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@sebastienlagarde sebastienlagarde commented May 5, 2020

Purpose of this PR

Testing status

Manual Tests

What have you tested?

Automated Tests

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

Links

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

Any test projects or documents to go with this to help reviewers?

Comments to reviewers

Notes for the reviewers you have assigned.

JulienIgnace-Unity and others added 30 commits March 24, 2020 09:50
…n. (#6222)

* Fixed an issue where AO override would not override specular occlusion.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…some cases. (#6252)

* Fixed an issue where Volume inspector might not refresh correctly in some cases.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Split set rendering feature set and API validity check

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix when scale down < 0 all direction of box Influence Volume

* Update Change log
* Tried to fix particle light shadows

* Fixed particle shadows

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Pt and accumulation motion blur recording

Fix merge issues

Fix merge issues #2

Bugfix: accumulation with one sample

Chengelog

Don't set the fixed-time in the subframe manager - should be set in the recorder

Properly set and reset the fixed time

Updated documentation

Small fix to make physics simulation work with scaled time / accumulation mb

Post rebase fixes and disable accumulation when using only one sub-frame

* Fix post merge issues

* hdrp resources asset file

* remove duplicate code
* Squashed commit of the following:

commit ed9e485efc69a7949e34f0512666d522470dc73e
Author: FrancescoC-Unity <francescoc@unity3d.com>
Date:   Fri Mar 20 11:47:59 2020 +0100

    Revert "Squashed commit of the following:"

    This reverts commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6.

commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6
Author: FrancescoC-Unity <francescoc@unity3d.com>
Date:   Fri Mar 20 10:39:28 2020 +0100

    Squashed commit of the following:

    commit 0e1815814ce8204cfa42ae3050ba655fe769c550
    Merge: ac6809ec032 2b018dfe8a9
    Author: Sebastien Lagarde <sebastien@unity3d.com>
    Date:   Thu Mar 19 18:19:45 2020 +0100

        Merge branch 'master' into HDRP/staging

    commit 2b018dfe8a9f5f304e4b95d6279dda60f632c9dc
    Author: sebastienlagarde <sebastien@unity3d.com>
    Date:   Thu Mar 19 18:19:02 2020 +0100

        Merge Hdrp/staging (#6293)

        * Custom pass cleanup (#5507)

        * Fix custom pass cleanup issue with multiple volumes

        * Updated changelog

        * Delay discard of fragments during decal projection (#5283)

        * Delay discard of fragments during decal projection

        Metal Shading Language declares that fragment discard invalidates
        derivatives for the rest of the quad, so we need to reorder when
        we discard during decal projection, or we get artifacts along the
        edges of the projection (any partial quads get bad partial derivatives
        regardless of whether they are computed implicitly or explicitly).

        * Better re-arrangement of decal code

        * Update TerrainLitPasses.hlsl

        * Update TerrainLitPasses.hlsl

        * Update TerrainLitPasses.hlsl

        * Update ShaderPassDecal.hlsl

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixing unnecessary memory allocations in the ray tracing cluster build and Updating the screen shots for the ray tracing tests (#5465)

        * Fixing unnecessary memory allocations in the ray tracing cluster build
        Updating the screen shots for the ray tracing tests

        * Update test scene and screenshots

        * - Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes.
        - Update and disable some tests that still  need to be updated

        * Add a counter for ray tracing frame index and update screenshots

        * Fixing the Area Shadows Denoiser Test

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Change the default volume used by the ray tracing tests to make them work again (#5510)

        * Change the default volume used for the ray tracing tests, fixes the tests back.

        * Fix access to the ray tracing frame index in ray tracing ambient occlusion (doesn't change behavior)

        * Missing term in the ray tracing frame index access (#5511)

        * Fix colum headers (#5517)

        * Fix colum headers

        * Update CHANGELOG.md

        * Rename post formats (#5505)

        * Renamed the post processing format to the new convention

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed the first frame flash with auto exposure (#5491)

        * Fixed flashes with low and high exposure scenes when Automatic Exposure is in use

        * Moved postfx history reset to per-camera reset

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update DefaultSettingsVolumeProfile.asset

        * Hdrp/small enhencements for DXR (#5493)

        * Add Warning for DXR and AsyncExecution in FrameSettings

        * move restarting at end of all fix in wizard for DXR

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/update default scenes (#5485)

        * Replace default scenes with scene prepared for scene-template

        * Update of DefaultSettingsProfile

        * Update DXR scene

        * Add ScreenSpaceShadow to Camera's default FrameSettings

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Refactoring pre-existing materials to share code between rasterization and ray tracing (#5441)

        * Refactoring pre-existing materials to share code between rasterization and ray tracing
        Update the test scene

        * update changelog

        * Changing the color of an unlit in the reflection test scene

        * review corrections

        * Fixing unlit shader graph

        * Fix specular AA related issue

        * Update the reflection test

        * Fix an issue with debug display for ray tracing shaders
        Always use ray tracing frame index 0 for ray tracing tests
        Update tests screenshots
        Update ray traced reflection test scene

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/staging thin (#5509)

        * Adding a REFRACTION_THIN model.

        * Fixed thin distance.

        * ... and fixed it.

        * Updated changelog, removed unused REFRACTION attrs from Fabric template.

        * Added a REFRACTION_THIN_DISTANCE macro.

        * Finished support for thin refraction.

        * Fixed LitTesselation (was missing thin refraction model).

        * fix issue when merging Refactoring of DoAlphaTest

        * Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. (#5555)

        * Fixing the area shadow denoised test (#5544)

        * Fix leak in Sky when matcap view (#5556)

        * skip pre render sky in matcap view

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix compilation issues of ApplyExposure on platforms that don't support VR (#5575)

        * Fix

        * changelog

        * Remove Preview from physically based sky

        * HDRP asset migration (#5580)

        * Initialize the HDRP asset version to the latest one so new assets are not migrated

        * Updated changelog

        * Hdrp/remove wind resources (#5578)

        * Remove wind resources

        Remove wind resources no longer used and containing big files

        * Update changelog

        * revert: Hdrp/update default scenes (#5485)

        * Fix issue with missing texture in test

        * Disable POM test in 1708 SG_OnSG as it is unstable

        * Add missing texture in runtime test

        * update caption for geometric normal debug in forward

        * add missing texture to runtime test

        * Create Textures.meta

        * fix SG on decal SG

        * Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. (#5577)

        * Fixed a null reference exception in the probe UI when no HDRP asset is present. (#5582)

        * Fixed a null reference exception in the probe UI when no HDRP asset is present.

        * Indentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass outline (#5590)

        * Fixed custom pass outline resolution screen resolution dependent

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. (#5596)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix decal orientation when created from script. (#5592)

        * Fixed all migration classes to default to latest version so that Decals created by script to get migrated.

        Fixed decal created through context menu so that they get the proper rotation convention.

        * Update changelog

        * Moved the GetEnumLastValue to TypeInfo class

        * Updated super old test scenes to the proper latest version for decals

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Refactor of HDCamera (accesibility mostly) [Skip CI] (#5548)

        * Refactor of HDCamera

        - Made internal/private APIs that should not have been public
        - Fixed naming convention for private members
        - Moved everything by accessibility for clarity (public, internal, then private)

        * Added Doc and returned some API public.

        * Fix visibility of Density Volumes in reflections [Skip CI] (#5589)

        * Oblique projection frustum fix, first try

        * HDCamera frustum now recalculates near and far plane to avoid issues with oblique projection matrices.

        * Update changelog

        * Added comments

        * Indentation

        * Fixed camera relative position of frustum

        * Indentation

        * Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. (#5597)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix ray tracing tests and add a test scene for lights and cookies in ray tracing (#5604)

        * expose StartSinglePass() and StopSinglePass() as public interface for XRPass (#5605)

        * Add missing custom pass API documentation (#5530)

        * Add missing custom pass API documentation

        * Fix doc spells and grammar

        * Stencil Refactor and Material migration fixes (#5581)

        * Remove leftover code

        * commit to switch machine

        * Remove hard coded stencil values in shaders

        * clear stencil

        * tmp commit, start of splitting decal in dbuffer and normal patchup

        * Make decal patching up run after GBuffer

        * Remove hardcoded value for SSS split lighting

        * Tmp commit to switch branch

        * Finalize build coarse stencil (with debug leftover and render graph NOT handled)

        * The AA bits (the easy one :-) )

        * split in two enums

        * Distortion vectors bit sorted

        * SSR bit

        * Motion vector bit

        * decals bit

        * Lighting bits

        * Use HTile for SSR

        * HTile SSS -> Incomplete, verify and test.

        * SSS fixes, but still not working (probably not HTile related, but main stencil)

        * Make decal patch normal work and remove stencil bit

        * some leftover fixes

        * was commited by mistake

        * Update materials

        * Revert "Update materials"

        This reverts commit 4a0de82ef51750b77546020d77ad6b5d773e60af.

        * Fix issues with MSAA and with migration

        * Forgot this out

        * update materials and maps

        * default materials

        * don't have SSR on unlit

        * Fix some leftovers

        * Renaming

        * Revert "update materials and maps"

        This reverts commit 103f1cb71d8fffa49b0c2ef57f1b41b36d0a3dbf.

        * Revert "default materials"

        This reverts commit 978740acd825562717a01437dcc0c74fc4cfefb0.

        * Fix migration

        * white line

        * Fix migration

        * Add render queue overide to the material placer.

        Also add PackageInfo.cs to HDRP, so the graphic tests can call it's internal methods and objects.

        * Default material post migration

        * com.unity.testing.hdrp post reimport

        * Updated materials from test

        * Disable tests that are to be updated or not needed anymore

        * Fix VFX issues  (To be fixed better by @PaulDemeulenaere )

        * Lit hardcoded default was off

        * Update VFX Test materials ( @PaulDemeulenaere for awareness )

        * Fix issue with stencil in TAA

        * Revert lighting data

        * revert light map data

        * Revert other lighting asset

        * Cleanup post processor.

        * Update DXR test material

        * Update commnets

        * Early (need testing) new migration workflow

        * Revert "Early (need testing) new migration workflow"

        This reverts commit 2db025002d66165dd00e90f5f5d3c944ed53f361.

        * Update post processor

        * Add manual option to migrate

        * Add dialog box

        Co-authored-by: RemyUnity <32760367+RemyUnity@users.noreply.github.com>

        * Push updated hdrp version in test project (#5617)

        * Push m_LastMaterialVersion update

        * Dont open dialog on yamato

        * Update test projects with recent stencil refector PR (#5618)

        * Update runtime test project

        * Create HDRPProjectSettings.asset

        * update DXR project

        * Revert "update caption for geometric normal debug in forward"

        This reverts commit 150d68279b891529be272b37f374c36b879646f4.

        * Run reimport during update (to avoid unwanted extra dialog during dialog box) (#5620)

        * Make user stencil bits public (#5616)

        * Expose bits to user

        * Update documentation

        * Update HDStencilUsage.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Implement history rejection based on object velocity (#5532)

        * Implement history rejection based on object velocity

        * Update changelog

        * Fix an issue with ambient occlusion denoising being broken after adding the history rejection feature
        Adding the GPU Light type for history validation and rejection

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed initial state of material created through the context menu. (#5603)

        * Fixed an issue where materials newly created from the contextual menu would have an invalid state, causing various problems until it was edited.

        * Forgot DecalUI (for non shader graph decals)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update HDLightUI.Skin.cs

        * Cookie and planar atlas (#5518)

        * Added support for cookie atlas

        * Begin to move planar reflection into atlas

        * Added texture atlas for planar reflection probe plus a limit to on screen planar probes

        * Removed debug log

        * Fixed planar probe atlas scale issue and useless mipmap generation of the atlas

        * Refactor Texture2D atlas

        * Move ScaleBias for planar probes to a separate list

        * Fix cookie mode for directional lights

        * Added error log for non square cookie textures in the atlas

        * Fix merge

        * Fixed cookie atlas

        * Trying to fix area light cookies

        * Fixed area light cookie

        * Disable mipmap for non area light cookies

        * Added cookie atlas format control + fixed size warnings in HDRP cookie ui

        * Add resolution in Capture Settings reflection probe drawer

        * Removed warnings

        * Added the point light cookie texture array in the debug menu

        * Fix cookies in ray tracing + celestial body texture

        * Update dynamic light cookie screenshot

        * Update Animated cookie test + fix reflection probe texture format

        * Fix area light cookie

        * Update HDRP asset cookie and planar atlas sizes

        * Increase cookie atlas size for area light test

        * Simplify code

        * Fix cookie mip clamp

        * Fixed compilation and CG alloc

        * Added atlas layouting when there is no more space

        * Fix directional light cookie

        * Updated reference image of cookie area lights

        * Fix hardcoded format and cookie layout

        * Remove useless mip update

        * Fix area light cookie x flip

        * Added the debug exposure option for debug planar reflection atlas

        * reverted the fix for area light cookie x flip

        * Tried to simplify the code of the atlas

        * Update reference image

        * Added an error when max planar reflection probe on screen is reached

        * Fixed space parenthesis

        * Fixed mipmap not updated properly and area light cookie convolution temp texture format

        * Fixed atlas reset mips

        * Update tooltip and fixed cookie insertion order when there is no more space in the atlas

        * Enable exposure on cookie atlas debug

        * Fix debug overlap

        * Update reference image

        * Added migration code for the cookie atlas size and fixed point light cookie debug exposure

        * Added planar atlas size upgrade code

        * Updated planar reflection atlas message

        * Fixed resolution dependent cookie mip maps

        * Updated changelog

        * Fixed cookies for ray tracing

        * Fix cookie in the ray tracing light loop requested without being reserved

        * Clamp UV when doing the area light convolution

        * Update reference images

        * Remove debug symbols

        * Fixed area light convolution UV limit

        * Fixed half pixel clamp and updated reference images

        * Fixed planar reflection mip map edge bleeding and update reference images

        * Updated more image reference

        * Updated DXR cookie test scene

        * Fix default material transparent created with ZWrite enabled (#5621)

        * Fixed transparent material craeted with ZWrite enabled

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/fix decal gizmo mouseover (#5626)

        * Remove controlID on projection direction of DecalProjector that conflict with other handles

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/smallfixes lookdev (#5619)

        * Fix zoom being stuck around 0

        * fix crash forbiding view manipulation while using directly hdri without passing by an environment

        * Fix hitch in FPS displacement mode

        * Fix when user destroy the EnvironmentLibrary being used.

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Mask was never set for some debug pixel deferred shaders [Skip CI] (#5627)

        * Mask was never set

        * changelog

        * Added comments

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed an issue where creating decals at runtime could cause a null reference exception. (#5594)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Make APIs internal when they should be - 1 - [Skip CI] (#5531)

        * First pass of making APIs internal when they should be.

        * Indentation

        * Compilation fixes + review feedback.

        * Make APIs internal when they should be - 2 - [Skip CI] (#5533)

        * First pass of making APIs internal when they should be.

        * Indentation

        * WIP

        * Missing file

        * More

        * Revert some changes based on review feedback

        * Compilation fix

        * Compilation fixes + review feedback.

        * Updated HDUtils accessibility

        * More editor internals.

        * Better (not hardcoded) stencil handling in VFX (#5624)

        * Stencil update for vfx

        * Fix issues

        * fix missing templates

        * Avoid displaying material upgrader dialog on new project (#5631)

        * Don't run dialog on new project creation

        * skip only on first creation

        * Check file existence before showing dialog

        * typo

        * Push test materials after ZWrite PR (#5632)

        * Update HDRP_Test project

        * Update DXR test assets

        * Update run time tests

        * Discard invalid pixels when doing deferred lighting in compute (for camera stacking) (#5339)

        * Discard invalid pixels when doing deferred lighting in compute (as required for camera stacking)

        Small comment modification

        Update changelog

        * Use stencil buffer (instead of normals) to discard pixels in deferred compute

        * Remove not required if statement when binding the stencil

        * Small fixes to API visibility. (#5637)

        * Fixed some more public APIs to internal.

        * Made hasCustomRender public again.

        * Moved the tier defining from the asset to the concerned volume components. (#5519)

        * Alpha post-processing bugfixes and improvements (#5512)

        * Bug fix for post processing alpha with chrommatic aberation + minor fixes

        * Avoid double blending in DOF

        * Unit tests for alpha post-processing (TAA/DoF)

        Vulkan test images

        Vulkan meta files

        * Fix runtime tests (#5639)

        * Update runtime test screenshots

        * Update planar resolution

        * Add test (#5641)

        * fix material and project settings for VFX (#5642)

        * Revert change to GBuffer (normalbuffer usage) as it broke the raytracing code

        * Fix various issues with time and animated materials (#5480)

        * Fix various issues with time and animated materials

        * Changelog

        * Add getters

        * Only update time once per frame

        * Fix animation in reflection

        * Fix null ref exception

        * Re-applied code after impossible merge.

        * Comment change

        * Remove commented code.

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix graphic test (#5651)

        * renaming test 1901 -> 1451 and 1709 -> 1710

        * Update EditorBuildSettings.asset

        * Update 1710_Decals_Normal_Patch.png

        * update screenshots

        * update scene backgroud

        * Update manifest.json

        * Update decal patch screenshots

        * update 4052_TAA

        * Changing the tier system for a preset mode system and removing unnecessary options (#5646)

        * Changing from a tier management to a "mode" management for reflection and GI and removing the ability to enable/disable deferred and ray bining (they are now implied by performance mode)

        * Update the scene scenes

        * Update changelog

        * Fixing an instability with the light shadows in ray tracing

        * Update to light explorer (#5615)

        - Fixed SkyType display when no Visual Environment is present
        - Changed fog display to reflect the updated fog system
        - Changed Global to "Mode" as it is in Volume UI now.

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 1710_Decals_Normal_Patch.png

        * disable TAA test for XR

        * Hdrp/add documentation tool (#5655)

        * Add the documentation tool to HDRP test project

        * Fixed window serialization

        * Update the documentation for the diffusion profile (#5654)

        * Update the documentation for the diffusion profile

        * Update Diffusion-Profile.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add missing hdlight api (useVolumetrics) (#5652)

        * Add missing API to the HDAdditionalLightData

        * Updated changelog

        * Global Settings API doc. (#5649)

        * Fog Volume Component API doc. (#5645)

        * Debug Display API doc. (#5643)

        * Color picker API doc.

        * FullScreen Debug API doc.

        * Decal debug API doc

        * False Color debug API doc

        * Lighting Debug API doc

        * Material Debug API doc.

        * DebugDisplaySettings API doc.

        * Restored contact shadow fade debug.

        * API documentation for sky related classes. (#5640)

        * API documentation for sky related classes.

        * Document the PBR sky

        * Hdrp/small wizard fixes for dxr (#5633)

        * Add ScreenSpaceShadow to Camera's default FrameSettings

        * Forbid to atmpt creating default scene if the hdrpAsset is not right (we depend on its resources)

        * Update CHANGELOG.md

        * Add OS and Hardware check in wizard for DXR

        * Update CHANGELOG.md

        * Fixe typos

        * Add missing check on Shadows

        * Update Documentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Documentation (#5613)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass disable stencil (#5545)

        * Disable the strencil in custom passes when overwriting the depth and not writing into it

        * Updated changelog

        * Rephrase doc

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add option to exclude camera motion contribution from motion blur (#5656)

        * Remove camera component from motion blur if desired

        * changelog

        * Documentation update

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Implement Semi-transparent Shadows for Point and Spot lights (#5490)

        * Make the shadow behavior for  transparent and transmissive objects more intuitive.

        * Update changelog

        * Implementing semi transparent ray traced shadows for point and spot light
        Adding a test scene for both cases
        Moving contact shadow ray tracing code to a seperate file
        Changing the direction of contact shadow rays to be coherent with the other shadows

        * update changelog

        * Update the test scenes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix shader warning in termporal AA

        * Support semi-transparent shadows for unlit shader and unlit shader graph (#5663)

        * Not doing ray tracing when the stencil bit is off for ssr (#5665)

        adding a test case for it

        * Restored serialization of deprecated parameters to fix migration. (#5666)

        * Shadow Atlas is no longer allocated for area lights when they are disabled in the shader config file. (#5662)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Updated HDRP documentation (#5664)

        * Updated HDRP asset doc

        * Update the upgrade guide for cookies and planars

        * Added warning in the material sorting priority doc for depth write

        * Added a section about surface option properties for ShaderGraphs

        * Fix link name

        * Alpha output documentation (#5658)

        * Update documentation for HDRI-Sky-Backplate (AO) (#5670)

        * Avoid MRT Clear on PS4 [Skip CI] (#5675)

        * Avoid MRT Clear on PS4

        * changelog

        * Update HDRenderPipeline.cs

        * Update HDRenderPipeline.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Change name of option (#5681)

        * More code share between inspector materials  (#5635)

        * Share stencil code for inspector materials (Akin to what happens in shadergraph)

        * changelog

        * Add comment and fix issue

        * Better handling of setting state (if not available, don't write it)

        * Update BaseLitGUI.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Expose alpha cutoff material for ShaderGraphs (#5667)

        * Expose alpha clip to material UI for ShaderGraphs

        * Updated changelog

        * Replace #if by #ifdef

        * Fix debug menu bitfield (#5683)

        * Fixed runtime debug menu bitfield controls

        * Updated changelog

        * Hdrp/update default scenes (#5634)

        * Replace default scenes with scene prepared for scene-template

        * Update of DefaultSettingsProfile

        * Update DXR scene

        * fix missing profile in default scene dxr

        * Update CHANGELOG.md

        * Fix missing HDRI Sky references in DXR new scene

        * Fixed VFX Tests Default volume profile

        * Changed Default Volume settings to an empty one.

        * Missing volume asset files + update manifest and meta

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * - Fixed the radius value used for ray traced directional light. (#5682)

        - Fixed compilation issues with the layered lit in ray tracing shaders.
        - Changed the way the length parameter is used for ray traced contact shadows.
        - Added contact shadow test scenes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fixed XR autotests viewport size rounding (#5684)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Material samples bis (#5686)

        * Add ball

        * update Material samples #5638

        * Update CHANGELOG.md

        * Remove unused version property from Material

        * Updating the documentation for ray tracing (#5680)

        * Updating the documentation for ray tracing

        * review corrections

        * Fix mip slider reflectionprobe (#5689)

        * Remove the slider knob when the reflection probe preview has no mipmap

        * Updated changelog

        * edit VR documentation (#5685)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Better directional PCSS blur handling (#5688)

        * Use correct penumbra calculation for directional.

        * Update visual test

        * Need cleaning uo

        * Cleaning

        * screenshot update

        * Small cleanup

        * typo leftover

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 001-HDTemplate.png

        * Adding the initial implementation of sub-surface scattering (#5625)

        * Initial implementation of ray traced sub surface scattering
        Added a test scene for ray traced sub surface scaterring

        * Update changelog

        * Updating the tests

        * Update 8103_PrePostPass.unity

        * Remove unnecessary skip of material upgrade dialog box. (#5692)

        * Remove unnecessary skip of material upgrade dialog box.

        * Update changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix warning after metal fixup (#5704)

        * Various API doc update. (#5705)

        * Various doc + FrameSettings WIP

        * Finished frame settings API doc and added various other missing doc.

        Also made internal wrongly public API in HDRP

        * Fix density volume blend distance (#5698)

        * Fixed adjusting positive axis of Blend Distance slides the negative axis

        * Updated changelog

        * edit VR doc (#5699)

        * Hdrp/wizard update vr installation (#5706)

        * Add installatation checker in UsedPackageRetriever

        * Add PackageInstaller

        * Add better control on the displayed HelpBox

        * Update VR fixes

        * fix typo

        * Move Install Config Package Button above with HDRP Package info

        * Update CHANGELOG.md

        * Update documentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Removing unused alpha threshold depth prepass and post pass for fabric shader graph (#5711)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix default volume profiles location (#5710)

        * Ray traced reflection smoothness fade and fallback fixes. (#5700)

        * Fix fall back for ray traced reflections when denoising is enabled
        Make Smoothness Fade start work with ray traced reflections
        Fix the blend of reflections based on the weight
        Add the contact shadow test scenes back

        * Change the name of the weight function and add it to all shading models

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix iridescence color space (#5691)

        * Fix iridescence color space

        * Fixed compilation and updated test screenshots

        * fix test

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

        * Fix Terrain Detail Mesh (stop to spam) [Require C++ PR] (#5690)

        * disable support of Terrain Detail

        Fix for error spam issue in HDRP: https://fogbugz.unity3d.com/f/cases/1211848/

        * Update CHANGELOG.md

        * Update HDRenderPipeline.cs

        * Update HDRenderPipeline.cs

        * [Waiting for C++] Disable probes in renderers (#5648)

        * Disable probes section in the Renderer editors

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Merge Hdrp/fix/case 1210058 to master (#5612)

        * Fix for 1210058 - NaNs at certain view angles

        Issue is caused by NaNs/INFs when computing basis on extremely thin (subpixel-width) geometry.  Putting some safeguards fixes the issue

        * Update CHANGELOG.md to reflect 1210058 fix.

        * Updated fix for issue #1210058

        Overwrite the UVs to fix the derivatives.

        * Updated fix for issue #1210058

        Make sure the UVs are zero if unused to fix the derivatives.

        * Undo last.change -- UV fix addresses NaNs

        Zeroing the unused UV1 channel on the material seems to do the trick.

        * Changelog adjustments to be moved

        Current version puts everything in HDRP, so there is no change in core.

        * Update CHANGELOG.md

        Reflect fix for NaNs

        * Fixed UV1 for lightmaps and detail maps.

        * update comment

        * Update NormalSurfaceGradient.hlsl

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Minor code cleanup

        * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluter, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering. (#5732)

        * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering.

        * udpate changelog

        * Implementation of ScreenSpaceReflections for Transparent materials (#4968)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix HDRP duplicated frame settings (#5850)

        * - Added a fallback for ray traced area light shadows in case the material is forward or the lit mode is forward. (#5749)

        - Fixed a bug related to ray traced area light shadow history.

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix cookie index usage (#5871)

        * Hdrp/merge staging (#5943)

        * fix case 1205791 custom mesh issue (#5551)

        * fic case 1205791 custom mesh issue

        * Updated changelog

        * Added a call to Dirty() (#5420)

        * Added a call to Dirty()

        * Updated changelog

        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>

        * Fix shadergraph analytics. (#5912)

        * Fix analytics.

        * Added changelog

        * Fix for case 1200161 Save as subgraph issue (#5503)

        * Fix for case 1200161

        * Edited CHANGELOG.md

        * Added comment to the code

        Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>
        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>

        * fix for unreported keyword bug (#5863)

        * Fixed fogbugz case 1197958 (#5671)

        * * Fixed fogbugz case 1197958.

        * * Updated CHANGELOG.md.

        * * Added spacing.

        * Added #if ENABLE_VR && ENABLE_VR_MODULE guard to XR code.

        *  Added Logic to Inject render pass to base renderer (#5901)

        *  Moved render pass injection code from Forward Renderer to ScriptableRenderer to be able to use for all renderers.

        *  added changelog

        * Disabling the GetDefaultRenderer() test for now until it is redone. (#5924)

        * [Yamato] [skip ci] Setting up master to run on 2020.1 (#5936)

        * added 2020.1 and fast to editors

        * added 2020.1/staging and fast to the rest of the files

        * [CI] Bors setup (#5841)

        * Create bors.toml

        * Update bors.toml

        * Update bors.toml

        * Update upm-ci-projects.yml

        * Create testcommit

        * Update bors.toml

        * adding trying trigger

        * add staging trigger

        * Delete testcommit

        * use squash merge

        * updating job that bors will run

        * [skip ci] update job that bors will run

        * Fixed MAD and RCP definitions in OpenGL. (#5922)

        Co-authored-by: Martin Thorzen <35328557+martint-unity@users.noreply.github.com>
        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>
        Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>
        Co-authored-by: Zachary Diller <zackd44@gmail.com>
        Co-authored-by: thomas-zeng <49886741+thomas-zeng@users.noreply.github.com>
        Co-authored-by: Felipe Lira <felipedrl@gmail.com>
        Co-authored-by: Elvar Örn Unnþórsson <ellioman@ellioman.com>
        Co-authored-by: Liis Kivistik <kivistik.liis@gmail.com>
        Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>

        * Fix whitespace

        * Misc fixes for the sky (#5974)

        * Static lighting sky now takes the default volume into account.

        * Fixed a leak in the PBR sky renderer.

        * Added a tooltip to the Ambient Mode parameter in the Visual Environment volume component.

        * Update changelog

        * Fixed null ref

        * Fixed an issue where having ambient mode set to dynamic might prevent the sky from being included in baking.

        * Forces an update of static sky when changing it in the Environment panel.

        * Fixed a problem with static sky when multiple skies are rendered at the same time.

        * Revert probes renderer PR (#5990)

        * Re-enable the probes section of renderers as it was not supposed to be disabled

        * Updated changelog

        * Fix a leak in the sky system. (#5967)

        * Fixed a cubemap leak when rendering previews for the first time.

        Also changed the debug name of the cubemap used for static lighting.

        * Update changelog.

        * Fixed an assert getting fired for the wrong reason.

        * Added a new light layer debug mode (#5942)

        * Moved lighting debug settings in containers

        * Light layers debug mode

        * Categories for Lighting Debug Panel Documentation

        * Light layers debug mode documentation

        * DebugUI.BitField now uses correct display names

        * Added unit test scene

        * Added changelog

        * Revert "Added changelog"

        This reverts commit a148fc2f97ef5288123f8f16485ba35f57b80f5e.

        * Updated CHANGELOG

        * Disable light layer debug mode after testing

        * reset all debug display settings

        * Renamed Shadow Layers option

        * Editable layer color. Defaults to color blind friendly colors

        * Fix when enabling an exclusive setting

        * Updated screenshots with new colors

        * Simplified variable API

        * Renamed class

        * Fix division by 0. Updated doc

        Co-authored-by: Adrien <adrien.detocqueville@gmail.com>

        * Hdrp/ssr toggle (#5996)

        * Added an "enable" checkbox to the SSR volume component.

        * Update changelog

        * Fix build when not in editor (#6024)

        * Fixed SSR in scene 1710 (#6028)

        * Fix merge error

        * Removed MSAA Buffers allocation when lit shader mode is set to "deferred only" (#6012)

        * Removed MSAA Buffers allocation when lit shader mode is set to "deferred only".

