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Merge Hdrp/staging (#3201)
* Read the ray count using async readback and write it in the display stat window (#2949) * Disable specular lighting when rendering probes (#3024) * Disable specular when baking a reflective camera * Use fresnel0 when rendering reflection cameras * Updated changelog * Rename the functoin and fix remaining issues * update changelog * Update AxF.hlsl * Disable specular lighting only for reflection probes Added a frame settings to controle the specular lighting * Updated migration of frame settings * Updated migration of frame settings * Fixed useEnvLight property * Fixed SpecularLighting toggle naming in code * Fixed 2210 * Fixed 2401 * Adding the code required for realtime light probe support (#3064) * Added custom SH volume texture (from LPPV) support. Added a pass in Lit.shader for baking light probes. The pass is a copy paste from the dxr reflection pass. Bake light probes and update LPPV volume texture before deferred pass. This should be moved before GBuffer pass. * Removing the specular term for the light probe dxr pass * Binding the area cookie textures before (given that the global happens later) (#3065) * GI Light Cluster Request (#3068) * Disabling specular lighting for the reflection pass * Cluster Upgrade * fix missing migration code call on HDAdditionalCameraData (#3081) * fix missing migration code call on HDAdditionalCameraData * Update CHANGELOG.md * Update CHANGELOG.md * Real time area light shadows (Blurred EVSM) (#3056) * Populate new branch * Small fixup * Fix problem with shadows outside of cone. * Hide radius of the area light * Add tests for area light shadows * Image for the tests * Fixup master merge * Disable area light shadows by default * Disable tests by default as the feature is off by default. * Don't clear when we already cleared the full atlas. * Fixes * Fix borded viewport issue. * Port to new branch * Remove old filtering option * Better naming for perf marker * New tests * Update EditorBuildSettings.asset * Update CHANGELOG.md * Remove safeguard (not needed and makes tests behave differently) * Update 2308_Shadow_AreaLight.png * Fix warnings * Slightly improve tooltips * Revert "Remove safeguard (not needed and makes tests behave differently)" This reverts commit 6ef7e6b. * Revert "Revert "Remove safeguard (not needed and makes tests behave differently)"" This reverts commit 88c0deb. * Fixup tests * Add comment for offset * Add comment on ShadowMoments_WarpDepth_PosOnlyBaseTwo * Hide irrelevant settings in UI * Fix one shader warning that I missed * Fixing a bad merge related to non-raytraced area shadows (#3093) Defining a IncludeIndirectLighting for HDRP/Unlit to avoid double contribution for area lights (reflections + analytic) * Cleanup and graphic test (#3098) * Use proper value for EnableSpecular (1 == true) * Added new graphic test * Added graphic test to playlist * Update EVSMBlur.compute (#3100) * Update reference screenshots * Update CHANGELOG.md * Fix area shadows blur over edge bug (#3125) * Update EVSMBlur.compute * Clip a bit earlier when blurring but solve some other artifacts * Update HDShadowAlgorithms.hlsl * Improving Area Shadows Quality (#3122) * Improve Area Shadow Filtering * Assuring compatibility with rasterized shadows * Review corrections * Cosmetic pass * Indirect diffuse reference mode & InitBuiltinData (#3118) * Adding pos input to the list of parameters * Adding an indirect diffuse raytracing effect * Fixed an issue with layered lit shader and height based blend where inactive layers would still have influence over the result (#3119) * Hdrp/depth offset shader graph (#3114) * Exposed depth offset in lit shader graph node * Finish parallax occlusion mapping node * Fixed depth offset write in depth only pass * POM works with shader graph and hair implementation * Cleanup and implement depth offset on other HDRP master nodes * Update CHANGELOG.md * Recorder implementation for HDRP (#3111) * - Moved CameraCaptureBridge to Core - Implemented recorder for HDRP (WIP) * Sent the correct texture to camera recorder. * Small cleanup * Update changelog * Added a new case of early out. * Hdrp/fix densityvolume handles (#3124) * Make the shape box always be side by side manipulation * Remove uneeded multiple instance of the HiararchicalBox handles * fix miltiselection blend handles color * Fix keeping blend distances in advanced mode whan changing the hull * Fix Advanced edition mode script API * Fix normal edition mode to preserv metric distances * Fix handle normal mode to preserve