Graphics/.gitattributes

54 строки
2.3 KiB
Plaintext
Исходник Обычный вид История

# Unity assets are always serialized using lf endings
Hdrp/fix/blit output type r32uint metal (#3868) * Read the ray count using async readback and write it in the display stat window (#2949) * Disable specular lighting when rendering probes (#3024) * Disable specular when baking a reflective camera * Use fresnel0 when rendering reflection cameras * Updated changelog * Rename the functoin and fix remaining issues * update changelog * Update AxF.hlsl * Disable specular lighting only for reflection probes Added a frame settings to controle the specular lighting * Updated migration of frame settings * Updated migration of frame settings * Fixed useEnvLight property * Fixed SpecularLighting toggle naming in code * Fixed 2210 * Fixed 2401 * Adding the code required for realtime light probe support (#3064) * Added custom SH volume texture (from LPPV) support. Added a pass in Lit.shader for baking light probes. The pass is a copy paste from the dxr reflection pass. Bake light probes and update LPPV volume texture before deferred pass. This should be moved before GBuffer pass. * Removing the specular term for the light probe dxr pass * Binding the area cookie textures before (given that the global happens later) (#3065) * GI Light Cluster Request (#3068) * Disabling specular lighting for the reflection pass * Cluster Upgrade * fix missing migration code call on HDAdditionalCameraData (#3081) * fix missing migration code call on HDAdditionalCameraData * Update CHANGELOG.md * Update CHANGELOG.md * Real time area light shadows (Blurred EVSM) (#3056) * Populate new branch * Small fixup * Fix problem with shadows outside of cone. * Hide radius of the area light * Add tests for area light shadows * Image for the tests * Fixup master merge * Disable area light shadows by default * Disable tests by default as the feature is off by default. * Don't clear when we already cleared the full atlas. * Fixes * Fix borded viewport issue. * Port to new branch * Remove old filtering option * Better naming for perf marker * New tests * Update EditorBuildSettings.asset * Update CHANGELOG.md * Remove safeguard (not needed and makes tests behave differently) * Update 2308_Shadow_AreaLight.png * Fix warnings * Slightly improve tooltips * Revert "Remove safeguard (not needed and makes tests behave differently)" This reverts commit 6ef7e6b87fa72558f5b9ca7e91674a61120ab6ea. * Revert "Revert "Remove safeguard (not needed and makes tests behave differently)"" This reverts commit 88c0debd7fd96d018bce0185c85ad0d5408657ab. * Fixup tests * Add comment for offset * Add comment on ShadowMoments_WarpDepth_PosOnlyBaseTwo * Hide irrelevant settings in UI * Fix one shader warning that I missed * Fixing a bad merge related to non-raytraced area shadows (#3093) Defining a IncludeIndirectLighting for HDRP/Unlit to avoid double contribution for area lights (reflections + analytic) * Cleanup and graphic test (#3098) * Use proper value for EnableSpecular (1 == true) * Added new graphic test * Added graphic test to playlist * Update EVSMBlur.compute (#3100) * Update reference screenshots * Update CHANGELOG.md * Fix area shadows blur over edge bug (#3125) * Update EVSMBlur.compute * Clip a bit earlier when blurring but solve some other artifacts * Update HDShadowAlgorithms.hlsl * Improving Area Shadows Quality (#3122) * Improve Area Shadow Filtering * Assuring compatibility with rasterized shadows * Review corrections * Cosmetic pass * Indirect diffuse reference mode & InitBuiltinData (#3118) * Adding pos input to the list of parameters * Adding an indirect diffuse raytracing effect * Fixed an issue with layered lit shader and height based blend where inactive layers would still have influence over the result (#3119) * Hdrp/depth offset shader graph (#3114) * Exposed depth offset in lit shader graph node * Finish parallax occlusion mapping node * Fixed depth offset write in depth only pass * POM works with shader graph and hair implementation * Cleanup and implement depth offset on other HDRP master nodes * Update CHANGELOG.md * Recorder implementation for HDRP (#3111) * - Moved CameraCaptureBridge to Core - Implemented recorder for HDRP (WIP) * Sent the correct texture to camera recorder. * Small cleanup * Update changelog * Added a new case of early out. * Hdrp/fix densityvolume handles (#3124) * Make the shape box always be side by side manipulation * Remove uneeded multiple instance of the HiararchicalBox handles * fix miltiselection blend handles color * Fix keeping blend distances in advanced mode whan changing the hull * Fix Advanced edition mode script API * Fix normal edition mode to preserv metric distances * Fix handle normal mode to preserve metric distance * Fix remaining handle manipulation issues * fix vector6 fields in multi-edition * Update CHANGELOG.md * Update CHANGELOG.md * Fixed calls to InitBuiltinData in VFX graph shaders (#3147) Also removed positionRWS input as it was redundant with posInput * Hdrp/fix lightgizmo multi edition (#3142) * fix lights handles to support multi selection * Add message in UI when different shapes selected and hide shape part when it occures * Update CHANGELOG.md * fix light with former light conflicts * Fix Inspector LightLayer in case of multi-edition * Update CHANGELOG.md * Move scene color to R11G11B10 (#3143) * Change color