021
4de9b07
Update HDLightUI.cs (#3203)
sebastienlagarde Jan 20, 2021
1557004
[HDRP] fix nullref when chaging RP from HDRP to URP (#3191)
Jan 20, 2021
acd6199
fix case 1307653 (#3205)
sebastienlagarde Jan 20, 2021
f18d053
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 21, 2021
abd7de7
Fix LookDev env library assignment after leaving playmode. (#3214)
JulienIgnace-Unity Jan 21, 2021
6349ef2
Update Hair Shader Preset Documentation (#3208)
johnpars Jan 21, 2021
cace53e
[HDRP] Fix locale diffusion profile shader property value in ShaderGr…
Jan 21, 2021
760837b
Fix error in the RTHandle scale of Depth Of Field when TAA is enabled…
pmavridis Jan 21, 2021
3f480bd
Reset to current quality settings after preprocess build in HDRP (#3218)
jenniferd-unity Jan 21, 2021
4c7dfb6
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 21, 2021
3b4b1fb
Have bilinear default (#3223)
FrancescoC-unity Jan 21, 2021
a890c49
Merge branch 'master' into hd/bugfix
sebastienlagarde Feb 1, 2021
4477283
Update CHANGELOG.md
sebastienlagarde Feb 1, 2021
3112950
Added missing character to the layered lit document (#3310)
JordanL8 Feb 1, 2021
ac55059
Fix needs of exposure for debug display "SSR Transparent" (#3308)
skhiat Feb 1, 2021
bc0aa7d
[HDRP] Fix GUI exception in material UI (#3315)
Feb 1, 2021
c34ba38
[HDRP] Update decal angle fade tooltip (#3322)
Feb 1, 2021
1f827f1
Mention in TAA doc that a certain use case will lead to problems. (#3…
FrancescoC-unity Feb 1, 2021
fe86016
Hide shadow resolution value (#3335)
adrien-de-tocqueville Feb 1, 2021
7a6ec1e
Bump timer of 2nd runtime test to make it work on all platforms. (#3…
FrancescoC-unity Feb 2, 2021
b84c14b
Fix light frustum planes (#3341)
adrien-de-tocqueville Feb 2, 2021
2cc4b51
Project skybox without perspective for ortho cameras (#2955)
adrien-de-tocqueville Feb 2, 2021
1c9a0ff
Fix non temporal SSAO issues with the rendergraph pass (#3351)
FrancescoC-unity Feb 2, 2021
b648896
Merge branch 'master' into hd/bugfix
sebastienlagarde Feb 2, 2021
4338bc4
Reset ambient probe upon switching to very different skies (#3340)
FrancescoC-unity Feb 2, 2021
2efc350
Pass 1 (not verified, just checkpointing)
FrancescoC-unity Feb 3, 2021
b4c6907
Fork didn't refresh.
FrancescoC-unity Feb 3, 2021
b2b5e5a
Remove indent
FrancescoC-unity Feb 3, 2021
b16576a
changelog
FrancescoC-unity Feb 3, 2021
2fda295
Remove comments
FrancescoC-unity Feb 3, 2021
5bbba4e
Review comments
FrancescoC-unity Feb 4, 2021
692ff15
Added documentation
FrancescoC-unity Feb 4, 2021
bab44e8
Add test (no reference yet)
FrancescoC-unity Feb 4, 2021
2a3d69b
Merge branch 'master' into HDRP/explicit-double-sided-gi
sebastienlagarde Feb 5, 2021
a99f6d6
added reference screenshots
sebastienlagarde Feb 5, 2021
fd8ca28
Merge branch 'master' into HDRP/explicit-double-sided-gi
FrancescoC-unity Feb 10, 2021
477eead
Add Unlit support
FrancescoC-unity Feb 10, 2021
691a7c7
Merge branch 'master' into HDRP/explicit-double-sided-gi
FrancescoC-unity Feb 11, 2021
a2a577e
Push lightmap data for test
FrancescoC-unity Feb 11, 2021
aafcb22
Change GI worklow mode.
FrancescoC-unity Feb 11, 2021
0e0e7ad
Missing data asset in map
FrancescoC-unity Feb 11, 2021
b99341a
Merge branch 'master' into HDRP/explicit-double-sided-gi
sebastienlagarde Feb 14, 2021
2f51840
update reference screenshots
sebastienlagarde Feb 14, 2021
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1,239 changes: 669 additions & 570 deletions TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials.unity

Large diffs are not rendered by default.

