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Merge Hd/bugfix #4388
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* Add null check * changelog
* Remove unneeded position from input layout of light cluster * Changelog Co-authored-by: sebastienlagarde <[email protected]>
…4313) * Skip adding the LOD's renderer to the checked renderer if it's null * changelog * Add LODgroup missing renderer to "check scene content for ray tracing" * formatting test * formatting Co-authored-by: sebastienlagarde <[email protected]>
…ind will be impacted (#4325) * Update doc * Fix doc
* Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. * Update changelog # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md Co-authored-by: sebastienlagarde <[email protected]>
…fers (#4333) * Updated troubleshooting custom pass doc * Update Custom-Pass-Troubleshooting.md
…#4337) * Fixed an issue where runtime debug window UI would leak game objects. * Update changelog
Co-authored-by: Sebastien Lagarde <[email protected]>
… and view direction is near zero (#4342) Co-authored-by: sebastienlagarde <[email protected]>
* Fix ray tracing unlit emissive exposure. Changelog * Automated tests coverage * update scenes Co-authored-by: Remi Chapelain <[email protected]> Co-authored-by: sebastienlagarde <[email protected]>
… DRS is on. (#4346) * Fixing bad pyramid color source texture size. DRS hanlder must be queried since the mip levels depend on the source hardware resolution * Changelog Co-authored-by: sebastienlagarde <[email protected]>
* Fix RTHandle scale bias * Add changelog * Fix history sacle * Fix Co-authored-by: sebastienlagarde <[email protected]>
* Fixed emission material properties not being animable * Updated changelog Co-authored-by: sebastienlagarde <[email protected]>
Co-authored-by: sebastienlagarde <[email protected]>
* Fix wrong tile coord calculations * Changelog * Update test scene for contact shadow to cover data * update references screenshots Co-authored-by: Sebastien Lagarde <[email protected]>
…t come in first frame (#4361) * Fix history buffer allocation for AOVs when the request does not come in first frame * Add a break in the for loop Co-authored-by: sebastienlagarde <[email protected]>
…Unsupported on some platforms] (#4356) * Fix for usage of camera color RW when not supported. * Re-enable on metal * changelog Co-authored-by: sebastienlagarde <[email protected]>
* Fixing bloom bicubic filtering for DRS, bicubic was using the wrong dimensions / texel sizes * Adding better comment to explain offseting of bicubic texture offset fix * update reference screenshots Co-authored-by: sebastienlagarde <[email protected]>
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* [HDRP][DXR] Add coverage for lighting full screen debug mode in DXR Tests Projects (#4391) * 5 new lighting debug mode scene * RTAO + SSShadows * build settings * Light Cluster scene * Contact shadows correct captures using BackBuffer * ContactShadow scene * forgot meta files * Added information about ray tracing light culling (#4392) * Added ray tracing light culling section and moved a couple of things around * Update Ray-Tracing-Getting-Started.md Co-authored-by: sebastienlagarde <[email protected]> * Added more pages to help users with runtime usage #4394 * Disable DXR XR test (#4403) * Add support for lighting full screen debug mode for HDRP tests #4367 * Update CHANGELOG.md * Fix automated tests * upgrade path tracing alpha test * 5001 updated unreadable image * update failing test scene * Update failing scenes * Changing geometry in 708/711 tests It was not appearing for some reasons * Tentative fix * Debug 'debug test scene' * Debug * new DebugDisplaySettings * revert static variable to private * Disable debug test scenes and reverting changes Co-authored-by: Rémi Chapelain <[email protected]> Co-authored-by: Lewis Jordan <[email protected]> Co-authored-by: Remi Chapelain <[email protected]>
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* [HDRP][DXR] Add coverage for lighting full screen debug mode in DXR Tests Projects (#4391) * 5 new lighting debug mode scene * RTAO + SSShadows * build settings * Light Cluster scene * Contact shadows correct captures using BackBuffer * ContactShadow scene * forgot meta files * Added information about ray tracing light culling (#4392) * Added ray tracing light culling section and moved a couple of things around * Update Ray-Tracing-Getting-Started.md Co-authored-by: sebastienlagarde <[email protected]> * Added more pages to help users with runtime usage #4394 * Disable DXR XR test (#4403) * Add support for lighting full screen debug mode for HDRP tests #4367 * Update CHANGELOG.md * Fix automated tests * upgrade path tracing alpha test * 5001 updated unreadable image * update failing test scene * Update failing scenes * Changing geometry in 708/711 tests It was not appearing for some reasons * Tentative fix * Debug 'debug test scene' * Debug * new DebugDisplaySettings * revert static variable to private * Disable debug test scenes and reverting changes Co-authored-by: Rémi Chapelain <[email protected]> Co-authored-by: Lewis Jordan <[email protected]> Co-authored-by: Remi Chapelain <[email protected]>
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