format * [to revert] Tmp submit another commit to get results from katana * Submit tmp folder before we verify * Update 1206_Lit_Transparent_Distortion.png * Revert "Update 1206_Lit_Transparent_Distortion.png" This reverts commit b5402eb4c2f81a1362d5124af3e0dadf54924282. * Update visual tests * Update HDRenderPipeline.cs * Update 2211_Probes_Specular.png * Rename const and move to readonly * Update HDRenderPipeline.cs * Make it an option on the asset * Update HDRenderPipeline.cs * Update HDRenderPipelineAsset.asset * fix unwanted commented migration version (#3152) * SSR lighting texture stores an opacity value in the alpha channel (#3159) * [Hdrp] fix normal handle densityvolume [Backport with 3124 & 3152] (#3163) * fix DensityVolume normal handle * fix small prior migration issue revelated when updating megacity * Update CHANGELOG.md * Hdrp/add emission color normalization (#3153) * Add option in preferences to toggle the light emission normalization * Update CHANGELOG.md * Fixed color normalization multi-selection and node shader code * Distortion Apply pass uses stencil (#3162) * Add distortion vectors stencil bit * First pass Still need to: - Don't use hardcoded values - Get rid of the compute version * Don't use hard coded value * Set stencil values via SetInt instead of relying on defaults * Remove old apply distortion * Update HDRenderPipeline.cs * Hide Shadow Quality settings from HDAsset UI (#3176) * Hide filtering quality in deferred only as it is hard coded in shader. * Set low as default shadow quality. * Force low quality on deferred * SMAA Support in HDRP Postprocess stack (#3171) * Don't allocate scattering textures if not supported (#3166) * Update PostProcessSystem.cs * Revert "Update PostProcessSystem.cs" This reverts commit 75a5cae6fb4294501150d94f9047aa45888fdf3a. * Post-processing scene view tweaks (#3190) * Post-processing scene view tweaks Disabled Lens Distortion, DOF and Panini projection * Update CHANGELOG.md * Add Parallax Occlusion Mapping node doc (#3151) * Update CHANGELOG.md * Add debug mode for area light atlas (#3126) * Delete optimal group size define (#3175) * Remove PLATFORM_THREAD_GROUP_OPTIMAL_SIZE macro * Use WaveGetLaneCount for runtime usage * Don't allow to change filtering quality if deferred only * Revert "Don't allow to change filtering quality if deferred only" This reverts commit 928cfb9c31f323249710cec74726ec70e53d9fb5. * Fixup missing change of name * Update changelog * Zero out stencil bit after they are not needed anymore (#3195) * Zero out stencil bit after they are not needed anymore. * Use distortion vectors instead of DoesntReceiveSSR for SMAA stencil bit * Move SMAA bit to post process HDRenderpipeline * Fix misuse of colorbuffer format for m_CameraSssDiffuseLightingBuffer * Disable SceneSelectionPass in shader graph preview (#3205) * Remove applyDistortionCS from resource asset * Disable light normalization in preferences (and fix it for unlit materials) (#3209) * Control punctual light and area light shadow atlas separately (#3115) * Have different settings for different shadow atlas * Update HDRenderPipeline.cs * Update HDRP_Test_Def.asset * Fix merge issues * Disable edge leak fixup by default (#3211) * Disable stencil and fix smaa for xr (first pass) (#3207) * Update CHANGELOG.md * Merge branch 'master' into HDRP/staging * Hdrp/fix wizard default scene prefab extension (#3538) * Fix duplicated prefab extension * Update CHANGELOG.md * Moving ray tracing parameters to Volume system, HDAddditionalLightData and fixing compilation errors (#3658) * Correcting Raytracing Errors due to depth beging a texture array Moving Ambient occlusion parameters to the volume system Adding the tier option in the HDRP Asset * Indenting parameters of raytraced ambient occlusion Moving reflection parameters from raytracing environement to volume system Supporting the reflect sky parameter in raytraced reflections Splitting raytraced reflections in tiers * Moving Area Shadow parameters from environement to hdadditionalLightData * Fixing radius used for shadow filtering * Moving Ray Tracing Resources into a different scriptable object * Supporting properly the hot reload for the ray tracing resource * Disable sky when in matcap view (#3667) * Disable sky when in matcapview * Update HDRenderPipeline.cs * Update AdditionalShadowData.cs (#3665) * Remove async compil selection (#3675) * Remove async compilation on selection outline * Update CHANGELOG.md * Better handling of fully metallic objects in matcaps (#3677) * Fix default contact shadow texture type mismatch (#3676) * Fix default contact shadow texture type mismatch * Use RenderTexture instead of Textures * Update CHANGELOG.md * Moving Indirect Diffuse, Recursive Rendering and Light cluster data to the volume system (#3664) * Small pass of refactoring for Render Graph preparation (#3674) * Refactored more of the depth prepass to share code with render graph implementation * Fixed a crash * Changed RendererList creation to be closer to RenderGraph API * Renaming based on feedback. * Minor ray tracing related corrections * Hdrp/fix generate shader includes (#3684) * Add protection to be able to use generate shader includes command in package mode * Update CHANGELOG.md * Hdrp/fix cleaned texture in cascade inspector (#3685) * Replace by lazy init for case where Texture where destroyed. * Update CHANGELOG.md * FIXED CHANGELOG * Update CSharpToHLSL.cs (#3686) * Fix crash in FrameSettingsHistory when double disabling a camera (#3691) * Fix crash in FrameSettingsHistory when double disabling a camera * Update CHANGELOG.md * Merge master into HDRP staging (#3697) * Fixed LWRP missing resources when upgrading template from older version. (#3669) * Fixed case 1154925 * updated changelog * Update CHANGELOG.md * Add missing LWRP reference images (#3688) * [LWRP] Replace beginCameraRendering callbacks by non obsolete implementation (#3683) * Replace beginCameraRendering callbacks by non obsolete implementation * Update CHANGELOG.md * Fix Light2DTests SetupCulling signature * Merge Hdrp/staging to master (#3696) * Read the ray count using async readback and write it in the display stat window (#2949) * Disable specular lighting when rendering probes (#3024) * Disable specular when baking a reflective camera * Use fresnel0 when rendering reflection cameras * Updated changelog * Rename the functoin and fix remaining issues * update changelog * Update AxF.hlsl * Disable specular lighting only for reflection probes Added a frame settings to controle the specular lighting * Updated migration of frame settings * Updated migration of frame settings * Fixed useEnvLight property * Fixed SpecularLighting toggle naming in code * Fixed 2210 * Fixed 2401 * Adding the code required for realtime light probe support (#3064) * Added custom SH volume texture (from LPPV) support. Added a pass in Lit.shader for baking light probes. The pass is a copy paste from the dxr reflection pass. Bake light probes and update LPPV volume texture before deferred pass. This should be moved before GBuffer pass. * Removing the specular term for the light probe dxr pass * Binding the area cookie textures before (given that the global happens later) (#3065) * GI Light Cluster Request (#3068) * Disabling specular lighting for the reflection pass * Cluster Upgrade * fix missing migration code call on HDAdditionalCameraData (#3081) * fix missing migration code call on HDAdditionalCameraData * Update CHANGELOG.md * Update CHANGELOG.md * Real time area light shadows (Blurred EVSM) (#3056) * Populate new branch * Small fixup * Fix problem with shadows outside of cone. * Hide radius of the area light * Add tests for area light shadows * Image for the tests * Fixup master merge * Disable area light shadows by default * Disable tests by default as the feature is off by default. * Don't clear when we already cleared the full atlas. * Fixes * Fix borded viewport issue. * Port to new branch * Remove old filtering option * Better naming for perf marker * New tests * Update EditorBuildSettings.asset * Update CHANGELOG.md * Remove safeguard (not needed and makes tests behave differently) * Update 2308_Shadow_AreaLight.png * Fix warnings * Slightly improve tooltips * Revert "Remove safeguard (not needed and makes tests behave differently)" This reverts commit 6ef7e6b87fa72558f5b9ca7e91674a61120ab6ea. * Revert "Revert "Remove safeguard (not needed and makes tests behave differently)"" This reverts commit 88c0debd7fd96d018bce0185c85ad0d5408657ab. * Fixup tests * Add comment for offset * Add comment on ShadowMoments_WarpDepth_PosOnlyBaseTwo * Hide irrelevant settings in UI * Fix one shader warning that I missed * Fixing a bad merge related to non-raytraced area shadows (#3093) Defining a IncludeIndirectLighting for HDRP/Unlit to avoid double contribution for area lights (reflections + analytic) * Cleanup and graphic test (#3098) * Use proper value for EnableSpecular (1 == true) * Added new graphic test * Added graphic test to playlist * Update EVSMBlur.compute (#3100) * Update reference screenshots * Update CHANGELOG.md * Fix area shadows blur over edge bug (#3125) * Update EVSMBlur.compute * Clip a bit earlier when blurring but solve some other artifacts * Update HDShadowAlgorithms.hlsl * Improving Area Shadows Quality (#3122) * Improve Area Shadow Filtering * Assuring compatibility with rasterized shadows * Review corrections * Cosmetic pass * Indirect diffuse reference mode & InitBuiltinData (#3118) * Adding pos input to the list of parameters * Adding an indirect diffuse raytracing effect * Fixed an issue with layered lit shader and height based blend where inactive layers would still have influence over the result (#3119) * Hdrp/depth offset shader graph (#3114) * Exposed depth offset in lit shader graph node * Finish parallax occlusion mapping node * Fixed depth offset write in depth only pass * POM works with shader graph and hair implementation * Cleanup and implement depth offset on other HDRP master nodes * Update CHANGELOG.md * Recorder implementation for HDRP (#3111) * - Moved CameraCaptureBridge to Core - Implemented recorder for HDRP (WIP) * Sent the correct texture to camera recorder. * Small cleanup * Update changelog * Added a new case of early out. * Hdrp/fix densityvolume handles (#3124) * Make the shape box always be side by side manipulation * Remove uneeded multiple instance of the HiararchicalBox handles * fix miltiselection blend handles color * Fix keeping blend distances in advanced mode whan changing the hull * Fix Advanced edition mode script API * Fix normal edition mode to preserv metric distances * Fix handle normal mode to preserve metric distance * Fix remaining handle manipulation issues * fix vector6 fields in multi-edition * Update CHANGELOG.md * Update