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Expand Up @@ -37,6 +37,10 @@ Material:
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Expand All @@ -69,7 +86,9 @@ Material:
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Original file line number Diff line number Diff line change
Expand Up @@ -37,6 +37,10 @@ Material:
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Original file line number Diff line number Diff line change
Expand Up @@ -37,6 +37,10 @@ Material:
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Expand All @@ -69,7 +86,9 @@ Material:
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Original file line number Diff line number Diff line change
Expand Up @@ -37,6 +37,10 @@ Material:
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Expand All @@ -117,7 +142,9 @@ Material:
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Expand Down
8 changes: 8 additions & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -11,12 +11,19 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Added UV manipulation for Decals (edit mode).
- Added color and intensity customization for Decals.
- Added a history rejection criterion based on if the pixel was moving in world space (case 1302392).
- Added an option to have double sided GI be controlled separately from material double-sided option.

### Fixed
- Fixed an exception when opening the color picker in the material UI (case 1307143).
- Fixed lights shadow frustum near and far planes.
- Fixed various issues with non-temporal SSAO and rendergraph.
- Fix screen being over-exposed when changing very different skies.

### Changed
- Removed the material pass probe volumes evaluation mode.
- Unifying the history validation pass so that it is only done once for the whole frame and not per effect.
- Updated the tooltip for the Decal Angle Fade property (requires to enable Decal Layers in both HDRP asset and Frame settings) (case 1308048).
- Fixed skybox for ortho cameras.

## [11.0.0] - 2020-10-21

Expand All @@ -42,6 +49,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed compilation issues on platforms that don't support XR.
- Fixed issue with compute shader stripping for probe volumes variants.
- Fixed issue with an empty index buffer not being released.
- Fixed issue when debug full screen 'Transparent Screen Space Reflection' do not take in consideration debug exposure

### Changed
- Removed the material pass probe volumes evaluation mode.
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Original file line number Diff line number Diff line change
Expand Up @@ -43,6 +43,12 @@ To select TAA for a Camera:
1. Select the Camera in the Scene view or Hierarchy and view it in the Inspector.
2. In the General section, select Temporal Anti-aliasing (TAA) from the Anti-aliasing drop-down.

When using the same Camera GameObject for multiple Game Views TAA may not work as expected due to limitations of the history buffer system. Multiple game views using different Cameras will however work as expected.

### Limitations
In the Editor, if multiple Game views use the same Camera, TAA may not work as expected due to limitations of the history buffer system. However, if you use multiple Game views, where each Game view uses a unique Camera, TAA works as expected.


