diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/User-Render-Requests.md b/Packages/com.unity.render-pipelines.core/Documentation~/User-Render-Requests.md index 0236d55dbe9..e322283530f 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/User-Render-Requests.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/User-Render-Requests.md @@ -91,4 +91,4 @@ public class StandardRenderRequest : MonoBehaviour ## Other useful information -* On [Universal Render Pipeline (URP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.0/manual/User-Render-Requests.html). +* On [Universal Render Pipeline (URP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/User-Render-Requests.html). diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/render-graph-fundamentals.md b/Packages/com.unity.render-pipelines.core/Documentation~/render-graph-fundamentals.md index 4e0ae8a85c2..86e80a10c75 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/render-graph-fundamentals.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/render-graph-fundamentals.md @@ -6,7 +6,7 @@ This document describes the main principles of a render graph and an overview of Before you can write render passes with the [RenderGraph](../api/UnityEngine.Rendering.RenderGraphModule.RenderGraph.html) API, you need to know the following foundational principles: -- You no longer handle resources directly and instead use render graph system-specific handles. All RenderGraph APIs use these handles to manipulate resources. The resource types a render graph manages are [RTHandles](rthandle-system.md), [ComputeBuffers](https://docs.unity3d.com/ScriptReference/ComputeBuffer.html), and [RendererLists](../api/UnityEngine.Experimental.Rendering.RendererList.html). +- You no longer handle resources directly and instead use render graph system-specific handles. All RenderGraph APIs use these handles to manipulate resources. The resource types a render graph manages are [RTHandles](rthandle-system.md), [ComputeBuffers](xref:UnityEngine.ComputeBuffer), and [RendererLists](xref:UnityEngine.Rendering.RendererList). - Actual resource references are only accessible within the execution code of a render pass. - The framework requires an explicit declaration of render passes. Each render pass must state which resources it reads from and/or writes to. - There is no persistence between each execution of a render graph. This means that the resources you create inside one execution of the render graph cannot carry over to the next execution. diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/render-graph-system.md b/Packages/com.unity.render-pipelines.core/Documentation~/render-graph-system.md index 339c865cf5b..57ba6d65b4e 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/render-graph-system.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/render-graph-system.md @@ -1,6 +1,6 @@ # The render graph system -The render graph system sits on top of Unity's Scriptable Render Pipeline (SRP). It allows you to author a custom SRP in a maintainable and modular way. Unity's High Definition Render Pipeline (HDRP) uses the render graph system. +The render graph system sits on top of Unity's Scriptable Render Pipeline (SRP). It allows you to author a custom SRP in a maintainable and modular way. Both Unity's High Definition Render Pipeline (HDRP) and Unity's Universal Render Pipeline (URP) use the render graph system. You use the [RenderGraph](../api/UnityEngine.Rendering.RenderGraphModule.RenderGraph.html) API to create a render graph. A render graph is a high-level representation of the custom SRP's render passes, which explicitly states how the render passes use resources. diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/rthandle-system-fundamentals.md b/Packages/com.unity.render-pipelines.core/Documentation~/rthandle-system-fundamentals.md index 06fc9356596..c5eea83d27e 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/rthandle-system-fundamentals.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/rthandle-system-fundamentals.md @@ -5,7 +5,7 @@ This document describes the main principles of the RTHandle (RTHandle) system. The RTHandle system is an abstraction on top of Unity's [RenderTexture](https://docs.unity3d.com/ScriptReference/RenderTexture.html) API. It makes it trivial to reuse render textures across Cameras that use various resolutions. The following principles are the foundation of how the RTHandle system works: - You no longer allocate render textures yourself with a fixed resolution. Instead, you declare a render texture using a scale related to the full screen at a given resolution. The RTHandle system allocates the texture only once for the whole render pipeline so that it can reuse it for different Cameras. -- There is now the concept of reference size. This is the resolution the application uses for rendering. It is your responsibility to declare it before the render pipeline renders every Camera at a particular resolution. For information on how to do this, see the [Updating the RTHandle system](#updating-the-rthandle-system) section. +- There is now the concept of reference size. This is the resolution the application uses for rendering. It is your responsibility to declare it before the render pipeline renders every Camera at a particular resolution. For information on how to do this, see the [Updating the RTHandle system](rthandle-system-using.md#updating-the-rthandle-system) section. - Internally, the RTHandle system tracks the largest reference size you declare. It uses this as the actual size of render textures. The largest reference size is the maximum size. - Every time you declare a new reference size for rendering, the RTHandle system checks if it is larger than the current recorded largest reference size. If it is, the RTHandle system reallocates all render textures internally to fit the new size and replaces the largest reference size with the new size. diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/whats-new-17.md b/Packages/com.unity.render-pipelines.core/Documentation~/whats-new-17.md new file mode 100644 index 00000000000..901ec893f94 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Documentation~/whats-new-17.md @@ -0,0 +1,17 @@ +# What's new in SRP Core version 17 / Unity 6 + +This page contains an overview of new features, improvements, and issues resolved in version 17 of the Scriptable Render Pipeline (SRP) Core package, embedded in Unity 6. + +## Improvements + +### Render graph system optimization + +The render graph system API and compiler are now carefully optimized to reduce their cost on the main CPU thread. To prevent Unity compiling the render graph each frame, there's now a caching system so Unity only compiles when the rendering is different from the previous frame. This means performance on the main CPU thread should be faster, especially in non-development builds. + +### Native Render Pass support in the render graph system + +The render graph system API now provides automatic Native Render Pass support using the `AddRasterRenderPass` API. This means Unity can use framebuffer fetch operations on platforms with tile-based GPUs, which improves performance. + +Native Render Pass support is implemented in the Universal Render Pipeline (URP). For more information, refer to [Render graph system](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/render-graph.html) in the URP manual. + +**Note:** You can't use the `AddRasterRenderPass` API with the existing `AddRenderPass` API. Instead, use the new `AddComputePass` and `AddUnsafePass` APIs. diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/whats-new.md b/Packages/com.unity.render-pipelines.core/Documentation~/whats-new.md index a0a220f585d..1d4f5eb1399 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/whats-new.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/whats-new.md @@ -6,3 +6,4 @@ The list of pages is as follows: - [12](whats-new-12.md) - [13](whats-new-13.md) +- [17](whats-new-17.md) diff --git a/Packages/com.unity.render-pipelines.core/Editor/CommandBuffers/CommandBufferGenerator/CommandBufferGenerator.cs b/Packages/com.unity.render-pipelines.core/Editor/CommandBuffers/CommandBufferGenerator/CommandBufferGenerator.cs index b1a9c5954f4..a0fe400df12 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/CommandBuffers/CommandBufferGenerator/CommandBufferGenerator.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/CommandBuffers/CommandBufferGenerator/CommandBufferGenerator.cs @@ -115,7 +115,8 @@ class CommandBufferGenerator // Functions for unsafe (wrapper around Commandbuffer) only static List unsafeFunctions = new List { "SetRenderTarget", - "Clear" + "Clear", + "RequestAsyncReadbackIntoNativeArray", }; // Generated file header static string preamble = diff --git a/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.Builtins.cs b/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.Builtins.cs index 3c8827b684c..41cb26d9125 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.Builtins.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.Builtins.cs @@ -1,4 +1,5 @@ using System; +using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Rendering; @@ -397,6 +398,7 @@ protected override Enum DoGUI(Rect rect, GUIContent label, DebugUI.BitField fiel } } + /// /// Builtin Drawer for Foldout Debug Items. /// @@ -404,6 +406,22 @@ protected override Enum DoGUI(Rect rect, GUIContent label, DebugUI.BitField fiel public sealed class DebugUIDrawerFoldout : DebugUIDrawer { const int k_HeaderVerticalMargin = 2; + static void DisplayColumns(Rect drawRect, List rowContents) + { + drawRect.x += EditorGUIUtility.labelWidth; + drawRect.width = DebugWindow.Styles.foldoutColumnWidth; + + int indent = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; //be at left of rects + for (int i = 0; i < rowContents.Count; i++) + { + EditorGUI.LabelField(drawRect, rowContents[i], EditorStyles.miniBoldLabel); + + // Offset the rect to the next possible column + drawRect.x += DebugWindow.Styles.foldoutColumnWidth; + } + EditorGUI.indentLevel = indent; + } /// /// Implement this to execute processing before UI rendering. @@ -432,34 +450,9 @@ public override void Begin(DebugUI.Widget widget, DebugState state) bool previousValue = (bool)w.GetValue(); bool value = CoreEditorUtils.DrawHeaderFoldout(title, previousValue, isTitleHeader: w.isHeader, customMenuContextAction: fillContextMenuAction); - if (previousValue != value) Apply(w, s, value); - Rect drawRect = GUILayoutUtility.GetLastRect(); - if (w.columnLabels != null && value) - { - int indent = EditorGUI.indentLevel; - EditorGUI.indentLevel = 0; //be at left of rects - - if (w.isHeader) // display column labels on a separate row for header-styled foldouts - { - drawRect = GUILayoutUtility.GetRect(1f, 1f, EditorGUIUtility.singleLineHeight, EditorGUIUtility.singleLineHeight); - drawRect.x -= EditorGUIUtility.labelWidth / 2; - } - - for (int i = 0; i < w.columnLabels.Length; i++) - { - var columnRect = drawRect; - columnRect.x += EditorGUIUtility.labelWidth + i * DebugWindow.Styles.foldoutColumnWidth; - columnRect.width = DebugWindow.Styles.foldoutColumnWidth; - string label = w.columnLabels[i] ?? ""; - string tooltip = w.columnTooltips?.ElementAtOrDefault(i) ?? ""; - EditorGUI.LabelField(columnRect, EditorGUIUtility.TrTextContent(label, tooltip), EditorStyles.miniBoldLabel); - } - EditorGUI.indentLevel = indent; - } - EditorGUI.indentLevel++; } @@ -472,6 +465,12 @@ public override void Begin(DebugUI.Widget widget, DebugState state) public override bool OnGUI(DebugUI.Widget widget, DebugState state) { var w = Cast(widget); + if (w.opened && w.columnLabels != null) + { + var drawRect = PrepareControlRect(EditorGUIUtility.singleLineHeight); + drawRect.x = 0; + DisplayColumns(drawRect, w.rowContents); + } return w.opened; } diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.compute b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.compute deleted file mode 100644 index c4bba783b7e..00000000000 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.compute +++ /dev/null @@ -1,47 +0,0 @@ -#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal - -#define UNIFIED_RT_BACKEND_COMPUTE -#define UNIFIED_RT_GROUP_SIZE_X 64 -#define UNIFIED_RT_GROUP_SIZE_Y 1 -#include "DynamicGISkyOcclusion.hlsl" -#include_with_pragmas "Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Compute/ComputeRaygenShader.hlsl" - -#pragma kernel EncodeShadingDirection - -StructuredBuffer _SkyShadingPrecomputedDirection; -StructuredBuffer _SkyShadingDirections; -RWStructuredBuffer _SkyShadingIndices; - -uint _ProbeCount; - -uint LinearSearchClosestDirection(float3 direction) -{ - int indexMax = 255; - float bestDot = -10.0f; - int bestIndex = 0; - - for (int index=0; index< indexMax; index++) - { - float currentDot = dot(direction, _SkyShadingPrecomputedDirection[index]); - if (currentDot > bestDot) - { - bestDot = currentDot; - bestIndex = index; - } - } - return bestIndex; -} - -[numthreads(64, 1, 1)] -void EncodeShadingDirection(uint probeId : SV_DispatchThreadID) -{ - if (probeId >= _ProbeCount) - return; - - uint bestDirectionIndex = 255; - float norm = length(_SkyShadingDirections[probeId]); - if (norm > 0.0001f) - bestDirectionIndex = LinearSearchClosestDirection(_SkyShadingDirections[probeId] / norm); - - _SkyShadingIndices[probeId] = bestDirectionIndex; -} diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.raytrace b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.raytrace deleted file mode 100644 index a48248eb82b..00000000000 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.raytrace +++ /dev/null @@ -1,3 +0,0 @@ -#define UNIFIED_RT_BACKEND_HARDWARE -#include "DynamicGISkyOcclusion.hlsl" -#include_with_pragmas "Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Hardware/HardwareRaygenShader.hlsl" diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.raytrace.meta b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.raytrace.meta deleted file mode 100644 index 8cfcc294f9f..00000000000 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.raytrace.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: dfaf42b38dd001f49a72d8102b709f29 -RayTracingShaderImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.hlsl b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.urtshader similarity index 82% rename from Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.hlsl rename to Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.urtshader index 5743355bf57..7460bf116cc 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.hlsl +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.urtshader @@ -1,3 +1,7 @@ +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal +#define UNIFIED_RT_GROUP_SIZE_X 64 +#define UNIFIED_RT_GROUP_SIZE_Y 1 + #include "Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/FetchGeometry.hlsl" #include "Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/TraceRay.hlsl" #include "Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Common.hlsl" @@ -146,3 +150,46 @@ void RayGenExecute(UnifiedRT::DispatchInfo dispatchInfo) _SkyOcclusionOut[probeId].yzw *= lerp(1.0f, radianceToIrradianceFactor, pow(windowL1, 1.125f)); } } + +#ifdef UNIFIED_RT_BACKEND_COMPUTE + +#pragma kernel EncodeShadingDirection + +StructuredBuffer _SkyShadingPrecomputedDirection; +StructuredBuffer _SkyShadingDirections; +RWStructuredBuffer _SkyShadingIndices; + +uint _ProbeCount; + +uint LinearSearchClosestDirection(float3 direction) +{ + int indexMax = 255; + float bestDot = -10.0f; + int bestIndex = 0; + + for (int index=0; index< indexMax; index++) + { + float currentDot = dot(direction, _SkyShadingPrecomputedDirection[index]); + if (currentDot > bestDot) + { + bestDot = currentDot; + bestIndex = index; + } + } + return bestIndex; +} + +[numthreads(64, 1, 1)] +void EncodeShadingDirection(uint probeId : SV_DispatchThreadID) +{ + if (probeId >= _ProbeCount) + return; + + uint bestDirectionIndex = 255; + float norm = length(_SkyShadingDirections[probeId]); + if (norm > 0.0001f) + bestDirectionIndex = LinearSearchClosestDirection(_SkyShadingDirections[probeId] / norm); + + _SkyShadingIndices[probeId] = bestDirectionIndex; +} +#endif diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.urtshader.meta b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.urtshader.meta new file mode 100644 index 00000000000..620316a32a5 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.urtshader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 5a2a534753fbdb44e96c3c78b5a6999d +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 6a2e376a7f79aa2439fd62f49ed5e1b6, type: 3} diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.LightTransport.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.LightTransport.cs index 83779e40443..0f238494b50 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.LightTransport.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.LightTransport.cs @@ -44,6 +44,14 @@ public abstract class LightingBaker : IDisposable /// The probe positions. Also contains reflection probe positions used for normalization. public abstract void Initialize(bool bakeProbeOcclusion, NativeArray probePositions); + /// + /// This is called before the start of baking to allow allocating necessary resources. + /// + /// Whether to bake occlusion for mixed lights for each probe. + /// The probe positions. Also contains reflection probe positions used for normalization. + /// The rendering layer masks assigned to each probe. It is used when fixing seams between subdivision levels + public abstract void Initialize(bool bakeProbeOcclusion, NativeArray probePositions, NativeArray bakedRenderingLayerMasks); + /// /// Run a step of light baking. Baking is considered done when currentStep property equals stepCount. /// If isThreadSafe is true, this method may be called from a different thread. @@ -73,6 +81,9 @@ class DefaultLightTransport : LightingBaker public NativeArray validityResults; public NativeArray occlusionResults; + // Baked in a other job, but used in this one if available when fixing seams + private NativeArray renderingLayerMasks; + public override ulong currentStep => (ulong)bakedProbeCount; public override ulong stepCount => (ulong)positions.Length; @@ -99,6 +110,18 @@ public override void Initialize(bool bakeProbeOcclusion, NativeArray pr occlusionResults = new NativeArray(positions.Length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); } + public override void Initialize(bool bakeProbeOcclusion, NativeArray probePositions, NativeArray bakedRenderingLayerMasks) + { + renderingLayerMasks.Dispose(); + if (bakedRenderingLayerMasks.IsCreated) + { + renderingLayerMasks = new NativeArray(bakedRenderingLayerMasks.Length, Allocator.Persistent); + renderingLayerMasks.CopyFrom(bakedRenderingLayerMasks); + } + + Initialize(bakeProbeOcclusion, probePositions); + } + public override bool Step() { if (input == null) @@ -131,7 +154,7 @@ public override bool Step() // When baking reflection probes, we want to skip this step if (m_BakingBatch != null) { - FixSeams(s_BakeData.positionRemap, positions, irradiance, validity); + FixSeams(s_BakeData.positionRemap, positions, irradiance, validity, renderingLayerMasks); } return true; @@ -143,6 +166,7 @@ public override void Dispose() validityResults.Dispose(); if (bakeProbeOcclusion) occlusionResults.Dispose(); + renderingLayerMasks.Dispose(); } } @@ -902,19 +926,20 @@ internal static void BakeAdjustmentVolume(ProbeVolumeBakingSet bakingSet, ProbeA if (!failed && skyOcclusionJob.shadingDirections.IsCreated) skyOcclusionJob.Encode(); + // Bake rendering layers + var layerMaskJob = renderingLayerOverride ?? new DefaultRenderingLayer(); + layerMaskJob.Initialize(bakingSet, uniquePositions.AsArray()); + while (!failed && layerMaskJob.currentStep < layerMaskJob.stepCount) + failed |= !layerMaskJob.Step(); + // Bake probe SH var lightingJob = lightingOverride ?? new DefaultLightTransport(); - lightingJob.Initialize(ProbeVolumeLightingTab.GetLightingSettings().mixedBakeMode != MixedLightingMode.IndirectOnly, uniquePositions.AsArray()); + lightingJob.Initialize(ProbeVolumeLightingTab.GetLightingSettings().mixedBakeMode != MixedLightingMode.IndirectOnly, uniquePositions.AsArray(), layerMaskJob.renderingLayerMasks); if (lightingJob is DefaultLightTransport defaultLightingJob) defaultLightingJob.jobs = jobs; while (!failed && lightingJob.currentStep < lightingJob.stepCount) failed |= !lightingJob.Step(); - // Bake rendering layers - var layerMaskJob = renderingLayerOverride ?? new DefaultRenderingLayer(); - layerMaskJob.Initialize(bakingSet, uniquePositions.AsArray()); - while (!failed && layerMaskJob.currentStep < layerMaskJob.stepCount) - failed |= !layerMaskJob.Step(); // Upload new data in cells foreach ((int uniqueProbeIndex, int cellIndex, int i) in bakedProbes) diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.Placement.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.Placement.cs index 0d3169df41d..73fe5616e48 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.Placement.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.Placement.cs @@ -113,7 +113,7 @@ static internal bool CanFreezePlacement() if (!ProbeReferenceVolume.instance.supportLightingScenarios) return false; - // Check if all the scene datas in the scene have a baking set, if not then we cannot enable this option. + // Check if all the scene datas in the scene have a baking set, if not then we cannot enable this option. var sceneDataList = GetPerSceneDataList(); if (sceneDataList.Count == 0) return false; diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.RenderingLayers.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.RenderingLayers.cs index e93f202acf9..ef181385c71 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.RenderingLayers.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.RenderingLayers.cs @@ -121,14 +121,14 @@ static AccelStructAdapter BuildAccelerationStructure() Array.Fill(matIndices, renderer.component.renderingLayerMask); // repurpose the material id as we don't need it here var perSubMeshMask = new uint[subMeshCount]; Array.Fill(perSubMeshMask, GetInstanceMask(renderer.component.shadowCastingMode)); - accelStruct.AddInstance(renderer.component.GetInstanceID(), renderer.component, perSubMeshMask, matIndices); + accelStruct.AddInstance(renderer.component.GetInstanceID(), renderer.component, perSubMeshMask, matIndices, 1); } foreach (var terrain in contributors.terrains) { uint mask = GetInstanceMask(terrain.component.shadowCastingMode); uint materialID = terrain.component.renderingLayerMask; // repurpose the material id as we don't need it here - accelStruct.AddInstance(terrain.component.GetInstanceID(), terrain.component, new uint[1] { mask }, new uint[1] { materialID }); + accelStruct.AddInstance(terrain.component.GetInstanceID(), terrain.component, new uint[1] { mask }, new uint[1] { materialID }, 1); } return accelStruct; diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.SkyOcclusion.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.SkyOcclusion.cs index 41a0485da4f..d9f02557df0 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.SkyOcclusion.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.SkyOcclusion.cs @@ -218,13 +218,13 @@ static AccelStructAdapter BuildAccelerationStructure() var perSubMeshMask = new uint[subMeshCount]; Array.Fill(perSubMeshMask, GetInstanceMask(renderer.component.shadowCastingMode)); - accelStruct.AddInstance(renderer.component.GetInstanceID(), renderer.component, perSubMeshMask, matIndices); + accelStruct.AddInstance(renderer.component.GetInstanceID(), renderer.component, perSubMeshMask, matIndices, 1); } foreach (var terrain in contributors.terrains) { uint mask = GetInstanceMask(terrain.component.shadowCastingMode); - accelStruct.AddInstance(terrain.component.GetInstanceID(), terrain.component, new uint[1] { mask }, new uint[1] { 0 }); + accelStruct.AddInstance(terrain.component.GetInstanceID(), terrain.component, new uint[1] { mask }, new uint[1] { 0 }, 1); } return accelStruct; diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.VirtualOffset.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.VirtualOffset.cs index 8b2826aaa5d..9f9204c4e78 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.VirtualOffset.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.VirtualOffset.cs @@ -144,7 +144,7 @@ static AccelStructAdapter BuildAccelerationStructure(int mask) var maskAndMatDummy = new uint[subMeshCount]; System.Array.Fill(maskAndMatDummy, 0xFFFFFFFF); - accelStruct.AddInstance(renderer.component.GetInstanceID(), renderer.component, maskAndMatDummy, maskAndMatDummy); + accelStruct.AddInstance(renderer.component.GetInstanceID(), renderer.component, maskAndMatDummy, maskAndMatDummy, 1); } foreach (var terrain in contributors.terrains) @@ -153,7 +153,7 @@ static AccelStructAdapter BuildAccelerationStructure(int mask) if ((layerMask & mask) == 0) continue; - accelStruct.AddInstance(terrain.component.GetInstanceID(), terrain.component, new uint[1] { 0xFFFFFFFF }, new uint[1] { 0xFFFFFFFF }); + accelStruct.AddInstance(terrain.component.GetInstanceID(), terrain.component, new uint[1] { 0xFFFFFFFF }, new uint[1] { 0xFFFFFFFF }, 1); } return accelStruct; diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.cs index 1d30de94121..25b6190c4e3 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.cs @@ -476,14 +476,14 @@ public void Init(ProbeVolumeBakingSet bakingSet, NativeList probePositi if (skyOcclusionJob is DefaultSkyOcclusion defaultSOJob) defaultSOJob.jobs = jobs; + layerMaskJob = renderingLayerOverride ?? new DefaultRenderingLayer(); + layerMaskJob.Initialize(bakingSet, sortedPositions.GetSubArray(0, probeCount)); + lightingJob = lightingOverride ?? new DefaultLightTransport(); - lightingJob.Initialize(ProbeVolumeLightingTab.GetLightingSettings().mixedBakeMode != MixedLightingMode.IndirectOnly, sortedPositions); + lightingJob.Initialize(ProbeVolumeLightingTab.GetLightingSettings().mixedBakeMode != MixedLightingMode.IndirectOnly, sortedPositions, layerMaskJob.renderingLayerMasks); if (lightingJob is DefaultLightTransport defaultLightingJob) defaultLightingJob.jobs = jobs; - layerMaskJob = renderingLayerOverride ?? new DefaultRenderingLayer(); - layerMaskJob.Initialize(bakingSet, sortedPositions.GetSubArray(0, probeCount)); - cellIndex = 0; LightingBaker.cancel = false; @@ -764,12 +764,6 @@ static bool SetBakingContext(List perSceneData) bakingSet.SetActiveScenario(bakingSet.lightingScenario, verbose: false); // Ensure we are not blending any other scenario. bakingSet.BlendLightingScenario(null, 0.0f); - // In case a scene is duplicated, we need to store the right scene GUID - if (data.sceneGUID != sceneGUID) - { - data.sceneGUID = sceneGUID; - } - if (i == 0) m_BakingSet = bakingSet; else if (!m_BakingSet.IsEquivalent(bakingSet)) @@ -784,7 +778,7 @@ static bool EnsurePerSceneDataInOpenScenes() var prv = ProbeReferenceVolume.instance; var activeScene = SceneManager.GetActiveScene(); - prv.TryGetBakingSetForLoadedScene(activeScene, out var activeSet); + var activeSet = ProbeVolumeBakingSet.GetBakingSetForScene(activeScene); if (activeSet == null && ProbeVolumeBakingSet.SceneHasProbeVolumes(ProbeReferenceVolume.GetSceneGUID(activeScene))) { Debug.LogError($"Active scene at {activeScene.path} is not part of any baking set."); @@ -801,11 +795,11 @@ static bool EnsurePerSceneDataInOpenScenes() continue; ProbeVolumeBakingSet.OnSceneSaving(scene); // We need to perform the same actions we do when the scene is saved. - prv.TryGetBakingSetForLoadedScene(scene, out var sceneBakingSet); + var sceneBakingSet = ProbeVolumeBakingSet.GetBakingSetForScene(scene); if (sceneBakingSet != null && sceneBakingSet != activeSet && ProbeVolumeBakingSet.SceneHasProbeVolumes(ProbeReferenceVolume.GetSceneGUID(scene))) { - Debug.LogError($"Scene at {scene.path} is loaded and has probe volumes, but not part of the same baking set as the active scene. This will result in an error. Please make sure all loaded scenes are part of the same baking sets."); + Debug.LogError($"Scene at {scene.path} is loaded and has probe volumes, but not part of the same baking set as the active scene. This will result in an error. Please make sure all loaded scenes are part of the same baking set."); return false; } } @@ -984,7 +978,8 @@ static bool InitializeBake() CellCountInDirections(out minCellPosition, out maxCellPosition, m_ProfileInfo.cellSizeInMeters, m_ProfileInfo.probeOffset); cellCount = maxCellPosition + Vector3Int.one - minCellPosition; - ProbeReferenceVolume.instance.EnsureCurrentBakingSet(m_BakingSet); + if (!ProbeReferenceVolume.instance.EnsureCurrentBakingSet(m_BakingSet)) + return false; if (!Lightmapping.TryGetLightingSettings(out var lightingSettings) || lightingSettings ==null || lightingSettings.lightmapper == LightingSettings.Lightmapper.ProgressiveCPU) { @@ -1227,7 +1222,7 @@ public Dictionary GetMap(in BakingCell cell) } } - static void FixSeams(NativeArray positionRemap, NativeArray positions, NativeArray sh, NativeArray validity) + static void FixSeams(NativeArray positionRemap, NativeArray positions, NativeArray sh, NativeArray validity, NativeArray renderingLayerMasks) { // Seams are caused are caused by probes on the boundary between two subdivision levels // The idea is to find first them and do a kind of dilation to smooth the values on the boundary @@ -1290,6 +1285,12 @@ static void FixSeams(NativeArray positionRemap, NativeArray positi int brick_size = ProbeReferenceVolume.CellSize(largestBrick.subdivisionLevel); Vector3Int brickOffset = largestBrick.position * ProbeBrickPool.kBrickCellCount; + // We need to check if rendering layers masks were baked, since it happens in separate job + bool bakedRenderingLayerMasks = (renderingLayerMasks.IsCreated & renderingLayerMasks.Length > 0); + uint probeRenderingLayerMask = 0; + + if (bakedRenderingLayerMasks) probeRenderingLayerMask = renderingLayerMasks[i]; + float weightSum = 0.0f; SphericalHarmonicsL2 trilinear = default; for (int o = 0; o < 8; o++) @@ -1306,6 +1307,13 @@ static void FixSeams(NativeArray positionRemap, NativeArray positi bool valid = validity[positionRemap[index]] <= k_MinValidityForLeaking; if (!valid) continue; + if (bakedRenderingLayerMasks) + { + uint renderingLayerMask = renderingLayerMasks[positionRemap[index]]; + bool commonRenderingLayer = (renderingLayerMask & probeRenderingLayerMask) != 0; + if (!commonRenderingLayer) continue; // We do not use this probe contribution if it does not share at least a common rendering layer + } + // Do the lerp in compressed format to match result on GPU var sample = sh[positionRemap[index]]; BakingCell.CompressSH(ref sample, 1.0f, false); @@ -1362,7 +1370,7 @@ static void ApplyPostBakeOperations() WriteBakingCells(m_BakedCells.Values.ToArray()); // Reset internal structures depending on current bake. - probeRefVolume.EnsureCurrentBakingSet(m_BakingSet); + Debug.Assert(probeRefVolume.EnsureCurrentBakingSet(m_BakingSet)); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs index 22941937bf2..1521faae4ad 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs @@ -309,114 +309,115 @@ void RenderingLayersSettingsGUI() return; if (m_MaskList == null) + m_MaskList = CreateRenderingLayersList(); + + DrawRenderingLayersList(); + + EditorGUILayout.Space(); + } + + ReorderableList CreateRenderingLayersList() + { + return new ReorderableList(serializedObject, m_RenderingLayerMasks, true, false, true, true) { - m_MaskList = new ReorderableList(serializedObject, m_RenderingLayerMasks, true, false, true, true) + multiSelect = false, + elementHeightCallback = _ => EditorGUIUtility.singleLineHeight, + onCanAddCallback = _ => m_RenderingLayerMasks.arraySize < APVDefinitions.probeMaxRegionCount, + onAddCallback = _ => { - multiSelect = false, - elementHeightCallback = _ => EditorGUIUtility.singleLineHeight, - onCanAddCallback = _ => m_RenderingLayerMasks.arraySize < APVDefinitions.probeMaxRegionCount, - onAddCallback = _ => - { - int index = Mathf.Min(m_MaskList.index + 1, m_MaskList.count); - m_RenderingLayerMasks.InsertArrayElementAtIndex(index); - m_RenderingLayerMasks.GetArrayElementAtIndex(index).FindPropertyRelative("mask").intValue = 0; - m_RenderingLayerMasks.GetArrayElementAtIndex(index).FindPropertyRelative("name").stringValue = "Mask " + (index + 1); - m_MaskList.index = index; - }, - drawElementCallback = (rect, index, active, focused) => - { - var mask = m_RenderingLayerMasks.GetArrayElementAtIndex(index).FindPropertyRelative("mask"); - var name = m_RenderingLayerMasks.GetArrayElementAtIndex(index).FindPropertyRelative("name"); + int index = Mathf.Min(m_MaskList.index + 1, m_MaskList.count); + m_RenderingLayerMasks.InsertArrayElementAtIndex(index); + m_RenderingLayerMasks.GetArrayElementAtIndex(index).FindPropertyRelative("mask").intValue = 0; + m_RenderingLayerMasks.GetArrayElementAtIndex(index).FindPropertyRelative("name").stringValue = "Mask " + (index + 1); + m_MaskList.index = index; + }, + drawElementCallback = (rect, index, active, focused) => + { + var mask = m_RenderingLayerMasks.GetArrayElementAtIndex(index).FindPropertyRelative("mask"); + var name = m_RenderingLayerMasks.GetArrayElementAtIndex(index).FindPropertyRelative("name"); + + // Fixup alignment + rect.yMin++; + rect.yMax--; - // Fixup alignment - rect.yMin++; - rect.yMax--; + // Name + if (RenameEvent(rect, active, focused, index, ref renamingMask)) + { + Rect labelPosition = new Rect(rect.x, rect.y, EditorGUIUtility.labelWidth, EditorGUIUtility.singleLineHeight); + Rect fieldPosition = new Rect(rect.x + EditorGUIUtility.labelWidth + 2, rect.y, rect.width - EditorGUIUtility.labelWidth - 2, rect.height); - // Name - if (RenameEvent(rect, active, focused, index, ref renamingMask)) + // Renaming + EditorGUI.BeginChangeCheck(); + var newName = EditorGUI.DelayedTextField(labelPosition, name.stringValue, EditorStyles.boldLabel); + if (EditorGUI.EndChangeCheck() && !string.IsNullOrWhiteSpace(newName)) { - Rect labelPosition = new Rect(rect.x, rect.y, EditorGUIUtility.labelWidth, EditorGUIUtility.singleLineHeight); - Rect fieldPosition = new Rect(rect.x + EditorGUIUtility.labelWidth + 2, rect.y, rect.width - EditorGUIUtility.labelWidth - 2, rect.height); - - // Renaming - EditorGUI.BeginChangeCheck(); - var newName = EditorGUI.DelayedTextField(labelPosition, name.stringValue, EditorStyles.boldLabel); - if (EditorGUI.EndChangeCheck() && !string.IsNullOrWhiteSpace(newName)) - { - renamingMask = -1; - name.stringValue = newName; - } - - EditorGUI.RenderingLayerMaskField(fieldPosition, "", mask.intValue); + renamingMask = -1; + name.stringValue = newName; } - else - EditorGUI.RenderingLayerMaskField(rect, EditorGUIUtility.TrTextContent(name.stringValue, Styles.maskTooltip), mask); + + EditorGUI.RenderingLayerMaskField(fieldPosition, "", mask.intValue); } - }; - } + else + EditorGUI.RenderingLayerMaskField(rect, EditorGUIUtility.TrTextContent(name.stringValue, Styles.maskTooltip), mask); + } + }; + } - bool supportsLayers = true; - var currentPipeline = GraphicsSettings.currentRenderPipeline; + void DrawRenderingLayersList() + { var renderPipelineAssetType = GraphicsSettings.currentRenderPipelineAssetType; - - // HDRP - if (renderPipelineAssetType != null && renderPipelineAssetType.Name == "HDRenderPipelineAsset") + var supportsLayers = GraphicsSettings.currentRenderPipelineAssetType switch { - var settings = renderPipelineAssetType.GetField("m_RenderPipelineSettings", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(currentPipeline); - supportsLayers = (bool)settings.GetType().GetField("supportLightLayers").GetValue(settings); - } + { Name: "HDRenderPipelineAsset" } => GetHDRPSupportsLayers(renderPipelineAssetType, GraphicsSettings.currentRenderPipeline), + { Name: "UniversalRenderPipelineAsset" } => GetURPSupportsLayers(renderPipelineAssetType, GraphicsSettings.currentRenderPipeline), + _ => true + }; - // URP - else if (renderPipelineAssetType != null && renderPipelineAssetType.Name == "UniversalRenderPipelineAsset") - { - supportsLayers = (bool)renderPipelineAssetType.GetField("m_SupportsLightLayers", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(currentPipeline); - } + using var indentLevelScope = new EditorGUI.IndentLevelScope(); + EditorGUILayout.PropertyField(m_RenderingLayers, Styles.renderingLayerMasks); + if (!m_RenderingLayers.boolValue) + return; - using (new EditorGUI.IndentLevelScope()) + using var scope = new EditorGUI.IndentLevelScope(); + switch (supportsLayers) { - EditorGUILayout.PropertyField(m_RenderingLayers, Styles.renderingLayerMasks); - if (m_RenderingLayers.boolValue) + case false when renderPipelineAssetType is { Name: "HDRenderPipelineAsset" }: { - using (new EditorGUI.IndentLevelScope()) + var lightingGroup = ProbeVolumeEditor.GetHDRPLightingGroup(); + var k_QualitySettingsHelpBox = ProbeVolumeEditor.GetHDRPQualitySettingsHelpBox(); + k_QualitySettingsHelpBox.Invoke(null, new[] { - // HDRP - if (!supportsLayers && renderPipelineAssetType != null && renderPipelineAssetType.Name == "HDRenderPipelineAsset") - { - static int IndexOf(string[] names, string name) { for (int i = 0; i < names.Length; i++) { if (name == names[i]) return i; } return -1; } - - var k_ExpandableGroup = Type.GetType("UnityEditor.Rendering.HighDefinition.HDRenderPipelineUI+ExpandableGroup,Unity.RenderPipelines.HighDefinition.Editor"); - var lightingGroup = k_ExpandableGroup.GetEnumValues().GetValue(IndexOf(k_ExpandableGroup.GetEnumNames(), "Lighting")); - - var k_QualitySettingsHelpBox = Type.GetType("UnityEditor.Rendering.HighDefinition.HDEditorUtils,Unity.RenderPipelines.HighDefinition.Editor") - .GetMethod("QualitySettingsHelpBoxForReflection", BindingFlags.Static | BindingFlags.NonPublic); - - string message = "The current HDRP Asset does not support Light Layers."; - k_QualitySettingsHelpBox.Invoke(null, new object[] { message, MessageType.Warning, lightingGroup, 0, "m_RenderPipelineSettings.supportLightLayers" }); - } - - // URP - else if (!supportsLayers && renderPipelineAssetType != null && renderPipelineAssetType.Name == "UniversalRenderPipelineAsset") - { - string message = "The current URP Asset does not support Light Layers."; - - CoreEditorUtils.DrawFixMeBox(message, MessageType.Warning, "Open", () => - { - EditorUtility.OpenPropertyEditor(currentPipeline); - GUIUtility.ExitGUI(); - }); - } - - // Regular inspector - else - { - ProbeVolumeLightingTab.DrawListWithIndent(m_MaskList); - } - } + "The current HDRP Asset does not support Light Layers.", MessageType.Warning, lightingGroup, -1, "m_RenderPipelineSettings.supportLightLayers" + }); + break; + } + case false when renderPipelineAssetType is { Name: "UniversalRenderPipelineAsset" }: + { + var k_QualitySettingsHelpBox = ProbeVolumeEditor.GetURPQualitySettingsHelpBox(); + var lightingValue = ProbeVolumeEditor.GetURPLightingGroup(); + k_QualitySettingsHelpBox.Invoke(null, new[] + { + "The current URP Asset does not support Light Layers.", MessageType.Warning, lightingValue, "m_SupportsLightLayers" + }); + break; } + default: + ProbeVolumeLightingTab.DrawListWithIndent(m_MaskList); + break; } + } - EditorGUILayout.Space(); + internal static bool GetURPSupportsLayers(Type renderPipelineAssetType, RenderPipelineAsset currentPipeline) + { + return (bool)renderPipelineAssetType.GetField("m_SupportsLightLayers", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(currentPipeline); + } + + internal static bool GetHDRPSupportsLayers(Type renderPipelineAssetType, RenderPipelineAsset currentPipeline) + { + var settings = renderPipelineAssetType.GetField("m_RenderPipelineSettings", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(currentPipeline); + return (bool)settings.GetType().GetField("supportLightLayers").GetValue(settings); } + #endregion #region Sky occlusion @@ -594,7 +595,7 @@ void InitializeScenarioList() { if (m_Scenarios.count == 1) { - EditorUtility.DisplayDialog("Can't delete scenario", "You can't delete the last scenario. You need to have at least one.", "Ok"); + EditorUtility.DisplayDialog("Can't delete scenario", "You can't delete the last scenario. You need to have at least one.", "OK"); return; } var scenario = bakingSet.m_LightingScenarios[list.index]; diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeEditor.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeEditor.cs index 85c7859c9af..968b6aa8377 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeEditor.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeEditor.cs @@ -1,11 +1,14 @@ using System; using System.Reflection; +using System.Runtime.CompilerServices; using UnityEngine; using UnityEngine.Rendering; using UnityEditorInternal; using Object = UnityEngine.Object; +[assembly: InternalsVisibleTo("SRPSmoke.Editor.Tests")] + namespace UnityEditor.Rendering { [CanEditMultipleObjects] @@ -34,42 +37,75 @@ protected void OnEnable() internal static void APVDisabledHelpBox() { var renderPipelineAssetType = GraphicsSettings.currentRenderPipelineAssetType; - var messageType = MessageType.Warning; - - // HDRP - if (renderPipelineAssetType != null && renderPipelineAssetType.Name == "HDRenderPipelineAsset") + switch (renderPipelineAssetType) { - static int IndexOf(string[] names, string name) { for (int i = 0; i < names.Length; i++) { if (name == names[i]) return i; } return -1; } - - var k_ExpandableGroup = Type.GetType("UnityEditor.Rendering.HighDefinition.HDRenderPipelineUI+ExpandableGroup,Unity.RenderPipelines.HighDefinition.Editor"); - var lightingGroup = k_ExpandableGroup.GetEnumValues().GetValue(IndexOf(k_ExpandableGroup.GetEnumNames(), "Lighting")); + case { Name: "HDRenderPipelineAsset" }: + { + var lightingGroup = GetHDRPLightingGroup(); + var probeVolume = GetHDRPProbeVolumeEnum(); + var k_QualitySettingsHelpBox = GetHDRPQualitySettingsHelpBox(); + + k_QualitySettingsHelpBox.Invoke(null, new [] + { + "The current HDRP Asset does not support Adaptive Probe Volumes.", MessageType.Warning, lightingGroup, probeVolume, "m_RenderPipelineSettings.lightProbeSystem" + }); + break; + } + case { Name: "UniversalRenderPipelineAsset" }: + { + var k_QualitySettingsHelpBox = GetURPQualitySettingsHelpBox(); + var lightingValue = GetURPLightingGroup(); + + k_QualitySettingsHelpBox.Invoke(null, new[] + { + "The current URP Asset does not support Adaptive Probe Volumes.", MessageType.Warning, lightingValue, "m_LightProbeSystem" + }); + break; + } + default: + { + EditorGUILayout.HelpBox("The current SRP does not support Adaptive Probe Volumes.", MessageType.Warning); + break; + } + } + } - var k_LightingSection = Type.GetType("UnityEditor.Rendering.HighDefinition.HDRenderPipelineUI+ExpandableLighting,Unity.RenderPipelines.HighDefinition.Editor"); - var probeVolume = k_LightingSection.GetEnumValues().GetValue(IndexOf(k_LightingSection.GetEnumNames(), "ProbeVolume")); + internal static object GetHDRPLightingGroup() + { + var k_ExpandableGroup = Type.GetType("UnityEditor.Rendering.HighDefinition.HDRenderPipelineUI+ExpandableGroup,Unity.RenderPipelines.HighDefinition.Editor"); + return k_ExpandableGroup.GetEnumValues().GetValue(IndexOf(k_ExpandableGroup.GetEnumNames(), "Lighting")); + } - var k_QualitySettingsHelpBox = Type.GetType("UnityEditor.Rendering.HighDefinition.HDEditorUtils,Unity.RenderPipelines.HighDefinition.Editor") - .GetMethod("QualitySettingsHelpBoxForReflection", BindingFlags.Static | BindingFlags.NonPublic); + internal static object GetHDRPProbeVolumeEnum() + { + var k_LightingSection = Type.GetType("UnityEditor.Rendering.HighDefinition.HDRenderPipelineUI+ExpandableLighting,Unity.RenderPipelines.HighDefinition.Editor"); + return k_LightingSection.GetEnumValues().GetValue(IndexOf(k_LightingSection.GetEnumNames(), "ProbeVolume")); + } - string apvDisabledErrorMsg = "The current HDRP Asset does not support Adaptive Probe Volumes."; - k_QualitySettingsHelpBox.Invoke(null, new object[] { apvDisabledErrorMsg, messageType, lightingGroup, probeVolume, "m_RenderPipelineSettings.lightProbeSystem" }); - } + internal static MethodInfo GetHDRPQualitySettingsHelpBox() + { + return Type.GetType("UnityEditor.Rendering.HighDefinition.HDEditorUtils,Unity.RenderPipelines.HighDefinition.Editor") + .GetMethod("QualitySettingsHelpBoxForReflection", BindingFlags.Static | BindingFlags.NonPublic); + } - // URP - else if (renderPipelineAssetType != null && renderPipelineAssetType.Name == "UniversalRenderPipelineAsset") - { - var k_QualitySettingsHelpBox = Type.GetType("UnityEditor.Rendering.Universal.EditorUtils,Unity.RenderPipelines.Universal.Editor") - .GetMethod("QualitySettingsHelpBox", BindingFlags.Static | BindingFlags.NonPublic); + internal static MethodInfo GetURPQualitySettingsHelpBox() + { + return Type.GetType("UnityEditor.Rendering.Universal.EditorUtils,Unity.RenderPipelines.Universal.Editor") + .GetMethod("QualitySettingsHelpBox", BindingFlags.Static | BindingFlags.NonPublic); + } - string apvDisabledErrorMsg = "The current URP Asset does not support Adaptive Probe Volumes."; - k_QualitySettingsHelpBox.Invoke(null, new object[] { apvDisabledErrorMsg, messageType, "m_LightProbeSystem" }); - } + internal static object GetURPLightingGroup() + { + var k_LightingSection = Type.GetType("UnityEditor.Rendering.Universal.UniversalRenderPipelineAssetUI+Expandable,Unity.RenderPipelines.Universal.Editor"); + return k_LightingSection.GetEnumValues().GetValue(IndexOf(k_LightingSection.GetEnumNames(), "Lighting")); + } - // Custom pipelines - else - { - string apvDisabledErrorMsg = "The current SRP does not support Adaptive Probe Volumes."; - EditorGUILayout.HelpBox(apvDisabledErrorMsg, messageType); - } + internal static int IndexOf(string[] names, string name) + { + for (int i = 0; i < names.Length; i++) + if (name == names[i]) + return i; + return -1; } internal static void FrameSettingDisabledHelpBox() diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs index 3c1cc6db1ab..12ab759b1b8 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs @@ -839,8 +839,14 @@ SceneData FindSceneData(string guid) return data; } - internal static ProbeVolumeBakingSet GetSingleSceneSet(Scene scene) + internal static ProbeVolumeBakingSet GetSceneBakingSetForUI(Scene scene) { + // If the set is available, return it + var bakingSet = ProbeVolumeBakingSet.GetBakingSetForScene(scene); + if (bakingSet != null) + return bakingSet; + + // Otherwise, a baking set might be created in the UI but not registered yet in the system if (instance == null || instance.activeSet == null) return null; if (!singleSceneMode || !instance.activeSet.singleSceneMode) diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs index 79178e1f2a8..474dd7599b0 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs @@ -33,10 +33,9 @@ static void Drawer_BakeToolBar(SerializedProbeVolume serialized, Editor owner) { Undo.RecordObject(pv.transform, "Fitting Adaptive Probe Volume"); - // Get minBrickSize from scene profile if available - float minBrickSize = ProbeReferenceVolume.instance.MinBrickSize(); - if (ProbeReferenceVolume.instance.TryGetBakingSetForLoadedScene(pv.gameObject.scene, out var profile)) - minBrickSize = profile.minBrickSize; + // Get minBrickSize from scene baking set if available + var bakingSet = ProbeVolumeLightingTab.GetSceneBakingSetForUI(pv.gameObject.scene); + float minBrickSize = bakingSet != null ? bakingSet.minBrickSize : ProbeReferenceVolume.instance.MinBrickSize(); var bounds = pv.ComputeBounds(filter.Value, pv.gameObject.scene); pv.transform.position = bounds.center; @@ -90,10 +89,7 @@ static void SubdivisionRange(SerializedProbeVolume serialized, int maxSimplicati static void Drawer_VolumeContent(SerializedProbeVolume serialized, Editor owner) { ProbeVolume pv = (serialized.serializedObject.targetObject as ProbeVolume); - - ProbeReferenceVolume.instance.TryGetBakingSetForLoadedScene(pv.gameObject.scene, out var bakingSet); - if (bakingSet == null) - bakingSet = ProbeVolumeLightingTab.GetSingleSceneSet(pv.gameObject.scene); + var bakingSet = ProbeVolumeLightingTab.GetSceneBakingSetForUI(pv.gameObject.scene); EditorGUILayout.PropertyField(serialized.mode); if (serialized.mode.intValue == (int)ProbeVolume.Mode.Local) diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.compute b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.compute deleted file mode 100644 index 19eff3a54a2..00000000000 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.compute +++ /dev/null @@ -1,5 +0,0 @@ -#define UNIFIED_RT_BACKEND_COMPUTE -#define UNIFIED_RT_GROUP_SIZE_X 64 -#define UNIFIED_RT_GROUP_SIZE_Y 1 -#include "TraceRenderingLayerMask.hlsl" -#include_with_pragmas "Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Compute/ComputeRaygenShader.hlsl" diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.raytrace b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.raytrace deleted file mode 100644 index d4ea47d0e30..00000000000 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.raytrace +++ /dev/null @@ -1,3 +0,0 @@ -#define UNIFIED_RT_BACKEND_HARDWARE -#include "TraceRenderingLayerMask.hlsl" -#include_with_pragmas "Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Hardware/HardwareRaygenShader.hlsl" diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.raytrace.meta b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.raytrace.meta deleted file mode 100644 index daa300908e1..00000000000 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.raytrace.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: c2be09c936362eb49a58f08aeb30627a -RayTracingShaderImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.hlsl b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.urtshader similarity index 97% rename from Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.hlsl rename to Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.urtshader index f9611329180..d3814c4c0d6 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.hlsl +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.urtshader @@ -1,3 +1,6 @@ +#define UNIFIED_RT_GROUP_SIZE_X 64 +#define UNIFIED_RT_GROUP_SIZE_Y 1 + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ShaderVariablesProbeVolumes.cs.hlsl" diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.urtshader.meta b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.urtshader.meta new file mode 100644 index 00000000000..f9e2ab2ad19 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.urtshader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 94a070d33e408384bafc1dea4a565df9 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 6a2e376a7f79aa2439fd62f49ed5e1b6, type: 3} diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.compute b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.compute deleted file mode 100644 index 45510798ec3..00000000000 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.compute +++ /dev/null @@ -1,7 +0,0 @@ -#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal - -#define UNIFIED_RT_BACKEND_COMPUTE -#define UNIFIED_RT_GROUP_SIZE_X 64 -#define UNIFIED_RT_GROUP_SIZE_Y 1 -#include "TraceVirtualOffset.hlsl" -#include_with_pragmas "Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Compute/ComputeRaygenShader.hlsl" diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.hlsl.meta b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.hlsl.meta deleted file mode 100644 index c47112a7bb1..00000000000 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.hlsl.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: e27d9e40febc1dc47833236fa205216a -ShaderIncludeImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.raytrace b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.raytrace deleted file mode 100644 index c67e9083132..00000000000 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.raytrace +++ /dev/null @@ -1,3 +0,0 @@ -#define UNIFIED_RT_BACKEND_HARDWARE -#include "TraceVirtualOffset.hlsl" -#include_with_pragmas "Packages/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Hardware/HardwareRaygenShader.hlsl" diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.raytrace.meta b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.raytrace.meta deleted file mode 100644 index fed2be30f87..00000000000 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.raytrace.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: b60511f4aa1443f4d8c0b18f4fec92f4 -RayTracingShaderImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.hlsl b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.urtshader similarity index 96% rename from Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.hlsl rename to Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.urtshader index 60921a97824..45f7011a9fc 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.hlsl +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.urtshader @@ -1,3 +1,7 @@ +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal +#define UNIFIED_RT_GROUP_SIZE_X 64 +#define UNIFIED_RT_GROUP_SIZE_Y 1 + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/Sampling.hlsl" diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.urtshader.meta b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.urtshader.meta new file mode 100644 index 00000000000..1fb109446fd --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.urtshader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: ff2cbab5da58bf04d82c5f34037ed123 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 6a2e376a7f79aa2439fd62f49ed5e1b6, type: 3} diff --git a/Packages/com.unity.render-pipelines.core/Editor/MaterialUpgrader.cs b/Packages/com.unity.render-pipelines.core/Editor/MaterialUpgrader.cs index 5bb4f1385b2..5df83fdb80d 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/MaterialUpgrader.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/MaterialUpgrader.cs @@ -15,7 +15,7 @@ public static class DialogText /// Material Upgrader proceed. public static readonly string proceed = "Proceed"; /// Material Upgrader Ok. - public static readonly string ok = "Ok"; + public static readonly string ok = "OK"; /// Material Upgrader cancel. public static readonly string cancel = "Cancel"; /// Material Upgrader no selection message. diff --git a/Packages/com.unity.render-pipelines.core/Editor/RemoveComponentUtils.cs b/Packages/com.unity.render-pipelines.core/Editor/RemoveComponentUtils.cs index f62cf0c044e..8b13aa4b90f 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/RemoveComponentUtils.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/RemoveComponentUtils.cs @@ -36,7 +36,7 @@ public static bool CanRemoveComponent([DisallowNull] Component component, IEnume Component firstDependency = dependencies.First(); string error = $"Can't remove {component.GetType().Name} because {firstDependency.GetType().Name} depends on it."; - EditorUtility.DisplayDialog("Can't remove component", error, "Ok"); + EditorUtility.DisplayDialog("Can't remove component", error, "OK"); return false; } diff --git a/Packages/com.unity.render-pipelines.core/Editor/ShaderGenerator/ShaderTypeGeneration.cs b/Packages/com.unity.render-pipelines.core/Editor/ShaderGenerator/ShaderTypeGeneration.cs index 4898ad33afb..bd21d3a79f8 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/ShaderGenerator/ShaderTypeGeneration.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/ShaderGenerator/ShaderTypeGeneration.cs @@ -1120,7 +1120,18 @@ public bool Generate() if (field.IsStatic) { - if (fieldType.IsPrimitive) + string value = null; + if (fieldType == typeof(float)) + value = ((float)field.GetValue(null)).ToString(System.Globalization.CultureInfo.InvariantCulture); + else if (fieldType == typeof(Vector3Int)) + { + Vector3Int val = (Vector3Int)field.GetValue(null); + value = $"int3({val.x}, {val.y}, {val.z})"; + } + else if (fieldType.IsPrimitive) + value = field.GetValue(null).ToString(); + + if (!string.IsNullOrEmpty(value)) { // Unity convention is to start static of constant with k_ or s_, remove this part string name = InsertUnderscore(field.Name); @@ -1129,11 +1140,6 @@ public bool Generate() name = name.Substring(2); } string defineName = name.ToUpper(); - string value; - if (fieldType == typeof(float)) - value = ((float)field.GetValue(null)).ToString(System.Globalization.CultureInfo.InvariantCulture); - else - value = field.GetValue(null).ToString(); m_Statics[defineName] = value; } diff --git a/Packages/com.unity.render-pipelines.core/Editor/StyleSheets/VolumeEditor.uss b/Packages/com.unity.render-pipelines.core/Editor/StyleSheets/VolumeEditor.uss index abd8c07ae8a..5c0f7adae08 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/StyleSheets/VolumeEditor.uss +++ b/Packages/com.unity.render-pipelines.core/Editor/StyleSheets/VolumeEditor.uss @@ -1,9 +1,9 @@ .volume-profile-header__container { - margin: 4px -6px 2px -16px; + margin: 4px -6px 2px -15px; border-top-width: 1px; border-bottom-width: 1px; border-color: #1f1f1f; - padding-left: 12px; + padding-left: 13px; padding-top: 4px; padding-bottom: 4px; flex-direction: row; @@ -67,8 +67,9 @@ } #volume-profile-component-container { - margin-left: -16px; + margin-left: -15px; margin-top: 1px; + margin-right: -3px; } #volume-profile-blend-distance { diff --git a/Packages/com.unity.render-pipelines.core/Runtime/CommandBuffers/UnsafeCommandBuffer.cs b/Packages/com.unity.render-pipelines.core/Runtime/CommandBuffers/UnsafeCommandBuffer.cs index f4d1c3218f3..6141d802b43 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/CommandBuffers/UnsafeCommandBuffer.