        * Removed MSAA SSS Buffer allocation when deferred only.

        * Invalid cast for realtime reflection probes (case 1220504) (#6026)

        * Invalid cast for realtime reflection probes (case 1220504)

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Aov Buffers tests (#6023)

        * Deactivate Preview Camera for HDCameraEditor to prevent it from rende… (#6022)

        * Deactivate Preview Camera for HDCameraEditor to prevent it from rendering in the render loop (case 1105163)

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Disable reflection probes section (#5994)

        * Disable reflection probes in the renderer components

        * Updated changelog

        * Remove version guard for terrainDetailUnsupported

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Integrate first skeleton of post process in render graph. (#5856)

        * Fixed execution error without raytracing

        * Prepare Prepass refacto

        * Another round of preparation

        * Renamed XRPassScope to XRSinglePassScope

        * RenderAfterPostProcess is now static

        * Add AfterPostProcess to RenderGraph (WIP)

        * AfterPostProcess implementation

        * Fixed wrong RTHandle allocation

        * Fixed light layers texture binding during deferred lighting pass

        * Implemented Post Process Final Pass with RenderGraph

        * Post merge fixes

        * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

        * Fixed alpha in post processes

        * Fix DXR Tests (#6073)

        * Made ssr enable parameter true by default. (#6076)

        * Add comment (#6056)

        * Hdrp /tests/shuriken light module (#6021)

        * Add shurikent light module test

        * Fixed Simulate

        * Fix texts and image ratio

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/pt7 (#5831)

        * Added support for anisotropy.

        * Tidied the code up, plus moved to correlated G term for aniso GGX.

        * Added anisotropic refractive sampling.

        * Disable path tracing for the shading graph preview camera.

        * Added support for alpha culling.

        * Fixed issue with transmission rays.

        * Updated Changelog.

        * Added support for punctual and directional light cookies.

        * Updated Changelog.

        * Added support for area light cookies.

        * Fixed bug with area cookies atlas not being properly generated when
        rebuilding library.

        * Made sure maxDepth > minDepth always, and added support for AO from mask.

        * Added support for transparent shadows.

        * Updated Changelog.

        * Toggling path tracing on/off does not reset iteration anymore.

        * Reverted change on enable, was causing minor issues.

        * Made sure we don't have transparent behaviour when shader is set to
        opaque.

        * Minor changes.

        * Tweaks on transparency behaviour.

        * Updated changelog.

        * Added path-tracing specific payload.

        * Added support for iridescence.

        * Updated Changelog.

        * Added multiple scattering compensation for specular.

        * Added Path tracing test.

        * PT test part 2.

        * Updated Changelog.

        * Added proper area light range attenuation.

        * Fixed issue with alpha clipping in ray-tracing.

        * Cosmetic.

        * Fix on the rect area light range.

        * In the editor, dragging manipulators around now resets accumulation.

        * Added material dirtiness tracking.

        * Does not apply intensity clamping to camera rays.

        * Reste PT iteration when saving a shader graph.

        * Added dirtiness tracking for acceleration structure and lights.

        * Added support for bg color.

        * Minor change to progress bar display.

        * Minor change to iteration counter, so that it never goes over the max.

        * Updated path tracing test.

        * Hdrp/rendergraph cleanup (#6083)

        * Fixed execution error without raytracing

        * Prepare Prepass refacto

        * Another round of preparation

        * Renamed XRPassScope to XRSinglePassScope

        * RenderAfterPostProcess is now static

        * Add AfterPostProcess to RenderGraph (WIP)

        * AfterPostProcess implementation

        * Fixed wrong RTHandle allocation

        * Fixed light layers texture binding during deferred lighting pass

        * Implemented Post Process Final Pass with RenderGraph

        * Post merge fixes

        * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

        * Fixed alpha in post processes

        * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

        * Fixed decal normal patch pass

        * Fixed stencil resolve render pass

        * Fixed RenderDBuffer render pass function capturing variables.

        * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

        * Various fixes of things that diverged compared to regular path.

        * Unified renderer list and texture invalid handle error.

        * Revert wrong change

        * post merge fix

        * Removed useless comment.

        * Missing doc

        * Hdrp /fix light prefab infinite reload on inspector gui (#6054)

        * fix infinite reload loop for light prefab

        * Update CHANGELOG.md

        * Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap (#6027)

        * Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap.

        * Update changelog.

        # Conflicts:
        #	com.unity.render-pipelines.high-definition/CHANGELOG.md

        * Fixed sampling of the sky texture in a more general way (not just fog)

        updated tests screenshots as well.

        * Missing screenshot

        * Fixed the issue properly by generating 7 mips of convolution.

        * Reverted screenshots

        * Reverted useless change.

        * Fix  culling group was not disposed error in the build (#5880)

        * Fix culling group was not disposed error in build

        * Fix culling was not disposed error in build

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix Material Samples : Revert correct GUIDs (#5875)

        * Revert correct GUID

        Change the GUID of the prefab to the correct one referenced in the scene

        * Fix fern material GUID

        * Hdrp/light multiplier (#6077)

        * Allow the light dimmer to get values higher than one

        * Changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update documentation typo (#5860)

        * Add warning and workaround instructions if XR single-pass is enabled after the first frame with XR SDK (#5853)

        * added warning and workaround instructions if XR single-pass is enabled after the first frame with XR SDK

        * edit VR doc

        * Updated CHANGELOG.md

        * Updated VR-Overview.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
        Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>

        * Remove info box on Visual Environment and replaced it with info on documentation (#6099)

        * Remove info box and update documentation

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 9801_ShurikenLightModule.png

        * Add missing exposure and mipmap sliders to the planar reflection probe preview (#5847)

        * Added planar reflection probe preview mip and exposure sliders

        * Updated changelog

        * Disable mip map as we don't have them anymore

        * Re-edited changelog

        * Use SRP macros in shader

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix upgrade cookie planar size (#6104)

        * Fixed the size of the planar reflection / cookie atlas after an upgrade of the HDRP asset

        * Updated changelog

        * Fixing merge issue for SSR transparent

        * Fix universal and yamato after merge.

        * fixuniversal after merge

        * renormalize files

        * Update 9801_ShurikenLightModule.unity

        * Make isEditorCameraPreview and sky public (#6147)

        * Update HDAdditionalCameraData.cs

        * Update SkySettings.cs

        * Update 9801_ShurikenLightModule.unity

        * Update HDAdditionalCameraData.cs

        * Update 9801_ShurikenLightModule.unity

        * Fixing ray tracing tests (#6158)

        * Fixed transparent SSR for shader graph. (#6163)

        * - Fixed transparent SSR for shader graph.

        * changelog

        * Added old graphics tests and modifications (#6143)

        * Update scenes

        * update blendstates

        * added OSX reference images

        * win reference images

        * fix lit light difference

        * Update blendstates-c-lit-unlit

        * disable check memory alloc due to ref probe issues

        * update ref images

        * rename test 1709 to 1711

        * rename test 1709 to 1711 - bis

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix issue with blend mode and with keyword (#6164)

        * Fixed an issue with emissive light meshes not being in the RAS (#6174)

        * Hdrp/pt8 (#6090)

        * Added support for anisotropy.

        * Tidied the code up, plus moved to correlated G term for aniso GGX.

        * Added anisotropic refractive sampling.

        * Disable path tracing for the shading graph preview camera.

        * Added support for alpha culling.

        * Fixed issue with transmission rays.

        * Updated Changelog.

        * Added support for punctual and directional light cookies.

        * Updated Changelog.

        * Added support for area light cookies.

        * Fixed bug with area cookies atlas not being properly generated when
        rebuilding library.

        * Made sure maxDepth > minDepth always, and added support for AO from mask.

        * Added support for transparent shadows.

        * Updated Changelog.

        * Toggling path tracing on/off does not reset iteration anymore.

        * Reverted change on enable, was causing minor issues.

        * Made sure we don't have transparent behaviour when shader is set to
        opaque.

        * Minor changes.

        * Tweaks on transparency behaviour.

        * Updated changelog.

        * Added path-tracing specific payload.

        * Added support for iridescence.

        * Updated Changelog.

        * Added multiple scattering compensation for specular.

        * Added Path tracing test.

        * PT test part 2.

        * Updated Changelog.

        * Added proper area light range attenuation.

        * Fixed issue with alpha clipping in ray-tracing.

        * Cosmetic.

        * Fix on the rect area light range.

        * In the editor, dragging manipulators around now resets accumulation.

        * Added material dirtiness tracking.

        * Does not apply intensity clamping to camera rays.

        * Reste PT iteration when saving a shader graph.

        * Added dirtiness tracking for acceleration structure and lights.

        * Added support for bg color.

        * Minor change to progress bar display.

        * Minor change to iteration counter, so that it never goes over the max.

        * Updated path tracing test.

        * Added finer estimates of lights during global pdf computation.

        * Refined light estimates during light list creation.

        * Updated PT test after changes to light sampling.

        * Minor change on samples count dirtiness handling.

        * Cosmetic, plus include guards.

        * Separated the path intersection structure from the ray tracing one.

        * Cosmetic, plus taking SSS weight into account to reduce diffuse.

        * Added SSS support for path tracing, and made some minor changes to the
        ray-traced version.

        * Minor code refactor.

        * ...

        * ...

        * Post-merge cleansing.

        * Fixed minor issues in CreateMaterialData().

        * Fixed issue with test framework and resolution change.

        * Avoid error msg on null instance in PathTracing.cs.

        * Pathtracer new automated scenes (#6053)

        * Add global GI automated test scene

        * Adding transparency test scene

        * Update max samples of transparency scene to 32

        * Added area light test scene / Updating reference image

        * Transparency scene settings + ref image

        * Scene added to build (Editor build settings)

        * Update tranparency image ref

        * Updating scene to 1 spp and ref image

        Also moving the asset to common assets folder

        * Re-added support for unlit shader graph.

        Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>

        * Update RTSSS Screenshots (#6177)

        * Fix DX12 and DXR Player build and Updating the test screenshots for DXR player tests (#6130)

        * Fix DX12 and DXR Player build
        Updating the test screenshots for DXR player tests

        * fix shader graph case

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update CHANGELOG.md

        * Fix shader compilation issue with Vulkan and Raytracing (#6181)

        * update path tracing and 1219 test

        * Fix hdasset migration code not being called after a package upgrade (#6179)

        * Fix the HDRP asset migration code not being called after a package upgrade

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass out of bounds (#6176)

        * Fix draw renderers custom pass out of bound exception

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix PBR master node (#6182)

        * Fix PBR shader render states

        * Updated changelog

        * Fix some typos in the debug menu (#6097)

        * fix some typos

        * Revert typo fix that break public API

        * Changelog

        * Add regenerated shader includes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed ray traced point and spot lights shadows not rejecting history when semi-transparent or colored. (#6108)

        * Fixed ray traced point and spot lights shadows not rejecting history when semi-transparent or colored.

        * Removing unwanted skip closest hit

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Diffuse Shadow Denoiser Improvement. (#5851)

        * - Added a new mode that improves the filtering of ray traced shadows (directional, point and spot) based on the distance to the occluder.
        Added new test scenes to test the denoiser improvement

        * Update changelog

        * Fix an issue with the shadow denoiser grabiing data outside of the screen

        * changing light parameter to internal

        * Fixed a warning due to StaticLightingSky when reloading domain in some cases. (#6193)

        * Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. (#6211)

        * Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge.

        * Update com.unity.render-pipelines.high-definition/CHANGELOG.md

        Co-Authored-By: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com>

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
        Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com>

        * Update documentation to mention more explicitely the lack of support of vertex animation (#6207)

        * Update documentation to mention more explicitely the lack of support of vertex animation

        * Update Ray-Tracing-Getting-Started.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Make subsection in decal debug menu to specify "affect transparents"  (#6200)

        * Make subsection in decal debug menu

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Added coverage for Enabled GPU Instanced material (#6183)

        For light layers automated test

        * Support cookie on light backing for Disc Area Light (#6138)

        * Added support for light cookies in the baking backends.

        * Updated light conversion script to reflect the latest changes made to the API.

        * Added support for directional light cookie sizes.

        * Added support for cookies on rectangular area lights.

        * Enable Area::Disc Light on backing with cookie

        * Update ChangeLog

        * Update CHANGELOG.md

        Co-authored-by: uygar <uygar@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp /lookdev/fix crash on adding volume as viewed game object (#6129)

        * Update Volume's Layer when moving them to LookDev's stage

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add smoothness remark (#6226)

        * Removed unexpected file

        * Removed legacy VR code from HDRP (#5923)

        * Removed legacy VR code

        * do not set CullingOptions.Stereo with xrsdk

        * re-add and tag previous function signature as obsolete

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Improve light clipping and culling #2 (#4711)

        * Improve area light culling

        * Simplify

        * Clip box lights at the attenuation range

        * Save 1x ALU

        * Add missing feature flags

        * Chanelog

        Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28>
        Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

        * Hdrp/fix/decal material ui errors (#6225)

        * Fixed error in the console when switching shader to decal in the material UI

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix z-fighting in sceneview when scene lighting is off (#6213)

        * Do not override the depth state of transparent materials in RenderDebugView

        * Changelog

        * Changelog - add case number

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Mention default post processing in default volumes. (#6232)

        * Fix cubemap inspector so that thumbnail for cubemap work (#6231)

        * Fix for missing thumbnail on cubemaps

        * Changelog

        * Better default angles

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix ray tracing with VR single-pass (#6242)

        * - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. (#6198)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * update location of reference screenshots after merge

        * Added debug exposure to light hierarchy debug. (#6215)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * - Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. (#6251)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/pt9 (#6184)

        * Added support for anisotropy.

        * Tidied the code up, plus moved to correlated G term for aniso GGX.

        * Added anisotropic refractive sampling.

        * Disable path tracing for the shading graph preview camera.

        * Added support for alpha culling.

        * Fixed issue with transmission rays.

        * Updated Changelog.

        * Added support for punctual and directional light cookies.

        * Updated Changelog.

        * Added support for area light cookies.

        * Fixed bug with area cookies atlas not being properly generated when
        rebuilding library.

        * Made sure maxDepth > minDepth always, and added support for AO from mask.

        * Added support for transparent shadows.

        * Updated Changelog.

        * Toggling path tracing on/off does not reset iteration anymore.

        * Reverted change on enable, was causing minor issues.

        * Made sure we don't have transparent behaviour when shader is set to
        opaque.

        * Minor changes.

        * Tweaks on transparency behaviour.

        * Updated changelog.

        * Added path-tracing specific payload.

        * Added support for iridescence.

        * Updated Changelog.

        * Added multiple scattering compensation for specular.

        * Added Path tracing test.

        * PT test part 2.

        * Updated Changelog.

        * Added proper area light range attenuation.

        * Fixed issue with alpha clipping in ray-tracing.

        * Cosmetic.

        * Fix on the rect area light range.

        * In the editor, dragging manipulators around now resets accumulation.

        * Added material dirtiness tracking.

        * Does not apply intensity clamping to camera rays.

        * Reste PT iteration when saving a shader graph.

        * Added dirtiness tracking for acceleration structure and lights.

        * Added support for bg color.

        * Minor change to progress bar display.

        * Minor change to iteration counter, so that it never goes over the max.

        * Updated path tracing test.

        * Added finer estimates of lights during global pdf computation.

        * Refined light estimates during light list creation.

        * Updated PT test after changes to light sampling.

        * Minor change on samples count dirtiness handling.

        * Cosmetic, plus include guards.

        * Separated the path intersection structure from the ray tracing one.

        * Cosmetic, plus taking SSS weight into account to reduce diffuse.

        * Added SSS support for path tracing, and made some minor changes to the
        ray-traced version.

        * Minor code refactor.

        * ...

        * ...

        * Post-merge cleansing.

        * Fixed minor issues in CreateMaterialData().

        * Fixed issue with test framework and resolution change.

        * Avoid error msg on null instance in PathTracing.cs.

        * Pathtracer new automated scenes (#6053)

        * Add global GI automated test scene

        * Adding transparency test scene

        * Update max samples of transparency scene to 32

        * Added area light test scene / Updating reference image

        * Transparency scene settings + ref image

        * Scene added to build (Editor build settings)

        * Update tranparency image ref

        * Updating scene to 1 spp and ref image

        Also moving the asset to common assets folder

        * Fog support WIP...

        * Added support for fog attenuation.

        * Cosmetic.

        * Set a maxSampleCount to 1 for tests only in play mode.

        * Updated Changelog.

        * Cosmetic.

        * Take min and max depth into account for fog color.

        * Make sure we are inside the light cluster when buidling light list.

        * Simplified signature of RenderPathTracing() func, replaced
        RaytracingFrameIndex with RaytracingSampleIndex.

        * Taking max fog distance into account.

        * Fog max dist part2.

        * Added a new test scene for the fog

        * move reference screenshots

        Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>
        Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
        Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

        * Hdrp/volume debug (#6058)

        * New widget DebugUI.Table

        * Opened some Volume related API

        * New volume debug panel

        * Fixed a bug when debugging editor cameras

        * Fixed table border color. Updated documentation

        * Handles inactive and removed components

        * Don't show deprecated volume components. Sort by name

        * Revert unwanted modification

        * Handle disabled volumes

        * Hides volumes that don't affect the final value

        * Code documentation

        * Add range check

        * Fix player build

        * Fix volume influence detection

        * Refresh display when components changes

        * Fix error on player build

        * Reduce popping

        * Use editor camera as anchor point

        * Select all layers for the scene camera

        * Un-open profileRef API

        * Remove ref to profileRef

        * Proper component name, show text for non supported parameters

        * Fix profile duplication when using volume debug menu

        * Updated unsupported parameters message. Show a name as fallback if it exists

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixing HDRP_DXR_TEST not having local package at right location (#6107)

        * Clearer naming of tile and cluster categories for environment lights (#6227)

        * Rename Environment to Probes

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). (#6267)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix for Fogbugz 1214609 - HDRP Wizard addively increases the Light Intesity instead of setting it (#6266)

        * Fixed an…
* shadow mask

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* - Changed a few resources used by ray tracing shaders to be global resources (using register space1) for improved CPU performance.

* issue in path

* review corrections
…using recursive rendering (#5858)

* - Remove the raytracing rendering queue system to make recursive raytraced material work when raytracing is disabled

* Update dxr test mats

* Update HDRP Tests materials

* manually save Font Material SG to apply code change to m_CustomRenderQueue

* Bump material version for vfx HDRP project

Co-authored-by: Fabien Houlmann <fabien@unity3d.com>
… pass also uses the editor_sync_compilation pragma [skip ci] (#6354)
* Excute all custom pass volumes instead of the first one

* Updated changelog

* Updated documentation

* Fix priority

* Fixed typos
* fix backed emission inspector for material

* Update CHANGELOG.md

* Clean code

* update PBR graph (for HDRP) and HDRP Shader graph baked emission

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…lt of a camera above (#6272)

* Incorporate the above/below ground in the sky hash and make planar reflection use parent camera position

* changelog

* add comment

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed GC alloc issue in custom pass GetActiveVolumes()

* Updated changelog

* Update xml doc

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…s and ray traced indirect diffuse. (#6324)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Added an alpha blend option for recursive rendering

* Adding a test scene to test non refractive transparent objects in recursive rendering

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
… Node (#6389)

* Updated 8101_Opaque scene and added reference images

* Updated camera to fit the test
* - Added support for stack lit for ray tracing effects.

* Forgot to push the prefab

* specular lobe fix

* Fix geometricAA issue in shader graphs for lit and stacklit

* Fix merge issues and fix screenshot due to other PR
- The calculation of `k` is not numerically robust when done in FP16 and might generate a negative value.
- This can be observed as rendering artifacts on Mali drivers newer than Bifrost/Valhall R21.
- This commit fixes this by by clamping `k` to [0, inf] before the `sqrt()`.
- On Mali-G77 the clamp compiles down to a free output modifier on the previous instruction, so there's no performance impact.
sebastienlagarde and others added 9 commits May 14, 2020 14:26
… different instances. (#250)

* PBR Sky renderer now shares its internal precomputation table between different instances.

* Update changelog

* Doc update

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
#331)

* Makes sure quaternion is normalized and valid before converting to matrix.

* Updated Changelo.

* Revert "Updated Changelo."

This reverts commit 60e65b5.

* Update CHANGELOG.md

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
…he background mode. (#415)

* Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Clear the queue once filled up and push elements that failed to be pushed.

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ky. (#462)

* Fixed an issue where asset preview could be rendered white because of static lighting sky.

Also fixed an issue where static lighting was not updated when removing the static lighting sky profile.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
#447)

* Fixed null reference exception in LookDev when setting the SRP to None

* Review feedback

* Review feedback 2
* Fix the show cookie atlas debug mode not displaying correctly

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Update upm-ci-hdrp_dxr.yml

* add hdrp dxr playmode test to all hdrp ci

* Update upm-ci-hdrp.yml

* Update upm-ci-hdrp.yml

* change planar atlas size to 1024

* Update upm-ci-hdrp.yml

* Update 802_SubSurfaceScatteringForward.png

* update scene

* update 5001 lighting

* fix exposure for 5001 path tracing test

* update player screenshots

* disable 5001 path tracing as it fail on yamato
@sebastienlagarde sebastienlagarde requested a review from a team as a code owner May 15, 2020 01:20
FrancescoC-unity and others added 10 commits May 15, 2020 10:38
* Working but not nice

* Remove unecessary cruft

* tiny changes

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* re-enable thumbnail gen only for d3d11

* Update changelog

* try enable metal

* Update changelog and comment
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed max alloc planar size not taking in account the max cache size

* Removed the max cache clamp on texture atlases
* fix undo redo for environment library

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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Yamato is green: merging
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics/tree/HDRP%252Fstaging/.yamato%252Fupm-ci-abv.yml%2523all_project_ci_nightly_2020.1/2217944/job/pipeline

For SDET: this PR include the PR about the DXR yamato, that's why you have been auto added

@sebastienlagarde sebastienlagarde merged commit 3d97002 into master May 16, 2020
alelievr pushed a commit that referenced this pull request May 22, 2020
* Fixed an issue where AO override would not override specular occlusion. (#6222)

* Fixed an issue where AO override would not override specular occlusion.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue where Volume inspector might not refresh correctly in some cases. (#6252)

* Fixed an issue where Volume inspector might not refresh correctly in some cases.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* render XR mirror view only for camera with no RT (#6306)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Split set rendering feature set and API validity check (#6301)

* Split set rendering feature set and API validity check

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/probe scale 1219246 (#6288)

* Fix when scale down < 0 all direction of box Influence Volume

* Update Change log

* Hdrp/fix/particle light shadows (#6111)

* Tried to fix particle light shadows

* Fixed particle shadows

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Recording of accumulation motion blur and path tracing (#6114)

* Pt and accumulation motion blur recording

Fix merge issues

Fix merge issues #2

Bugfix: accumulation with one sample

Chengelog

Don't set the fixed-time in the subframe manager - should be set in the recorder

Properly set and reset the fixed time

Updated documentation

Small fix to make physics simulation work with scaled time / accumulation mb

Post rebase fixes and disable accumulation when using only one sub-frame

* Fix post merge issues

* hdrp resources asset file

* remove duplicate code

* Move most compute shaders to use multi_compile API (#6307)

* Squashed commit of the following:

commit ed9e485efc69a7949e34f0512666d522470dc73e
Author: FrancescoC-Unity <francescoc@unity3d.com>
Date:   Fri Mar 20 11:47:59 2020 +0100

    Revert "Squashed commit of the following:"

    This reverts commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6.

commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6
Author: FrancescoC-Unity <francescoc@unity3d.com>
Date:   Fri Mar 20 10:39:28 2020 +0100

    Squashed commit of the following:

    commit 0e1815814ce8204cfa42ae3050ba655fe769c550
    Merge: ac6809ec032 2b018dfe8a9
    Author: Sebastien Lagarde <sebastien@unity3d.com>
    Date:   Thu Mar 19 18:19:45 2020 +0100

        Merge branch 'master' into HDRP/staging

    commit 2b018dfe8a9f5f304e4b95d6279dda60f632c9dc
    Author: sebastienlagarde <sebastien@unity3d.com>
    Date:   Thu Mar 19 18:19:02 2020 +0100

        Merge Hdrp/staging (#6293)

        * Custom pass cleanup (#5507)

        * Fix custom pass cleanup issue with multiple volumes

        * Updated changelog

        * Delay discard of fragments during decal projection (#5283)

        * Delay discard of fragments during decal projection

        Metal Shading Language declares that fragment discard invalidates
        derivatives for the rest of the quad, so we need to reorder when
        we discard during decal projection, or we get artifacts along the
        edges of the projection (any partial quads get bad partial derivatives
        regardless of whether they are computed implicitly or explicitly).

        * Better re-arrangement of decal code

        * Update TerrainLitPasses.hlsl

        * Update TerrainLitPasses.hlsl

        * Update TerrainLitPasses.hlsl

        * Update ShaderPassDecal.hlsl

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixing unnecessary memory allocations in the ray tracing cluster build and Updating the screen shots for the ray tracing tests (#5465)

        * Fixing unnecessary memory allocations in the ray tracing cluster build
        Updating the screen shots for the ray tracing tests

        * Update test scene and screenshots

        * - Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes.
        - Update and disable some tests that still  need to be updated

        * Add a counter for ray tracing frame index and update screenshots

        * Fixing the Area Shadows Denoiser Test

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Change the default volume used by the ray tracing tests to make them work again (#5510)

        * Change the default volume used for the ray tracing tests, fixes the tests back.

        * Fix access to the ray tracing frame index in ray tracing ambient occlusion (doesn't change behavior)

        * Missing term in the ray tracing frame index access (#5511)

        * Fix colum headers (#5517)

        * Fix colum headers

        * Update CHANGELOG.md

        * Rename post formats (#5505)

        * Renamed the post processing format to the new convention

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed the first frame flash with auto exposure (#5491)

        * Fixed flashes with low and high exposure scenes when Automatic Exposure is in use

        * Moved postfx history reset to per-camera reset

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update DefaultSettingsVolumeProfile.asset

        * Hdrp/small enhencements for DXR (#5493)

        * Add Warning for DXR and AsyncExecution in FrameSettings

        * move restarting at end of all fix in wizard for DXR

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/update default scenes (#5485)

        * Replace default scenes with scene prepared for scene-template

        * Update of DefaultSettingsProfile

        * Update DXR scene

        * Add ScreenSpaceShadow to Camera's default FrameSettings

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Refactoring pre-existing materials to share code between rasterization and ray tracing (#5441)

        * Refactoring pre-existing materials to share code between rasterization and ray tracing
        Update the test scene

        * update changelog

        * Changing the color of an unlit in the reflection test scene

        * review corrections

        * Fixing unlit shader graph

        * Fix specular AA related issue

        * Update the reflection test

        * Fix an issue with debug display for ray tracing shaders
        Always use ray tracing frame index 0 for ray tracing tests
        Update tests screenshots
        Update ray traced reflection test scene

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/staging thin (#5509)

        * Adding a REFRACTION_THIN model.

        * Fixed thin distance.

        * ... and fixed it.

        * Updated changelog, removed unused REFRACTION attrs from Fabric template.

        * Added a REFRACTION_THIN_DISTANCE macro.

        * Finished support for thin refraction.

        * Fixed LitTesselation (was missing thin refraction model).

        * fix issue when merging Refactoring of DoAlphaTest

        * Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. (#5555)

        * Fixing the area shadow denoised test (#5544)

        * Fix leak in Sky when matcap view (#5556)

        * skip pre render sky in matcap view

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix compilation issues of ApplyExposure on platforms that don't support VR (#5575)

        * Fix

        * changelog

        * Remove Preview from physically based sky

        * HDRP asset migration (#5580)

        * Initialize the HDRP asset version to the latest one so new assets are not migrated

        * Updated changelog

        * Hdrp/remove wind resources (#5578)

        * Remove wind resources

        Remove wind resources no longer used and containing big files

        * Update changelog

        * revert: Hdrp/update default scenes (#5485)

        * Fix issue with missing texture in test

        * Disable POM test in 1708 SG_OnSG as it is unstable

        * Add missing texture in runtime test

        * update caption for geometric normal debug in forward

        * add missing texture to runtime test

        * Create Textures.meta

        * fix SG on decal SG

        * Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. (#5577)

        * Fixed a null reference exception in the probe UI when no HDRP asset is present. (#5582)

        * Fixed a null reference exception in the probe UI when no HDRP asset is present.

        * Indentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass outline (#5590)

        * Fixed custom pass outline resolution screen resolution dependent

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. (#5596)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix decal orientation when created from script. (#5592)

        * Fixed all migration classes to default to latest version so that Decals created by script to get migrated.

        Fixed decal created through context menu so that they get the proper rotation convention.

        * Update changelog

        * Moved the GetEnumLastValue to TypeInfo class

        * Updated super old test scenes to the proper latest version for decals

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Refactor of HDCamera (accesibility mostly) [Skip CI] (#5548)

        * Refactor of HDCamera

        - Made internal/private APIs that should not have been public
        - Fixed naming convention for private members
        - Moved everything by accessibility for clarity (public, internal, then private)

        * Added Doc and returned some API public.

        * Fix visibility of Density Volumes in reflections [Skip CI] (#5589)

        * Oblique projection frustum fix, first try

        * HDCamera frustum now recalculates near and far plane to avoid issues with oblique projection matrices.

        * Update changelog

        * Added comments

        * Indentation

        * Fixed camera relative position of frustum

        * Indentation

        * Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. (#5597)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix ray tracing tests and add a test scene for lights and cookies in ray tracing (#5604)

        * expose StartSinglePass() and StopSinglePass() as public interface for XRPass (#5605)

        * Add missing custom pass API documentation (#5530)

        * Add missing custom pass API documentation

        * Fix doc spells and grammar

        * Stencil Refactor and Material migration fixes (#5581)

        * Remove leftover code

        * commit to switch machine

        * Remove hard coded stencil values in shaders

        * clear stencil

        * tmp commit, start of splitting decal in dbuffer and normal patchup

        * Make decal patching up run after GBuffer

        * Remove hardcoded value for SSS split lighting

        * Tmp commit to switch branch

        * Finalize build coarse stencil (with debug leftover and render graph NOT handled)

        * The AA bits (the easy one :-) )

        * split in two enums

        * Distortion vectors bit sorted

        * SSR bit

        * Motion vector bit

        * decals bit

        * Lighting bits

        * Use HTile for SSR

        * HTile SSS -> Incomplete, verify and test.