<a name="SMAA"></a>

## Subpixel morphological anti-aliasing (SMAA)
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Expand Up @@ -40,7 +40,7 @@ To create a new Layered Lit Material, navigate to your Project's Asset window, r
| **Property** | **Description** |
| -------------------------------------------- | ------------------------------------------------------------ |
| **Layer Count** | Use the slider to set the number of layers this Material uses. You can set up to four layers. |
| **Layer Mask** | Assign a Texture to the field to manage the visibility of each layer. If you do not assign a Texture, the Material uses the maximum value for every channel.<br />&#8226; Alpha channel for the **Main Layer**.<br />&#8226; Red channel for **Layer 1**.<br />&#8226; Green channel for **Layer 2**.<br />&#8226; Blue channel for **Layer** |
| **Layer Mask** | Assign a Texture to the field to manage the visibility of each layer. If you do not assign a Texture, the Material uses the maximum value for every channel.<br />&#8226; Alpha channel for the **Main Layer**.<br />&#8226; Red channel for **Layer 1**.<br />&#8226; Green channel for **Layer 2**.<br />&#8226; Blue channel for **Layer 3**. |
| **BlendMask UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses to map the **Layer Mask**.<br />&#8226; Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.<br />&#8226; **Planar:** A planar projection from top to bottom.<br />&#8226; **Triplanar**: A planar projection in three directions:X-axis: Left to rightY-axis: Top to bottomZ-axis: Front to back Unity blends these three projections together to produce the final result. |
| **World Scale** | Set the world-space size of the Texture in meters. If you set this to **1**, then HDRP maps the Texture to 1 meter in world space.If you set this to **2**, then HDRP maps the Texture to 0.5 meters in world space.This property only appears when you select **Planar** or **Triplanar** from the **BlendMask UV Mapping** drop-down. |
| **Tiling** | Set an **X** and **Y** tile rate for the **Layer Mask** UV. HDRP uses the **X** and **Y** values to tile the Texture assigned to the **Layer Mask** across the Material’s surface, in object space. |
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@@ -0,0 +1,4 @@
<tr>
<td>**Double Sided**</td>
<td>Indicates whether HDRP renders both faces of the polygons in your geometry. For more information about the feature and for the list of properties this feature exposes, see the [Double-Sided documentation](../../../Double-Sided.md).</td>
</tr>
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@@ -1,4 +1,5 @@
<tr>
<td>**Double Sided**</td>
<td>Indicates whether HDRP renders both faces of the polygons in your geometry. For more information about the feature and for the list of properties this feature exposes, see the [Double-Sided documentation](../../../Double-Sided.md).</td>
<td>**Double-Sided GI**</td>
<td>Determines how HDRP handles a material with regards to Double Sided GI. When selecting Auto, Double-Sided GI is enabled if the material is Double-Sided; otherwise selecting On or Off respectively enables or disables double sided GI regardless of the material's Double-Sided option.
When enabled, the lightmapper accounts for both sides of the geometry when calculating Global Illumination. Backfaces are not rendered or added to lightmaps, but get treated as valid when seen from other objects. When using the Progressive Lightmapper backfaces bounce light using the same emission and albedo as frontfaces. (Currently this setting is only available when baking with the Progressive Lightmapper backend.).</td>
</tr>
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Expand Up @@ -30,6 +30,7 @@
[!include[](postpass-threshold.md)]
[!include[](double-sided.md)]
[!include[](normal-mode.md)]
[!include[](double-sided-GI.md)]
[!include[](material-type.md)]
[!include[](transmission.md)]
[!include[](receive-decals.md)]
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Expand Up @@ -19,7 +19,7 @@ partial class DecalProjectorEditor
static readonly GUIContent k_DecalLayerMaskContent = EditorGUIUtility.TrTextContent("Decal Layer", "Specify the decal layer mask to use for this projector. RenderingLayerMask of Mesh matching this value will receive the decal. Enable Layers in Decal section of HDRP settings to access it.");
static readonly GUIContent k_DistanceContent = EditorGUIUtility.TrTextContent("Draw Distance", "Sets the distance from the Camera at which HDRP stop rendering the decal.");
static readonly GUIContent k_FadeScaleContent = EditorGUIUtility.TrTextContent("Start Fade", "Controls the distance from the Camera at which this component begins to fade the decal out.");
static readonly GUIContent k_AngleFadeContent = EditorGUIUtility.TrTextContent("Angle Fade", "Controls the fade out range of the decal based on the angle between the Decal backward direction and the vertex normal of the receiving surface.");
static readonly GUIContent k_AngleFadeContent = EditorGUIUtility.TrTextContent("Angle Fade", "Controls the fade out range of the decal based on the angle between the Decal backward direction and the vertex normal of the receiving surface. Requires 'Decal Layers' to be enabled in the HDRP Asset and Frame Settings.");
static readonly GUIContent k_UVScaleContent = EditorGUIUtility.TrTextContent("Tilling", "Sets the scale for the decal Material. Scales the decal along its UV axes.");
static readonly GUIContent k_UVBiasContent = EditorGUIUtility.TrTextContent("Offset", "Sets the offset for the decal Material. Moves the decal along its UV axes.");
static readonly GUIContent k_FadeFactorContent = EditorGUIUtility.TrTextContent("Fade Factor", "Controls the transparency of the decal.");
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Expand Up @@ -11,7 +11,7 @@ abstract class BaseLitGUI
{
// Properties for Base Lit material keyword setup
protected const string kDoubleSidedNormalMode = "_DoubleSidedNormalMode";

protected const string kDoubleSidedGIMode = "_DoubleSidedGIMode";
protected const string kDisplacementLockObjectScale = "_DisplacementLockObjectScale";
protected const string kDisplacementLockTilingScale = "_DisplacementLockTilingScale";

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Expand Up @@ -196,7 +196,7 @@ public static void AddAlphaCutoffShaderProperties(PropertyCollector collector, b
collector.AddToggleProperty("_UseShadowThreshold", shadowThreshold, HLSLDeclaration.UnityPerMaterial);
}

public static void AddDoubleSidedProperty(PropertyCollector collector, DoubleSidedMode mode = DoubleSidedMode.Enabled)
public static void AddDoubleSidedProperty(PropertyCollector collector, DoubleSidedMode mode = DoubleSidedMode.Enabled, DoubleSidedGIMode giMode = DoubleSidedGIMode.Auto)
{
var normalMode = ConvertDoubleSidedModeToDoubleSidedNormalMode(mode);
collector.AddToggleProperty("_DoubleSidedEnable", mode != DoubleSidedMode.Disabled);
Expand All @@ -218,6 +218,16 @@ public static void AddDoubleSidedProperty(PropertyCollector collector, DoubleSid
hlslDeclarationOverride = HLSLDeclaration.UnityPerMaterial,
value = new Vector4(1, 1, -1, 0)
});
collector.AddShaderProperty(new Vector1ShaderProperty
{
enumNames = { "Auto", "On", "Off" }, // values will be 0, 1 and 2
floatType = FloatType.Enum,
overrideReferenceName = "_DoubleSidedGIMode",
hidden = true,
overrideHLSLDeclaration = true,
hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
value = (int)giMode
});
}

public static void AddRayTracingProperty(PropertyCollector collector, bool isRayTracing)
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