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/CommandBuffers/UnsafeCommandBuffer.cs @@ -5,6 +5,7 @@ using UnityEngine.Profiling; using Unity.Profiling; using UnityEngine.Rendering.RenderGraphModule; +using UnityEngine.Experimental.Rendering; // NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE // @@ -33,6 +34,115 @@ public class UnsafeCommandBuffer : BaseCommandBuffer, IUnsafeCommandBuffer // UnsafeCommandBuffer is not created by users. The render graph creates them and passes them to the execute callback of the graph pass. internal UnsafeCommandBuffer(CommandBuffer wrapped, RenderGraphPass executingPass, bool isAsync) : base(wrapped, executingPass, isAsync) { } + /// Wraps [RequestAsyncReadbackIntoNativeArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) on a CommandBuffer. + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + public void RequestAsyncReadbackIntoNativeArray(ref NativeArray output, ComputeBuffer src, Action callback) where T : struct { m_WrappedCommandBuffer.RequestAsyncReadbackIntoNativeArray(ref output, src, callback); } + + /// Wraps [RequestAsyncReadbackIntoNativeArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) on a CommandBuffer. + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + public void RequestAsyncReadbackIntoNativeArray(ref NativeArray output, ComputeBuffer src, int size, int offset, Action callback) where T : struct { m_WrappedCommandBuffer.RequestAsyncReadbackIntoNativeArray(ref output, src, size, offset, callback); } + + /// Wraps [RequestAsyncReadbackIntoNativeArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) on a CommandBuffer. + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + public void RequestAsyncReadbackIntoNativeArray(ref NativeArray output, GraphicsBuffer src, Action callback) where T : struct { m_WrappedCommandBuffer.RequestAsyncReadbackIntoNativeArray(ref output, src, callback); } + + /// Wraps [RequestAsyncReadbackIntoNativeArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) on a CommandBuffer. + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + public void RequestAsyncReadbackIntoNativeArray(ref NativeArray output, GraphicsBuffer src, int size, int offset, Action callback) where T : struct { m_WrappedCommandBuffer.RequestAsyncReadbackIntoNativeArray(ref output, src, size, offset, callback); } + + /// Wraps [RequestAsyncReadbackIntoNativeArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) on a CommandBuffer. + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + public void RequestAsyncReadbackIntoNativeArray(ref NativeArray output, Texture src, Action callback) where T : struct { m_WrappedCommandBuffer.RequestAsyncReadbackIntoNativeArray(ref output, src, callback); } + + /// Wraps [RequestAsyncReadbackIntoNativeArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) on a CommandBuffer. + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + public void RequestAsyncReadbackIntoNativeArray(ref NativeArray output, Texture src, int mipIndex, Action callback) where T : struct { m_WrappedCommandBuffer.RequestAsyncReadbackIntoNativeArray(ref output, src, mipIndex, callback); } + + /// Wraps [RequestAsyncReadbackIntoNativeArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) on a CommandBuffer. + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + public void RequestAsyncReadbackIntoNativeArray(ref NativeArray output, Texture src, int mipIndex, TextureFormat dstFormat, Action callback) where T : struct { m_WrappedCommandBuffer.RequestAsyncReadbackIntoNativeArray(ref output, src, mipIndex, dstFormat, callback); } + + /// Wraps [RequestAsyncReadbackIntoNativeArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) on a CommandBuffer. + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + public void RequestAsyncReadbackIntoNativeArray(ref NativeArray output, Texture src, int mipIndex, GraphicsFormat dstFormat, Action callback) where T : struct { m_WrappedCommandBuffer.RequestAsyncReadbackIntoNativeArray(ref output, src, mipIndex, dstFormat, callback); } + + /// Wraps [RequestAsyncReadbackIntoNativeArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) on a CommandBuffer. + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + public void RequestAsyncReadbackIntoNativeArray(ref NativeArray output, Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, Action callback) where T : struct { m_WrappedCommandBuffer.RequestAsyncReadbackIntoNativeArray(ref output, src, mipIndex, x, width, y, height, z, depth, callback); } + + /// Wraps [RequestAsyncReadbackIntoNativeArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) on a CommandBuffer. + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + public void RequestAsyncReadbackIntoNativeArray(ref NativeArray output, Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, TextureFormat dstFormat, Action callback) where T : struct { m_WrappedCommandBuffer.RequestAsyncReadbackIntoNativeArray(ref output, src, mipIndex, x, width, y, height, z, depth, dstFormat, callback); } + + /// Wraps [RequestAsyncReadbackIntoNativeArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) on a CommandBuffer. + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.RequestAsyncReadbackIntoNativeArray.html) + public void RequestAsyncReadbackIntoNativeArray(ref NativeArray output, Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, GraphicsFormat dstFormat, Action callback) where T : struct { m_WrappedCommandBuffer.RequestAsyncReadbackIntoNativeArray(ref output, src, mipIndex, x, width, y, height, z, depth, dstFormat, callback); } + /// Wraps [SetInvertCulling](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetInvertCulling.html) on a CommandBuffer. /// [See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetInvertCulling.html) public void SetInvertCulling(bool invertCulling) { m_WrappedCommandBuffer.SetInvertCulling(invertCulling); } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Common/GlobalDynamicResolutionSettings.cs b/Packages/com.unity.render-pipelines.core/Runtime/Common/GlobalDynamicResolutionSettings.cs index 1f12832400d..511fb19f739 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Common/GlobalDynamicResolutionSettings.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Common/GlobalDynamicResolutionSettings.cs @@ -94,8 +94,9 @@ public struct GlobalDynamicResolutionSettings DLSSPerfQualitySetting = 0, DLSSSharpness = 0.5f, DLSSInjectionPoint = DynamicResolutionHandler.UpsamplerScheduleType.BeforePost, - FSR2InjectionPoint = DynamicResolutionHandler.UpsamplerScheduleType.BeforePost, + TAAUInjectionPoint = DynamicResolutionHandler.UpsamplerScheduleType.BeforePost, + defaultInjectionPoint = DynamicResolutionHandler.UpsamplerScheduleType.AfterPost, advancedUpscalersByPriority = new List() { AdvancedUpscalers.STP }, fsrOverrideSharpness = false, @@ -116,6 +117,15 @@ public struct GlobalDynamicResolutionSettings /// The injection point at which to apply DLSS upscaling. public DynamicResolutionHandler.UpsamplerScheduleType DLSSInjectionPoint; + /// The injection point at which to apply TAAU upsampling. + public DynamicResolutionHandler.UpsamplerScheduleType TAAUInjectionPoint; + + /// The injection point at which to apply STP upsampling. + public DynamicResolutionHandler.UpsamplerScheduleType STPInjectionPoint; + + /// The injection point at which to apply the fallback upsampling. + public DynamicResolutionHandler.UpsamplerScheduleType defaultInjectionPoint; + /// Toggle NVIDIA Deep Learning Super Sampling (DLSS) automatic recommendation system for scaling and sharpness. /// If this is on, the manually established scale callback for Dynamic Resolution Scaling is ignored. The sharpness setting of DLSS is also ignored. /// diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Debug/ProbeVolumeDebugBase.hlsl b/Packages/com.unity.render-pipelines.core/Runtime/Debug/ProbeVolumeDebugBase.hlsl index 444b2f5838c..2eb677b93e0 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Debug/ProbeVolumeDebugBase.hlsl +++ b/Packages/com.unity.render-pipelines.core/Runtime/Debug/ProbeVolumeDebugBase.hlsl @@ -302,7 +302,7 @@ float3 CalculateDiffuseLighting(v2f i) if (_ShadingMode == DEBUGPROBESHADINGMODE_PROBE_OCCLUSION) { float4 shadowmask = apvRes.ProbeOcclusion[texLoc]; - return float4(shadowmask.rgb * 0.5 + (shadowmask.a * 0.5), 1); + return shadowmask.rgb * 0.5 + (shadowmask.a * 0.5); } else if (_ShadingMode == DEBUGPROBESHADINGMODE_SKY_DIRECTION) { diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Containers.cs b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Containers.cs index e5af5c3315d..dc3d27bf579 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Containers.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Containers.cs @@ -1,6 +1,8 @@ using System; using System.Collections.Generic; -using System.ComponentModel; +#if UNITY_EDITOR +using UnityEditor; +#endif namespace UnityEngine.Rendering { @@ -176,15 +178,75 @@ public struct ContextMenuItem /// public List contextMenuItems = null; + private bool m_Dirty; + private string[] m_ColumnLabels; + private string[] m_ColumnTooltips; + /// /// List of columns labels. /// - public string[] columnLabels { get; set; } = null; + public string[] columnLabels + { + get => m_ColumnLabels; + set + { + m_ColumnLabels = value; + m_Dirty = true; + } + } /// /// List of columns label tooltips. /// - public string[] columnTooltips { get; set; } = null; + public string[] columnTooltips + { + get => m_ColumnTooltips; + set + { + m_ColumnTooltips = value; + m_Dirty = true; + } + } + + private List m_RowContents = new(); + internal List rowContents + { + get + { + if (m_Dirty) + { + if (m_ColumnTooltips == null) + { + m_ColumnTooltips = new string[m_ColumnLabels.Length]; + Array.Fill(columnTooltips, string.Empty); + } + else + { + if (m_ColumnTooltips.Length != m_ColumnLabels.Length) + throw new Exception( + $"Dimension for labels and tooltips on {nameof(DebugUI.Foldout)} - {displayName}, do not match"); + } + + m_RowContents.Clear(); + for (int i = 0; i < m_ColumnLabels.Length; ++i) + { + string label = columnLabels[i] ?? string.Empty; + string tooltip = m_ColumnTooltips[i] ?? string.Empty; + m_RowContents.Add( +#if UNITY_EDITOR + EditorGUIUtility.TrTextContent(label, tooltip) +#else + new GUIContent(label, tooltip) +#endif + ); + } + + m_Dirty = false; + } + + return m_RowContents; + } + } /// /// Constructor. diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Deprecated.cs b/Packages/com.unity.render-pipelines.core/Runtime/Deprecated.cs index dcfa48b79c1..9046879c434 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Deprecated.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Deprecated.cs @@ -110,4 +110,47 @@ public sealed partial class DebugManager public class ProbeTouchupVolume : ProbeAdjustmentVolume { } + + public sealed partial class VolumeManager + { + /// + /// Registers a new Volume in the manager. Unity does this automatically when a new Volume is + /// enabled, or its layer changes, but you can use this function to force-register a Volume + /// that is currently disabled. + /// + /// The volume to register. + /// The LayerMask that this volume is in. + /// + [Obsolete("Please use the Register without a given layer index #from(6000.0)", false)] + public void Register(Volume volume, int layer) + { + if (volume.gameObject.layer != layer) + { + Debug.LogWarning($"Trying to register Volume {volume.name} on layer index {layer}, when the GameObject {volume.gameObject.name} is on layer index {volume.gameObject.layer}." + + $"{Environment.NewLine}The Volume Manager will respect the GameObject's layer."); + } + + Register(volume); + } + + /// + /// Unregisters a Volume from the manager. Unity does this automatically when a Volume is + /// disabled or goes out of scope, but you can use this function to force-unregister a Volume + /// that you added manually while it was disabled. + /// + /// The Volume to unregister. + /// The LayerMask that this volume is in. + /// + [Obsolete("Please use the Register without a given layer index #from(6000.0)", false)] + public void Unregister(Volume volume, int layer) + { + if (volume.gameObject.layer != layer) + { + Debug.LogWarning($"Trying to unregister Volume {volume.name} on layer index {layer}, when the GameObject {volume.gameObject.name} is on layer index {volume.gameObject.layer}." + + $"{Environment.NewLine}The Volume Manager will respect the GameObject's layer."); + } + + Unregister(volume); + } + } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/FrustumPlanes.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/FrustumPlanes.cs index 5847e7c6bb8..f8369a7d725 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/FrustumPlanes.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/FrustumPlanes.cs @@ -1,4 +1,5 @@ using Unity.Collections; +using Unity.Jobs; using Unity.Mathematics; namespace UnityEngine.Rendering @@ -43,17 +44,14 @@ private static bool IsSignBitSet(float x) return (i >> 31) != 0; } - internal NativeArray SilhouettePlaneSubArray() + internal NativeArray LightFacingFrustumPlaneSubArray() { - return planes.AsArray().GetSubArray(lightFacingPlaneCount, planes.Length - lightFacingPlaneCount); + return planes.AsArray().GetSubArray(0, lightFacingPlaneCount); } - internal NativeArray CopyLightFacingFrustumPlanes(Allocator allocator) + internal NativeArray SilhouettePlaneSubArray() { - var facingPlanes = new NativeArray(lightFacingPlaneCount, allocator, NativeArrayOptions.UninitializedMemory); - for (int i = 0; i < lightFacingPlaneCount; ++i) - facingPlanes[i] = planes[i]; - return facingPlanes; + return planes.AsArray().GetSubArray(lightFacingPlaneCount, planes.Length - lightFacingPlaneCount); } internal static ReceiverPlanes CreateEmptyForTesting(Allocator allocator) @@ -65,9 +63,9 @@ internal static ReceiverPlanes CreateEmptyForTesting(Allocator allocator) }; } - internal void Dispose() + internal void Dispose(JobHandle job) { - planes.Dispose(); + planes.Dispose(job); } internal static ReceiverPlanes Create(in BatchCullingContext cc, Allocator allocator) @@ -230,8 +228,14 @@ internal struct SplitInfo public int packetCount; } - public NativeArray planePackets; - public NativeArray splitInfos; + public NativeList planePackets; + public NativeList splitInfos; + + internal void Dispose(JobHandle job) + { + planePackets.Dispose(job); + splitInfos.Dispose(job); + } internal static FrustumPlaneCuller Create(in BatchCullingContext cc, NativeArray receiverPlanes, in ReceiverSphereCuller receiverSphereCuller, Allocator allocator) { @@ -246,9 +250,12 @@ internal static FrustumPlaneCuller Create(in BatchCullingContext cc, NativeArray FrustumPlaneCuller result = new FrustumPlaneCuller() { - planePackets = new NativeArray(totalPacketCount, allocator, NativeArrayOptions.UninitializedMemory), - splitInfos = new NativeArray(splitCount, allocator, NativeArrayOptions.UninitializedMemory), + planePackets = new NativeList(totalPacketCount, allocator), + splitInfos = new NativeList(splitCount, allocator), }; + result.planePackets.ResizeUninitialized(totalPacketCount); + result.splitInfos.ResizeUninitialized(splitCount); + var tmpPlanes = new NativeList(Allocator.Temp); int packetBase = 0; for (int splitIndex = 0; splitIndex < splitCount; ++splitIndex) @@ -324,21 +331,21 @@ internal struct SplitInfo public float cascadeBlendCullingFactor; } - public NativeArray splitInfos; + public NativeList splitInfos; public float3x3 worldToLightSpaceRotation; internal static ReceiverSphereCuller CreateEmptyForTesting(Allocator allocator) { return new ReceiverSphereCuller() { - splitInfos = new NativeArray(0, allocator), + splitInfos = new NativeList(0, allocator), worldToLightSpaceRotation = float3x3.identity, }; } - internal void Dispose() + internal void Dispose(JobHandle job) { - splitInfos.Dispose(); + splitInfos.Dispose(job); } internal bool UseReceiverPlanes() @@ -366,9 +373,10 @@ internal static ReceiverSphereCuller Create(in BatchCullingContext cc, Allocator float3x3 lightToWorldSpaceRotation = (float3x3)(float4x4)cc.localToWorldMatrix; ReceiverSphereCuller result = new ReceiverSphereCuller() { - splitInfos = new NativeArray(splitCount, allocator, NativeArrayOptions.UninitializedMemory), + splitInfos = new NativeList(splitCount, allocator), worldToLightSpaceRotation = math.transpose(lightToWorldSpaceRotation), }; + result.splitInfos.ResizeUninitialized(splitCount); for (int splitIndex = 0; splitIndex < splitCount; ++splitIndex) { diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs index 18c60085b76..53adb4f583f 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs @@ -13,6 +13,8 @@ using static UnityEngine.Rendering.RenderersParameters; using Unity.Jobs.LowLevel.Unsafe; using UnityEngine.Rendering.RenderGraphModule; +using Unity.Collections.LowLevel.Unsafe; +using Unity.Burst; #if UNITY_EDITOR using UnityEditor; @@ -311,7 +313,10 @@ private static void Recreate(GPUResidentDrawerSettings settings) } } + IntPtr m_ContextIntPtr = IntPtr.Zero; + internal GPUResidentBatcher batcher { get => m_Batcher; } + internal GPUResidentDrawerSettings settings { get => m_Settings; } private GPUResidentDrawerSettings m_Settings; @@ -321,8 +326,6 @@ private static void Recreate(GPUResidentDrawerSettings settings) private ObjectDispatcher m_Dispatcher; - private MeshRendererDrawer m_MeshRendererDrawer; - #if UNITY_EDITOR private static readonly bool s_IsForcedOnViaCommandLine; private static readonly bool s_IsOcclusionForcedOnViaCommandLine; @@ -389,8 +392,8 @@ private GPUResidentDrawer(GPUResidentDrawerSettings settings, int maxInstanceCou m_Dispatcher.EnableTypeTracking(); m_Dispatcher.EnableTypeTracking(); m_Dispatcher.EnableTransformTracking(TransformTrackingType.GlobalTRS); - - m_MeshRendererDrawer = new MeshRendererDrawer(this, m_Dispatcher); + m_Dispatcher.EnableTypeTracking(TypeTrackingFlags.SceneObjects); + m_Dispatcher.EnableTransformTracking(TransformTrackingType.GlobalTRS); #if UNITY_EDITOR AssemblyReloadEvents.beforeAssemblyReload += OnAssemblyReload; @@ -438,9 +441,6 @@ private void Dispose() const string useLegacyLightmapsKeyword = "USE_LEGACY_LIGHTMAPS"; Shader.DisableKeyword(useLegacyLightmapsKeyword); - m_MeshRendererDrawer.Dispose(); - m_MeshRendererDrawer = null; - m_Dispatcher.Dispose(); m_Dispatcher = null; @@ -450,6 +450,8 @@ private void Dispose() m_BatchersContext.Dispose(); m_GPUDrivenProcessor.Dispose(); + + m_ContextIntPtr = IntPtr.Zero; } private void OnSceneLoaded(Scene scene, LoadSceneMode mode) @@ -469,11 +471,15 @@ private void OnBeginContextRendering(ScriptableRenderContext context, List { if (s_Instance is null) return; - - m_Batcher.OnEndContextRendering(); + + if (m_ContextIntPtr == context.Internal_GetPtr()) + { + m_ContextIntPtr = IntPtr.Zero; + m_Batcher.OnEndContextRendering(); + } } private void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera) @@ -556,11 +566,20 @@ private void PostPostLateUpdate() var lodGroupTransformData = m_Dispatcher.GetTransformChangesAndClear(TransformTrackingType.GlobalTRS, Allocator.TempJob); var lodGroupData = m_Dispatcher.GetTypeChangesAndClear(Allocator.TempJob, noScriptingArray: true); var meshDataSorted = m_Dispatcher.GetTypeChangesAndClear(Allocator.TempJob, sortByInstanceID: true, noScriptingArray: true); - var materialData = m_Dispatcher.GetTypeChangesAndClear(Allocator.TempJob, noScriptingArray: true); + var materialData = m_Dispatcher.GetTypeChangesAndClear(Allocator.TempJob); + var rendererData = m_Dispatcher.GetTypeChangesAndClear(Allocator.TempJob, noScriptingArray: true); + Profiler.EndSample(); + + Profiler.BeginSample("GPUResidentDrawer.FindUnsupportedMaterials"); + NativeList unsupportedMaterials = FindUnsupportedMaterials(materialData.changedID); + Profiler.EndSample(); + + Profiler.BeginSample("GPUResidentDrawer.FindUnsupportedRenderers"); + NativeList unsupportedRenderers = FindUnsupportedRenderers(unsupportedMaterials.AsArray()); Profiler.EndSample(); Profiler.BeginSample("GPUResidentDrawer.ProcessMaterials"); - ProcessMaterials(materialData.destroyedID); + ProcessMaterials(materialData.destroyedID, unsupportedMaterials.AsArray()); Profiler.EndSample(); Profiler.BeginSample("GPUResidentDrawer.ProcessMeshes"); @@ -571,15 +590,17 @@ private void PostPostLateUpdate() ProcessLODGroups(lodGroupData.changedID, lodGroupData.destroyedID, lodGroupTransformData.transformedID); Profiler.EndSample(); + Profiler.BeginSample("GPUResidentDrawer.ProcessRenderers"); + ProcessRenderers(rendererData, unsupportedRenderers.AsArray()); + Profiler.EndSample(); + lodGroupTransformData.Dispose(); lodGroupData.Dispose(); meshDataSorted.Dispose(); materialData.Dispose(); - - Profiler.BeginSample("GPUResidentDrawer.ProcessDraws"); - m_MeshRendererDrawer.ProcessDraws(); - // Add more drawers here ... - Profiler.EndSample(); + rendererData.Dispose(); + unsupportedMaterials.Dispose(); + unsupportedRenderers.Dispose(); m_BatchersContext.UpdateInstanceMotions(); @@ -590,12 +611,13 @@ private void PostPostLateUpdate() #endif } - private void ProcessMaterials(NativeArray destroyedID) + private void ProcessMaterials(NativeArray destroyedID, NativeArray unsupportedMaterials) { - if(destroyedID.Length == 0) - return; + if (destroyedID.Length > 0) + m_Batcher.DestroyMaterials(destroyedID); - m_Batcher.DestroyMaterials(destroyedID); + if (unsupportedMaterials.Length > 0) + m_Batcher.DestroyMaterials(unsupportedMaterials); } private void ProcessMeshes(NativeArray destroyedID) @@ -608,7 +630,7 @@ private void ProcessMeshes(NativeArray destroyedID) m_Batcher.DestroyInstances(destroyedMeshInstances.AsArray()); destroyedMeshInstances.Dispose(); - //@ Some rendererGroupID will not be invalidated when their mesh changed. We will need to update Mesh bounds, probes etc. manually for them. + //@ Check if we need to update instance bounds and light probe sampling positions after mesh is destroyed. m_Batcher.DestroyMeshes(destroyedID); } @@ -619,21 +641,33 @@ private void ProcessLODGroups(NativeArray changedID, NativeArray destr m_BatchersContext.TransformLODGroups(transformedID); } - internal void ProcessRenderers(NativeArray rendererGroupsID) + private void ProcessRenderers(TypeDispatchData rendererChanges, NativeArray unsupportedRenderers) { - Profiler.BeginSample("GPUResidentDrawer.ProcessMeshRenderers"); + Profiler.BeginSample("GPUResidentDrawer.ProcessRenderers"); - var changedInstances = new NativeArray(rendererGroupsID.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); - ScheduleQueryRendererGroupInstancesJob(rendererGroupsID, changedInstances).Complete(); + var changedInstances = new NativeArray(rendererChanges.changedID.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); + ScheduleQueryRendererGroupInstancesJob(rendererChanges.changedID, changedInstances).Complete(); m_Batcher.DestroyInstances(changedInstances); changedInstances.Dispose(); + m_Batcher.UpdateRenderers(rendererChanges.changedID); - m_Batcher.UpdateRenderers(rendererGroupsID); + FreeRendererGroupInstances(rendererChanges.destroyedID, unsupportedRenderers); + + Profiler.EndSample(); + Profiler.BeginSample("GPUResidentDrawer.TransformMeshRenderers"); + var transformChanges = m_Dispatcher.GetTransformChangesAndClear(TransformTrackingType.GlobalTRS, Allocator.TempJob); + var transformedInstances = new NativeArray(transformChanges.transformedID.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); + ScheduleQueryRendererGroupInstancesJob(transformChanges.transformedID, transformedInstances).Complete(); + // We can pull localToWorldMatrices directly from the renderers if we are doing update after PostLatUpdate. + // This will save us transform re computation as matrices are ready inside renderer's TransformInfo. + TransformInstances(transformedInstances, transformChanges.localToWorldMatrices); + transformedInstances.Dispose(); + transformChanges.Dispose(); Profiler.EndSample(); } - internal void TransformInstances(NativeArray instances, NativeArray localToWorldMatrices) + private void TransformInstances(NativeArray instances, NativeArray localToWorldMatrices) { Profiler.BeginSample("GPUResidentDrawer.TransformInstances"); @@ -642,7 +676,7 @@ internal void TransformInstances(NativeArray instances, NativeAr Profiler.EndSample(); } - internal void FreeInstances(NativeArray instances) + private void FreeInstances(NativeArray instances) { Profiler.BeginSample("GPUResidentDrawer.FreeInstances"); @@ -652,17 +686,23 @@ internal void FreeInstances(NativeArray instances) Profiler.EndSample(); } - internal void FreeRendererGroupInstances(NativeArray rendererGroupIDs) + private void FreeRendererGroupInstances(NativeArray rendererGroupIDs, NativeArray unsupportedRendererGroupIDs) { Profiler.BeginSample("GPUResidentDrawer.FreeRendererGroupInstances"); m_Batcher.FreeRendererGroupInstances(rendererGroupIDs); + if (unsupportedRendererGroupIDs.Length > 0) + { + m_Batcher.FreeRendererGroupInstances(unsupportedRendererGroupIDs); + m_GPUDrivenProcessor.DisableGPUDrivenRendering(unsupportedRendererGroupIDs); + } + Profiler.EndSample(); } //@ Implement later... - internal InstanceHandle AppendNewInstance(int rendererGroupID, in Matrix4x4 instanceTransform) + private InstanceHandle AppendNewInstance(int rendererGroupID, in Matrix4x4 instanceTransform) { throw new NotImplementedException(); } @@ -670,24 +710,119 @@ internal InstanceHandle AppendNewInstance(int rendererGroupID, in Matrix4x4 inst //@ Additionally we need to implement the way to tie external transforms (not Transform components) with instances. //@ So that an individual instance could be transformed externally and then updated in the drawer. - internal JobHandle ScheduleQueryRendererGroupInstancesJob(NativeArray rendererGroupIDs, NativeArray instances) + private JobHandle ScheduleQueryRendererGroupInstancesJob(NativeArray rendererGroupIDs, NativeArray instances) { return m_BatchersContext.ScheduleQueryRendererGroupInstancesJob(rendererGroupIDs, instances); } - internal JobHandle ScheduleQueryRendererGroupInstancesJob(NativeArray rendererGroupIDs, NativeList instances) + private JobHandle ScheduleQueryRendererGroupInstancesJob(NativeArray rendererGroupIDs, NativeList instances) { return m_BatchersContext.ScheduleQueryRendererGroupInstancesJob(rendererGroupIDs, instances); } - internal JobHandle ScheduleQueryRendererGroupInstancesJob(NativeArray rendererGroupIDs, NativeArray instancesOffset, NativeArray instancesCount, NativeList instances) + private JobHandle ScheduleQueryRendererGroupInstancesJob(NativeArray rendererGroupIDs, NativeArray instancesOffset, NativeArray instancesCount, NativeList instances) { return m_BatchersContext.ScheduleQueryRendererGroupInstancesJob(rendererGroupIDs, instancesOffset, instancesCount, instances); } - internal JobHandle ScheduleQueryMeshInstancesJob(NativeArray sortedMeshIDs, NativeList instances) + private JobHandle ScheduleQueryMeshInstancesJob(NativeArray sortedMeshIDs, NativeList instances) { return m_BatchersContext.ScheduleQueryMeshInstancesJob(sortedMeshIDs, instances); } + + private NativeList FindUnsupportedMaterials(NativeArray changedMaterialIDs) + { + NativeList unsupportedMaterials = new NativeList(Allocator.TempJob); + + if (changedMaterialIDs.Length > 0) + { + new FindUnsupportedMaterialsJob + { + changedMaterialIDs = changedMaterialIDs, + batchMaterialHash = m_Batcher.instanceCullingBatcher.batchMaterialHash, + unsupportedMaterialIDs = unsupportedMaterials, + }.Run(); + } + + return unsupportedMaterials; + } + + private NativeList FindUnsupportedRenderers(NativeArray unsupportedMaterials) + { + NativeList unsupportedRenderers = new NativeList(Allocator.TempJob); + + if (unsupportedMaterials.Length > 0) + { + new FindUnsupportedRenderersJob + { + unsupportedMaterials = unsupportedMaterials.AsReadOnly(), + materialIDArrays = m_BatchersContext.sharedInstanceData.materialIDArrays, + rendererGroups = m_BatchersContext.sharedInstanceData.rendererGroupIDs, + unsupportedRenderers = unsupportedRenderers, + }.Run(); + } + + return unsupportedRenderers; + } + + [BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)] + private struct FindUnsupportedMaterialsJob : IJob + { + [ReadOnly] public NativeParallelHashMap batchMaterialHash; + [ReadOnly] public NativeArray changedMaterialIDs; + + public NativeList unsupportedMaterialIDs; + + public unsafe void Execute() + { + var changedUsedMaterialIDs = new NativeList(4, Allocator.Temp); + + foreach (var materialID in changedMaterialIDs) + { + if (batchMaterialHash.ContainsKey(materialID)) + changedUsedMaterialIDs.Add(materialID); + } + + if (changedUsedMaterialIDs.IsEmpty) + return; + + unsupportedMaterialIDs.Resize(changedUsedMaterialIDs.Length, NativeArrayOptions.UninitializedMemory); + int unsupportedMaterialCount = GPUDrivenProcessor.FindUnsupportedMaterialIDs(changedUsedMaterialIDs.AsArray(), unsupportedMaterialIDs.AsArray()); + unsupportedMaterialIDs.Resize(unsupportedMaterialCount, NativeArrayOptions.ClearMemory); + } + } + + [BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)] + private struct FindUnsupportedRenderersJob : IJob + { + [ReadOnly] public NativeArray.ReadOnly unsupportedMaterials; + [ReadOnly] public NativeArray.ReadOnly materialIDArrays; + [ReadOnly] public NativeArray.ReadOnly rendererGroups; + + public NativeList unsupportedRenderers; + + public unsafe void Execute() + { + if (unsupportedMaterials.Length == 0) + return; + + for (int arrayIndex = 0; arrayIndex < materialIDArrays.Length; arrayIndex++) + { + var materialIDs = materialIDArrays[arrayIndex]; + int rendererID = rendererGroups[arrayIndex]; + + for (int i = 0; i < materialIDs.Length; i++) + { + int materialID = materialIDs[i]; + + if (unsupportedMaterials.Contains(materialID)) + { + unsupportedRenderers.Add(rendererID); + break; + } + } + } + } + } } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCuller.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCuller.cs index d91e8bf06e5..7d753421fc0 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCuller.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCuller.cs @@ -165,10 +165,10 @@ enum CrossFadeType [ReadOnly] public uint cullingLayerMask; [ReadOnly] public ulong sceneCullingMask; - [DeallocateOnJobCompletion] [ReadOnly] public NativeArray frustumPlanePackets; - [DeallocateOnJobCompletion] [ReadOnly] public NativeArray frustumSplitInfos; - [DeallocateOnJobCompletion] [ReadOnly] public NativeArray lightFacingFrustumPlanes; - [DeallocateOnJobCompletion] [ReadOnly] public NativeArray receiverSplitInfos; + [ReadOnly] public NativeArray frustumPlanePackets; + [ReadOnly] public NativeArray frustumSplitInfos; + [ReadOnly] public NativeArray lightFacingFrustumPlanes; + [ReadOnly] public NativeArray receiverSplitInfos; public float3x3 worldToLightSpaceRotation; [ReadOnly] public CPUInstanceData.ReadOnly instanceData; @@ -1528,7 +1528,26 @@ internal void Init(GPUResidentDrawerResources resources, DebugRendererBatcherSta m_CommandBuffer.name = "EnsureValidOcclusionTestResults"; } - private JobHandle CreateFrustumCullingJob( + [BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)] + private unsafe struct SetupCullingJobInput : IJob + { + public float lodBias; + [NativeDisableUnsafePtrRestriction] public BatchCullingContext* context; + [NativeDisableUnsafePtrRestriction] public ReceiverPlanes* receiverPlanes; + [NativeDisableUnsafePtrRestriction] public ReceiverSphereCuller* receiverSphereCuller; + [NativeDisableUnsafePtrRestriction] public FrustumPlaneCuller* frustumPlaneCuller; + [NativeDisableUnsafePtrRestriction] public float* screenRelativeMetric; + + public void Execute() + { + *receiverPlanes = ReceiverPlanes.Create(*context, Allocator.TempJob); + *receiverSphereCuller = ReceiverSphereCuller.Create(*context, Allocator.TempJob); + *frustumPlaneCuller = FrustumPlaneCuller.Create(*context, receiverPlanes->planes.AsArray(), *receiverSphereCuller, Allocator.TempJob); + *screenRelativeMetric = LODGroupRenderingUtils.CalculateScreenRelativeMetric(context->lodParameters, lodBias); + } + } + + private unsafe JobHandle CreateFrustumCullingJob( in BatchCullingContext cc, in CPUInstanceData.ReadOnly instanceData, in CPUSharedInstanceData.ReadOnly sharedInstanceData, @@ -1541,24 +1560,36 @@ private JobHandle CreateFrustumCullingJob( { Assert.IsTrue(cc.cullingSplits.Length <= 6, "InstanceCullingBatcher supports up to 6 culling splits."); - var receiverPlanes = ReceiverPlanes.Create(cc, Allocator.Temp); - var receiverSphereCuller = ReceiverSphereCuller.Create(cc, Allocator.TempJob); - var frustumPlaneCuller = FrustumPlaneCuller.Create(cc, receiverPlanes.planes.AsArray(), receiverSphereCuller, Allocator.TempJob); - var lightFacingFrustumPlanes = receiverPlanes.CopyLightFacingFrustumPlanes(Allocator.TempJob); + ReceiverPlanes receiverPlanes; + ReceiverSphereCuller receiverSphereCuller; + FrustumPlaneCuller frustumPlaneCuller; + float screenRelativeMetric; + + fixed (BatchCullingContext* contextPtr = &cc) + { + new SetupCullingJobInput() + { + lodBias = QualitySettings.lodBias, + context = contextPtr, + frustumPlaneCuller = &frustumPlaneCuller, + receiverPlanes = &receiverPlanes, + receiverSphereCuller = &receiverSphereCuller, + screenRelativeMetric = &screenRelativeMetric, + + }.Run(); + } + if (occlusionCullingCommon != null) occlusionCullingCommon.UpdateSilhouettePlanes(cc.viewID.GetInstanceID(), receiverPlanes.SilhouettePlaneSubArray()); - receiverPlanes.planes.Dispose(); - - float screenRelativeMetric = LODGroupRenderingUtils.CalculateScreenRelativeMetric(cc.lodParameters); var cullingJob = new CullingJob { binningConfig = binningConfig, viewType = cc.viewType, - frustumPlanePackets = frustumPlaneCuller.planePackets, - frustumSplitInfos = frustumPlaneCuller.splitInfos, - lightFacingFrustumPlanes = lightFacingFrustumPlanes, - receiverSplitInfos = receiverSphereCuller.splitInfos, + frustumPlanePackets = frustumPlaneCuller.planePackets.AsArray(), + frustumSplitInfos = frustumPlaneCuller.splitInfos.AsArray(), + lightFacingFrustumPlanes = receiverPlanes.LightFacingFrustumPlaneSubArray(), + receiverSplitInfos = receiverSphereCuller.splitInfos.AsArray(), worldToLightSpaceRotation = receiverSphereCuller.worldToLightSpaceRotation, cullLightmappedShadowCasters = (cc.cullingFlags & BatchCullingFlags.CullLightmappedShadowCasters) != 0, cameraPosition = cc.lodParameters.cameraPosition, @@ -1574,9 +1605,14 @@ private JobHandle CreateFrustumCullingJob( maxLOD = QualitySettings.maximumLODLevel, cullingLayerMask = cc.cullingLayerMask, sceneCullingMask = cc.sceneCullingMask, - }; - return cullingJob.Schedule(instanceData.instancesLength, CullingJob.k_BatchSize); + }.Schedule(instanceData.instancesLength, CullingJob.k_BatchSize); + + receiverPlanes.Dispose(cullingJob); + frustumPlaneCuller.Dispose(cullingJob); + receiverSphereCuller.Dispose(cullingJob); + + return cullingJob; } private int ComputeWorstCaseDrawCommandCount( diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCullingBatcher.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCullingBatcher.cs index 3a68887d9cc..85fd783f824 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCullingBatcher.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCullingBatcher.cs @@ -724,6 +724,8 @@ internal class InstanceCullingBatcher : IDisposable private OnCullingCompleteCallback m_OnCompleteCallback; + public NativeParallelHashMap batchMaterialHash => m_BatchMaterialHash; + public InstanceCullingBatcher(RenderersBatchersContext batcherContext, InstanceCullingBatcherDesc desc, BatchRendererGroup.OnFinishedCulling onFinishedCulling) { m_BatchersContext = batcherContext; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceData/InstanceData.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceData/InstanceData.cs index 1b5e0c547ea..03f08897dfd 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceData/InstanceData.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceData/InstanceData.cs @@ -308,6 +308,10 @@ internal struct CPUSharedInstanceData : IDisposable //@ Need to figure out the way to share the code with CPUInstanceData. Both structures are almost identical. public NativeArray instances; public NativeArray rendererGroupIDs; + + // For now we just use nested collections since materialIDs are only parsed rarely. E.g. when an unsupported material is detected. + public NativeArray materialIDArrays; + public NativeArray meshIDs; public NativeArray localAABBs; public NativeArray flags; @@ -327,6 +331,7 @@ public void Initialize(int initCapacity) instances = new NativeArray(instancesCapacity, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); instances.FillArray(SharedInstanceHandle.Invalid); rendererGroupIDs = new NativeArray(instancesCapacity, Allocator.Persistent); + materialIDArrays = new NativeArray(instancesCapacity, Allocator.Persistent); meshIDs = new NativeArray(instancesCapacity, Allocator.Persistent); localAABBs = new NativeArray(instancesCapacity, Allocator.Persistent); flags = new NativeArray(instancesCapacity, Allocator.Persistent); @@ -342,6 +347,13 @@ public void Dispose() m_InstanceIndices.Dispose(); instances.Dispose(); rendererGroupIDs.Dispose(); + + foreach (var materialIDs in materialIDArrays) + { + materialIDs.Dispose(); + } + materialIDArrays.Dispose(); + meshIDs.Dispose(); localAABBs.Dispose(); flags.Dispose(); @@ -357,6 +369,8 @@ private void Grow(int newCapacity) instances.ResizeArray(newCapacity); instances.FillArray(SharedInstanceHandle.Invalid, instancesCapacity); rendererGroupIDs.ResizeArray(newCapacity); + materialIDArrays.ResizeArray(newCapacity); + materialIDArrays.FillArray(default, instancesCapacity); meshIDs.ResizeArray(newCapacity); localAABBs.ResizeArray(newCapacity); flags.ResizeArray(newCapacity); @@ -469,6 +483,8 @@ public void Remove(SharedInstanceHandle instance) instances[index] = instances[lastIndex]; rendererGroupIDs[index] = rendererGroupIDs[lastIndex]; + materialIDArrays[index].Dispose(); + materialIDArrays[index] = materialIDArrays[lastIndex]; meshIDs[index] = meshIDs[lastIndex]; localAABBs[index] = localAABBs[lastIndex]; flags[index] = flags[lastIndex]; @@ -490,6 +506,7 @@ public void Remove(SharedInstanceHandle instance) public uint Get_LODGroupAndMask(SharedInstanceHandle instance) { return lodGroupAndMasks[SharedInstanceToIndex(instance)]; } public int Get_GameObjectLayer(SharedInstanceHandle instance) { return gameObjectLayers[SharedInstanceToIndex(instance)]; } public int Get_RefCount(SharedInstanceHandle instance) { return refCounts[SharedInstanceToIndex(instance)]; } + public unsafe ref SmallIntegerArray Get_MaterialIDs(SharedInstanceHandle instance) { return ref UnsafeUtility.ArrayElementAsRef(materialIDArrays.GetUnsafePtr(), SharedInstanceToIndex(instance)); } public void Set_RendererGroupID(SharedInstanceHandle instance, int rendererGroupID) { rendererGroupIDs[SharedInstanceToIndex(instance)] = rendererGroupID; } public void Set_MeshID(SharedInstanceHandle instance, int meshID) { meshIDs[SharedInstanceToIndex(instance)] = meshID; } @@ -498,12 +515,21 @@ public void Remove(SharedInstanceHandle instance) public void Set_LODGroupAndMask(SharedInstanceHandle instance, uint lodGroupAndMask) { lodGroupAndMasks[SharedInstanceToIndex(instance)] = lodGroupAndMask; } public void Set_GameObjectLayer(SharedInstanceHandle instance, int gameObjectLayer) { gameObjectLayers[SharedInstanceToIndex(instance)] = gameObjectLayer; } public void Set_RefCount(SharedInstanceHandle instance, int refCount) { refCounts[SharedInstanceToIndex(instance)] = refCount; } + public void Set_MaterialIDs(SharedInstanceHandle instance, in SmallIntegerArray materialIDs) + { + int index = SharedInstanceToIndex(instance); + materialIDArrays[index].Dispose(); + materialIDArrays[index] = materialIDs; + } - public void Set(SharedInstanceHandle instance, int rendererGroupID, int meshID, in AABB localAABB, TransformUpdateFlags transformUpdateFlags, + public void Set(SharedInstanceHandle instance, int rendererGroupID, in SmallIntegerArray materialIDs, int meshID, in AABB localAABB, TransformUpdateFlags transformUpdateFlags, InstanceFlags instanceFlags, uint lodGroupAndMask, int gameObjectLayer, int refCount) { int index = SharedInstanceToIndex(instance); + rendererGroupIDs[index] = rendererGroupID; + materialIDArrays[index].Dispose(); + materialIDArrays[index] = materialIDs; meshIDs[index] = meshID; localAABBs[index] = localAABB; flags[index] = new CPUSharedInstanceFlags { transformUpdateFlags = transformUpdateFlags, instanceFlags = instanceFlags }; @@ -514,7 +540,7 @@ public void Set(SharedInstanceHandle instance, int rendererGroupID, int meshID, public void SetDefault(SharedInstanceHandle instance) { - Set(instance, 0, 0, new AABB(), TransformUpdateFlags.None, InstanceFlags.None, k_InvalidLODGroupAndMask, 0, 0); + Set(instance, 0, default, 0, new AABB(), TransformUpdateFlags.None, InstanceFlags.None, k_InvalidLODGroupAndMask, 0, 0); } public ReadOnly AsReadOnly() @@ -527,6 +553,7 @@ internal readonly struct ReadOnly public readonly NativeArray.ReadOnly instanceIndices; public readonly NativeArray.ReadOnly instances; public readonly NativeArray.ReadOnly rendererGroupIDs; + public readonly NativeArray.ReadOnly materialIDArrays; public readonly NativeArray.ReadOnly meshIDs; public readonly NativeArray.ReadOnly localAABBs; public readonly NativeArray.ReadOnly flags; @@ -541,6 +568,7 @@ public ReadOnly(in CPUSharedInstanceData instanceData) instanceIndices = instanceData.m_InstanceIndices.AsArray().AsReadOnly(); instances = instanceData.instances.GetSubArray(0, instanceData.instancesLength).AsReadOnly(); rendererGroupIDs = instanceData.rendererGroupIDs.GetSubArray(0, instanceData.instancesLength).AsReadOnly(); + materialIDArrays = instanceData.materialIDArrays.GetSubArray(0, instanceData.instancesLength).AsReadOnly(); meshIDs = instanceData.meshIDs.GetSubArray(0, instanceData.instancesLength).AsReadOnly(); localAABBs = instanceData.localAABBs.GetSubArray(0, instanceData.instancesLength).AsReadOnly(); flags = instanceData.flags.GetSubArray(0, instanceData.instancesLength).AsReadOnly(); @@ -591,6 +619,67 @@ public int InstanceToIndex(in CPUInstanceData.ReadOnly instanceData, InstanceHan } } + internal unsafe struct SmallIntegerArray : IDisposable + { + private FixedList32Bytes m_FixedArray; + private UnsafeList m_List; + private readonly bool m_IsEmbedded; + + public bool Valid { get; private set; } + public readonly int Length; + + public SmallIntegerArray(int length, Allocator allocator) + { + Length = length; + Valid = true; + + if (Length <= 8) // 32 bytes fixed array + { + m_FixedArray = new FixedList32Bytes(); + m_FixedArray.Length = Length; + m_List = default; + m_IsEmbedded = true; + } + else + { + m_FixedArray = default; + m_List = new UnsafeList(Length, allocator, NativeArrayOptions.UninitializedMemory); + m_List.Resize(Length); + m_IsEmbedded = false; + } + } + + public int this[int index] + { + get + { + Assert.IsTrue(Valid && index < Length); + + if (m_IsEmbedded) + return m_FixedArray[index]; + else + return m_List[index]; + } + set + { + Assert.IsTrue(Valid && index < Length); + + if (m_IsEmbedded) + m_FixedArray[index] = value; + else + m_List[index] = value; + } + } + + public unsafe void Dispose() + { + if (!Valid) + return; + m_List.Dispose(); + Valid = false; + } + } + internal interface IDataArrays { void Initialize(int initCapacity); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceData/InstanceDataSystem.Jobs.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceData/InstanceDataSystem.Jobs.cs index f90ffa384d0..9909408ef61 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceData/InstanceDataSystem.Jobs.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceData/InstanceDataSystem.Jobs.cs @@ -717,6 +717,8 @@ public void Execute(int index) var gameObjectLayer = rendererData.gameObjectLayer[index]; var lightmapIndex = rendererData.lightmapIndex[index]; var localAABB = rendererData.localBounds[index].ToAABB(); + int materialOffset = rendererData.materialsOffset[index]; + int materialCount = rendererData.materialsCount[index]; int meshID = rendererData.meshID[meshIndex]; @@ -790,7 +792,15 @@ public void Execute(int index) SharedInstanceHandle sharedInstance = instanceData.Get_SharedInstance(instance); Assert.IsTrue(sharedInstance.valid); - sharedInstanceData.Set(sharedInstance, rendererGroupID, meshID, localAABB, transformUpdateFlags, instanceFlags, lodGroupAndMask, gameObjectLayer, + var materialIDs = new SmallIntegerArray(materialCount, Allocator.Persistent); + for (int i = 0; i < materialCount; i++) + { + int matIndex = rendererData.materialIndex[materialOffset + i]; + int materialInstanceID = rendererData.materialID[matIndex]; + materialIDs[i] = materialInstanceID; + } + + sharedInstanceData.Set(sharedInstance, rendererGroupID, materialIDs, meshID, localAABB, transformUpdateFlags, instanceFlags, lodGroupAndMask, gameObjectLayer, sharedInstanceData.Get_RefCount(sharedInstance)); for (int i = 0; i < instancesCount; ++i) diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceOcclusionCuller.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceOcclusionCuller.cs index 5ee36dd6ecc..485af35255a 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceOcclusionCuller.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceOcclusionCuller.cs @@ -651,7 +651,7 @@ void FreeInstanceBuffers() void AllocateDrawBuffers(int maxDrawCount) { - m_ArgsBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured | GraphicsBuffer.Target.IndirectArguments, maxDrawCount * (GraphicsBuffer.IndirectDrawIndexedArgs.size / sizeof(int)), sizeof(int)); + m_ArgsBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured | GraphicsBuffer.Target.IndirectArguments, (maxDrawCount + kExtraDrawAllocationCount) * (GraphicsBuffer.IndirectDrawIndexedArgs.size / sizeof(int)), sizeof(int)); m_DrawInfoBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, maxDrawCount, System.Runtime.InteropServices.Marshal.SizeOf()); m_DrawInfoStaging = new NativeArray(maxDrawCount, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); m_BufferLimits.maxDrawCount = maxDrawCount; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/LODGroupRenderingUtils.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/LODGroupRenderingUtils.cs index 95527206acb..d68bf0bac89 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/LODGroupRenderingUtils.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/LODGroupRenderingUtils.cs @@ -13,7 +13,7 @@ public static float CalculateFOVHalfAngle(float fieldOfView) return Mathf.Tan(Mathf.Deg2Rad * fieldOfView * 0.5f); } - public static float CalculateScreenRelativeMetric(LODParameters lodParams) + public static float CalculateScreenRelativeMetric(LODParameters lodParams, float lodBias) { float screenRelativeMetric; if (lodParams.isOrthographic) @@ -27,7 +27,7 @@ public static float CalculateScreenRelativeMetric(LODParameters lodParams) screenRelativeMetric = 2.0f * halfAngle; } - return screenRelativeMetric / QualitySettings.lodBias; + return screenRelativeMetric / lodBias; } public static float CalculatePerspectiveDistance(Vector3 objPosition, Vector3 camPosition, float sqrScreenRelativeMetric) diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/RendererDrawers/MeshRendererDrawer.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/RendererDrawers/MeshRendererDrawer.cs deleted file mode 100644 index 202f088b278..00000000000 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/RendererDrawers/MeshRendererDrawer.cs +++ /dev/null @@ -1,48 +0,0 @@ -using Unity.Collections; -using UnityEngine.Profiling; -using static UnityEngine.ObjectDispatcher; - -namespace UnityEngine.Rendering -{ - internal class MeshRendererDrawer - { - private GPUResidentDrawer m_GPUResidentDrawer; - private ObjectDispatcher m_Dispatcher; - - public MeshRendererDrawer(GPUResidentDrawer gpuResidentDrawer, ObjectDispatcher dispatcher) - { - m_GPUResidentDrawer = gpuResidentDrawer; - m_Dispatcher = dispatcher; - - m_Dispatcher.EnableTypeTracking(TypeTrackingFlags.SceneObjects); - m_Dispatcher.EnableTransformTracking(TransformTrackingType.GlobalTRS); - } - - public void Dispose() - { - m_Dispatcher.DisableTypeTracking(); - m_Dispatcher.DisableTransformTracking(TransformTrackingType.GlobalTRS); - } - - public void ProcessDraws() - { - Profiler.BeginSample("MeshRendererDrawer.ProcessMeshRenderers"); - var rendererChanges = m_Dispatcher.GetTypeChangesAndClear(Allocator.TempJob, noScriptingArray: true); - m_GPUResidentDrawer.ProcessRenderers(rendererChanges.changedID); - m_GPUResidentDrawer.FreeRendererGroupInstances(rendererChanges.destroyedID); - rendererChanges.Dispose(); - Profiler.EndSample(); - - Profiler.BeginSample("MeshRendererDrawer.TransformMeshRenderers"); - var transformChanges = m_Dispatcher.GetTransformChangesAndClear(TransformTrackingType.GlobalTRS, Allocator.TempJob); - var transformedInstances = new NativeArray(transformChanges.transformedID.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); - m_GPUResidentDrawer.ScheduleQueryRendererGroupInstancesJob(transformChanges.transformedID, transformedInstances).Complete(); - // We can pull localToWorldMatrices directly from the renderers if we are doing update after PostLatUpdate. - // This will save us transform re computation as matrices are ready inside renderer's TransformInfo. - m_GPUResidentDrawer.TransformInstances(transformedInstances, transformChanges.localToWorldMatrices); - transformedInstances.Dispose(); - transformChanges.Dispose(); - Profiler.EndSample(); - } - } -} diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs index e2fe7d03664..ba1bc651da8 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs @@ -852,8 +852,8 @@ internal void RegisterPerSceneData(ProbeVolumePerSceneData data) /// The scene for which to load the baking set. public void SetActiveScene(Scene scene) { - if (TryGetBakingSetForLoadedScene(scene, out var set)) - SetActiveBakingSet(set); + if (TryGetPerSceneData(GetSceneGUID(scene), out var perSceneData)) + SetActiveBakingSet(perSceneData.serializedBakingSet); } /// @@ -930,23 +930,6 @@ internal void UnregisterPerSceneData(ProbeVolumePerSceneData data) UnloadBakingSet(); } - internal bool TryGetBakingSetForLoadedScene(Scene scene, out ProbeVolumeBakingSet bakingSet) - { - bakingSet = null; - if (TryGetPerSceneData(GetSceneGUID(scene), out var perSceneData)) - bakingSet = perSceneData.serializedBakingSet; - - #if UNITY_EDITOR - // some scenes in a baking set may not contain a probe volume - // Others might not be already baked - // We might still want to access the baking set for those in the editor - if (bakingSet == null) - bakingSet = ProbeVolumeBakingSet.GetBakingSetForScene(scene); - #endif - - return bakingSet != null; - } - internal bool TryGetPerSceneData(string sceneGUID, out ProbeVolumePerSceneData perSceneData) { foreach (var data in perSceneDataList) @@ -1639,16 +1622,18 @@ void InitProbeReferenceVolume() } #if UNITY_EDITOR - internal void EnsureCurrentBakingSet(ProbeVolumeBakingSet bakingSet) + internal bool EnsureCurrentBakingSet(ProbeVolumeBakingSet bakingSet) { //Ensure that all currently loaded scenes belong to the same set. foreach (var data in perSceneDataList) { - if (data.serializedBakingSet != null) - Debug.Assert(data.serializedBakingSet == bakingSet); + var set = ProbeVolumeBakingSet.GetBakingSetForScene(data.gameObject.scene); + if (set != bakingSet) + return false; } SetBakingSetAsCurrent(bakingSet); + return true; } #endif diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.Migration.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.Migration.cs index 379d018285e..4e0ab74e575 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.Migration.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.Migration.cs @@ -33,12 +33,14 @@ void Awake() { #if UNITY_EDITOR ProbeVolumeBakingSet.SyncBakingSets(); - ProbeReferenceVolume.instance.TryGetBakingSetForLoadedScene(gameObject.scene, out var bakingSet); - - int maxSubdiv = bakingSet != null ? bakingSet.simplificationLevels : 5; - int tmpLowest = lowestSubdivLevelOverride; - lowestSubdivLevelOverride = Mathf.Clamp(maxSubdiv - highestSubdivLevelOverride, 0, 5); - highestSubdivLevelOverride = Mathf.Clamp(maxSubdiv - tmpLowest, 0, 5); + var bakingSet = ProbeVolumeBakingSet.GetBakingSetForScene(gameObject.scene); + if (bakingSet != null) + { + int maxSubdiv = bakingSet != null ? bakingSet.simplificationLevels : 5; + int tmpLowest = lowestSubdivLevelOverride; + lowestSubdivLevelOverride = Mathf.Clamp(maxSubdiv - highestSubdivLevelOverride, 0, 5); + highestSubdivLevelOverride = Mathf.Clamp(maxSubdiv - tmpLowest, 0, 5); + } #endif version++; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.cs index fa57ca4ec28..1a967f1dbd6 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.cs @@ -217,7 +217,8 @@ internal bool ShouldCullCell(Vector3 cellPosition) var debugDisplay = ProbeReferenceVolume.instance.probeVolumeDebug; if (debugDisplay.realtimeSubdivision) { - if (!ProbeReferenceVolume.instance.TryGetBakingSetForLoadedScene(gameObject.scene, out var bakingSet)) + var bakingSet = ProbeVolumeBakingSet.GetBakingSetForScene(gameObject.scene); + if (bakingSet == null) return true; // Use the non-backed data to display real-time info @@ -274,7 +275,8 @@ void OnDrawGizmos() var probeOffset = ProbeReferenceVolume.instance.ProbeOffset() + ProbeVolumeDebug.currentOffset; if (debugDisplay.realtimeSubdivision) { - if (!ProbeReferenceVolume.instance.TryGetBakingSetForLoadedScene(gameObject.scene, out var bakingSet)) + var bakingSet = ProbeVolumeBakingSet.GetBakingSetForScene(gameObject.scene); + if (bakingSet == null) return; // Overwrite settings with data from profile diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.Editor.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.Editor.cs index 3ce892c232a..eaafdce5c95 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.Editor.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.Editor.cs @@ -555,13 +555,8 @@ internal void EnsurePerSceneData(Scene scene, string sceneGUID) GameObject go = new GameObject("ProbeVolumePerSceneData"); go.hideFlags |= HideFlags.HideInHierarchy; var perSceneData = go.AddComponent(); - perSceneData.sceneGUID = sceneGUID; SceneManager.MoveGameObjectToScene(go, scene); } - else - { - data.sceneGUID = sceneGUID; // Upgrade for older scenes. - } } } @@ -581,7 +576,7 @@ internal static bool SceneHasProbeVolumes(string sceneGUID) return bakingSet?.GetSceneBakeData(sceneGUID)?.hasProbeVolume ?? false; } - internal bool DialogNoProbeVolumeInSetShown() + internal bool DialogNoProbeVolumeInSetShown() { return dialogNoProbeVolumeInSetShown; } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeGlobalSettings.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeGlobalSettings.cs index 075aa3ec03b..287f77cfa65 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeGlobalSettings.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeGlobalSettings.cs @@ -64,19 +64,19 @@ class ProbeVolumeBakingResources : IRenderPipelineResources [ResourcePath("Editor/Lighting/ProbeVolume/VoxelizeScene.shader")] public Shader voxelizeSceneShader; - [ResourcePath("Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.compute")] + [ResourcePath("Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.urtshader")] public ComputeShader traceVirtualOffsetCS; - [ResourcePath("Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.raytrace")] + [ResourcePath("Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.urtshader")] public RayTracingShader traceVirtualOffsetRT; - [ResourcePath("Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.compute")] + [ResourcePath("Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.urtshader")] public ComputeShader skyOcclusionCS; - [ResourcePath("Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.raytrace")] + [ResourcePath("Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.urtshader")] public RayTracingShader skyOcclusionRT; - [ResourcePath("Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.compute")] + [ResourcePath("Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.urtshader")] public ComputeShader renderingLayerCS; - [ResourcePath("Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.raytrace")] + [ResourcePath("Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.urtshader")] public RayTracingShader renderingLayerRT; } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumePerSceneData.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumePerSceneData.cs index aae281be523..a1132b5ce2e 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumePerSceneData.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumePerSceneData.cs @@ -18,6 +18,8 @@ public class ProbeVolumePerSceneData : MonoBehaviour /// The baking set this scene is part of. public ProbeVolumeBakingSet bakingSet => serializedBakingSet; + // Warning: this is the baking set this scene was part of during last bake + // It shouldn't be used while baking as the scene may have been moved since then [SerializeField, FormerlySerializedAs("bakingSet")] internal ProbeVolumeBakingSet serializedBakingSet; [SerializeField] internal string sceneGUID = ""; @@ -86,6 +88,17 @@ internal void QueueSceneRemoval() void OnEnable() { + #if UNITY_EDITOR + // In the editor, always refresh the GUID as it may become out of date is scene is duplicated or other weird things + // This field is serialized, so it will be available in standalones, where it can't change anymore + var newGUID = gameObject.scene.GetGUID(); + if (newGUID != sceneGUID) + { + sceneGUID = newGUID; + EditorUtility.SetDirty(this); + } + #endif + ProbeReferenceVolume.instance.RegisterPerSceneData(this); } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl index c111b8ad404..1116c6d15d1 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl +++ b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl @@ -122,6 +122,9 @@ void Rotate(out float2 rot, float2 v, float cos0, float sin0) v.x * sin0 + v.y * cos0); } +// Disables LOAD_TEXTURE2D_ARRAY_LOD-related implicit vector-truncation warnings. +#pragma warning (disable : 3206) + #if defined(FLARE_COMPUTE_OCCLUSION) || defined(FLARE_OPENGL3_OR_OPENGLCORE) float GetLinearDepthValue(float2 uv) { @@ -332,6 +335,9 @@ VaryingsLensFlare vert(AttributesLensFlare input, uint instanceID : SV_InstanceI } #endif +// Resets LOAD_TEXTURE2D_ARRAY_LOD-related implicit vector-truncation warnings. +#pragma warning (default : 3206) + // Constrains: x in [0.0f, 1.0f] float InverseGradient(float x) { diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/CompilerContextData.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/CompilerContextData.cs index 112ff0040a2..9c0e78b479d 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/CompilerContextData.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/CompilerContextData.cs @@ -32,7 +32,6 @@ internal static unsafe ReadOnlySpan MakeReadOnlySpan(this ref NativeList(&list.GetUnsafeReadOnlyPtr()[first], numElements); } - [MethodImpl(MethodImplOptions.AggressiveInlining)] internal static int LastIndex(this ref NativeList list) where T : unmanaged { diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.Debug.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.Debug.cs index d02dd36c383..88f87b1cb63 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.Debug.