CHANGELOG.md * Fixed calls to InitBuiltinData in VFX graph shaders (#3147) Also removed positionRWS input as it was redundant with posInput * Hdrp/fix lightgizmo multi edition (#3142) * fix lights handles to support multi selection * Add message in UI when different shapes selected and hide shape part when it occures * Update CHANGELOG.md * fix light with former light conflicts * Fix Inspector LightLayer in case of multi-edition * Update CHANGELOG.md * Move scene color to R11G11B10 (#3143) * Change color format * [to revert] Tmp submit another commit to get results from katana * Submit tmp folder before we verify * Update 1206_Lit_Transparent_Distortion.png * Revert "Update 1206_Lit_Transparent_Distortion.png" This reverts commit b5402eb4c2f81a1362d5124af3e0dadf54924282. * Update visual tests * Update HDRenderPipeline.cs * Update 2211_Probes_Specular.png * Rename const and move to readonly * Update HDRenderPipeline.cs * Make it an option on the asset * Update HDRenderPipeline.cs * Update HDRenderPipelineAsset.asset * fix unwanted commented migration version (#3152) * SSR lighting texture stores an opacity value in the alpha channel (#3159) * [Hdrp] fix normal handle densityvolume [Backport with 3124 & 3152] (#3163) * fix DensityVolume normal handle * fix small prior migration issue revelated when updating megacity * Update CHANGELOG.md * Hdrp/add emission color normalization (#3153) * Add option in preferences to toggle the light emission normalization * Update CHANGELOG.md * Fixed color normalization multi-selection and node shader code * Distortion Apply pass uses stencil (#3162) * Add distortion vectors stencil bit * First pass Still need to: - Don't use hardcoded values - Get rid of the compute version * Don't use hard coded value * Set stencil values via SetInt instead of relying on defaults * Remove old apply distortion * Update HDRenderPipeline.cs * Hide Shadow Quality settings from HDAsset UI (#3176) * Hide filtering quality in deferred only as it is hard coded in shader. * Set low as default shadow quality. * Force low quality on deferred * SMAA Support in HDRP Postprocess stack (#3171) * Don't allocate scattering textures if not supported (#3166) * Update PostProcessSystem.cs * Revert "Update PostProcessSystem.cs" This reverts commit 75a5cae6fb4294501150d94f9047aa45888fdf3a. * Post-processing scene view tweaks (#3190) * Post-processing scene view tweaks Disabled Lens Distortion, DOF and Panini projection * Update CHANGELOG.md * Add Parallax Occlusion Mapping node doc (#3151) * Update CHANGELOG.md * Add debug mode for area light atlas (#3126) * Delete optimal group size define (#3175) * Remove PLATFORM_THREAD_GROUP_OPTIMAL_SIZE macro * Use WaveGetLaneCount for runtime usage * Don't allow to change filtering quality if deferred only * Revert "Don't allow to change filtering quality if deferred only" This reverts commit 928cfb9c31f323249710cec74726ec70e53d9fb5. * Fixup missing change of name * Update changelog * Zero out stencil bit after they are not needed anymore (#3195) * Zero out stencil bit after they are not needed anymore. * Use distortion vectors instead of DoesntReceiveSSR for SMAA stencil bit * Move SMAA bit to post process HDRenderpipeline * Fix misuse of colorbuffer format for m_CameraSssDiffuseLightingBuffer * Disable SceneSelectionPass in shader graph preview (#3205) * Remove applyDistortionCS from resource asset * Disable light normalization in preferences (and fix it for unlit materials) (#3209) * Control punctual light and area light shadow atlas separately (#3115) * Have different settings for different shadow atlas * Update HDRenderPipeline.cs * Update HDRP_Test_Def.asset * Fix merge issues * Disable edge leak fixup by default (#3211) * Disable stencil and fix smaa for xr (first pass) (#3207) * Update CHANGELOG.md * Merge branch 'master' into HDRP/staging * Hdrp/fix wizard default scene prefab extension (#3538) * Fix duplicated prefab extension * Update CHANGELOG.md * Moving ray tracing parameters to Volume system, HDAddditionalLightData and fixing compilation errors (#3658) * Correcting Raytracing Errors due to depth beging a texture array Moving Ambient occlusion parameters to the volume system Adding the tier option in the HDRP Asset * Indenting parameters of raytraced ambient occlusion Moving reflection parameters from raytracing environement to volume system Supporting the reflect sky parameter in raytraced reflections Splitting raytraced reflections in tiers * Moving Area Shadow parameters from environement to hdadditionalLightData * Fixing radius used for shadow filtering * Moving Ray Tracing Resources into a different scriptable object * Supporting properly the hot reload for the ray tracing resource * Disable sky when in matcap view (#3667) * Disable sky when in matcapview * Update HDRenderPipeline.cs * Update AdditionalShadowData.cs (#3665) * Remove async compil selection (#3675) * Remove async compilation on selection outline * Update CHANGELOG.md * Better handling of fully metallic objects in matcaps (#3677) * Fix default contact shadow texture type mismatch (#3676) * Fix default contact shadow texture type mismatch * Use RenderTexture instead of Textures * Update CHANGELOG.md * Moving Indirect Diffuse, Recursive Rendering and Light cluster data to the volume system (#3664) * Small pass of refactoring for Render Graph preparation (#3674) * Refactored more of the depth