metric distance * Fix remaining handle manipulation issues * fix vector6 fields in multi-edition * Update CHANGELOG.md * Update CHANGELOG.md * Fixed calls to InitBuiltinData in VFX graph shaders (#3147) Also removed positionRWS input as it was redundant with posInput * Hdrp/fix lightgizmo multi edition (#3142) * fix lights handles to support multi selection * Add message in UI when different shapes selected and hide shape part when it occures * Update CHANGELOG.md * fix light with former light conflicts * Fix Inspector LightLayer in case of multi-edition * Update CHANGELOG.md * Move scene color to R11G11B10 (#3143) * Change color format * [to revert] Tmp submit another commit to get results from katana * Submit tmp folder before we verify * Update 1206_Lit_Transparent_Distortion.png * Revert "Update 1206_Lit_Transparent_Distortion.png" This reverts commit b5402eb. * Update visual tests * Update HDRenderPipeline.cs * Update 2211_Probes_Specular.png * Rename const and move to readonly * Update HDRenderPipeline.cs * Make it an option on the asset * Update HDRenderPipeline.cs * Update HDRenderPipelineAsset.asset * fix unwanted commented migration version (#3152) * SSR lighting texture stores an opacity value in the alpha channel (#3159) * [Hdrp] fix normal handle densityvolume [Backport with 3124 & 3152] (#3163) * fix DensityVolume normal handle * fix small prior migration issue revelated when updating megacity * Update CHANGELOG.md * Hdrp/add emission color normalization (#3153) * Add option in preferences to toggle the light emission normalization * Update CHANGELOG.md * Fixed color normalization multi-selection and node shader code * Distortion Apply pass uses stencil (#3162) * Add distortion vectors stencil bit * First pass Still need to: - Don't use hardcoded values - Get rid of the compute version * Don't use hard coded value * Set stencil values via SetInt instead of relying on defaults * Remove old apply distortion * Update HDRenderPipeline.cs * Hide Shadow Quality settings from HDAsset UI (#3176) * Hide filtering quality in deferred only as it is hard coded in shader. * Set low as default shadow quality. * Force low quality on deferred * SMAA Support in HDRP Postprocess stack (#3171) * Don't allocate scattering textures if not supported (#3166) * Update PostProcessSystem.cs * Revert "Update PostProcessSystem.cs" This reverts commit 75a5cae. * Post-processing scene view tweaks (#3190) * Post-processing scene view tweaks Disabled Lens Distortion, DOF and Panini projection * Update CHANGELOG.md * Add Parallax Occlusion Mapping node doc (#3151) * Update CHANGELOG.md * Add debug mode for area light atlas (#3126) * Delete optimal group size define (#3175) * Remove PLATFORM_THREAD_GROUP_OPTIMAL_SIZE macro * Use WaveGetLaneCount for runtime usage * Don't allow to change filtering quality if deferred only * Revert "Don't allow to change filtering quality if deferred only" This reverts commit 928cfb9. * Fixup missing change of name * Update changelog * Zero out stencil bit after they are not needed anymore (#3195) * Zero out stencil bit after they are not needed anymore. * Use distortion vectors instead of DoesntReceiveSSR for SMAA stencil bit * Move SMAA bit to post process HDRenderpipeline * Fix misuse of colorbuffer format for m_CameraSssDiffuseLightingBuffer * Disable SceneSelectionPass in shader graph preview (#3205) * Remove applyDistortionCS from resource asset * Disable light normalization in preferences (and fix it for unlit materials) (#3209) * Control punctual light and area light shadow atlas separately (#3115) * Have different settings for different shadow atlas * Update HDRenderPipeline.cs * Update HDRP_Test_Def.asset * Fix merge issues * Disable edge leak fixup by default (#3211) * Disable stencil and fix smaa for xr (first pass) (#3207) * Update CHANGELOG.md
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TestProjects/HDRP_Tests/Assets/GraphicTests/Common/RP_Assets/HDRP_Test_Def.asset

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TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1102_Unlit_Distortion.png.meta

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TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1103_Unlit_Distortion_DepthTest.png.meta

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TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1201_Lit_Features.png.meta

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TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1206_Lit_Transparent_Distortion.png.meta

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