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.Debug.cs @@ -285,8 +285,8 @@ internal void GenerateNativeCompilerDebugData(ref RenderGraph.DebugData debugDat foreach (ref readonly var nativePassData in ctx.NativePasses) { List mergedPassIds = new List(); - for (int passOffset = 0; passOffset < nativePassData.numGraphPasses; ++passOffset) - mergedPassIds.Add(nativePassData.firstGraphPass + passOffset); + for (int graphPassId = nativePassData.firstGraphPass; graphPassId < nativePassData.lastGraphPass + 1; ++graphPassId) + mergedPassIds.Add(graphPassId); if (nativePassData.numGraphPasses > 0) { diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs index 73675eac3ce..ce5a9605d87 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs @@ -768,7 +768,7 @@ void DetermineLoadStoreActions(ref NativePassData nativePass) using (new ProfilingScope(ProfilingSampler.Get(NativeCompilerProfileId.NRPRGComp_PrepareNativePass))) { ref readonly var firstGraphPass = ref contextData.passData.ElementAt(nativePass.firstGraphPass); - ref readonly var lastGraphPass = ref contextData.passData.ElementAt(nativePass.firstGraphPass + nativePass.numGraphPasses - 1); + ref readonly var lastGraphPass = ref contextData.passData.ElementAt(nativePass.lastGraphPass); // Some passes don't do any rendering only state changes so just skip them // If these passes trigger any drawing the raster command buffer will warn users no render targets are set-up for their rendering @@ -864,10 +864,10 @@ void DetermineLoadStoreActions(ref NativePassData nativePass) // Simple non-msaa case if (nativePass.samples <= 1) { - // The resource is still used after this renderpass so we need to store it imported resources always need to be sored + // The resource is still used after this renderpass so we need to store it imported resources always need to be stored // as we don't know what happens with them and assume the contents are somewhow used outside the graph int destroyPassID = resourceData.lastUsePassID; - if (destroyPassID >= nativePass.firstGraphPass + nativePass.numGraphPasses) + if (destroyPassID >= nativePass.lastGraphPass + 1) { currAttachment.storeAction = RenderBufferStoreAction.Store; #if UNITY_EDITOR diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs index 986acea4e9b..23066848f12 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs @@ -68,7 +68,7 @@ internal enum PassMergeState { None = -1, // this pass is "standalone", it will begin and end the NRP Begin = 0, // Only Begin NRP is done by this pass, sequential passes will End the NRP (after 0 or more additional subpasses) - SubPass = 1, // This pass is a subpass only. Begin has been called by a previous pass and end will be called be a pass after this one + SubPass = 1, // This pass is a subpass only. Begin has been called by a previous pass and end will be called by a pass after this one End = 2 // This pass is both a subpass and will end the current NRP } @@ -517,6 +517,7 @@ internal struct NativePassData // Index of the first graph pass this native pass encapsulates public int firstGraphPass; // Offset+count in context pass array + public int lastGraphPass; public int numGraphPasses; public int firstNativeSubPass; // Offset+count in context subpass array @@ -531,6 +532,7 @@ internal struct NativePassData public NativePassData(ref PassData pass, CompilerContextData ctx) { firstGraphPass = pass.passId; + lastGraphPass = pass.passId; numGraphPasses = 1; firstNativeSubPass = -1;// Set up during compile numNativeSubPasses = 0; @@ -580,7 +582,27 @@ public readonly bool IsValid() } [MethodImpl(MethodImplOptions.AggressiveInlining)] - public readonly ReadOnlySpan GraphPasses(CompilerContextData ctx) => ctx.passData.MakeReadOnlySpan(firstGraphPass, numGraphPasses); + public readonly ReadOnlySpan GraphPasses(CompilerContextData ctx) + { + // When there's no pass being culled, we can directly return a Span of the Native List + if (lastGraphPass - firstGraphPass + 1 == numGraphPasses) + { + return ctx.passData.MakeReadOnlySpan(firstGraphPass, numGraphPasses); + } + + var actualPasses = new PassData[numGraphPasses]; + + for (int i = firstGraphPass, index = 0; i < lastGraphPass + 1; ++i) + { + var pass = ctx.passData[i]; + if (!pass.culled) + { + actualPasses[index++] = pass; + } + } + + return actualPasses; + } [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void GetGraphPassNames(CompilerContextData ctx, DynamicArray dest) @@ -649,7 +671,7 @@ public static PassBreakAudit CanMerge(CompilerContextData contextData, int activ var inputResource = input.resource; var writingPassId = contextData.resources[inputResource].writePassId; // Is the writing pass enclosed in the current native renderpass - if (writingPassId >= nativePass.firstGraphPass && writingPassId < nativePass.firstGraphPass + nativePass.numGraphPasses) + if (writingPassId >= nativePass.firstGraphPass && writingPassId < nativePass.lastGraphPass + 1) { // If it's not used as a fragment, it's used as some sort of texture read of load so we need so sync it out if (!passToMerge.IsUsedAsFragment(inputResource, contextData)) @@ -975,17 +997,26 @@ static void UpdateNativeSubPassesAttachments(CompilerContextData contextData, re int lastVisitedNativeSubpassIdx = -1; ref readonly var fragmentList = ref nativePass.fragments; + var countPasses = nativePass.lastGraphPass - nativePass.firstGraphPass + 1; + // Do not iterate over the last graph pass as it is the one we are currently adding - for (var graphPassIdx = 0; graphPassIdx < nativePass.numGraphPasses - 1; ++graphPassIdx) + for (var graphPassIdx = 0; graphPassIdx < countPasses - 1; ++graphPassIdx) { // We only check the first graph pass of each existing native subpass - if other graph passes // have been merged into a native subpass, it's because they had the same attachments. ref readonly var currGraphPass = ref contextData.passData.ElementAt(nativePass.firstGraphPass + graphPassIdx); + // Already updated this native subpass if (currGraphPass.nativeSubPassIndex + nativePass.firstNativeSubPass == lastVisitedNativeSubpassIdx) { - // Already updated this native subpass + continue; + } + + // Shouldn't be necessary since we only check the first graph pass of each existing native subpass + // But let's be safe and check anyway if the pass has been culled or not. + if (currGraphPass.culled) + { continue; } @@ -1050,7 +1081,7 @@ public static PassBreakAudit TryMerge(CompilerContextData contextData, int activ var passBreakAudit = CanMerge(contextData, activeNativePassId, passIdToMerge); // Pass cannot be merged into active native pass - if(passBreakAudit.reason != PassBreakReason.Merged) + if (passBreakAudit.reason != PassBreakReason.Merged) return passBreakAudit; ref var passToMerge = ref contextData.passData.ElementAt(passIdToMerge); @@ -1060,7 +1091,9 @@ public static PassBreakAudit TryMerge(CompilerContextData contextData, int activ if (passToMerge.nativePassIndex >= 0) contextData.nativePassData.ElementAt(passToMerge.nativePassIndex).Clear(); passToMerge.nativePassIndex = activeNativePassId; + nativePass.numGraphPasses++; + nativePass.lastGraphPass = passIdToMerge; // Depth needs special handling if the native pass doesn't have depth and merges with a pass that does // as we require the depth attachment to be at index 0 @@ -1133,6 +1166,7 @@ public static PassBreakAudit TryMerge(CompilerContextData contextData, int activ } TryMergeNativeSubPass(contextData, ref nativePass, ref passToMerge); + SetPassStatesForNativePass(contextData, activeNativePassId); return passBreakAudit; @@ -1145,11 +1179,24 @@ public static void SetPassStatesForNativePass(CompilerContextData contextData, i if (nativePass.numGraphPasses > 1) { contextData.passData.ElementAt(nativePass.firstGraphPass).mergeState = PassMergeState.Begin; - for (int i = 1; i < nativePass.numGraphPasses - 1; i++) + + var countPasses = nativePass.lastGraphPass - nativePass.firstGraphPass + 1; + + for (int i = 1; i < countPasses; i++) { + var indexPass = nativePass.firstGraphPass + i; + + // This pass was culled and should not be considere + if (contextData.passData.ElementAt(indexPass).culled) + { + contextData.passData.ElementAt(indexPass).mergeState = PassMergeState.None; + continue; + } + contextData.passData.ElementAt(nativePass.firstGraphPass + i).mergeState = PassMergeState.SubPass; } - contextData.passData.ElementAt(nativePass.firstGraphPass + nativePass.numGraphPasses - 1).mergeState = PassMergeState.End; + + contextData.passData.ElementAt(nativePass.lastGraphPass).mergeState = PassMergeState.End; } else { diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/IRenderGraphBuilder.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/IRenderGraphBuilder.cs index d70178cf011..932cfdde1b0 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/IRenderGraphBuilder.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/IRenderGraphBuilder.cs @@ -106,7 +106,7 @@ public interface IBaseRenderGraphBuilder : IDisposable public void EnableAsyncCompute(bool value); /// - /// Allow or not pass culling + /// Allow or not pass culling. /// By default all passes can be culled out if the render graph detects it's not actually used. /// In some cases, a pass may not write or read any texture but rather do something with side effects (like setting a global texture parameter for example). /// This function can be used to tell the system that it should not cull this pass. diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs index 74098b8b7a8..cb676f2e0b5 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs @@ -1368,7 +1368,7 @@ internal void OnPassAdded(RenderGraphPass pass) { if (m_DebugParameters.immediateMode) { - ExecutePassImmediatly(pass); + ExecutePassImmediately(pass); } } @@ -1389,11 +1389,11 @@ internal int ComputeGraphHash() { using (new ProfilingScope(ProfilingSampler.Get(RenderGraphProfileId.ComputeHashRenderGraph))) { - int hash = 0; + var hash128 = HashFNV1A32.Create(); for (int i = 0; i < m_RenderPasses.Count; ++i) - hash = hash * 23 + m_RenderPasses[i].ComputeHash(m_Resources); + m_RenderPasses[i].ComputeHash(ref hash128, m_Resources); - return hash; + return hash128.value; } } @@ -2093,7 +2093,7 @@ ref CompiledPassInfo CompilePassImmediatly(RenderGraphPass pass) return ref passInfo; } - void ExecutePassImmediatly(RenderGraphPass pass) + void ExecutePassImmediately(RenderGraphPass pass) { ExecuteCompiledPass(ref CompilePassImmediatly(pass)); } @@ -2106,9 +2106,7 @@ void ExecuteCompiledPass(ref CompiledPassInfo passInfo) var pass = m_RenderPasses[passInfo.index]; if (!pass.HasRenderFunc()) - { - throw new InvalidOperationException(string.Format("RenderPass {0} was not provided with an execute function.", pass.name)); - } + throw new InvalidOperationException($"RenderPass {pass.name} was not provided with an execute function."); try { @@ -2210,7 +2208,7 @@ void PreRenderPassExecute(in CompiledPassInfo passInfo, RenderGraphPass pass, In { // Need to save the command buffer to restore it later as the one in the context can changed if running a pass async. m_PreviousCommandBuffer = rgContext.cmd; - + bool executedWorkDuringResourceCreation = false; for (int type = 0; type < (int)RenderGraphResourceType.Count; ++type) { diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilders.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilders.cs index 6a6aa4934f2..80a65179171 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilders.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilders.cs @@ -54,12 +54,22 @@ public void EnableAsyncCompute(bool value) public void AllowPassCulling(bool value) { + // This pass cannot be culled if it allows global state modifications + if (value && m_RenderPass.allowGlobalState) + return; + m_RenderPass.AllowPassCulling(value); } public void AllowGlobalStateModification(bool value) { m_RenderPass.AllowGlobalState(value); + + // This pass cannot be culled if it allows global state modifications + if (value) + { + AllowPassCulling(false); + } } /// @@ -288,7 +298,7 @@ public void UseGlobalTexture(int propertyId, AccessFlags flags) } else { - throw new ArgumentException("Trying to read global texture property {globalPropertyID} but no previous pass in the graph assigned a value to this global."); + throw new ArgumentException($"Trying to read global texture property {propertyId} but no previous pass in the graph assigned a value to this global."); } } @@ -367,7 +377,7 @@ private void CheckUseFragment(TextureHandle tex, bool isDepth) { if (globalTex.Item1.handle.index == tex.handle.index) { - throw new InvalidOperationException($"Trying to SetRenderAttachment on a texture that is currently set on a global texture slot. Shaders might be using the texture using samplers. You should ensure textures are not set as globals when using them as fragment attachments."); + throw new InvalidOperationException("Trying to SetRenderAttachment on a texture that is currently set on a global texture slot. Shaders might be using the texture using samplers. You should ensure textures are not set as globals when using them as fragment attachments."); } } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs index 55f789c2da7..9336280d115 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs @@ -327,7 +327,7 @@ public void SetDepthBufferRaw(in TextureHandle resource, AccessFlags accessFlags // Here we want to keep computation to a minimum and only hash what will influence NRP compiler: Pass merging, load/store actions etc. [MethodImpl(MethodImplOptions.AggressiveInlining)] - void ComputeTextureHash(ref int hash, in ResourceHandle handle, RenderGraphResourceRegistry resources) + void ComputeTextureHash(ref HashFNV1A32 generator, in ResourceHandle handle, RenderGraphResourceRegistry resources) { if (handle.index == 0) return; @@ -338,66 +338,64 @@ void ComputeTextureHash(ref int hash, in ResourceHandle handle, RenderGraphResou if (res.graphicsResource.externalTexture != null) // External texture { var externalTexture = res.graphicsResource.externalTexture; - hash = hash * 23 + (int)externalTexture.graphicsFormat; - hash = hash * 23 + (int)externalTexture.dimension; - hash = hash * 23 + externalTexture.width; - hash = hash * 23 + externalTexture.height; + generator.Append((int) externalTexture.graphicsFormat); + generator.Append((int) externalTexture.dimension); + generator.Append(externalTexture.width); + generator.Append(externalTexture.height); if (externalTexture is RenderTexture externalRT) - hash = hash * 23 + externalRT.antiAliasing; + generator.Append(externalRT.antiAliasing); } else if (res.graphicsResource.rt != null) // Regular RTHandle { var rt = res.graphicsResource.rt; - hash = hash * 23 + (int)rt.graphicsFormat; - hash = hash * 23 + (int)rt.dimension; - hash = hash * 23 + rt.antiAliasing; + generator.Append((int) rt.graphicsFormat); + generator.Append((int) rt.dimension); + generator.Append(rt.antiAliasing); if (res.graphicsResource.useScaling) - { if (res.graphicsResource.scaleFunc != null) - hash = hash * 23 + CustomGetHashCode(res.graphicsResource.scaleFunc); + generator.Append(res.graphicsResource.scaleFunc); else - hash = hash * 23 + res.graphicsResource.scaleFactor.GetHashCode(); - } + generator.Append(res.graphicsResource.scaleFactor); else { - hash = hash * 23 + rt.width; - hash = hash * 23 + rt.height; + generator.Append(rt.width); + generator.Append(rt.height); } } else if (res.graphicsResource.nameID != default) // External RTI { // The only info we have is from the provided desc upon importing. ref var desc = ref res.desc; - hash = hash * 23 + (int)desc.colorFormat; - hash = hash * 23 + (int)desc.dimension; - hash = hash * 23 + (int)desc.msaaSamples; - hash = hash * 23 + desc.width; - hash = hash * 23 + desc.height; + generator.Append((int) desc.colorFormat); + generator.Append((int) desc.dimension); + generator.Append((int) desc.msaaSamples); + generator.Append(desc.width); + generator.Append(desc.height); } // Add the clear/discard buffer flags to the hash (used in all the cases above) - hash = hash * 23 + res.desc.clearBuffer.GetHashCode(); - hash = hash * 23 + res.desc.discardBuffer.GetHashCode(); + generator.Append(res.desc.clearBuffer); + generator.Append(res.desc.discardBuffer); } else { var desc = resources.GetTextureResourceDesc(handle); - hash = hash * 23 + (int)desc.colorFormat; - hash = hash * 23 + (int)desc.dimension; - hash = hash * 23 + (int)desc.msaaSamples; - hash = hash * 23 + desc.clearBuffer.GetHashCode(); - hash = hash * 23 + desc.discardBuffer.GetHashCode(); + generator.Append((int) desc.colorFormat); + generator.Append((int) desc.dimension); + generator.Append((int) desc.msaaSamples); + generator.Append(desc.clearBuffer); + generator.Append(desc.discardBuffer); switch (desc.sizeMode) { case TextureSizeMode.Explicit: - hash = hash * 23 + desc.width; - hash = hash * 23 + desc.height; + generator.Append(desc.width); + generator.Append(desc.height); break; case TextureSizeMode.Scale: - hash = hash * 23 + desc.scale.GetHashCode(); + generator.Append(desc.scale); break; case TextureSizeMode.Functor: - hash = hash * 23 + CustomGetHashCode(desc.func); + generator.Append(desc.func); break; } } @@ -405,108 +403,98 @@ void ComputeTextureHash(ref int hash, in ResourceHandle handle, RenderGraphResou // This function is performance sensitive. // Avoid mass function calls to get the hashCode and compute locally instead. - public int ComputeHash(RenderGraphResourceRegistry resources) + public void ComputeHash(ref HashFNV1A32 generator, RenderGraphResourceRegistry resources) { - int hash = index; - hash = hash * 23 + (int)type; - hash = hash * 23 + (enableAsyncCompute ? 1 : 0); - hash = hash * 23 + (allowPassCulling ? 1 : 0); - hash = hash * 23 + (allowGlobalState ? 1 : 0); - hash = hash * 23 + (enableFoveatedRasterization ? 1 : 0); + generator.Append((int) type); + generator.Append(enableAsyncCompute); + generator.Append(allowPassCulling); + generator.Append(allowGlobalState); + generator.Append(enableFoveatedRasterization); var depthHandle = depthAccess.textureHandle.handle; if (depthHandle.IsValid()) { - hash = hash * 23 + depthHandle.index; - hash = hash * 23 + (int)depthAccess.flags; - hash = hash * 23 + depthAccess.mipLevel; - hash = hash * 23 + depthAccess.depthSlice; - ComputeTextureHash(ref hash, depthHandle, resources); + ComputeTextureHash(ref generator, depthHandle, resources); + ComputeHashForTextureAccess(ref generator, depthHandle, depthAccess); } for (int i = 0; i < colorBufferMaxIndex + 1; ++i) { var colorBufferAccessElement = colorBufferAccess[i]; var handle = colorBufferAccessElement.textureHandle.handle; - if (handle.IsValid()) - { - ComputeTextureHash(ref hash, handle, resources); - hash = hash * 23 + handle.index; - hash = hash * 23 + (int)colorBufferAccessElement.flags; - hash = hash * 23 + colorBufferAccessElement.mipLevel; - hash = hash * 23 + colorBufferAccessElement.depthSlice; - } + if (!handle.IsValid()) + continue; + + ComputeTextureHash(ref generator, handle, resources); + ComputeHashForTextureAccess(ref generator, handle, colorBufferAccessElement); } - hash = hash * 23 + colorBufferMaxIndex; + generator.Append(colorBufferMaxIndex); for (int i = 0; i < fragmentInputMaxIndex + 1; ++i) { var fragmentInputAccessElement = fragmentInputAccess[i]; var handle = fragmentInputAccessElement.textureHandle.handle; - if (handle.IsValid()) - { - ComputeTextureHash(ref hash, handle, resources); - hash = hash * 23 + handle.index; - hash = hash * 23 + (int)fragmentInputAccessElement.flags; - hash = hash * 23 + fragmentInputAccessElement.mipLevel; - hash = hash * 23 + fragmentInputAccessElement.depthSlice; - } + if (!handle.IsValid()) + continue; + + ComputeTextureHash(ref generator, handle, resources); + ComputeHashForTextureAccess(ref generator, handle, fragmentInputAccessElement); } for (int i = 0; i < randomAccessResourceMaxIndex + 1; ++i) { var rar = randomAccessResource[i]; - if (rar.h.IsValid()) - { - hash = hash * 23 + rar.h.index; - hash = hash * 23 + (rar.preserveCounterValue ? 1 : 0); - } - } - hash = hash * 23 + randomAccessResourceMaxIndex; + if (!rar.h.IsValid()) + continue; - hash = hash * 23 + fragmentInputMaxIndex; - hash = hash * 23 + (generateDebugData ? 1 : 0); - hash = hash * 23 + (allowRendererListCulling ? 1 : 0); + generator.Append(rar.h.index); + generator.Append(rar.preserveCounterValue); + } + generator.Append(randomAccessResourceMaxIndex); + generator.Append(fragmentInputMaxIndex); + generator.Append(generateDebugData); + generator.Append(allowRendererListCulling); for (int resType = 0; resType < (int)RenderGraphResourceType.Count; resType++) { var resourceReads = resourceReadLists[resType]; for (int i = 0; i < resourceReads.Count; ++i) - hash = hash * 23 + resourceReads[i].index; + generator.Append(resourceReads[i].index); var resourceWrites = resourceWriteLists[resType]; for (int i = 0; i < resourceWrites.Count; ++i) - hash = hash * 23 + resourceWrites[i].index; + generator.Append(resourceWrites[i].index); var resourceTransient = transientResourceList[resType]; for (int i = 0; i < resourceTransient.Count; ++i) - hash = hash * 23 + resourceTransient[i].index; + generator.Append(resourceTransient[i].index); } for (int i = 0; i < usedRendererListList.Count; ++i) - hash = hash * 23 + usedRendererListList[i].handle; + generator.Append(usedRendererListList[i].handle); for (int i = 0; i < setGlobalsList.Count; ++i) { var global = setGlobalsList[i]; - hash = hash * 23 + global.Item1.handle.index; - hash = hash * 23 + global.Item2; + generator.Append(global.Item1.handle.index); + generator.Append(global.Item2); } - hash = hash * 23 + (useAllGlobalTextures ? 1 : 0); + generator.Append(useAllGlobalTextures); for (int i = 0; i < implicitReadsList.Count; ++i) - hash = hash * 23 + implicitReadsList[i].index; - - hash = hash * 23 + GetRenderFuncHash(); + generator.Append(implicitReadsList[i].index); - return hash; + generator.Append(GetRenderFuncHash()); } [MethodImpl(MethodImplOptions.AggressiveInlining)] - protected static int CustomGetHashCode(Delegate del) + static void ComputeHashForTextureAccess(ref HashFNV1A32 generator, in ResourceHandle handle, in TextureAccess textureAccess) { - return del.Method.GetHashCode() ^ RuntimeHelpers.GetHashCode(del.Target); + generator.Append(handle.index); + generator.Append((int) textureAccess.flags); + generator.Append(textureAccess.mipLevel); + generator.Append(textureAccess.depthSlice); } } @@ -548,7 +536,7 @@ public override bool HasRenderFunc() [MethodImpl(MethodImplOptions.AggressiveInlining)] public override int GetRenderFuncHash() { - return renderFunc != null ? CustomGetHashCode(renderFunc) : 0; + return renderFunc != null ? HashFNV1A32.GetFuncHashCode(renderFunc) : 0; } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceBuffer.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceBuffer.cs index 944a153f9a1..ce35d207bdd 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceBuffer.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceBuffer.cs @@ -1,3 +1,4 @@ +using System; using System.Diagnostics; using UnityEngine.Scripting.APIUpdating; @@ -92,14 +93,12 @@ public BufferDesc(int count, int stride, GraphicsBuffer.Target target) /// The texture descriptor hash. public override int GetHashCode() { - int hashCode = 17; - - hashCode = hashCode * 23 + count; - hashCode = hashCode * 23 + stride; - hashCode = hashCode * 23 + (int)target; - hashCode = hashCode * 23 + (int)usageFlags; - - return hashCode; + var hashCode = HashFNV1A32.Create(); + hashCode.Append(count); + hashCode.Append(stride); + hashCode.Append((int) target); + hashCode.Append((int) usageFlags); + return hashCode.value; } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourcePool.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourcePool.cs index a5797471997..9e916c8ddbe 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourcePool.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourcePool.cs @@ -18,7 +18,7 @@ abstract class RenderGraphResourcePool : IRenderGraphResourcePool where Ty // The list needs to be sorted otherwise you could get inconsistent resource usage from one frame to another. protected Dictionary> m_ResourcePool = new Dictionary>(); - + // This list allows us to determine if all resources were correctly released in the frame when validity checks are enabled. // This is useful to warn in case of user error or avoid leaks when a render graph execution errors occurs for example. List<(int, Type)> m_FrameAllocatedResources = new List<(int, Type)>(); @@ -39,7 +39,7 @@ public void ReleaseResource(int hash, Type resource, int currentFrameIndex) m_ResourcePool.Add(hash, list); } - list.Add(GetSortIndex(resource), (resource, currentFrameIndex)); + list.Add(GetSortIndex(resource), (resource, currentFrameIndex)); } public bool TryGetResource(int hashCode, out Type resource) diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs index 492bfe2584f..1318c85c64a 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs @@ -230,10 +230,10 @@ internal CoreRendererList GetRendererList(in RendererListHandle handle) } [Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")] - void CheckBufferResource(BufferResource bufferResoruce) + void CheckBufferResource(BufferResource bufferResource) { - if (bufferResoruce.graphicsResource == null) - throw new InvalidOperationException("Trying to use a graphics buffer ({bufferResource.GetName()}) that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once."); + if (bufferResource.graphicsResource == null) + throw new InvalidOperationException($"Trying to use a graphics buffer ({bufferResource.GetName()}) that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once."); } internal GraphicsBuffer GetBuffer(in BufferHandle handle) @@ -266,7 +266,7 @@ internal RayTracingAccelerationStructure GetRayTracingAccelerationStructure(in R var resource = accelStructureResource.graphicsResource; #if DEVELOPMENT_BUILD || UNITY_EDITOR if (resource == null) - throw new InvalidOperationException("Trying to use a acceleration structure ({accelStructureResource.GetName()}) that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once."); + throw new InvalidOperationException($"Trying to use a acceleration structure ({accelStructureResource.GetName()}) that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once."); #endif return resource; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceTexture.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceTexture.cs index 1ac0510652b..a68ce2e4504 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceTexture.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceTexture.cs @@ -360,7 +360,7 @@ public TextureDesc(RenderTexture input) : this(input.descriptor) wrapMode = input.wrapMode; anisoLevel = input.anisoLevel; mipMapBias = input.mipMapBias; - this.name = "UnNamedFromRenderTextureDescriptor"; + name = "UnNamedFromRenderTextureDescriptor"; } /// @@ -369,49 +369,43 @@ public TextureDesc(RenderTexture input) : this(input.descriptor) /// The texture descriptor hash. public override int GetHashCode() { - int hashCode = 17; - - unchecked + var hashCode = HashFNV1A32.Create(); + switch (sizeMode) { - switch (sizeMode) - { - case TextureSizeMode.Explicit: - hashCode = hashCode * 23 + width; - hashCode = hashCode * 23 + height; - break; - case TextureSizeMode.Functor: - if (func != null) - hashCode = hashCode * 23 + func.GetHashCode(); - break; - case TextureSizeMode.Scale: - hashCode = hashCode * 23 + scale.x.GetHashCode(); - hashCode = hashCode * 23 + scale.y.GetHashCode(); - break; - } - - hashCode = hashCode * 23 + mipMapBias.GetHashCode(); - hashCode = hashCode * 23 + slices; - hashCode = hashCode * 23 + (int)depthBufferBits; - hashCode = hashCode * 23 + (int)colorFormat; - hashCode = hashCode * 23 + (int)filterMode; - hashCode = hashCode * 23 + (int)wrapMode; - hashCode = hashCode * 23 + (int)dimension; - hashCode = hashCode * 23 + (int)memoryless; - hashCode = hashCode * 23 + (int)vrUsage; - hashCode = hashCode * 23 + anisoLevel; - hashCode = hashCode * 23 + (enableRandomWrite ? 1 : 0); - hashCode = hashCode * 23 + (useMipMap ? 1 : 0); - hashCode = hashCode * 23 + (autoGenerateMips ? 1 : 0); - hashCode = hashCode * 23 + (isShadowMap ? 1 : 0); - hashCode = hashCode * 23 + (bindTextureMS ? 1 : 0); - hashCode = hashCode * 23 + (useDynamicScale ? 1 : 0); - hashCode = hashCode * 23 + (int)msaaSamples; -#if UNITY_2020_2_OR_NEWER - hashCode = hashCode * 23 + (fastMemoryDesc.inFastMemory ? 1 : 0); -#endif + case TextureSizeMode.Explicit: + hashCode.Append(width); + hashCode.Append(height); + break; + case TextureSizeMode.Functor: + if (func != null) + hashCode.Append(func); + break; + case TextureSizeMode.Scale: + hashCode.Append(scale); + break; } - return hashCode; + hashCode.Append(mipMapBias); + hashCode.Append(slices); + hashCode.Append((int) depthBufferBits); + hashCode.Append((int) colorFormat); + hashCode.Append((int) filterMode); + hashCode.Append((int) wrapMode); + hashCode.Append((int) dimension); + hashCode.Append((int) memoryless); + hashCode.Append((int) vrUsage); + hashCode.Append(anisoLevel); + hashCode.Append(enableRandomWrite); + hashCode.Append(useMipMap); + hashCode.Append(autoGenerateMips); + hashCode.Append(isShadowMap); + hashCode.Append(bindTextureMS); + hashCode.Append(useDynamicScale); + hashCode.Append((int) msaaSamples); +#if UNITY_2020_2_OR_NEWER + hashCode.Append(fastMemoryDesc.inFastMemory); +#endif + return hashCode.value; } /// diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResources.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResources.cs index dc4aabdac68..5df755d4fe5 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResources.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResources.cs @@ -234,7 +234,7 @@ public override void CreatePooledGraphicsResource() int hashCode = GetDescHashCode(); if (graphicsResource != null) - throw new InvalidOperationException(string.Format("RenderGraphResource: Trying to create an already created resource ({0}). Resource was probably declared for writing more than once in the same pass.", GetName())); + throw new InvalidOperationException($"RenderGraphResource: Trying to create an already created resource ({GetName()}). Resource was probably declared for writing more than once in the same pass."); // If the pool doesn't have any available resource that we can use, we will create one // In any case, we will update the graphicsResource name based on the RenderGraph resource name diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderPipelineResources/GPUDriven/.buginfo b/Packages/com.unity.render-pipelines.core/Runtime/RenderPipelineResources/GPUDriven/.buginfo index 4279cea9058..58dd2dca33f 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderPipelineResources/GPUDriven/.buginfo +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderPipelineResources/GPUDriven/.buginfo @@ -1 +1 @@ -area: Weta Real Time \ No newline at end of file +area: Graphics Optimization Systems diff --git a/Packages/com.unity.render-pipelines.core/Runtime/STP/StpSetup.compute b/Packages/com.unity.render-pipelines.core/Runtime/STP/StpSetup.compute index 6d38a22255f..4f6de533a3a 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/STP/StpSetup.compute +++ b/Packages/com.unity.render-pipelines.core/Runtime/STP/StpSetup.compute @@ -5,7 +5,12 @@ #pragma multi_compile _ ENABLE_LARGE_KERNEL #pragma multi_compile _ UNITY_DEVICE_SUPPORTS_NATIVE_16BIT -#pragma multi_compile _ UNITY_DEVICE_SUPPORTS_WAVE_ANY + +// TODO: Re-enable support for wave reductions (usage of UNITY_DEVICE_SUPPORTS_WAVE_ANY keyword) +// +// We've run into many platform specific problems when trying to use wave operations for STP's reductions so they're being +// disabled for now. Enabling support for wave operations also causes us to use DXC on the 32-bit path on some Qualcomm Android +// devices and this triggers visual artifacts that we have no other way to work around at the moment. #pragma multi_compile _ DISABLE_TEXTURE2D_X_ARRAY diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blitter.cs b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blitter.cs index ad836f76060..9f8c3801785 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blitter.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blitter.cs @@ -235,8 +235,10 @@ public static void Cleanup() /// The default blit material for specified arguments. static public Material GetBlitMaterial(TextureDimension dimension, bool singleSlice = false) { - bool useTexArray = dimension == TextureDimension.Tex2DArray; - return useTexArray ? (singleSlice ? s_BlitTexArraySingleSlice : s_BlitTexArray) : s_Blit; + var material = (dimension == TextureDimension.Tex2DArray) + ? (singleSlice ? s_BlitTexArraySingleSlice : s_BlitTexArray) + : null; + return material == null ? s_Blit : material; } static internal void DrawTriangle(RasterCommandBuffer cmd, Material material, int shaderPass) @@ -461,7 +463,9 @@ public static void BlitTexture(RasterCommandBuffer cmd, RenderTargetIdentifier s /// Pass idx within the material to invoke. public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, Vector4 scaleBias, Material material, int pass) { + s_PropertyBlock.Clear(); s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBias); + // Unfortunately there is no function bind a RenderTargetIdentifier with a property block so we have to bind it globally. cmd.SetGlobalTexture(BlitShaderIDs._BlitTexture, source); DrawTriangle(cmd, material, pass); @@ -477,6 +481,9 @@ public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, /// Pass idx within the material to invoke. public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, int pass) { + s_PropertyBlock.Clear(); + s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, Vector2.one); + // Unfortunately there is no function bind a RenderTargetIdentifier with a property block so we have to bind it globally. cmd.SetGlobalTexture(BlitShaderIDs._BlitTexture, source); cmd.SetRenderTarget(destination); @@ -495,6 +502,9 @@ public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, /// Pass idx within the material to invoke. public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, RenderBufferLoadAction loadAction, RenderBufferStoreAction storeAction, Material material, int pass) { + s_PropertyBlock.Clear(); + s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, Vector2.one); + // Unfortunately there is no function bind a RenderTargetIdentifier with a property block so we have to bind it globally. cmd.SetGlobalTexture(BlitShaderIDs._BlitTexture, source); cmd.SetRenderTarget(destination, loadAction, storeAction); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/HashFNV1A32.cs b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/HashFNV1A32.cs new file mode 100644 index 00000000000..2ad88bb4875 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/HashFNV1A32.cs @@ -0,0 +1,125 @@ +using System; +using System.Runtime.CompilerServices; + +namespace UnityEngine.Rendering +{ + internal ref struct HashFNV1A32 + { + /// + /// FNV prime. + /// + const uint k_Prime = 16777619; + + /// + /// FNV offset basis. + /// + const uint k_OffsetBasis = 2166136261; + + uint m_Hash; + + public static HashFNV1A32 Create() + { + return new HashFNV1A32 { m_Hash = k_OffsetBasis }; + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public void Append(in int input) + { + unchecked + { + m_Hash = (m_Hash ^ (uint)input) * k_Prime; + } + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public void Append(in uint input) + { + unchecked + { + m_Hash = (m_Hash ^ input) * k_Prime; + } + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public void Append(in bool input) + { + m_Hash = (m_Hash ^ (input ? 1u : 0u)) * k_Prime; + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public void Append(in float input) + { + unchecked + { + m_Hash = (m_Hash ^ (uint)input.GetHashCode()) * k_Prime; + } + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public void Append(in double input) + { + unchecked + { + m_Hash = (m_Hash ^ (uint)input.GetHashCode()) * k_Prime; + } + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public void Append(in Vector2 input) + { + unchecked + { + m_Hash = (m_Hash ^ (uint)input.GetHashCode()) * k_Prime; + } + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public void Append(in Vector3 input) + { + unchecked + { + m_Hash = (m_Hash ^ (uint)input.GetHashCode()) * k_Prime; + } + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public void Append(in Vector4 input) + { + unchecked + { + m_Hash = (m_Hash ^ (uint)input.GetHashCode()) * k_Prime; + } + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public void Append(T input) where T : struct + { + unchecked + { + m_Hash = (m_Hash ^ (uint)input.GetHashCode()) * k_Prime; + } + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public void Append(Delegate del) + { + unchecked + { + m_Hash = (m_Hash ^ (uint)GetFuncHashCode(del)) * k_Prime; + } + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + internal static int GetFuncHashCode(Delegate del) + { + return del.Method.GetHashCode() ^ RuntimeHelpers.GetHashCode(del.Target); + } + + public int value => (int)m_Hash; + + public override int GetHashCode() + { + return value; + } + } +} diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/HashFNV1A32.cs.meta b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/HashFNV1A32.cs.meta new file mode 100644 index 00000000000..4f862b9493d --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/HashFNV1A32.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 06752bfeb5aa4120929229ade28a7cba +timeCreated: 1720533699 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/LightUnitUtils.cs b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/LightUnitUtils.cs index 4b5beff8321..5f902c1b05a 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/LightUnitUtils.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/LightUnitUtils.cs @@ -172,7 +172,7 @@ public static float GetAreaFromRectangleLight(Vector2 rectSize) /// Projected surface area. public static float GetAreaFromDiscLight(float discRadius) { - return discRadius * discRadius * Mathf.PI; + return discRadius * discRadius * Mathf.PI * Mathf.PI; } /// diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Volume/Volume.cs b/Packages/com.unity.render-pipelines.core/Runtime/Volume/Volume.cs index 3ff57f35247..82ff5a11cc3 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Volume/Volume.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Volume/Volume.cs @@ -1,3 +1,4 @@ +using System; using System.Collections.Generic; using UnityEngine.Serialization; @@ -115,32 +116,19 @@ public VolumeProfile profile void OnEnable() { m_PreviousLayer = gameObject.layer; - VolumeManager.instance.Register(this, m_PreviousLayer); + VolumeManager.instance.Register(this); GetComponents(m_Colliders); } void OnDisable() { - VolumeManager.instance.Unregister(this, gameObject.layer); + VolumeManager.instance.Unregister(this); } void Update() { - // Unfortunately we need to track the current layer to update the volume manager in - // real-time as the user could change it at any time in the editor or at runtime. - // Because no event is raised when the layer changes, we have to track it on every - // frame :/ UpdateLayer(); - - // Same for priority. We could use a property instead, but it doesn't play nice with the - // serialization system. Using a custom Attribute/PropertyDrawer for a property is - // possible but it doesn't work with Undo/Redo in the editor, which makes it useless for - // our case. - if (priority != m_PreviousPriority) - { - VolumeManager.instance.SetLayerDirty(gameObject.layer); - m_PreviousPriority = priority; - } + UpdatePriority(); #if UNITY_EDITOR // In the editor, we refresh the list of colliders at every frame because it's frequent to add/remove them @@ -150,12 +138,30 @@ void Update() internal void UpdateLayer() { + // Unfortunately we need to track the current layer to update the volume manager in + // real-time as the user could change it at any time in the editor or at runtime. + // Because no event is raised when the layer changes, we have to track it on every + // frame :/ + int layer = gameObject.layer; - if (layer != m_PreviousLayer) - { - VolumeManager.instance.UpdateVolumeLayer(this, m_PreviousLayer, layer); - m_PreviousLayer = layer; - } + if (layer == m_PreviousLayer) + return; + + VolumeManager.instance.UpdateVolumeLayer(this, m_PreviousLayer, layer); + m_PreviousLayer = layer; + } + + internal void UpdatePriority() + { + if (!(Math.Abs(priority - m_PreviousPriority) > Mathf.Epsilon)) + return; + + // Same for priority. We could use a property instead, but it doesn't play nice with the + // serialization system. Using a custom Attribute/PropertyDrawer for a property is + // possible but it doesn't work with Undo/Redo in the editor, which makes it useless for + // our case. + VolumeManager.instance.SetLayerDirty(gameObject.layer); + m_PreviousPriority = priority; } void OnValidate() diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeCollection.cs b/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeCollection.cs new file mode 100644 index 00000000000..d9f1434fc1f --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeCollection.cs @@ -0,0 +1,166 @@ +using System; +using System.Collections.Generic; +using UnityEngine.Assertions; + +namespace UnityEngine.Rendering +{ + internal class VolumeCollection + { + // Max amount of layers available in Unity + internal const int k_MaxLayerCount = 32; + + // Cached lists of all volumes (sorted by priority) by layer mask + readonly Dictionary> m_SortedVolumes = new(); + + // Holds all the registered volumes + readonly List m_Volumes = new(); + + // Keep track of sorting states for layer masks + readonly Dictionary m_SortNeeded = new(); + + public int count => m_Volumes.Count; + + public bool Register(Volume volume, int layer) + { + if (volume == null) + throw new ArgumentNullException(nameof(volume), "The volume to register is null"); + + if (m_Volumes.Contains(volume)) + return false; + + m_Volumes.Add(volume); + + // Look for existing cached layer masks and add it there if needed + foreach (var kvp in m_SortedVolumes) + { + // We add the volume to sorted lists only if the layer match and if it doesn't contain the volume already. + if ((kvp.Key & (1 << layer)) != 0 && !kvp.Value.Contains(volume)) + kvp.Value.Add(volume); + } + + SetLayerIndexDirty(layer); + return true; + } + + public bool Unregister(Volume volume, int layer) + { + if (volume == null) + throw new ArgumentNullException(nameof(volume), "The volume to unregister is null"); + + m_Volumes.Remove(volume); + + foreach (var kvp in m_SortedVolumes) + { + // Skip layer masks this volume doesn't belong to + if ((kvp.Key & (1 << layer)) == 0) + continue; + + kvp.Value.Remove(volume); + } + + SetLayerIndexDirty(layer); + + return true; + } + + public bool ChangeLayer(Volume volume, int previousLayerIndex, int currentLayerIndex) + { + if (volume == null) + throw new ArgumentNullException(nameof(volume), "The volume to change layer is null"); + + Assert.IsTrue(previousLayerIndex >= 0 && previousLayerIndex <= k_MaxLayerCount, "Invalid layer bit"); + Unregister(volume, previousLayerIndex); + + return Register(volume, currentLayerIndex); + } + + // Stable insertion sort. Faster than List.Sort() for our needs. + internal static void SortByPriority(List volumes) + { + for (int i = 1; i < volumes.Count; i++) + { + var temp = volumes[i]; + int j = i - 1; + + // Sort order is ascending + while (j >= 0 && volumes[j].priority > temp.priority) + { + volumes[j + 1] = volumes[j]; + j--; + } + + volumes[j + 1] = temp; + } + } + + public List GrabVolumes(LayerMask mask) + { + List list; + + if (!m_SortedVolumes.TryGetValue(mask, out list)) + { + // New layer mask detected, create a new list and cache all the volumes that belong + // to this mask in it + list = new List(); + + var numVolumes = m_Volumes.Count; + for (int i = 0; i < numVolumes; i++) + { + var volume = m_Volumes[i]; + if ((mask & (1 << volume.gameObject.layer)) == 0) + continue; + + list.Add(volume); + m_SortNeeded[mask] = true; + } + + m_SortedVolumes.Add(mask, list); + } + + // Check sorting state + if (m_SortNeeded.TryGetValue(mask, out var sortNeeded) && sortNeeded) + { + m_SortNeeded[mask] = false; + SortByPriority(list); + } + + return list; + } + + public void SetLayerIndexDirty(int layerIndex) + { + Assert.IsTrue(layerIndex >= 0 && layerIndex <= k_MaxLayerCount, "Invalid layer bit"); + + foreach (var kvp in m_SortedVolumes) + { + var mask = kvp.Key; + + if ((mask & (1 << layerIndex)) != 0) + m_SortNeeded[mask] = true; + } + } + + public bool IsComponentActiveInMask(LayerMask layerMask) + where T : VolumeComponent + { + int mask = layerMask.value; + + foreach (var kvp in m_SortedVolumes) + { + if (kvp.Key != mask) + continue; + + foreach (var volume in kvp.Value) + { + if (!volume.enabled || volume.profileRef == null) + continue; + + if (volume.profileRef.TryGet(out T component) && component.active) + return true; + } + } + + return false; + } + } +} diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/RendererDrawers/MeshRendererDrawer.cs.meta b/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeCollection.cs.meta similarity index 83% rename from Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/RendererDrawers/MeshRendererDrawer.cs.meta rename to Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeCollection.cs.meta index 6bf81a05fc3..523c71edd71 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/RendererDrawers/MeshRendererDrawer.cs.meta +++ b/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeCollection.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: be4e22d9032d82644a5c8f1cb3d5e274 +guid: 993a8382d5f766441859ffb0146774d1 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs b/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs index 403fc28144f..0402bb496db 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs @@ -18,7 +18,7 @@ namespace UnityEngine.Rendering /// A global manager that tracks all the Volumes in the currently loaded Scenes and does all the /// interpolation work. /// - public sealed class VolumeManager + public sealed partial class VolumeManager { static readonly ProfilerMarker k_ProfilerMarkerUpdate = new ("VolumeManager.Update"); static readonly ProfilerMarker k_ProfilerMarkerReplaceData = new ("VolumeManager.ReplaceData"); @@ -143,17 +143,7 @@ public sealed class VolumeManager /// public ReadOnlyCollection customDefaultProfiles { get; private set; } - // Max amount of layers available in Unity - const int k_MaxLayerCount = 32; - - // Cached lists of all volumes (sorted by priority) by layer mask - readonly Dictionary> m_SortedVolumes = new(); - - // Holds all the registered volumes - readonly List m_Volumes = new(); - - // Keep track of sorting states for layer masks - readonly Dictionary m_SortNeeded = new(); + private readonly VolumeCollection m_VolumeCollection = new VolumeCollection(); // Internal list of default state for each component type - this is used to reset component // states on update instead of having to implement a Reset method on all components (which @@ -500,21 +490,10 @@ void ApplyDefaultProfile(VolumeProfile profile) /// that is currently disabled. /// /// The volume to register. - /// The LayerMask that this volume is in. /// - public void Register(Volume volume, int layer) + public void Register(Volume volume) { - m_Volumes.Add(volume); - - // Look for existing cached layer masks and add it there if needed - foreach (var kvp in m_SortedVolumes) - { - // We add the volume to sorted lists only if the layer match and if it doesn't contain the volume already. - if ((kvp.Key & (1 << layer)) != 0 && !kvp.Value.Contains(volume)) - kvp.Value.Add(volume); - } - - SetLayerDirty(layer); + m_VolumeCollection.Register(volume, volume.gameObject.layer); } /// @@ -523,20 +502,10 @@ public void Register(Volume volume, int layer) /// that you added manually while it was disabled. /// /// The Volume to unregister. - /// The LayerMask that this Volume is in. /// - public void Unregister(Volume volume, int layer) + public void Unregister(Volume volume) { - m_Volumes.Remove(volume); - - foreach (var kvp in m_SortedVolumes) - { - // Skip layer masks this volume doesn't belong to - if ((kvp.Key & (1 << layer)) == 0) - continue; - - kvp.Value.Remove(volume); - } + m_VolumeCollection.Unregister(volume, volume.gameObject.layer); } /// @@ -549,44 +518,17 @@ public void Unregister(Volume volume, int layer) public bool IsComponentActiveInMask(LayerMask layerMask) where T : VolumeComponent { - int mask = layerMask.value; - - foreach (var kvp in m_SortedVolumes) - { - if (kvp.Key != mask) - continue; - - foreach (var volume in kvp.Value) - { - if (!volume.enabled || volume.profileRef == null) - continue; - - if (volume.profileRef.TryGet(out T component) && component.active) - return true; - } - } - - return false; + return m_VolumeCollection.IsComponentActiveInMask(layerMask); } internal void SetLayerDirty(int layer) { - Assert.IsTrue(layer >= 0 && layer <= k_MaxLayerCount, "Invalid layer bit"); - - foreach (var kvp in m_SortedVolumes) - { - var mask = kvp.Key; - - if ((mask & (1 << layer)) != 0) - m_SortNeeded[mask] = true; - } + m_VolumeCollection.SetLayerIndexDirty(layer); } internal void UpdateVolumeLayer(Volume volume, int prevLayer, int newLayer) { - Assert.IsTrue(prevLayer >= 0 && prevLayer <= k_MaxLayerCount, "Invalid layer bit"); - Unregister(volume, prevLayer); - Register(volume, newLayer); + m_VolumeCollection.ChangeLayer(volume, prevLayer, newLayer); } // Go through all listed components and lerp overridden values in the global state @@ -672,7 +614,7 @@ public void CheckStack(VolumeStack stack) // Returns true if must execute Update() in full, and false if we can early exit. bool CheckUpdateRequired(VolumeStack stack) { - if (m_Volumes.Count == 0) + if (m_VolumeCollection.count == 0) { if (stack.requiresReset) { @@ -827,58 +769,7 @@ public Volume[] GetVolumes(LayerMask layerMask) List GrabVolumes(LayerMask mask) { - List list; - - if (!m_SortedVolumes.TryGetValue(mask, out list)) - { - // New layer mask detected, create a new list and cache all the volumes that belong - // to this mask in it - list = new List(); - - var numVolumes = m_Volumes.Count; - for (int i = 0; i < numVolumes; i++) - { - var volume = m_Volumes[i]; - if ((mask & (1 << volume.gameObject.layer)) == 0) - continue; - - list.Add(volume); - m_SortNeeded[mask] = true; - } - - m_SortedVolumes.Add(mask, list); - } - - // Check sorting state - bool sortNeeded; - if (m_SortNeeded.TryGetValue(mask, out sortNeeded) && sortNeeded) - { - m_SortNeeded[mask] = false; - SortByPriority(list); - } - - return list; - } - - // Stable insertion sort. Faster than List.Sort() for our needs. - static void SortByPriority(List volumes) - { - Assert.IsNotNull(volumes, "Trying to sort volumes of non-initialized layer"); - - for (int i = 1; i < volumes.Count; i++) - { - var temp = volumes[i]; - int j = i - 1; - - // Sort order is ascending - while (j >= 0 && volumes[j].priority > temp.priority) - { - volumes[j + 1] = volumes[j]; - j--; - } - - volumes[j + 1] = temp; - } + return m_VolumeCollection.GrabVolumes(mask); } static bool IsVolumeRenderedByCamera(Volume volume, Camera camera) diff --git a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRPass.cs b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRPass.cs index 14291d3231c..7f14300b2fa 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRPass.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRPass.cs @@ -110,8 +110,11 @@ public bool supportsFoveatedRendering /// /// If true, is the last pass of a xr camera + /// Multipass last pass: pass ID == 1, viewCount == 1 + /// Singlepass last pass: pass ID == 0, viewCount ==2 + /// Emptypass(non-XR) last pass: pass ID == 0, viewCount == 0 /// - public bool isLastCameraPass => (multipassId == 0 && viewCount <= 1) || (multipassId == 1 && viewCount > 1); + public bool isLastCameraPass => (multipassId == 1 && viewCount <= 1) || (multipassId == 0 && viewCount > 1) || (multipassId == 0 && viewCount == 0) /* ViewCount 0 handles the empty pass*/; /// /// Index of the pass inside the frame. diff --git a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs index 50af4f07199..45b9e720849 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs @@ -436,9 +436,6 @@ static bool CanUseSinglePass(Camera camera, XRDisplaySubsystem.XRRenderPass rend if (renderParam0.textureArraySlice != 0 || renderParam1.textureArraySlice != 1) return false; - if (renderParam0.viewport != renderParam1.viewport) - return false; - return true; } diff --git a/Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl b/Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl index 83ad2f4a678..f42b1699501 100644 --- a/Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl +++ b/Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl @@ -1142,25 +1142,32 @@ float2 OrientationToDirection(float orientation) // Z buffer to linear 0..1 depth (0 at near plane, 1 at far plane). // Does NOT correctly handle oblique view frustums. // Does NOT work with orthographic projection. -// zBufferParam = { (f-n)/n, 1, (f-n)/n*f, 1/f } +// zBufferParam (UNITY_REVERSED_Z) = { f/n - 1, 1, (1/n - 1/f), 1/f } +// zBufferParam = { 1 - f/n, f/n, (1/f - 1/n), 1/n } float Linear01DepthFromNear(float depth, float4 zBufferParam) { - return 1.0 / (zBufferParam.x + zBufferParam.y / depth); + #if UNITY_REVERSED_Z + return (1.0 - depth) / (zBufferParam.x * depth + zBufferParam.y); + #else + return depth / (zBufferParam.x * depth + zBufferParam.y); + #endif } // Z buffer to linear 0..1 depth (0 at camera position, 1 at far plane). // Does NOT work with orthographic projections. // Does NOT correctly handle oblique view frustums. -// zBufferParam = { (f-n)/n, 1, (f-n)/n*f, 1/f } +// zBufferParam (UNITY_REVERSED_Z) = { f/n - 1, 1, (1/n - 1/f), 1/f } +// zBufferParam = { 1 - f/n, f/n, (1/f - 1/n), 1/n } float Linear01Depth(float depth, float4 zBufferParam) { return 1.0 / (zBufferParam.x * depth + zBufferParam.y); } -// Z buffer to linear depth. +// Z buffer to linear view space (eye) depth. // Does NOT correctly handle oblique view frustums. // Does NOT work with orthographic projection. -// zBufferParam = { (f-n)/n, 1, (f-n)/n*f, 1/f } +// zBufferParam (UNITY_REVERSED_Z) = { f/n - 1, 1, (1/n - 1/f), 1/f } +// zBufferParam = { 1 - f/n, f/n, (1/f - 1/n), 1/n } float LinearEyeDepth(float depth, float4 zBufferParam) { return 1.0 / (zBufferParam.z * depth + zBufferParam.w); diff --git a/Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl b/Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl index 0eb4e4e0caa..1a93d2e3714 100644 --- a/Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl +++ b/Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl @@ -1,7 +1,7 @@ #ifndef UNITY_FOVEATED_RENDERING_KEYWORDS_INCLUDED #define UNITY_FOVEATED_RENDERING_KEYWORDS_INCLUDED -#if (!defined(UNITY_COMPILER_DXC) && (defined(UNITY_PLATFORM_OSX) || defined(UNITY_PLATFORM_IOS) || defined(UNITY_PLATFORM_VISIONOS))) || defined(SHADER_API_PS5) +#if (!defined(UNITY_COMPILER_DXC) && (defined(UNITY_PLATFORM_OSX) || defined(UNITY_PLATFORM_IOS) || defined(UNITY_PLATFORM_VISIONOS)) && defined(SHADER_API_METAL)) || defined(SHADER_API_PS5) #define SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER 1 diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/BufferCopyTest.compute b/Packages/com.unity.render-pipelines.core/Tests/Editor/BufferCopyTest.compute new file mode 100644 index 00000000000..b28e043dd08 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/BufferCopyTest.compute @@ -0,0 +1,13 @@ +#pragma kernel CSMain + +RWStructuredBuffer resultBuffer; + +[numthreads(1, 1, 1)] +void CSMain(uint3 id : SV_DispatchThreadID) +{ + // Fill the first four values with 1 + for (int i = 0; i < 4; i++) + { + resultBuffer[i] = 1.0f; + } +} diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.compute.meta b/Packages/com.unity.render-pipelines.core/Tests/Editor/BufferCopyTest.compute.meta similarity index 75% rename from Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.compute.meta rename to Packages/com.unity.render-pipelines.core/Tests/Editor/BufferCopyTest.compute.meta index bddf368997e..0639a89424f 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.compute.meta +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/BufferCopyTest.compute.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 805f10d263aac4b4098c0279cd37a4f3 +guid: 8ba6ac699baf35242857feaf27c9cc2a ComputeShaderImporter: externalObjects: {} userData: diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/NativePassCompilerRenderGraphTests.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/NativePassCompilerRenderGraphTests.cs index 3429114fd3e..ce7e6e196c3 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/NativePassCompilerRenderGraphTests.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/NativePassCompilerRenderGraphTests.