        * SSS fixes, but still not working (probably not HTile related, but main stencil)

        * Make decal patch normal work and remove stencil bit

        * some leftover fixes

        * was commited by mistake

        * Update materials

        * Revert "Update materials"

        This reverts commit 4a0de82ef51750b77546020d77ad6b5d773e60af.

        * Fix issues with MSAA and with migration

        * Forgot this out

        * update materials and maps

        * default materials

        * don't have SSR on unlit

        * Fix some leftovers

        * Renaming

        * Revert "update materials and maps"

        This reverts commit 103f1cb71d8fffa49b0c2ef57f1b41b36d0a3dbf.

        * Revert "default materials"

        This reverts commit 978740acd825562717a01437dcc0c74fc4cfefb0.

        * Fix migration

        * white line

        * Fix migration

        * Add render queue overide to the material placer.

        Also add PackageInfo.cs to HDRP, so the graphic tests can call it's internal methods and objects.

        * Default material post migration

        * com.unity.testing.hdrp post reimport

        * Updated materials from test

        * Disable tests that are to be updated or not needed anymore

        * Fix VFX issues  (To be fixed better by @PaulDemeulenaere )

        * Lit hardcoded default was off

        * Update VFX Test materials ( @PaulDemeulenaere for awareness )

        * Fix issue with stencil in TAA

        * Revert lighting data

        * revert light map data

        * Revert other lighting asset

        * Cleanup post processor.

        * Update DXR test material

        * Update commnets

        * Early (need testing) new migration workflow

        * Revert "Early (need testing) new migration workflow"

        This reverts commit 2db025002d66165dd00e90f5f5d3c944ed53f361.

        * Update post processor

        * Add manual option to migrate

        * Add dialog box

        Co-authored-by: RemyUnity <32760367+RemyUnity@users.noreply.github.com>

        * Push updated hdrp version in test project (#5617)

        * Push m_LastMaterialVersion update

        * Dont open dialog on yamato

        * Update test projects with recent stencil refector PR (#5618)

        * Update runtime test project

        * Create HDRPProjectSettings.asset

        * update DXR project

        * Revert "update caption for geometric normal debug in forward"

        This reverts commit 150d68279b891529be272b37f374c36b879646f4.

        * Run reimport during update (to avoid unwanted extra dialog during dialog box) (#5620)

        * Make user stencil bits public (#5616)

        * Expose bits to user

        * Update documentation

        * Update HDStencilUsage.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Implement history rejection based on object velocity (#5532)

        * Implement history rejection based on object velocity

        * Update changelog

        * Fix an issue with ambient occlusion denoising being broken after adding the history rejection feature
        Adding the GPU Light type for history validation and rejection

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed initial state of material created through the context menu. (#5603)

        * Fixed an issue where materials newly created from the contextual menu would have an invalid state, causing various problems until it was edited.

        * Forgot DecalUI (for non shader graph decals)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update HDLightUI.Skin.cs

        * Cookie and planar atlas (#5518)

        * Added support for cookie atlas

        * Begin to move planar reflection into atlas

        * Added texture atlas for planar reflection probe plus a limit to on screen planar probes

        * Removed debug log

        * Fixed planar probe atlas scale issue and useless mipmap generation of the atlas

        * Refactor Texture2D atlas

        * Move ScaleBias for planar probes to a separate list

        * Fix cookie mode for directional lights

        * Added error log for non square cookie textures in the atlas

        * Fix merge

        * Fixed cookie atlas

        * Trying to fix area light cookies

        * Fixed area light cookie

        * Disable mipmap for non area light cookies

        * Added cookie atlas format control + fixed size warnings in HDRP cookie ui

        * Add resolution in Capture Settings reflection probe drawer

        * Removed warnings

        * Added the point light cookie texture array in the debug menu

        * Fix cookies in ray tracing + celestial body texture

        * Update dynamic light cookie screenshot

        * Update Animated cookie test + fix reflection probe texture format

        * Fix area light cookie

        * Update HDRP asset cookie and planar atlas sizes

        * Increase cookie atlas size for area light test

        * Simplify code

        * Fix cookie mip clamp

        * Fixed compilation and CG alloc

        * Added atlas layouting when there is no more space

        * Fix directional light cookie

        * Updated reference image of cookie area lights

        * Fix hardcoded format and cookie layout

        * Remove useless mip update

        * Fix area light cookie x flip

        * Added the debug exposure option for debug planar reflection atlas

        * reverted the fix for area light cookie x flip

        * Tried to simplify the code of the atlas

        * Update reference image

        * Added an error when max planar reflection probe on screen is reached

        * Fixed space parenthesis

        * Fixed mipmap not updated properly and area light cookie convolution temp texture format

        * Fixed atlas reset mips

        * Update tooltip and fixed cookie insertion order when there is no more space in the atlas

        * Enable exposure on cookie atlas debug

        * Fix debug overlap

        * Update reference image

        * Added migration code for the cookie atlas size and fixed point light cookie debug exposure

        * Added planar atlas size upgrade code

        * Updated planar reflection atlas message

        * Fixed resolution dependent cookie mip maps

        * Updated changelog

        * Fixed cookies for ray tracing

        * Fix cookie in the ray tracing light loop requested without being reserved

        * Clamp UV when doing the area light convolution

        * Update reference images

        * Remove debug symbols

        * Fixed area light convolution UV limit

        * Fixed half pixel clamp and updated reference images

        * Fixed planar reflection mip map edge bleeding and update reference images

        * Updated more image reference

        * Updated DXR cookie test scene

        * Fix default material transparent created with ZWrite enabled (#5621)

        * Fixed transparent material craeted with ZWrite enabled

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/fix decal gizmo mouseover (#5626)

        * Remove controlID on projection direction of DecalProjector that conflict with other handles

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/smallfixes lookdev (#5619)

        * Fix zoom being stuck around 0

        * fix crash forbiding view manipulation while using directly hdri without passing by an environment

        * Fix hitch in FPS displacement mode

        * Fix when user destroy the EnvironmentLibrary being used.

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Mask was never set for some debug pixel deferred shaders [Skip CI] (#5627)

        * Mask was never set

        * changelog

        * Added comments

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed an issue where creating decals at runtime could cause a null reference exception. (#5594)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Make APIs internal when they should be - 1 - [Skip CI] (#5531)

        * First pass of making APIs internal when they should be.

        * Indentation

        * Compilation fixes + review feedback.

        * Make APIs internal when they should be - 2 - [Skip CI] (#5533)

        * First pass of making APIs internal when they should be.

        * Indentation

        * WIP

        * Missing file

        * More

        * Revert some changes based on review feedback

        * Compilation fix

        * Compilation fixes + review feedback.

        * Updated HDUtils accessibility

        * More editor internals.

        * Better (not hardcoded) stencil handling in VFX (#5624)

        * Stencil update for vfx

        * Fix issues

        * fix missing templates

        * Avoid displaying material upgrader dialog on new project (#5631)

        * Don't run dialog on new project creation

        * skip only on first creation

        * Check file existence before showing dialog

        * typo

        * Push test materials after ZWrite PR (#5632)

        * Update HDRP_Test project

        * Update DXR test assets

        * Update run time tests

        * Discard invalid pixels when doing deferred lighting in compute (for camera stacking) (#5339)

        * Discard invalid pixels when doing deferred lighting in compute (as required for camera stacking)

        Small comment modification

        Update changelog

        * Use stencil buffer (instead of normals) to discard pixels in deferred compute

        * Remove not required if statement when binding the stencil

        * Small fixes to API visibility. (#5637)

        * Fixed some more public APIs to internal.

        * Made hasCustomRender public again.

        * Moved the tier defining from the asset to the concerned volume components. (#5519)

        * Alpha post-processing bugfixes and improvements (#5512)

        * Bug fix for post processing alpha with chrommatic aberation + minor fixes

        * Avoid double blending in DOF

        * Unit tests for alpha post-processing (TAA/DoF)

        Vulkan test images

        Vulkan meta files

        * Fix runtime tests (#5639)

        * Update runtime test screenshots

        * Update planar resolution

        * Add test (#5641)

        * fix material and project settings for VFX (#5642)

        * Revert change to GBuffer (normalbuffer usage) as it broke the raytracing code

        * Fix various issues with time and animated materials (#5480)

        * Fix various issues with time and animated materials

        * Changelog

        * Add getters

        * Only update time once per frame

        * Fix animation in reflection

        * Fix null ref exception

        * Re-applied code after impossible merge.

        * Comment change

        * Remove commented code.

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix graphic test (#5651)

        * renaming test 1901 -> 1451 and 1709 -> 1710

        * Update EditorBuildSettings.asset

        * Update 1710_Decals_Normal_Patch.png

        * update screenshots

        * update scene backgroud

        * Update manifest.json

        * Update decal patch screenshots

        * update 4052_TAA

        * Changing the tier system for a preset mode system and removing unnecessary options (#5646)

        * Changing from a tier management to a "mode" management for reflection and GI and removing the ability to enable/disable deferred and ray bining (they are now implied by performance mode)

        * Update the scene scenes

        * Update changelog

        * Fixing an instability with the light shadows in ray tracing

        * Update to light explorer (#5615)

        - Fixed SkyType display when no Visual Environment is present
        - Changed fog display to reflect the updated fog system
        - Changed Global to "Mode" as it is in Volume UI now.

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 1710_Decals_Normal_Patch.png

        * disable TAA test for XR

        * Hdrp/add documentation tool (#5655)

        * Add the documentation tool to HDRP test project

        * Fixed window serialization

        * Update the documentation for the diffusion profile (#5654)

        * Update the documentation for the diffusion profile

        * Update Diffusion-Profile.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add missing hdlight api (useVolumetrics) (#5652)

        * Add missing API to the HDAdditionalLightData

        * Updated changelog

        * Global Settings API doc. (#5649)

        * Fog Volume Component API doc. (#5645)

        * Debug Display API doc. (#5643)

        * Color picker API doc.

        * FullScreen Debug API doc.

        * Decal debug API doc

        * False Color debug API doc

        * Lighting Debug API doc

        * Material Debug API doc.

        * DebugDisplaySettings API doc.

        * Restored contact shadow fade debug.

        * API documentation for sky related classes. (#5640)

        * API documentation for sky related classes.

        * Document the PBR sky

        * Hdrp/small wizard fixes for dxr (#5633)

        * Add ScreenSpaceShadow to Camera's default FrameSettings

        * Forbid to atmpt creating default scene if the hdrpAsset is not right (we depend on its resources)

        * Update CHANGELOG.md

        * Add OS and Hardware check in wizard for DXR

        * Update CHANGELOG.md

        * Fixe typos

        * Add missing check on Shadows

        * Update Documentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Documentation (#5613)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass disable stencil (#5545)

        * Disable the strencil in custom passes when overwriting the depth and not writing into it

        * Updated changelog

        * Rephrase doc

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add option to exclude camera motion contribution from motion blur (#5656)

        * Remove camera component from motion blur if desired

        * changelog

        * Documentation update

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Implement Semi-transparent Shadows for Point and Spot lights (#5490)

        * Make the shadow behavior for  transparent and transmissive objects more intuitive.

        * Update changelog

        * Implementing semi transparent ray traced shadows for point and spot light
        Adding a test scene for both cases
        Moving contact shadow ray tracing code to a seperate file
        Changing the direction of contact shadow rays to be coherent with the other shadows

        * update changelog

        * Update the test scenes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix shader warning in termporal AA

        * Support semi-transparent shadows for unlit shader and unlit shader graph (#5663)

        * Not doing ray tracing when the stencil bit is off for ssr (#5665)

        adding a test case for it

        * Restored serialization of deprecated parameters to fix migration. (#5666)

        * Shadow Atlas is no longer allocated for area lights when they are disabled in the shader config file. (#5662)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Updated HDRP documentation (#5664)

        * Updated HDRP asset doc

        * Update the upgrade guide for cookies and planars

        * Added warning in the material sorting priority doc for depth write

        * Added a section about surface option properties for ShaderGraphs

        * Fix link name

        * Alpha output documentation (#5658)

        * Update documentation for HDRI-Sky-Backplate (AO) (#5670)

        * Avoid MRT Clear on PS4 [Skip CI] (#5675)

        * Avoid MRT Clear on PS4

        * changelog

        * Update HDRenderPipeline.cs

        * Update HDRenderPipeline.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Change name of option (#5681)

        * More code share between inspector materials  (#5635)

        * Share stencil code for inspector materials (Akin to what happens in shadergraph)

        * changelog

        * Add comment and fix issue

        * Better handling of setting state (if not available, don't write it)

        * Update BaseLitGUI.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Expose alpha cutoff material for ShaderGraphs (#5667)

        * Expose alpha clip to material UI for ShaderGraphs

        * Updated changelog

        * Replace #if by #ifdef

        * Fix debug menu bitfield (#5683)

        * Fixed runtime debug menu bitfield controls

        * Updated changelog

        * Hdrp/update default scenes (#5634)

        * Replace default scenes with scene prepared for scene-template

        * Update of DefaultSettingsProfile

        * Update DXR scene

        * fix missing profile in default scene dxr

        * Update CHANGELOG.md

        * Fix missing HDRI Sky references in DXR new scene

        * Fixed VFX Tests Default volume profile

        * Changed Default Volume settings to an empty one.

        * Missing volume asset files + update manifest and meta

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * - Fixed the radius value used for ray traced directional light. (#5682)

        - Fixed compilation issues with the layered lit in ray tracing shaders.
        - Changed the way the length parameter is used for ray traced contact shadows.
        - Added contact shadow test scenes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fixed XR autotests viewport size rounding (#5684)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Material samples bis (#5686)

        * Add ball

        * update Material samples #5638

        * Update CHANGELOG.md

        * Remove unused version property from Material

        * Updating the documentation for ray tracing (#5680)

        * Updating the documentation for ray tracing

        * review corrections

        * Fix mip slider reflectionprobe (#5689)

        * Remove the slider knob when the reflection probe preview has no mipmap

        * Updated changelog

        * edit VR documentation (#5685)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Better directional PCSS blur handling (#5688)

        * Use correct penumbra calculation for directional.

        * Update visual test

        * Need cleaning uo

        * Cleaning

        * screenshot update

        * Small cleanup

        * typo leftover

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 001-HDTemplate.png

        * Adding the initial implementation of sub-surface scattering (#5625)

        * Initial implementation of ray traced sub surface scattering
        Added a test scene for ray traced sub surface scaterring

        * Update changelog

        * Updating the tests

        * Update 8103_PrePostPass.unity

        * Remove unnecessary skip of material upgrade dialog box. (#5692)

        * Remove unnecessary skip of material upgrade dialog box.

        * Update changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix warning after metal fixup (#5704)

        * Various API doc update. (#5705)

        * Various doc + FrameSettings WIP

        * Finished frame settings API doc and added various other missing doc.

        Also made internal wrongly public API in HDRP

        * Fix density volume blend distance (#5698)

        * Fixed adjusting positive axis of Blend Distance slides the negative axis

        * Updated changelog

        * edit VR doc (#5699)

        * Hdrp/wizard update vr installation (#5706)

        * Add installatation checker in UsedPackageRetriever

        * Add PackageInstaller

        * Add better control on the displayed HelpBox

        * Update VR fixes

        * fix typo

        * Move Install Config Package Button above with HDRP Package info

        * Update CHANGELOG.md

        * Update documentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Removing unused alpha threshold depth prepass and post pass for fabric shader graph (#5711)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix default volume profiles location (#5710)

        * Ray traced reflection smoothness fade and fallback fixes. (#5700)

        * Fix fall back for ray traced reflections when denoising is enabled
        Make Smoothness Fade start work with ray traced reflections
        Fix the blend of reflections based on the weight
        Add the contact shadow test scenes back

        * Change the name of the weight function and add it to all shading models

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix iridescence color space (#5691)

        * Fix iridescence color space

        * Fixed compilation and updated test screenshots

        * fix test

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

        * Fix Terrain Detail Mesh (stop to spam) [Require C++ PR] (#5690)

        * disable support of Terrain Detail

        Fix for error spam issue in HDRP: https://fogbugz.unity3d.com/f/cases/1211848/

        * Update CHANGELOG.md

        * Update HDRenderPipeline.cs

        * Update HDRenderPipeline.cs

        * [Waiting for C++] Disable probes in renderers (#5648)

        * Disable probes section in the Renderer editors

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Merge Hdrp/fix/case 1210058 to master (#5612)

        * Fix for 1210058 - NaNs at certain view angles

        Issue is caused by NaNs/INFs when computing basis on extremely thin (subpixel-width) geometry.  Putting some safeguards fixes the issue

        * Update CHANGELOG.md to reflect 1210058 fix.

        * Updated fix for issue #1210058

        Overwrite the UVs to fix the derivatives.

        * Updated fix for issue #1210058

        Make sure the UVs are zero if unused to fix the derivatives.

        * Undo last.change -- UV fix addresses NaNs

        Zeroing the unused UV1 channel on the material seems to do the trick.

        * Changelog adjustments to be moved

        Current version puts everything in HDRP, so there is no change in core.

        * Update CHANGELOG.md

        Reflect fix for NaNs

        * Fixed UV1 for lightmaps and detail maps.

        * update comment

        * Update NormalSurfaceGradient.hlsl

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Minor code cleanup

        * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluter, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering. (#5732)

        * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering.

        * udpate changelog

        * Implementation of ScreenSpaceReflections for Transparent materials (#4968)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix HDRP duplicated frame settings (#5850)

        * - Added a fallback for ray traced area light shadows in case the material is forward or the lit mode is forward. (#5749)

        - Fixed a bug related to ray traced area light shadow history.

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix cookie index usage (#5871)

        * Hdrp/merge staging (#5943)

        * fix case 1205791 custom mesh issue (#5551)

        * fic case 1205791 custom mesh issue

        * Updated changelog

        * Added a call to Dirty() (#5420)

        * Added a call to Dirty()

        * Updated changelog

        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>

        * Fix shadergraph analytics. (#5912)

        * Fix analytics.

        * Added changelog

        * Fix for case 1200161 Save as subgraph issue (#5503)

        * Fix for case 1200161

        * Edited CHANGELOG.md

        * Added comment to the code

        Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>
        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>

        * fix for unreported keyword bug (#5863)

        * Fixed fogbugz case 1197958 (#5671)

        * * Fixed fogbugz case 1197958.

        * * Updated CHANGELOG.md.

        * * Added spacing.

        * Added #if ENABLE_VR && ENABLE_VR_MODULE guard to XR code.

        *  Added Logic to Inject render pass to base renderer (#5901)

        *  Moved render pass injection code from Forward Renderer to ScriptableRenderer to be able to use for all renderers.

        *  added changelog

        * Disabling the GetDefaultRenderer() test for now until it is redone. (#5924)

        * [Yamato] [skip ci] Setting up master to run on 2020.1 (#5936)

        * added 2020.1 and fast to editors

        * added 2020.1/staging and fast to the rest of the files

        * [CI] Bors setup (#5841)

        * Create bors.toml

        * Update bors.toml

        * Update bors.toml

        * Update upm-ci-projects.yml

        * Create testcommit

        * Update bors.toml

        * adding trying trigger

        * add staging trigger

        * Delete testcommit

        * use squash merge

        * updating job that bors will run

        * [skip ci] update job that bors will run

        * Fixed MAD and RCP definitions in OpenGL. (#5922)

        Co-authored-by: Martin Thorzen <35328557+martint-unity@users.noreply.github.com>
        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>
        Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>
        Co-authored-by: Zachary Diller <zackd44@gmail.com>
        Co-authored-by: thomas-zeng <49886741+thomas-zeng@users.noreply.github.com>
        Co-authored-by: Felipe Lira <felipedrl@gmail.com>
        Co-authored-by: Elvar Örn Unnþórsson <ellioman@ellioman.com>
        Co-authored-by: Liis Kivistik <kivistik.liis@gmail.com>
        Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>

        * Fix whitespace

        * Misc fixes for the sky (#5974)

        * Static lighting sky now takes the default volume into account.

        * Fixed a leak in the PBR sky renderer.

        * Added a tooltip to the Ambient Mode parameter in the Visual Environment volume component.

        * Update changelog

        * Fixed null ref

        * Fixed an issue where having ambient mode set to dynamic might prevent the sky from being included in baking.

        * Forces an update of static sky when changing it in the Environment panel.

        * Fixed a problem with static sky when multiple skies are rendered at the same time.

        * Revert probes renderer PR (#5990)

        * Re-enable the probes section of renderers as it was not supposed to be disabled

        * Updated changelog

        * Fix a leak in the sky system. (#5967)

        * Fixed a cubemap leak when rendering previews for the first time.

        Also changed the debug name of the cubemap used for static lighting.

        * Update changelog.

        * Fixed an assert getting fired for the wrong reason.

        * Added a new light layer debug mode (#5942)

        * Moved lighting debug settings in containers

        * Light layers debug mode

        * Categories for Lighting Debug Panel Documentation

        * Light layers debug mode documentation

        * DebugUI.BitField now uses correct display names

        * Added unit test scene

        * Added changelog

        * Revert "Added changelog"

        This reverts commit a148fc2f97ef5288123f8f16485ba35f57b80f5e.

        * Updated CHANGELOG

        * Disable light layer debug mode after testing

        * reset all debug display settings

        * Renamed Shadow Layers option

        * Editable layer color. Defaults to color blind friendly colors

        * Fix when enabling an exclusive setting

        * Updated screenshots with new colors

        * Simplified variable API

        * Renamed class

        * Fix division by 0. Updated doc

        Co-authored-by: Adrien <adrien.detocqueville@gmail.com>

        * Hdrp/ssr toggle (#5996)

        * Added an "enable" checkbox to the SSR volume component.

        * Update changelog

        * Fix build when not in editor (#6024)

        * Fixed SSR in scene 1710 (#6028)

        * Fix merge error

        * Removed MSAA Buffers allocation when lit shader mode is set to "deferred only" (#6012)

        * Removed MSAA Buffers allocation when lit shader mode is set to "deferred only".

        * Removed MSAA SSS Buffer allocation when deferred only.

        * Invalid cast for realtime reflection probes (case 1220504) (#6026)

        * Invalid cast for realtime reflection probes (case 1220504)

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Aov Buffers tests (#6023)

        * Deactivate Preview Camera for HDCameraEditor to prevent it from rende… (#6022)

        * Deactivate Preview Camera for HDCameraEditor to prevent it from rendering in the render loop (case 1105163)

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Disable reflection probes section (#5994)

        * Disable reflection probes in the renderer components

        * Updated changelog

        * Remove version guard for terrainDetailUnsupported

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Integrate first skeleton of post process in render graph. (#5856)

        * Fixed execution error without raytracing

        * Prepare Prepass refacto

        * Another round of preparation

        * Renamed XRPassScope to XRSinglePassScope

        * RenderAfterPostProcess is now static

        * Add AfterPostProcess to RenderGraph (WIP)

        * AfterPostProcess implementation

        * Fixed wrong RTHandle allocation

        * Fixed light layers texture binding during deferred lighting pass

        * Implemented Post Process Final Pass with RenderGraph

        * Post merge fixes

        * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

        * Fixed alpha in post processes

        * Fix DXR Tests (#6073)

        * Made ssr enable parameter true by default. (#6076)

        * Add comment (#6056)

        * Hdrp /tests/shuriken light module (#6021)

        * Add shurikent light module test

        * Fixed Simulate

        * Fix texts and image ratio

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/pt7 (#5831)

        * Added support for anisotropy.

        * Tidied the code up, plus moved to correlated G term for aniso GGX.

        * Added anisotropic refractive sampling.

        * Disable path tracing for the shading graph preview camera.

        * Added support for alpha culling.

        * Fixed issue with transmission rays.

        * Updated Changelog.

        * Added support for punctual and directional light cookies.

        * Updated Changelog.

        * Added support for area light cookies.

        * Fixed bug with area cookies atlas not being properly generated when
        rebuilding library.

        * Made sure maxDepth > minDepth always, and added support for AO from mask.

        * Added support for transparent shadows.

        * Updated Changelog.

        * Toggling path tracing on/off does not reset iteration anymore.

        * Reverted change on enable, was causing minor issues.

        * Made sure we don't have transparent behaviour when shader is set to
        opaque.

        * Minor changes.

        * Tweaks on transparency behaviour.

        * Updated changelog.

        * Added path-tracing specific payload.

        * Added support for iridescence.

        * Updated Changelog.

        * Added multiple scattering compensation for specular.

        * Added Path tracing test.

        * PT test part 2.

        * Updated Changelog.

        * Added proper area light range attenuation.

        * Fixed issue with alpha clipping in ray-tracing.

        * Cosmetic.

        * Fix on the rect area light range.

        * In the editor, dragging manipulators around now resets accumulation.

        * Added material dirtiness tracking.

        * Does not apply intensity clamping to camera rays.

        * Reste PT iteration when saving a shader graph.

        * Added dirtiness tracking for acceleration structure and lights.

        * Added support for bg color.

        * Minor change to progress bar display.

        * Minor change to iteration counter, so that it never goes over the max.

        * Updated path tracing test.

        * Hdrp/rendergraph cleanup (#6083)

        * Fixed execution error without raytracing

        * Prepare Prepass refacto

        * Another round of preparation

        * Renamed XRPassScope to XRSinglePassScope

        * RenderAfterPostProcess is now static

        * Add AfterPostProcess to RenderGraph (WIP)

        * AfterPostProcess implementation

        * Fixed wrong RTHandle allocation

        * Fixed light layers texture binding during deferred lighting pass

        * Implemented Post Process Final Pass with RenderGraph

        * Post merge fixes

        * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

        * Fixed alpha in post processes

        * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

        * Fixed decal normal patch pass

        * Fixed stencil resolve render pass

        * Fixed RenderDBuffer render pass function capturing variables.

        * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

        * Various fixes of things that diverged compared to regular path.

        * Unified renderer list and texture invalid handle error.

        * Revert wrong change

        * post merge fix

        * Removed useless comment.

        * Missing doc

        * Hdrp /fix light prefab infinite reload on inspector gui (#6054)

        * fix infinite reload loop for light prefab

        * Update CHANGELOG.md

        * Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap (#6027)

        * Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap.

        * Update changelog.

        # Conflicts:
        #	com.unity.render-pipelines.high-definition/CHANGELOG.md

        * Fixed sampling of the sky texture in a more general way (not just fog)

        updated tests screenshots as well.

        * Missing screenshot

        * Fixed the issue properly by generating 7 mips of convolution.

        * Reverted screenshots

        * Reverted useless change.

        * Fix  culling group was not disposed error in the build (#5880)

        * Fix culling group was not disposed error in build

        * Fix culling was not disposed error in build

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix Material Samples : Revert correct GUIDs (#5875)

        * Revert correct GUID

        Change the GUID of the prefab to the correct one referenced in the scene

        * Fix fern material GUID

        * Hdrp/light multiplier (#6077)

        * Allow the light dimmer to get values higher than one

        * Changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update documentation typo (#5860)

        * Add warning and workaround instructions if XR single-pass is enabled after the first frame with XR SDK (#5853)

        * added warning and workaround instructions if XR single-pass is enabled after the first frame with XR SDK

        * edit VR doc

        * Updated CHANGELOG.md

        * Updated VR-Overview.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
        Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>

        * Remove info box on Visual Environment and replaced it with info on documentation (#6099)

        * Remove info box and update documentation

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 9801_ShurikenLightModule.png

        * Add missing exposure and mipmap sliders to the planar reflection probe preview (#5847)

        * Added planar reflection probe preview mip and exposure sliders

        * Updated changelog

        * Disable mip map as we don't have them anymore

        * Re-edited changelog

        * Use SRP macros in shader

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix upgrade cookie planar size (#6104)

        * Fixed the size of the planar reflection / cookie atlas after an upgrade of the HDRP asset

        * Updated changelog

        * Fixing merge issue for SSR transparent

        * Fix universal and yamato after merge.

        * fixuniversal after merge

        * renormalize files

        * Update 9801_ShurikenLightModule.unity

        * Make isEditorCameraPreview and sky public (#6147)

        * Update HDAdditionalCameraData.cs

        * Update SkySettings.cs

        * Update 9801_ShurikenLightModule.unity

        * Update HDAdditionalCameraData.cs

        * Update 9801_ShurikenLightModule.unity

        * Fixing ray tracing tests (#6158)

        * Fixed transparent SSR for shader graph. (#6163)

        * - Fixed transparent SSR for shader graph.

        * changelog

        * Added old graphics tests and modifications (#6143)

        * Update scenes

        * update blendstates

        * added OSX reference images

        * win reference images

        * fix lit light difference

        * Update blendstates-c-lit-unlit

        * disable check memory alloc due to ref probe issues

        * update ref images

        * rename test 1709 to 1711

        * rename test 1709 to 1711 - bis

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix issue with blend mode and with keyword (#6164)

        * Fixed an issue with emissive light meshes not being in the RAS (#6174)

        * Hdrp/pt8 (#6090)

        * Added support for anisotropy.

        * Tidied the code up, plus moved to correlated G term for aniso GGX.

        * Added anisotropic refractive sampling.

        * Disable path tracing for the shading graph preview camera.

        * Added support for alpha culling.

        * Fixed issue with transmission rays.

        * Updated Changelog.

        * Added support for punctual and directional light cookies.

        * Updated Changelog.

        * Added support for area light cookies.

        * Fixed bug with area cookies atlas not being properly generated when
        rebuilding library.

        * Made sure maxDepth > minDepth always, and added support for AO from mask.

        * Added support for transparent shadows.

        * Updated Changelog.

        * Toggling path tracing on/off does not reset iteration anymore.

        * Reverted change on enable, was causing minor issues.

        * Made sure we don't have transparent behaviour when shader is set to
        opaque.

        * Minor changes.

        * Tweaks on transparency behaviour.

        * Updated changelog.

        * Added path-tracing specific payload.

        * Added support for iridescence.

        * Updated Changelog.