prepass to share code with render graph implementation * Fixed a crash * Changed RendererList creation to be closer to RenderGraph API * Renaming based on feedback. * Minor ray tracing related corrections * Hdrp/fix generate shader includes (#3684) * Add protection to be able to use generate shader includes command in package mode * Update CHANGELOG.md * Hdrp/fix cleaned texture in cascade inspector (#3685) * Replace by lazy init for case where Texture where destroyed. * Update CHANGELOG.md * FIXED CHANGELOG * Update CSharpToHLSL.cs (#3686) * Fix crash in FrameSettingsHistory when double disabling a camera (#3691) * Fix crash in FrameSettingsHistory when double disabling a camera * Update CHANGELOG.md * Change to more explicit names (#3693) * Add shadow layers to decouple from light layers (#3694) * Add shadow layers to decouple from light layers * Updated light layer test scenes to add shadow layers * Update CHANGELOG.md * Added shadow layers section in light layers * rename decoupleLightAndShadowLayersText to linkLightAndShadowLayersText * PR fixes * PR fixes * Added missing ray-tracing code * Updated tooltip * Update HDLightUI.Skin.cs * Refactor Light List Build in prevision of RenderGraph (#3687) * Refactored more of the depth prepass to share code with render graph implementation * Fixed a crash * Changed RendererList creation to be closer to RenderGraph API * Renaming based on feedback. * Minor ray tracing related corrections * Build Light List is now split into several static function to prepare for Render Graph implementation * Fix volumetric reprojection with XR (#3660) * fixed volumetric reprojection with XR * updated changelog * Hdrp/raytracing lod (#3695) * - Removed SampleGGXDir2 - Refactored slightly lod handling in LitRaytracingData - Changed GGX visible normal sampling to latest, simplest version * Added support for planar projection, plus minor cleanups. * Fixed minor issue on staging. * Addressed PR feedback. * Refactor shadow atlas in preparation for Render Graph (#3706) * Refactored more of the depth prepass to share code with render graph implementation * Fixed a crash * Changed RendererList creation to be closer to RenderGraph API * Renaming based on feedback. * Minor ray tracing related corrections * Build Light List is now split into several static function to prepare for Render Graph implementation * Refactor of Shadow atlas preparing for RenderGraph - Shadow rendering and blur functions are now static function in order to make them compatible with RenderGraph - Blur functions are now entirely handled by the atlas instead of the manager - Slightly changed EVSM so that the final texture is always the first one of the two ping-pong-ed textures. * Small convention fix * Renamed IntersectionVertice to IntersectionVertex, and environement to (#3708) * Renamed IntersectionVertice to IntersectionVertex, and environement to environment. * Addressed PR feedback + cleanup in area shadow computation. * Replaced HDCamera.computePassCount by viewCount (#3719) * Remove xrInstancing on RTHandles (#3720) * Removed xrInstancing flag in RTHandles (replaced by TextureXR.slices and TextureXR.dimensions) * added missing TextureXR.dimension * Hdrp/include custom shader preprocessor in getbaseshaderpreprocessorlist (#3734) * include other assemblies too * Update CHANGELOG.md * Update CHANGELOG.md * Deferred Lighing refactoring (lightloop side) (#3718) * Refactored Deferred Lighting in preparation for Render Graph implementation. - Instead of one big function we now have 3 static functions for each case (compute, compute as pixel, debug pixel full screen pass) - Compute as Pixel shader version is now available on all platform (by disabling Compute Lighting in the frame settings) - Unfified Compute and ComputeAsPixel in term of variants. Now both of them always use deferred tile. - Fixed an issue with lighting quad generation in ComputeAsPixel version. * Fix lightloop after merge * Update CHANGELOG.md * Skip UpdateSkyEnvironment if in matcap view to avoid retriggering of fabric convolution (#3742) * Changed AOVRequestDataCollection API to public (#3753) * fixed deferred shading for XR single-pass instancing after lightloop refactor (#3746) * Hdrp/feature/material blend state (#3692) * Started to refactor all the blend states in HDRP shadergraph generation * First working version of shader graph blend states in material * Add hack for the shadergraph PreviewManager to access the material * Add enum shader property and preview hack * Revert shader graph files * Added hidden in BooleanShaderProperty and better preview hack * Continued to refactor material UI and add shader graph material UI block * Refactor of Lit and Lit Tesselation material UIs * Added new material UI code for Layered Lit + Tesselation variant * Added new Material UI code for AxF shaders * Moved Terrain and Decals to new UI system * Add isRenamable to enum shader property * Removed sorting priority on lit master node settings view * Remove empty space * Added Decal shader graph GUI and added a proeprty to save the render queue of lit shader graph * Add UI for StackLit, Hair and fabric + restored HD PBR graph generation * Added more blend-state shader properties and double sided GI in the shader graph UI * Added double sided option in the shader graph material UI * Added Shadows for unlit shaders * Added shadow pass in HDUNlit shader * Investigate