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering.RenderGraphModule; +using UnityEngine.Rendering.RenderGraphModule.NativeRenderPassCompiler; namespace UnityEngine.Rendering.Tests { @@ -79,32 +80,29 @@ public void SimpleMergePasses() var buffers = ImportAndCreateBuffers(g); // Render something to 0,1 + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass0", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[1], 1, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } // Render extra bits to 1 + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass1", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } // Render to final buffer + using (var builder = g.AddRasterRenderPass("TestPass2", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass2", out var passData); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[1], 1, AccessFlags.Write); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(buffers.backBuffer, 2, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); @@ -179,20 +177,19 @@ public void MergeDepthPassWithNoDepthPass() var buffers = ImportAndCreateBuffers(g); // depth + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass0", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } + // with no depth + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass1", out var passData); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderAttachment(buffers.backBuffer, 2, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); @@ -209,20 +206,19 @@ public void MergeNoDepthPassWithDepthPass() var buffers = ImportAndCreateBuffers(g); // no depth + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass0", out var passData); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } + // with depth + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass1", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderAttachment(buffers.backBuffer, 2, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); @@ -239,27 +235,26 @@ public void MergeMultiplePassesDifferentDepth() var buffers = ImportAndCreateBuffers(g); // no depth + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass0", out var passData); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } + // with depth + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass1", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } + // with no depth + using (var builder = g.AddRasterRenderPass("TestPass2", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass2", out var passData); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderAttachment(buffers.backBuffer, 2, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); @@ -276,20 +271,19 @@ public void MergeDifferentDepthFormatsBreaksPass() var buffers = ImportAndCreateBuffers(g); // depth + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass0", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } + // with different depth + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass1", out var passData); builder.SetRenderAttachmentDepth(buffers.extraDepthBuffer, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderAttachment(buffers.backBuffer, 2, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); @@ -300,27 +294,79 @@ public void MergeDifferentDepthFormatsBreaksPass() } [Test] - public void NonFragmentUseBreaksPass() + public void VerifyMergeStateAfterMergingPasses() { var g = AllocateRenderGraph(); - var buffers = ImportAndCreateBuffers(g); + // First pass, not culled. { var builder = g.AddRasterRenderPass("TestPass0", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); - builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + builder.AllowPassCulling(false); builder.Dispose(); } + // Second pass, culled. { var builder = g.AddRasterRenderPass("TestPass1", out var passData); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + builder.AllowPassCulling(true); + builder.Dispose(); + } + + // Third pass, not culled. + { + var builder = g.AddRasterRenderPass("TestPass2", out var passData); + builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + builder.AllowPassCulling(false); + builder.Dispose(); + } + + var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); + var passes = result.contextData.GetNativePasses(); + + Assert.IsTrue(passes != null && passes.Count > 0); + var firstNativePass = passes[0]; + + var firstGraphPass = result.contextData.passData.ElementAt(firstNativePass.firstGraphPass); + var lastGraphPass = result.contextData.passData.ElementAt(firstNativePass.lastGraphPass); + var middleGraphPass = result.contextData.passData.ElementAt(firstNativePass.lastGraphPass - 1); + + // Only 2 passes since one have been culled + Assert.IsTrue(firstNativePass.numGraphPasses == 2); + + // All 3 passes including the culled one. We need to add +1 to obtain the correct passes count + // e.g lastGraphPass index = 2, firstGraphPass index = 0, so 2 - 0 = 2 passes, but we have 3 passes to consider + // (index 0, 1 and 2) so we add +1 for the correct count. + Assert.IsTrue(firstNativePass.lastGraphPass - firstNativePass.firstGraphPass + 1 == 3); + + Assert.IsTrue(firstGraphPass.mergeState == PassMergeState.Begin); + Assert.IsTrue(lastGraphPass.mergeState == PassMergeState.End); + Assert.IsTrue(middleGraphPass.mergeState == PassMergeState.None); + } + + [Test] + public void NonFragmentUseBreaksPass() + { + var g = AllocateRenderGraph(); + var buffers = ImportAndCreateBuffers(g); + + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) + { + builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); + builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } + + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) + { builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.UseTexture(buffers.extraBuffers[0], AccessFlags.Read); builder.SetRenderAttachment(buffers.backBuffer, 2, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); @@ -330,7 +376,6 @@ public void NonFragmentUseBreaksPass() Assert.AreEqual(Rendering.RenderGraphModule.NativeRenderPassCompiler.PassBreakReason.NextPassReadsTexture, passes[0].breakAudit.reason); } - [Test] public void NonRasterBreaksPass() { @@ -339,30 +384,27 @@ public void NonRasterBreaksPass() var buffers = ImportAndCreateBuffers(g); // No depth + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass0", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } // Compute touches extraBuffers[0] + using (var builder = g.AddComputePass("ComputePass", out var passData)) { - var builder = g.AddComputePass("ComputePass", out var passData); builder.UseTexture(buffers.extraBuffers[0], AccessFlags.ReadWrite); builder.SetRenderFunc((RenderGraphTestPassData data, ComputeGraphContext context) => { }); - builder.Dispose(); } // With depth + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass1", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[0], 1, AccessFlags.Read); builder.SetRenderAttachment(buffers.backBuffer, 2, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); @@ -376,12 +418,11 @@ public void NonRasterBreaksPass() public void TooManyAttachmentsBreaksPass() { var g = AllocateRenderGraph(); - var buffers = ImportAndCreateBuffers(g); // 8 attachments + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass0", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); for (int i = 0; i < 6; i++) { @@ -389,12 +430,11 @@ public void TooManyAttachmentsBreaksPass() } builder.SetRenderAttachment(buffers.backBuffer, 7, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } // 2 additional attachments + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass0", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); for (int i = 0; i < 2; i++) { @@ -402,7 +442,6 @@ public void TooManyAttachmentsBreaksPass() } builder.SetRenderAttachment(buffers.backBuffer, 2, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); @@ -421,13 +460,13 @@ public void NativeSubPassesLimitNotExceeded() // Native subpasses limit is 8 so go above for (int i = 0; i < Rendering.RenderGraphModule.NativeRenderPassCompiler.NativePassCompiler.k_MaxSubpass + 2; i++) { - using var builder = g.AddRasterRenderPass($"TestPass_{i}", out var passData); - builder.SetInputAttachment(buffers.extraBuffers[1 - i % 2], 0); - - builder.SetRenderAttachmentDepth(buffers.depthBuffer); - builder.SetRenderAttachment(buffers.extraBuffers[i % 2], 1); - - builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + using (var builder = g.AddRasterRenderPass($"TestPass_{i}", out var passData)) + { + builder.SetInputAttachment(buffers.extraBuffers[1 - i % 2], 0); + builder.SetRenderAttachmentDepth(buffers.depthBuffer); + builder.SetRenderAttachment(buffers.extraBuffers[i % 2], 1); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } } var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); @@ -446,43 +485,39 @@ public void AllocateFreeInMergedPassesWorks() var buffers = ImportAndCreateBuffers(g); // Render something to extra 0 + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass0", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } // Render extra bits to extra 1, this causes 1 to be allocated in pass 1 which will be the first sub pass of the merged native pass + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass1", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[1], 0, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } // Render extra bits to extra 2, this causes 2 to be allocated in pass 2 which will be the second sub pass of the merged native pass // It's also the last time extra 1 is used so it gets freed + using (var builder = g.AddRasterRenderPass("TestPass2", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass2", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[1], 0, AccessFlags.ReadWrite); builder.SetRenderAttachment(buffers.extraBuffers[2], 1, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } // Render to final buffer + using (var builder = g.AddRasterRenderPass("TestPass2", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass2", out var passData); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[2], 1, AccessFlags.Write); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(buffers.backBuffer, 2, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); @@ -520,22 +555,20 @@ public void MemorylessWorks() var buffers = ImportAndCreateBuffers(g); // Render something to extra 0 + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass0", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } // Render to final buffer + using (var builder = g.AddRasterRenderPass("TestPass2", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass2", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.ReadWrite); builder.SetRenderAttachment(buffers.backBuffer, 1, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); @@ -575,26 +608,24 @@ public void InputAttachmentsWork() var buffers = ImportAndCreateBuffers(g); // Render something to extra 0,1,2 + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass0", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[1], 1, AccessFlags.Write); builder.SetRenderAttachment(buffers.extraBuffers[2], 2, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } // Render to final buffer using extra 0 as attachment + using (var builder = g.AddRasterRenderPass("TestPass2", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass2", out var passData); builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.ReadWrite); builder.SetRenderAttachment(buffers.backBuffer, 1, AccessFlags.Write); builder.SetInputAttachment(buffers.extraBuffers[0], 0, AccessFlags.Read); builder.SetInputAttachment(buffers.extraBuffers[1], 1, AccessFlags.Read); builder.SetInputAttachment(buffers.extraBuffers[2], 2, AccessFlags.Read); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); @@ -654,29 +685,26 @@ public void ImportParametersWork() var importedTexture = g.ImportTexture(backBufferHandle, importInfo, importResourceParams); // Render something to importedTexture + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass0", out var passData); builder.SetRenderAttachment(importedTexture, 0, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } // Compute does something or other + using (var builder = g.AddComputePass("ComputePass", out var passData)) { - var builder = g.AddComputePass("ComputePass", out var passData); builder.UseTexture(buffers.extraBuffers[0], AccessFlags.ReadWrite); builder.SetRenderFunc((RenderGraphTestPassData data, ComputeGraphContext context) => { }); - builder.Dispose(); } // Render to final buffer + using (var builder = g.AddRasterRenderPass("TestPass2", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass2", out var passData); builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); builder.SetRenderAttachment(importedTexture, 1, AccessFlags.Write); builder.SetRenderAttachment(buffers.backBuffer, 2, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); @@ -708,27 +736,31 @@ public void FencesWork() var g = AllocateRenderGraph(); var buffers = ImportAndCreateBuffers(g); - { // Pass #1: Render pass writing to backbuffer - using var builder = g.AddRasterRenderPass("#1 RenderPass", out _); + // Pass #1: Render pass writing to backbuffer + using (var builder = g.AddRasterRenderPass("#1 RenderPass", out _)) + { builder.UseTexture(buffers.backBuffer, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); } - { // Pass #2: Async compute pass writing to back buffer - using var builder = g.AddComputePass("#2 AsyncComputePass", out _); + // Pass #2: Async compute pass writing to back buffer + using (var builder = g.AddComputePass("#2 AsyncComputePass", out _)) + { builder.EnableAsyncCompute(true); builder.UseTexture(buffers.backBuffer, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, ComputeGraphContext context) => { }); } - { // Pass #3: Render pass writing to backbuffer - using var builder = g.AddRasterRenderPass("#3 RenderPass", out _); + // Pass #3: Render pass writing to backbuffer + using (var builder = g.AddRasterRenderPass("#3 RenderPass", out _)) + { builder.UseTexture(buffers.backBuffer, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); } - { // Pass #4: Render pass writing to backbuffer - using var builder = g.AddRasterRenderPass("#4 RenderPass", out _); + // Pass #4: Render pass writing to backbuffer + using (var builder = g.AddRasterRenderPass("#4 RenderPass", out _)) + { builder.UseTexture(buffers.backBuffer, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); } @@ -763,33 +795,30 @@ public void BuffersWork() var buffer = g.CreateBuffer(desc); // Render something to extra 0 and write uav + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass0", out var passData); builder.SetRenderAttachmentDepth(rendertargets.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(rendertargets.extraBuffers[0], 0, AccessFlags.Write); builder.UseBufferRandomAccess(buffer, 1, AccessFlags.ReadWrite); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } // Render extra bits to 0 reading from the uav + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass1", out var passData); builder.SetRenderAttachmentDepth(rendertargets.depthBuffer, AccessFlags.Write); builder.SetRenderAttachment(rendertargets.extraBuffers[0], 0, AccessFlags.Write); builder.UseBuffer(buffer, AccessFlags.Read); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } // Render to final buffer + using (var builder = g.AddRasterRenderPass("TestPass2", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass2", out var passData); builder.UseTexture(rendertargets.extraBuffers[0]); builder.SetRenderAttachment(rendertargets.backBuffer, 2, AccessFlags.Write); builder.SetRenderAttachmentDepth(rendertargets.depthBuffer, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); @@ -861,12 +890,11 @@ public void ResolveMSAAImportColor() var importedColor = g.ImportTexture(backBufferHandle, importInfoColor, importResourceParams); // Render something to importedColor and importedDepth + using (var builder = g.AddRasterRenderPass("TestPass", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass", out var passData); builder.SetRenderAttachmentDepth(importedDepth, AccessFlags.Write); builder.SetRenderAttachment(importedColor, 1, AccessFlags.Write); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); } var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); @@ -899,21 +927,21 @@ public void TransientTexturesCantBeReused() // Render something to textureTransientHandle, created locally in the pass. // No exception and no error(s) should be thrown in the Console. { - var builder = g.AddRasterRenderPass("TestPass0", out var passData); - - var textDesc = new TextureDesc(Vector2.one, false, false) + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) { - width = 1920, - height = 1080, - colorFormat = GraphicsFormat.B10G11R11_UFloatPack32, - clearBuffer = true, - clearColor = Color.red, - name = "Transient Texture" - }; - textureTransientHandle = builder.CreateTransientTexture(textDesc); - - builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); + var textDesc = new TextureDesc(Vector2.one, false, false) + { + width = 1920, + height = 1080, + colorFormat = GraphicsFormat.B10G11R11_UFloatPack32, + clearBuffer = true, + clearColor = Color.red, + name = "Transient Texture" + }; + textureTransientHandle = builder.CreateTransientTexture(textDesc); + + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } Assert.IsTrue(g.m_RenderPasses.Count != 0); Assert.IsTrue(g.m_RenderPasses[^1].transientResourceList[(int)textureTransientHandle.handle.type].Count != 0); @@ -923,10 +951,11 @@ public void TransientTexturesCantBeReused() // UseTexture should throw an exception. Assert.Throws(() => { - var builder = g.AddRasterRenderPass("TestPass1", out var passData); - builder.UseTexture(textureTransientHandle, AccessFlags.Read | AccessFlags.Write); - builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) + { + builder.UseTexture(textureTransientHandle, AccessFlags.Read | AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } }); } @@ -939,14 +968,12 @@ public void TransientBuffersCantBeReused() // Render something to textureTransientHandle, created locally in the pass. // No error(s) should be thrown in the Console. + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) { - var builder = g.AddRasterRenderPass("TestPass0", out var passData); - var prefixBuffer0Desc = new BufferDesc(1920 * 1080, 4, GraphicsBuffer.Target.Raw) { name = "prefixBuffer0" }; bufferTransientHandle = builder.CreateTransientBuffer(prefixBuffer0Desc); builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); Assert.IsTrue(g.m_RenderPasses.Count != 0); Assert.IsTrue(g.m_RenderPasses[^1].transientResourceList[(int)bufferTransientHandle.handle.type].Count != 0); @@ -956,11 +983,47 @@ public void TransientBuffersCantBeReused() // UseTexture should throw an exception. Assert.Throws(() => { - var builder = g.AddRasterRenderPass("TestPass1", out var passData); - builder.UseBuffer(bufferTransientHandle, AccessFlags.Read | AccessFlags.Write); - builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); - builder.Dispose(); + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) + { + builder.UseBuffer(bufferTransientHandle, AccessFlags.Read | AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } }); } + + [Test] + public void ChangingGlobalStateDisablesCulling() + { + var g = AllocateRenderGraph(); + var buffers = ImportAndCreateBuffers(g); + + // First pass ; culling should be set to false after calling AllowGlobalStateModification. + { + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) + { + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + builder.AllowPassCulling(true); + builder.AllowGlobalStateModification(true); + } + } + + // Second pass ; culling should be set to false even if we are setting it to true after calling AllowGlobalStateModification. + { + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) + { + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + builder.AllowGlobalStateModification(true); + builder.AllowPassCulling(true); + } + } + + var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); + var passes = result.contextData.GetNativePasses(); + + Assert.IsTrue(passes != null && passes.Count > 0); + var firstNativePass = passes[0]; + + Assert.IsTrue(firstNativePass.numGraphPasses == 2); + } } } diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphTests.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphTests.cs index 5676907f478..885bae6e51a 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphTests.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphTests.cs @@ -1,12 +1,13 @@ using NUnit.Framework; using System; -using UnityEngine.Rendering; using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering.RenderGraphModule; using System.Collections.Generic; using UnityEngine.TestTools; +using Unity.Collections; #if UNITY_EDITOR +using UnityEditor; using UnityEditor.Rendering; #endif namespace UnityEngine.Rendering.Tests @@ -74,7 +75,7 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c m_RenderGraph.BeginRecording(rgParams); asset.recordRenderGraphBody?.Invoke(renderContext, camera, cmd); - + m_RenderGraph.EndRecordingAndExecute(); renderContext.ExecuteCommandBuffer(cmd); @@ -121,7 +122,7 @@ public void Cleanup() QualitySettings.renderPipeline = m_OldQualityRenderPipeline; m_OldQualityRenderPipeline = null; - m_RenderGraph.Cleanup(); + m_RenderGraph.Cleanup(); Object.DestroyImmediate(m_RenderGraphTestPipeline); @@ -710,7 +711,7 @@ static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) { builder.UseColorBuffer(texture1, 0); - builder.SetRenderFunc< RenderGraphTestPassData>(RenderFunc); + builder.SetRenderFunc(RenderFunc); } var hash1 = m_RenderGraph.ComputeGraphHash(); @@ -1062,5 +1063,211 @@ public void VersionManagement() builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); } }*/ + + class RenderGraphAsyncRequestTestData + { + public TextureHandle texture; + public NativeArray pixels; + } + + private bool m_AsyncReadbackDone = false; + + [Test] + public void RequestAsyncReadbackIntoNativeArrayWorks() + { + const int kWidth = 4; + const int kHeight = 4; + const GraphicsFormat format = GraphicsFormat.R8G8B8A8_SRGB; + + // We need a real ScriptableRenderContext and a camera to execute the render graph + // add the default camera + var gameObject = new GameObject("testGameObject") + { + hideFlags = HideFlags.HideAndDontSave, + tag = "MainCamera" + }; + var camera = gameObject.AddComponent(); + + NativeArray pixels = default; + bool passExecuted = false; + + m_RenderGraphTestPipeline.recordRenderGraphBody = (context, camera, cmd) => + { + // Avoid performing the same request multiple frames for nothing + if (passExecuted) + return; + + passExecuted = true; + + var redTexture = CreateRedTexture(kWidth, kHeight); + var texture0 = m_RenderGraph.ImportTexture(redTexture); + + pixels = new NativeArray(kWidth * kHeight * 4, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); + + using (var builder = m_RenderGraph.AddUnsafePass("ReadbackPass", out var passData)) + { + builder.AllowPassCulling(false); + + builder.UseTexture(texture0, AccessFlags.ReadWrite); + + passData.texture = texture0; + passData.pixels = pixels; + + builder.SetRenderFunc((RenderGraphAsyncRequestTestData data, UnsafeGraphContext context) => + { + context.cmd.RequestAsyncReadbackIntoNativeArray(ref data.pixels, data.texture, 0, format, RenderGraphTest_AsyncReadbackCallback); + }); + } + }; + + camera.Render(); + + AsyncGPUReadback.WaitAllRequests(); + + Assert.True(m_AsyncReadbackDone); + + for (int i = 0; i < kWidth * kHeight; i += 4) + { + Assert.True(pixels[i] / 255.0f == Color.red.r); + Assert.True(pixels[i+1] / 255.0f == Color.red.g); + Assert.True(pixels[i+2] / 255.0f == Color.red.b); + Assert.True(pixels[i+3] / 255.0f == Color.red.a); + } + + pixels.Dispose(); + GameObject.DestroyImmediate(gameObject); + } + + void RenderGraphTest_AsyncReadbackCallback(AsyncGPUReadbackRequest request) + { + if (request.hasError) + { + // We shouldn't have any error, asserting. + Assert.True(m_AsyncReadbackDone); + } + else if (request.done) + { + m_AsyncReadbackDone = true; + } + } + + RTHandle CreateRedTexture(int width, int height) + { + // Create a red color + Color redColor = Color.red; + + // Initialize the RTHandle system if necessary + RTHandles.Initialize(width, height); + + // Create a new RTHandle texture + var redTextureHandle = RTHandles.Alloc(width, height, + colorFormat: GraphicsFormat.R8G8B8A8_UNorm, + dimension: TextureDimension.Tex2D, + useMipMap: false, + autoGenerateMips: false, + name: "RedTexture"); + + // Set the texture to red + Texture2D tempTexture = new Texture2D(width, height, TextureFormat.RGBA32, false); + for (int y = 0; y < tempTexture.height; y++) + { + for (int x = 0; x < tempTexture.width; x++) + { + tempTexture.SetPixel(x, y, redColor); + } + } + tempTexture.Apply(); + + // Copy the temporary Texture2D to the RTHandle + Graphics.Blit(tempTexture, redTextureHandle.rt); + + Texture2D.DestroyImmediate(tempTexture); + + // Cleanup the temporary texture + return redTextureHandle; + } + + class TestBuffersImport + { + public BufferHandle bufferHandle; + public ComputeShader computeShader; + + } + + private const string kPathToComputeShader = "Packages/com.unity.render-pipelines.core/Tests/Editor/BufferCopyTest.compute"; + + [Test] + public void ImportingBufferWorks() + { + // We need a real ScriptableRenderContext and a camera to execute the render graph + // add the default camera + var gameObject = new GameObject("testGameObject") + { + hideFlags = HideFlags.HideAndDontSave, + tag = "MainCamera" + }; + var camera = gameObject.AddComponent(); +#if UNITY_EDITOR + var computeShader = AssetDatabase.LoadAssetAtPath(kPathToComputeShader); +#else + var computeShader = Resources.Load("_" + Path.GetFileNameWithoutExtension(kPathToComputeShader)); +#endif + // Check if the compute shader was loaded successfully + if (computeShader == null) + { + Debug.LogError("Compute Shader not found!"); + return; + } + + // Define the size of the buffer (number of elements) + int bufferSize = 4; // We are only interested in the first four values + + // Allocate the buffer with the given size and format + var buffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, bufferSize, sizeof(float)); + + // Initialize the buffer with zeros + float[] initialData = new float[bufferSize]; + buffer.SetData(initialData); + + // Ensure the data is set to 0.0f + for (int i = 0; i < bufferSize; i++) + { + Assert.IsTrue(initialData[i] == 0.0f); + } + + m_RenderGraphTestPipeline.recordRenderGraphBody = (context, camera, cmd) => + { + using (var builder = m_RenderGraph.AddComputePass("TestPass0", out var passData)) + { + builder.AllowPassCulling(false); + + passData.bufferHandle = m_RenderGraph.ImportBuffer(buffer); + + builder.UseBuffer(passData.bufferHandle, AccessFlags.Write); + + passData.computeShader = computeShader; + + builder.SetRenderFunc((TestBuffersImport data, ComputeGraphContext ctx) => + { + int kernel = data.computeShader.FindKernel("CSMain"); + + ctx.cmd.SetComputeBufferParam(data.computeShader, kernel, "resultBuffer", data.bufferHandle); + ctx.cmd.DispatchCompute(data.computeShader, kernel, 1, 1, 1); + }); + } + }; + + camera.Render(); + + // Read back the data from the buffer + float[] result2 = new float[bufferSize]; + buffer.GetData(result2); + + // Ensure the data has been updated + for (int i = 0; i < bufferSize; i++) + { + Assert.IsTrue(result2[i] == 1.0f); + } + } } } diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Unity.RenderPipelines.Core.Editor.Tests.asmdef b/Packages/com.unity.render-pipelines.core/Tests/Editor/Unity.RenderPipelines.Core.Editor.Tests.asmdef index 18c440948e6..cd34a7d1f6d 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/Unity.RenderPipelines.Core.Editor.Tests.asmdef +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/Unity.RenderPipelines.Core.Editor.Tests.asmdef @@ -8,7 +8,8 @@ "GUID:0acc523941302664db1f4e527237feb3", "GUID:d8b63aba1907145bea998dd612889d6b", "GUID:4fd6538c1c56b409fb53fdf0183170ec", - "GUID:e0cd26848372d4e5c891c569017e11f1" + "GUID:e0cd26848372d4e5c891c569017e11f1", + "GUID:bf043f86dbf1bda4398ec83eebe40b8c" ], "includePlatforms": [ "Editor" diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/VolumeCollectionTests.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/VolumeCollectionTests.cs new file mode 100644 index 00000000000..1ab20cb2fe6 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/VolumeCollectionTests.cs @@ -0,0 +1,268 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using NUnit.Framework; + +namespace UnityEngine.Rendering.Tests +{ + class VolumeCollectionTests + { + const int k_Iterations = 100; + private static readonly LayerMask s_Default = 1 << 0; + private static readonly LayerMask s_First = 1 << 1; + private static readonly LayerMask s_Fifth = 1 << 5; + private static readonly LayerMask s_Everything = ~0; + private VolumeCollection m_VolumeCollection; + private List m_Volumes = new(); + + [SetUp] + public void Setup() + { + m_VolumeCollection = new VolumeCollection(); + } + + [TearDown] + public void Teardown() + { + foreach (var volume in m_Volumes) + { + Object.DestroyImmediate(volume.gameObject); + } + + m_Volumes.Clear(); + } + + private Volume CreateVolume() + { + string name = $"Volume Collection Test ({m_Volumes.Count})"; + + var go = new GameObject(name); + var v = go.AddComponent(); + m_Volumes.Add(v); + return v; + } + + [Test] + public void IsRegistered() + { + var volume = CreateVolume(); + + Assert.IsTrue(m_VolumeCollection.Register(volume, volume.gameObject.layer)); + Assert.IsFalse(m_VolumeCollection.Register(volume, volume.gameObject.layer)); + + Assert.AreEqual(1, m_VolumeCollection.count); + + Assert.IsTrue(m_VolumeCollection.Unregister(volume, volume.gameObject.layer)); + Assert.AreEqual(0, m_VolumeCollection.count); + } + + [Test] + public void GrabVolumesLayerAndEverything() + { + var volume = CreateVolume(); + + volume.gameObject.layer = 5; + + Assert.IsTrue(m_VolumeCollection.Register(volume, 5)); + + var volumes = m_VolumeCollection.GrabVolumes(s_Default); + Assert.AreEqual(0, volumes.Count); + + volumes = m_VolumeCollection.GrabVolumes(s_Fifth); + Assert.AreEqual(1, volumes.Count); + + volumes = m_VolumeCollection.GrabVolumes(s_Everything); + Assert.AreEqual(1, volumes.Count); + } + + [Test] + public void GrabVolumesFromMultipleLayers() + { + var volume = CreateVolume(); + volume.gameObject.layer = 5; + Assert.IsTrue(m_VolumeCollection.Register(volume,5)); + + var volume2 = CreateVolume(); + volume2.gameObject.layer = 1; + Assert.IsTrue(m_VolumeCollection.Register(volume2, 1)); + + CollectionAssert.AreEqual(m_VolumeCollection.GrabVolumes(s_First | s_Fifth), + m_VolumeCollection.GrabVolumes(s_Everything)); + + Assert.AreEqual(volume, m_VolumeCollection.GrabVolumes(s_Fifth).FirstOrDefault()); + Assert.AreEqual(volume2, m_VolumeCollection.GrabVolumes(s_First).FirstOrDefault()); + + } + + public static IEnumerable VolumeTestCases() + { + yield return new TestCaseData((Action)((Volume v, int i) => v.priority = 5.0f)).SetName("All Same Priority"); + yield return new TestCaseData((Action)((Volume v, int i) => v.priority = (float)(i))).SetName("Ascending Order"); + yield return new TestCaseData((Action)((Volume v, int i) => v.priority = (float)(k_Iterations - 1 - i))).SetName("Descending Order"); + yield return new TestCaseData((Action)((Volume v, int i) => v.priority = (float)(i % 5))).SetName("Mod 5"); + yield return new TestCaseData((Action)((Volume v, int i) => v.priority = (float)(i % 2))).SetName("Mod 2"); + yield return new TestCaseData((Action)((Volume v, int i) => v.priority = (float)(i % 3))).SetName("Mod 3"); + yield return new TestCaseData((Action)((Volume v, int i) => v.priority = (float)(i - 5))).SetName("Negative Priorities"); + yield return new TestCaseData((Action)((Volume v, int i) => v.priority = (float)(i / 3.0))).SetName("Floating Point Precision"); + yield return new TestCaseData((Action)((Volume v, int i) => v.priority = (float)(i * 1000))).SetName("Large Range of Priorities"); + } + + [Test, TestCaseSource(nameof(VolumeTestCases))] + public void VolumesAreSortedByPriority(Action action) + { + var expectedOrder = new List(); + for (int i = 0; i < k_Iterations; i++) + { + var volume = CreateVolume(); + action(volume, i); + + Assert.IsTrue(m_VolumeCollection.Register(volume, volume.gameObject.layer)); + expectedOrder.Add(volume); + } + + Assert.IsTrue(IsSortedByPriority(m_VolumeCollection.GrabVolumes(s_Default))); + } + + [Test, TestCaseSource(nameof(VolumeTestCases))] + public void VolumesAreSortedByPriorityChanges(Action action) + { + var expectedOrder = new List(); + for (int i = 0; i < k_Iterations; i++) + { + var volume = CreateVolume(); + action(volume, i); + m_VolumeCollection.SetLayerIndexDirty(1 << volume.gameObject.layer); + + Assert.IsTrue(m_VolumeCollection.Register(volume, volume.gameObject.layer)); + expectedOrder.Add(volume); + } + + // Swap priorities after they are added into the collection + (expectedOrder[1].priority, expectedOrder[8].priority) = (expectedOrder[8].priority, expectedOrder[1].priority); + + // Notify the collection that the layer is dirty + m_VolumeCollection.SetLayerIndexDirty(1 << 0); + + Assert.IsTrue(IsSortedByPriority(m_VolumeCollection.GrabVolumes(s_Default))); + } + + private bool IsSortedByPriority(List volumes) + { + for (int i = 0; i < volumes.Count - 1; ++i) + { + if (volumes[i].priority > volumes[i + 1].priority) + return false; + } + + return true; + } + + [Test] + public void UpdateLayer() + { + var volume = CreateVolume(); + volume.gameObject.layer = 0; + + Assert.IsTrue(m_VolumeCollection.Register(volume, 0)); + + for (int i = 0; i < VolumeCollection.k_MaxLayerCount; ++i) + { + var previousLayer = volume.gameObject.layer; + volume.gameObject.layer = i; + m_VolumeCollection.ChangeLayer(volume, previousLayer, i); + + for (int j = 0; j < VolumeCollection.k_MaxLayerCount; ++j) + { + var volumes = m_VolumeCollection.GrabVolumes(1 << j); + if (i != j) + Assert.IsEmpty(volumes); + else + Assert.AreEqual(1, volumes.Count); + } + + var volumesEverything = m_VolumeCollection.GrabVolumes(s_Everything); + Assert.AreEqual(1, volumesEverything.Count); + } + } + + [Test] + public void UpdateLayerMultipleVolumes() + { + for (int i = 0; i < k_Iterations; i++) + { + var volume = CreateVolume(); + volume.priority = (float)(i % 2); + + if (i < k_Iterations / 2) + { + volume.gameObject.layer = 0; + } + else + { + volume.gameObject.layer = 1; + } + + Assert.IsTrue(m_VolumeCollection.Register(volume, volume.gameObject.layer)); + } + + var arrayVolumes = m_VolumeCollection.GrabVolumes(s_Everything).ToArray(); + foreach (var volume in arrayVolumes) + { + var previousLayerIndex = volume.gameObject.layer; + volume.gameObject.layer = 5; + m_VolumeCollection.ChangeLayer(volume, previousLayerIndex, volume.gameObject.layer); + } + + Assert.IsEmpty(m_VolumeCollection.GrabVolumes(s_Default)); + Assert.IsEmpty(m_VolumeCollection.GrabVolumes(s_First)); + Assert.IsTrue(IsSortedByPriority(m_VolumeCollection.GrabVolumes(s_Fifth))); + } + + [Test] + public void VolumeOnMultipleLayers() + { + var volumesExpected = new List(); + for (int i = 0; i < VolumeCollection.k_MaxLayerCount; i++) + { + var volume = CreateVolume(); + volume.gameObject.layer = i; + volumesExpected.Add(volume); + Assert.IsTrue(m_VolumeCollection.Register(volume, i)); + } + + for (int i = 0; i < VolumeCollection.k_MaxLayerCount; i++) + { + LayerMask mask = (1 << i); + var volumes = m_VolumeCollection.GrabVolumes(mask); + Assert.AreEqual(1, volumes.Count); + Assert.AreEqual(volumesExpected[i], volumes[0]); + } + + CollectionAssert.AreEqual(volumesExpected, m_VolumeCollection.GrabVolumes(s_Everything)); + } + + [Test] + public void VolumeOnMultipleLayersGrabMultiple() + { + var volumesExpected = new List(); + for (int i = 0; i < VolumeCollection.k_MaxLayerCount; i++) + { + var volume = CreateVolume(); + volume.gameObject.layer = i; + volumesExpected.Add(volume); + Assert.IsTrue(m_VolumeCollection.Register(volume, i)); + } + + for (int i = 0; i < VolumeCollection.k_MaxLayerCount - 1; i++) + { + LayerMask mask = 1 << i | 1 << i + 1; + var volumes = m_VolumeCollection.GrabVolumes(mask); + Assert.AreEqual(2, volumes.Count); + Assert.AreEqual(volumesExpected[i], volumes[0]); + Assert.AreEqual(volumesExpected[i + 1], volumes[1]); + } + + CollectionAssert.AreEqual(volumesExpected, m_VolumeCollection.GrabVolumes(s_Everything)); + } + } +} diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/VolumeCollectionTests.cs.meta b/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/VolumeCollectionTests.cs.meta new file mode 100644 index 00000000000..a0087815fa0 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/VolumeCollectionTests.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 65f6099afeee7b1468f7acd28effa089 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/VolumeComponentCopyPasteTests.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/VolumeComponentCopyPasteTests.cs index 09bb49bbf9c..cbdb338f3a9 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/VolumeComponentCopyPasteTests.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/VolumeComponentCopyPasteTests.cs @@ -3,6 +3,7 @@ using NUnit.Framework; using UnityEngine; using UnityEngine.Rendering; +using UnityEngine.Rendering.Tests; namespace UnityEditor.Rendering.Tests { diff --git a/Packages/com.unity.render-pipelines.core/Tests/Runtime/AssemblyInfos.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/AssemblyInfos.cs new file mode 100644 index 00000000000..89789ef4a5e --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/AssemblyInfos.cs @@ -0,0 +1,3 @@ +using System.Runtime.CompilerServices; + +[assembly: InternalsVisibleTo("Unity.RenderPipelines.Core.Editor.Tests")] diff --git a/Packages/com.unity.render-pipelines.core/Tests/Runtime/AssemblyInfos.cs.meta b/Packages/com.unity.render-pipelines.core/Tests/Runtime/AssemblyInfos.cs.meta new file mode 100644 index 00000000000..ceea5911373 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/AssemblyInfos.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 61de5e80a5bf01f40968ac86d656dd62 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/CustomRenderPipelineAsset.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/CustomRenderPipelineAsset.cs similarity index 86% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/CustomRenderPipelineAsset.cs rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/CustomRenderPipelineAsset.cs index 914c992319e..5b521f81a74 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/CustomRenderPipelineAsset.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/CustomRenderPipelineAsset.cs @@ -1,7 +1,7 @@ -using UnityEngine; +using UnityEngine; using UnityEngine.Rendering; -namespace UnityEditor.Rendering.Tests +namespace UnityEngine.Rendering.Tests { class CustomRenderPipelineAsset : RenderPipelineAsset { diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/CustomRenderPipelineAsset.cs.meta b/Packages/com.unity.render-pipelines.core/Tests/Runtime/CustomRenderPipelineAsset.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/CustomRenderPipelineAsset.cs.meta rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/CustomRenderPipelineAsset.cs.meta diff --git a/Packages/com.unity.render-pipelines.core/Tests/Runtime/LightUnitTests.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/LightUnitTests.cs new file mode 100644 index 00000000000..f0a266b6eaa --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/LightUnitTests.cs @@ -0,0 +1,178 @@ +using NUnit.Framework; + +namespace UnityEngine.Rendering.Tests +{ + class LightUnitTests + { + GameObject go; + const float epsilon = 0.001f; + + [SetUp] + public void Setup() + { + GameObject go = new GameObject("Light", typeof(Light)); + } + + [TearDown] + public void TearDown() + { + GameObject.Destroy(go); + } + + [Test] + public void LightUnitSupport() + { + // Directional and box lights should only support Lux + LightType t = LightType.Directional; + Assert.False(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Lumen)); + Assert.False(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Candela)); + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Lux)); + Assert.False(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Nits)); + Assert.False(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Ev100)); + t = LightType.Box; + Assert.False(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Lumen)); + Assert.False(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Candela)); + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Lux)); + Assert.False(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Nits)); + Assert.False(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Ev100)); + // Point lights should only support Lumen, Candela, Lux, EV100 + t = LightType.Point; + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Lumen)); + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Candela)); + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Lux)); + Assert.False(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Nits)); + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Ev100)); + // Spot lights should only support Lumen, Candela, Lux, EV100 + t = LightType.Spot; + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Lumen)); + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Candela)); + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Lux)); + Assert.False(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Nits)); + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Ev100)); + // Area lights should only support Lumen, Nits, EV100 + t = LightType.Rectangle; + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Lumen)); + Assert.False(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Candela)); + Assert.False(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Lux)); + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Nits)); + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Ev100)); + t = LightType.Disc; + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Lumen)); + Assert.False(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Candela)); + Assert.False(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Lux)); + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Nits)); + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Ev100)); + t = LightType.Tube; + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Lumen)); + Assert.False(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Candela)); + Assert.False(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Lux)); + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Nits)); + Assert.True(LightUnitUtils.IsLightUnitSupported(t, LightUnit.Ev100)); + } + + [Test] + public void DirectionalAndBoxLightUnitConversion() + { + Light l = GameObject.FindAnyObjectByType().GetComponent(); + + l.type = LightType.Directional; + Assert.AreEqual(3f, LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lux, LightUnit.Lux)); + + l.type = LightType.Box; + Assert.AreEqual(3f, LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lux, LightUnit.Lux)); + } + + [Test] + public void PointLightUnitConversion() + { + // Point light + Light l = GameObject.FindAnyObjectByType().GetComponent(); + + l.type = LightType.Point; + l.luxAtDistance = 3f; + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Candela, LightUnit.Candela), Is.EqualTo(3f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lumen, LightUnit.Candela), Is.EqualTo(0.238732412f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Candela, LightUnit.Lumen), Is.EqualTo(37.6991119f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lumen, LightUnit.Lux), Is.EqualTo(2.14859176f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lux, LightUnit.Lumen), Is.EqualTo(4.18879032f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lumen, LightUnit.Ev100), Is.EqualTo(0.933466434f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Ev100, LightUnit.Lumen), Is.EqualTo(12.566371f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Candela, LightUnit.Lux), Is.EqualTo(27f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lux, LightUnit.Candela), Is.EqualTo(0.333333343f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Candela, LightUnit.Ev100), Is.EqualTo(4.58496237f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Ev100, LightUnit.Candela), Is.EqualTo(1f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lux, LightUnit.Ev100), Is.EqualTo(1.41503751f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Ev100, LightUnit.Lux), Is.EqualTo(9f).Within(epsilon)); + } + + [Test] + public void SpotLightUnitConversion() + { + Light l = GameObject.FindAnyObjectByType().GetComponent(); + + l.type = LightType.Spot; + l.enableSpotReflector = false; + l.luxAtDistance = 3f; + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Candela, LightUnit.Candela), Is.EqualTo(3f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lumen, LightUnit.Candela), Is.EqualTo(0.238732412f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Candela, LightUnit.Lumen), Is.EqualTo(37.6991119f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lumen, LightUnit.Lux), Is.EqualTo(2.14859176f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lux, LightUnit.Lumen), Is.EqualTo(4.18879032f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lumen, LightUnit.Ev100), Is.EqualTo(0.933466434f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Ev100, LightUnit.Lumen), Is.EqualTo(12.566371f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Candela, LightUnit.Lux), Is.EqualTo(27f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lux, LightUnit.Candela), Is.EqualTo(0.333333343f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Candela, LightUnit.Ev100), Is.EqualTo(4.58496237f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Ev100, LightUnit.Candela), Is.EqualTo(1f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lux, LightUnit.Ev100), Is.EqualTo(1.41503751f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Ev100, LightUnit.Lux), Is.EqualTo(9f).Within(epsilon)); + + l.enableSpotReflector = true; + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Candela, LightUnit.Candela), Is.EqualTo(3f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lumen, LightUnit.Candela), Is.EqualTo(14.0125141f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Candela, LightUnit.Lumen), Is.EqualTo(0.642283022f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lumen, LightUnit.Lux), Is.EqualTo(126.112625f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lux, LightUnit.Lumen), Is.EqualTo(0.0713647828f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lumen, LightUnit.Ev100), Is.EqualTo(6.80864382f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Ev100, LightUnit.Lumen), Is.EqualTo(0.214094341f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Candela, LightUnit.Lux), Is.EqualTo(27f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lux, LightUnit.Candela), Is.EqualTo(0.333333343f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Candela, LightUnit.Ev100), Is.EqualTo(4.58496237f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Ev100, LightUnit.Candela), Is.EqualTo(1f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lux, LightUnit.Ev100), Is.EqualTo(1.41503751f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Ev100, LightUnit.Lux), Is.EqualTo(9f).Within(epsilon)); + } + + [Test] + public void AreaLightUnitConversion() + { + Light l = GameObject.FindAnyObjectByType().GetComponent(); + + l.areaSize = new Vector2(4f, 5f); + + l.type = LightType.Rectangle; + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lumen, LightUnit.Nits), Is.EqualTo(0.0477464795f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Nits, LightUnit.Lumen), Is.EqualTo(188.495575f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lumen, LightUnit.Ev100), Is.EqualTo(-1.38846159f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Ev100, LightUnit.Lumen), Is.EqualTo(62.8318558f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Nits, LightUnit.Ev100), Is.EqualTo(4.58496237f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Ev100, LightUnit.Nits), Is.EqualTo(1f).Within(epsilon)); + + l.type = LightType.Disc; + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lumen, LightUnit.Nits), Is.EqualTo(0.0189977214f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Nits, LightUnit.Lumen), Is.EqualTo(473.741028f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lumen, LightUnit.Ev100), Is.EqualTo(-2.71802998f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Ev100, LightUnit.Lumen), Is.EqualTo(157.913681f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Nits, LightUnit.Ev100), Is.EqualTo(4.58496237f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Ev100, LightUnit.Nits), Is.EqualTo(1f).Within(epsilon)); + + l.type = LightType.Tube; + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lumen, LightUnit.Nits), Is.EqualTo(0.0596831031f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Nits, LightUnit.Lumen), Is.EqualTo(150.796448f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Lumen, LightUnit.Ev100), Is.EqualTo(-1.06653357f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Ev100, LightUnit.Lumen), Is.EqualTo(50.2654839f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Nits, LightUnit.Ev100), Is.EqualTo(4.58496237f).Within(epsilon)); + Assert.That(LightUnitUtils.ConvertIntensity(l, 3f, LightUnit.Ev100, LightUnit.Nits), Is.EqualTo(1f).Within(epsilon)); + } + } +} diff --git a/Packages/com.unity.render-pipelines.core/Tests/Runtime/LightUnitTests.cs.meta b/Packages/com.unity.render-pipelines.core/Tests/Runtime/LightUnitTests.cs.meta new file mode 100644 index 00000000000..bf711961361 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/LightUnitTests.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6b0549ef5aba7f74ebb69af4844d9a1d \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/SecondCustomRenderPipelineAsset.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/SecondCustomRenderPipelineAsset.cs similarity index 87% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/SecondCustomRenderPipelineAsset.cs rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/SecondCustomRenderPipelineAsset.cs index 0f0ccf5dc76..04b76cf4da7 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/SecondCustomRenderPipelineAsset.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/SecondCustomRenderPipelineAsset.cs @@ -1,7 +1,7 @@ -using UnityEngine; +using UnityEngine; using UnityEngine.Rendering; -namespace UnityEditor.Rendering.Tests +namespace UnityEngine.Rendering.Tests { class SecondCustomRenderPipelineAsset : RenderPipelineAsset { diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/SecondCustomRenderPipelineAsset.cs.meta b/Packages/com.unity.render-pipelines.core/Tests/Runtime/SecondCustomRenderPipelineAsset.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/SecondCustomRenderPipelineAsset.cs.meta rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/SecondCustomRenderPipelineAsset.cs.meta diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents.meta b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents.meta similarity index 100% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents.meta rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents.meta diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/CopyPasteTestComponent1.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/CopyPasteTestComponent1.cs similarity index 95% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/CopyPasteTestComponent1.cs rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/CopyPasteTestComponent1.cs index 3523ba82f27..654901d7efb 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/CopyPasteTestComponent1.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/CopyPasteTestComponent1.cs @@ -2,7 +2,7 @@ using NUnit.Framework; using UnityEngine.Rendering; -namespace UnityEditor.Rendering.Tests +namespace UnityEngine.Rendering.Tests { internal class CopyPasteTestComponent1 : VolumeComponent { diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/CopyPasteTestComponent1.cs.meta b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/CopyPasteTestComponent1.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/CopyPasteTestComponent1.cs.meta rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/CopyPasteTestComponent1.cs.meta diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/CopyPasteTestComponent2.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/CopyPasteTestComponent2.cs similarity index 94% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/CopyPasteTestComponent2.cs rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/CopyPasteTestComponent2.cs index 632df2d58e1..e79500cc76a 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/CopyPasteTestComponent2.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/CopyPasteTestComponent2.cs @@ -1,7 +1,7 @@ using System; using UnityEngine.Rendering; -namespace UnityEditor.Rendering.Tests +namespace UnityEngine.Rendering.Tests { internal class CopyPasteTestComponent2 : CopyPasteTestComponent1 { diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/CopyPasteTestComponent2.cs.meta b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/CopyPasteTestComponent2.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/CopyPasteTestComponent2.cs.meta rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/CopyPasteTestComponent2.cs.meta diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/CopyPasteTestComponent3.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/CopyPasteTestComponent3.cs similarity index 94% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/CopyPasteTestComponent3.cs rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/CopyPasteTestComponent3.cs index 39a5ef04d4c..3fe5089a008 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/CopyPasteTestComponent3.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/CopyPasteTestComponent3.cs @@ -2,7 +2,7 @@ using UnityEngine; using UnityEngine.Rendering; -namespace UnityEditor.Rendering.Tests +namespace UnityEngine.Rendering.Tests { internal class CopyPasteTestComponent3 : CopyPasteTestComponent1 { diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/CopyPasteTestComponent3.cs.meta b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/CopyPasteTestComponent3.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/CopyPasteTestComponent3.cs.meta rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/CopyPasteTestComponent3.cs.meta diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/VolumeComponentCustomRenderPipelineAsset.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentCustomRenderPipelineAsset.cs similarity index 82% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/VolumeComponentCustomRenderPipelineAsset.cs rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentCustomRenderPipelineAsset.cs index b9a08ff1ec4..8585802df4e 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/VolumeComponentCustomRenderPipelineAsset.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentCustomRenderPipelineAsset.cs @@ -1,7 +1,7 @@ -using UnityEngine; +using UnityEngine; using UnityEngine.Rendering; -namespace UnityEditor.Rendering.Tests +namespace UnityEngine.Rendering.Tests { [HideInInspector] [VolumeComponentMenu("Supported On Tests/Not Specified Pipeline Supported On")] diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/VolumeComponentCustomRenderPipelineAsset.cs.meta b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentCustomRenderPipelineAsset.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/VolumeComponentCustomRenderPipelineAsset.cs.meta rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentCustomRenderPipelineAsset.cs.meta diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentNoSupportedOn.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentNoSupportedOn.cs similarity index 75% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentNoSupportedOn.cs rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentNoSupportedOn.cs index 55d97341b4f..5a3f7c72866 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentNoSupportedOn.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentNoSupportedOn.cs @@ -1,7 +1,7 @@ -using UnityEngine; +using UnityEngine; using UnityEngine.Rendering; -namespace UnityEditor.Rendering.Tests +namespace UnityEngine.Rendering.Tests { [HideInInspector] [VolumeComponentMenu("Supported On Tests/No supported on")] diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentNoSupportedOn.cs.meta b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentNoSupportedOn.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentNoSupportedOn.cs.meta rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentNoSupportedOn.cs.meta diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentNotSpecifiedSupportedOn.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentNotSpecifiedSupportedOn.cs similarity index 80% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentNotSpecifiedSupportedOn.cs rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentNotSpecifiedSupportedOn.cs index 5873b722f0e..9d8f3c1c103 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentNotSpecifiedSupportedOn.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentNotSpecifiedSupportedOn.cs @@ -1,7 +1,7 @@ -using UnityEngine; +using UnityEngine; using UnityEngine.Rendering; -namespace UnityEditor.Rendering.Tests +namespace UnityEngine.Rendering.Tests { [HideInInspector] [VolumeComponentMenu("Supported On Tests/Not Specified Pipeline Supported On")] diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentNotSpecifiedSupportedOn.cs.meta b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentNotSpecifiedSupportedOn.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentNotSpecifiedSupportedOn.cs.meta rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentNotSpecifiedSupportedOn.cs.meta diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentSupportedEverywhere.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentSupportedEverywhere.cs similarity index 82% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentSupportedEverywhere.cs rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentSupportedEverywhere.cs index d2e4774fce0..b343811ba08 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentSupportedEverywhere.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentSupportedEverywhere.cs @@ -1,6 +1,6 @@ using UnityEngine.Rendering; -namespace UnityEditor.Rendering.Tests +namespace UnityEngine.Rendering.Tests { [VolumeComponentMenu("SupportedOnTests/SupportedEverywhere")] class VolumeComponentSupportedEverywhere : VolumeComponent diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentSupportedEverywhere.cs.meta b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentSupportedEverywhere.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentSupportedEverywhere.cs.meta rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentSupportedEverywhere.cs.meta diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentSupportedOnAnySRP.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentSupportedOnAnySRP.cs similarity index 84% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentSupportedOnAnySRP.cs rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentSupportedOnAnySRP.cs index 4954dd411ad..e76ca139a08 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentSupportedOnAnySRP.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentSupportedOnAnySRP.cs @@ -1,6 +1,6 @@ using UnityEngine.Rendering; -namespace UnityEditor.Rendering.Tests +namespace UnityEngine.Rendering.Tests { [VolumeComponentMenu("SupportedOnTests/SupportedOnAnySRP")] [SupportedOnRenderPipeline] diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentSupportedOnAnySRP.cs.meta b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentSupportedOnAnySRP.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentSupportedOnAnySRP.cs.meta rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentSupportedOnAnySRP.cs.meta diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentSupportedOnCustomSRP.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentSupportedOnCustomSRP.cs similarity index 86% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentSupportedOnCustomSRP.cs rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentSupportedOnCustomSRP.cs index 6d5f362d486..39b8c55ecae 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentSupportedOnCustomSRP.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentSupportedOnCustomSRP.cs @@ -1,6 +1,6 @@ using UnityEngine.Rendering; -namespace UnityEditor.Rendering.Tests +namespace UnityEngine.Rendering.Tests { [VolumeComponentMenu("SupportedOnTests/SupportedOnCustomSRP")] [SupportedOnRenderPipeline(typeof(CustomRenderPipelineAsset))] diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentSupportedOnCustomSRP.cs.meta b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentSupportedOnCustomSRP.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/TestComponents/VolumeComponentSupportedOnCustomSRP.cs.meta rename to Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents/VolumeComponentSupportedOnCustomSRP.cs.meta diff --git a/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeManagerTests.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeManagerTests.cs index 91a6346b39f..ec81fc9f781 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeManagerTests.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeManagerTests.cs @@ -1,4 +1,4 @@ -using System; +using System; using System.Collections; using System.Collections.Generic; using NUnit.Framework; @@ -56,8 +56,8 @@ public void TearDown() static IEnumerable TestCaseSources() { yield return new TestCaseData( - new Action((vm, v) => vm.Unregister(v, v.gameObject.layer)), - new Action((vm, v) => vm.Register(v, v.gameObject.layer))) + new Action((vm, v) => vm.Unregister(v)), + new Action((vm, v) => vm.Register(v))) .SetName("Parameter evaluation is correct when volume is unregistered and registered"); yield return new TestCaseData( @@ -89,7 +89,7 @@ public void ParameterEvaluationTest(Action disableAction, { var volume = CreateVolume("Volume"); volume.sharedProfile = m_VolumeProfile; - volumeManager.Register(volume, volume.gameObject.layer); + volumeManager.Register(volume); volumeManager.Update(camera.transform, k_defaultLayer); Assert.AreEqual(true, stack.requiresReset); // Local volume present - stack reset needed @@ -113,7 +113,7 @@ public void ParameterOverrideTest() var volume = CreateVolume("Volume"); volume.priority = 0f; volume.sharedProfile = m_VolumeProfile; - volumeManager.Register(volume, volume.gameObject.layer); + volumeManager.Register(volume); volumeManager.Update(camera.transform, k_defaultLayer); Assert.AreEqual(TestVolume.k_OverrideValue, stack.GetComponent().param.value); @@ -126,7 +126,7 @@ public void ParameterOverrideTest() var volume1 = CreateVolume("Volume Priority 1"); volume1.priority = 1f; volume1.sharedProfile = priorityVolumeProfile; - volumeManager.Register(volume1, volume1.gameObject.layer); + volumeManager.Register(volume1); volumeManager.Update(camera.transform, k_defaultLayer); Assert.AreEqual(PriorityOverrideValue, stack.GetComponent().param.value); diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Dynamic-Resolution.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Dynamic-Resolution.md index 05274e46093..731e64df2b2 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Dynamic-Resolution.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Dynamic-Resolution.md @@ -26,6 +26,7 @@ To use dynamic resolution in your Project, you must enable dynamic resolution in For information about the HD Dynamic Resolution component properties refer to [HD Dynamic Resolution component properties](reference-dynamic-resolution.md). ## Custom dynamic resolution + Instead of using a HD Dynamic Resolution component, you can write custom logic for dynamic resolution. To do so, call the following function in your script: ```DynamicResolutionHandler.SetDynamicResScaler(PerformDynamicRes scaler, DynamicResScalePolicyType scalerType)``` @@ -39,7 +40,6 @@ HDRP supports values from 5% to 100% and clamps anything above 100%. It is best The simple example below demonstrates how to call `DynamicResolutionHandler`. If you use this function in development, call it based on the performance of your application. - ```c# using System.Collections; using System.Collections.Generic; @@ -85,6 +85,7 @@ public class DynamicRes : MonoBehaviour } } ``` + ## Choose an upscale filter @@ -103,13 +104,13 @@ In the image comparison above, the image that uses the Temporal Anti-Aliasing Up HDRP provides the following upscale filter methods: -| **Upscale Filter Name** | Description | +| Upscale Filter Name | Description | | ------------------------------------ | ------------------------------------------------------------ | -| Catmull-Rom | Catmull-Rom uses four bilinear samples. This uses the least resources, but it can cause blurry images after HDRP performs the upscaling step.