        * Added multiple scattering compensation for specular.

        * Added Path tracing test.

        * PT test part 2.

        * Updated Changelog.

        * Added proper area light range attenuation.

        * Fixed issue with alpha clipping in ray-tracing.

        * Cosmetic.

        * Fix on the rect area light range.

        * In the editor, dragging manipulators around now resets accumulation.

        * Added material dirtiness tracking.

        * Does not apply intensity clamping to camera rays.

        * Reste PT iteration when saving a shader graph.

        * Added dirtiness tracking for acceleration structure and lights.

        * Added support for bg color.

        * Minor change to progress bar display.

        * Minor change to iteration counter, so that it never goes over the max.

        * Updated path tracing test.

        * Added finer estimates of lights during global pdf computation.

        * Refined light estimates during light list creation.

        * Updated PT test after changes to light sampling.

        * Minor change on samples count dirtiness handling.

        * Cosmetic, plus include guards.

        * Separated the path intersection structure from the ray tracing one.

        * Cosmetic, plus taking SSS weight into account to reduce diffuse.

        * Added SSS support for path tracing, and made some minor changes to the
        ray-traced version.

        * Minor code refactor.

        * ...

        * ...

        * Post-merge cleansing.

        * Fixed minor issues in CreateMaterialData().

        * Fixed issue with test framework and resolution change.

        * Avoid error msg on null instance in PathTracing.cs.

        * Pathtracer new automated scenes (#6053)

        * Add global GI automated test scene

        * Adding transparency test scene

        * Update max samples of transparency scene to 32

        * Added area light test scene / Updating reference image

        * Transparency scene settings + ref image

        * Scene added to build (Editor build settings)

        * Update tranparency image ref

        * Updating scene to 1 spp and ref image

        Also moving the asset to common assets folder

        * Re-added support for unlit shader graph.

        Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>

        * Update RTSSS Screenshots (#6177)

        * Fix DX12 and DXR Player build and Updating the test screenshots for DXR player tests (#6130)

        * Fix DX12 and DXR Player build
        Updating the test screenshots for DXR player tests

        * fix shader graph case

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update CHANGELOG.md

        * Fix shader compilation issue with Vulkan and Raytracing (#6181)

        * update path tracing and 1219 test

        * Fix hdasset migration code not being called after a package upgrade (#6179)

        * Fix the HDRP asset migration code not being called after a package upgrade

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass out of bounds (#6176)

        * Fix draw renderers custom pass out of bound exception

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix PBR master node (#6182)

        * Fix PBR shader render states

        * Updated changelog

        * Fix some typos in the debug menu (#6097)

        * fix some typos

        * Revert typo fix that break public API

        * Changelog

        * Add regenerated shader includes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed ray traced point and spot lights shadows not rejecting history when semi-transparent or colored. (#6108)

        * Fixed ray traced point and spot lights shadows not rejecting history when semi-transparent or colored.

        * Removing unwanted skip closest hit

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Diffuse Shadow Denoiser Improvement. (#5851)

        * - Added a new mode that improves the filtering of ray traced shadows (directional, point and spot) based on the distance to the occluder.
        Added new test scenes to test the denoiser improvement

        * Update changelog

        * Fix an issue with the shadow denoiser grabiing data outside of the screen

        * changing light parameter to internal

        * Fixed a warning due to StaticLightingSky when reloading domain in some cases. (#6193)

        * Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. (#6211)

        * Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge.

        * Update com.unity.render-pipelines.high-definition/CHANGELOG.md

        Co-Authored-By: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com>

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
        Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com>

        * Update documentation to mention more explicitely the lack of support of vertex animation (#6207)

        * Update documentation to mention more explicitely the lack of support of vertex animation

        * Update Ray-Tracing-Getting-Started.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Make subsection in decal debug menu to specify "affect transparents"  (#6200)

        * Make subsection in decal debug menu

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Added coverage for Enabled GPU Instanced material (#6183)

        For light layers automated test

        * Support cookie on light backing for Disc Area Light (#6138)

        * Added support for light cookies in the baking backends.

        * Updated light conversion script to reflect the latest changes made to the API.

        * Added support for directional light cookie sizes.

        * Added support for cookies on rectangular area lights.

        * Enable Area::Disc Light on backing with cookie

        * Update ChangeLog

        * Update CHANGELOG.md

        Co-authored-by: uygar <uygar@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp /lookdev/fix crash on adding volume as viewed game object (#6129)

        * Update Volume's Layer when moving them to LookDev's stage

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add smoothness remark (#6226)

        * Removed unexpected file

        * Removed legacy VR code from HDRP (#5923)

        * Removed legacy VR code

        * do not set CullingOptions.Stereo with xrsdk

        * re-add and tag previous function signature as obsolete

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Improve light clipping and culling #2 (#4711)

        * Improve area light culling

        * Simplify

        * Clip box lights at the attenuation range

        * Save 1x ALU

        * Add missing feature flags

        * Chanelog

        Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28>
        Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

        * Hdrp/fix/decal material ui errors (#6225)

        * Fixed error in the console when switching shader to decal in the material UI

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix z-fighting in sceneview when scene lighting is off (#6213)

        * Do not override the depth state of transparent materials in RenderDebugView

        * Changelog

        * Changelog - add case number

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Mention default post processing in default volumes. (#6232)

        * Fix cubemap inspector so that thumbnail for cubemap work (#6231)

        * Fix for missing thumbnail on cubemaps

        * Changelog

        * Better default angles

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix ray tracing with VR single-pass (#6242)

        * - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. (#6198)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * update location of reference screenshots after merge

        * Added debug exposure to light hierarchy debug. (#6215)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * - Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. (#6251)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/pt9 (#6184)

        * Added support for anisotropy.

        * Tidied the code up, plus moved to correlated G term for aniso GGX.

        * Added anisotropic refractive sampling.

        * Disable path tracing for the shading graph preview camera.

        * Added support for alpha culling.

        * Fixed issue with transmission rays.

        * Updated Changelog.

        * Added support for punctual and directional light cookies.

        * Updated Changelog.

        * Added support for area light cookies.

        * Fixed bug with area cookies atlas not being properly generated when
        rebuilding library.

        * Made sure maxDepth > minDepth always, and added support for AO from mask.

        * Added support for transparent shadows.

        * Updated Changelog.

        * Toggling path tracing on/off does not reset iteration anymore.

        * Reverted change on enable, was causing minor issues.

        * Made sure we don't have transparent behaviour when shader is set to
        opaque.

        * Minor changes.

        * Tweaks on transparency behaviour.

        * Updated changelog.

        * Added path-tracing specific payload.

        * Added support for iridescence.

        * Updated Changelog.

        * Added multiple scattering compensation for specular.

        * Added Path tracing test.

        * PT test part 2.

        * Updated Changelog.

        * Added proper area light range attenuation.

        * Fixed issue with alpha clipping in ray-tracing.

        * Cosmetic.

        * Fix on the rect area light range.

        * In the editor, dragging manipulators around now resets accumulation.

        * Added material dirtiness tracking.

        * Does not apply intensity clamping to camera rays.

        * Reste PT iteration when saving a shader graph.

        * Added dirtiness tracking for acceleration structure and lights.

        * Added support for bg color.

        * Minor change to progress bar display.

        * Minor change to iteration counter, so that it never goes over the max.

        * Updated path tracing test.

        * Added finer estimates of lights during global pdf computation.

        * Refined light estimates during light list creation.

        * Updated PT test after changes to light sampling.

        * Minor change on samples count dirtiness handling.

        * Cosmetic, plus include guards.

        * Separated the path intersection structure from the ray tracing one.

        * Cosmetic, plus taking SSS weight into account to reduce diffuse.

        * Added SSS support for path tracing, and made some minor changes to the
        ray-traced version.

        * Minor code refactor.

        * ...

        * ...

        * Post-merge cleansing.

        * Fixed minor issues in CreateMaterialData().

        * Fixed issue with test framework and resolution change.

        * Avoid error msg on null instance in PathTracing.cs.

        * Pathtracer new automated scenes (#6053)

        * Add global GI automated test scene

        * Adding transparency test scene

        * Update max samples of transparency scene to 32

        * Added area light test scene / Updating reference image

        * Transparency scene settings + ref image

        * Scene added to build (Editor build settings)

        * Update tranparency image ref

        * Updating scene to 1 spp and ref image

        Also moving the asset to common assets folder

        * Fog support WIP...

        * Added support for fog attenuation.

        * Cosmetic.

        * Set a maxSampleCount to 1 for tests only in play mode.

        * Updated Changelog.

        * Cosmetic.

        * Take min and max depth into account for fog color.

        * Make sure we are inside the light cluster when buidling light list.

        * Simplified signature of RenderPathTracing() func, replaced
        RaytracingFrameIndex with RaytracingSampleIndex.

        * Taking max fog distance into account.

        * Fog max dist part2.

        * Added a new test scene for the fog

        * move reference screenshots

        Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>
        Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
        Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

        * Hdrp/volume debug (#6058)

        * New widget DebugUI.Table

        …
sebastienlagarde added a commit that referenced this pull request May 26, 2020
* [9.x.x] Merge Hdrp/staging [Skip CI] (#366)

* Fixed an issue where AO override would not override specular occlusion. (#6222)

* Fixed an issue where AO override would not override specular occlusion.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue where Volume inspector might not refresh correctly in some cases. (#6252)

* Fixed an issue where Volume inspector might not refresh correctly in some cases.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* render XR mirror view only for camera with no RT (#6306)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Split set rendering feature set and API validity check (#6301)

* Split set rendering feature set and API validity check

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/probe scale 1219246 (#6288)

* Fix when scale down < 0 all direction of box Influence Volume

* Update Change log

* Hdrp/fix/particle light shadows (#6111)

* Tried to fix particle light shadows

* Fixed particle shadows

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Recording of accumulation motion blur and path tracing (#6114)

* Pt and accumulation motion blur recording

Fix merge issues

Fix merge issues #2

Bugfix: accumulation with one sample

Chengelog

Don't set the fixed-time in the subframe manager - should be set in the recorder

Properly set and reset the fixed time

Updated documentation

Small fix to make physics simulation work with scaled time / accumulation mb

Post rebase fixes and disable accumulation when using only one sub-frame

* Fix post merge issues

* hdrp resources asset file

* remove duplicate code

* Move most compute shaders to use multi_compile API (#6307)

* Squashed commit of the following:

commit ed9e485efc69a7949e34f0512666d522470dc73e
Author: FrancescoC-Unity <francescoc@unity3d.com>
Date:   Fri Mar 20 11:47:59 2020 +0100

    Revert "Squashed commit of the following:"

    This reverts commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6.

commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6
Author: FrancescoC-Unity <francescoc@unity3d.com>
Date:   Fri Mar 20 10:39:28 2020 +0100

    Squashed commit of the following:

    commit 0e1815814ce8204cfa42ae3050ba655fe769c550
    Merge: ac6809ec032 2b018dfe8a9
    Author: Sebastien Lagarde <sebastien@unity3d.com>
    Date:   Thu Mar 19 18:19:45 2020 +0100

        Merge branch 'master' into HDRP/staging

    commit 2b018dfe8a9f5f304e4b95d6279dda60f632c9dc
    Author: sebastienlagarde <sebastien@unity3d.com>
    Date:   Thu Mar 19 18:19:02 2020 +0100

        Merge Hdrp/staging (#6293)

        * Custom pass cleanup (#5507)

        * Fix custom pass cleanup issue with multiple volumes

        * Updated changelog

        * Delay discard of fragments during decal projection (#5283)

        * Delay discard of fragments during decal projection

        Metal Shading Language declares that fragment discard invalidates
        derivatives for the rest of the quad, so we need to reorder when
        we discard during decal projection, or we get artifacts along the
        edges of the projection (any partial quads get bad partial derivatives
        regardless of whether they are computed implicitly or explicitly).

        * Better re-arrangement of decal code

        * Update TerrainLitPasses.hlsl

        * Update TerrainLitPasses.hlsl

        * Update TerrainLitPasses.hlsl

        * Update ShaderPassDecal.hlsl

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixing unnecessary memory allocations in the ray tracing cluster build and Updating the screen shots for the ray tracing tests (#5465)

        * Fixing unnecessary memory allocations in the ray tracing cluster build
        Updating the screen shots for the ray tracing tests

        * Update test scene and screenshots

        * - Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes.
        - Update and disable some tests that still  need to be updated

        * Add a counter for ray tracing frame index and update screenshots

        * Fixing the Area Shadows Denoiser Test

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Change the default volume used by the ray tracing tests to make them work again (#5510)

        * Change the default volume used for the ray tracing tests, fixes the tests back.

        * Fix access to the ray tracing frame index in ray tracing ambient occlusion (doesn't change behavior)

        * Missing term in the ray tracing frame index access (#5511)

        * Fix colum headers (#5517)

        * Fix colum headers

        * Update CHANGELOG.md

        * Rename post formats (#5505)

        * Renamed the post processing format to the new convention

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed the first frame flash with auto exposure (#5491)

        * Fixed flashes with low and high exposure scenes when Automatic Exposure is in use

        * Moved postfx history reset to per-camera reset

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update DefaultSettingsVolumeProfile.asset

        * Hdrp/small enhencements for DXR (#5493)

        * Add Warning for DXR and AsyncExecution in FrameSettings

        * move restarting at end of all fix in wizard for DXR

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/update default scenes (#5485)

        * Replace default scenes with scene prepared for scene-template

        * Update of DefaultSettingsProfile

        * Update DXR scene

        * Add ScreenSpaceShadow to Camera's default FrameSettings

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Refactoring pre-existing materials to share code between rasterization and ray tracing (#5441)

        * Refactoring pre-existing materials to share code between rasterization and ray tracing
        Update the test scene

        * update changelog

        * Changing the color of an unlit in the reflection test scene

        * review corrections

        * Fixing unlit shader graph

        * Fix specular AA related issue

        * Update the reflection test

        * Fix an issue with debug display for ray tracing shaders
        Always use ray tracing frame index 0 for ray tracing tests
        Update tests screenshots
        Update ray traced reflection test scene

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/staging thin (#5509)

        * Adding a REFRACTION_THIN model.

        * Fixed thin distance.

        * ... and fixed it.

        * Updated changelog, removed unused REFRACTION attrs from Fabric template.

        * Added a REFRACTION_THIN_DISTANCE macro.

        * Finished support for thin refraction.

        * Fixed LitTesselation (was missing thin refraction model).

        * fix issue when merging Refactoring of DoAlphaTest

        * Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. (#5555)

        * Fixing the area shadow denoised test (#5544)

        * Fix leak in Sky when matcap view (#5556)

        * skip pre render sky in matcap view

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix compilation issues of ApplyExposure on platforms that don't support VR (#5575)

        * Fix

        * changelog

        * Remove Preview from physically based sky

        * HDRP asset migration (#5580)

        * Initialize the HDRP asset version to the latest one so new assets are not migrated

        * Updated changelog

        * Hdrp/remove wind resources (#5578)

        * Remove wind resources

        Remove wind resources no longer used and containing big files

        * Update changelog

        * revert: Hdrp/update default scenes (#5485)

        * Fix issue with missing texture in test

        * Disable POM test in 1708 SG_OnSG as it is unstable

        * Add missing texture in runtime test

        * update caption for geometric normal debug in forward

        * add missing texture to runtime test

        * Create Textures.meta

        * fix SG on decal SG

        * Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. (#5577)

        * Fixed a null reference exception in the probe UI when no HDRP asset is present. (#5582)

        * Fixed a null reference exception in the probe UI when no HDRP asset is present.

        * Indentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass outline (#5590)

        * Fixed custom pass outline resolution screen resolution dependent

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. (#5596)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix decal orientation when created from script. (#5592)

        * Fixed all migration classes to default to latest version so that Decals created by script to get migrated.

        Fixed decal created through context menu so that they get the proper rotation convention.

        * Update changelog

        * Moved the GetEnumLastValue to TypeInfo class

        * Updated super old test scenes to the proper latest version for decals

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Refactor of HDCamera (accesibility mostly) [Skip CI] (#5548)

        * Refactor of HDCamera

        - Made internal/private APIs that should not have been public
        - Fixed naming convention for private members
        - Moved everything by accessibility for clarity (public, internal, then private)

        * Added Doc and returned some API public.

        * Fix visibility of Density Volumes in reflections [Skip CI] (#5589)

        * Oblique projection frustum fix, first try

        * HDCamera frustum now recalculates near and far plane to avoid issues with oblique projection matrices.

        * Update changelog

        * Added comments

        * Indentation

        * Fixed camera relative position of frustum

        * Indentation

        * Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. (#5597)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix ray tracing tests and add a test scene for lights and cookies in ray tracing (#5604)

        * expose StartSinglePass() and StopSinglePass() as public interface for XRPass (#5605)

        * Add missing custom pass API documentation (#5530)

        * Add missing custom pass API documentation

        * Fix doc spells and grammar

        * Stencil Refactor and Material migration fixes (#5581)

        * Remove leftover code

        * commit to switch machine

        * Remove hard coded stencil values in shaders

        * clear stencil

        * tmp commit, start of splitting decal in dbuffer and normal patchup

        * Make decal patching up run after GBuffer

        * Remove hardcoded value for SSS split lighting

        * Tmp commit to switch branch

        * Finalize build coarse stencil (with debug leftover and render graph NOT handled)

        * The AA bits (the easy one :-) )

        * split in two enums

        * Distortion vectors bit sorted

        * SSR bit

        * Motion vector bit

        * decals bit

        * Lighting bits

        * Use HTile for SSR

        * HTile SSS -> Incomplete, verify and test.

        * SSS fixes, but still not working (probably not HTile related, but main stencil)

        * Make decal patch normal work and remove stencil bit

        * some leftover fixes

        * was commited by mistake

        * Update materials

        * Revert "Update materials"

        This reverts commit 4a0de82ef51750b77546020d77ad6b5d773e60af.

        * Fix issues with MSAA and with migration

        * Forgot this out

        * update materials and maps

        * default materials

        * don't have SSR on unlit

        * Fix some leftovers

        * Renaming

        * Revert "update materials and maps"

        This reverts commit 103f1cb71d8fffa49b0c2ef57f1b41b36d0a3dbf.

        * Revert "default materials"

        This reverts commit 978740acd825562717a01437dcc0c74fc4cfefb0.

        * Fix migration

        * white line

        * Fix migration

        * Add render queue overide to the material placer.

        Also add PackageInfo.cs to HDRP, so the graphic tests can call it's internal methods and objects.

        * Default material post migration

        * com.unity.testing.hdrp post reimport

        * Updated materials from test

        * Disable tests that are to be updated or not needed anymore

        * Fix VFX issues  (To be fixed better by @PaulDemeulenaere )

        * Lit hardcoded default was off

        * Update VFX Test materials ( @PaulDemeulenaere for awareness )

        * Fix issue with stencil in TAA

        * Revert lighting data

        * revert light map data

        * Revert other lighting asset

        * Cleanup post processor.

        * Update DXR test material

        * Update commnets

        * Early (need testing) new migration workflow

        * Revert "Early (need testing) new migration workflow"

        This reverts commit 2db025002d66165dd00e90f5f5d3c944ed53f361.

        * Update post processor

        * Add manual option to migrate

        * Add dialog box

        Co-authored-by: RemyUnity <32760367+RemyUnity@users.noreply.github.com>

        * Push updated hdrp version in test project (#5617)

        * Push m_LastMaterialVersion update

        * Dont open dialog on yamato

        * Update test projects with recent stencil refector PR (#5618)

        * Update runtime test project

        * Create HDRPProjectSettings.asset

        * update DXR project

        * Revert "update caption for geometric normal debug in forward"

        This reverts commit 150d68279b891529be272b37f374c36b879646f4.

        * Run reimport during update (to avoid unwanted extra dialog during dialog box) (#5620)

        * Make user stencil bits public (#5616)

        * Expose bits to user

        * Update documentation

        * Update HDStencilUsage.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Implement history rejection based on object velocity (#5532)

        * Implement history rejection based on object velocity

        * Update changelog

        * Fix an issue with ambient occlusion denoising being broken after adding the history rejection feature
        Adding the GPU Light type for history validation and rejection

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed initial state of material created through the context menu. (#5603)

        * Fixed an issue where materials newly created from the contextual menu would have an invalid state, causing various problems until it was edited.

        * Forgot DecalUI (for non shader graph decals)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update HDLightUI.Skin.cs

        * Cookie and planar atlas (#5518)

        * Added support for cookie atlas

        * Begin to move planar reflection into atlas

        * Added texture atlas for planar reflection probe plus a limit to on screen planar probes

        * Removed debug log

        * Fixed planar probe atlas scale issue and useless mipmap generation of the atlas

        * Refactor Texture2D atlas

        * Move ScaleBias for planar probes to a separate list

        * Fix cookie mode for directional lights

        * Added error log for non square cookie textures in the atlas

        * Fix merge

        * Fixed cookie atlas

        * Trying to fix area light cookies

        * Fixed area light cookie

        * Disable mipmap for non area light cookies

        * Added cookie atlas format control + fixed size warnings in HDRP cookie ui

        * Add resolution in Capture Settings reflection probe drawer

        * Removed warnings

        * Added the point light cookie texture array in the debug menu

        * Fix cookies in ray tracing + celestial body texture

        * Update dynamic light cookie screenshot

        * Update Animated cookie test + fix reflection probe texture format

        * Fix area light cookie

        * Update HDRP asset cookie and planar atlas sizes

        * Increase cookie atlas size for area light test

        * Simplify code

        * Fix cookie mip clamp

        * Fixed compilation and CG alloc

        * Added atlas layouting when there is no more space

        * Fix directional light cookie

        * Updated reference image of cookie area lights

        * Fix hardcoded format and cookie layout

        * Remove useless mip update

        * Fix area light cookie x flip

        * Added the debug exposure option for debug planar reflection atlas

        * reverted the fix for area light cookie x flip

        * Tried to simplify the code of the atlas

        * Update reference image

        * Added an error when max planar reflection probe on screen is reached

        * Fixed space parenthesis

        * Fixed mipmap not updated properly and area light cookie convolution temp texture format

        * Fixed atlas reset mips

        * Update tooltip and fixed cookie insertion order when there is no more space in the atlas

        * Enable exposure on cookie atlas debug

        * Fix debug overlap

        * Update reference image

        * Added migration code for the cookie atlas size and fixed point light cookie debug exposure

        * Added planar atlas size upgrade code

        * Updated planar reflection atlas message

        * Fixed resolution dependent cookie mip maps

        * Updated changelog

        * Fixed cookies for ray tracing

        * Fix cookie in the ray tracing light loop requested without being reserved

        * Clamp UV when doing the area light convolution

        * Update reference images

        * Remove debug symbols

        * Fixed area light convolution UV limit

        * Fixed half pixel clamp and updated reference images

        * Fixed planar reflection mip map edge bleeding and update reference images

        * Updated more image reference

        * Updated DXR cookie test scene

        * Fix default material transparent created with ZWrite enabled (#5621)

        * Fixed transparent material craeted with ZWrite enabled

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/fix decal gizmo mouseover (#5626)

        * Remove controlID on projection direction of DecalProjector that conflict with other handles

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/smallfixes lookdev (#5619)

        * Fix zoom being stuck around 0

        * fix crash forbiding view manipulation while using directly hdri without passing by an environment

        * Fix hitch in FPS displacement mode

        * Fix when user destroy the EnvironmentLibrary being used.

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Mask was never set for some debug pixel deferred shaders [Skip CI] (#5627)

        * Mask was never set

        * changelog

        * Added comments

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed an issue where creating decals at runtime could cause a null reference exception. (#5594)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Make APIs internal when they should be - 1 - [Skip CI] (#5531)

        * First pass of making APIs internal when they should be.

        * Indentation

        * Compilation fixes + review feedback.

        * Make APIs internal when they should be - 2 - [Skip CI] (#5533)

        * First pass of making APIs internal when they should be.

        * Indentation

        * WIP

        * Missing file

        * More

        * Revert some changes based on review feedback

        * Compilation fix

        * Compilation fixes + review feedback.

        * Updated HDUtils accessibility

        * More editor internals.

        * Better (not hardcoded) stencil handling in VFX (#5624)

        * Stencil update for vfx

        * Fix issues

        * fix missing templates

        * Avoid displaying material upgrader dialog on new project (#5631)

        * Don't run dialog on new project creation

        * skip only on first creation

        * Check file existence before showing dialog

        * typo

        * Push test materials after ZWrite PR (#5632)

        * Update HDRP_Test project

        * Update DXR test assets

        * Update run time tests

        * Discard invalid pixels when doing deferred lighting in compute (for camera stacking) (#5339)

        * Discard invalid pixels when doing deferred lighting in compute (as required for camera stacking)

        Small comment modification

        Update changelog

        * Use stencil buffer (instead of normals) to discard pixels in deferred compute

        * Remove not required if statement when binding the stencil

        * Small fixes to API visibility. (#5637)

        * Fixed some more public APIs to internal.

        * Made hasCustomRender public again.

        * Moved the tier defining from the asset to the concerned volume components. (#5519)

        * Alpha post-processing bugfixes and improvements (#5512)

        * Bug fix for post processing alpha with chrommatic aberation + minor fixes

        * Avoid double blending in DOF

        * Unit tests for alpha post-processing (TAA/DoF)

        Vulkan test images

        Vulkan meta files

        * Fix runtime tests (#5639)

        * Update runtime test screenshots

        * Update planar resolution

        * Add test (#5641)

        * fix material and project settings for VFX (#5642)

        * Revert change to GBuffer (normalbuffer usage) as it broke the raytracing code

        * Fix various issues with time and animated materials (#5480)

        * Fix various issues with time and animated materials

        * Changelog

        * Add getters

        * Only update time once per frame

        * Fix animation in reflection

        * Fix null ref exception

        * Re-applied code after impossible merge.

        * Comment change

        * Remove commented code.

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix graphic test (#5651)

        * renaming test 1901 -> 1451 and 1709 -> 1710

        * Update EditorBuildSettings.asset

        * Update 1710_Decals_Normal_Patch.png

        * update screenshots

        * update scene backgroud

        * Update manifest.json

        * Update decal patch screenshots

        * update 4052_TAA

        * Changing the tier system for a preset mode system and removing unnecessary options (#5646)

        * Changing from a tier management to a "mode" management for reflection and GI and removing the ability to enable/disable deferred and ray bining (they are now implied by performance mode)

        * Update the scene scenes

        * Update changelog

        * Fixing an instability with the light shadows in ray tracing

        * Update to light explorer (#5615)

        - Fixed SkyType display when no Visual Environment is present
        - Changed fog display to reflect the updated fog system
        - Changed Global to "Mode" as it is in Volume UI now.

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 1710_Decals_Normal_Patch.png

        * disable TAA test for XR

        * Hdrp/add documentation tool (#5655)

        * Add the documentation tool to HDRP test project

        * Fixed window serialization

        * Update the documentation for the diffusion profile (#5654)

        * Update the documentation for the diffusion profile

        * Update Diffusion-Profile.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add missing hdlight api (useVolumetrics) (#5652)

        * Add missing API to the HDAdditionalLightData

        * Updated changelog

        * Global Settings API doc. (#5649)

        * Fog Volume Component API doc. (#5645)

        * Debug Display API doc. (#5643)

        * Color picker API doc.

        * FullScreen Debug API doc.

        * Decal debug API doc

        * False Color debug API doc

        * Lighting Debug API doc

        * Material Debug API doc.

        * DebugDisplaySettings API doc.

        * Restored contact shadow fade debug.

        * API documentation for sky related classes. (#5640)

        * API documentation for sky related classes.

        * Document the PBR sky

        * Hdrp/small wizard fixes for dxr (#5633)

        * Add ScreenSpaceShadow to Camera's default FrameSettings

        * Forbid to atmpt creating default scene if the hdrpAsset is not right (we depend on its resources)

        * Update CHANGELOG.md

        * Add OS and Hardware check in wizard for DXR

        * Update CHANGELOG.md

        * Fixe typos

        * Add missing check on Shadows

        * Update Documentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Documentation (#5613)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass disable stencil (#5545)

        * Disable the strencil in custom passes when overwriting the depth and not writing into it

        * Updated changelog

        * Rephrase doc

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add option to exclude camera motion contribution from motion blur (#5656)

        * Remove camera component from motion blur if desired

        * changelog

        * Documentation update

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Implement Semi-transparent Shadows for Point and Spot lights (#5490)

        * Make the shadow behavior for  transparent and transmissive objects more intuitive.

        * Update changelog

        * Implementing semi transparent ray traced shadows for point and spot light
        Adding a test scene for both cases
        Moving contact shadow ray tracing code to a seperate file
        Changing the direction of contact shadow rays to be coherent with the other shadows

        * update changelog

        * Update the test scenes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix shader warning in termporal AA

        * Support semi-transparent shadows for unlit shader and unlit shader graph (#5663)

        * Not doing ray tracing when the stencil bit is off for ssr (#5665)

        adding a test case for it

        * Restored serialization of deprecated parameters to fix migration. (#5666)

        * Shadow Atlas is no longer allocated for area lights when they are disabled in the shader config file. (#5662)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Updated HDRP documentation (#5664)

        * Updated HDRP asset doc

        * Update the upgrade guide for cookies and planars

        * Added warning in the material sorting priority doc for depth write

        * Added a section about surface option properties for ShaderGraphs

        * Fix link name

        * Alpha output documentation (#5658)

        * Update documentation for HDRI-Sky-Backplate (AO) (#5670)

        * Avoid MRT Clear on PS4 [Skip CI] (#5675)

        * Avoid MRT Clear on PS4

        * changelog

        * Update HDRenderPipeline.cs

        * Update HDRenderPipeline.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Change name of option (#5681)

        * More code share between inspector materials  (#5635)

        * Share stencil code for inspector materials (Akin to what happens in shadergraph)

        * changelog

        * Add comment and fix issue

        * Better handling of setting state (if not available, don't write it)

        * Update BaseLitGUI.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Expose alpha cutoff material for ShaderGraphs (#5667)

        * Expose alpha clip to material UI for ShaderGraphs

        * Updated changelog

        * Replace #if by #ifdef

        * Fix debug menu bitfield (#5683)

        * Fixed runtime debug menu bitfield controls

        * Updated changelog

        * Hdrp/update default scenes (#5634)

        * Replace default scenes with scene prepared for scene-template

        * Update of DefaultSettingsProfile

        * Update DXR scene

        * fix missing profile in default scene dxr

        * Update CHANGELOG.md

        * Fix missing HDRI Sky references in DXR new scene

        * Fixed VFX Tests Default volume profile

        * Changed Default Volume settings to an empty one.