on a better shader graph hack * Finish merge master * Fixed decal indentation UI block and removed vertex animation from material UI * Replaced the shader hack graph by an actual solution * Changes using the preview API from shadergraph * Fixed bad merge * Moved material extension to baseUnlitGUI * Added access to the output node from the shder graph importer * Fix vertexAnimation option for shadergraph and stencli gbuffer value * Added support for shader graph stripping * Added master ndoe preview API * Update shader graph API to send preview material * Added ZWrite toggle on materials surface options for transparent * Update shader graph preview material update to new API * Fixed refrraction material UI block * Fixed emission material UI block * Cleanup * Added CullMode setting for transparent materials * Added ZTest enum for transparent materials * Moved transparent culling mode near the double sided field * Fixup material blend states for shader graph preview * Merge shader graph enum support for Vector1 * Hide transparent cull mode when back then front rendering is enabled * Fixed ztest for back then front rendering * Fixed ztest for lit shader * Added test scnee for transparent ZTest/ZWrite/CullMode * Changed EnumShaderProperty to Vector1ShaderProperty * Fix lit graph material not saving the ztest in deferred * Sync ShaderGraphImporter from master * Re-added renderqueue generation in shaders and added the upgrade script for test project * Fixed test scene 1105 * Fixed back then front rendering option not taken in account by material keyword setup plus fix the hair graph test * Fixed Fabric test, use split lighting and receive SSR option * Fixed Unlit Shader graph and Unlit Graph test * Fix blend preserve specular and SG Transparent test * Fixed Opaque test + cull mode for double sided lit shaders in deferred * Fixed SSR test shaders and ShaderGraph Upgrade Script * Update BlendState graphic test * Add missing AxF setup function * Merge cherry-pick 5ff6a5e * Merge cherry-pick 4780f5e * Changes from 133fa4b * Update CHANGELOG.md * Update CHANGELOG.md * PR fixes * Fix XRSystem merge * Update CHANGELOG.md * Update Lit Shader Strippper for shadergraphs * Fix unreachable code error * Remove shader_feature_local _ENABLE_FOG_ON_TRANSPARENT in template * Update blendstate reference image * Remove empty space * Fix comments and after post process issue on unlits * Hide renderpass in material UI when the surface type does not support it * Creating a test project for ray tracing in unity hdrp (#3769) * Fix Unlit SG reference image and wraning in GridMesh script (#3765) * Fix cluster and material classification debug (#3763) * - Fixed cluster debug - Fixed material classification debug - Made classification debug work with compute as pixel lighting - Cleaned some code (superfluous RTHandleSystem) * Update changelog * Updated scene 1215 (#3767) - Added diffusion profile Index of Refraction test - Added diffusion profile World Scale test * Move DXR test folder to not be taken into account by Katana * Refactored SSS in preparation for RenderGraph implementation (#3773) * Refactored SSS in preparation for RenderGraph implementation - Removed the abstraction for mutliple SSS buffers - Made SSS manager partial to HDRP class - SSS rendering functions are now static functions - Refactored final blit as well. * Fix white space * Don't GC alloc in motion blur code (#3761) * Call SystemInfo.IsFormatSupported only at constructor time as it causes a GC alloc * ... and don't be stupid returning a new value every frame for a property :-) * Update MotionBlur.cs * Update CHANGELOG.md * Hdrp/fix probe ui (#3788) * Fixed invalid change checks * Updated changelog * Fix invalid direction for planar reflection probes (#3786) * Fix case 1157921 * Updated changelog * Switch support minimal fp16 (#3782) * Minimal FP16 support in shader code (mainly for LWRP). * Updated Changelog.md for FP16 shader instruction support for Nintendo Switch. * Updated changelog. * Fix diffusion profile node precision (#3779) * Hdrp/fix planar tests (#3796) * Fixed planar tests * Fixed test 2211 * Recreated test scene 2211 * Added an option in the frame settings to bind the depth buffer when TAA is enabled (#3780) * Added an option in the frame settings to bind the depth buffer when TAA is enabled Plus an info box to warn about jittered depth on after post process materials * Fix Tooltip for frame settings * Update tooltip for ZTest after post process TAA * Update CHANGELOG.md * Updated tooltips * Update EditorBuildSettings.asset * Refactored forward pass in preparation for Render Graph (#3797) * - Refactored forward pass in preparation for Render Graph - Some code cleaning * Renamed based on PR feedback * fix compil issue * [WIP] Refactor the shading framework (bis) (#3703) * push first draft * draft, should be same state than original PR * More compilation fix * Update simpleLit shader * Add shadow color + generate includes * Fix shadow color * Update documentation, remove sunhighlt and halo * Update LightDefinition.cs.hlsl * fix DXR compilation * rename worldToTangent to tangentToWorld * update stacklit * Update StackLit.hlsl * Update CommonLighting.hlsl * Update ShaderPassRaytracingForward.hlsl * Fix stencilShowShader when DXR is enabled * fix typo with bxdf * Update Hair.hlsl * Update SimpleLit.hlsl * update shadow code * Add comment * fix issue with