Catmull-Rom has no dependencies and runs at the end of the post-processing pipeline. | -| Contrast Adaptive Sharpen (CAS) | Contrast Adaptive Sharpen (CAS) uses **FidelityFX (CAS) AMDâ„¢**. This method produces a sharp image with an aggressive sharpening step. Do not use this option when the dynamic resolution screen percentage is less than 50%. For information about FidelityFX and Contrast Adaptive Sharpening, see[ AMD FidelityFX](https://www.amd.com/en/technologies/radeon-software-fidelityfx).

Contrast Adaptive Sharpen (CAS) has no dependencies and runs at the end of the post-processing pipeline. | -| FidelityFX Super Resolution 1.0 | FidelityFX Super Resolution 1.0 uses a spatial super-resolution method that balances quality and performance. For more information, see [AMD FidelityFX](https://www.amd.com/en/technologies/radeon-software-fidelityfx).

FidelityFX Super Resolution 1.0 has no dependencies and runs at the end of the post-processing pipeline.
FidelityFX Super Resolution 1.0 also runs when at 100% resolution as it can have beneficial sharpening effects.
For more information, see the section [Notes on FidelityFX Super Resolution 1.0](Dynamic-Resolution.md#notes-on-fidelityfx-super-resolution-10-fsr)| -| Temporal Anti-Aliasing (TAA) Upscale | Temporal Anti-Aliasing (TAA) Upscale uses temporal integration to produce a sharp image. Unity performs this method alongside the normal anti-aliasing.
HDRP executes this upscale filter before post processing and at the same time as the TAA step. This means you can only use the TAA anti-aliasing method. This filter is not compatible with other anti-aliasing methods.