        * Missing volume asset files + update manifest and meta

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * - Fixed the radius value used for ray traced directional light. (#5682)

        - Fixed compilation issues with the layered lit in ray tracing shaders.
        - Changed the way the length parameter is used for ray traced contact shadows.
        - Added contact shadow test scenes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fixed XR autotests viewport size rounding (#5684)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Material samples bis (#5686)

        * Add ball

        * update Material samples #5638

        * Update CHANGELOG.md

        * Remove unused version property from Material

        * Updating the documentation for ray tracing (#5680)

        * Updating the documentation for ray tracing

        * review corrections

        * Fix mip slider reflectionprobe (#5689)

        * Remove the slider knob when the reflection probe preview has no mipmap

        * Updated changelog

        * edit VR documentation (#5685)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Better directional PCSS blur handling (#5688)

        * Use correct penumbra calculation for directional.

        * Update visual test

        * Need cleaning uo

        * Cleaning

        * screenshot update

        * Small cleanup

        * typo leftover

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 001-HDTemplate.png

        * Adding the initial implementation of sub-surface scattering (#5625)

        * Initial implementation of ray traced sub surface scattering
        Added a test scene for ray traced sub surface scaterring

        * Update changelog

        * Updating the tests

        * Update 8103_PrePostPass.unity

        * Remove unnecessary skip of material upgrade dialog box. (#5692)

        * Remove unnecessary skip of material upgrade dialog box.

        * Update changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix warning after metal fixup (#5704)

        * Various API doc update. (#5705)

        * Various doc + FrameSettings WIP

        * Finished frame settings API doc and added various other missing doc.

        Also made internal wrongly public API in HDRP

        * Fix density volume blend distance (#5698)

        * Fixed adjusting positive axis of Blend Distance slides the negative axis

        * Updated changelog

        * edit VR doc (#5699)

        * Hdrp/wizard update vr installation (#5706)

        * Add installatation checker in UsedPackageRetriever

        * Add PackageInstaller

        * Add better control on the displayed HelpBox

        * Update VR fixes

        * fix typo

        * Move Install Config Package Button above with HDRP Package info

        * Update CHANGELOG.md

        * Update documentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Removing unused alpha threshold depth prepass and post pass for fabric shader graph (#5711)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix default volume profiles location (#5710)

        * Ray traced reflection smoothness fade and fallback fixes. (#5700)

        * Fix fall back for ray traced reflections when denoising is enabled
        Make Smoothness Fade start work with ray traced reflections
        Fix the blend of reflections based on the weight
        Add the contact shadow test scenes back

        * Change the name of the weight function and add it to all shading models

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix iridescence color space (#5691)

        * Fix iridescence color space

        * Fixed compilation and updated test screenshots

        * fix test

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

        * Fix Terrain Detail Mesh (stop to spam) [Require C++ PR] (#5690)

        * disable support of Terrain Detail

        Fix for error spam issue in HDRP: https://fogbugz.unity3d.com/f/cases/1211848/

        * Update CHANGELOG.md

        * Update HDRenderPipeline.cs

        * Update HDRenderPipeline.cs

        * [Waiting for C++] Disable probes in renderers (#5648)

        * Disable probes section in the Renderer editors

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Merge Hdrp/fix/case 1210058 to master (#5612)

        * Fix for 1210058 - NaNs at certain view angles

        Issue is caused by NaNs/INFs when computing basis on extremely thin (subpixel-width) geometry.  Putting some safeguards fixes the issue

        * Update CHANGELOG.md to reflect 1210058 fix.

        * Updated fix for issue #1210058

        Overwrite the UVs to fix the derivatives.

        * Updated fix for issue #1210058

        Make sure the UVs are zero if unused to fix the derivatives.

        * Undo last.change -- UV fix addresses NaNs

        Zeroing the unused UV1 channel on the material seems to do the trick.

        * Changelog adjustments to be moved

        Current version puts everything in HDRP, so there is no change in core.

        * Update CHANGELOG.md

        Reflect fix for NaNs

        * Fixed UV1 for lightmaps and detail maps.

        * update comment

        * Update NormalSurfaceGradient.hlsl

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Minor code cleanup

        * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluter, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering. (#5732)

        * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering.

        * udpate changelog

        * Implementation of ScreenSpaceReflections for Transparent materials (#4968)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix HDRP duplicated frame settings (#5850)

        * - Added a fallback for ray traced area light shadows in case the material is forward or the lit mode is forward. (#5749)

        - Fixed a bug related to ray traced area light shadow history.

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix cookie index usage (#5871)

        * Hdrp/merge staging (#5943)

        * fix case 1205791 custom mesh issue (#5551)

        * fic case 1205791 custom mesh issue

        * Updated changelog

        * Added a call to Dirty() (#5420)

        * Added a call to Dirty()

        * Updated changelog

        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>

        * Fix shadergraph analytics. (#5912)

        * Fix analytics.

        * Added changelog

        * Fix for case 1200161 Save as subgraph issue (#5503)

        * Fix for case 1200161

        * Edited CHANGELOG.md

        * Added comment to the code

        Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>
        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>

        * fix for unreported keyword bug (#5863)

        * Fixed fogbugz case 1197958 (#5671)

        * * Fixed fogbugz case 1197958.

        * * Updated CHANGELOG.md.

        * * Added spacing.

        * Added #if ENABLE_VR && ENABLE_VR_MODULE guard to XR code.

        *  Added Logic to Inject render pass to base renderer (#5901)

        *  Moved render pass injection code from Forward Renderer to ScriptableRenderer to be able to use for all renderers.

        *  added changelog

        * Disabling the GetDefaultRenderer() test for now until it is redone. (#5924)

        * [Yamato] [skip ci] Setting up master to run on 2020.1 (#5936)

        * added 2020.1 and fast to editors

        * added 2020.1/staging and fast to the rest of the files

        * [CI] Bors setup (#5841)

        * Create bors.toml

        * Update bors.toml

        * Update bors.toml

        * Update upm-ci-projects.yml

        * Create testcommit

        * Update bors.toml

        * adding trying trigger

        * add staging trigger

        * Delete testcommit

        * use squash merge

        * updating job that bors will run

        * [skip ci] update job that bors will run

        * Fixed MAD and RCP definitions in OpenGL. (#5922)

        Co-authored-by: Martin Thorzen <35328557+martint-unity@users.noreply.github.com>
        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>
        Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>
        Co-authored-by: Zachary Diller <zackd44@gmail.com>
        Co-authored-by: thomas-zeng <49886741+thomas-zeng@users.noreply.github.com>
        Co-authored-by: Felipe Lira <felipedrl@gmail.com>
        Co-authored-by: Elvar Örn Unnþórsson <ellioman@ellioman.com>
        Co-authored-by: Liis Kivistik <kivistik.liis@gmail.com>
        Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>

        * Fix whitespace

        * Misc fixes for the sky (#5974)

        * Static lighting sky now takes the default volume into account.

        * Fixed a leak in the PBR sky renderer.

        * Added a tooltip to the Ambient Mode parameter in the Visual Environment volume component.

        * Update changelog

        * Fixed null ref

        * Fixed an issue where having ambient mode set to dynamic might prevent the sky from being included in baking.

        * Forces an update of static sky when changing it in the Environment panel.

        * Fixed a problem with static sky when multiple skies are rendered at the same time.

        * Revert probes renderer PR (#5990)

        * Re-enable the probes section of renderers as it was not supposed to be disabled

        * Updated changelog

        * Fix a leak in the sky system. (#5967)

        * Fixed a cubemap leak when rendering previews for the first time.

        Also changed the debug name of the cubemap used for static lighting.

        * Update changelog.

        * Fixed an assert getting fired for the wrong reason.

        * Added a new light layer debug mode (#5942)

        * Moved lighting debug settings in containers

        * Light layers debug mode

        * Categories for Lighting Debug Panel Documentation

        * Light layers debug mode documentation

        * DebugUI.BitField now uses correct display names

        * Added unit test scene

        * Added changelog

        * Revert "Added changelog"

        This reverts commit a148fc2f97ef5288123f8f16485ba35f57b80f5e.

        * Updated CHANGELOG

        * Disable light layer debug mode after testing

        * reset all debug display settings

        * Renamed Shadow Layers option

        * Editable layer color. Defaults to color blind friendly colors

        * Fix when enabling an exclusive setting

        * Updated screenshots with new colors

        * Simplified variable API

        * Renamed class

        * Fix division by 0. Updated doc

        Co-authored-by: Adrien <adrien.detocqueville@gmail.com>

        * Hdrp/ssr toggle (#5996)

        * Added an "enable" checkbox to the SSR volume component.

        * Update changelog

        * Fix build when not in editor (#6024)

        * Fixed SSR in scene 1710 (#6028)

        * Fix merge error

        * Removed MSAA Buffers allocation when lit shader mode is set to "deferred only" (#6012)

        * Removed MSAA Buffers allocation when lit shader mode is set to "deferred only".

        * Removed MSAA SSS Buffer allocation when deferred only.

        * Invalid cast for realtime reflection probes (case 1220504) (#6026)

        * Invalid cast for realtime reflection probes (case 1220504)

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Aov Buffers tests (#6023)

        * Deactivate Preview Camera for HDCameraEditor to prevent it from rende… (#6022)

        * Deactivate Preview Camera for HDCameraEditor to prevent it from rendering in the render loop (case 1105163)

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Disable reflection probes section (#5994)

        * Disable reflection probes in the renderer components

        * Updated changelog

        * Remove version guard for terrainDetailUnsupported

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Integrate first skeleton of post process in render graph. (#5856)

        * Fixed execution error without raytracing

        * Prepare Prepass refacto

        * Another round of preparation

        * Renamed XRPassScope to XRSinglePassScope

        * RenderAfterPostProcess is now static

        * Add AfterPostProcess to RenderGraph (WIP)

        * AfterPostProcess implementation

        * Fixed wrong RTHandle allocation

        * Fixed light layers texture binding during deferred lighting pass

        * Implemented Post Process Final Pass with RenderGraph

        * Post merge fixes

        * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

        * Fixed alpha in post processes

        * Fix DXR Tests (#6073)

        * Made ssr enable parameter true by default. (#6076)

        * Add comment (#6056)

        * Hdrp /tests/shuriken light module (#6021)

        * Add shurikent light module test

        * Fixed Simulate

        * Fix texts and image ratio

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/pt7 (#5831)

        * Added support for anisotropy.

        * Tidied the code up, plus moved to correlated G term for aniso GGX.

        * Added anisotropic refractive sampling.

        * Disable path tracing for the shading graph preview camera.

        * Added support for alpha culling.

        * Fixed issue with transmission rays.

        * Updated Changelog.

        * Added support for punctual and directional light cookies.

        * Updated Changelog.

        * Added support for area light cookies.

        * Fixed bug with area cookies atlas not being properly generated when
        rebuilding library.

        * Made sure maxDepth > minDepth always, and added support for AO from mask.

        * Added support for transparent shadows.

        * Updated Changelog.

        * Toggling path tracing on/off does not reset iteration anymore.

        * Reverted change on enable, was causing minor issues.

        * Made sure we don't have transparent behaviour when shader is set to
        opaque.

        * Minor changes.

        * Tweaks on transparency behaviour.

        * Updated changelog.

        * Added path-tracing specific payload.

        * Added support for iridescence.

        * Updated Changelog.

        * Added multiple scattering compensation for specular.

        * Added Path tracing test.

        * PT test part 2.

        * Updated Changelog.

        * Added proper area light range attenuation.

        * Fixed issue with alpha clipping in ray-tracing.

        * Cosmetic.

        * Fix on the rect area light range.

        * In the editor, dragging manipulators around now resets accumulation.

        * Added material dirtiness tracking.

        * Does not apply intensity clamping to camera rays.

        * Reste PT iteration when saving a shader graph.

        * Added dirtiness tracking for acceleration structure and lights.

        * Added support for bg color.

        * Minor change to progress bar display.

        * Minor change to iteration counter, so that it never goes over the max.

        * Updated path tracing test.

        * Hdrp/rendergraph cleanup (#6083)

        * Fixed execution error without raytracing

        * Prepare Prepass refacto

        * Another round of preparation

        * Renamed XRPassScope to XRSinglePassScope

        * RenderAfterPostProcess is now static

        * Add AfterPostProcess to RenderGraph (WIP)

        * AfterPostProcess implementation

        * Fixed wrong RTHandle allocation

        * Fixed light layers texture binding during deferred lighting pass

        * Implemented Post Process Final Pass with RenderGraph

        * Post merge fixes

        * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

        * Fixed alpha in post processes

        * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

        * Fixed decal normal patch pass

        * Fixed stencil resolve render pass

        * Fixed RenderDBuffer render pass function capturing variables.

        * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

        * Various fixes of things that diverged compared to regular path.

        * Unified renderer list and texture invalid handle error.

        * Revert wrong change

        * post merge fix

        * Removed useless comment.

        * Missing doc

        * Hdrp /fix light prefab infinite reload on inspector gui (#6054)

        * fix infinite reload loop for light prefab

        * Update CHANGELOG.md

        * Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap (#6027)

        * Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap.

        * Update changelog.

        # Conflicts:
        #	com.unity.render-pipelines.high-definition/CHANGELOG.md

        * Fixed sampling of the sky texture in a more general way (not just fog)

        updated tests screenshots as well.

        * Missing screenshot

        * Fixed the issue properly by generating 7 mips of convolution.

        * Reverted screenshots

        * Reverted useless change.

        * Fix  culling group was not disposed error in the build (#5880)

        * Fix culling group was not disposed error in build

        * Fix culling was not disposed error in build

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix Material Samples : Revert correct GUIDs (#5875)

        * Revert correct GUID

        Change the GUID of the prefab to the correct one referenced in the scene

        * Fix fern material GUID

        * Hdrp/light multiplier (#6077)

        * Allow the light dimmer to get values higher than one

        * Changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update documentation typo (#5860)

        * Add warning and workaround instructions if XR single-pass is enabled after the first frame with XR SDK (#5853)

        * added warning and workaround instructions if XR single-pass is enabled after the first frame with XR SDK

        * edit VR doc

        * Updated CHANGELOG.md

        * Updated VR-Overview.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
        Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>

        * Remove info box on Visual Environment and replaced it with info on documentation (#6099)

        * Remove info box and update documentation

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 9801_ShurikenLightModule.png

        * Add missing exposure and mipmap sliders to the planar reflection probe preview (#5847)

        * Added planar reflection probe preview mip and exposure sliders

        * Updated changelog

        * Disable mip map as we don't have them anymore

        * Re-edited changelog

        * Use SRP macros in shader

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix upgrade cookie planar size (#6104)

        * Fixed the size of the planar reflection / cookie atlas after an upgrade of the HDRP asset

        * Updated changelog

        * Fixing merge issue for SSR transparent

        * Fix universal and yamato after merge.

        * fixuniversal after merge

        * renormalize files

        * Update 9801_ShurikenLightModule.unity

        * Make isEditorCameraPreview and sky public (#6147)

        * Update HDAdditionalCameraData.cs

        * Update SkySettings.cs

        * Update 9801_ShurikenLightModule.unity

        * Update HDAdditionalCameraData.cs

        * Update 9801_ShurikenLightModule.unity

        * Fixing ray tracing tests (#6158)

        * Fixed transparent SSR for shader graph. (#6163)

        * - Fixed transparent SSR for shader graph.

        * changelog

        * Added old graphics tests and modifications (#6143)

        * Update scenes

        * update blendstates

        * added OSX reference images

        * win reference images

        * fix lit light difference

        * Update blendstates-c-lit-unlit

        * disable check memory alloc due to ref probe issues

        * update ref images

        * rename test 1709 to 1711

        * rename test 1709 to 1711 - bis

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix issue with blend mode and with keyword (#6164)

        * Fixed an issue with emissive light meshes not being in the RAS (#6174)

        * Hdrp/pt8 (#6090)

        * Added support for anisotropy.

        * Tidied the code up, plus moved to correlated G term for aniso GGX.

        * Added anisotropic refractive sampling.

        * Disable path tracing for the shading graph preview camera.

        * Added support for alpha culling.

        * Fixed issue with transmission rays.

        * Updated Changelog.

        * Added support for punctual and directional light cookies.

        * Updated Changelog.

        * Added support for area light cookies.

        * Fixed bug with area cookies atlas not being properly generated when
        rebuilding library.

        * Made sure maxDepth > minDepth always, and added support for AO from mask.

        * Added support for transparent shadows.

        * Updated Changelog.

        * Toggling path tracing on/off does not reset iteration anymore.

        * Reverted change on enable, was causing minor issues.

        * Made sure we don't have transparent behaviour when shader is set to
        opaque.

        * Minor changes.

        * Tweaks on transparency behaviour.

        * Updated changelog.

        * Added path-tracing specific payload.

        * Added support for iridescence.

        * Updated Changelog.

        * Added multiple scattering compensation for specular.

        * Added Path tracing test.

        * PT test part 2.

        * Updated Changelog.

        * Added proper area light range attenuation.

        * Fixed issue with alpha clipping in ray-tracing.

        * Cosmetic.

        * Fix on the rect area light range.

        * In the editor, dragging manipulators around now resets accumulation.

        * Added material dirtiness tracking.

        * Does not apply intensity clamping to camera rays.

        * Reste PT iteration when saving a shader graph.

        * Added dirtiness tracking for acceleration structure and lights.

        * Added support for bg color.

        * Minor change to progress bar display.

        * Minor change to iteration counter, so that it never goes over the max.

        * Updated path tracing test.

        * Added finer estimates of lights during global pdf computation.

        * Refined light estimates during light list creation.

        * Updated PT test after changes to light sampling.

        * Minor change on samples count dirtiness handling.

        * Cosmetic, plus include guards.

        * Separated the path intersection structure from the ray tracing one.

        * Cosmetic, plus taking SSS weight into account to reduce diffuse.

        * Added SSS support for path tracing, and made some minor changes to the
        ray-traced version.

        * Minor code refactor.

        * ...

        * ...

        * Post-merge cleansing.

        * Fixed minor issues in CreateMaterialData().

        * Fixed issue with test framework and resolution change.

        * Avoid error msg on null instance in PathTracing.cs.

        * Pathtracer new automated scenes (#6053)

        * Add global GI automated test scene

        * Adding transparency test scene

        * Update max samples of transparency scene to 32

        * Added area light test scene / Updating reference image

        * Transparency scene settings + ref image

        * Scene added to build (Editor build settings)

        * Update tranparency image ref

        * Updating scene to 1 spp and ref image

        Also moving the asset to common assets folder

        * Re-added support for unlit shader graph.

        Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>

        * Update RTSSS Screenshots (#6177)

        * Fix DX12 and DXR Player build and Updating the test screenshots for DXR player tests (#6130)

        * Fix DX12 and DXR Player build
        Updating the test screenshots for DXR player tests

        * fix shader graph case

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update CHANGELOG.md

        * Fix shader compilation issue with Vulkan and Raytracing (#6181)

        * update path tracing and 1219 test

        * Fix hdasset migration code not being called after a package upgrade (#6179)

        * Fix the HDRP asset migration code not being called after a package upgrade

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass out of bounds (#6176)

        * Fix draw renderers custom pass out of bound exception

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix PBR master node (#6182)

        * Fix PBR shader render states

        * Updated changelog

        * Fix some typos in the debug menu (#6097)

        * fix some typos

        * Revert typo fix that break public API

        * Changelog

        * Add regenerated shader includes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed ray traced point and spot lights shadows not rejecting history when semi-transparent or colored. (#6108)

        * Fixed ray traced point and spot lights shadows not rejecting history when semi-transparent or colored.

        * Removing unwanted skip closest hit

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Diffuse Shadow Denoiser Improvement. (#5851)

        * - Added a new mode that improves the filtering of ray traced shadows (directional, point and spot) based on the distance to the occluder.
        Added new test scenes to test the denoiser improvement

        * Update changelog

        * Fix an issue with the shadow denoiser grabiing data outside of the screen

        * changing light parameter to internal

        * Fixed a warning due to StaticLightingSky when reloading domain in some cases. (#6193)

        * Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. (#6211)

        * Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge.

        * Update com.unity.render-pipelines.high-definition/CHANGELOG.md

        Co-Authored-By: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com>

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
        Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com>

        * Update documentation to mention more explicitely the lack of support of vertex animation (#6207)

        * Update documentation to mention more explicitely the lack of support of vertex animation

        * Update Ray-Tracing-Getting-Started.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Make subsection in decal debug menu to specify "affect transparents"  (#6200)

        * Make subsection in decal debug menu

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Added coverage for Enabled GPU Instanced material (#6183)

        For light layers automated test

        * Support cookie on light backing for Disc Area Light (#6138)

        * Added support for light cookies in the baking backends.

        * Updated light conversion script to reflect the latest changes made to the API.

        * Added support for directional light cookie sizes.

        * Added support for cookies on rectangular area lights.

        * Enable Area::Disc Light on backing with cookie

        * Update ChangeLog

        * Update CHANGELOG.md

        Co-authored-by: uygar <uygar@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp /lookdev/fix crash on adding volume as viewed game object (#6129)

        * Update Volume's Layer when moving them to LookDev's stage

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add smoothness remark (#6226)

        * Removed unexpected file

        * Removed legacy VR code from HDRP (#5923)

        * Removed legacy VR code

        * do not set CullingOptions.Stereo with xrsdk

        * re-add and tag previous function signature as obsolete

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Improve light clipping and culling #2 (#4711)

        * Improve area light culling

        * Simplify

        * Clip box lights at the attenuation range

        * Save 1x ALU

        * Add missing feature flags

        * Chanelog

        Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28>
        Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

        * Hdrp/fix/decal material ui errors (#6225)

        * Fixed error in the console when switching shader to decal in the material UI

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix z-fighting in sceneview when scene lighting is off (#6213)

        * Do not override the depth state of transparent materials in RenderDebugView

        * Changelog

        * Changelog - add case number

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Mention default post processing in default volumes. (#6232)

        * Fix cubemap inspector so that thumbnail for cubemap work (#6231)

        * Fix for missing thumbnail on cubemaps

        * Changelog

        * Better default angles

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix ray tracing with VR single-pass (#6242)

        * - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. (#6198)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * update location of reference screenshots after merge

        * Added debug exposure to light hierarchy debug. (#6215)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * - Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. (#6251)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/pt9 (#6184)

        * Added support for anisotropy.

        * Tidied the code up, plus moved to correlated G term for aniso GGX.

        * Added anisotropic refractive sampling.

        * Disable path tracing for the shading graph preview camera.

        * Added support for alpha culling.

        * Fixed issue with transmission rays.

        * Updated Changelog.

        * Added support for punctual and directional light cookies.

        * Updated Changelog.

        * Added support for area light cookies.

        * Fixed bug with area cookies atlas not being properly generated when
        rebuilding library.

        * Made sure maxDepth > minDepth always, and added support for AO from mask.

        * Added support for transparent shadows.

        * Updated Changelog.

        * Toggling path tracing on/off does not reset iteration anymore.

        * Reverted change on enable, was causing minor issues.

        * Made sure we don't have transparent behaviour when shader is set to
        opaque.

        * Minor changes.

        * Tweaks on transparency behaviour.

        * Updated changelog.

        * Added path-tracing specific payload.

        * Added support for iridescence.

        * Updated Changelog.

        * Added multiple scattering compensation for specular.

        * Added Path tracing test.

        * PT test part 2.

        * Updated Changelog.

        * Added proper area light range attenuation.

        * Fixed issue with alpha clipping in ray-tracing.

        * Cosmetic.

        * Fix on the rect area light range.

        * In the editor, dragging manipulators around now resets accumulation.

        * Added material dirtiness tracking.

        * Does not apply intensity clamping to camera rays.

        * Reste PT iteration when saving a shader graph.

        * Added dirtiness tracking for acceleration structure and lights.

        * Added support for bg color.

        * Minor change to progress bar display.

        * Minor change to iteration counter, so that it never goes over the max.

     …
sebastienlagarde added a commit that referenced this pull request May 31, 2020
…reviously submitter to be those of 9.x.x/release (#678)

* [Shader Graph] Fix Export Dependencies (#68)

* Adding hidden scriptable object to shadergraph assets so export correctly identifies dependent subgraphs/custom function scripts

* Instead of creating a new scriptable object, adding object references to metadata

* Adding export dependencies to subgraphs as well

* Update CHANGELOG.md

* add space

* fix shadersubgraphmetadeata

Co-authored-by: Alex Lindman <alexandral@unity3d.com>

* [9.x.x] SubWindow open/close/toggle automated testing coverage (#333)

* automation for open and closing shader graph windows over and over, toggling sub windows, sub windows locations being remembered, ect.

* merge fix

* now works with master!

* address PR feedback from sai

* add null check for blackboard selections when blackboard is hidden

* update tests to check for correct value

* adding more debug info

* [skip ci] disable sub window remembered test

Co-authored-by: zadi0648 <zackd44@gmail.com>
Co-authored-by: Alex Lindman <alexandral@unity3d.com>
Co-authored-by: Elizabeth LeGros <elizabeth.legros@unity3d.com>

* [9.x.x] Core / hdrp: Move packing and dots instancing code to right location + Update DOTS Macro (#442)

* Move code to there right location

* Move dots intancing code to the right location

* Update UnityInstancing.hlsl

* Change the Hybrid V2 versions of UNITY_MATRIX_ macros to use the FROM_MACRO versions to avoid problems with other macros.

* Replace ifdef'd UNITY_MATRIX_M with redefined GetRawUnityObjectToWorld for Hybrid V2 to clean up code and reduce corner cases.

Co-authored-by: Jussi Knuuttila <jussi.knuuttila@unity3d.com>

* Revert "[9.x.x] Core / hdrp: Move packing and dots instancing code to right location + Update DOTS Macro (#442)" (#454)

This reverts commit b7dbd91bb652dc87e2b47d013e7066b4d97120f0.

* Fix reorderable list issue (#349)

* [universal] fix for case #1205224

Removed the reorderable list and replaced it with a normal list for the ui

* Updated changelog

Co-authored-by: Felipe Lira <felipedrl@gmail.com>

* [Feature] Compute Deformation Node (#166)

* [Feature] Create node for compute deformations.

* [Feature] Adding some missing files for Compute Deformation node

* Fix skinning nodes

* Clean-up of LBS & Deform Compute SG nodes.

* Moved LinearBlendSkinning node into Mesh Deformations folder

* Both nodes add the shader properties automatically.

* Add sub graph support for both nodes.

* Add vertexID, bone weights and indices to AttributeData

* Add correct semantic for vertexID

* Add setup error to compute deform node if compute define is not enabled.

* Remove warning about vector truncation from Compute Deform Node

* [Documentation] Added documentation for LBS and Compute node

* Get objects to visualize in gameobject mode.

* Add setup error to CD and LBS nodes if Hybrid Renderer package is not installed

* Update shadergraph changelog

* Updated Compute-Deformation-Node and Linear-Blend-Skinning-Node

* Add defines to SG nodes to remove supported features in Hybrid V1.

* Updated Linear Blend Skinning Node

* Add defines for LBS node to work with Hybrid Renderer prior to data protocol change (pre 0.5.0)

* Added link to Hybrid Renderer. Updated Ports table.

* Added missing input port entries in Ports table

* Move LinearBlendSkinning node into 'Mesh Deformation' group.

* Add defines for material property to work with hybrid renderer v2 pre 0.5.0

* Update shader graph define to 0.5.0

* Update compute deformation node define to be hybrid renderer 0.5.0

* Bump ShaderGraph importer version

* Update hybrid renderer version define to include preview version 4 and above

* Added punctuation.

* Updated TableOfContents.md

* Update Node error messages

* Add 'package' to error message.

* Use float3 for deformed mesh tangents instead of float4

* [Clean Up] Rename Input and Output slots for LBS and Compute Deform node

* Update guid to objectId

* Update hybrid renderer assembly define for Shader Graph

Co-authored-by: hedvig <hedvig.axelsson@unity3d.com>
Co-authored-by: Sven Santema <svens@unity3d.com>
Co-authored-by: Sharlene Tan <sharlenet@unity3d.com>
Co-authored-by: svens-unity <55388940+svens-unity@users.noreply.github.com>

* DOC-1664 Added: Customizing URP: Using the beginCameraRendering event. (#383)

* Update Light-Component.md (#357)

* Update Look-Dev-Environment-Library.md (#365)

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 (#484)

* Added core docs

* Updated HDRP docs.

* Update Look-Dev-Environment-Library.md

* Update TableOfContents.md

* Remove bellevue QA from SG codeowners as this was causing unnecessary friction. (#491)

* [skip ci] [Shader Graph] Bump Searcher Version  (#452)

* bump searcher version to 4.2

* Update CHANGELOG.md

* Fixes for issue with Default shader and material not available when Models are imported at project startup. (#339)

* Replaced usages of Shader.find with code loading the corresponding shader using GUIDs.

* Updated Changelog.

* made GetShaderGUID internal, Added Tests for GetShaderGUID and GetShaderPath

* Added entry to URP changelog, removed entry added by mistake from HDRP changelog.

* Fix manifest to be accurate for 20.1

* [VFX] Update from vfx/staging (#489)

* [9.x.x] updated terrain scene and reference images. (#460)

* updated terrain scene and reference images.

* Reverted non OSX Metal images

This reverts commit 1cba18b4665fbb520e36f65654d71e00d8a2cb9c.