debug display mode * Revert "fix issue with debug display mode" This reverts commit 5baf2300ba09fc26dd7725771c1b45fe75ec3707. * Update SurfaceShading.hlsl * update missing tangent to world * Update StackLit.hlsl * fix typo in simpleLit * Some simple renaming of NdotV to clampedNdotV * Update SurfaceShading.hlsl * Update surfaceshading to handle thin transmission correctly (same as before) * Update SurfaceShading.hlsl * removed unsued EvalShadow_hash12 function * fix issue with clampedNDotV in disney diffuse, it now match TerrainLit.hlsl and other * use abs(NdotL) to handle transmisison like it was before the refactor * correct simplelit + comment * Update UpgradeStandardShaderMaterials.cs * Update LightEvaluation.hlsl * update simpleLit screenshot * rename _MicroShadowingOpacity to _MicroShadowOpacity * Update HairPass.template * Update 9005_AfterPostProcess.unity * Update VolumetricLighting.compute * Fix hair shader test + update transmission code * discard microshadow for transmission * Update EditorBuildSettings.asset * update reference screenshots * Update changelog for ssao (#3805) * Update SSAO changelog entry * Revert "Update SSAO changelog entry" This reverts commit db3e46661c3b16ed9c729057b445625eb3a39d9e. * Update CHANGELOG.md * Update CHANGELOG.md * Update CHANGELOG.md * fix ExecuteCaptureAction incorrect blit material source (#3803) This commit changes the source of the blit material texture dimension used to copy the final pass to a temp render target, this has changed from a Tex2D to a Tex2DArray between version 2019.1 to 2019.2 * Fix the double sided issue with shader graph when it is disabled in the master node (#3775) * Fix the double sided issue with shader graph when it is disabled in the master node * Added double sided guard for IsFrontFace semantic * Directional Ray Traced Shadows (#3776) * push first draft * draft, should be same state than original PR * More compilation fix * Update simpleLit shader * Add shadow color + generate includes * Fix shadow color * Update documentation, remove sunhighlt and halo * Update LightDefinition.cs.hlsl * fix DXR compilation * rename worldToTangent to tangentToWorld * update stacklit * Update StackLit.hlsl * Update CommonLighting.hlsl * Update ShaderPassRaytracingForward.hlsl * Fix stencilShowShader when DXR is enabled * fix typo with bxdf * Update Hair.hlsl * Update SimpleLit.hlsl * update shadow code * Add comment * fix issue with debug display mode * Revert "fix issue with debug display mode" This reverts commit 5baf2300ba09fc26dd7725771c1b45fe75ec3707. * Update SurfaceShading.hlsl * update missing tangent to world * Update StackLit.hlsl * fix typo in simpleLit * Some simple renaming of NdotV to clampedNdotV * Update SurfaceShading.hlsl * Update surfaceshading to handle thin transmission correctly (same as before) * Update SurfaceShading.hlsl * removed unsued EvalShadow_hash12 function * fix issue with clampedNDotV in disney diffuse, it now match TerrainLit.hlsl and other * use abs(NdotL) to handle transmisison like it was before the refactor * correct simplelit + comment * Adding Screen space shadows in HDRP * review corrections * reverting light evaluation * Fixing Ambient occlusion compilation errors * Fixing the debug menu when in forward * Fixing various bugs (shader graph, reflections) Implementing ray traced directional shadows * Fix compilation issue * Update package.json * Remove the "Range Attenuation" option for box spot lights (#3810) * Fix double sided normal mode mismatch in shadergraph master nodes (#3811) * Making the dxr project work again (vfx graph dependecy, recursive rendering) (#3812) * Add to scene to build settings (#3815) * Fix negative values for emission intensity and shadow map resolution (#3816) * Disable test 9001 Lod Transition (#3817) * Don't change manifest of HDRP_DXR test * Fixing Screen space shadows in the lightloop (#3819) * Added documentation for mip debug rendering (#3820) Small shader fix to support up to 16K textures (14 mips) rather than 4K (12 mips) in the debug rendering. (Also changed to display red for larger textures rather than white) * Hdrp StackLit Advanced Specular Occlusion Config, Iridescence control, BentNormal fixup, CoatMask, Bugfixes (#3629) * StackLit: Specular Occlusion: Enable full configuration of both screen space AO-based specular occlusion and data based (from AO input and bent normal) specular occlusion. * StackLit: Add a tentative method to fix noisy parts of bent normal maps. Remove the main SO toggle in StackLit from the master node UI. * StackLit: Tests: Update basic test shadergraphs (used by 1401_StackLitSG) along with the ones used by 1402 originally with SO disabled to use the same default specular occlusion configuration as Lit (empirical direct from AO formula for both SS and baked data), update resulting affected test, and resave all StackLit shadergraphs since SO has more settings now (config isn't changed for the rest of those shadergraphs). Also update the SSS shadergraph to match the changes to diffusion profiles. * StackLit: Test data and shader graph to experiment with bent normal fixup for SO. * HDRP: BSDF: EvalIridescence: Fix an edge case where black artifacts could happen because of NaNs due to TIR and hidden possible numerical discrepancy between emitted code and apparent logic of source. * StackLit: ComputeAdding core bottom variance calculations. Fix a