Temporal Anti-Aliasing (TAA) Upscale performs antialiasing on each frame. This means that it also runs when you enable Dynamic Resolution, even when the screen percentage is at 100% resolution.
For more information, see the section [Notes on TAA Upscale](Dynamic-Resolution.md#notes-on-temporal-anti-aliasing-taa-upscale). | -| Scalable Temporal Post-Processing (STP) | Scalable Temporal Post-Processing (STP) uses spatial and temporal upsampling techniques to produce a high quality, anti-aliased image.
Similar to the TAA Upscale filter, you can only use STP with the TAA anti-aliasing method. It is not compatible with other anti-aliasing methods. It also runs when you set HDRP to use 100% scale to perform anti-aliasing.

A limitation to using STP, is that it **cannot support dynamic resolution without hardware support**. You can still use it for fixed resolution scaling in cases where hardware support is unavailable. However, the resolution scale value must be forced to a fixed percentage. | +| **Catmull-Rom** | Catmull-Rom uses four bilinear samples. This uses the least resources, but it can cause blurry images after HDRP performs the upscaling step.

Catmull-Rom has no dependencies and runs at the end of the post-processing pipeline. | +| **Contrast Adaptive Sharpen (CAS)** | Contrast Adaptive Sharpen (CAS) uses **FidelityFX (CAS) AMDâ„¢**. This method produces a sharp image with an aggressive sharpening step. Do not use this option when the dynamic resolution screen percentage is less than 50%. For information about FidelityFX and Contrast Adaptive Sharpening, refer to [AMD FidelityFX](https://www.amd.com/en/technologies/radeon-software-fidelityfx).

Contrast Adaptive Sharpen (CAS) has no dependencies and runs at the end of the post-processing pipeline. | +| **FidelityFX Super Resolution 1.0** | FidelityFX Super Resolution 1.0 uses a spatial super-resolution method that balances quality and performance. For more information, see [AMD FidelityFX](https://www.amd.com/en/technologies/radeon-software-fidelityfx).

FidelityFX Super Resolution 1.0 has no dependencies and runs at the end of the post-processing pipeline.

FidelityFX Super Resolution 1.0 also runs when at 100% resolution as it can have beneficial sharpening effects.

For more information, see the section [Notes on FidelityFX Super Resolution 1.0](Dynamic-Resolution.md#notes-on-fidelityfx-super-resolution-10-fsr)| +| **Temporal Anti-Aliasing (TAA) Upscale** | Temporal Anti-Aliasing (TAA) Upscale uses temporal integration to produce a sharp image. Unity performs this method alongside the normal anti-aliasing.

HDRP executes this upscale filter before post processing and at the same time as the TAA step. This means you can only use the TAA anti-aliasing method. This filter is not compatible with other anti-aliasing methods.

Temporal Anti-Aliasing (TAA) Upscale performs antialiasing on each frame. This means that it also runs when you enable Dynamic Resolution, even when the screen percentage is at 100% resolution.

For more information, see the section [Notes on TAA Upscale](Dynamic-Resolution.md#notes-on-temporal-anti-aliasing-taa-upscale). | +| **Spatial-Temporal Post-Processing (STP)** | Spatial-Temporal Post-Processing (STP) uses spatial and temporal upsampling techniques to produce a high quality, anti-aliased image.

Similar to the TAA Upscale filter, you can only use STP with the TAA anti-aliasing method. It is not compatible with other anti-aliasing methods. STP remains active when **Render Scale** is set to **1.0** as it applies temporal anti-aliasing (TAA) affects to the final rendered output.

A limitation of using STP is that it does not support dynamic resolution without hardware support. You can still use STP for fixed resolution scaling in cases where hardware dynamic resolution support is unavailable. However, **Render Scale** must be set to a fixed value.

For more information on STP, refer to [Spatial-Temporal Post-processing](stp/stp-upscaler.md) | ## Override upscale options in a script @@ -139,9 +140,12 @@ Any option that can control TAA also controls TAA Upscaling. However, the source The intensity of the sharpening filter used by FSR can be controlled using the **FSR Sharpness** setting. This setting is available as a global pipeline asset override, but it can also be adjusted at a per-camera level if desired. A value of 1.0 yields maximum sharpness and a value of 0.0 disables the sharpening filter entirely. ### Pipeline Asset Override + ![FSR Sharpness Asset](Images/DynamicRes_FSR_Sharpness_Asset.png) ### Per-Camera Override + ![FSR Sharpness Camera](Images/DynamicRes_FSR_Sharpness_Camera.png) -> This setting is **not visible** in the editor until the **Override FSR Sharpness** checkbox is checked. The checkbox itself is **also not visible** unless the default default upscaling filter is set to FSR. +> [!NOTE] +> This setting is not available in the editor if the **Override FSR Sharpness** checkbox is not checked. The checkbox itself is not available if the default upscaling filter is set to FSR. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md index cabdf8390f9..128dd8c3476 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md @@ -234,6 +234,8 @@ * [Forward and deferred rendering for lighting](Forward-And-Deferred-Rendering.md) * [Alpha channel configuration](Alpha-Output.md) * [Deep learning super sampling (DLSS)](deep-learning-super-sampling-in-hdrp.md) + * [Spatial-Temporal Post-processing](stp/stp-upscaler.md) + * [Spatial-Temporal Post-processing debug views](stp/stp-debug-views.md) * [Color grading](color-grading.md) * [High Dynamic Range (HDR) and tonemapping](HDR-Output.md) * [Lookup textures (LUTs)](Authoring-LUTs.md) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-fixissues.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-fixissues.md index a8a8179b096..16eee27c819 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-fixissues.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-fixissues.md @@ -155,7 +155,9 @@ Seams are artefacts that appear when one lighting condition transitions immediat Two seams.
-To fix seams, do the following: +URP fixes seams automatically. + +If a seam issue persists, add noise as follows: 1. Add a [Volume](scene-setup.md) to your scene and make sure its area overlaps the position of the camera. 2. Select **Add Override**, then select **Lighting** > **Adaptive Probe Volumes Options**. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/reduce-shader-variants.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/reduce-shader-variants.md index fd1e3ccb7fb..71f685756ab 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/reduce-shader-variants.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/reduce-shader-variants.md @@ -12,10 +12,26 @@ If you want to examine the code that strips shaders in HDRP, see the following f The files use the [IPreprocessShaders](https://docs.unity3d.com/ScriptReference/Build.IPreprocessShaders.html) API. -You can also do the following: +## Check how many shader variants your build has -- [Check how many shader variants you have](https://docs.unity3d.com/Manual/shader-how-many-variants.html). -- See the [standard guidance about shader stripping](https://docs.unity3d.com/Manual/shader-variant-stripping.html), which applies to all render pipelines. +To log how many variants Unity compiles and strips in total, follow these steps: + +1. Open the [Graphics settings window](Default-Settings-Window.md). +2. In the **Additional Shader Stripping Settings** section, select a logging level other than **Disabled**. +3. Build your project. +4. To see the logged information, open the `Editor.log` log file and search for `ShaderStrippingReport`. For the location of `Editor.log`, refer to [log files](xref:LogFiles). + +To log more detailed shader variant information, follow these steps: + +1. Open the [Graphics settings window](Default-Settings-Window.md). +2. In the **Additional Shader Stripping Settings** section, select **Export Shader Variants**. +3. Build your project. +4. In the folder with your project files, open `Temp/graphics-settings-stripping.json` and `Temp/shader-stripping.json`. + +For more information, refer to the following in the Unity User Manual: + +- [Check how many shader variants you have](xref:shader-how-many-variants) +- [Shader variant stripping](xref:shader-variant-stripping) ## Strip feature shader variants diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/stp/stp-debug-views.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/stp/stp-debug-views.md new file mode 100644 index 00000000000..cc12f6a18da --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/stp/stp-debug-views.md @@ -0,0 +1,14 @@ +# Spatial-Temporal Post-processing debug views + +There are six debug views for Spatial-Temporal Post-processing (STP). To access them, open the Rendering Debugger window and navigate to **Rendering** > **Fullscreen Debug Mode** and select **STP** from the dropdown. Unity shows the **STP Debug Mode** property where you can select one of the views. + +For more information on how to access the Rendering Debugger window, refer to [How to access the Rendering Debugger](../features/rendering-debugger.md). + +## Debug views + +| **Clipped Input Color** | Show the HDR input color clipped between 0 and 1. | +| **Log Input Depth** | Show the input depth in logarithmic scale. | +| **Reversible Tonemapped Input Color** | Show the input color mapped to a 0-1 range with a reversible tonemapper. | +| **Shaped Absolute Input Motion** | Visualize the input motion vectors. | +| **Motion Reprojection** | Visualize the reprojected color difference across several frames. | +| **Sensitivity** | Visualize the pixel sensitivities. Green areas show where STP can't predict motion behavior. These areas are likely to render with reduced visual quality. STP struggles to predict motion in areas when occluded objects first become visible or when there is fast movement. Incorrect object motion vectors can also cause issues with motion prediction.