* Fix NaN cause when a 0-length normal is generated and then normalized (#437)

* Avoid to normalize 0-length normals

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [9.x.x][Yamato] Remove references to trunk and master (#505)

* remove references to trunk or master

* update metafile

* remove player-connection-ip flag from Android (#509)

* [9.x.x] Merge Hdrp/staging [Skip CI] (#366) (#521)

* [9.x.x] Disable unstable test on vulkan HDRP

* Auto bumped package versions:
com.unity.render-pipelines.core: 9.0.0-preview.29
com.unity.render-pipelines.high-definition-config: 9.0.0-preview.31
com.unity.render-pipelines.high-definition: 9.0.0-preview.29
com.unity.render-pipelines.lightweight: 9.0.0-preview.30
com.unity.render-pipelines.universal: 9.0.0-preview.30
com.unity.shadergraph: 9.0.0-preview.30
com.unity.visualeffectgraph: 9.0.0-preview.29

* Update changelog to have the correct version

* Auto bumped package versions:
com.unity.render-pipelines.core: 9.0.0-preview.30
com.unity.render-pipelines.high-definition-config: 9.0.0-preview.32
com.unity.render-pipelines.high-definition: 9.0.0-preview.30
com.unity.render-pipelines.lightweight: 9.0.0-preview.31
com.unity.render-pipelines.universal: 9.0.0-preview.31
com.unity.shadergraph: 9.0.0-preview.31
com.unity.visualeffectgraph: 9.0.0-preview.30

* [9.x.x] [Packages] Fix promotion jobs [skip ci] (#530)

* update dependency of promotion job

* add publish as a dependency

* [9.x.x backport] backporting https://github.com/Unity-Technologies/Graphics/pull/525 (#528)

* [9.x.x backport] Merge Hdrp/staging [Skip CI] (#544) (#545)

* [9.x.x] Merge Hdrp/staging [Skip CI] (#544)

* Delete 4052_TAA.png.orig

* [10.x.x] Update threashold of HDRP DXR 802 deferred SSS test

* Update 801_SubSurfaceScatteringDeferred.unity

* update vulkan reference screenshots 4052 / 9301

* Update upm-ci-hdrp.yml

* [9.x.x Backport]  Merge Hdrp/staging [Skip CI] (#560) (#561)

* [9.x.x] Merge Hdrp/staging [Skip CI] (#560)

* Update upm-ci-hdrp_dxr.yml

* [9.x.x backport] Merge Hdrp/staging [Skip CI] (#582) (#586)

* Enable "MSAA Within Forward" Camera Frame Setting by default when new Render Pipeline asset is created (#348)

* Fixing merge issue for SSR transparent

* Fix universal and yamato after merge.

* fixuniversal after merge

* renormalize files

* Update 9801_ShurikenLightModule.unity

* Make isEditorCameraPreview and sky public (#6147)

* Update HDAdditionalCameraData.cs

* Update SkySettings.cs

* Update 9801_ShurikenLightModule.unity

* Update HDAdditionalCameraData.cs

* Update 9801_ShurikenLightModule.unity

* Fixing ray tracing tests (#6158)

* Fixed transparent SSR for shader graph. (#6163)

* - Fixed transparent SSR for shader graph.

* changelog

* Added old graphics tests and modifications (#6143)

* Update scenes

* update blendstates

* added OSX reference images

* win reference images

* fix lit light difference

* Update blendstates-c-lit-unlit

* disable check memory alloc due to ref probe issues

* update ref images

* rename test 1709 to 1711

* rename test 1709 to 1711 - bis

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix issue with blend mode and with keyword (#6164)

* Fixed an issue with emissive light meshes not being in the RAS (#6174)

* Hdrp/pt8 (#6090)

* Added support for anisotropy.

* Tidied the code up, plus moved to correlated G term for aniso GGX.

* Added anisotropic refractive sampling.

* Disable path tracing for the shading graph preview camera.

* Added support for alpha culling.

* Fixed issue with transmission rays.

* Updated Changelog.

* Added support for punctual and directional light cookies.

* Updated Changelog.

* Added support for area light cookies.

* Fixed bug with area cookies atlas not being properly generated when
rebuilding library.

* Made sure maxDepth > minDepth always, and added support for AO from mask.

* Added support for transparent shadows.

* Updated Changelog.

* Toggling path tracing on/off does not reset iteration anymore.

* Reverted change on enable, was causing minor issues.

* Made sure we don't have transparent behaviour when shader is set to
opaque.

* Minor changes.

* Tweaks on transparency behaviour.

* Updated changelog.

* Added path-tracing specific payload.

* Added support for iridescence.

* Updated Changelog.

* Added multiple scattering compensation for specular.

* Added Path tracing test.

* PT test part 2.

* Updated Changelog.

* Added proper area light range attenuation.

* Fixed issue with alpha clipping in ray-tracing.

* Cosmetic.

* Fix on the rect area light range.

* In the editor, dragging manipulators around now resets accumulation.

* Added material dirtiness tracking.

* Does not apply intensity clamping to camera rays.

* Reste PT iteration when saving a shader graph.

* Added dirtiness tracking for acceleration structure and lights.

* Added support for bg color.

* Minor change to progress bar display.

* Minor change to iteration counter, so that it never goes over the max.

* Updated path tracing test.

* Added finer estimates of lights during global pdf computation.

* Refined light estimates during light list creation.

* Updated PT test after changes to light sampling.

* Minor change on samples count dirtiness handling.

* Cosmetic, plus include guards.

* Separated the path intersection structure from the ray tracing one.

* Cosmetic, plus taking SSS weight into account to reduce diffuse.

* Added SSS support for path tracing, and made some minor changes to the
ray-traced version.

* Minor code refactor.

* ...

* ...

* Post-merge cleansing.

* Fixed minor issues in CreateMaterialData().

* Fixed issue with test framework and resolution change.

* Avoid error msg on null instance in PathTracing.cs.

* Pathtracer new automated scenes (#6053)

* Add global GI automated test scene

* Adding transparency test scene

* Update max samples of transparency scene to 32

* Added area light test scene / Updating reference image

* Transparency scene settings + ref image

* Scene added to build (Editor build settings)

* Update tranparency image ref

* Updating scene to 1 spp and ref image

Also moving the asset to common assets folder

* Re-added support for unlit shader graph.

Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>

* Update RTSSS Screenshots (#6177)

* Fix DX12 and DXR Player build and Updating the test screenshots for DXR player tests (#6130)

* Fix DX12 and DXR Player build
Updating the test screenshots for DXR player tests

* fix shader graph case

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Update CHANGELOG.md

* Fix shader compilation issue with Vulkan and Raytracing (#6181)

* update path tracing and 1219 test

* Fix hdasset migration code not being called after a package upgrade (#6179)

* Fix the HDRP asset migration code not being called after a package upgrade

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix custom pass out of bounds (#6176)

* Fix draw renderers custom pass out of bound exception

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix PBR master node (#6182)

* Fix PBR shader render states

* Updated changelog

* Fix some typos in the debug menu (#6097)

* fix some typos

* Revert typo fix that break public API

* Changelog

* Add regenerated shader includes

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed ray traced point and spot lights shadows not rejecting history when semi-transparent or colored. (#6108)

* Fixed ray traced point and spot lights shadows not rejecting history when semi-transparent or colored.

* Removing unwanted skip closest hit

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Diffuse Shadow Denoiser Improvement. (#5851)

* - Added a new mode that improves the filtering of ray traced shadows (directional, point and spot) based on the distance to the occluder.
Added new test scenes to test the denoiser improvement

* Update changelog

* Fix an issue with the shadow denoiser grabiing data outside of the screen

* changing light parameter to internal

* Fixed a warning due to StaticLightingSky when reloading domain in some cases. (#6193)

* Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. (#6211)

* Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge.

* Update com.unity.render-pipelines.high-definition/CHANGELOG.md

Co-Authored-By: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com>

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com>

* Update documentation to mention more explicitely the lack of support of vertex animation (#6207)

* Update documentation to mention more explicitely the lack of support of vertex animation

* Update Ray-Tracing-Getting-Started.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Make subsection in decal debug menu to specify "affect transparents"  (#6200)

* Make subsection in decal debug menu

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Added coverage for Enabled GPU Instanced material (#6183)

For light layers automated test

* Support cookie on light backing for Disc Area Light (#6138)

* Added support for light cookies in the baking backends.

* Updated light conversion script to reflect the latest changes made to the API.

* Added support for directional light cookie sizes.

* Added support for cookies on rectangular area lights.

* Enable Area::Disc Light on backing with cookie

* Update ChangeLog

* Update CHANGELOG.md

Co-authored-by: uygar <uygar@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp /lookdev/fix crash on adding volume as viewed game object (#6129)

* Update Volume's Layer when moving them to LookDev's stage

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Add smoothness remark (#6226)

* Removed unexpected file

* Removed legacy VR code from HDRP (#5923)

* Removed legacy VR code

* do not set CullingOptions.Stereo with xrsdk

* re-add and tag previous function signature as obsolete

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Improve light clipping and culling #2 (#4711)

* Improve area light culling

* Simplify

* Clip box lights at the attenuation range

* Save 1x ALU

* Add missing feature flags

* Chanelog

Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Hdrp/fix/decal material ui errors (#6225)

* Fixed error in the console when switching shader to decal in the material UI

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix z-fighting in sceneview when scene lighting is off (#6213)

* Do not override the depth state of transparent materials in RenderDebugView

* Changelog

* Changelog - add case number

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Mention default post processing in default volumes. (#6232)

* Fix cubemap inspector so that thumbnail for cubemap work (#6231)

* Fix for missing thumbnail on cubemaps

* Changelog

* Better default angles

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* fix ray tracing with VR single-pass (#6242)

* - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. (#6198)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* update location of reference screenshots after merge

* Added debug exposure to light hierarchy debug. (#6215)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* - Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. (#6251)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/pt9 (#6184)

* Added support for anisotropy.

* Tidied the code up, plus moved to correlated G term for aniso GGX.

* Added anisotropic refractive sampling.

* Disable path tracing for the shading graph preview camera.

* Added support for alpha culling.

* Fixed issue with transmission rays.

* Updated Changelog.

* Added support for punctual and directional light cookies.

* Updated Changelog.

* Added support for area light cookies.

* Fixed bug with area cookies atlas not being properly generated when
rebuilding library.

* Made sure maxDepth > minDepth always, and added support for AO from mask.

* Added support for transparent shadows.

* Updated Changelog.

* Toggling path tracing on/off does not reset iteration anymore.

* Reverted change on enable, was causing minor issues.

* Made sure we don't have transparent behaviour when shader is set to
opaque.

* Minor changes.

* Tweaks on transparency behaviour.

* Updated changelog.

* Added path-tracing specific payload.

* Added support for iridescence.

* Updated Changelog.

* Added multiple scattering compensation for specular.

* Added Path tracing test.

* PT test part 2.

* Updated Changelog.

* Added proper area light range attenuation.

* Fixed issue with alpha clipping in ray-tracing.

* Cosmetic.

* Fix on the rect area light range.

* In the editor, dragging manipulators around now resets accumulation.

* Added material dirtiness tracking.

* Does not apply intensity clamping to camera rays.

* Reste PT iteration when saving a shader graph.

* Added dirtiness tracking for acceleration structure and lights.

* Added support for bg color.

* Minor change to progress bar display.

* Minor change to iteration counter, so that it never goes over the max.

* Updated path tracing test.

* Added finer estimates of lights during global pdf computation.

* Refined light estimates during light list creation.

* Updated PT test after changes to light sampling.

* Minor change on samples count dirtiness handling.

* Cosmetic, plus include guards.

* Separated the path intersection structure from the ray tracing one.

* Cosmetic, plus taking SSS weight into account to reduce diffuse.

* Added SSS support for path tracing, and made some minor changes to the
ray-traced version.

* Minor code refactor.

* ...

* ...

* Post-merge cleansing.

* Fixed minor issues in CreateMaterialData().

* Fixed issue with test framework and resolution change.

* Avoid error msg on null instance in PathTracing.cs.

* Pathtracer new automated scenes (#6053)

* Add global GI automated test scene

* Adding transparency test scene

* Update max samples of transparency scene to 32

* Added area light test scene / Updating reference image

* Transparency scene settings + ref image

* Scene added to build (Editor build settings)

* Update tranparency image ref

* Updating scene to 1 spp and ref image

Also moving the asset to common assets folder

* Fog support WIP...

* Added support for fog attenuation.

* Cosmetic.

* Set a maxSampleCount to 1 for tests only in play mode.

* Updated Changelog.

* Cosmetic.

* Take min and max depth into account for fog color.

* Make sure we are inside the light cluster when buidling light list.

* Simplified signature of RenderPathTracing() func, replaced
RaytracingFrameIndex with RaytracingSampleIndex.

* Taking max fog distance into account.

* Fog max dist part2.

* Added a new test scene for the fog

* move reference screenshots

Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Hdrp/volume debug (#6058)

* New widget DebugUI.Table

* Opened some Volume related API

* New volume debug panel

* Fixed a bug when debugging editor cameras

* Fixed table border color. Updated documentation

* Handles inactive and removed components

* Don't show deprecated volume components. Sort by name

* Revert unwanted modification

* Handle disabled volumes

* Hides volumes that don't affect the final value

* Code documentation

* Add range check

* Fix player build

* Fix volume influence detection

* Refresh display when components changes

* Fix error on player build

* Reduce popping

* Use editor camera as anchor point

* Select all layers for the scene camera

* Un-open profileRef API

* Remove ref to profileRef

* Proper component name, show text for non supported parameters

* Fix profile duplication when using volume debug menu

* Updated unsupported parameters message. Show a name as fallback if it exists

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixing HDRP_DXR_TEST not having local package at right location (#6107)

* Clearer naming of tile and cluster categories for environment lights (#6227)

* Rename Environment to Probes

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). (#6267)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* fix for Fogbugz 1214609 - HDRP Wizard addively increases the Light Intesity instead of setting it (#6266)

* Fixed an issue where a dynamic sky changing any frame may not update the ambient probe. (#6235)

* Fixed an issue where a dynamic sky changing any frame may not update the ambient probe.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Add XR setting to control camera jitter for temporal effects (#6259)

* add XR setting to control camera jitter for temporal effects

* cleanup unused code path

* revert changes to scenes

* Deprecate Utilities namespace (#6219)

* (case 1204677) Copied namespace Utility to UnityEngine.Rendering and made it obsolete.

* Updated changelog

* Updated comment

* Updated comment

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Remove deprecated namespace Utilities. [Requires #6219] (#6220)

* (case 1204677) Copied namespace Utility to UnityEngine.Rendering and made it obsolete.

* Updated changelog

* Updated comment

* Removal of deprecated API

* Updated changelog

* Remove deprecated api

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fix issue on thumbnail generation so that no error on new project and thumbnail are generated at first import (#6265)

* Fix issue with static preview for cubemap being called without a material initialized

* Fix the issue preventing thumbnail to be preserved upon reimport on load

* Comment

* changelog

* Change asset swap to legacy method

* comment and white line removal

* Fix for baked probe import cycle

* Added comment

* Oops missing a file

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Add custom pass opaque rendering error message (#6330)

* Added an error message when rendering opaque objects with an HDRP asset in DeferredOnly mode

* Updated custom pass doc

* Updated changelog

* Fix issue of debug display variant with shader graph not compiling (#6325)

* move #define DEBUG_DISPLAY into debugdisplay.hlsl

* fix builtindata

* fix includes

* fix shader

* fix XR culling with multiple cameras (#6314)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* fix XR single-pass with Mock HMD plugin (#6313)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* fix sRGB mismatch with XR SDK (#6311)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Partial fix LookDev opened when CoreRP package reimported (#6291)

* Fix null texture usage happening on CoreRP upgrade

* Partially fix garbage collected stylesheet issue.

(Need more work on UIElement side, see case 1228706 )

* Update CHANGELOG.md

* Clean log

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/fix default volume switch (#6250)

* Fixed an issue where default volume would not update when switching profile.

* Update changelog

* Fixed an issue when setting the default volume for the first time where the hdrp asset would not be dirtied

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Reflection probe cameras are now created with the correct type (#6245)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue where AO override would not override specular occlusion. (#6222)

* Fixed an issue where AO override would not override specular occlusion.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue where Volume inspector might not refresh correctly in some cases. (#6252)

* Fixed an issue where Volume inspector might not refresh correctly in some cases.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* render XR mirror view only for camera with no RT (#6306)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Split set rendering feature set and API validity check (#6301)

* Split set rendering feature set and API validity check

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/probe scale 1219246 (#6288)

* Fix when scale down < 0 all direction of box Influence Volume

* Update Change log

* Hdrp/fix/particle light shadows (#6111)

* Tried to fix particle light shadows

* Fixed particle shadows

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Recording of accumulation motion blur and path tracing (#6114)

* Pt and accumulation motion blur recording

Fix merge issues

Fix merge issues #2

Bugfix: accumulation with one sample

Chengelog

Don't set the fixed-time in the subframe manager - should be set in the recorder

Properly set and reset the fixed time

Updated documentation

Small fix to make physics simulation work with scaled time / accumulation mb

Post rebase fixes and disable accumulation when using only one sub-frame

* Fix post merge issues

* hdrp resources asset file

* remove duplicate code

* Move most compute shaders to use multi_compile API (#6307)

* Squashed commit of the following:

commit ed9e485efc69a7949e34f0512666d522470dc73e
Author: FrancescoC-Unity <francescoc@unity3d.com>
Date:   Fri Mar 20 11:47:59 2020 +0100

    Revert "Squashed commit of the following:"

    This reverts commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6.

commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6
Author: FrancescoC-Unity <francescoc@unity3d.com>
Date:   Fri Mar 20 10:39:28 2020 +0100

    Squashed commit of the following:

    commit 0e1815814ce8204cfa42ae3050ba655fe769c550
    Merge: ac6809ec032 2b018dfe8a9
    Author: Sebastien Lagarde <sebastien@unity3d.com>
    Date:   Thu Mar 19 18:19:45 2020 +0100

        Merge branch 'master' into HDRP/staging

    commit 2b018dfe8a9f5f304e4b95d6279dda60f632c9dc
    Author: sebastienlagarde <sebastien@unity3d.com>
    Date:   Thu Mar 19 18:19:02 2020 +0100

        Merge Hdrp/staging (#6293)

        * Custom pass cleanup (#5507)

        * Fix custom pass cleanup issue with multiple volumes

        * Updated changelog

        * Delay discard of fragments during decal projection (#5283)

        * Delay discard of fragments during decal projection

        Metal Shading Language declares that fragment discard invalidates
        derivatives for the rest of the quad, so we need to reorder when
        we discard during decal projection, or we get artifacts along the
        edges of the projection (any partial quads get bad partial derivatives
        regardless of whether they are computed implicitly or explicitly).

        * Better re-arrangement of decal code

        * Update TerrainLitPasses.hlsl

        * Update TerrainLitPasses.hlsl

        * Update TerrainLitPasses.hlsl

        * Update ShaderPassDecal.hlsl

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixing unnecessary memory allocations in the ray tracing cluster build and Updating the screen shots for the ray tracing tests (#5465)

        * Fixing unnecessary memory allocations in the ray tracing cluster build
        Updating the screen shots for the ray tracing tests

        * Update test scene and screenshots

        * - Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes.
        - Update and disable some tests that still  need to be updated

        * Add a counter for ray tracing frame index and update screenshots

        * Fixing the Area Shadows Denoiser Test

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Change the default volume used by the ray tracing tests to make them work again (#5510)

        * Change the default volume used for the ray tracing tests, fixes the tests back.

        * Fix access to the ray tracing frame index in ray tracing ambient occlusion (doesn't change behavior)

        * Missing term in the ray tracing frame index access (#5511)

        * Fix colum headers (#5517)

        * Fix colum headers

        * Update CHANGELOG.md

        * Rename post formats (#5505)

        * Renamed the post processing format to the new convention

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed the first frame flash with auto exposure (#5491)

        * Fixed flashes with low and high exposure scenes when Automatic Exposure is in use

        * Moved postfx history reset to per-camera reset

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update DefaultSettingsVolumeProfile.asset

        * Hdrp/small enhencements for DXR (#5493)

        * Add Warning for DXR and AsyncExecution in FrameSettings

        * move restarting at end of all fix in wizard for DXR

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/update default scenes (#5485)

        * Replace default scenes with scene prepared for scene-template

        * Update of DefaultSettingsProfile

        * Update DXR scene

        * Add ScreenSpaceShadow to Camera's default FrameSettings

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Refactoring pre-existing materials to share code between rasterization and ray tracing (#5441)

        * Refactoring pre-existing materials to share code between rasterization and ray tracing
        Update the test scene

        * update changelog

        * Changing the color of an unlit in the reflection test scene

        * review corrections

        * Fixing unlit shader graph

        * Fix specular AA related issue

        * Update the reflection test

        * Fix an issue with debug display for ray tracing shaders
        Always use ray tracing frame index 0 for ray tracing tests
        Update tests screenshots
        Update ray traced reflection test scene

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/staging thin (#5509)

        * Adding a REFRACTION_THIN model.

        * Fixed thin distance.

        * ... and fixed it.

        * Updated changelog, removed unused REFRACTION attrs from Fabric template.

        * Added a REFRACTION_THIN_DISTANCE macro.

        * Finished support for thin refraction.

        * Fixed LitTesselation (was missing thin refraction model).

        * fix issue when merging Refactoring of DoAlphaTest

        * Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. (#5555)

        * Fixing the area shadow denoised test (#5544)

        * Fix leak in Sky when matcap view (#5556)

        * skip pre render sky in matcap view

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix compilation issues of ApplyExposure on platforms that don't support VR (#5575)

        * Fix

        * changelog

        * Remove Preview from physically based sky

        * HDRP asset migration (#5580)

        * Initialize the HDRP asset version to the latest one so new assets are not migrated

        * Updated changelog

        * Hdrp/remove wind resources (#5578)

        * Remove wind resources

        Remove wind resources no longer used and containing big files

        * Update changelog

        * revert: Hdrp/update default scenes (#5485)

        * Fix issue with missing texture in test

        * Disable POM test in 1708 SG_OnSG as it is unstable

        * Add missing texture in runtime test

        * update caption for geometric normal debug in forward

        * add missing texture to runtime test

        * Create Textures.meta

        * fix SG on decal SG

        * Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. (#5577)

        * Fixed a null reference exception in the probe UI when no HDRP asset is present. (#5582)

        * Fixed a null reference exception in the probe UI when no HDRP asset is present.

        * Indentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass outline (#5590)

        * Fixed custom pass outline resolution screen resolution dependent

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. (#5596)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix decal orientation when created from script. (#5592)

        * Fixed all migration classes to default to latest version so that Decals created by script to get migrated.

        Fixed decal created through context menu so that they get the proper rotation convention.

        * Update changelog

        * Moved the GetEnumLastValue to TypeInfo class

        * Updated super old test scenes to the proper latest version for decals

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Refactor of HDCamera (accesibility mostly) [Skip CI] (#5548)

        * Refactor of HDCamera

        - Made internal/private APIs that should not have been public
        - Fixed naming convention for private members
        - Moved everything by accessibility for clarity (public, internal, then private)

        * Added Doc and returned some API public.

        * Fix visibility of Density Volumes in reflections [Skip CI] (#5589)

        * Oblique projection frustum fix, first try

        * HDCamera frustum now recalculates near and far plane to avoid issues with oblique projection matrices.

        * Update changelog

        * Added comments

        * Indentation

        * Fixed camera relative position of frustum

        * Indentation

        * Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. (#5597)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix ray tracing tests and add a test scene for lights and cookies in ray tracing (#5604)

        * expose StartSinglePass() and StopSinglePass() as public interface for XRPass (#5605)

        * Add missing custom pass API documentation (#5530)

        * Add missing custom pass API documentation

        * Fix doc spells and grammar

        * Stencil Refactor and Material migration fixes (#5581)

        * Remove leftover code

        * commit to switch machine

        * Remove hard coded stencil values in shaders

        * clear stencil

        * tmp commit, start of splitting decal in dbuffer and normal patchup

        * Make decal patching up run after GBuffer

        * Remove hardcoded value for SSS split lighting

        * Tmp commit to switch branch

        * Finalize build coarse stencil (with debug leftover and render graph NOT handled)

        * The AA bits (the easy one :-) )

        * split in two enums

        * Distortion vectors bit sorted

        * SSR bit

        * Motion vector bit

        * decals bit

        * Lighting bits

        * Use HTile for SSR

        * HTile SSS -> Incomplete, verify and test.

        * SSS fixes, but still not working (probably not HTile related, but main stencil)

        * Make decal patch normal work and remove stencil bit

        * some leftover fixes

        * was commited by mistake

        * Update materials

        * Revert "Update materials"

        This reverts commit 4a0de82ef51750b77546020d77ad6b5d773e60af.

        * Fix issues with MSAA and with migration

        * Forgot this out

        * update materials and maps

        * default materials

        * don't have SSR on unlit

        * Fix some leftovers

        * Renaming

        * Revert "update materials and maps"

        This reverts commit 103f1cb71d8fffa49b0c2ef57f1b41b36d0a3dbf.

        * Revert "default materials"

        This reverts commit 978740acd825562717a01437dcc0c74fc4cfefb0.

        * Fix migration

        * white line

        * Fix migration

        * Add render queue overide to the material placer.

        Also add PackageInfo.cs to HDRP, so the graphic tests can call it's internal methods and objects.

        * Default material post migration

        * com.unity.testing.hdrp post reimport

        * Updated materials from test

        * Disable tests that are to be updated or not needed anymore

        * Fix VFX issues  (To be fixed better by @PaulDemeulenaere )

        * Lit hardcoded default was off

        * Update VFX Test materials ( @PaulDemeulenaere for awareness )

        * Fix issue with stencil in TAA

        * Revert lighting data

        * revert light map data

        * Revert other lighting asset

        * Cleanup post processor.

        * Update DXR test material

        * Update commnets

        * Early (need testing) new migration workflow

        * Revert "Early (need testing) new migration workflow"

        This reverts commit 2db025002d66165dd00e90f5f5d3c944ed53f361.

        * Update post processor

        * Add manual option to migrate

        * Add dialog box

        Co-authored-by: RemyUnity <32760367+RemyUnity@users.noreply.github.com>

        * Push updated hdrp version in test project (#5617)

        * Push m_LastMaterialVersion update

        * Dont open dialog on yamato

        * Update test projects with recent stencil refector PR (#5618)

        * Update runtime test project

        * Create HDRPProjectSettings.asset

        * update DXR project

        * Revert "update caption for geometric normal debug in forward"

        This reverts commit 150d68279b891529be272b37f374c36b879646f4.

        * Run reimport during update (to avoid unwanted extra dialog during dialog box) (#5620)

        * Make user stencil bits public (#5616)

        * Expose bits to user

        * Update documentation

        * Update HDStencilUsage.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Implement history rejection based on object velocity (#5532)

        * Implement history rejection based on object velocity

        * Update changelog

        * Fix an issue with ambient occlusion denoising being broken after adding the history rejection feature
        Adding the GPU Light type for history validation and rejection

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed initial state of material created through the context menu. (#5603)

        * Fixed an issue where materials newly created from the contextual menu would have an invalid state, causing various problems until it was edited.

        * Forgot DecalUI (for non shader graph decals)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update HDLightUI.Skin.cs

        * Cookie and planar atlas (#5518)

        * Added support for cookie atlas

        * Begin to move planar reflection into atlas

        * Added texture atlas for planar reflection probe plus a limit to on screen planar probes

        * Removed debug log

        * Fixed planar probe atlas scale issue and useless mipmap generation of the atlas

        * Refactor Texture2D atlas

        * Move ScaleBias for planar probes to a separate list

        * Fix cookie mode for directional lights

        * Added error log for non square cookie textures in the atlas

        * Fix merge

        * Fixed cookie atlas

        * Trying to fix area light cookies

        * Fixed area light cookie

        * Disable mipmap for non area light cookies

        * Added cookie atlas format control + fixed size warnings in HDRP cookie ui

        * Add resolution in Capture Settings reflection probe drawer

        * Removed warnings

        * Added the point light cookie texture array in the debug menu

        * Fix cookies in ray tracing + celestial body texture

        * Update dynamic light cookie screenshot

        * Update Animated cookie test + fix reflection probe texture format

        * Fix area light cookie

        * Update HDRP asset cookie and planar atlas sizes

        * Increase cookie atlas size for area light test

        * Simplify code

        * Fix cookie mip clamp

        * Fixed compilation and CG alloc

        * Added atlas layouting when there is no more space

        * Fix directional light cookie

        * Updated reference image of cookie area lights

        * Fix hardcoded format and cookie layout

        * Remove useless mip update

        * Fix area light cookie x flip

        * Added the debug exposure option for debug planar reflection atlas

        * reverted the fix for area light cookie x flip

        * Tried to simplify the code of the atlas

        * Update reference image

        * Added an error when max planar reflection probe on screen is reached

        * Fixed space parenthesis

        * Fixed mipmap not updated properly and area light cookie convolution temp texture format

        * Fixed atlas reset mips

        * Update tooltip and fixed cookie insertion order when there is no more space in the atlas

        * Enable exposure on cookie atlas debug

        * Fix debug overlap

        * Update reference image

        * Added migration code for the cookie atlas size and fixed point light cookie debug exposure

        * Added planar atlas size upgrade code

        * Updated planar reflection atlas message

        * Fixed resolution dependent cookie mip maps

        * Updated changelog

        * Fixed cookies for ray tracing

        * Fix cookie in the ray tracing light loop requested without being reserved

        * Clamp UV when doing the area light convolution

        * Update reference images

        * Remove debug symbols

        * Fixed area light convolution UV limit

        * Fixed half pixel clamp and updated reference images

        * Fixed planar reflection mip map edge bleeding and update reference images

        * Updated more image reference

        * Updated DXR cookie test scene

        * Fix default material transparent created with ZWrite enabled (#5621)

        * Fixed transparent material craeted with ZWrite enabled

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/fix decal gizmo mouseover (#5626)

        * Remove controlID on projection direction of DecalProjector that conflict with other handles

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/smallfixes lookdev (#5619)

        * Fix zoom being stuck around 0

        * fix crash forbiding view manipulation while using directly hdri without passing by an environment

        * Fix hitch in FPS displacement mode

        * Fix when user destroy the EnvironmentLibrary being used.

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Mask was never set for some debug pixel deferred shaders [Skip CI] (#5627)

        * Mask was never set

        * changelog

        * Added comments

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed an issue where creating decals at runtime could cause a null reference exception. (#5594)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Make APIs internal when they should be - 1 - [Skip CI] (#5531)

        * First pass of making APIs internal when they should be.

        * Indentation

        * Compilation fixes + review feedback.

