Commit c10b375
Merge 7.x.x/hd/staging [Skip CI] (#158)
* [7.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (#6507)
* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).
* Small fix to avoid text overlapping too much
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
* Fixed an usage of a a compute buffer not bound (1229964) (#28)
Co-authored-by: Anis <anis@unity3d.com>
* Removed wrongly serialized fields in StaticLightingSky (#6441)
* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. #6480
* Update PostProcessSystem.cs
* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. #6493
* Hdrp/docs/glossary f number (#6523)
* Update Glossary.md
* Update Glossary.md
* Clamp probes compression factor to 0 (#19)
* path validation when creating new volume profile (#36)
* [Backport 7.x.x] Fix various leaks in HDRP (#120)
* Fixed a number of leak in HDRP
# Conflicts:
# com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
# com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs
* Update changelog
* [7.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996) (#128)
* Follow references when unloading unneeded assets
* changelog
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* [7.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (#21)
* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).
* update ssr screenshot
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* d Fix MSAA resolve when there is no motion vectors #1
* Fix issues causing planar probes to be broken with multiple cameras in the scene #4
* Pospow and SG triplanar fix #40
* Hdrp/fix/custom pass msaa rendering info #42
* Added disocclusion and ghosting to the glossary (#75)
* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (#110)
* fix switch shader compilation (#111)
* Update SceneViewDrawMode.cs (#118)
* Fix culling of reflection probes that change position #121
* Fix null reference when processing light probe #131
* Fix black screen in XR when HDRP package is present but not used #137
* Fix default volume profile collapse #138
* Fix for white flash happening when changing lighting condition (like teleport) #140
* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (#145)
* Update AxF-Shader.md (#152)
* Bind missing buffer #159
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: victor <victor.ceitelis@unity3d.com>1 parent 009727f commit c10b375
35 files changed
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File tree
- TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11
- com.unity.render-pipelines.core
- Runtime
- Common
- Utilities
- ShaderLibrary
- com.unity.render-pipelines.high-definition
- Documentation~
- Editor
- AssetProcessors
- RenderPipeline
- CustomPass
- Settings
- Runtime
- Core/Textures
- Lighting
- LightLoop
- Reflection
- Shadow
- Material
- GGXConvolution
- Lit
- PostProcessing
- RenderPipeline
- RenderPass
- MSAA
- Settings
- Utility
- XR
- Sky/PhysicallyBasedSky
- com.unity.shadergraph
- Documentation~
- Editor/Data/Nodes/UV
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