Red areas highlight pixels that are excluded from TAA, so STP intentionally does not predict their motion. This helps avoid unnecessary blurring and ghosting, especially when rendering transparent objects. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/stp/stp-upscaler.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/stp/stp-upscaler.md new file mode 100644 index 00000000000..a5276cadf21 --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/stp/stp-upscaler.md @@ -0,0 +1,35 @@ +# Spatial-Temporal Post-processing + +Spatial-Temporal Post-Processing (STP) uses spatial and temporal upsampling techniques to produce a high quality, anti-aliased image. + +STP performance is consistent across platforms that support it and does not require platform-specific configuration. + +## Requirements + +STP is a software-based upscaler. STP uses compute shaders, so target devices must support [Shader Model 5.0](https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/d3d11-graphics-reference-sm5) to use STP. + +## STP performance + +STP configures itself automatically to provide the best balance of performance and quality based on the platform your application runs on. STP performance is consistent across different target platforms. + +On high-performance platforms, like PCs and consoles, STP uses higher quality image filtering logic and additional deringing logic to improve image quality when it upscales images. These techniques require additional processing power and Unity uses them on high-performance devices where the performance impact is not significant. + +On mobile devices, STP uses more performant image filtering logic to provide a balance between performance and image quality. This minimizes the performance impact of STP on less powerful devices, while still delivering a high quality image. + +### STP in the Rendering Debugger + +There are a several debug views available for STP within the Rendering Debugger. For more information on the STP debug views, refer to [Spatial Temporal Post-processing debug views](stp-debug-views.md). + +## How to use STP + +To enable STP in the High Definition Render Pipeline (HDRP), do the following: + +1. Select the active HDRP Asset in the Project window. + +2. In the Inspector, go to **Rendering** > **Dynamic Resolution** and select **Enable**. + +2. In the list **Advanced Upsaclers by Priority**, click the **+** button and select **STP** to add it to the list. + +3. Set **Dynamic Resolution Type** to **Hardware**. + +STP remains active when **Render Scale** is set to **1.0** as it applies temporal anti-aliasing (TAA) to the final rendered output. diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs index 72cf955e1c2..dcd404d6694 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs @@ -25,48 +25,7 @@ class MaterialModificationProcessor : AssetModificationProcessor static void OnWillCreateAsset(string asset) { if (asset.HasExtension(k_MaterialExtension)) - { - MaterialPostprocessor.s_CreatedAssets.Add(asset); - return; - } - - // For .shadergraph assets, this is tricky since the callback will be for the .meta - // file only as we don't create it with AssetDatabase.CreateAsset but later AddObjectToAsset - // to the .shadergraph via the importer context. - // At the time the meta file is created, the .shadergraph is already present - // but Load*AtPAth(), GetMainAssetTypeAtPath() etc. won't find anything. - // The GUID is already present though, and we actually use those facts to infer we - // have a newly created shadergraph. - - // - // HDMetaData subasset will be included after SG creation anyway so unlike for materials - // (cf .mat with AssetVersion in OnPostprocessAllAssets) we dont need to manually add a subasset. - // For adding them to MaterialPostprocessor.s_ImportedAssetThatNeedSaving for SaveAssetsToDisk() - // to make them editable (flag for checkout), we still detect those here, but not sure this is - // helpful as right now, even on re-import, a .shadergraph multijson is not rewritten, so only - // /Library side serialized data is actually changed (including the generated .shader that can - // also change which is why we run shadergraph reimports), and re-import from the same .shadergraph - // should be idempotent. - // In other words, there shouldn't be anything to checkout for the .shadergraph per se. - // - if (asset.HasExtension(s_ShaderGraphExtensionMeta)) - { - var sgPath = System.IO.Path.ChangeExtension(asset, null); - var importer = AssetImporter.GetAtPath(sgPath); - var guid = AssetDatabase.AssetPathToGUID(sgPath); - if (!String.IsNullOrEmpty(guid) && importer == null) - { - MaterialPostprocessor.s_CreatedAssets.Add(sgPath); - return; - } - } - - // Like stated above, doesnt happen: - if (asset.HasExtension(s_ShaderGraphExtension)) - { MaterialPostprocessor.s_CreatedAssets.Add(asset); - return; - } } } @@ -192,7 +151,7 @@ static void RegisterUpgraderReimport() EditorUtility.DisplayDialog("HDRP ShaderGraph scan for upgrade", "The ShaderGraphs with HDRP SubTarget in your Project were created using an older version of the High Definition Render Pipeline (HDRP)." + " Unity must upgrade them to be compatible with your current version of HDRP. \n" + " Unity will re-import all of the HDRP ShaderGraphs in your project, save them to disk, and check them out in source control if needed.\n" + - " Please see the Material upgrade guide in the HDRP documentation for more information.", "Ok"); + " Please see the Material upgrade guide in the HDRP documentation for more information.", "OK"); } // When we open a project from scratch all the material have been converted and we don't need to do it two time. @@ -212,7 +171,7 @@ static void RegisterUpgraderReimport() EditorUtility.DisplayDialog("HDRP Material upgrade", "The Materials in your Project were created using an older version of the High Definition Render Pipeline (HDRP)." + " Unity must upgrade them to be compatible with your current version of HDRP. \n" + " Unity will re-import all of the Materials in your project, save the upgraded Materials to disk, and check them out in source control if needed.\n" + - " Please see the Material upgrade guide in the HDRP documentation for more information.", "Ok"); + " Please see the Material upgrade guide in the HDRP documentation for more information.", "OK"); } // When we open a project from scratch all the material have been converted and we don't need to do it two time. @@ -292,23 +251,7 @@ static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAsse { foreach (var asset in importedAssets) { - // We intercept shadergraphs just to add them to s_ImportedAssetThatNeedSaving to make them editable when we save assets - if (asset.HasExtension(s_ShaderGraphExtension)) - { - bool justCreated = s_CreatedAssets.Contains(asset); - - if (!justCreated) - { - s_ImportedAssetThatNeedSaving.Add(asset); - s_NeedsSavingAssets = true; - } - else - { - s_CreatedAssets.Remove(asset); - } - continue; - } - else if (!asset.HasExtension(k_MaterialExtension)) + if (!asset.HasExtension(k_MaterialExtension)) continue; // Materials (.mat) post processing diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs index 0fd45ca14ba..7635e7117ab 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs @@ -39,7 +39,7 @@ protected override bool DoShadersStripper(HDRenderPipelineAsset hdrpAsset, Shade if (inputData.shaderKeywordSet.IsEnabled(m_SupportWaterAbsorption)) return true; - if (stripDebugVariants && snippet.passName.StartsWith(WaterSystem.k_WaterMaskPass)) + if (stripDebugVariants && snippet.passName.StartsWith(WaterSystem.k_WaterDebugPass)) return true; } if (HDRPBuildData.instance.waterDecalMaskAndCurrent) diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs index 28d22d66173..b5417159e2b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs @@ -33,7 +33,6 @@ sealed class Styles public readonly GUIContent cookieTextureTypeError = EditorGUIUtility.TrTextContent("HDRP does not support the Cookie Texture type, only Default is supported.", EditorGUIUtility.IconContent("console.warnicon").image); public readonly string cookieNonPOT = "HDRP does not support non power of two cookie textures."; public readonly string cookieTooSmall = "Min texture size for cookies is 2x2 pixels."; - public readonly string cookieBaking = "Light Baking for cookies disabled on the Project Settings."; public readonly GUIContent includeLightForRayTracing = EditorGUIUtility.TrTextContent("Include For Ray Tracing", "When enabled, the light affects the scene for cameras with the Ray-Tracing frame setting enabled."); public readonly GUIContent includeLightForPathTracing = EditorGUIUtility.TrTextContent("Include For Path Tracing", "When enabled, the light affects the scene for cameras with Path Tracing enabled."); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs index 3dbe7df0822..da08a7644c6 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs @@ -985,8 +985,6 @@ static void ShowCookieTextureWarnings(Texture cookie, bool useBaking) } } - if (useBaking && !UnityEditor.EditorSettings.enableCookiesInLightmapper) - EditorGUILayout.HelpBox(s_Styles.cookieBaking, MessageType.Warning); if (cookie.width != cookie.height) EditorGUILayout.HelpBox(s_Styles.cookieNonPOT, MessageType.Warning); if (cookie.width < LightCookieManager.k_MinCookieSize || cookie.height < LightCookieManager.k_MinCookieSize) diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs index a7a9ace35a2..b9b42e34f25 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs @@ -735,13 +735,19 @@ internal static void RenderAndWriteToFile(HDProbe probe, string targetFile, Rend internal static void ImportAssetAt(HDProbe probe, string file) { var hd = (HDRenderPipeline)RenderPipelineManager.currentPipeline; + var type = probe.settings.type; + + if (type != ProbeSettings.ProbeType.ReflectionProbe && type != ProbeSettings.ProbeType.PlanarProbe) + return; + + var importer = AssetImporter.GetAtPath(file) as TextureImporter; + if (importer == null) + return; + switch (probe.settings.type) { case ProbeSettings.ProbeType.ReflectionProbe: { - var importer = AssetImporter.GetAtPath(file) as TextureImporter; - if (importer == null) - return; var settings = new TextureImporterSettings(); importer.ReadTextureSettings(settings); settings.sRGBTexture = false; @@ -757,23 +763,30 @@ internal static void ImportAssetAt(HDProbe probe, string file) ? TextureImporterCompression.Compressed : TextureImporterCompression.Uncompressed; importer.textureShape = TextureImporterShape.TextureCube; - importer.SaveAndReimport(); break; } case ProbeSettings.ProbeType.PlanarProbe: { - var importer = AssetImporter.GetAtPath(file) as TextureImporter; - if (importer == null) - return; importer.sRGBTexture = false; importer.filterMode = FilterMode.Bilinear; importer.mipmapEnabled = false; importer.textureCompression = TextureImporterCompression.Uncompressed; importer.textureShape = TextureImporterShape.Texture2D; - importer.SaveAndReimport(); break; } } + + // Any matching presets were already applied once during the creation of each asset. We apply it again in + // order to be able to apply the preset on top of the Reflection Probe importer defaults. + // Ideally we should not apply presets twice. The reason we chose this compromise solution anyway was that + // 1) it is fast enough, and 2) an ideal solution required a large and risky refactor. + var defaultPresets = Presets.Preset.GetDefaultPresetsForObject(importer); + foreach (var p in defaultPresets) + { + p.ApplyTo(importer); + } + + importer.SaveAndReimport(); } static bool AreAllOpenedSceneSaved() diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs index 3ee2c8f6090..302aa95b93f 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs @@ -731,8 +731,6 @@ public override void OnInspectorGUI() m_DecalLayerMask.intValue = unchecked((int) mask); EditorUtility.SetDirty(m_DecalLayerMask.serializedObject.targetObject); } - if (RenderingLayerMask.GetLastDefinedRenderingLayerIndex() > 16) - EditorGUILayout.HelpBox($"One or more of the Rendering Layers is defined outside of 16 limit. HDRP supports only 16 layers.", MessageType.Warning); } } diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/FogVolume/ShaderGraph/VolumetricMaterialUtils.hlsl b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/FogVolume/ShaderGraph/VolumetricMaterialUtils.hlsl index f321a96921f..0fe8bb6d6ab 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/FogVolume/ShaderGraph/VolumetricMaterialUtils.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/FogVolume/ShaderGraph/VolumetricMaterialUtils.hlsl @@ -9,6 +9,11 @@ float VBufferDistanceToSliceIndex(uint sliceIndex) return DecodeLogarithmicDepthGeneralized(e1, _VBufferDistanceDecodingParams); } +// Linear view space (eye) depth to Z buffer depth. +// Does NOT correctly handle oblique view frustums. +// Does NOT work with orthographic projection. +// zBufferParam (UNITY_REVERSED_Z) = { f/n - 1, 1, (1/n - 1/f), 1/f } +// zBufferParam = { 1 - f/n, f/n, (1/f - 1/n), 1/n } float EyeDepthToLinear(float linearDepth, float4 zBufferParam) { linearDepth = rcp(linearDepth); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs index 5836d96a8e1..04b1797e64c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs @@ -245,34 +245,40 @@ protected override void CollectPassKeywords(ref PassDescriptor pass) base.CollectPassKeywords(ref pass); pass.keywords.Add(RefractionKeyword); - foreach (var featureDefine in materialFeatureSuffixes) + if (pass.IsLightingOrMaterial()) { - pass.keywords.Add(new KeywordDescriptor + foreach (var featureDefine in materialFeatureSuffixes) { - displayName = "Material Type", - referenceName = "_MATERIAL_FEATURE", - type = KeywordType.Enum, - definition = KeywordDefinition.ShaderFeature, - scope = KeywordScope.Local, - stages = KeywordShaderStage.Fragment | (supportRaytracing ? KeywordShaderStage.RayTracing : 0), - entries = new KeywordEntry[] + pass.keywords.Add(new KeywordDescriptor { - new() { displayName = featureDefine, referenceName = featureDefine }, - } - }); + displayName = "Material Type", + referenceName = "_MATERIAL_FEATURE", + type = KeywordType.Enum, + definition = KeywordDefinition.ShaderFeature, + scope = KeywordScope.Local, + stages = KeywordShaderStage.Fragment | (supportRaytracing ? KeywordShaderStage.RayTracing : 0), + entries = new KeywordEntry[] + { + new() { displayName = featureDefine, referenceName = featureDefine }, + } + }); + } } - if (litData.clearCoat && litData.HasMaterialType(~HDLitData.MaterialTypeMask.ColoredTranslucent)) + if (!pass.IsShadow()) { - pass.keywords.Add(new KeywordDescriptor + if (litData.clearCoat && litData.HasMaterialType(~HDLitData.MaterialTypeMask.ColoredTranslucent)) { - displayName = "Cleat Coat", - referenceName = "_MATERIAL_FEATURE_CLEAR_COAT", - type = KeywordType.Boolean, - definition = KeywordDefinition.ShaderFeature, - scope = KeywordScope.Local, - stages = KeywordShaderStage.Fragment | (supportRaytracing ? KeywordShaderStage.RayTracing : 0), - }); + pass.keywords.Add(new KeywordDescriptor + { + displayName = "Cleat Coat", + referenceName = "_MATERIAL_FEATURE_CLEAR_COAT", + type = KeywordType.Boolean, + definition = KeywordDefinition.ShaderFeature, + scope = KeywordScope.Local, + stages = KeywordShaderStage.Fragment | (supportRaytracing ? KeywordShaderStage.RayTracing : 0), + }); + } } } diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LightingSubTarget.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LightingSubTarget.cs index 694fe98aa1f..6469ba0ed6e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LightingSubTarget.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LightingSubTarget.cs @@ -102,10 +102,8 @@ protected override void CollectPassKeywords(ref PassDescriptor pass) { base.CollectPassKeywords(ref pass); - pass.keywords.Add(CoreKeywordDescriptors.DisableDecals); - pass.keywords.Add(CoreKeywordDescriptors.DisableSSR); - pass.keywords.Add(CoreKeywordDescriptors.DisableSSRTransparent); - // pass.keywords.Add(CoreKeywordDescriptors.EnableGeometricSpecularAA); + if (!pass.IsShadow()) + pass.keywords.Add(CoreKeywordDescriptors.DisableDecals); if (pass.lightMode == HDShaderPassNames.s_MotionVectorsStr) pass.keywords.Add(CoreKeywordDescriptors.WriteDecalBufferMotionVector); @@ -114,6 +112,9 @@ protected override void CollectPassKeywords(ref PassDescriptor pass) if (pass.IsLightingOrMaterial()) { + pass.keywords.Add(CoreKeywordDescriptors.DisableSSR); + if (pass.lightMode != HDShaderPassNames.s_GBufferStr) + pass.keywords.Add(CoreKeywordDescriptors.DisableSSRTransparent); pass.keywords.Add(CoreKeywordDescriptors.Lightmap); pass.keywords.Add(CoreKeywordDescriptors.DirectionalLightmapCombined); pass.keywords.Add(CoreKeywordDescriptors.ProbeVolumes); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/PassDescriptorExtension.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/PassDescriptorExtension.cs index b091bf3600d..28a88b6b57e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/PassDescriptorExtension.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/PassDescriptorExtension.cs @@ -16,6 +16,12 @@ public static bool IsDepthOrMV(this PassDescriptor pass) || pass.lightMode == HDShaderPassNames.s_MotionVectorsStr; } + public static bool IsMotionVector(this PassDescriptor pass) => + pass.lightMode == HDShaderPassNames.s_MotionVectorsStr; + + public static bool IsShadow(this PassDescriptor pass) + => pass.lightMode == HDShaderPassNames.s_ShadowCasterStr; + public static bool IsLightingOrMaterial(this PassDescriptor pass) { if (pass.lightMode == null) @@ -35,6 +41,34 @@ public static bool IsForward(this PassDescriptor pass) || pass.lightMode == HDShaderPassNames.s_TransparentBackfaceStr; } + public static bool RequiresTransparentSurfaceTypeKeyword(this PassDescriptor pass) + { + return pass.IsForward() + || pass.lightMode == HDShaderPassNames.s_TransparentDepthPrepassStr + || pass.lightMode == HDShaderPassNames.s_TransparentDepthPostpassStr + || pass.lightMode == HDShaderPassNames.s_GBufferStr + || pass.lightMode == HDShaderPassNames.s_MetaStr + || pass.lightMode == HDShaderPassNames.s_MotionVectorsStr + || pass.lightMode == HDShaderPassNames.s_RayTracingVisibilityStr + || pass.lightMode == HDShaderPassNames.s_RayTracingIndirectStr + || pass.lightMode == HDShaderPassNames.s_RayTracingForwardStr + || pass.lightMode == HDShaderPassNames.s_PathTracingDXRStr; + } + + public static bool RequiresTransparentMVKeyword(this PassDescriptor pass) + { + return pass.IsMotionVector() + || pass.IsForward() + || pass.lightMode == HDShaderPassNames.s_TransparentDepthPrepassStr + || pass.lightMode == HDShaderPassNames.s_TransparentDepthPostpassStr; + } + + public static bool RequiresFogOnTransparentKeyword(this PassDescriptor pass) + { + return pass.IsForward() + || pass.lightMode == HDShaderPassNames.s_MetaStr; + } + public static bool NeedsDebugDisplay(this PassDescriptor pass) { return IsLightingOrMaterial(pass); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceSubTarget.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceSubTarget.cs index ab98fdbf73e..ef59d323b19 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceSubTarget.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceSubTarget.cs @@ -169,14 +169,19 @@ protected override void CollectPassKeywords(ref PassDescriptor pass) if (pass.IsDepthOrMV()) pass.keywords.Add(CoreKeywordDescriptors.WriteMsaaDepth); - pass.keywords.Add(CoreKeywordDescriptors.SurfaceTypeTransparent); + if (pass.RequiresTransparentSurfaceTypeKeyword()) + pass.keywords.Add(CoreKeywordDescriptors.SurfaceTypeTransparent); pass.keywords.Add(CoreKeywordDescriptors.DoubleSided, new FieldCondition(HDFields.Unlit, false)); pass.keywords.Add(CoreKeywordDescriptors.DepthOffset, new FieldCondition(HDFields.DepthOffset, true)); pass.keywords.Add(CoreKeywordDescriptors.ConservativeDepthOffset, new FieldCondition(HDFields.ConservativeDepthOffset, true)); - pass.keywords.Add(CoreKeywordDescriptors.AddPrecomputedVelocity); - pass.keywords.Add(CoreKeywordDescriptors.TransparentWritesMotionVector); - pass.keywords.Add(CoreKeywordDescriptors.FogOnTransparent); + if (pass.IsMotionVector() || pass.IsForward()) + pass.keywords.Add(CoreKeywordDescriptors.AddPrecomputedVelocity); + + if (pass.RequiresTransparentMVKeyword()) + pass.keywords.Add(CoreKeywordDescriptors.TransparentWritesMotionVector); + if (pass.RequiresFogOnTransparentKeyword()) + pass.keywords.Add(CoreKeywordDescriptors.FogOnTransparent); if (pass.NeedsDebugDisplay()) pass.keywords.Add(CoreKeywordDescriptors.DebugDisplay); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Water/ShaderGraph/WaterSubTarget.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Water/ShaderGraph/WaterSubTarget.cs index d6974b96d34..fb38cedf2f2 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Water/ShaderGraph/WaterSubTarget.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Water/ShaderGraph/WaterSubTarget.cs @@ -279,7 +279,7 @@ static PragmaCollection GeneratePragmas(bool useTessellation, bool useDebugSymbo { RayTracingQualityNode.GetRayTracingQualityKeyword(), 0 }, }; - public static DefineCollection WaterMaskDefines = new DefineCollection + public static DefineCollection WaterDebugDefines = new DefineCollection { { CoreKeywordDescriptors.SupportBlendModePreserveSpecularLighting, 1 }, { CoreKeywordDescriptors.HasLightloop, 1 }, @@ -371,16 +371,16 @@ IncludeCollection GenerateIncludes() #endregion #region MaskWater - public static RenderStateCollection WaterMask = new RenderStateCollection + public static RenderStateCollection WaterDebug = new RenderStateCollection { { RenderState.Cull($"[{k_CullWaterMask}]") }, { RenderState.ZWrite(ZWrite.On) }, { RenderState.ZTest(ZTest.LEqual) }, }; - public static PassDescriptor GenerateWaterMaskPass(bool lowRes, bool useTessellation, bool useDebugSymbols) + public static PassDescriptor GenerateWaterDebugPass(bool lowRes, bool useTessellation, bool useDebugSymbols) { - string passName = WaterSystem.k_WaterMaskPass; + string passName = WaterSystem.k_WaterDebugPass; if (lowRes) passName += WaterSystem.k_LowResGBufferPass; if (useTessellation) @@ -397,9 +397,9 @@ public static PassDescriptor GenerateWaterMaskPass(bool lowRes, bool useTessella // Collections structs = GenerateStructs(null, false, useTessellation), requiredFields = BasicWaterGBuffer, - renderStates = WaterMask, + renderStates = WaterDebug, pragmas = GeneratePragmas(useTessellation, useDebugSymbols), - defines = GenerateDefines(WaterMaskDefines, false, useTessellation, lowRes), + defines = GenerateDefines(WaterDebugDefines, false, useTessellation, lowRes), includes = GenerateIncludes(), fieldDependencies = CoreFieldDependencies.Default, @@ -462,8 +462,8 @@ PassCollection GetWaterPasses() // Low res gbuffer GenerateWaterGBufferPass(true, false, systemData.debugSymbols), // Debug pass, always use tessellation to reduce variants - GenerateWaterMaskPass(false, true, systemData.debugSymbols), - GenerateWaterMaskPass(true, false, systemData.debugSymbols), + GenerateWaterDebugPass(false, true, systemData.debugSymbols), + GenerateWaterDebugPass(true, false, systemData.debugSymbols), }; return passes; } @@ -529,7 +529,7 @@ protected override void CollectPassKeywords(ref PassDescriptor pass) if (lightingData.receiveDecals) pass.keywords.Add(CoreKeywordDescriptors.Decals); } - else if (pass.displayName.StartsWith(WaterSystem.k_WaterMaskPass)) + else if (pass.displayName.StartsWith(WaterSystem.k_WaterDebugPass)) { pass.keywords.Add(CoreKeywordDescriptors.DebugDisplay); } diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/DepthOfFieldEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/DepthOfFieldEditor.cs index 8158ce13822..7193e8321f8 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/DepthOfFieldEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/DepthOfFieldEditor.cs @@ -201,7 +201,7 @@ void DrawQualitySettings() PropertyPBRDofResolution(m_Resolution); else PropertyField(m_Resolution); - + PropertyField(m_HighQualityFiltering); if (m_PhysicallyBased.value.boolValue) { diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDEditorUtils.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDEditorUtils.cs index 39b76ad9aef..bea27bc4811 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDEditorUtils.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDEditorUtils.cs @@ -283,7 +283,7 @@ internal static void QualitySettingsHelpBoxForReflection(string message, Message CoreEditorUtils.DrawFixMeBox(message, type, "Open", () => { SettingsService.OpenProjectSettings("Project/Quality/HDRP"); - HDRenderPipelineUI.SubInspectors[uiGroupSection].Expand(uiSection); + HDRenderPipelineUI.SubInspectors[uiGroupSection].Expand(uiSection == -1 ? (int)uiGroupSection : uiSection); CoreEditorUtils.Highlight("Project Settings", propertyPath, HighlightSearchMode.Identifier); GUIUtility.ExitGUI(); @@ -326,7 +326,7 @@ static bool DataDrivenLensFlareHelpBox() HDRenderPipelineUI.ExpandableGroup.PostProcess, HDRenderPipelineUI.ExpandablePostProcess.LensFlare, "m_RenderPipelineSettings.supportDataDrivenLensFlare"); return false; } - + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.LensFlareDataDriven, "Lens Flare Data Driven"); return true; } diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs index c34863a0c6e..b229fa96120 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs @@ -269,6 +269,9 @@ public class Styles public static readonly GUIContent enableDLSS = EditorGUIUtility.TrTextContent("Enable DLSS", "Enables NVIDIA Deep Learning Super Sampling (DLSS)."); public static readonly GUIContent DLSSQualitySettingContent = EditorGUIUtility.TrTextContent("DLSS Mode", "Selects a performance quality setting for NVIDIA Deep Learning Super Sampling (DLSS)."); public static readonly GUIContent DLSSInjectionPoint = EditorGUIUtility.TrTextContent("DLSS Injection Point", "The injection point at which to apply DLSS upscaling."); + public static readonly GUIContent defaultInjectionPoint = EditorGUIUtility.TrTextContent("Injection Point", "The injection point at which to apply the upscaling."); + public static readonly GUIContent TAAUInjectionPoint = EditorGUIUtility.TrTextContent("TAA Upscale Injection Point", "The injection point at which to apply the upscaling."); + public static readonly GUIContent STPInjectionPoint = EditorGUIUtility.TrTextContent("STP Injection Point", "The injection point at which to apply the upscaling."); public static readonly GUIContent DLSSUseOptimalSettingsContent = EditorGUIUtility.TrTextContent("DLSS Use Optimal Settings", "Sets the sharpness and scale automatically for NVIDIA Deep Learning Super Sampling, depending on the values of quality settings. When DLSS Optimal Settings is on, the percentage settings for Dynamic Resolution Scaling are ignored."); public static readonly GUIContent DLSSSharpnessContent = EditorGUIUtility.TrTextContent("DLSS Sharpness", "NVIDIA Deep Learning Super Sampling pixel sharpness of upsampler. Controls how the DLSS upsampler will render edges on the image. More sharpness usually means more contrast and clearer image but can increase flickering and fireflies. This setting is ignored if optimal settings are used."); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs index 972aac91616..e7b93a2756b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs @@ -763,6 +763,17 @@ static void Drawer_SectionDynamicResolutionSettings(SerializedHDRenderPipelineAs ++EditorGUI.indentLevel; } #endif + bool containsSTP = ((1 << (int)AdvancedUpscalers.STP) & advancedUpscalersEnabledMask) != 0; + if (containsSTP) + { + using (new EditorGUI.IndentLevelScope()) + { + // Draw STP settings + int value = EditorGUILayout.IntPopup(Styles.STPInjectionPoint, serialized.renderPipelineSettings.dynamicResolutionSettings.STPInjectionPoint.intValue, Styles.UpscalerInjectionPointNames, Styles.UpscalerInjectionPointValues); + serialized.renderPipelineSettings.dynamicResolutionSettings.STPInjectionPoint.intValue = value; + } + } + EditorGUILayout.PropertyField(serialized.renderPipelineSettings.dynamicResolutionSettings.dynamicResType, Styles.dynResType); bool isHwDrs = (serialized.renderPipelineSettings.dynamicResolutionSettings.dynamicResType.intValue == (int)DynamicResolutionType.Hardware); bool gfxDeviceSupportsHwDrs = HDUtils.IsHardwareDynamicResolutionSupportedByDevice(SystemInfo.graphicsDeviceType); @@ -800,6 +811,22 @@ static void Drawer_SectionDynamicResolutionSettings(SerializedHDRenderPipelineAs } } + using (new EditorGUI.IndentLevelScope()) + { + if (currentUpscaleFilter == DynamicResUpscaleFilter.TAAU) + { + int ip = EditorGUILayout.IntPopup(Styles.TAAUInjectionPoint, serialized.renderPipelineSettings.dynamicResolutionSettings.TAAUInjectionPoint.intValue, Styles.UpscalerInjectionPointNames, Styles.UpscalerInjectionPointValues); + serialized.renderPipelineSettings.dynamicResolutionSettings.TAAUInjectionPoint.intValue = ip; + } + // Catmull-Rom is combined to the final pass, so we can't change it's injection point + // FSR 1.0 (EdgeAdaptiveScalingUpres) only works with perceptual data, so we can't change it's injection point. + else if (currentUpscaleFilter != DynamicResUpscaleFilter.CatmullRom && currentUpscaleFilter != DynamicResUpscaleFilter.EdgeAdaptiveScalingUpres) + { + int ip = EditorGUILayout.IntPopup(Styles.defaultInjectionPoint, serialized.renderPipelineSettings.dynamicResolutionSettings.defaultInjectionPoint.intValue, Styles.UpscalerInjectionPointNames, Styles.UpscalerInjectionPointValues); + serialized.renderPipelineSettings.dynamicResolutionSettings.defaultInjectionPoint.intValue = ip; + } + } + EditorGUILayout.PropertyField(serialized.renderPipelineSettings.dynamicResolutionSettings.useMipBias, Styles.useMipBias); EditorGUILayout.PropertyField(serialized.renderPipelineSettings.dynamicResolutionSettings.forcePercentage, Styles.forceScreenPercentage); @@ -834,10 +861,12 @@ static void Drawer_SectionDynamicResolutionSettings(SerializedHDRenderPipelineAs #endif // Show a warning if STP is selected with software DRS and a dynamic scaling range - bool containsSTP = ((1 << (int)AdvancedUpscalers.STP) & advancedUpscalersEnabledMask) != 0; - if (containsSTP && (!isHwDrs || !gfxDeviceSupportsHwDrs)) + if (containsSTP) { - EditorGUILayout.HelpBox($"{Styles.STPSwDrsWarningMsg}", MessageType.Warning, wide: true); + if (!isHwDrs || !gfxDeviceSupportsHwDrs) + { + EditorGUILayout.HelpBox($"{Styles.STPSwDrsWarningMsg}", MessageType.Warning, wide: true); + } } float minPercentage = serialized.renderPipelineSettings.dynamicResolutionSettings.minPercentage.floatValue; diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedDynamicResolutionSettings.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedDynamicResolutionSettings.cs index a1cdde02d39..d2efeb12f44 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedDynamicResolutionSettings.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedDynamicResolutionSettings.cs @@ -31,6 +31,9 @@ class SerializedDynamicResolutionSettings public SerializedProperty lowResSSGIMinimumThreshold; public SerializedProperty lowResVolumetricCloudsMinimumThreshold; public SerializedProperty advancedUpscalersByPriority; + public SerializedProperty TAAUInjectionPoint; + public SerializedProperty STPInjectionPoint; + public SerializedProperty defaultInjectionPoint; public SerializedDynamicResolutionSettings(SerializedProperty root) { @@ -40,6 +43,9 @@ public SerializedDynamicResolutionSettings(SerializedProperty root) useMipBias = root.Find((GlobalDynamicResolutionSettings s) => s.useMipBias); DLSSPerfQualitySetting = root.Find((GlobalDynamicResolutionSettings s) => s.DLSSPerfQualitySetting); DLSSInjectionPoint = root.Find((GlobalDynamicResolutionSettings s) => s.DLSSInjectionPoint); + TAAUInjectionPoint = root.Find((GlobalDynamicResolutionSettings s) => s.TAAUInjectionPoint); + STPInjectionPoint = root.Find((GlobalDynamicResolutionSettings s) => s.STPInjectionPoint); + defaultInjectionPoint = root.Find((GlobalDynamicResolutionSettings s) => s.defaultInjectionPoint); DLSSUseOptimalSettings = root.Find((GlobalDynamicResolutionSettings s) => s.DLSSUseOptimalSettings); DLSSSharpness = root.Find((GlobalDynamicResolutionSettings s) => s.DLSSSharpness); advancedUpscalersByPriority = root.Find((GlobalDynamicResolutionSettings s) => s.advancedUpscalersByPriority); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs index 543addec148..f0ac7f77513 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs @@ -65,7 +65,7 @@ public override void OnEnable() m_Anisotropy = Unpack(o.Find(x => x.anisotropy)); m_MultipleScatteringIntensity = Unpack(o.Find(x => x.multipleScatteringIntensity)); m_GlobalLightProbeDimmer = Unpack(o.Find(x => x.globalLightProbeDimmer)); - + m_EnableVolumetricFog = Unpack(o.Find(x => x.enableVolumetricFog)); m_DepthExtent = Unpack(o.Find(x => x.depthExtent)); m_SliceDistributionUniformity = Unpack(o.Find(x => x.sliceDistributionUniformity)); @@ -173,9 +173,9 @@ public override void OnInspectorGUI() EndAdditionalPropertiesScope(); } - PropertyField(m_MultipleScatteringIntensity); } } + PropertyField(m_MultipleScatteringIntensity); } public override QualitySettingsBlob SaveCustomQualitySettingsAsObject(QualitySettingsBlob settings = null) diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Simulation.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Simulation.cs index 3409777efe1..73eef0f136e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Simulation.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Simulation.cs @@ -1,16 +1,12 @@ -using System; using UnityEngine; -using UnityEngine.Assertions; using UnityEngine.Rendering; using UnityEngine.Rendering.HighDefinition; -using static UnityEditor.EditorGUI; -using static UnityEditor.Rendering.HighDefinition.HDProbeUI; namespace UnityEditor.Rendering.HighDefinition { sealed partial class WaterSurfaceEditor : Editor { - #region Mask + #region Simulation Mask SerializedProperty m_WaterMask; SerializedProperty m_WaterMaskRemap; SerializedProperty m_WaterMaskExtent; @@ -60,7 +56,7 @@ sealed partial class WaterSurfaceEditor : Editor void OnEnableSimulation(PropertyFetcher o) { - #region Masking + #region Simulation Mask m_WaterMask = o.Find(x => x.waterMask); m_WaterMaskRemap = o.Find(x => x.waterMaskRemap); m_WaterMaskExtent = o.Find(x => x.waterMaskExtent); @@ -124,7 +120,7 @@ static internal void WaterSurfaceLargeCurrent(WaterSurfaceEditor serialized) using (new BoldLabelScope()) MapWithExtent(serialized.m_LargeCurrentMap, k_LargeCurrentMap, serialized.m_LargeCurrentRegionExtent); - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) { if (serialized.m_LargeCurrentMap.objectReferenceValue != null) { @@ -148,7 +144,7 @@ static internal void WaterSurfaceRipplesOrientationCurrentInherit(WaterSurfaceEd if (HasCustomRipplesCurrent(serialized)) { - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) WaterSurfaceRipplesOrientationCurrent(serialized); } } @@ -164,7 +160,7 @@ static internal void WaterSurfaceRipplesOrientationCurrent(WaterSurfaceEditor se using (new BoldLabelScope()) MapWithExtent(serialized.m_RipplesCurrentMap, k_RipplesCurrentMap, serialized.m_RipplesCurrentRegionExtent); - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) { if (serialized.m_RipplesCurrentMap.objectReferenceValue != null) { @@ -184,7 +180,7 @@ static internal void WaterSurfaceWaterMask(WaterSurfaceEditor serialized, GUICon using (new BoldLabelScope()) MapWithExtent(serialized.m_WaterMask, maskContent, serialized.m_WaterMaskExtent); - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) { if (serialized.m_WaterMask.objectReferenceValue != null) { @@ -207,12 +203,12 @@ static internal void WaterSurfaceSimulationSection_Ocean(WaterSurfaceEditor seri // Swell section EditorGUILayout.LabelField("Swell", EditorStyles.boldLabel); - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) { // Swell parameters EditorGUI.BeginChangeCheck(); float repetitionSize = EditorGUILayout.Slider(k_SwellRepetitionSize, serialized.m_RepetitionSize.floatValue, WaterConsts.k_SwellMinPatchSize, WaterConsts.k_SwellMaxPatchSize); - if (EditorGUI.EndChangeCheck()) + if (EditorGUI.EndChangeCheck() || (repetitionSize != Mathf.Clamp(repetitionSize, WaterConsts.k_SwellMinPatchSize, WaterConsts.k_SwellMaxPatchSize))) serialized.m_RepetitionSize.floatValue = repetitionSize; EditorGUILayout.PropertyField(serialized.m_LargeWindSpeed, k_SwellWindSpeed); @@ -225,11 +221,11 @@ static internal void WaterSurfaceSimulationSection_Ocean(WaterSurfaceEditor seri // Band0 foldout float totalAmplitude = 0.0f; EditorGUILayout.LabelField("First Band", EditorStyles.boldLabel); - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) { // Evaluate the maximal amplitude that this patch size/wind speed allows EditorGUILayout.PropertyField(serialized.m_LargeBand0Multiplier, k_SwellBand0Mutliplier); - using (new DisabledScope(true)) + using (new EditorGUI.DisabledScope(true)) { float maxAmplitudeBand0 = serialized.m_LargeBand0Multiplier.floatValue * WaterSystem.EvaluateMaxAmplitude(serialized.m_RepetitionSize.floatValue, serialized.m_LargeWindSpeed.floatValue); EditorGUILayout.TextField(k_SwellMaxAmplitude, maxAmplitudeBand0.ToString("0.00") + " m", EditorStyles.boldLabel); @@ -245,7 +241,7 @@ static internal void WaterSurfaceSimulationSection_Ocean(WaterSurfaceEditor seri if (serialized.m_LargeBand0FadeToggle.intValue == (int)WaterSurface.FadeMode.Custom) { - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) { WaterPropertyParameterDrawer.DrawMultiPropertiesGUI(k_SwellRangeToggle, k_SwellFadeStart, serialized.m_LargeBand0FadeStart, k_SwellFadeDistance, serialized.m_LargeBand0FadeDistance); serialized.m_LargeBand0FadeStart.floatValue = Mathf.Max(serialized.m_LargeBand0FadeStart.floatValue, 0.0f); @@ -258,11 +254,11 @@ static internal void WaterSurfaceSimulationSection_Ocean(WaterSurfaceEditor seri // Second band foldout EditorGUILayout.LabelField("Second Band", EditorStyles.boldLabel); - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) { // Evaluate the maximal amplitude that this patch size/wind speed allows EditorGUILayout.PropertyField(serialized.m_LargeBand1Multiplier, k_SwellBand1Mutliplier); - using (new DisabledScope(true)) + using (new EditorGUI.DisabledScope(true)) { float swellSecondBandRatio = WaterSystem.EvaluateSwellSecondPatchSize(serialized.m_RepetitionSize.floatValue); float maxAmplitudeBand1 = serialized.m_LargeBand1Multiplier.floatValue * WaterSystem.EvaluateMaxAmplitude(swellSecondBandRatio, serialized.m_LargeWindSpeed.floatValue); @@ -278,7 +274,7 @@ static internal void WaterSurfaceSimulationSection_Ocean(WaterSurfaceEditor seri EditorGUILayout.PropertyField(serialized.m_LargeBand1FadeToggle, k_SwellFadeToggle); if (serialized.m_LargeBand1FadeToggle.intValue == (int)WaterSurface.FadeMode.Custom) { - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) { WaterPropertyParameterDrawer.DrawMultiPropertiesGUI(k_SwellRangeToggle, k_SwellFadeStart, serialized.m_LargeBand1FadeStart, k_SwellFadeDistance, serialized.m_LargeBand1FadeDistance); serialized.m_LargeBand1FadeStart.floatValue = Mathf.Max(serialized.m_LargeBand1FadeStart.floatValue, 0.0f); @@ -289,7 +285,7 @@ static internal void WaterSurfaceSimulationSection_Ocean(WaterSurfaceEditor seri AdvancedProperties.EndGroup(); } - using (new DisabledScope(true)) + using (new EditorGUI.DisabledScope(true)) { EditorGUILayout.TextField(k_SwellTotalAmplitude, totalAmplitude.ToString("0.00") + " m", EditorStyles.boldLabel); } @@ -300,7 +296,7 @@ static internal void WaterSurfaceSimulationSection_Ocean(WaterSurfaceEditor seri EditorGUILayout.PropertyField(serialized.m_Ripples, k_RipplesEnable); if (serialized.m_Ripples.boolValue) { - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) { EditorGUILayout.PropertyField(serialized.m_RipplesWindSpeed, k_RipplesWindSpeed); EditorGUILayout.PropertyField(serialized.m_RipplesChaos, k_RipplesChaos); @@ -315,7 +311,7 @@ static internal void WaterSurfaceSimulationSection_Ocean(WaterSurfaceEditor seri EditorGUILayout.PropertyField(serialized.m_RipplesFadeToggle, k_RipplesFadeToggle); if (serialized.m_RipplesFadeToggle.intValue == (int)WaterSurface.FadeMode.Custom) { - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) { WaterPropertyParameterDrawer.DrawMultiPropertiesGUI(k_RipplesFadeRange, k_RipplesFadeStart, serialized.m_RipplesFadeStart, k_RipplesFadeDistance, serialized.m_RipplesFadeDistance); serialized.m_RipplesFadeStart.floatValue = Mathf.Max(serialized.m_RipplesFadeStart.floatValue, 0.0f); @@ -335,12 +331,12 @@ static internal void WaterSurfaceSimulationSection_River(WaterSurfaceEditor seri // Agitation foldout EditorGUILayout.LabelField("Agitation", EditorStyles.boldLabel); - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) { // Swell parameters EditorGUI.BeginChangeCheck(); float repetitionSize = EditorGUILayout.Slider(k_AgitationRepetitionSize, serialized.m_RepetitionSize.floatValue, WaterConsts.k_AgitationMinPatchSize, WaterConsts.k_AgitationMaxPatchSize); - if (EditorGUI.EndChangeCheck()) + if (EditorGUI.EndChangeCheck() || (repetitionSize != Mathf.Clamp(repetitionSize, WaterConsts.k_AgitationMinPatchSize, WaterConsts.k_AgitationMaxPatchSize))) serialized.m_RepetitionSize.floatValue = repetitionSize; EditorGUILayout.PropertyField(serialized.m_LargeWindSpeed, k_AgitationWindSpeed); @@ -352,7 +348,7 @@ static internal void WaterSurfaceSimulationSection_River(WaterSurfaceEditor seri // Evaluate the maximal amplitude that this patch size/wind speed allows EditorGUILayout.PropertyField(serialized.m_LargeBand0Multiplier, k_AgitationBandMutliplier); - using (new DisabledScope(true)) + using (new EditorGUI.DisabledScope(true)) { float maxAmplitude = serialized.m_LargeBand0Multiplier.floatValue * WaterSystem.EvaluateMaxAmplitude(serialized.m_RepetitionSize.floatValue, serialized.m_LargeWindSpeed.floatValue); EditorGUILayout.TextField(k_AgitationTotalAmplitude, maxAmplitude.ToString("0.00") + " m", EditorStyles.boldLabel); @@ -366,7 +362,7 @@ static internal void WaterSurfaceSimulationSection_River(WaterSurfaceEditor seri EditorGUILayout.PropertyField(serialized.m_LargeBand0FadeToggle, k_SwellFadeToggle); if (serialized.m_LargeBand0FadeToggle.intValue == (int)WaterSurface.FadeMode.Custom) { - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) { WaterPropertyParameterDrawer.DrawMultiPropertiesGUI(k_SwellRangeToggle, k_SwellFadeStart, serialized.m_LargeBand0FadeStart, k_SwellFadeDistance, serialized.m_LargeBand0FadeDistance); serialized.m_LargeBand0FadeStart.floatValue = Mathf.Max(serialized.m_LargeBand0FadeStart.floatValue, 0.0f); @@ -382,7 +378,7 @@ static internal void WaterSurfaceSimulationSection_River(WaterSurfaceEditor seri EditorGUILayout.PropertyField(serialized.m_Ripples, k_RipplesEnable); if (serialized.m_Ripples.boolValue) { - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) { EditorGUILayout.PropertyField(serialized.m_RipplesWindSpeed, k_RipplesWindSpeed); EditorGUILayout.PropertyField(serialized.m_RipplesChaos, k_RipplesChaos); @@ -397,7 +393,7 @@ static internal void WaterSurfaceSimulationSection_River(WaterSurfaceEditor seri EditorGUILayout.PropertyField(serialized.m_RipplesFadeToggle, k_RipplesFadeToggle); if (serialized.m_RipplesFadeToggle.intValue == (int)WaterSurface.FadeMode.Custom) { - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) { WaterPropertyParameterDrawer.DrawMultiPropertiesGUI(k_RipplesFadeRange, k_RipplesFadeStart, serialized.m_RipplesFadeStart, k_RipplesFadeDistance, serialized.m_RipplesFadeDistance); serialized.m_RipplesFadeStart.floatValue = Mathf.Max(serialized.m_RipplesFadeStart.floatValue, 0.0f); @@ -417,7 +413,7 @@ static internal void WaterSurfaceSimulationSection_Pool(WaterSurfaceEditor seria EditorGUILayout.LabelField("Ripples", EditorStyles.boldLabel); { - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) { EditorGUILayout.PropertyField(serialized.m_RipplesWindSpeed, k_RipplesWindSpeed); EditorGUILayout.PropertyField(serialized.m_RipplesChaos, k_RipplesChaos); @@ -432,7 +428,7 @@ static internal void WaterSurfaceSimulationSection_Pool(WaterSurfaceEditor seria EditorGUILayout.PropertyField(serialized.m_RipplesFadeToggle, k_RipplesFadeToggle); if (serialized.m_RipplesFadeToggle.intValue == (int)WaterSurface.FadeMode.Custom) { - using (new IndentLevelScope()) + using (new EditorGUI.IndentLevelScope()) { WaterPropertyParameterDrawer.DrawMultiPropertiesGUI(k_RipplesFadeRange, k_RipplesFadeStart, serialized.m_RipplesFadeStart, k_RipplesFadeDistance, serialized.m_RipplesFadeDistance); serialized.m_RipplesFadeStart.floatValue = Mathf.Max(serialized.m_RipplesFadeStart.floatValue, 0.0f); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader index d9e20a1529e..323557ce27c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader @@ -277,7 +277,7 @@ Shader "Hidden/HDRP/DebugFullScreen" if ( _FullScreenDebugMode == FULLSCREENDEBUGMODE_VOLUMETRIC_CLOUDS) { float4 color = SAMPLE_TEXTURE2D_X(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord); - return (_VolumetricCloudsDebugMode == 0) ? float4(color.xyz * color.w, 1.0) : Linear01Depth(color.x, _ZBufferParams); + return (_VolumetricCloudsDebugMode == 0) ? float4(color.xyz, 1.0) : color.x; } if ( _FullScreenDebugMode == FULLSCREENDEBUGMODE_VOLUMETRIC_CLOUDS_SHADOW) { diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs index bdbbfb23d73..f61e54ba8ce 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs @@ -2688,11 +2688,20 @@ internal static void TickLateUpdate() var directionalLights = HDLightRenderDatabase.instance.directionalLights; if (lightData.cachedLightType == LightType.Directional) + { directionalLights.Add(lightData); + } else if (lightData.legacyLight.type != LightType.Directional) { - int idx = directionalLights.FindIndex((x) => ReferenceEquals(x, lightData)); - if (idx != -1) directionalLights.RemoveAt(idx); + // Remove the light from directionalLights, We use a loop to avoid a GC allocation (UUM-69806) + for (int k = 0; k < directionalLights.Count; ++k) + { + if (ReferenceEquals(directionalLights[k], lightData)) + { + directionalLights.RemoveAt(k); + break; + } + } } #if UNITY_EDITOR diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl index 48f2c0e0b04..2bb3d1c340c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl @@ -124,8 +124,7 @@ void BilUpColor3x3(float highDepth, in NeighborhoodUpsampleData3x3 data, out flo float TotalWeight = combinedWeightsA.x + combinedWeightsA.y + combinedWeightsA.z + combinedWeightsA.w + combinedWeightsB.x + combinedWeightsB.y + combinedWeightsB.z + combinedWeightsB.w - + combinedWeightsC - + _NoiseFilterStrength; + + combinedWeightsC; float4 WeightedSum = data.lowValue0 * combinedWeightsA.x + data.lowValue1 * combinedWeightsA.y @@ -143,8 +142,17 @@ void BilUpColor3x3(float highDepth, in NeighborhoodUpsampleData3x3 data, out flo + data.lowDepthValueC * combinedWeightsC + _NoiseFilterStrength; - outColor = WeightedSum / TotalWeight; - outDepth = WeightedDepth / TotalWeight; + // This branch shouldn't be needed if we do the neighbor analysis mentionned in BuildRay + if (TotalWeight == 0.0f) + { + outColor = float4(0, 0, 0, 1); + outDepth = UNITY_NEAR_CLIP_VALUE; + } + else + { + outColor = WeightedSum / (TotalWeight + _NoiseFilterStrength); + outDepth = WeightedDepth / (TotalWeight + _NoiseFilterStrength); + } } // Due to compiler issues, it is not possible to use arrays to store the neighborhood values, we then store them in this structure diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/HDRenderPipeline.VolumetricClouds.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/HDRenderPipeline.VolumetricClouds.cs index 476972b116a..8ed2789f4f7 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/HDRenderPipeline.VolumetricClouds.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/HDRenderPipeline.VolumetricClouds.cs @@ -832,7 +832,7 @@ static float GetCloudNearPlane(float3 originPS, float lowerBoundPS, float higher return math.max(tOuter.x, 0.0f); } } - + [Serializable] [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))] [Categorization.CategoryInfo(Name = "R: Volumetric Clouds", Order = 1000), HideInInspector] diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricClouds.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricClouds.compute index de67490fc8b..82bedf9ca10 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricClouds.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricClouds.compute @@ -275,6 +275,17 @@ void UPSCALE_CLOUDS(uint3 finalCoord : SV_DispatchThreadID, finalColor.a = EvaluateFinalTransmittance(finalCoord.xy, finalColor.a); + // Optimized conversion of scene depth to infinite depth + //sceneDepth = EncodeInfiniteDepth(LinearEyeDepth(sceneDepth, _ZBufferParams), _CloudNearPlane); + float finalSceneDepth = (_ZBufferParams.z * sceneDepth + _ZBufferParams.w) * _CloudNearPlane; + + // Manual ztest as upscaling can produce clouds behind geometry + if (sceneDepth != UNITY_RAW_FAR_CLIP_VALUE && finalCloudDepth <= finalSceneDepth) + { + finalColor.a = 1.0f; + finalCloudDepth = UNITY_NEAR_CLIP_VALUE; + } + // Store the upscaled result only, composite in later pass. _VolumetricCloudsLightingTextureRW[COORD_TEXTURE2D_X(finalCoord.xy)] = finalColor.rgb; _VolumetricCloudsDepthTextureRW[COORD_TEXTURE2D_X(finalCoord.xy)] = float2(finalCloudDepth, finalColor.a); @@ -293,11 +304,20 @@ void COMBINE_CLOUDS(uint3 finalCoord : SV_DispatchThreadID, return; float3 color = LOAD_TEXTURE2D_X(_VolumetricCloudsTexture, finalCoord.xy).xyz; - float2 depthTransmittance = LOAD_TEXTURE2D_X(_DepthStatusTexture, finalCoord.xy).zw; + float3 data = LOAD_TEXTURE2D_X(_DepthStatusTexture, finalCoord.xy).yzw; - depthTransmittance.y = EvaluateFinalTransmittance(finalCoord.xy, depthTransmittance.y); + float cloudDepth = data.y; + float transmittance = EvaluateFinalTransmittance(finalCoord.xy, data.z); + + // Manual ztest as upscaling can produce clouds behind geometry + float sceneDepth = (_ZBufferParams.z * data.x + _ZBufferParams.w) * _CloudNearPlane; + if (data.x != UNITY_RAW_FAR_CLIP_VALUE && cloudDepth <= sceneDepth) + { + transmittance = 1.0f; + cloudDepth = UNITY_NEAR_CLIP_VALUE; + } // Store the upscaled result only, composite in later pass. _VolumetricCloudsLightingTextureRW[COORD_TEXTURE2D_X(finalCoord.xy)] = color; - _VolumetricCloudsDepthTextureRW[COORD_TEXTURE2D_X(finalCoord.xy)] = depthTransmittance; + _VolumetricCloudsDepthTextureRW[COORD_TEXTURE2D_X(finalCoord.xy)] = float2(cloudDepth, transmittance); } diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader index 84bc92d51c2..775c6aeba94 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader @@ -418,7 +418,6 @@ Shader "HDRP/LayeredLit" #pragma target 4.5 - #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _DEPTHOFFSET_ON #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT @@ -430,10 +429,6 @@ Shader "HDRP/LayeredLit" #pragma shader_feature_local _ _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR_BLENDMASK #pragma shader_feature_local_fragment _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE - #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE0 - #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE1 - #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE2 - #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE3 #pragma shader_feature_local _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0 #pragma shader_feature_local _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1 #pragma shader_feature_local _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2 @@ -447,20 +442,10 @@ Shader "HDRP/LayeredLit" #pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3 - #pragma shader_feature_local _NORMALMAP0 - #pragma shader_feature_local _NORMALMAP1 - #pragma shader_feature_local _NORMALMAP2 - #pragma shader_feature_local _NORMALMAP3 - #pragma shader_feature_local_fragment _MASKMAP0 - #pragma shader_feature_local_fragment _MASKMAP1 - #pragma shader_feature_local_fragment _MASKMAP2 - #pragma shader_feature_local_fragment _MASKMAP3 - #pragma shader_feature_local_fragment _BENTNORMALMAP0 - #pragma shader_feature_local_fragment _BENTNORMALMAP1 - #pragma shader_feature_local_fragment _BENTNORMALMAP2 - #pragma shader_feature_local_fragment _BENTNORMALMAP3 - #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP - + #pragma shader_feature_local_raytracing _NORMALMAP0 + #pragma shader_feature_local_raytracing _NORMALMAP1 + #pragma shader_feature_local_raytracing _NORMALMAP2 + #pragma shader_feature_local_raytracing _NORMALMAP3 #pragma shader_feature_local_raytracing _MASKMAP0 #pragma shader_feature_local_raytracing _MASKMAP1 #pragma shader_feature_local_raytracing _MASKMAP2 @@ -475,19 +460,15 @@ Shader "HDRP/LayeredLit" // _ENABLESPECULAROCCLUSION keyword is obsolete but keep here for compatibility. Do not used // _ENABLESPECULAROCCLUSION and _SPECULAR_OCCLUSION_X can't exist at the same time (the new _SPECULAR_OCCLUSION replace it) // When _ENABLESPECULAROCCLUSION is found we define _SPECULAR_OCCLUSION_X so new code to work - #pragma shader_feature_local_fragment _ENABLESPECULAROCCLUSION // Non-local - #pragma shader_feature_local_fragment _ _SPECULAR_OCCLUSION_NONE _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP // Non-local - #pragma shader_feature_local_raytracing _ENABLESPECULAROCCLUSION // Non-local - #pragma shader_feature_local_raytracing _ _SPECULAR_OCCLUSION_NONE _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP // Non-local + #pragma shader_feature_local_fragment _ENABLESPECULAROCCLUSION + #pragma shader_feature_local_fragment _ _SPECULAR_OCCLUSION_NONE _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP + #pragma shader_feature_local_raytracing _ENABLESPECULAROCCLUSION + #pragma shader_feature_local_raytracing _ _SPECULAR_OCCLUSION_NONE _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP #ifdef _ENABLESPECULAROCCLUSION #define _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP #endif - #pragma shader_feature_local_fragment _DETAIL_MAP0 - #pragma shader_feature_local_fragment _DETAIL_MAP1 - #pragma shader_feature_local_fragment _DETAIL_MAP2 - #pragma shader_feature_local_fragment _DETAIL_MAP3 #pragma shader_feature_local_raytracing _DETAIL_MAP0 #pragma shader_feature_local_raytracing _DETAIL_MAP1 #pragma shader_feature_local_raytracing _DETAIL_MAP2 @@ -497,18 +478,6 @@ Shader "HDRP/LayeredLit" #pragma shader_feature_local _HEIGHTMAP1 #pragma shader_feature_local _HEIGHTMAP2 #pragma shader_feature_local _HEIGHTMAP3 - #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP0 - #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP1 - #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP2 - #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP3 - #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP0 - #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP1 - #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP2 - #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP3 - #pragma shader_feature_local_fragment _THICKNESSMAP0 - #pragma shader_feature_local_fragment _THICKNESSMAP1 - #pragma shader_feature_local_fragment _THICKNESSMAP2 - #pragma shader_feature_local_fragment _THICKNESSMAP3 #pragma shader_feature_local_raytracing _SUBSURFACE_MASK_MAP0 #pragma shader_feature_local_raytracing _SUBSURFACE_MASK_MAP1 #pragma shader_feature_local_raytracing _SUBSURFACE_MASK_MAP2 @@ -518,7 +487,6 @@ Shader "HDRP/LayeredLit" #pragma shader_feature_local_raytracing _THICKNESSMAP2 #pragma shader_feature_local_raytracing _THICKNESSMAP3 - #pragma shader_feature_local _ _LAYER_MASK_VERTEX_COLOR_MUL _LAYER_MASK_VERTEX_COLOR_ADD #pragma shader_feature_local _MAIN_LAYER_INFLUENCE_MODE #pragma shader_feature_local _INFLUENCEMASK_MAP @@ -526,22 +494,9 @@ Shader "HDRP/LayeredLit" #pragma shader_feature_local _HEIGHT_BASED_BLEND #pragma shader_feature_local _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS - #pragma shader_feature_local _DISABLE_DECALS - #pragma shader_feature_local_fragment _DISABLE_SSR #pragma shader_feature_local_raytracing _DISABLE_SSR - #pragma shader_feature_local _DISABLE_SSR_TRANSPARENT - - #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY - #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA - - // Keyword for transparent - #pragma shader_feature _SURFACE_TYPE_TRANSPARENT - #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT - // MaterialFeature are used as shader feature to allow compiler to optimize properly - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION @@ -638,6 +593,8 @@ Shader "HDRP/LayeredLit" #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma shader_feature_local _ALPHATEST_ON + // Note: Require _SelectionID variable // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation @@ -674,6 +631,8 @@ Shader "HDRP/LayeredLit" #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma shader_feature_local _ALPHATEST_ON + // Note: Require _ObjectId and _PassValue variables #define SHADERPASS SHADERPASS_DEPTH_ONLY @@ -731,6 +690,51 @@ Shader "HDRP/LayeredLit" #pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT #pragma multi_compile_fragment _ RENDERING_LAYERS + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE0 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE1 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE2 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE3 + + // We can only have 64 shader_feature_local + #pragma shader_feature_local _NORMALMAP0 + #pragma shader_feature_local _NORMALMAP1 + #pragma shader_feature_local _NORMALMAP2 + #pragma shader_feature_local _NORMALMAP3 + #pragma shader_feature_local_fragment _MASKMAP0 + #pragma shader_feature_local_fragment _MASKMAP1 + #pragma shader_feature_local_fragment _MASKMAP2 + #pragma shader_feature_local_fragment _MASKMAP3 + #pragma shader_feature_local_fragment _BENTNORMALMAP0 + #pragma shader_feature_local_fragment _BENTNORMALMAP1 + #pragma shader_feature_local_fragment _BENTNORMALMAP2 + #pragma shader_feature_local_fragment _BENTNORMALMAP3 + #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP + + #pragma shader_feature_local_fragment _DETAIL_MAP0 + #pragma shader_feature_local_fragment _DETAIL_MAP1 + #pragma shader_feature_local_fragment _DETAIL_MAP2 + #pragma shader_feature_local_fragment _DETAIL_MAP3 + + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP0 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP1 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP2 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP3 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP0 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP1 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP2 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP3 + #pragma shader_feature_local_fragment _THICKNESSMAP0 + #pragma shader_feature_local_fragment _THICKNESSMAP1 + #pragma shader_feature_local_fragment _THICKNESSMAP2 + #pragma shader_feature_local_fragment _THICKNESSMAP3 + + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION + + #pragma shader_feature_local_fragment _DISABLE_SSR + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + #ifndef DEBUG_DISPLAY // When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer // Don't do it with debug display mode as it is possible there is no depth prepass in this case @@ -775,6 +779,52 @@ Shader "HDRP/LayeredLit" // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE0 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE1 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE2 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE3 + + // We can only have 64 shader_feature_local + #pragma shader_feature_local _NORMALMAP0 + #pragma shader_feature_local _NORMALMAP1 + #pragma shader_feature_local _NORMALMAP2 + #pragma shader_feature_local _NORMALMAP3 + #pragma shader_feature_local_fragment _MASKMAP0 + #pragma shader_feature_local_fragment _MASKMAP1 + #pragma shader_feature_local_fragment _MASKMAP2 + #pragma shader_feature_local_fragment _MASKMAP3 + #pragma shader_feature_local_fragment _BENTNORMALMAP0 + #pragma shader_feature_local_fragment _BENTNORMALMAP1 + #pragma shader_feature_local_fragment _BENTNORMALMAP2 + #pragma shader_feature_local_fragment _BENTNORMALMAP3 + #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP + + #pragma shader_feature_local_fragment _DETAIL_MAP0 + #pragma shader_feature_local_fragment _DETAIL_MAP1 + #pragma shader_feature_local_fragment _DETAIL_MAP2 + #pragma shader_feature_local_fragment _DETAIL_MAP3 + + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP0 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP1 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP2 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP3 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP0 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP1 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP2 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP3 + #pragma shader_feature_local_fragment _THICKNESSMAP0 + #pragma shader_feature_local_fragment _THICKNESSMAP1 + #pragma shader_feature_local_fragment _THICKNESSMAP2 + #pragma shader_feature_local_fragment _THICKNESSMAP3 + + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION + + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ALPHATEST_ON + #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT #pragma shader_feature EDITOR_VISUALIZATION @@ -826,6 +876,25 @@ Shader "HDRP/LayeredLit" #pragma multi_compile_fragment _ WRITE_MSAA_DEPTH #pragma multi_compile _ WRITE_DECAL_BUFFER_AND_RENDERING_LAYER + #pragma shader_feature_local _NORMALMAP0 + #pragma shader_feature_local _NORMALMAP1 + #pragma shader_feature_local _NORMALMAP2 + #pragma shader_feature_local _NORMALMAP3 + #pragma shader_feature_local_fragment _BENTNORMALMAP0 + #pragma shader_feature_local_fragment _BENTNORMALMAP1 + #pragma shader_feature_local_fragment _BENTNORMALMAP2 + #pragma shader_feature_local_fragment _BENTNORMALMAP3 + #pragma shader_feature_local_fragment _DETAIL_MAP0 + #pragma shader_feature_local_fragment _DETAIL_MAP1 + #pragma shader_feature_local_fragment _DETAIL_MAP2 + #pragma shader_feature_local_fragment _DETAIL_MAP3 + + #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY + + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ALPHATEST_ON + // We can't name this keyword WRITE_DECAL_BUFFER directly because we want to enable it at a different // frequency than WRITE_DECAL_BUFFER defined in the DepthForwardOnly pass #ifdef WRITE_DECAL_BUFFER_AND_RENDERING_LAYER @@ -871,6 +940,8 @@ Shader "HDRP/LayeredLit" #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma shader_feature_local _ALPHATEST_ON + #define SHADERPASS SHADERPASS_SHADOWS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -918,6 +989,29 @@ Shader "HDRP/LayeredLit" #pragma multi_compile_fragment _ WRITE_MSAA_DEPTH #pragma multi_compile _ WRITE_DECAL_BUFFER WRITE_RENDERING_LAYER + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE0 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE1 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE2 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE3 + + // We can only have 64 shader_feature_local + #pragma shader_feature_local _NORMALMAP0 + #pragma shader_feature_local _NORMALMAP1 + #pragma shader_feature_local _NORMALMAP2 + #pragma shader_feature_local _NORMALMAP3 + #pragma shader_feature_local_fragment _MASKMAP0 + #pragma shader_feature_local_fragment _MASKMAP1 + #pragma shader_feature_local_fragment _MASKMAP2 + #pragma shader_feature_local_fragment _MASKMAP3 + #pragma shader_feature_local_fragment _BENTNORMALMAP0 + #pragma shader_feature_local_fragment _BENTNORMALMAP1 + #pragma shader_feature_local_fragment _BENTNORMALMAP2 + #pragma shader_feature_local_fragment _BENTNORMALMAP3 + + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + #pragma shader_feature_local _ALPHATEST_ON + #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -986,6 +1080,57 @@ Shader "HDRP/LayeredLit" #pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE0 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE1 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE2 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE3 + + // We can only have 64 shader_feature_local + #pragma shader_feature_local _NORMALMAP0 + #pragma shader_feature_local _NORMALMAP1 + #pragma shader_feature_local _NORMALMAP2 + #pragma shader_feature_local _NORMALMAP3 + #pragma shader_feature_local_fragment _MASKMAP0 + #pragma shader_feature_local_fragment _MASKMAP1 + #pragma shader_feature_local_fragment _MASKMAP2 + #pragma shader_feature_local_fragment _MASKMAP3 + #pragma shader_feature_local_fragment _BENTNORMALMAP0 + #pragma shader_feature_local_fragment _BENTNORMALMAP1 + #pragma shader_feature_local_fragment _BENTNORMALMAP2 + #pragma shader_feature_local_fragment _BENTNORMALMAP3 + #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP + + #pragma shader_feature_local_fragment _DETAIL_MAP0 + #pragma shader_feature_local_fragment _DETAIL_MAP1 + #pragma shader_feature_local_fragment _DETAIL_MAP2 + #pragma shader_feature_local_fragment _DETAIL_MAP3 + + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP0 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP1 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP2 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP3 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP0 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP1 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP2 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP3 + #pragma shader_feature_local_fragment _THICKNESSMAP0 + #pragma shader_feature_local_fragment _THICKNESSMAP1 + #pragma shader_feature_local_fragment _THICKNESSMAP2 + #pragma shader_feature_local_fragment _THICKNESSMAP3 + + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION + + #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY + + #pragma shader_feature_local_fragment _DISABLE_SSR + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + #pragma shader_feature_local_fragment _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ALPHATEST_ON + #ifndef SHADER_STAGE_FRAGMENT #define SHADOW_LOW #define USE_FPTL_LIGHTLIST @@ -1115,6 +1260,11 @@ Shader "HDRP/LayeredLit" // multi compile that allows us to #pragma multi_compile _ MULTI_BOUNCE_INDIRECT + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + // We use the low shadow maps for raytracing #define SHADOW_LOW @@ -1161,6 +1311,11 @@ Shader "HDRP/LayeredLit" #define SHADERPASS SHADERPASS_RAYTRACING_FORWARD + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + // We use the low shadow maps for raytracing #define SHADOW_LOW @@ -1207,6 +1362,11 @@ Shader "HDRP/LayeredLit" #define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" @@ -1238,6 +1398,11 @@ Shader "HDRP/LayeredLit" #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" @@ -1268,6 +1433,11 @@ Shader "HDRP/LayeredLit" #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_SUB_SURFACE #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" @@ -1297,6 +1467,11 @@ Shader "HDRP/LayeredLit" #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_DEBUG #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" @@ -1335,6 +1510,11 @@ Shader "HDRP/LayeredLit" #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ DECAL_SURFACE_GRADIENT + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + // We use the low shadow maps for raytracing #define SHADOW_LOW diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader index 93eb9a54c62..ba8e5a93637 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader @@ -433,7 +433,6 @@ Shader "HDRP/LayeredLitTessellation" #pragma target 5.0 - #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _DEPTHOFFSET_ON #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _TESSELLATION_DISPLACEMENT _PIXEL_DISPLACEMENT @@ -447,10 +446,6 @@ Shader "HDRP/LayeredLitTessellation" #pragma shader_feature_local _ _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR_BLENDMASK #pragma shader_feature_local_fragment _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE - #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE0 - #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE1 - #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE2 - #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE3 #pragma shader_feature_local _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0 #pragma shader_feature_local _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1 #pragma shader_feature_local _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2 @@ -465,19 +460,20 @@ Shader "HDRP/LayeredLitTessellation" #pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3 - #pragma shader_feature_local _NORMALMAP0 - #pragma shader_feature_local _NORMALMAP1 - #pragma shader_feature_local _NORMALMAP2 - #pragma shader_feature_local _NORMALMAP3 - #pragma shader_feature_local_fragment _MASKMAP0 - #pragma shader_feature_local_fragment _MASKMAP1 - #pragma shader_feature_local_fragment _MASKMAP2 - #pragma shader_feature_local_fragment _MASKMAP3 - #pragma shader_feature_local_fragment _BENTNORMALMAP0 - #pragma shader_feature_local_fragment _BENTNORMALMAP1 - #pragma shader_feature_local_fragment _BENTNORMALMAP2 - #pragma shader_feature_local_fragment _BENTNORMALMAP3 - #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP + // We can only have 64 shader_feature_local + #pragma shader_feature_local_raytracing _NORMALMAP0 + #pragma shader_feature_local_raytracing _NORMALMAP1 + #pragma shader_feature_local_raytracing _NORMALMAP2 + #pragma shader_feature_local_raytracing _NORMALMAP3 + #pragma shader_feature_local_raytracing _MASKMAP0 + #pragma shader_feature_local_raytracing _MASKMAP1 + #pragma shader_feature_local_raytracing _MASKMAP2 + #pragma shader_feature_local_raytracing _MASKMAP3 + #pragma shader_feature_local_raytracing _BENTNORMALMAP0 + #pragma shader_feature_local_raytracing _BENTNORMALMAP1 + #pragma shader_feature_local_raytracing _BENTNORMALMAP2 + #pragma shader_feature_local_raytracing _BENTNORMALMAP3 + #pragma shader_feature_local_raytracing _EMISSIVE_COLOR_MAP #pragma shader_feature_local_raytracing _MASKMAP0 #pragma shader_feature_local_raytracing _MASKMAP1 @@ -498,10 +494,6 @@ Shader "HDRP/LayeredLitTessellation" #define _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP #endif - #pragma shader_feature_local_fragment _DETAIL_MAP0 - #pragma shader_feature_local_fragment _DETAIL_MAP1 - #pragma shader_feature_local_fragment _DETAIL_MAP2 - #pragma shader_feature_local_fragment _DETAIL_MAP3 #pragma shader_feature_local_raytracing _DETAIL_MAP0 #pragma shader_feature_local_raytracing _DETAIL_MAP1 #pragma shader_feature_local_raytracing _DETAIL_MAP2 @@ -511,18 +503,6 @@ Shader "HDRP/LayeredLitTessellation" #pragma shader_feature_local _HEIGHTMAP1 #pragma shader_feature_local _HEIGHTMAP2 #pragma shader_feature_local _HEIGHTMAP3 - #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP0 - #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP1 - #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP2 - #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP3 - #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP0 - #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP1 - #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP2 - #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP3 - #pragma shader_feature_local_fragment _THICKNESSMAP0 - #pragma shader_feature_local_fragment _THICKNESSMAP1 - #pragma shader_feature_local_fragment _THICKNESSMAP2 - #pragma shader_feature_local_fragment _THICKNESSMAP3 #pragma shader_feature_local_raytracing _SUBSURFACE_MASK_MAP0 #pragma shader_feature_local_raytracing _SUBSURFACE_MASK_MAP1 #pragma shader_feature_local_raytracing _SUBSURFACE_MASK_MAP2 @@ -539,22 +519,12 @@ Shader "HDRP/LayeredLitTessellation" #pragma shader_feature_local _HEIGHT_BASED_BLEND #pragma shader_feature_local _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS - #pragma shader_feature_local _DISABLE_DECALS - #pragma shader_feature_local_fragment _DISABLE_SSR #pragma shader_feature_local_raytracing _DISABLE_SSR - #pragma shader_feature_local _DISABLE_SSR_TRANSPARENT - #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA - // Keyword for transparent - #pragma shader_feature _SURFACE_TYPE_TRANSPARENT - #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT - // MaterialFeature are used as shader feature to allow compiler to optimize properly - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION @@ -658,6 +628,8 @@ Shader "HDRP/LayeredLitTessellation" // Note: Require _SelectionID variable + #pragma shader_feature_local _ALPHATEST_ON + // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENEPICKINGPASS @@ -700,6 +672,8 @@ Shader "HDRP/LayeredLitTessellation" // Note: Require _ObjectId and _PassValue variables + #pragma shader_feature_local _ALPHATEST_ON + #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS // This will drive the output of the scene selection shader #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" @@ -757,6 +731,51 @@ Shader "HDRP/LayeredLitTessellation" #pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT #pragma multi_compile_fragment _ RENDERING_LAYERS + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE0 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE1 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE2 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE3 + + // We can only have 64 shader_feature_local + #pragma shader_feature_local _NORMALMAP0 + #pragma shader_feature_local _NORMALMAP1 + #pragma shader_feature_local _NORMALMAP2 + #pragma shader_feature_local _NORMALMAP3 + #pragma shader_feature_local_fragment _MASKMAP0 + #pragma shader_feature_local_fragment _MASKMAP1 + #pragma shader_feature_local_fragment _MASKMAP2 + #pragma shader_feature_local_fragment _MASKMAP3 + #pragma shader_feature_local_fragment _BENTNORMALMAP0 + #pragma shader_feature_local_fragment _BENTNORMALMAP1 + #pragma shader_feature_local_fragment _BENTNORMALMAP2 + #pragma shader_feature_local_fragment _BENTNORMALMAP3 + #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP + + #pragma shader_feature_local_fragment _DETAIL_MAP0 + #pragma shader_feature_local_fragment _DETAIL_MAP1 + #pragma shader_feature_local_fragment _DETAIL_MAP2 + #pragma shader_feature_local_fragment _DETAIL_MAP3 + + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP0 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP1 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP2 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP3 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP0 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP1 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP2 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP3 + #pragma shader_feature_local_fragment _THICKNESSMAP0 + #pragma shader_feature_local_fragment _THICKNESSMAP1 + #pragma shader_feature_local_fragment _THICKNESSMAP2 + #pragma shader_feature_local_fragment _THICKNESSMAP3 + + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION + + #pragma shader_feature_local_fragment _DISABLE_SSR + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + #ifndef DEBUG_DISPLAY // When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer // Don't do it with debug display mode as it is possible there is no depth prepass in this case @@ -800,6 +819,51 @@ Shader "HDRP/LayeredLitTessellation" #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE0 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE1 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE2 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE3 + + // We can only have 64 shader_feature_local + #pragma shader_feature_local _NORMALMAP0 + #pragma shader_feature_local _NORMALMAP1 + #pragma