        * Make APIs internal when they should be - 2 - [Skip CI] (#5533)

        * First pass of making APIs internal when they should be.

        * Indentation

        * WIP

        * Missing file

        * More

        * Revert some changes based on review feedback

        * Compilation fix

        * Compilation fixes + review feedback.

        * Updated HDUtils accessibility

        * More editor internals.

        * Better (not hardcoded) stencil handling in VFX (#5624)

        * Stencil update for vfx

        * Fix issues

        * fix missing templates

        * Avoid displaying material upgrader dialog on new project (#5631)

        * Don't run dialog on new project creation

        * skip only on first creation

        * Check file existence before showing dialog

        * typo

        * Push test materials after ZWrite PR (#5632)

        * Update HDRP_Test project

        * Update DXR test assets

        * Update run time tests

        * Discard invalid pixels when doing deferred lighting in compute (for camera stacking) (#5339)

        * Discard invalid pixels when doing deferred lighting in compute (as required for camera stacking)

        Small comment modification

        Update changelog

        * Use stencil buffer (instead of normals) to discard pixels in deferred compute

        * Remove not required if statement when binding the stencil

        * Small fixes to API visibility. (#5637)

        * Fixed some more public APIs to internal.

        * Made hasCustomRender public again.

        * Moved the tier defining from the asset to the concerned volume components. (#5519)

        * Alpha post-processing bugfixes and improvements (#5512)

        * Bug fix for post processing alpha with chrommatic aberation + minor fixes

        * Avoid double blending in DOF

        * Unit tests for alpha post-processing (TAA/DoF)

        Vulkan test images

        Vulkan meta files

        * Fix runtime tests (#5639)

        * Update runtime test screenshots

        * Update planar resolution

        * Add test (#5641)

        * fix material and project settings for VFX (#5642)

        * Revert change to GBuffer (normalbuffer usage) as it broke the raytracing code

        * Fix various issues with time and animated materials (#5480)

        * Fix various issues with time and animated materials

        * Changelog

        * Add getters

        * Only update time once per frame

        * Fix animation in reflection

        * Fix null ref exception

        * Re-applied code after impossible merge.

        * Comment change

        * Remove commented code.

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix graphic test (#5651)

        * renaming test 1901 -> 1451 and 1709 -> 1710

        * Update EditorBuildSettings.asset

        * Update 1710_Decals_Normal_Patch.png

        * update screenshots

        * update scene backgroud

        * Update manifest.json

        * Update decal patch screenshots

        * update 4052_TAA

        * Changing the tier system for a preset mode system and removing unnecessary options (#5646)

        * Changing from a tier management to a "mode" management for reflection and GI and removing the ability to enable/disable deferred and ray bining (they are now implied by performance mode)

        * Update the scene scenes

        * Update changelog

        * Fixing an instability with the light shadows in ray tracing

        * Update to light explorer (#5615)

        - Fixed SkyType display when no Visual Environment is present
        - Changed fog display to reflect the updated fog system
        - Changed Global to "Mode" as it is in Volume UI now.

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 1710_Decals_Normal_Patch.png

        * disable TAA test for XR

        * Hdrp/add documentation tool (#5655)

        * Add the documentation tool to HDRP test project

        * Fixed window serialization

        * Update the documentation for the diffusion profile (#5654)

        * Update the documentation for the diffusion profile

        * Update Diffusion-Profile.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add missing hdlight api (useVolumetrics) (#5652)

        * Add missing API to the HDAdditionalLightData

        * Updated changelog

        * Global Settings API doc. (#5649)

        * Fog Volume Component API doc. (#5645)

        * Debug Display API doc. (#5643)

        * Color picker API doc.

        * FullScreen Debug API doc.

        * Decal debug API doc

        * False Color debug API doc

        * Lighting Debug API doc

        * Material Debug API doc.

        * DebugDisplaySettings API doc.

        * Restored contact shadow fade debug.

        * API documentation for sky related classes. (#5640)

        * API documentation for sky related classes.

        * Document the PBR sky

        * Hdrp/small wizard fixes for dxr (#5633)

        * Add ScreenSpaceShadow to Camera's default FrameSettings

        * Forbid to atmpt creating default scene if the hdrpAsset is not right (we depend on its resources)

        * Update CHANGELOG.md

        * Add OS and Hardware check in wizard for DXR

        * Update CHANGELOG.md

        * Fixe typos

        * Add missing check on Shadows

        * Update Documentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Documentation (#5613)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass disable stencil (#5545)

        * Disable the strencil in custom passes when overwriting the depth and not writing into it

        * Updated changelog

        * Rephrase doc

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add option to exclude camera motion contribution from motion blur (#5656)

        * Remove camera component from motion blur if desired

        * changelog

        * Documentation update

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Implement Semi-transparent Shadows for Point and Spot lights (#5490)

        * Make the shadow behavior for  transparent and transmissive objects more intuitive.

        * Update changelog

        * Implementing semi transparent ray traced shadows for point and spot light
        Adding a test scene for both cases
        Moving contact shadow ray tracing code to a seperate file
        Changing the direction of contact shadow rays to be coherent with the other shadows

        * update changelog

        * Update the test scenes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix shader warning in termporal AA

        * Support semi-transparent shadows for unlit shader and unlit shader graph (#5663)

        * Not doing ray tracing when the stencil bit is off for ssr (#5665)

        adding a test case for it

        * Restored serialization of deprecated parameters to fix migration. (#5666)

        * Shadow Atlas is no longer allocated for area lights when they are disabled in the shader config file. (#5662)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Updated HDRP documentation (#5664)

        * Updated HDRP asset doc

        * Update the upgrade guide for cookies and planars

        * Added warning in the material sorting priority doc for depth write

        * Added a section about surface option properties for ShaderGraphs

        * Fix link name

        * Alpha output documentation (#5658)

        * Update documentation for HDRI-Sky-Backplate (AO) (#5670)

        * Avoid MRT Clear on PS4 [Skip CI] (#5675)

        * Avoid MRT Clear on PS4

        * changelog

        * Update HDRenderPipeline.cs

        * Update HDRenderPipeline.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Change name of option (#5681)

        * More code share between inspector materials  (#5635)

        * Share stencil code for inspector materials (Akin to what happens in shadergraph)

        * changelog

        * Add comment and fix issue

        * Better handling of setting state (if not available, don't write it)

        * Update BaseLitGUI.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Expose alpha cutoff material for ShaderGraphs (#5667)

        * Expose alpha clip to material UI for ShaderGraphs

        * Updated changelog

        * Replace #if by #ifdef

        * Fix debug menu bitfield (#5683)

        * Fixed runtime debug menu bitfield controls

        * Updated changelog

        * Hdrp/update default scenes (#5634)

        * Replace default scenes with scene prepared for scene-template

        * Update of DefaultSettingsProfile

        * Update DXR scene

        * fix missing profile in default scene dxr

        * Update CHANGELOG.md

        * Fix missing HDRI Sky references in DXR new scene

        * Fixed VFX Tests Default volume profile

        * Changed Default Volume settings to an empty one.

        * Missing volume asset files + update manifest and meta

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * - Fixed the radius value used for ray traced directional light. (#5682)

        - Fixed compilation issues with the layered lit in ray tracing shaders.
        - Changed the way the length parameter is used for ray traced contact shadows.
        - Added contact shadow test scenes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fixed XR autotests viewport size rounding (#5684)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Material samples bis (#5686)

        * Add ball

        * update Material samples #5638

        * Update CHANGELOG.md

        * Remove unused version property from Material

        * Updating the documentation for ray tracing (#5680)

        * Updating the documentation for ray tracing

        * review corrections

        * Fix mip slider reflectionprobe (#5689)

        * Remove the slider knob when the reflection probe preview has no mipmap

        * Updated changelog

        * edit VR documentation (#5685)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Better directional PCSS blur handling (#5688)

        * Use correct penumbra calculation for directional.

        * Update visual test

        * Need cleaning uo

        * Cleaning

        * screenshot update

        * Small cleanup

        * typo leftover

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 001-HDTemplate.png

        * Adding the initial implementation of sub-surface scattering (#5625)

        * Initial implementation of ray traced sub surface scattering
        Added a test scene for ray traced sub surface scaterring

        * Update changelog

        * Updating the tests

        * Update 8103_PrePostPass.unity

        * Remove unnecessary skip of material upgrade dialog box. (#5692)

        * Remove unnecessary skip of material upgrade dialog box.

        * Update changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix warning after metal fixup (#5704)

        * Various API doc update. (#5705)

        * Various doc + FrameSettings WIP

        * Finished frame settings API doc and added various other missing doc.

        Also made internal wrongly public API in HDRP

        * Fix density volume blend distance (#5698)

        * Fixed adjusting positive axis of Blend Distance slides the negative axis

        * Updated changelog

        * edit VR doc (#5699)

        * Hdrp/wizard update vr installation (#5706)

        * Add installatation checker in UsedPackageRetriever

        * Add PackageInstaller

        * Add better control on the displayed HelpBox

        * Update VR fixes

        * fix typo

        * Move Install Config Package Button above with HDRP Package info

        * Update CHANGELOG.md

        * Update documentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Removing unused alpha threshold depth prepass and post pass for fabric shader graph (#5711)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix default volume profiles location (#5710)

        * Ray traced reflection smoothness fade and fallback fixes. (#5700)

        * Fix fall back for ray traced reflections when denoising is enabled
        Make Smoothness Fade start work with ray traced reflections
        Fix the blend of reflections based on the weight
        Add the contact shadow test scenes back

        * Change the name of the weight function and add it to all shading models

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix iridescence color space (#5691)

        * Fix iridescence color space

        * Fixed compilation and updated test screenshots

        * fix test

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

        * Fix Terrain Detail Mesh (stop to spam) [Require C++ PR] (#5690)

        * disable support of Terrain Detail

        Fix for error spam issue in HDRP: https://fogbugz.unity3d.com/f/cases/1211848/

        * Update CHANGELOG.md

        * Update HDRenderPipeline.cs

        * Update HDRenderPipeline.cs

        * [Waiting for C++] Disable probes in renderers (#5648)

        * Disable probes section in the Renderer editors

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Merge Hdrp/fix/case 1210058 to master (#5612)

        * Fix for 1210058 - NaNs at certain view angles

        Issue is caused by NaNs/INFs when computing basis on extremely thin (subpixel-width) geometry.  Putting some safeguards fixes the issue

        * Update CHANGELOG.md to reflect 1210058 fix.

        * Updated fix for issue #1210058

        Overwrite the UVs to fix the derivatives.

        * Updated fix for issue #1210058

        Make sure the UVs are zero if unused to fix the derivatives.

        * Undo last.change -- UV fix addresses NaNs

        Zeroing the unused UV1 channel on the material seems to do the trick.

        * Changelog adjustments to be moved

        Current version puts everything in HDRP, so there is no change in core.

        * Update CHANGELOG.md

        Reflect fix for NaNs

        * Fixed UV1 for lightmaps and detail maps.

        * update comment

        * Update NormalSurfaceGradient.hlsl

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Minor code cleanup

        * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluter, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering. (#5732)

        * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering.

        * udpate changelog

        * Implementation of ScreenSpaceReflections for Transparent materials (#4968)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix HDRP duplicated frame settings (#5850)

        * - Added a fallback for ray traced area light shadows in case the material is forward or the lit mode is forward. (#5749)

        - Fixed a bug related to ray traced area light shadow history.

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix cookie index usage (#5871)

        * Hdrp/merge staging (#5943)

        * fix case 1205791 custom mesh issue (#5551)

        * fic case 1205791 custom mesh issue

        * Updated changelog

        * Added a call to Dirty() (#5420)

        * Added a call to Dirty()

        * Updated changelog

        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>

        * Fix shadergraph analytics. (#5912)

        * Fix analytics.

        * Added changelog

        * Fix for case 1200161 Save as subgraph issue (#5503)

        * Fix for case 1200161

        * Edited CHANGELOG.md

        * Added comment to the code

        Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>
        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>

        * fix for unreported keyword bug (#5863)

        * Fixed fogbugz case 1197958 (#5671)

        * * Fixed fogbugz case 1197958.

        * * Updated CHANGELOG.md.

        * * Added spacing.

        * Added #if ENABLE_VR && ENABLE_VR_MODULE guard to XR code.

        *  Added Logic to Inject render pass to base renderer (#5901)

        *  Moved render pass injection code from Forward Renderer to ScriptableRenderer to be able to use for all renderers.

        *  added changelog
…
sebastienlagarde added a commit that referenced this pull request Jun 8, 2020
* Add isHidden flag for Blocks

* Add Universal SpriteColor block for upgrades (happy-json)

* Add isHidden flag for Blocks

* UpdateActiveBlocks on block deletion

* Fix requirements from Blocks

* Update HDRenderPipelineAsset.asset (#210)

* Improve block requirement handling

* Fix preview target

* Fixed volume debug menu in playmode (#149)

* Refresh widgets in play mode. Added doc. Reduced refresh rate

* Changelog

* Added some code doc

* Fix refresh rate and scroll over hidden volumes in play mode

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix fragment normal block descriptors

* Fix Sprite normals

* Fix Sprite normals

* Fixup after merge

* Handle SaveContext call on HDRP when no asset assigned

* Update data to new serialization

* Fix issue after merge

* Update change log

* Added a new test scene for physical camera DoF in Pathtracer (#211)

* Fix issue when creating new graphs

* Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) (#215)

* fix bug 1238155

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* Update HDRenderPipelineAsset.cs

* fix some issues with creating new shadergraphs

* fix uncaught merge issue

* Bump com.unity.testframework.graphics version

* Upgrade path for Unlit and PBR

* Bump test dependencies

* fix UTP reporter version

* Upgrade path for HDUnlit

* Fix block map for multiple target upgrades

* Fix warning in PCSS code when using Vulkan (#229)

* Fix warning

* changelog

* next utp reporter version

* Upgrade path for HDLit

* Upgrade path for Decal

* Upgrade path for Eye

* Copy more default values in MaterialSlot

* Fix decal register + obsolete cookie API (#195)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Fix decal shader

* Fixed HDRP cookie

* Update HDLightUI.cs

* correctly fix decal

* Update CHANGELOG.md

* Update ColorAdjustments.cs

* Update ShaderVariablesDecal.hlsl

* fix compil on 2020.1

* Update HDRP_Test_Def.asset

* add test for 3RT decal

* update decal test

* Upgrade path for Fabric

* Upgrade path for Hair

* Upgrade path for StackLit

* Fix for missing SlotMask bits on HDLit

* Add missing Vertex blocks for Decal

* Fix Block requirements for custom descs (mainline)

* Fix HairStrandDirection field (master)

* Fix shader property upgrade issue

* Implement Undo core and URP targets

* Implement Undo HDRP targets

* Fixup after merge

* Do shadow code cleanup + Fix Yamato after PR #5 Multi compile shadow (#244)

* Do code cleanup + bugfix shadow

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

* Update LightLoopDef.hlsl

* Fixed issues with path traced SSS and accumulation. (#257)

* Add missing documentation for AOV API params (#254)

* Hdrp/public static sky (#253)

* Made the static lighting sky public so that users can change it by script for baking purpose.

* Update changelog

* Update HDAdditionalLightData.Migration.cs (#269)

* Cretae per-pipeline menu items

* Fix HairStrandDirection field

* Fix color property upgrade

* Remove old master node and target classes

* Revert old Pragma.OnlyRenderers change

* Add display names to blocks

* Add missing docs attributes (#271)

* Fixed an error about procedural sky being logged by mistake. (#273)

* Fixed an error about procedural sky being logged by mistake.

* Update changelog

* Fix quality settings UI and shadow mask UI (#122)

* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* fix typo

* fix typo 2

* Validate HD naming conventions

* Define StackLit lobe A conceptually the same as Lit lobe

* Updated raytracing async compute warning. (#274)

* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Remove unnecessary descriptor null checks

* Move SpriteMask block to URP namespace

* Add paths for block descriptors via attribute

* Fixed a null ref exception in static sky when the default volume profile is invalid. (#278)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Auto add/remove blocks when changing target settings

* Added SubScenes cache to be compatible with HDRP/staging (#287)

* Fix up after merge

* Fix drawing master from upstream node changes

* Fix up PreviewManager after merge

* Fix up after merge

* Fix target initiailization

* Support upgrading blockmaps from multiple targets

* merge of cross pipeline mvp into stack master v2 upgrade hdrp

* fixing bugs

* remove old function

* fixing some test code

* Shadergraph/bugfix 1186867 (#65)

* Adding in check for error in graph to allow warnings to not break graphs and subgraphs

* Adding changelog

* retry to push changelog

* readd of update to changelog

* Adding graphics test for warnings and errors

* Edited CHANGELOG.md

* removing graphics test for shadergraph since it relies on a graph outputting an error and was more to teach me how to add a graphics test in the first place

* update code

Co-authored-by: Elizabeth LeGros <elizabeth.legros>
Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>

* more bugfix, one on creation of minimalgraphdata and updating some testcode calls which used guid instead of objectid

* Minor fixes

* working on node updates and unknown node types

* replace unkown node with known node

* Add contextual menu for Context separators

* Rename PassDescriptor block masks

* Fix SG test project

* Bump importers

* Add upgrade path for VFX

* Fix VFX tests

* handling unknown json types

* Changes to get branch to compile

* Moved target and subtarget settings to Internal Inspector

* Remove temporary inspector

* Fix HDLit clip threshold

* Re-enable HD shader stripping for SG shaders

* Fix HD SG vertex modification

* Various HDRP test fixes

* Remove excess changes

* fixing various upgrade bugs

* maybe fixed validity/activity???

* [skip ci] fixing window handling issues with preview and BB, code cleanup

[skip ci]

* [Skip CI] Fix upgrade of AlphaClip / AlphaTest

* [Skip CI] Fix condition for HDRP transparent cull mode GUI

* [Skip CI] Fix shadeBaseUsingRefractedAngles GUI

* [Skip CI] Fix StackLit debug GUI conditional

* [Skip CI] Revert some unecessary changes

* [Skip CI] Fix sub window layout serialization

* [Skip CI] Fix compiling of downstream BlockNode

* [Skip CI] Pass connected nodes to GetFields (Fix HD test 1202)

* [Skip CI] Hotfix for previews

* [Skip CI] Fix Unlit zWrite upgrade for HDRP (Fix HD test 8104)

* [skip ci] Inspector: Fixed bug 1244134 and property visible in inspector after deletion

* Fixed bug 1244134 with precision settings on nodes

* Fixed 8105_b test material data

* [Skip CI] Add unit tests

* Fix 8104 materials

* Upgraded HDRP Test material version

* [Skip CI] Revert HDRP DXR test 902 reference

* [Skip CI] Fix HD DXR tests 101, 102, 103 and 900

* [Skip CI] Fix HD test 8103 - Wrong condition for depth post pass

* Updated HDRP Runtime Tests materials

* Updated DXR test materials

* Updated perf and template materials

* Updated HDRP Hybrid materials

* created active state to deal with weird isactive states

* removing some logic from grapheditorview that really belongs at graph level and grabbing fix for searcher

* Added behavior to hide inspector when nothing is selected

* code cleanup and test case fixing

* removed IHasSettings and moved subgraph/custom node settings to inspector

* Adding more types to HDRP target allowed nodes and fixing serialization helper bug

* fixing some vfx serialization issues and adding another node to the HDTarget

* Started to re-organize the HDRP subtargets

* Sg/stack master v2 upgrade hdrp fix preview (#398)

* WIP : converted to tracking most things by preview instead of node

* Fix for softlock when a non-compiling node exists on a graph

* WIP :  Fixed issues with Master Preview transform
Optimized property collection and timed node treatment

* Subgraph Previews working
Master node preview redraws when resized
Better early out of render code

* Moved preview mode computation to unified UpdateTopology()
Cleaned up code

* making diffusion profile material slot mark dependency on the asset and changing minimalgraphdata to acess serialized slots on legacy graphs to take this into account

* Fix for Default Block Node slots not affecting initial preview renders

* Fix for previews not rendering.
Also a bit of code cleanup

* fixes for node property drawers, selection with undo/redo  and inspector and reordering targets

* Fix for Virtual Texture usage

* Fixing issues with PBR passes referencing old sigular Normal rather than NormalWS/TS/OS

* fix function signature

* removed reference to old IHasSettings interface

* Fix for Duplicate Node and Copy/Paste exceptions that soft lock the graph

* Fix for redirect nodes

* fixing issue where orphaned edges would try and update active trees on deleted nodes

* Properly handle ShaderGraph failure when subgraph doesn't exist.

* Fix for issues after deleting a subgraph used by a graph.
Also cleaned up error messages generated by the asset importer dependencies in the case that the subgraphs never existed in the project.

* Disallow dragging block nodes into groups

* Continue to clean HDRP subtargets

* fixing bug where changing active targets after load would not update node activity/validity

* fixing bug where material slots did not properly update on add/remove of edges

* Fixing 3 small issues in PreviewManager:
VT Textures were not set in URP preview
Occasional error spew from mismatched preview pass count
Incorrect profiling marker name

* make target property gui context a visual element

* fixing a PBR upgrade issue that would not set correct surface settings when upgrading a transparent master node

* Merge HDRP/staging into shader stack branch (#580)

* [9.x.x] Merge Hdrp/staging [Skip CI] (#366)

* Fixed an issue where AO override would not override specular occlusion. (#6222)

* Fixed an issue where AO override would not override specular occlusion.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue where Volume inspector might not refresh correctly in some cases. (#6252)

* Fixed an issue where Volume inspector might not refresh correctly in some cases.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* render XR mirror view only for camera with no RT (#6306)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Split set rendering feature set and API validity check (#6301)

* Split set rendering feature set and API validity check

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/probe scale 1219246 (#6288)

* Fix when scale down < 0 all direction of box Influence Volume

* Update Change log

* Hdrp/fix/particle light shadows (#6111)

* Tried to fix particle light shadows

* Fixed particle shadows

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Recording of accumulation motion blur and path tracing (#6114)

* Pt and accumulation motion blur recording

Fix merge issues

Fix merge issues #2

Bugfix: accumulation with one sample

Chengelog

Don't set the fixed-time in the subframe manager - should be set in the recorder

Properly set and reset the fixed time

Updated documentation

Small fix to make physics simulation work with scaled time / accumulation mb

Post rebase fixes and disable accumulation when using only one sub-frame

* Fix post merge issues

* hdrp resources asset file

* remove duplicate code

* Move most compute shaders to use multi_compile API (#6307)

* Squashed commit of the following:

commit ed9e485efc69a7949e34f0512666d522470dc73e
Author: FrancescoC-Unity <francescoc@unity3d.com>
Date:   Fri Mar 20 11:47:59 2020 +0100

    Revert "Squashed commit of the following:"

    This reverts commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6.

commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6
Author: FrancescoC-Unity <francescoc@unity3d.com>
Date:   Fri Mar 20 10:39:28 2020 +0100

    Squashed commit of the following:

    commit 0e1815814ce8204cfa42ae3050ba655fe769c550
    Merge: ac6809ec032 2b018dfe8a9
    Author: Sebastien Lagarde <sebastien@unity3d.com>
    Date:   Thu Mar 19 18:19:45 2020 +0100

        Merge branch 'master' into HDRP/staging

    commit 2b018dfe8a9f5f304e4b95d6279dda60f632c9dc
    Author: sebastienlagarde <sebastien@unity3d.com>
    Date:   Thu Mar 19 18:19:02 2020 +0100

        Merge Hdrp/staging (#6293)

        * Custom pass cleanup (#5507)

        * Fix custom pass cleanup issue with multiple volumes

        * Updated changelog

        * Delay discard of fragments during decal projection (#5283)

        * Delay discard of fragments during decal projection

        Metal Shading Language declares that fragment discard invalidates
        derivatives for the rest of the quad, so we need to reorder when
        we discard during decal projection, or we get artifacts along the
        edges of the projection (any partial quads get bad partial derivatives
        regardless of whether they are computed implicitly or explicitly).

        * Better re-arrangement of decal code

        * Update TerrainLitPasses.hlsl

        * Update TerrainLitPasses.hlsl

        * Update TerrainLitPasses.hlsl

        * Update ShaderPassDecal.hlsl

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixing unnecessary memory allocations in the ray tracing cluster build and Updating the screen shots for the ray tracing tests (#5465)

        * Fixing unnecessary memory allocations in the ray tracing cluster build
        Updating the screen shots for the ray tracing tests

        * Update test scene and screenshots

        * - Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes.
        - Update and disable some tests that still  need to be updated

        * Add a counter for ray tracing frame index and update screenshots

        * Fixing the Area Shadows Denoiser Test

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Change the default volume used by the ray tracing tests to make them work again (#5510)

        * Change the default volume used for the ray tracing tests, fixes the tests back.

        * Fix access to the ray tracing frame index in ray tracing ambient occlusion (doesn't change behavior)

        * Missing term in the ray tracing frame index access (#5511)

        * Fix colum headers (#5517)

        * Fix colum headers

        * Update CHANGELOG.md

        * Rename post formats (#5505)

        * Renamed the post processing format to the new convention

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed the first frame flash with auto exposure (#5491)

        * Fixed flashes with low and high exposure scenes when Automatic Exposure is in use

        * Moved postfx history reset to per-camera reset

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update DefaultSettingsVolumeProfile.asset

        * Hdrp/small enhencements for DXR (#5493)

        * Add Warning for DXR and AsyncExecution in FrameSettings

        * move restarting at end of all fix in wizard for DXR

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/update default scenes (#5485)

        * Replace default scenes with scene prepared for scene-template

        * Update of DefaultSettingsProfile

        * Update DXR scene

        * Add ScreenSpaceShadow to Camera's default FrameSettings

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Refactoring pre-existing materials to share code between rasterization and ray tracing (#5441)

        * Refactoring pre-existing materials to share code between rasterization and ray tracing
        Update the test scene

        * update changelog

        * Changing the color of an unlit in the reflection test scene

        * review corrections

        * Fixing unlit shader graph

        * Fix specular AA related issue

        * Update the reflection test

        * Fix an issue with debug display for ray tracing shaders
        Always use ray tracing frame index 0 for ray tracing tests
        Update tests screenshots
        Update ray traced reflection test scene

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/staging thin (#5509)

        * Adding a REFRACTION_THIN model.

        * Fixed thin distance.

        * ... and fixed it.

        * Updated changelog, removed unused REFRACTION attrs from Fabric template.

        * Added a REFRACTION_THIN_DISTANCE macro.

        * Finished support for thin refraction.

        * Fixed LitTesselation (was missing thin refraction model).

        * fix issue when merging Refactoring of DoAlphaTest

        * Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. (#5555)

        * Fixing the area shadow denoised test (#5544)

        * Fix leak in Sky when matcap view (#5556)

        * skip pre render sky in matcap view

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix compilation issues of ApplyExposure on platforms that don't support VR (#5575)

        * Fix

        * changelog

        * Remove Preview from physically based sky

        * HDRP asset migration (#5580)

        * Initialize the HDRP asset version to the latest one so new assets are not migrated

        * Updated changelog

        * Hdrp/remove wind resources (#5578)

        * Remove wind resources

        Remove wind resources no longer used and containing big files

        * Update changelog

        * revert: Hdrp/update default scenes (#5485)

        * Fix issue with missing texture in test

        * Disable POM test in 1708 SG_OnSG as it is unstable

        * Add missing texture in runtime test

        * update caption for geometric normal debug in forward

        * add missing texture to runtime test

        * Create Textures.meta

        * fix SG on decal SG

        * Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. (#5577)

        * Fixed a null reference exception in the probe UI when no HDRP asset is present. (#5582)

        * Fixed a null reference exception in the probe UI when no HDRP asset is present.

        * Indentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass outline (#5590)

        * Fixed custom pass outline resolution screen resolution dependent

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. (#5596)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix decal orientation when created from script. (#5592)

        * Fixed all migration classes to default to latest version so that Decals created by script to get migrated.

        Fixed decal created through context menu so that they get the proper rotation convention.

        * Update changelog

        * Moved the GetEnumLastValue to TypeInfo class

        * Updated super old test scenes to the proper latest version for decals

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Refactor of HDCamera (accesibility mostly) [Skip CI] (#5548)

        * Refactor of HDCamera

        - Made internal/private APIs that should not have been public
        - Fixed naming convention for private members
        - Moved everything by accessibility for clarity (public, internal, then private)

        * Added Doc and returned some API public.

        * Fix visibility of Density Volumes in reflections [Skip CI] (#5589)

        * Oblique projection frustum fix, first try

        * HDCamera frustum now recalculates near and far plane to avoid issues with oblique projection matrices.

        * Update changelog

        * Added comments

        * Indentation

        * Fixed camera relative position of frustum

        * Indentation

        * Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. (#5597)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix ray tracing tests and add a test scene for lights and cookies in ray tracing (#5604)

        * expose StartSinglePass() and StopSinglePass() as public interface for XRPass (#5605)

        * Add missing custom pass API documentation (#5530)

        * Add missing custom pass API documentation

        * Fix doc spells and grammar

        * Stencil Refactor and Material migration fixes (#5581)

        * Remove leftover code

        * commit to switch machine

        * Remove hard coded stencil values in shaders

        * clear stencil

        * tmp commit, start of splitting decal in dbuffer and normal patchup

        * Make decal patching up run after GBuffer

        * Remove hardcoded value for SSS split lighting

        * Tmp commit to switch branch

        * Finalize build coarse stencil (with debug leftover and render graph NOT handled)

        * The AA bits (the easy one :-) )

        * split in two enums

        * Distortion vectors bit sorted

        * SSR bit

        * Motion vector bit

        * decals bit

        * Lighting bits

        * Use HTile for SSR

        * HTile SSS -> Incomplete, verify and test.

        * SSS fixes, but still not working (probably not HTile related, but main stencil)

        * Make decal patch normal work and remove stencil bit

        * some leftover fixes

        * was commited by mistake

        * Update materials

        * Revert "Update materials"

        This reverts commit 4a0de82ef51750b77546020d77ad6b5d773e60af.

        * Fix issues with MSAA and with migration

        * Forgot this out

        * update materials and maps

        * default materials

        * don't have SSR on unlit

        * Fix some leftovers

        * Renaming

        * Revert "update materials and maps"

        This reverts commit 103f1cb71d8fffa49b0c2ef57f1b41b36d0a3dbf.