double normalization error in the equations and modify the anisotropy correction function accordingly. Also add code to prevent some grazing angle acne. * StackLit: Change reflection probe baking for specular tint: Factor out code to generate a specular tint for diverse code paths (eg specular occlusion) and use it to replace direct usage of bsdfData.fresnel0 when baking reflection probes. * StackLit: Implement a coatmask feature. Also implement two iridescence fixup and control ports to ease interaction and usage with coat: FixupTIR, which was done before using another formula, but which is now improved and exposed: it automatically adjust the real topIOR used with EvalIridescence so that the whole angular range is filled up to - but not showing - TIR, regardless of iridescenceThickness, coatIOR and coatRoughness which all affect average refracted lobe direction stats and thus potential TIR conditions . FixupTIRClamp permits to fix the critical angle limit of iridescence even while iridescenceThickness is lowered, so that the changes in the angular color oscillations periods will "unroll" or stretch over a fixed angular range instead of going out of view past the grazing limit. This is for artistic control of the effect. * StackLit: Tests: Update all test scenes materials, add new content for coatmask feature, iridescence fixup. * StackLit: Specular Occlusion: Add option to specify visibility cone direction for SSAO-based SO when an advanced SO method is selected. * LightLoop shadowbias: fix a potential light leak on the sun light, as the wrong normal is used to check the bias sign (for Lit, this could only happen in forward). * HDRP_Tests - Touchup some StackLit scenes and materials and update reference screenshots. * removed unused meta + update package.json * Update EditorBuildSettings.asset * StackLit screenshots update * Fix package.json for visual effect graph * Hdrp/ray tracing rename (#3822) * Use the new capitalized RayTracing names when talking to Unity * Reverted variable renaming to clash less with incoming PRs * Capitalized some debug labels (#3824) * Change material upgrade script (#3823) * Clean the upgrade menu items and add an option to run the shadergraph reset properties on the wohle project * Change functions names * Update UpgradeMenuItem.cs * Update 2106_GI_EmissionSG.png * Update 2106_GI_EmissionSG.png.meta * Fixes on ray tracing (#3836) * Hdrp decals add propertiies (#3853) * force GPU instancing on decal materials * add property interface to DecalProjectorComponent * Fix Decal HTILE optimization with platform not supporting texture atomic (#3854) * fix issue with metal not supporting atomic texture operation. * Update CHANGELOG.md * Update PSSL.hlsl * update all define to be just define * Fix crash in build when contact shadows are not enabled (#3857) * Fix compilation error with metal inn SimpleDenoise.compute (#3858) * Update DebugDisplay.cs (#3860) * Update CHANGELOG.md (#3859) * Fix Blit error when creating the R32_UInt RenderTexture on metal devices * Fixed texture dimension mismatch * Added kernel to clear UInt textures * Update gitattribute
2019-06-18 11:18:30 +03:00
LightingData.asset binary
*.unitypackage filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.jpg filter=lfs diff=lfs merge=lfs -text
2018-05-04 16:28:15 +03:00
*.png filter=lfs diff=lfs merge=lfs -text
*.gif filter=lfs diff=lfs merge=lfs -text
*.bmp filter=lfs diff=lfs merge=lfs -text
*.tga filter=lfs diff=lfs merge=lfs -text
*.tiff filter=lfs diff=lfs merge=lfs -text
*.tif filter=lfs diff=lfs merge=lfs -text
*.iff filter=lfs diff=lfs merge=lfs -text
*.pict filter=lfs diff=lfs merge=lfs -text
*.dds filter=lfs diff=lfs merge=lfs -text
*.xcf filter=lfs diff=lfs merge=lfs -text
*.mp3 filter=lfs diff=lfs merge=lfs -text
*.ogg filter=lfs diff=lfs merge=lfs -text
*.wav filter=lfs diff=lfs merge=lfs -text
*.aiff filter=lfs diff=lfs merge=lfs -text
*.aif filter=lfs diff=lfs merge=lfs -text
*.mod filter=lfs diff=lfs merge=lfs -text
*.it filter=lfs diff=lfs merge=lfs -text
*.s3m filter=lfs diff=lfs merge=lfs -text
*.xm filter=lfs diff=lfs merge=lfs -text
*.mov filter=lfs diff=lfs merge=lfs -text
*.avi filter=lfs diff=lfs merge=lfs -text
*.asf filter=lfs diff=lfs merge=lfs -text
*.mpg filter=lfs diff=lfs merge=lfs -text
*.mpeg filter=lfs diff=lfs merge=lfs -text
*.mp4 filter=lfs diff=lfs merge=lfs -text
*.fbx filter=lfs diff=lfs merge=lfs -text
*.obj filter=lfs diff=lfs merge=lfs -text
*.max filter=lfs diff=lfs merge=lfs -text
*.blend filter=lfs diff=lfs merge=lfs -text
*.dae filter=lfs diff=lfs merge=lfs -text
*.mb filter=lfs diff=lfs merge=lfs -text
*.ma filter=lfs diff=lfs merge=lfs -text
*.3ds filter=lfs diff=lfs merge=lfs -text
*.dfx filter=lfs diff=lfs merge=lfs -text
*.c4d filter=lfs diff=lfs merge=lfs -text
*.lwo filter=lfs diff=lfs merge=lfs -text
*.lwo2 filter=lfs diff=lfs merge=lfs -text
*.abc filter=lfs diff=lfs merge=lfs -text
*.3dm filter=lfs diff=lfs merge=lfs -text
*.dll filter=lfs diff=lfs merge=lfs -text
*.pdb filter=lfs diff=lfs merge=lfs -text
*.mdb filter=lfs diff=lfs merge=lfs -text
*.zip filter=lfs diff=lfs merge=lfs -text
*.7z filter=lfs diff=lfs merge=lfs -text
*.gz filter=lfs diff=lfs merge=lfs -text
*.rar filter=lfs diff=lfs merge=lfs -text
*.tar filter=lfs diff=lfs merge=lfs -text
TestProjects/ShaderGraph/Assets/TestbedAssets/Textures/Texture2DArray/*.asset filter=lfs diff=lfs merge=lfs -text