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@sebastienlagarde sebastienlagarde commented Jun 16, 2020

Purpose of this PR


Testing status

Manual Tests: What did you do?

  • Opened test project + Run graphic tests locally
  • Built a player
  • Checked new UI names with UX convention
  • Tested UI multi-edition + Undo/Redo + Prefab overrides + Alignment in Preset
  • C# and shader warnings (supress shader cache to see them)
  • Checked new resources path for the reloader (in developer mode, you have a button at end of resources that check the paths)
  • Other:

Automated Tests: What did you setup? (Add a screenshot or the reference image of the test please)

Yamato: (Select your branch):
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics

Any test projects to go with this to help reviewers?


Comments to reviewers

Notes for the reviewers you have assigned.

JulienIgnace-Unity and others added 30 commits June 15, 2020 13:52
* start of volume docs (need switching branch)

* moar docs

* Reviewed exposure override

* Reviewed render pipeline debug window doc and changed some formatting

* Changed html links to md

* Update HDRP-Camera.md

* Removed rogue space

* Small changes to the exposure page

Co-authored-by: Lewis Jordan <[email protected]>
…896)

* Fix depth offset and transparent motion vector for unlit transparent

* cleanup and fix the shadow pre/post alpha clip
…lCameraData (1254383). (#846)

Co-authored-by: sebastienlagarde <[email protected]>
* Split GenerateHLSL code from PhysicallyBasedSkyRenderer in a separate file to fix Generator Includes tool

* Update ShaderVariablesPhysicallyBasedSky.cs.hlsl
* removed warnings related to ray binning in XR

* fix RenderRayTracedReflections with XR

* add errors if Path Tracing is used with XR single-pass

* add missing shader macros

* add entry to changelog

Co-authored-by: sebastienlagarde <[email protected]>
* Cleanup the HD fields

* Fix distortion appearing two times in the UI
* Split GenerateHLSL code from PhysicallyBasedSkyRenderer in a separate file to fix Generator Includes tool

* Update ShaderVariablesPhysicallyBasedSky.cs.hlsl

* Fix constant buffer layout for physically based sky
    - Update Vector3 to Vector4 to reflect actual padding/layout for non-DX
      platforms (both are 16 bytes in the shader space, but 12 bytes in C#)
    - Updates to shader code to reference only the float3 data being set up

* Update references screenshots

Co-authored-by: Sebastien Lagarde <[email protected]>
* Move HDShadowFilteringQuality to main package as it is not used anymore

* Update Upgrading-from-2020.1-to-2020.2.md
* re revert the PR

* Fixed planar probes with render graph.

* Fixed an issue with msaa resolve pass when movecs aren't enabled.

Co-authored-by: Julien Ignace <[email protected]>
* Add support for reflection controller.

* Fix compilation

* Fixed compilation issue and naming

* Fixed compilation issue and naming

* Update IndirectLightingControllerEditor.cs

* Update CHANGELOG.md

* Update Override-Indirect-Lighting-Controller.md

* Update Override-Indirect-Lighting-Controller.md

* Update Override-Indirect-Lighting-Controller.md

* Update. Indirect controller also affect planar

Co-authored-by: Sebastien Lagarde <[email protected]>
* Compute shader stripping

* changelog

Co-authored-by: sebastienlagarde <[email protected]>
* disable unsupported dxr tests in xr

* enable dxr tests in xr on Yamato

* add HDRP_DXR playmode_XR to ABV
* Change unity version guards for ESRAM

* move commas
* Added the CullMode property for opaque objects

* Updated changelog

* Updated Opaque 8101 test

* Fix SG preview and settings indent level

* Add culmode opaque unlit

Co-authored-by: sebastienlagarde <[email protected]>
* Add test scene for vertex normal and vertex tangent

* Add references images for other API
* Upgrading documentation update

* Typo

* Added link to Terrain class
* fix warning in HDAdditionalLightData OnValidate

* Changelog

* Avoid calling update

Co-authored-by: sebastienlagarde <[email protected]>
@sebastienlagarde sebastienlagarde requested a review from a team as a code owner June 16, 2020 18:59
@sebastienlagarde sebastienlagarde requested review from JulienIgnace-Unity and removed request for a team June 16, 2020 19:01
sebastienlagarde and others added 20 commits June 17, 2020 09:47
* Add the list of forbidden keywords to use in SG blackboard in the doc

* Update Customizing-HDRP-materials-with-Shader-Graph.md

* Update Customizing-HDRP-materials-with-Shader-Graph.md
* Scene Exposure Override

* Changelog

* better changelog

* fix

Co-authored-by: sebastienlagarde <[email protected]>
* Port code

* changelog

* Revert HDRP asset

Co-authored-by: sebastienlagarde <[email protected]>
* Refactor

* Refacto to support multiple SRPs

* Missing doc + Re-enable PreviewGUI in the Inspector

* Add Icons for IES Profiles
* Rename (HDRP) Compositor to Graphics Compositor

* Missed a few occurancies
* - Fixed a bug related to denoising ray traced reflections.
- Added presets for ray traced reflections.

* Testing the asset of the ray tracing usage parameters in ssr

* Mistake in history rejection for RTR

* Only use one texture for ray traced reflection upscaling
Adjust the upscale radius based on the roughness value

* Adjusted the preset values

* Updating the screenshots after changing the upscale radius metric.

Co-authored-by: sebastienlagarde <[email protected]>
…953)

* - Fixed a warning in the ray tracing ambient occlusion compute shader.

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <[email protected]>
… macro RAYTRACING (#937)

* Change code to have a indirectDiffuseMode and start to clean RaytracingMacro

* Little extra cleanup
* Final image histogram ported

* changelog

Co-authored-by: sebastienlagarde <[email protected]>
* Change code to have a indirectDiffuseMode and start to clean RaytracingMacro

* Little extra cleanup

* Clean area shadow code and remove usless macro

* update shader config files for projects

* Better naming for SKIP_RASTERIZED_AREA_SHADOWS

* Update Upgrading-from-2020.1-to-2020.2.md

* remove useless comment
* Change code to have a indirectDiffuseMode and start to clean RaytracingMacro

* Little extra cleanup

* Clean area shadow code and remove usless macro

* update shader config files for projects

* Better naming for SKIP_RASTERIZED_AREA_SHADOWS

* Update Upgrading-from-2020.1-to-2020.2.md

* remove useless comment

* cleanup have deferred rendering
…t for DXR (#960)

* Change code to have a indirectDiffuseMode and start to clean RaytracingMacro

* Little extra cleanup

* Clean area shadow code and remove usless macro

* update shader config files for projects

* Better naming for SKIP_RASTERIZED_AREA_SHADOWS

* Update Upgrading-from-2020.1-to-2020.2.md

* remove useless comment

* cleanup have deferred rendering

* Clean RaytracingIndirectDiffuse.compute code

* Move screen space shadow to a multicompile + remove Raytracing macro

* Remove config package from DXR Test
@sebastienlagarde sebastienlagarde merged commit de56158 into master Jun 18, 2020
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