        * Revert "default materials"

        This reverts commit 978740acd825562717a01437dcc0c74fc4cfefb0.

        * Fix migration

        * white line

        * Fix migration

        * Add render queue overide to the material placer.

        Also add PackageInfo.cs to HDRP, so the graphic tests can call it's internal methods and objects.

        * Default material post migration

        * com.unity.testing.hdrp post reimport

        * Updated materials from test

        * Disable tests that are to be updated or not needed anymore

        * Fix VFX issues  (To be fixed better by @PaulDemeulenaere )

        * Lit hardcoded default was off

        * Update VFX Test materials ( @PaulDemeulenaere for awareness )

        * Fix issue with stencil in TAA

        * Revert lighting data

        * revert light map data

        * Revert other lighting asset

        * Cleanup post processor.

        * Update DXR test material

        * Update commnets

        * Early (need testing) new migration workflow

        * Revert "Early (need testing) new migration workflow"

        This reverts commit 2db025002d66165dd00e90f5f5d3c944ed53f361.

        * Update post processor

        * Add manual option to migrate

        * Add dialog box

        Co-authored-by: RemyUnity <32760367+RemyUnity@users.noreply.github.com>

        * Push updated hdrp version in test project (#5617)

        * Push m_LastMaterialVersion update

        * Dont open dialog on yamato

        * Update test projects with recent stencil refector PR (#5618)

        * Update runtime test project

        * Create HDRPProjectSettings.asset

        * update DXR project

        * Revert "update caption for geometric normal debug in forward"

        This reverts commit 150d68279b891529be272b37f374c36b879646f4.

        * Run reimport during update (to avoid unwanted extra dialog during dialog box) (#5620)

        * Make user stencil bits public (#5616)

        * Expose bits to user

        * Update documentation

        * Update HDStencilUsage.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Implement history rejection based on object velocity (#5532)

        * Implement history rejection based on object velocity

        * Update changelog

        * Fix an issue with ambient occlusion denoising being broken after adding the history rejection feature
        Adding the GPU Light type for history validation and rejection

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed initial state of material created through the context menu. (#5603)

        * Fixed an issue where materials newly created from the contextual menu would have an invalid state, causing various problems until it was edited.

        * Forgot DecalUI (for non shader graph decals)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update HDLightUI.Skin.cs

        * Cookie and planar atlas (#5518)

        * Added support for cookie atlas

        * Begin to move planar reflection into atlas

        * Added texture atlas for planar reflection probe plus a limit to on screen planar probes

        * Removed debug log

        * Fixed planar probe atlas scale issue and useless mipmap generation of the atlas

        * Refactor Texture2D atlas

        * Move ScaleBias for planar probes to a separate list

        * Fix cookie mode for directional lights

        * Added error log for non square cookie textures in the atlas

        * Fix merge

        * Fixed cookie atlas

        * Trying to fix area light cookies

        * Fixed area light cookie

        * Disable mipmap for non area light cookies

        * Added cookie atlas format control + fixed size warnings in HDRP cookie ui

        * Add resolution in Capture Settings reflection probe drawer

        * Removed warnings

        * Added the point light cookie texture array in the debug menu

        * Fix cookies in ray tracing + celestial body texture

        * Update dynamic light cookie screenshot

        * Update Animated cookie test + fix reflection probe texture format

        * Fix area light cookie

        * Update HDRP asset cookie and planar atlas sizes

        * Increase cookie atlas size for area light test

        * Simplify code

        * Fix cookie mip clamp

        * Fixed compilation and CG alloc

        * Added atlas layouting when there is no more space

        * Fix directional light cookie

        * Updated reference image of cookie area lights

        * Fix hardcoded format and cookie layout

        * Remove useless mip update

        * Fix area light cookie x flip

        * Added the debug exposure option for debug planar reflection atlas

        * reverted the fix for area light cookie x flip

        * Tried to simplify the code of the atlas

        * Update reference image

        * Added an error when max planar reflection probe on screen is reached

        * Fixed space parenthesis

        * Fixed mipmap not updated properly and area light cookie convolution temp texture format

        * Fixed atlas reset mips

        * Update tooltip and fixed cookie insertion order when there is no more space in the atlas

        * Enable exposure on cookie atlas debug

        * Fix debug overlap

        * Update reference image

        * Added migration code for the cookie atlas size and fixed point light cookie debug exposure

        * Added planar atlas size upgrade code

        * Updated planar reflection atlas message

        * Fixed resolution dependent cookie mip maps

        * Updated changelog

        * Fixed cookies for ray tracing

        * Fix cookie in the ray tracing light loop requested without being reserved

        * Clamp UV when doing the area light convolution

        * Update reference images

        * Remove debug symbols

        * Fixed area light convolution UV limit

        * Fixed half pixel clamp and updated reference images

        * Fixed planar reflection mip map edge bleeding and update reference images

        * Updated more image reference

        * Updated DXR cookie test scene

        * Fix default material transparent created with ZWrite enabled (#5621)

        * Fixed transparent material craeted with ZWrite enabled

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/fix decal gizmo mouseover (#5626)

        * Remove controlID on projection direction of DecalProjector that conflict with other handles

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/smallfixes lookdev (#5619)

        * Fix zoom being stuck around 0

        * fix crash forbiding view manipulation while using directly hdri without passing by an environment

        * Fix hitch in FPS displacement mode

        * Fix when user destroy the EnvironmentLibrary being used.

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Mask was never set for some debug pixel deferred shaders [Skip CI] (#5627)

        * Mask was never set

        * changelog

        * Added comments

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed an issue where creating decals at runtime could cause a null reference exception. (#5594)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Make APIs internal when they should be - 1 - [Skip CI] (#5531)

        * First pass of making APIs internal when they should be.

        * Indentation

        * Compilation fixes + review feedback.

        * Make APIs internal when they should be - 2 - [Skip CI] (#5533)

        * First pass of making APIs internal when they should be.

        * Indentation

        * WIP

        * Missing file

        * More

        * Revert some changes based on review feedback

        * Compilation fix

        * Compilation fixes + review feedback.

        * Updated HDUtils accessibility

        * More editor internals.

        * Better (not hardcoded) stencil handling in VFX (#5624)

        * Stencil update for vfx

        * Fix issues

        * fix missing templates

        * Avoid displaying material upgrader dialog on new project (#5631)

        * Don't run dialog on new project creation

        * skip only on first creation

        * Check file existence before showing dialog

        * typo

        * Push test materials after ZWrite PR (#5632)

        * Update HDRP_Test project

        * Update DXR test assets

        * Update run time tests

        * Discard invalid pixels when doing deferred lighting in compute (for camera stacking) (#5339)

        * Discard invalid pixels when doing deferred lighting in compute (as required for camera stacking)

        Small comment modification

        Update changelog

        * Use stencil buffer (instead of normals) to discard pixels in deferred compute

        * Remove not required if statement when binding the stencil

        * Small fixes to API visibility. (#5637)

        * Fixed some more public APIs to internal.

        * Made hasCustomRender public again.

        * Moved the tier defining from the asset to the concerned volume components. (#5519)

        * Alpha post-processing bugfixes and improvements (#5512)

        * Bug fix for post processing alpha with chrommatic aberation + minor fixes

        * Avoid double blending in DOF

        * Unit tests for alpha post-processing (TAA/DoF)

        Vulkan test images

        Vulkan meta files

        * Fix runtime tests (#5639)

        * Update runtime test screenshots

        * Update planar resolution

        * Add test (#5641)

        * fix material and project settings for VFX (#5642)

        * Revert change to GBuffer (normalbuffer usage) as it broke the raytracing code

        * Fix various issues with time and animated materials (#5480)

        * Fix various issues with time and animated materials

        * Changelog

        * Add getters

        * Only update time once per frame

        * Fix animation in reflection

        * Fix null ref exception

        * Re-applied code after impossible merge.

        * Comment change

        * Remove commented code.

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix graphic test (#5651)

        * renaming test 1901 -> 1451 and 1709 -> 1710

        * Update EditorBuildSettings.asset

        * Update 1710_Decals_Normal_Patch.png

        * update screenshots

        * update scene backgroud

        * Update manifest.json

        * Update decal patch screenshots

        * update 4052_TAA

        * Changing the tier system for a preset mode system and removing unnecessary options (#5646)

        * Changing from a tier management to a "mode" management for reflection and GI and removing the ability to enable/disable deferred and ray bining (they are now implied by performance mode)

        * Update the scene scenes

        * Update changelog

        * Fixing an instability with the light shadows in ray tracing

        * Update to light explorer (#5615)

        - Fixed SkyType display when no Visual Environment is present
        - Changed fog display to reflect the updated fog system
        - Changed Global to "Mode" as it is in Volume UI now.

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 1710_Decals_Normal_Patch.png

        * disable TAA test for XR

        * Hdrp/add documentation tool (#5655)

        * Add the documentation tool to HDRP test project

        * Fixed window serialization

        * Update the documentation for the diffusion profile (#5654)

        * Update the documentation for the diffusion profile

        * Update Diffusion-Profile.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add missing hdlight api (useVolumetrics) (#5652)

        * Add missing API to the HDAdditionalLightData

        * Updated changelog

        * Global Settings API doc. (#5649)

        * Fog Volume Component API doc. (#5645)

        * Debug Display API doc. (#5643)

        * Color picker API doc.

        * FullScreen Debug API doc.

        * Decal debug API doc

        * False Color debug API doc

        * Lighting Debug API doc

        * Material Debug API doc.

        * DebugDisplaySettings API doc.

        * Restored contact shadow fade debug.

        * API documentation for sky related classes. (#5640)

        * API documentation for sky related classes.

        * Document the PBR sky

        * Hdrp/small wizard fixes for dxr (#5633)

        * Add ScreenSpaceShadow to Camera's default FrameSettings

        * Forbid to atmpt creating default scene if the hdrpAsset is not right (we depend on its resources)

        * Update CHANGELOG.md

        * Add OS and Hardware check in wizard for DXR

        * Update CHANGELOG.md

        * Fixe typos

        * Add missing check on Shadows

        * Update Documentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Documentation (#5613)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass disable stencil (#5545)

        * Disable the strencil in custom passes when overwriting the depth and not writing into it

        * Updated changelog

        * Rephrase doc

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add option to exclude camera motion contribution from motion blur (#5656)

        * Remove camera component from motion blur if desired

        * changelog

        * Documentation update

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Implement Semi-transparent Shadows for Point and Spot lights (#5490)

        * Make the shadow behavior for  transparent and transmissive objects more intuitive.

        * Update changelog

        * Implementing semi transparent ray traced shadows for point and spot light
        Adding a test scene for both cases
        Moving contact shadow ray tracing code to a seperate file
        Changing the direction of contact shadow rays to be coherent with the other shadows

        * update changelog

        * Update the test scenes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix shader warning in termporal AA

        * Support semi-transparent shadows for unlit shader and unlit shader graph (#5663)

        * Not doing ray tracing when the stencil bit is off for ssr (#5665)

        adding a test case for it

        * Restored serialization of deprecated parameters to fix migration. (#5666)

        * Shadow Atlas is no longer allocated for area lights when they are disabled in the shader config file. (#5662)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Updated HDRP documentation (#5664)

        * Updated HDRP asset doc

        * Update the upgrade guide for cookies and planars

        * Added warning in the material sorting priority doc for depth write

        * Added a section about surface option properties for ShaderGraphs

        * Fix link name

        * Alpha output documentation (#5658)

        * Update documentation for HDRI-Sky-Backplate (AO) (#5670)

        * Avoid MRT Clear on PS4 [Skip CI] (#5675)

        * Avoid MRT Clear on PS4

        * changelog

        * Update HDRenderPipeline.cs

        * Update HDRenderPipeline.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Change name of option (#5681)

        * More code share between inspector materials  (#5635)

        * Share stencil code for inspector materials (Akin to what happens in shadergraph)

        * changelog

        * Add comment and fix issue

        * Better handling of setting state (if not available, don't write it)

        * Update BaseLitGUI.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Expose alpha cutoff material for ShaderGraphs (#5667)

        * Expose alpha clip to material UI for ShaderGraphs

        * Updated changelog

        * Replace #if by #ifdef

        * Fix debug menu bitfield (#5683)

        * Fixed runtime debug menu bitfield controls

        * Updated changelog

        * Hdrp/update default scenes (#5634)

        * Replace default scenes with scene prepared for scene-template

        * Update of DefaultSettingsProfile

        * Update DXR scene

        * fix missing profile in default scene dxr

        * Update CHANGELOG.md

        * Fix missing HDRI Sky references in DXR new scene

        * Fixed VFX Tests Default volume profile

        * Changed Default Volume settings to an empty one.

        * Missing volume asset files + update manifest and meta

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * - Fixed the radius value used for ray traced directional light. (#5682)

        - Fixed compilation issues with the layered lit in ray tracing shaders.
        - Changed the way the length parameter is used for ray traced contact shadows.
        - Added contact shadow test scenes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fixed XR autotests viewport size rounding (#5684)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Material samples bis (#5686)

        * Add ball

        * update Material samples #5638

        * Update CHANGELOG.md

        * Remove unused version property from Material

        * Updating the documentation for ray tracing (#5680)

        * Updating the documentation for ray tracing

        * review corrections

        * Fix mip slider reflectionprobe (#5689)

        * Remove the slider knob when the reflection probe preview has no mipmap

        * Updated changelog

        * edit VR documentation (#5685)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Better directional PCSS blur handling (#5688)

        * Use correct penumbra calculation for directional.

        * Update visual test

        * Need cleaning uo

        * Cleaning

        * screenshot update

        * Small cleanup

        * typo leftover

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 001-HDTemplate.png

        * Adding the initial implementation of sub-surface scattering (#5625)

        * Initial implementation of ray traced sub surface scattering
        Added a test scene for ray traced sub surface scaterring

        * Update changelog

        * Updating the tests

        * Update 8103_PrePostPass.unity

        * Remove unnecessary skip of material upgrade dialog box. (#5692)

        * Remove unnecessary skip of material upgrade dialog box.

        * Update changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix warning after metal fixup (#5704)

        * Various API doc update. (#5705)

        * Various doc + FrameSettings WIP

        * Finished frame settings API doc and added various other missing doc.

        Also made internal wrongly public API in HDRP

        * Fix density volume blend distance (#5698)

        * Fixed adjusting positive axis of Blend Distance slides the negative axis

        * Updated changelog

        * edit VR doc (#5699)

        * Hdrp/wizard update vr installation (#5706)

        * Add installatation checker in UsedPackageRetriever

        * Add PackageInstaller

        * Add better control on the displayed HelpBox

        * Update VR fixes

        * fix typo

        * Move Install Config Package Button above with HDRP Package info

        * Update CHANGELOG.md

        * Update documentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Removing unused alpha threshold depth prepass and post pass for fabric shader graph (#5711)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix default volume profiles location (#5710)

        * Ray traced reflection smoothness fade and fallback fixes. (#5700)

        * Fix fall back for ray traced reflections when denoising is enabled
        Make Smoothness Fade start work with ray traced reflections
        Fix the blend of reflections based on the weight
        Add the contact shadow test scenes back

        * Change the name of the weight function and add it to all shading models

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix iridescence color space (#5691)

        * Fix iridescence color space

        * Fixed compilation and updated test screenshots

        * fix test

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

        * Fix Terrain Detail Mesh (stop to spam) [Require C++ PR] (#5690)

        * disable support of Terrain Detail

        Fix for error spam issue in HDRP: https://fogbugz.unity3d.com/f/cases/1211848/

        * Update CHANGELOG.md

        * Update HDRenderPipeline.cs

        * Update HDRenderPipeline.cs

        * [Waiting for C++] Disable probes in renderers (#5648)

        * Disable probes section in the Renderer editors

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Merge Hdrp/fix/case 1210058 to master (#5612)

        * Fix for 1210058 - NaNs at certain view angles

        Issue is caused by NaNs/INFs when computing basis on extremely thin (subpixel-width) geometry.  Putting some safeguards fixes the issue

        * Update CHANGELOG.md to reflect 1210058 fix.

        * Updated fix for issue #1210058

        Overwrite the UVs to fix the derivatives.

        * Updated fix for issue #1210058

        Make sure the UVs are zero if unused to fix the derivatives.

        * Undo last.change -- UV fix addresses NaNs

        Zeroing the unused UV1 channel on the material seems to do the trick.

        * Changelog adjustments to be moved

        Current version puts everything in HDRP, so there is no change in core.

        * Update CHANGELOG.md

        Reflect fix for NaNs

        * Fixed UV1 for lightmaps and detail maps.

        * update comment

        * Update NormalSurfaceGradient.hlsl

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Minor code cleanup

        * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluter, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering. (#5732)

        * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering.

        * udpate changelog

        * Implementation of ScreenSpaceReflections for Transparent materials (#4968)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix HDRP duplicated frame settings (#5850)

        * - Added a fallback for ray traced area light shadows in case the material is forward or the lit mode is forward. (#5749)

        - Fixed a bug related to ray traced area light shadow history.

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix cookie index usage (#5871)

        * Hdrp/merge staging (#5943)

        * fix case 1205791 custom mesh issue (#5551)

        * fic case 1205791 custom mesh issue

        * Updated changelog

        * Added a call to Dirty() (#5420)

        * Added a call to Dirty()

        * Updated changelog

        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>

        * Fix shadergraph analytics. (#5912)

        * Fix analytics.

        * Added changelog

        * Fix for case 1200161 Save as subgraph issue (#5503)

        * Fix for case 1200161

        * Edited CHANGELOG.md

        * Added comment to the code

        Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>
        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>

        * fix for unreported keyword bug (#5863)

        * Fixed fogbugz case 1197958 (#5671)

        * * Fixed fogbugz case 1197958.

        * * Updated CHANGELOG.md.

        * * Added spacing.

        * Added #if ENABLE_VR && ENABLE_VR_MODULE guard to XR code.

        *  Added Logic to Inject render pass to base renderer (#5901)

        *  Moved render pass injection code from Forward Renderer to ScriptableRenderer to be able to use for all renderers.

        *  added changelog

        * Disabling the GetDefaultRenderer() test for now until it is redone. (#5924)

        * [Yamato] [skip ci] Setting up master to run on 2020.1 (#5936)

        * added 2020.1 and fast to editors

        * added 2020.1/staging and fast to the rest of the files

        * [CI] Bors setup (#5841)

        * Create bors.toml

        * Update bors.toml

        * Update bors.toml

        * Update upm-ci-projects.yml

        * Create testcommit

        * Update bors.toml

        * adding trying trigger

        * add staging trigger

        * Delete testcommit

        * use squash merge

        * updating job that bors will run

        * [skip ci] update job that bors will run

        * Fixed MAD and RCP definitions in OpenGL. (#5922)

        Co-authored-by: Martin Thorzen <35328557+martint-unity@users.noreply.github.com>
        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>
        Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>
        Co-authored-by: Zachary Diller <zackd44@gmail.com>
        Co-authored-by: thomas-zeng <49886741+thomas-zeng@users.noreply.github.com>
        Co-authored-by: Felipe Lira <felipedrl@gmail.com>
        Co-authored-by: Elvar Örn Unnþórsson <ellioman@ellioman.com>
        Co-authored-by: Liis Kivistik <kivistik.liis@gmail.com>
        Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>

        * Fix whitespace

        * Misc fixes for the sky (#5974)

        * Static lighting sky now takes the default volume into account.

        * Fixed a leak in the PBR sky renderer.

        * Added a tooltip to the Ambient Mode parameter in the Visual Environment volume component.

        * Update changelog

        * Fixed null ref

        * Fixed an issue where having ambient mode set to dynamic might prevent the sky from being included in baking.

        * Forces an update of static sky when changing it in the Environment panel.

        * Fixed a problem with static sky when multiple skies are rendered at the same time.

        * Revert probes renderer PR (#5990)

        * Re-enable the probes section of renderers as it was not supposed to be disabled

        * Updated changelog

        * Fix a leak in the sky system. (#5967)

        * Fixed a cubemap leak when rendering previews for the first time.

        Also changed the debug name of the cubemap used for static lighting.

        * Update changelog.

        * Fixed an assert getting fired for the wrong reason.

        * Added a new light layer debug mode (#5942)

        * Moved lighting debug settings in containers

        * Light layers debug mode

        * Categories for Lighting Debug Panel Documentation

        * Light layers debug mode documentation

        * DebugUI.BitField now uses correct display names

        * Added unit test scene

        * Added changelog

        * Revert "Added changelog"

        This reverts commit a148fc2f97ef5288123f8f16485ba35f57b80f5e.

        * Updated CHANGELOG

        * Disable light layer debug mode after testing

        * reset all debug display settings

        * Renamed Shadow Layers option

        * Editable layer color. Defaults to color blind friendly colors

        * Fix when enabling an exclusive setting

        * Updated screenshots with new colors

        * Simplified variable API

        * Renamed class

        * Fix division by 0. Updated doc

        Co-authored-by: Adrien <adrien.detocqueville@gmail.com>

        * Hdrp/ssr toggle (#5996)

        * Added an "enable" checkbox to the SSR volume component.

        * Update changelog

        * Fix build when not in editor (#6024)

        * Fixed SSR in scene 1710 (#6028)

        * Fix merge error

        * Removed MSAA Buffers allocation when lit shader mode is set to "deferred only" (#6012)

        * Removed MSAA Buffers allocation when lit shader mode is set to "deferred only".

        * Removed MSAA SSS Buffer allocation when deferred only.

        * Invalid cast for realtime reflection probes (case 1220504) (#6026)

        * Invalid cast for realtime reflection probes (case 1220504)

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Aov Buffers tests (#6023)

        * Deactivate Preview Camera for HDCameraEditor to prevent it from rende… (#6022)

        * Deactivate Preview Camera for HDCameraEditor to prevent it from rendering in the render loop (case 1105163)

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Disable reflection probes section (#5994)

        * Disable reflection probes in the renderer components

        * Updated changelog

        * Remove version guard for terrainDetailUnsupported

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Integrate first skeleton of post process in render graph. (#5856)

        * Fixed execution error without raytracing

        * Prepare Prepass refacto

        * Another round of preparation

        * Renamed XRPassScope to XRSinglePassScope

        * RenderAfterPostProcess is now static

        * Add AfterPostProcess to RenderGraph (WIP)

        * AfterPostProcess implementation

        * Fixed wrong RTHandle allocation

        * Fixed light layers texture binding during deferred lighting pass

        * Implemented Post Process Final Pass with RenderGraph

        * Post merge fixes

        * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

        * Fixed alpha in post processes

        * Fix DXR Tests (#6073)

        * Made ssr enable parameter true by default. (#6076)

        * Add comment (#6056)

        * Hdrp /tests/shuriken light module (#6021)

        * Add shurikent light module test

        * Fixed Simulate

        * Fix texts and image ratio

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/pt7 (#5831)

        * Added support for anisotropy.

        * Tidied the code up, plus moved to correlated G term for aniso GGX.

        * Added anisotropic refractive sampling.

        * Disable path tracing for the shading graph preview camera.

        * Added support for alpha culling.

        * Fixed issue with transmission rays.

        * Updated Changelog.

        * Added support for punctual and directional light cookies.

        * Updated Changelog.

        * Added support for area light cookies.

        * Fixed bug with area cookies atlas not being properly generated when
        rebuilding library.

        * Made sure maxDepth > minDepth always, and added support for AO from mask.

        * Added support for transparent shadows.

        * Updated Changelog.

        * Toggling path tracing on/off does not reset iteration anymore.

        * Reverted change on enable, was causing minor issues.

        * Made sure we don't have transparent behaviour when shader is set to
        opaque.

        * Minor changes.

        * Tweaks on transparency behaviour.

        * Updated changelog.

        * Added path-tracing specific payload.

        * Added support for iridescence.

        * Updated Changelog.

        * Added multiple scattering compensation for specular.

        * Added Path tracing test.

        * PT test part 2.

        * Updated Changelog.

        * Added proper area light range attenuation.

        * Fixed issue with alpha clipping in ray-tracing.

        * Cosmetic.

        * Fix on the rect area light range.

        * In the editor, dragging manipulators around now resets accumulation.

        * Added material dirtiness tracking.

        * Does not apply intensity clamping to camera rays.

        * Reste PT iteration when saving a shader graph.

        * Added dirtiness tracking for acceleration structure and lights.

        * Added support for bg color.

        * Minor change to progress bar display.

        * Minor change to iteration counter, so that it never goes over the max.

        * Updated path tracing test.

        * Hdrp/rendergraph cleanup (#6083)

        * Fixed execution error without raytracing

        * Prepare Prepass refacto

        * Another round of preparation

        * Renamed XRPassScope to XRSinglePassScope

        * RenderAfterPostProcess is now static

        * Add AfterPostProcess to RenderGraph (WIP)

        * AfterPostProcess implementation

        * Fixed wrong RTHandle allocation

        * Fixed light layers texture binding during deferred lighting pass

        * Implemented Post Process Final Pass with RenderGraph

        * Post merge fixes

        * Fixed some issues with missing buffers in SSS and deferred lighting compute shaders.

        * Fixed alpha in post processes

        * Removed RenderGraphResource and RenderGraphMutableResource in favor of more explicit RendererListHandle and TextureHandle

        * Fixed decal normal patch pass

        * Fixed stencil resolve render pass

        * Fixed RenderDBuffer render pass function capturing variables.

        * Fixed wrong variable capture and restored ClearLightList to the render graph implementation of BuildGPULightList

        * Various fixes of things that diverged compared to regular path.

        * Unified renderer list and texture invalid handle error.

        * Revert wrong change

        * post merge fix

        * Removed useless comment.

        * Missing doc

        * Hdrp /fix light prefab infinite reload on inspector gui (#6054)

        * fix infinite reload loop for light prefab

        * Update CHANGELOG.md

        * Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap (#6027)

        * Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap.

        * Update changelog.

        # Conflicts:
        #	com.unity.render-pipelines.high-definition/CHANGELOG.md

        * Fixed sampling of the sky texture in a more general way (not just fog)

        updated tests screenshots as well.

        * Missing screenshot

        * Fixed the issue properly by generating 7 mips of convolution.

        * Reverted screenshots

        * Reverted useless change.

        * Fix  culling group was not disposed error in the build (#5880)

        * Fix culling group was not disposed error in build

        * Fix culling was not disposed error in build

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix Material Samples : Revert correct GUIDs (#5875)

        * Revert correct GUID

        Change the GUID of the prefab to the correct one referenced in the scene

        * Fix fern material GUID

        * Hdrp/light multiplier (#6077)

        * Allow the light dimmer to get values higher than one

        * Changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update documentation typo (#5860)

        * Add warning and workaround instructions if XR single-pass is enabled after the first frame with XR SDK (#5853)

        * added warning and workaround instructions if XR single-pass is enabled after the first frame with XR SDK

        * edit VR doc

        * Updated CHANGELOG.md

        * Updated VR-Overview.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
        Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>

        * Remove info box on Visual Environment and replaced it with info on documentation (#6099)

        * Remove info box and update documentation

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 9801_ShurikenLightModule.png

        * Add missing exposure and mipmap sliders to the planar reflection probe preview (#5847)

        * Added planar reflection probe preview mip and exposure sliders

        * Updated changelog

        * Disable mip map as we don't have them anymore

        * Re-edited changelog

        * Use SRP macros in shader

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix upgrade cookie planar size (#6104)

        * Fixed the size of the planar reflection / cookie atlas after an upgrade of the HDRP asset

        * Updated changelog

        * Fixing merge issue for SSR transparent

        * Fix universal and yamato after merge.

        * fixuniversal after merge

        * renormalize files

        * Update 9801_ShurikenLightModule.unity

        * Make isEditorCameraPreview and sky public (#6147)

        * Update HDAdditionalCameraData.cs

        * Update SkySettings.cs

        * Update 9801_ShurikenLightModule.unity

        * Update HDAdditionalCameraData.cs

        * Update 9801_ShurikenLightModule.unity

        * Fixing ray tracing tests (#6158)

        * Fixed transparent SSR for shader graph. (#6163)

        * - Fixed transparent SSR for shader graph.

        * changelog

        * Added old graphics tests and modifications (#6143)

        * Update scenes

        * update blendstates

        * added OSX reference images

        * win reference images

        * fix lit light difference

        * Update blendstates-c-lit-unlit

        * disable check memory alloc due to ref probe issues

        * update ref images

        * rename test 1709 to 1711

        * rename test 1709 to 1711 - bis

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix issue with blend mode and with keyword (#6164)

        * Fixed an issue with emissive light meshes not being in the RAS (#6174)

        * Hdrp/pt8 (#6090)

        * Added support for anisotropy.

        * Tidied the code up, plus moved to correlated G term for aniso GGX.

        * Added anisotropic refractive sampling.

        * Disable path tracing for the shading graph preview camera.

        * Added support for alpha culling.

        * Fixed issue with transmission rays.

        * Updated Changelog.

        * Added support for punctual and directional light cookies.

        * Updated Changelog.

        * Added support for area light cookies.

        * Fixed bug with area cookies atlas not being properly generated when
        rebuilding library.

        * Made sure maxDepth > minDepth always, and added support for AO from mask.

        * Added support for transparent shadows.

        * Updated Changelog.

        * Toggling path tracing on/off does not reset iteration anymore.

        * Reverted change on enable, was causing minor issues.

        * Made sure we don't have transparent behaviour when shader is set to
        opaque.

        * Minor changes.

        * Tweaks on transparency behaviour.

        * Updated changelog.

        * Added path-tracing specific payload.

        * Added support for iridescence.

        * Updated Changelog.

        * Added multiple scattering compensation for specular.

        * Added Path tracing test.

        * PT test part 2.

        * Updated Changelog.

        * Added proper area light range attenuation.

        * Fixed issue with alpha clipping in ray-tracing.

        * Cosmetic.

        * Fix on the rect area light range.

        * In the editor, dragging manipulators around now resets accumulation.

        * Added material dirtiness tracking.

        * Does not apply intensity clamping to camera rays.

        * Reste PT iteration when saving a shader graph.

        * Added dirtiness tracking for acceleration structure and lights.

        * Added support for bg color.

        * Minor change to progress bar display.

        * Minor change to iteration counter, …
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