shader_feature_local _NORMALMAP2 + #pragma shader_feature_local _NORMALMAP3 + #pragma shader_feature_local_fragment _MASKMAP0 + #pragma shader_feature_local_fragment _MASKMAP1 + #pragma shader_feature_local_fragment _MASKMAP2 + #pragma shader_feature_local_fragment _MASKMAP3 + #pragma shader_feature_local_fragment _BENTNORMALMAP0 + #pragma shader_feature_local_fragment _BENTNORMALMAP1 + #pragma shader_feature_local_fragment _BENTNORMALMAP2 + #pragma shader_feature_local_fragment _BENTNORMALMAP3 + #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP + + #pragma shader_feature_local_fragment _DETAIL_MAP0 + #pragma shader_feature_local_fragment _DETAIL_MAP1 + #pragma shader_feature_local_fragment _DETAIL_MAP2 + #pragma shader_feature_local_fragment _DETAIL_MAP3 + + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP0 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP1 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP2 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP3 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP0 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP1 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP2 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP3 + #pragma shader_feature_local_fragment _THICKNESSMAP0 + #pragma shader_feature_local_fragment _THICKNESSMAP1 + #pragma shader_feature_local_fragment _THICKNESSMAP2 + #pragma shader_feature_local_fragment _THICKNESSMAP3 + + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION + + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + #pragma shader_feature_local _ALPHATEST_ON + // Lightmap memo // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. @@ -854,11 +918,29 @@ Shader "HDRP/LayeredLitTessellation" #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile_fragment _ WRITE_MSAA_DEPTH #pragma multi_compile _ WRITE_DECAL_BUFFER_AND_RENDERING_LAYER + #pragma shader_feature_local _NORMALMAP0 + #pragma shader_feature_local _NORMALMAP1 + #pragma shader_feature_local _NORMALMAP2 + #pragma shader_feature_local _NORMALMAP3 + #pragma shader_feature_local_fragment _BENTNORMALMAP0 + #pragma shader_feature_local_fragment _BENTNORMALMAP1 + #pragma shader_feature_local_fragment _BENTNORMALMAP2 + #pragma shader_feature_local_fragment _BENTNORMALMAP3 + + #pragma shader_feature_local_fragment _DETAIL_MAP0 + #pragma shader_feature_local_fragment _DETAIL_MAP1 + #pragma shader_feature_local_fragment _DETAIL_MAP2 + #pragma shader_feature_local_fragment _DETAIL_MAP3 + + #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY + + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local _ALPHATEST_ON + // We can't name this keyword WRITE_DECAL_BUFFER directly because we want to enable it at a different // frequency than WRITE_DECAL_BUFFER defined in the DepthForwardOnly pass #ifdef WRITE_DECAL_BUFFER_AND_RENDERING_LAYER @@ -906,6 +988,7 @@ Shader "HDRP/LayeredLitTessellation" #pragma multi_compile _ DOTS_INSTANCING_ON #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma shader_feature_local _ALPHATEST_ON #define SHADERPASS SHADERPASS_SHADOWS @@ -957,6 +1040,29 @@ Shader "HDRP/LayeredLitTessellation" #pragma multi_compile_fragment _ WRITE_MSAA_DEPTH #pragma multi_compile _ WRITE_DECAL_BUFFER WRITE_RENDERING_LAYER + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE0 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE1 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE2 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE3 + + // We can only have 64 shader_feature_local + #pragma shader_feature_local _NORMALMAP0 + #pragma shader_feature_local _NORMALMAP1 + #pragma shader_feature_local _NORMALMAP2 + #pragma shader_feature_local _NORMALMAP3 + #pragma shader_feature_local_fragment _MASKMAP0 + #pragma shader_feature_local_fragment _MASKMAP1 + #pragma shader_feature_local_fragment _MASKMAP2 + #pragma shader_feature_local_fragment _MASKMAP3 + #pragma shader_feature_local_fragment _BENTNORMALMAP0 + #pragma shader_feature_local_fragment _BENTNORMALMAP1 + #pragma shader_feature_local_fragment _BENTNORMALMAP2 + #pragma shader_feature_local_fragment _BENTNORMALMAP3 + + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + #pragma shader_feature_local _ALPHATEST_ON + #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -1027,6 +1133,58 @@ Shader "HDRP/LayeredLitTessellation" #pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST + #pragma shader_feature_local _ALPHATEST_ON + + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE0 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE1 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE2 + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE3 + + // We can only have 64 shader_feature_local + #pragma shader_feature_local _NORMALMAP0 + #pragma shader_feature_local _NORMALMAP1 + #pragma shader_feature_local _NORMALMAP2 + #pragma shader_feature_local _NORMALMAP3 + #pragma shader_feature_local_fragment _MASKMAP0 + #pragma shader_feature_local_fragment _MASKMAP1 + #pragma shader_feature_local_fragment _MASKMAP2 + #pragma shader_feature_local_fragment _MASKMAP3 + #pragma shader_feature_local_fragment _BENTNORMALMAP0 + #pragma shader_feature_local_fragment _BENTNORMALMAP1 + #pragma shader_feature_local_fragment _BENTNORMALMAP2 + #pragma shader_feature_local_fragment _BENTNORMALMAP3 + #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP + + #pragma shader_feature_local_fragment _DETAIL_MAP0 + #pragma shader_feature_local_fragment _DETAIL_MAP1 + #pragma shader_feature_local_fragment _DETAIL_MAP2 + #pragma shader_feature_local_fragment _DETAIL_MAP3 + + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP0 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP1 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP2 + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP3 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP0 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP1 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP2 + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP3 + #pragma shader_feature_local_fragment _THICKNESSMAP0 + #pragma shader_feature_local_fragment _THICKNESSMAP1 + #pragma shader_feature_local_fragment _THICKNESSMAP2 + #pragma shader_feature_local_fragment _THICKNESSMAP3 + + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION + + #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY + + #pragma shader_feature_local_fragment _DISABLE_SSR + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + #pragma shader_feature_local _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #ifndef SHADER_STAGE_FRAGMENT #define SHADOW_LOW #define USE_FPTL_LIGHTLIST @@ -1164,6 +1322,11 @@ Shader "HDRP/LayeredLitTessellation" // multi compile that allows us to #pragma multi_compile _ MULTI_BOUNCE_INDIRECT + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + // We use the low shadow maps for raytracing #define SHADOW_LOW @@ -1211,6 +1374,11 @@ Shader "HDRP/LayeredLitTessellation" #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ DECAL_SURFACE_GRADIENT + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_FORWARD // We use the low shadow maps for raytracing @@ -1260,6 +1428,11 @@ Shader "HDRP/LayeredLitTessellation" #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ DECAL_SURFACE_GRADIENT + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" @@ -1294,6 +1467,11 @@ Shader "HDRP/LayeredLitTessellation" #undef TESSELLATION_ON + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" @@ -1329,6 +1507,11 @@ Shader "HDRP/LayeredLitTessellation" #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_SUB_SURFACE #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" @@ -1359,6 +1542,11 @@ Shader "HDRP/LayeredLitTessellation" #define SHADERPASS SHADERPASS_RAYTRACING_DEBUG + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" @@ -1398,6 +1586,11 @@ Shader "HDRP/LayeredLitTessellation" #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ DECAL_SURFACE_GRADIENT + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + // We use the low shadow maps for raytracing #define SHADOW_LOW diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader index 445eac57b69..7f6f85e4dbe 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader @@ -230,28 +230,21 @@ Shader "HDRP/Lit" // Variant //------------------------------------------------------------------------------------- - #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _DEPTHOFFSET_ON #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT #pragma shader_feature_local_vertex _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE #pragma shader_feature_local _DISPLACEMENT_LOCK_TILING_SCALE #pragma shader_feature_local_fragment _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE - #pragma shader_feature_local_fragment _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN #pragma shader_feature_local_raytracing _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN #pragma shader_feature_local_fragment _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE #pragma shader_feature_local _ _MAPPING_PLANAR _MAPPING_TRIPLANAR - #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE #pragma shader_feature_local_raytracing _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE #pragma shader_feature_local_raytracing _NORMALMAP_TANGENT_SPACE #pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3 - #pragma shader_feature_local _NORMALMAP - #pragma shader_feature_local_fragment _MASKMAP - #pragma shader_feature_local_fragment _BENTNORMALMAP - #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP #pragma shader_feature_local_raytracing _MASKMAP #pragma shader_feature_local_raytracing _BENTNORMALMAP #pragma shader_feature_local_raytracing _EMISSIVE_COLOR_MAP @@ -269,15 +262,6 @@ Shader "HDRP/Lit" #endif #pragma shader_feature_local _HEIGHTMAP - #pragma shader_feature_local_fragment _TANGENTMAP - #pragma shader_feature_local_fragment _ANISOTROPYMAP - #pragma shader_feature_local_fragment _DETAIL_MAP - #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP - #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP - #pragma shader_feature_local_fragment _THICKNESSMAP - #pragma shader_feature_local_fragment _IRIDESCENCE_THICKNESSMAP - #pragma shader_feature_local_fragment _SPECULARCOLORMAP - #pragma shader_feature_local_fragment _TRANSMITTANCECOLORMAP #pragma shader_feature_local_raytracing _TANGENTMAP #pragma shader_feature_local_raytracing _ANISOTROPYMAP #pragma shader_feature_local_raytracing _DETAIL_MAP @@ -287,27 +271,9 @@ Shader "HDRP/Lit" #pragma shader_feature_local_raytracing _SPECULARCOLORMAP #pragma shader_feature_local_raytracing _TRANSMITTANCECOLORMAP - #pragma shader_feature_local _DISABLE_DECALS - #pragma shader_feature_local_fragment _DISABLE_SSR #pragma shader_feature_local_raytracing _DISABLE_SSR - // Bit of a mystery why this is not possible to have frequency specific. - #pragma shader_feature_local _DISABLE_SSR_TRANSPARENT - - #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA - - // Keyword for transparent - #pragma shader_feature _SURFACE_TYPE_TRANSPARENT - - #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT - #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT // MaterialFeature are used as shader feature to allow compiler to optimize properly - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_CLEAR_COAT - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY @@ -315,8 +281,6 @@ Shader "HDRP/Lit" #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR - #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY - //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- @@ -405,6 +369,8 @@ Shader "HDRP/Lit" // Note: Require _SelectionID variable + #pragma shader_feature_local _ALPHATEST_ON + // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENEPICKINGPASS @@ -443,6 +409,8 @@ Shader "HDRP/Lit" // Note: Require _ObjectId and _PassValue variables + #pragma shader_feature_local _ALPHATEST_ON + // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS // This will drive the output of the scene selection shader @@ -503,6 +471,34 @@ Shader "HDRP/Lit" #pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT #pragma multi_compile_fragment _ RENDERING_LAYERS + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_CLEAR_COAT + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _DISABLE_SSR + + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR + + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + + #pragma shader_feature_local_fragment _BENTNORMALMAP + #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP + #pragma shader_feature_local_fragment _TANGENTMAP + #pragma shader_feature_local_fragment _ANISOTROPYMAP + #pragma shader_feature_local_fragment _DETAIL_MAP + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP + #pragma shader_feature_local_fragment _THICKNESSMAP + #pragma shader_feature_local_fragment _IRIDESCENCE_THICKNESSMAP + #pragma shader_feature_local_fragment _SPECULARCOLORMAP + #pragma shader_feature_local_fragment _TRANSMITTANCECOLORMAP + #pragma shader_feature_local_fragment _MASKMAP + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE #ifndef DEBUG_DISPLAY // When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer @@ -547,6 +543,37 @@ Shader "HDRP/Lit" // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_CLEAR_COAT + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _DISABLE_SSR + + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR + + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + + #pragma shader_feature_local_fragment _BENTNORMALMAP + #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP + #pragma shader_feature_local_fragment _TANGENTMAP + #pragma shader_feature_local_fragment _ANISOTROPYMAP + #pragma shader_feature_local_fragment _DETAIL_MAP + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP + #pragma shader_feature_local_fragment _THICKNESSMAP + #pragma shader_feature_local_fragment _IRIDESCENCE_THICKNESSMAP + #pragma shader_feature_local_fragment _SPECULARCOLORMAP + #pragma shader_feature_local_fragment _TRANSMITTANCECOLORMAP + #pragma shader_feature_local_fragment _MASKMAP + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE + + #pragma shader_feature_local _ALPHATEST_ON + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT + // Lightmap memo // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. @@ -592,6 +619,8 @@ Shader "HDRP/Lit" // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma shader_feature_local _ALPHATEST_ON + #define SHADERPASS SHADERPASS_SHADOWS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -640,6 +669,17 @@ Shader "HDRP/Lit" #pragma multi_compile_fragment _ WRITE_MSAA_DEPTH #pragma multi_compile _ WRITE_DECAL_BUFFER WRITE_RENDERING_LAYER + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_CLEAR_COAT + #pragma shader_feature_local _DISABLE_DECALS + + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + + #pragma shader_feature_local_fragment _MASKMAP + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE + + #pragma shader_feature_local _ALPHATEST_ON + #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -692,6 +732,20 @@ Shader "HDRP/Lit" #pragma multi_compile_fragment _ WRITE_MSAA_DEPTH #pragma multi_compile _ WRITE_DECAL_BUFFER_AND_RENDERING_LAYER + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _DISABLE_SSR + + #pragma shader_feature_local_fragment _BENTNORMALMAP + #pragma shader_feature_local_fragment _TANGENTMAP + #pragma shader_feature_local_fragment _DETAIL_MAP + #pragma shader_feature_local_fragment _MASKMAP + + #pragma shader_feature_local _ALPHATEST_ON + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT + + #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY + // We can't name this keyword WRITE_DECAL_BUFFER directly because we want to enable it at a different // frequency than WRITE_DECAL_BUFFER defined in the DepthForwardOnly pass #ifdef WRITE_DECAL_BUFFER_AND_RENDERING_LAYER @@ -742,6 +796,17 @@ Shader "HDRP/Lit" // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_CLEAR_COAT + + #pragma shader_feature_local_fragment _MASKMAP + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE + + #pragma shader_feature_local _ALPHATEST_ON + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT + #pragma shader_feature_local _DISABLE_SSR_TRANSPARENT + #define SHADERPASS SHADERPASS_TRANSPARENT_DEPTH_PREPASS // If the transparent surface should have reflections, then we should output normal @@ -810,6 +875,40 @@ Shader "HDRP/Lit" #pragma multi_compile_fragment DIRECTIONAL_SHADOW_LOW DIRECTIONAL_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH #pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_CLEAR_COAT + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _DISABLE_SSR + + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR + + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + + #pragma shader_feature_local_fragment _BENTNORMALMAP + #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP + #pragma shader_feature_local_fragment _TANGENTMAP + #pragma shader_feature_local_fragment _ANISOTROPYMAP + #pragma shader_feature_local_fragment _DETAIL_MAP + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP + #pragma shader_feature_local_fragment _THICKNESSMAP + #pragma shader_feature_local_fragment _IRIDESCENCE_THICKNESSMAP + #pragma shader_feature_local_fragment _SPECULARCOLORMAP + #pragma shader_feature_local_fragment _TRANSMITTANCECOLORMAP + #pragma shader_feature_local_fragment _MASKMAP + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE + + #pragma shader_feature_local _ALPHATEST_ON + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT + #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT + #pragma shader_feature_local _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_local_fragment _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN + #ifndef SHADER_STAGE_FRAGMENT #define SHADOW_LOW #endif @@ -905,6 +1004,43 @@ Shader "HDRP/Lit" #pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_CLEAR_COAT + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _DISABLE_SSR + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR + + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + + #pragma shader_feature_local_fragment _BENTNORMALMAP + #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP + #pragma shader_feature_local_fragment _TANGENTMAP + #pragma shader_feature_local_fragment _ANISOTROPYMAP + #pragma shader_feature_local_fragment _DETAIL_MAP + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP + #pragma shader_feature_local_fragment _THICKNESSMAP + #pragma shader_feature_local_fragment _IRIDESCENCE_THICKNESSMAP + #pragma shader_feature_local_fragment _SPECULARCOLORMAP + #pragma shader_feature_local_fragment _TRANSMITTANCECOLORMAP + #pragma shader_feature_local_fragment _MASKMAP + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE + + // Needed for transparent objects, we could remove if this pass was opaque only + #pragma shader_feature_local _ALPHATEST_ON + #pragma shader_feature_local_fragment _DISABLE_SSR + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT + #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT + #pragma shader_feature_local _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_local_fragment _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN + + #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY + #ifndef SHADER_STAGE_FRAGMENT #define SHADOW_LOW #define USE_FPTL_LIGHTLIST @@ -965,6 +1101,10 @@ Shader "HDRP/Lit" // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma shader_feature_local _ALPHATEST_ON + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT + #define SHADERPASS SHADERPASS_TRANSPARENT_DEPTH_POSTPASS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -1068,6 +1208,12 @@ Shader "HDRP/Lit" #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ DECAL_SURFACE_GRADIENT + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _NORMALMAP + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + // If you need to change this, be sure to read this comment. // For raytracing we decided to force the shadow quality to low. // - The performance is the first reason, given that it may happen during the ray tracing stage for indirect or in a non-tiled context for deferred @@ -1118,6 +1264,12 @@ Shader "HDRP/Lit" #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ DECAL_SURFACE_GRADIENT + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _NORMALMAP + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_FORWARD // If you need to change this, be sure to read this comment. @@ -1172,6 +1324,12 @@ Shader "HDRP/Lit" #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ DECAL_SURFACE_GRADIENT + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _NORMALMAP + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" @@ -1207,6 +1365,12 @@ Shader "HDRP/Lit" #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY #pragma multi_compile _ TRANSPARENT_COLOR_SHADOW + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _NORMALMAP + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" @@ -1239,6 +1403,12 @@ Shader "HDRP/Lit" #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _NORMALMAP + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_SUB_SURFACE #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" @@ -1267,6 +1437,12 @@ Shader "HDRP/Lit" #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _NORMALMAP + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_DEBUG #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" @@ -1303,6 +1479,12 @@ Shader "HDRP/Lit" #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ DECAL_SURFACE_GRADIENT + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _NORMALMAP + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + // This is just because it needs to be defined, shadow maps are not used. #define SHADOW_LOW diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader index a5f81b01a6b..7b91d86ddbe 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader @@ -241,7 +241,6 @@ Shader "HDRP/LitTessellation" // Variant //------------------------------------------------------------------------------------- - #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _DEPTHOFFSET_ON #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _ _TESSELLATION_DISPLACEMENT _PIXEL_DISPLACEMENT @@ -250,21 +249,15 @@ Shader "HDRP/LitTessellation" #pragma shader_feature_local_domain _TESSELLATION_PHONG #pragma shader_feature_local_fragment _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE #pragma shader_feature_local_domain _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE - #pragma shader_feature_local_fragment _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN #pragma shader_feature_local_raytracing _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN #pragma shader_feature_local_fragment _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE #pragma shader_feature_local _ _MAPPING_PLANAR _MAPPING_TRIPLANAR - #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE #pragma shader_feature_local_raytracing _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE #pragma shader_feature_local_raytracing _NORMALMAP_TANGENT_SPACE #pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3 - #pragma shader_feature_local _NORMALMAP - #pragma shader_feature_local_fragment _MASKMAP - #pragma shader_feature_local_fragment _BENTNORMALMAP - #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP #pragma shader_feature_local_raytracing _MASKMAP #pragma shader_feature_local_raytracing _BENTNORMALMAP #pragma shader_feature_local_raytracing _EMISSIVE_COLOR_MAP @@ -282,15 +275,6 @@ Shader "HDRP/LitTessellation" #endif #pragma shader_feature_local _HEIGHTMAP - #pragma shader_feature_local_fragment _TANGENTMAP - #pragma shader_feature_local_fragment _ANISOTROPYMAP - #pragma shader_feature_local_fragment _DETAIL_MAP - #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP - #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP - #pragma shader_feature_local_fragment _THICKNESSMAP - #pragma shader_feature_local_fragment _IRIDESCENCE_THICKNESSMAP - #pragma shader_feature_local_fragment _SPECULARCOLORMAP - #pragma shader_feature_local_fragment _TRANSMITTANCECOLORMAP #pragma shader_feature_local_raytracing _TANGENTMAP #pragma shader_feature_local_raytracing _ANISOTROPYMAP #pragma shader_feature_local_raytracing _DETAIL_MAP @@ -300,27 +284,9 @@ Shader "HDRP/LitTessellation" #pragma shader_feature_local_raytracing _SPECULARCOLORMAP #pragma shader_feature_local_raytracing _TRANSMITTANCECOLORMAP - #pragma shader_feature_local _DISABLE_DECALS - #pragma shader_feature_local_fragment _DISABLE_SSR #pragma shader_feature_local_raytracing _DISABLE_SSR - // Bit of a mystery why this is not possible to have frequency specific. - #pragma shader_feature_local _DISABLE_SSR_TRANSPARENT - - #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA - - // Keyword for transparent - #pragma shader_feature _SURFACE_TYPE_TRANSPARENT - - #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT - #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT // MaterialFeature are used as shader feature to allow compiler to optimize properly - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_CLEAR_COAT - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE - #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY @@ -328,8 +294,6 @@ Shader "HDRP/LitTessellation" #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE #pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR - #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY - //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- @@ -423,6 +387,8 @@ Shader "HDRP/LitTessellation" // Note: Require _SelectionID variable + #pragma shader_feature_local _ALPHATEST_ON + // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENEPICKINGPASS @@ -463,6 +429,8 @@ Shader "HDRP/LitTessellation" // Note: Require _ObjectId and _PassValue variables + #pragma shader_feature_local _ALPHATEST_ON + // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS // This will drive the output of the scene selection shader @@ -522,6 +490,33 @@ Shader "HDRP/LitTessellation" #pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT #pragma multi_compile_fragment _ RENDERING_LAYERS + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_CLEAR_COAT + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _DISABLE_SSR + + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR + + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + + #pragma shader_feature_local_fragment _BENTNORMALMAP + #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP + #pragma shader_feature_local_fragment _TANGENTMAP + #pragma shader_feature_local_fragment _ANISOTROPYMAP + #pragma shader_feature_local_fragment _DETAIL_MAP + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP + #pragma shader_feature_local_fragment _THICKNESSMAP + #pragma shader_feature_local_fragment _IRIDESCENCE_THICKNESSMAP + #pragma shader_feature_local_fragment _SPECULARCOLORMAP + #pragma shader_feature_local_fragment _TRANSMITTANCECOLORMAP + #pragma shader_feature_local_fragment _MASKMAP + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE + #ifndef DEBUG_DISPLAY // When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer // Don't do it with debug display mode as it is possible there is no depth prepass in this case @@ -566,6 +561,35 @@ Shader "HDRP/LitTessellation" // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_CLEAR_COAT + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _DISABLE_SSR + + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR + + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + + #pragma shader_feature_local_fragment _BENTNORMALMAP + #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP + #pragma shader_feature_local_fragment _TANGENTMAP + #pragma shader_feature_local_fragment _ANISOTROPYMAP + #pragma shader_feature_local_fragment _DETAIL_MAP + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP + #pragma shader_feature_local_fragment _THICKNESSMAP + #pragma shader_feature_local_fragment _IRIDESCENCE_THICKNESSMAP + #pragma shader_feature_local_fragment _SPECULARCOLORMAP + #pragma shader_feature_local_fragment _TRANSMITTANCECOLORMAP + #pragma shader_feature_local_fragment _MASKMAP + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE + + #pragma shader_feature_local _ALPHATEST_ON + // Lightmap memo // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. @@ -615,6 +639,8 @@ Shader "HDRP/LitTessellation" // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma shader_feature_local _ALPHATEST_ON + #define SHADERPASS SHADERPASS_SHADOWS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -665,6 +691,17 @@ Shader "HDRP/LitTessellation" #pragma multi_compile_fragment _ WRITE_MSAA_DEPTH #pragma multi_compile _ WRITE_DECAL_BUFFER WRITE_RENDERING_LAYER + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_CLEAR_COAT + #pragma shader_feature_local _DISABLE_DECALS + + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + + #pragma shader_feature_local_fragment _MASKMAP + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE + + #pragma shader_feature_local _ALPHATEST_ON + #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -715,11 +752,24 @@ Shader "HDRP/LitTessellation" // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile_fragment _ WRITE_MSAA_DEPTH #pragma multi_compile _ WRITE_DECAL_BUFFER_AND_RENDERING_LAYER + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _DISABLE_SSR + + #pragma shader_feature_local_fragment _BENTNORMALMAP + #pragma shader_feature_local_fragment _TANGENTMAP + #pragma shader_feature_local_fragment _DETAIL_MAP + #pragma shader_feature_local_fragment _MASKMAP + + #pragma shader_feature_local _ALPHATEST_ON + + #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY + #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + // We can't name this keyword WRITE_DECAL_BUFFER directly because we want to enable it at a different // frequency than WRITE_DECAL_BUFFER defined in the DepthForwardOnly pass #ifdef WRITE_DECAL_BUFFER_AND_RENDERING_LAYER @@ -773,6 +823,16 @@ Shader "HDRP/LitTessellation" // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_CLEAR_COAT + + #pragma shader_feature_local_fragment _MASKMAP + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE + + #pragma shader_feature_local _ALPHATEST_ON + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _DISABLE_SSR_TRANSPARENT + #define SHADERPASS SHADERPASS_TRANSPARENT_DEPTH_PREPASS // If the transparent surface should have reflections, then we should output normal @@ -843,6 +903,40 @@ Shader "HDRP/LitTessellation" #pragma multi_compile_fragment DIRECTIONAL_SHADOW_LOW DIRECTIONAL_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH #pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_CLEAR_COAT + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _DISABLE_SSR + + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR + + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + + #pragma shader_feature_local_fragment _BENTNORMALMAP + #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP + #pragma shader_feature_local_fragment _TANGENTMAP + #pragma shader_feature_local_fragment _ANISOTROPYMAP + #pragma shader_feature_local_fragment _DETAIL_MAP + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP + #pragma shader_feature_local_fragment _THICKNESSMAP + #pragma shader_feature_local_fragment _IRIDESCENCE_THICKNESSMAP + #pragma shader_feature_local_fragment _SPECULARCOLORMAP + #pragma shader_feature_local_fragment _TRANSMITTANCECOLORMAP + #pragma shader_feature_local_fragment _MASKMAP + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE + + #pragma shader_feature_local _ALPHATEST_ON + #pragma shader_feature_local_fragment _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN + #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT + #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _DISABLE_SSR_TRANSPARENT + #ifndef SHADER_STAGE_FRAGMENT #define SHADOW_LOW #endif @@ -938,6 +1032,40 @@ Shader "HDRP/LitTessellation" #pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_CLEAR_COAT + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local_fragment _DISABLE_SSR + + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE + #pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR + + #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA + + #pragma shader_feature_local_fragment _BENTNORMALMAP + #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP + #pragma shader_feature_local_fragment _TANGENTMAP + #pragma shader_feature_local_fragment _ANISOTROPYMAP + #pragma shader_feature_local_fragment _DETAIL_MAP + #pragma shader_feature_local_fragment _SUBSURFACE_MASK_MAP + #pragma shader_feature_local_fragment _TRANSMISSION_MASK_MAP + #pragma shader_feature_local_fragment _THICKNESSMAP + #pragma shader_feature_local_fragment _IRIDESCENCE_THICKNESSMAP + #pragma shader_feature_local_fragment _SPECULARCOLORMAP + #pragma shader_feature_local_fragment _TRANSMITTANCECOLORMAP + #pragma shader_feature_local_fragment _MASKMAP + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE + #pragma shader_feature_local_fragment _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN + #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT + #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _DISABLE_SSR_TRANSPARENT + + #pragma shader_feature_local _ALPHATEST_ON + #ifndef SHADER_STAGE_FRAGMENT #define SHADOW_LOW #define USE_FPTL_LIGHTLIST @@ -1000,6 +1128,9 @@ Shader "HDRP/LitTessellation" // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma shader_feature_local _ALPHATEST_ON + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #define SHADERPASS SHADERPASS_TRANSPARENT_DEPTH_POSTPASS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -1111,6 +1242,12 @@ Shader "HDRP/LitTessellation" #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ DECAL_SURFACE_GRADIENT + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _NORMALMAP + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + // We use the low shadow maps for raytracing #define SHADOW_LOW @@ -1159,6 +1296,12 @@ Shader "HDRP/LitTessellation" #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ DECAL_SURFACE_GRADIENT + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _NORMALMAP + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_FORWARD // We use the low shadow maps for raytracing @@ -1209,6 +1352,12 @@ Shader "HDRP/LitTessellation" #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ DECAL_SURFACE_GRADIENT + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _NORMALMAP + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" @@ -1243,6 +1392,12 @@ Shader "HDRP/LitTessellation" #undef TESSELLATION_ON + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _NORMALMAP + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY #pragma multi_compile _ TRANSPARENT_COLOR_SHADOW @@ -1280,6 +1435,12 @@ Shader "HDRP/LitTessellation" #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _NORMALMAP + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_SUB_SURFACE #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" @@ -1308,6 +1469,12 @@ Shader "HDRP/LitTessellation" #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _NORMALMAP + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_DEBUG #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" @@ -1346,6 +1513,12 @@ Shader "HDRP/LitTessellation" #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ DECAL_SURFACE_GRADIENT + #pragma shader_feature_local_raytracing _DISABLE_DECALS + #pragma shader_feature_local_raytracing _NORMALMAP + #pragma shader_feature_local_raytracing _ALPHATEST_ON + #pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_raytracing _SURFACE_TYPE_TRANSPARENT + // This is just because it needs to be defined, shadow maps are not used. #define SHADOW_LOW diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader index 403985c5250..ae8e7970867 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader @@ -108,10 +108,6 @@ Shader "HDRP/Unlit" #pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP #pragma shader_feature_local_raytracing _EMISSIVE_COLOR_MAP - // Keyword for transparent - #pragma shader_feature _SURFACE_TYPE_TRANSPARENT - #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT - #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY //------------------------------------------------------------------------------------- @@ -299,6 +295,10 @@ Shader "HDRP/Unlit" #pragma multi_compile _ DEBUG_DISPLAY + // Keyword for transparent + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT + #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif @@ -340,6 +340,10 @@ Shader "HDRP/Unlit" #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT #pragma shader_feature EDITOR_VISUALIZATION + // Keyword for transparent + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT + // Use Unity's built-in matrices for meta pass rendering #define SCENEPICKINGPASS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" @@ -415,6 +419,10 @@ Shader "HDRP/Unlit" #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON + // Keyword for transparent + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT + #define SHADERPASS SHADERPASS_DISTORTION #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" @@ -448,6 +456,10 @@ Shader "HDRP/Unlit" // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE + // Keyword for transparent + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT + #define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" @@ -477,6 +489,10 @@ Shader "HDRP/Unlit" #pragma multi_compile _ DEBUG_DISPLAY + // Keyword for transparent + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" @@ -508,6 +524,10 @@ Shader "HDRP/Unlit" #pragma multi_compile _ DEBUG_DISPLAY + // Keyword for transparent + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_FORWARD #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" @@ -536,6 +556,10 @@ Shader "HDRP/Unlit" #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader + // Keyword for transparent + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" @@ -570,6 +594,10 @@ Shader "HDRP/Unlit" #define SHADOW_LOW #pragma multi_compile _ TRANSPARENT_COLOR_SHADOW + // Keyword for transparent + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" @@ -599,6 +627,10 @@ Shader "HDRP/Unlit" #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader + // Keyword for transparent + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT + #define SHADERPASS SHADERPASS_RAYTRACING_DEBUG #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" @@ -625,6 +657,10 @@ Shader "HDRP/Unlit" #pragma multi_compile _ SENSORSDK_OVERRIDE_REFLECTANCE + // Keyword for transparent + #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT + #ifdef SENSORSDK_OVERRIDE_REFLECTANCE #define SENSORSDK_ENABLE_LIDAR #endif diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index 55cb156f90c..dd5bc7a178a 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -1057,14 +1057,27 @@ internal DynamicResolutionHandler.UpsamplerScheduleType UpsampleSyncPoint() { return HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.dynamicResolutionSettings.FSR2InjectionPoint; } + else if (IsSTPEnabled()) + { + return HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.dynamicResolutionSettings.STPInjectionPoint; + } else if (IsTAAUEnabled()) { - return DynamicResolutionHandler.UpsamplerScheduleType.BeforePost; + return HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.dynamicResolutionSettings.TAAUInjectionPoint; } - else + else if (DynResRequest.filter == DynamicResUpscaleFilter.CatmullRom) + { + return DynamicResolutionHandler.UpsamplerScheduleType.AfterPost; + } + else if (DynResRequest.filter == DynamicResUpscaleFilter.EdgeAdaptiveScalingUpres) { + // FSR 1.0 specifically asks for an input image in perceptual space, so we can only inject it after post processes. return DynamicResolutionHandler.UpsamplerScheduleType.AfterPost; } + else + { + return HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.dynamicResolutionSettings.defaultInjectionPoint; + } } internal bool allowDeepLearningSuperSampling => m_AdditionalCameraData == null ? false : m_AdditionalCameraData.allowDeepLearningSuperSampling; @@ -1538,7 +1551,7 @@ internal void UpdateGlobalMipBiasCB(ref ShaderVariablesGlobal cb, float mipBias) { if (!ShaderConfig.s_GlobalMipBias) return; - + cb._GlobalMipBias = mipBias; cb._GlobalMipBiasPow2 = (float)Math.Pow(2.0f, mipBias); } diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs index 837b3877733..702f09ea428 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs @@ -111,6 +111,11 @@ internal bool showCascade } } + internal bool NeedDebugDisplay() + { + return m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled(); + } + bool NeedColorPickerDebug(DebugDisplaySettings debugSettings) { return debugSettings.data.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None @@ -1531,7 +1536,7 @@ TextureHandle RenderDebugViewMaterial(RenderGraph renderGraph, CullingResults cu TextureHandle depth = CreateDepthBuffer(renderGraph, true, hdCamera.msaaSamples); // Render the debug water - m_WaterSystem.RenderWaterDebug(renderGraph, hdCamera, output, depth, true); + m_WaterSystem.RenderWaterDebug(renderGraph, hdCamera, output, depth); // Render the debug lines. RenderLines(renderGraph, depthBuffer, hdCamera, lightLists); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs index f2f8ec46df7..3f6adfee965 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs @@ -386,6 +386,7 @@ void BeginPostProcessFrame(CommandBuffer cmd, HDCamera camera, HDRenderPipeline m_EnabledAdvancedUpscalerPassMask = 0; m_EnabledAdvancedUpscalerPassMask |= m_DLSSPass != null && camera.IsDLSSEnabled() ? (1 << (int)AdvancedUpscalers.DLSS): 0; m_EnabledAdvancedUpscalerPassMask |= m_FSR2Pass != null && camera.IsFSR2Enabled() ? (1 << (int)AdvancedUpscalers.FSR2): 0; + m_EnabledAdvancedUpscalerPassMask |= camera.IsSTPEnabled() ? (1 << (int)AdvancedUpscalers.STP): 0; m_DebugExposureCompensation = m_CurrentDebugDisplaySettings.data.lightingDebugSettings.debugExposure; @@ -494,6 +495,130 @@ bool GrabPostProcessHistoryTextures( return validHistory; } + struct CurrentUpsamplerData + { + public bool isAdvancedUpsampler; + public AdvancedUpscalers advancedUpsampler; + public DynamicResUpscaleFilter regularUpsampler; + public DynamicResolutionHandler.UpsamplerScheduleType schedule; + + public bool PerformsAntiAliasing() + { + return isAdvancedUpsampler || (!isAdvancedUpsampler && regularUpsampler == DynamicResUpscaleFilter.TAAU); + } + } + + CurrentUpsamplerData? GetCurrentUpsamplerData(HDCamera hdCamera) + { + // Check if DLSS or FSR can run: + int dlssMask = (1 << (int)AdvancedUpscalers.DLSS); + int fsrMask = (1 << (int)AdvancedUpscalers.FSR2); + + // Quick safety check: If we have one or more upscaler that is not DLSS running, we avoid running DLSS. + // This should be taken care in the HDRenderPipeline.cs script when we pick the upscaler by priority. + if (((dlssMask - 1) & m_EnabledAdvancedUpscalerPassMask) == 0 && (m_EnabledAdvancedUpscalerPassMask & dlssMask) != 0) + { + return new CurrentUpsamplerData + { + isAdvancedUpsampler = true, + advancedUpsampler = AdvancedUpscalers.DLSS, + schedule = DynamicResolutionHandler.instance.upsamplerSchedule, + }; + } + + // Quick safety check: If we have one or more upscaler that is not FSR running, we avoid running FSR. + // This should be taken care in the HDRenderPipeline.cs script when we pick the upscaler by priority. + if (((fsrMask - 1) & m_EnabledAdvancedUpscalerPassMask) == 0 && (m_EnabledAdvancedUpscalerPassMask & fsrMask) != 0) + { + return new CurrentUpsamplerData + { + isAdvancedUpsampler = true, + advancedUpsampler = AdvancedUpscalers.FSR2, + schedule = DynamicResolutionHandler.instance.upsamplerSchedule, + }; + } + + if (m_AntialiasingFS) + { + if (hdCamera.antialiasing == HDAdditionalCameraData.AntialiasingMode.TemporalAntialiasing) + { + if (hdCamera.IsSTPEnabled()) + { + return new CurrentUpsamplerData + { + isAdvancedUpsampler = true, + advancedUpsampler = AdvancedUpscalers.STP, + schedule = DynamicResolutionHandler.instance.upsamplerSchedule, + }; + } + if (hdCamera.IsTAAUEnabled()) + { + return new CurrentUpsamplerData + { + isAdvancedUpsampler = false, + regularUpsampler = DynamicResUpscaleFilter.TAAU, + schedule = DynamicResolutionHandler.instance.upsamplerSchedule, + }; + } + } + } + + if (hdCamera.DynResRequest.enabled) + { + if (hdCamera.DynResRequest.filter == DynamicResUpscaleFilter.ContrastAdaptiveSharpen) + { + return new CurrentUpsamplerData + { + isAdvancedUpsampler = false, + regularUpsampler = DynamicResUpscaleFilter.ContrastAdaptiveSharpen, + schedule = DynamicResolutionHandler.instance.upsamplerSchedule, + }; + } + if (hdCamera.DynResRequest.filter == DynamicResUpscaleFilter.EdgeAdaptiveScalingUpres) + { + return new CurrentUpsamplerData + { + isAdvancedUpsampler = false, + regularUpsampler = DynamicResUpscaleFilter.EdgeAdaptiveScalingUpres, + schedule = DynamicResolutionHandler.instance.upsamplerSchedule, + }; + } + } + + // Catmull Rom is always executed during the final pass so we don't need to handle the injection point + return null; + } + + TextureHandle DoUpscalingAndAntiAliasing(RenderGraph renderGraph, HDCamera hdCamera, CurrentUpsamplerData upsamplerDataData, + TextureHandle source, TextureHandle depthBuffer, TextureHandle motionVectors, TextureHandle stencilBuffer, TextureHandle depthBufferMipChain) + { + bool taaUsesCAS = hdCamera.antialiasing == HDAdditionalCameraData.AntialiasingMode.TemporalAntialiasing && hdCamera.taaSharpenMode == HDAdditionalCameraData.TAASharpenMode.ContrastAdaptiveSharpening; + + source = upsamplerDataData switch + { + { isAdvancedUpsampler: true, advancedUpsampler: AdvancedUpscalers.STP } + => DoStpPasses(renderGraph, hdCamera, source, depthBuffer, motionVectors, stencilBuffer), + { isAdvancedUpsampler: true, advancedUpsampler: AdvancedUpscalers.DLSS} + => DoDLSSPasses(renderGraph, hdCamera, upsamplerDataData.schedule, source, depthBuffer, motionVectors), + { isAdvancedUpsampler: true, advancedUpsampler: AdvancedUpscalers.FSR2} + => DoFSR2Passes(renderGraph, hdCamera, upsamplerDataData.schedule, source, depthBuffer, motionVectors), + { isAdvancedUpsampler: false, regularUpsampler: DynamicResUpscaleFilter.TAAU} + => DoTemporalAntialiasing(renderGraph, hdCamera, depthBuffer, motionVectors, depthBufferMipChain, source, stencilBuffer, postDoF: false, "TAA Destination"), + { isAdvancedUpsampler: false, regularUpsampler: DynamicResUpscaleFilter.ContrastAdaptiveSharpen} + => ContrastAdaptiveSharpeningPass(renderGraph, hdCamera, source, taaUsesCAS), + { isAdvancedUpsampler: false, regularUpsampler: DynamicResUpscaleFilter.EdgeAdaptiveScalingUpres} + => EdgeAdaptiveSpatialUpsampling(renderGraph, hdCamera, source), + _ => source + }; + + SetCurrentResolutionGroup(renderGraph, hdCamera, ResolutionGroup.AfterDynamicResUpscale); + + if (hdCamera.RequiresCameraJitter()) + RestoreNonjitteredMatrices(renderGraph, hdCamera); + + return source; + } + TextureHandle RenderPostProcess(RenderGraph renderGraph, in PrepassOutput prepassOutput, TextureHandle inputColor, @@ -536,59 +661,56 @@ TextureHandle RenderPostProcess(RenderGraph renderGraph, // Note: whether a pass is really executed or not is generally inside the Do* functions. // with few exceptions. + var upsamplerData = GetCurrentUpsamplerData(hdCamera); + if (m_PostProcessEnabled || m_AntialiasingFS) { source = StopNaNsPass(renderGraph, hdCamera, source); source = DynamicExposurePass(renderGraph, hdCamera, source); - source = DoDLSSPasses(renderGraph, hdCamera, DynamicResolutionHandler.UpsamplerScheduleType.BeforePost, source, depthBuffer, motionVectors); - - source = DoFSR2Passes(renderGraph, hdCamera, DynamicResolutionHandler.UpsamplerScheduleType.BeforePost, source, depthBuffer, motionVectors); - + // Keep the "Before TAA" injection point before any temporal resolve algorithm, it doesn't have to be TAA only and also can perform upsampling. source = CustomPostProcessPass(renderGraph, hdCamera, source, depthBuffer, normalBuffer, motionVectors, m_CustomPostProcessOrdersSettings.beforeTAACustomPostProcesses, HDProfileId.CustomPostProcessBeforeTAA); - // Temporal anti-aliasing goes first - if (m_AntialiasingFS) + // Handle upsamplers, note that upsamplers also performs anti-aliasing. + if (upsamplerData != null && upsamplerData.Value.schedule == DynamicResolutionHandler.UpsamplerScheduleType.BeforePost) { - if (hdCamera.antialiasing == HDAdditionalCameraData.AntialiasingMode.TemporalAntialiasing) + source = DoUpscalingAndAntiAliasing(renderGraph, hdCamera, upsamplerData.Value, source, depthBuffer, motionVectors, prepassOutput.stencilBuffer, depthBufferMipChain); + } + + // if upsampling is disabled or the selected upsampler doesn't perform anti-aliasing we handle AA here + if (upsamplerData == null || !upsamplerData.Value.PerformsAntiAliasing()) + { + // Note that FXAA is not handled here as we have integrated it inside the final pass. + if (m_AntialiasingFS) { - if (hdCamera.IsSTPEnabled()) - { - source = DoStpPasses(renderGraph, hdCamera, source, depthBuffer, motionVectors, prepassOutput.stencilBuffer); - } - else + if (hdCamera.antialiasing == HDAdditionalCameraData.AntialiasingMode.TemporalAntialiasing) { source = DoTemporalAntialiasing(renderGraph, hdCamera, depthBuffer, motionVectors, depthBufferMipChain, source, prepassOutput.stencilBuffer, postDoF: false, "TAA Destination"); - } - if (hdCamera.IsTAAUEnabled()) - { - SetCurrentResolutionGroup(renderGraph, hdCamera, ResolutionGroup.AfterDynamicResUpscale); - } - RestoreNonjitteredMatrices(renderGraph, hdCamera); + RestoreNonjitteredMatrices(renderGraph, hdCamera); - if (hdCamera.taaSharpenMode == HDAdditionalCameraData.TAASharpenMode.PostSharpen) + if (hdCamera.taaSharpenMode == HDAdditionalCameraData.TAASharpenMode.PostSharpen) + { + source = SharpeningPass(renderGraph, hdCamera, source); + } + } + else if (hdCamera.antialiasing == HDAdditionalCameraData.AntialiasingMode.SubpixelMorphologicalAntiAliasing) { - source = SharpeningPass(renderGraph, hdCamera, source); + source = SMAAPass(renderGraph, hdCamera, depthBuffer, source); } } - else if (hdCamera.antialiasing == HDAdditionalCameraData.AntialiasingMode.SubpixelMorphologicalAntiAliasing) - { - source = SMAAPass(renderGraph, hdCamera, depthBuffer, source); - } } ComposeLines(renderGraph, hdCamera, source, prepassOutput.depthBuffer, motionVectors, (int)LineRendering.CompositionMode.AfterTemporalAntialiasing); source = BeforeCustomPostProcessPass(renderGraph, hdCamera, source, depthBuffer, normalBuffer, motionVectors, m_CustomPostProcessOrdersSettings.beforePostProcessCustomPostProcesses, HDProfileId.CustomPostProcessBeforePP); - source = DepthOfFieldPass(renderGraph, hdCamera, depthBuffer, motionVectors, depthBufferMipChain, source, depthMinMaxAvgMSAA, prepassOutput.stencilBuffer); + source = DepthOfFieldPass(renderGraph, hdCamera, depthBuffer, motionVectors, depthBufferMipChain, source, depthMinMaxAvgMSAA, prepassOutput.stencilBuffer, upsamplerData); ComposeLines(renderGraph, hdCamera, source, prepassOutput.depthBuffer, motionVectors, (int)LineRendering.CompositionMode.AfterDepthOfField); - source = DoDLSSPasses(renderGraph, hdCamera, DynamicResolutionHandler.UpsamplerScheduleType.AfterDepthOfField, source, depthBuffer, motionVectors); - - source = DoFSR2Passes(renderGraph, hdCamera, DynamicResolutionHandler.UpsamplerScheduleType.AfterDepthOfField, source, depthBuffer, motionVectors); + if (upsamplerData != null && upsamplerData.Value.schedule == DynamicResolutionHandler.UpsamplerScheduleType.AfterDepthOfField) + source = DoUpscalingAndAntiAliasing(renderGraph, hdCamera, upsamplerData.Value, source, depthBuffer, motionVectors, prepassOutput.stencilBuffer, depthBufferMipChain); if (m_DepthOfField.IsActive() && m_SubFrameManager.isRecording && m_SubFrameManager.subFrameCount > 1 && !hdCamera.IsPathTracingEnabled()) { @@ -638,31 +760,17 @@ TextureHandle RenderPostProcess(RenderGraph renderGraph, hdCamera.resetPostProcessingHistory = false; } - else + else if (upsamplerData != null) // if post process and anti-aliasing are disabled, we still perform the upsampling { - source = DoDLSSPasses(renderGraph, hdCamera, DynamicResolutionHandler.UpsamplerScheduleType.BeforePost, source, depthBuffer, motionVectors); - source = DoDLSSPasses(renderGraph, hdCamera, DynamicResolutionHandler.UpsamplerScheduleType.AfterDepthOfField, source, depthBuffer, motionVectors); - source = DoFSR2Passes(renderGraph, hdCamera, DynamicResolutionHandler.UpsamplerScheduleType.BeforePost, source, depthBuffer, motionVectors); - source = DoFSR2Passes(renderGraph, hdCamera, DynamicResolutionHandler.UpsamplerScheduleType.AfterDepthOfField, source, depthBuffer, motionVectors); + // Note that in this case, anti-aliasing can still be performed even when disabled because upsamplers also performs AA. + if (upsamplerData.Value.schedule == DynamicResolutionHandler.UpsamplerScheduleType.BeforePost || + upsamplerData.Value.schedule == DynamicResolutionHandler.UpsamplerScheduleType.AfterDepthOfField) + source = DoUpscalingAndAntiAliasing(renderGraph, hdCamera, upsamplerData.Value, source, depthBuffer, motionVectors, prepassOutput.stencilBuffer, depthBufferMipChain); } - if (DynamicResolutionHandler.instance.upsamplerSchedule == DynamicResolutionHandler.UpsamplerScheduleType.AfterPost) + if (upsamplerData != null && upsamplerData.Value.schedule == DynamicResolutionHandler.UpsamplerScheduleType.AfterPost) { - if (hdCamera.IsDLSSEnabled()) - { - source = DoDLSSPasses(renderGraph, hdCamera, DynamicResolutionHandler.UpsamplerScheduleType.AfterPost, source, depthBuffer, motionVectors); - } - else if (hdCamera.IsFSR2Enabled()) - { - source = DoFSR2Passes(renderGraph, hdCamera, DynamicResolutionHandler.UpsamplerScheduleType.AfterPost, source, depthBuffer, motionVectors); - } - else - { - // AMD Fidelity FX passes - bool taaUsesCAS = hdCamera.antialiasing == HDAdditionalCameraData.AntialiasingMode.TemporalAntialiasing && hdCamera.taaSharpenMode == HDAdditionalCameraData.TAASharpenMode.ContrastAdaptiveSharpening; - source = ContrastAdaptiveSharpeningPass(renderGraph, hdCamera, source, taaUsesCAS); - source = EdgeAdaptiveSpatialUpsampling(renderGraph, hdCamera, source); - } + source = DoUpscalingAndAntiAliasing(renderGraph, hdCamera, upsamplerData.Value, source, depthBuffer, motionVectors, prepassOutput.stencilBuffer, depthBufferMipChain); } FinalPass(renderGraph, hdCamera, afterPostProcessBuffer, alphaTexture, dest, source, uiBuffer, m_BlueNoise, flipYInPostProcess, cubemapFace, postProcessIsFinalPass); @@ -3132,7 +3240,7 @@ class DepthofFieldData public bool taaEnabled; } - TextureHandle DepthOfFieldPass(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthBuffer, TextureHandle motionVectors, TextureHandle depthBufferMipChain, TextureHandle source, TextureHandle depthMinMaxAvgMSAA, TextureHandle stencilTexture) + TextureHandle DepthOfFieldPass(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthBuffer, TextureHandle motionVectors, TextureHandle depthBufferMipChain, TextureHandle source, TextureHandle depthMinMaxAvgMSAA, TextureHandle stencilTexture, CurrentUpsamplerData? upsamplerData) { bool postDoFTAAEnabled = false; bool isSceneView = hdCamera.camera.cameraType == CameraType.SceneView; @@ -3140,7 +3248,7 @@ TextureHandle DepthOfFieldPass(RenderGraph renderGraph, HDCamera hdCamera, Textu bool isOrtho = hdCamera.camera.orthographic; // If DLSS is enabled, we need to stabilize the CoC buffer (because the upsampled depth is jittered) - if (isAnyAdvancedUpscalerActive && currentAsset.currentPlatformRenderPipelineSettings.dynamicResolutionSettings.DLSSInjectionPoint == DynamicResolutionHandler.UpsamplerScheduleType.BeforePost) + if (hdCamera.RequiresCameraJitter()) stabilizeCoC = true; // If Path tracing is enabled, then DoF is computed in the path tracer by sampling the lens aperure (when using the physical camera mode) @@ -3337,9 +3445,17 @@ TextureHandle DepthOfFieldPass(RenderGraph renderGraph, HDCamera hdCamera, Textu // When physically based DoF is enabled, TAA runs two times, first to stabilize the color buffer before DoF and then after DoF to accumulate more aperture samples if (stabilizeCoC && m_DepthOfField.physicallyBased) { - source = DoTemporalAntialiasing(renderGraph, hdCamera, depthBuffer, motionVectors, depthBufferMipChain, source, stencilTexture, postDoF: true, "Post-DoF TAA Destination"); - hdCamera.dofHistoryIsValid = true; + // In case dynamic resolution is enabled, we don't perform another TAA pass if the upsampling will be executed after the DoF + bool postDofTAA = true; + if (upsamplerData != null && upsamplerData.Value.PerformsAntiAliasing() && upsamplerData.Value.schedule != DynamicResolutionHandler.UpsamplerScheduleType.BeforePost) + postDofTAA = false; + + // In case the TAA is after the DoF, history is also valid but we don't need to perform the specific DoF TAA pass postDoFTAAEnabled = true; + hdCamera.dofHistoryIsValid = true; + + if (postDofTAA) + source = DoTemporalAntialiasing(renderGraph, hdCamera, depthBuffer, motionVectors, depthBufferMipChain, source, stencilTexture, postDoF: true, "Post-DoF TAA Destination"); } else { @@ -5433,59 +5549,54 @@ class EASUData TextureHandle EdgeAdaptiveSpatialUpsampling(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle source) { - if (hdCamera.DynResRequest.enabled && hdCamera.DynResRequest.filter == DynamicResUpscaleFilter.EdgeAdaptiveScalingUpres) + using (var builder = renderGraph.AddRenderPass("Edge Adaptive Spatial Upsampling", out var passData, ProfilingSampler.Get(HDProfileId.EdgeAdaptiveSpatialUpsampling))) { - using (var builder = renderGraph.AddRenderPass("Edge Adaptive Spatial Upsampling", out var passData, ProfilingSampler.Get(HDProfileId.EdgeAdaptiveSpatialUpsampling))) - { - passData.easuCS = runtimeShaders.edgeAdaptiveSpatialUpsamplingCS; - passData.easuCS.shaderKeywords = null; - if (PostProcessEnableAlpha(hdCamera)) - passData.easuCS.EnableKeyword("ENABLE_ALPHA"); + passData.easuCS = runtimeShaders.edgeAdaptiveSpatialUpsamplingCS; + passData.easuCS.shaderKeywords = null; + if (PostProcessEnableAlpha(hdCamera)) + passData.easuCS.EnableKeyword("ENABLE_ALPHA"); - if (HDROutputActiveForCameraType(hdCamera)) - passData.easuCS.EnableKeyword("HDR_INPUT"); + if (HDROutputActiveForCameraType(hdCamera)) + passData.easuCS.EnableKeyword("HDR_INPUT"); - passData.mainKernel = passData.easuCS.FindKernel("KMain"); - passData.viewCount = hdCamera.viewCount; - passData.inputWidth = hdCamera.actualWidth; - passData.inputHeight = hdCamera.actualHeight; - passData.outputWidth = Mathf.RoundToInt(hdCamera.finalViewport.width); - passData.outputHeight = Mathf.RoundToInt(hdCamera.finalViewport.height); - passData.source = builder.ReadTexture(source); - passData.destination = builder.WriteTexture(GetPostprocessUpsampledOutputHandle(hdCamera, renderGraph, "Edge Adaptive Spatial Upsampling")); + passData.mainKernel = passData.easuCS.FindKernel("KMain"); + passData.viewCount = hdCamera.viewCount; + passData.inputWidth = hdCamera.actualWidth; + passData.inputHeight = hdCamera.actualHeight; + passData.outputWidth = Mathf.RoundToInt(hdCamera.finalViewport.width); + passData.outputHeight = Mathf.RoundToInt(hdCamera.finalViewport.height); + passData.source = builder.ReadTexture(source); + passData.destination = builder.WriteTexture(GetPostprocessUpsampledOutputHandle(hdCamera, renderGraph, "Edge Adaptive Spatial Upsampling")); - if (HDROutputActiveForCameraType(hdCamera)) - { - Vector4 hdroutParameters2; - GetHDROutputParameters(HDRDisplayInformationForCamera(hdCamera), HDRDisplayColorGamutForCamera(hdCamera), m_Tonemapping, out passData.hdroutParams, out hdroutParameters2); - } + if (HDROutputActiveForCameraType(hdCamera)) + { + Vector4 hdroutParameters2; + GetHDROutputParameters(HDRDisplayInformationForCamera(hdCamera), HDRDisplayColorGamutForCamera(hdCamera), m_Tonemapping, out passData.hdroutParams, out hdroutParameters2); + } - builder.SetRenderFunc( - (EASUData data, RenderGraphContext ctx) => + builder.SetRenderFunc( + (EASUData data, RenderGraphContext ctx) => + { + var sourceTexture = (RenderTexture)data.source; + var inputTextureSize = new Vector4(sourceTexture.width, sourceTexture.height); + if (DynamicResolutionHandler.instance.HardwareDynamicResIsEnabled()) { - var sourceTexture = (RenderTexture)data.source; - var inputTextureSize = new Vector4(sourceTexture.width, sourceTexture.height); - if (DynamicResolutionHandler.instance.HardwareDynamicResIsEnabled()) - { - var maxScaledSz = DynamicResolutionHandler.instance.ApplyScalesOnSize(new Vector2Int(RTHandles.maxWidth, RTHandles.maxHeight)); - inputTextureSize = new Vector4(maxScaledSz.x, maxScaledSz.y); - } - ctx.cmd.SetComputeTextureParam(data.easuCS, data.mainKernel, HDShaderIDs._InputTexture, data.source); - FSRUtils.SetEasuConstants(ctx.cmd, new Vector2(data.inputWidth, data.inputHeight), inputTextureSize, new Vector2(data.outputWidth, data.outputHeight)); - ctx.cmd.SetComputeTextureParam(data.easuCS, data.mainKernel, HDShaderIDs._OutputTexture, data.destination); - ctx.cmd.SetComputeVectorParam(data.easuCS, HDShaderIDs._EASUOutputSize, new Vector4(data.outputWidth, data.outputHeight, 1.0f / data.outputWidth, 1.0f / data.outputHeight)); - ctx.cmd.SetComputeVectorParam(data.easuCS, HDShaderIDs._HDROutputParams, data.hdroutParams); - - int dispatchX = HDUtils.DivRoundUp(data.outputWidth, 8); - int dispatchY = HDUtils.DivRoundUp(data.outputHeight, 8); + var maxScaledSz = DynamicResolutionHandler.instance.ApplyScalesOnSize(new Vector2Int(RTHandles.maxWidth, RTHandles.maxHeight)); + inputTextureSize = new Vector4(maxScaledSz.x, maxScaledSz.y); + } + ctx.cmd.SetComputeTextureParam(data.easuCS, data.mainKernel, HDShaderIDs._InputTexture, data.source); + FSRUtils.SetEasuConstants(ctx.cmd, new Vector2(data.inputWidth, data.inputHeight), inputTextureSize, new Vector2(data.outputWidth, data.outputHeight)); + ctx.cmd.SetComputeTextureParam(data.easuCS, data.mainKernel, HDShaderIDs._OutputTexture, data.destination); + ctx.cmd.SetComputeVectorParam(data.easuCS, HDShaderIDs._EASUOutputSize, new Vector4(data.outputWidth, data.outputHeight, 1.0f / data.outputWidth, 1.0f / data.outputHeight)); + ctx.cmd.SetComputeVectorParam(data.easuCS, HDShaderIDs._HDROutputParams, data.hdroutParams); - ctx.cmd.DispatchCompute(data.easuCS, data.mainKernel, dispatchX, dispatchY, data.viewCount); - }); + int dispatchX = HDUtils.DivRoundUp(data.outputWidth, 8); + int dispatchY = HDUtils.DivRoundUp(data.outputHeight, 8); - source = passData.destination; - } + ctx.cmd.DispatchCompute(data.easuCS, data.mainKernel, dispatchX, dispatchY, data.viewCount); + }); - SetCurrentResolutionGroup(renderGraph, hdCamera, ResolutionGroup.AfterDynamicResUpscale); + source = passData.destination; } return source; } @@ -5599,9 +5710,6 @@ void FinalPass(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle afterPo case DynamicResUpscaleFilter.CatmullRom: finalPassMaterial.EnableKeyword("CATMULL_ROM_4"); break; - case DynamicResUpscaleFilter.ContrastAdaptiveSharpen: - finalPassMaterial.EnableKeyword("BYPASS"); - break; case DynamicResUpscaleFilter.EdgeAdaptiveScalingUpres: // The RCAS half of the FSR technique (EASU + RCAS) is merged into FinalPass instead of // running it inside a separate compute shader. This allows us to avoid an additional @@ -5627,6 +5735,9 @@ void FinalPass(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle afterPo finalPassMaterial.EnableKeyword("BYPASS"); } break; + default: + finalPassMaterial.EnableKeyword("BYPASS"); + break; } } else diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs index d3ab5d35c66..8d5ef7c03cf 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs @@ -194,7 +194,7 @@ void RecordRenderGraph(RenderRequest renderRequest, RenderShadows(m_RenderGraph, hdCamera, cullingResults, ref shadowResult); StartXRSinglePass(m_RenderGraph, hdCamera); - + if (rtReflections) lightingBuffers.ssrLightingBuffer = RenderSSR(m_RenderGraph, hdCamera, ref prepassOutput, clearCoatMask, rayCountTexture, historyValidationTexture, m_SkyManager.GetSkyReflection(hdCamera), transparent: false); lightingBuffers.ssgiLightingBuffer = RenderScreenSpaceIndirectDiffuse(hdCamera, prepassOutput, rayCountTexture, historyValidationTexture, gpuLightListOutput.lightList); @@ -988,9 +988,9 @@ class RenderOffscreenUIData public Rect viewport; } - TextureHandle CreateOffscreenUIBuffer(RenderGraph renderGraph, MSAASamples msaaSamples) + TextureHandle CreateOffscreenUIBuffer(RenderGraph renderGraph, MSAASamples msaaSamples, Rect viewport) { - return renderGraph.CreateTexture(new TextureDesc(Vector2.one, false, true) + return renderGraph.CreateTexture(new TextureDesc((int)viewport.width, (int)viewport.height, false, true) { colorFormat = GraphicsFormat.R8G8B8A8_SRGB, clearBuffer = false, msaaSamples = msaaSamples, name = "UI Buffer" }); } @@ -1002,7 +1002,7 @@ TextureHandle RenderTransparentUI(RenderGraph renderGraph, HDCamera hdCamera) using (var builder = renderGraph.AddRenderPass("UI Rendering", out var passData, ProfilingSampler.Get(HDProfileId.OffscreenUIRendering))) { // We cannot use rendererlist here because of the path tracing denoiser which will make it invalid due to multiple rendering per frame - output = builder.UseColorBuffer(CreateOffscreenUIBuffer(renderGraph, hdCamera.msaaSamples), 0); + output = builder.UseColorBuffer(CreateOffscreenUIBuffer(renderGraph, hdCamera.msaaSamples, hdCamera.finalViewport), 0); passData.camera = hdCamera.camera; passData.frameSettings = hdCamera.frameSettings; @@ -1014,7 +1014,8 @@ TextureHandle RenderTransparentUI(RenderGraph renderGraph, HDCamera hdCamera) context.cmd.ClearRenderTarget(false, true, Color.clear); context.renderContext.ExecuteCommandBuffer(context.cmd); context.cmd.Clear(); - context.renderContext.DrawUIOverlay(data.camera); + if (data.camera.targetTexture == null) + context.renderContext.DrawUIOverlay(data.camera); }); } } @@ -1660,8 +1661,8 @@ TextureHandle RenderTransparency(RenderGraph renderGraph, // Render the deferred water lighting m_WaterSystem.RenderWaterLighting(renderGraph, hdCamera, colorBuffer, prepassOutput.depthBuffer, prepassOutput.depthPyramidTexture, volumetricLighting, ssrLightingBuffer, transparentPrepass, lightLists, ref opticalFogTransmittance); - // If required, render the water mask debug views - m_WaterSystem.RenderWaterMask(renderGraph, hdCamera, colorBuffer, prepassOutput.depthBuffer, transparentPrepass.waterGBuffer); + // If required, render the water debug view + m_WaterSystem.RenderWaterDebug(renderGraph, hdCamera, colorBuffer, prepassOutput.depthBuffer, transparentPrepass.waterGBuffer); bool ssmsEnabled = Fog.IsMultipleScatteringEnabled(hdCamera, out float fogMultipleScatteringIntensity); if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.Refraction) || hdCamera.IsSSREnabled() || hdCamera.IsSSREnabled(true) || hdCamera.IsSSGIEnabled() || ssmsEnabled) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index d54f541050d..4e3f6f6c14a 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -94,9 +94,6 @@ internal static HDRenderPipeline currentPipeline ShadowmaskMode m_PreviousShadowMaskMode; bool m_FrameSettingsHistoryEnabled = false; -#if UNITY_EDITOR - bool m_PreviousEnableCookiesInLightmapper = true; -#endif #if UNITY_SWITCH internal static bool k_PreferFragment = true; @@ -799,10 +796,6 @@ void SetRenderingFeatures() Lightmapping.SetDelegate(GlobalIlluminationUtils.hdLightsDelegate); #if UNITY_EDITOR - // HDRP always enable baking of cookie by default - m_PreviousEnableCookiesInLightmapper = UnityEditor.EditorSettings.enableCookiesInLightmapper; - UnityEditor.EditorSettings.enableCookiesInLightmapper = true; - SceneViewDrawMode.SetupDrawMode(); if (UnityEditor.PlayerSettings.colorSpace == ColorSpace.Gamma) @@ -872,10 +865,6 @@ void UnsetRenderingFeatures() SupportedRenderingFeatures.active = new SupportedRenderingFeatures(); Lightmapping.ResetDelegate(); - -#if UNITY_EDITOR - UnityEditor.EditorSettings.enableCookiesInLightmapper = m_PreviousEnableCookiesInLightmapper; -#endif } void CleanupRenderGraph() @@ -1568,9 +1557,7 @@ bool PrepareAndCullCamera( renderContext.Submit(); m_CullingResultsPool.Release(cullingResults); if (xrPass.isLastCameraPass) - { EndCameraRendering(renderContext, camera); - } return false; } @@ -2719,8 +2706,9 @@ AOVRequestData aovRequest m_WorldLightsSettings.enabled = hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing); - WorldLightManager.CollectWorldLights(hdCamera, m_WorldLightsSettings, flagsFunc, m_WorldLights); - WorldLightManager.BuildWorldLightVolumes(hdCamera, HDRenderPipeline.currentPipeline, m_WorldLights, flagsFunc, m_WorldLightsVolumes); + var lightCluster = HDRaytracingLightCluster.GetLightClusterBounds(hdCamera); + WorldLightManager.CollectWorldLights(hdCamera, m_WorldLightsSettings, flagsFunc, lightCluster, m_WorldLights); + WorldLightManager.BuildWorldLightVolumes(hdCamera, this, m_WorldLights, flagsFunc, m_WorldLightsVolumes); m_WorldLightsVolumes.Bind(cmd, HDShaderIDs._WorldLightVolumes, HDShaderIDs._WorldLightFlags); if (m_RayTracingSupported) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs index 173aa527c99..bee745d4c5b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs @@ -473,9 +473,9 @@ private CameraData CheckDirtiness(HDCamera hdCamera, int camID, CameraData camDa } // Check lights dirtiness - if (m_CacheLightCount != m_WorldLights.totalLighttCount) + if (m_CacheLightCount != m_WorldLights.totalLightCount) { - m_CacheLightCount = (uint)m_WorldLights.totalLighttCount; + m_CacheLightCount = (uint)m_WorldLights.totalLightCount; isSceneDirty = true; } diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs index a78ba26dd88..a2f77968183 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs @@ -48,10 +48,6 @@ class HDRaytracingLightCluster Vector3 clusterCenter = new Vector3(0.0f, 0.0f, 0.0f); Vector3 clusterDimension = new Vector3(0.0f, 0.0f, 0.0f); - Vector3 minBounds = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); - Vector3 maxBounds = new Vector3(-float.MaxValue, -float.MaxValue, -float.MaxValue); - Light lightComponent; - public void Initialize(HDRenderPipeline renderPipeline) { // Keep track of the render pipeline @@ -59,7 +55,7 @@ public void Initialize(HDRenderPipeline renderPipeline) // Allocate the light cluster buffer at the right size m_NumLightsPerCell = renderPipeline.asset.currentPlatformRenderPipelineSettings.lightLoopSettings.maxLightsPerClusterCell; - int bufferSize = 64 * 64 * 32 * (m_NumLightsPerCell + 5); // This +5 is to account for the meta data in each cluster cell. + int bufferSize = HDLightClusterDefinitions.s_ClusterCellCount * (m_NumLightsPerCell + HDLightClusterDefinitions.s_CellMetaDataSize); ResizeClusterBuffer(bufferSize); // Create the material required for debug @@ -120,41 +116,37 @@ void ResizeCullResultBuffer(int numLights) } } - void EvaluateClusterVolume(HDCamera hdCamera, in WorldLightSubSet subset) + static internal Bounds GetLightClusterBounds(HDCamera hdCamera) { var settings = hdCamera.volumeStack.GetComponent(); - if (ShaderConfig.s_CameraRelativeRendering != 0) - clusterCenter.Set(0, 0, 0); - else - clusterCenter = hdCamera.camera.gameObject.transform.position; - - minClusterPos = subset.bounds.min; - maxClusterPos = subset.bounds.max; + Vector3 camPosWS = Vector3.zero; + if (ShaderConfig.s_CameraRelativeRendering == 0) + camPosWS = hdCamera.mainViewConstants.worldSpaceCameraPos; - float cameraClusterRange; + float range = settings.cameraClusterRange.value; if (hdCamera.IsPathTracingEnabled()) { // For path tracing we use the max extent of the extended culling frustum as the light cluster size Vector3 extendedFrustumExtent = (hdCamera.camera.transform.up + hdCamera.camera.transform.right + hdCamera.camera.transform.forward) * hdCamera.camera.farClipPlane; - cameraClusterRange = Mathf.Max(Mathf.Max(Mathf.Abs(extendedFrustumExtent.x), Mathf.Abs(extendedFrustumExtent.y)), Mathf.Abs(extendedFrustumExtent.z)); + range = Mathf.Max(Mathf.Max(Mathf.Abs(extendedFrustumExtent.x), Mathf.Abs(extendedFrustumExtent.y)), Mathf.Abs(extendedFrustumExtent.z)); } - else - cameraClusterRange = settings.cameraClusterRange.value; - minClusterPos.x = Mathf.Max(minClusterPos.x, clusterCenter.x - cameraClusterRange); - minClusterPos.y = Mathf.Max(minClusterPos.y, clusterCenter.y - cameraClusterRange); - minClusterPos.z = Mathf.Max(minClusterPos.z, clusterCenter.z - cameraClusterRange); + return new Bounds(camPosWS, 2.0f * new Vector3(range, range, range)); + } - maxClusterPos.x = Mathf.Min(maxClusterPos.x, clusterCenter.x + cameraClusterRange); - maxClusterPos.y = Mathf.Min(maxClusterPos.y, clusterCenter.y + cameraClusterRange); - maxClusterPos.z = Mathf.Min(maxClusterPos.z, clusterCenter.z + cameraClusterRange); + void EvaluateClusterVolume(HDCamera hdCamera, in WorldLightSubSet subset) + { + var cluster = GetLightClusterBounds(hdCamera); + + minClusterPos = Vector3.Max(subset.bounds.min, cluster.min); + maxClusterPos = Vector3.Min(subset.bounds.max, cluster.max); // Compute the cell size per dimension clusterCellSize = (maxClusterPos - minClusterPos); - clusterCellSize.x /= 64.0f; - clusterCellSize.y /= 64.0f; - clusterCellSize.z /= 32.0f; + clusterCellSize.x /= HDLightClusterDefinitions.s_ClusterSize.x; + clusterCellSize.y /= HDLightClusterDefinitions.s_ClusterSize.y; + clusterCellSize.z /= HDLightClusterDefinitions.s_ClusterSize.z; // Compute the bounds of the cluster volume3 clusterCenter = (maxClusterPos + minClusterPos) / 2.0f; @@ -211,9 +203,9 @@ void BuildLightCluster(HDCamera hdCamera, CommandBuffer cmd, WorldLightsVolumes cmd.SetComputeBufferParam(lightClusterCS, lightClusterKernel, _RaytracingLightCullResult, m_LightCullResult); // Dispatch a compute - int numGroupsX = 8; - int numGroupsY = 8; - int numGroupsZ = 4; + int numGroupsX = CoreUtils.DivRoundUp(HDLightClusterDefinitions.s_ClusterSize.x, 8); + int numGroupsY = CoreUtils.DivRoundUp(HDLightClusterDefinitions.s_ClusterSize.y, 8); + int numGroupsZ = CoreUtils.DivRoundUp(HDLightClusterDefinitions.s_ClusterSize.z, 8); cmd.DispatchCompute(lightClusterCS, lightClusterKernel, numGroupsX, numGroupsY, numGroupsZ); } } @@ -289,8 +281,8 @@ public void EvaluateClusterDebugView(RenderGraph renderGraph, HDCamera hdCamera, debugMaterialProperties.SetTexture(HDShaderIDs._CameraDepthTexture, data.depthPyramid); // Draw the faces - ctx.cmd.DrawProcedural(Matrix4x4.identity, data.debugMaterial, 1, MeshTopology.Lines, 48, 64 * 64 * 32, debugMaterialProperties); - ctx.cmd.DrawProcedural(Matrix4x4.identity, data.debugMaterial, 0, MeshTopology.Triangles, 36, 64 * 64 * 32, debugMaterialProperties); + ctx.cmd.DrawProcedural(Matrix4x4.identity, data.debugMaterial, 1, MeshTopology.Lines, 48, HDLightClusterDefinitions.s_ClusterCellCount, debugMaterialProperties); + ctx.cmd.DrawProcedural(Matrix4x4.identity, data.debugMaterial, 0, MeshTopology.Triangles, 36, HDLightClusterDefinitions.s_ClusterCellCount, debugMaterialProperties); }); debugTexture = passData.outputBuffer; @@ -339,7 +331,7 @@ public void CullForRayTracing(HDCamera hdCamera, WorldLights worldLights, WorldL WorldLightCulling.GetLightSubSetUsingFlags(worldLightsVolumes, filter, m_WorldLightSubSet); // If there is no lights to process or no environment not the shader is missing - if (worldLights.totalLighttCount == 0 || !m_RenderPipeline.GetRayTracingState()) + if (worldLights.totalLightCount == 0 || !m_RenderPipeline.GetRayTracingState()) { InvalidateCluster(); return; @@ -374,11 +366,11 @@ public void ReserveCookieAtlasSlots(WorldLights rayTracingLights) HDLightRenderDatabase lightEntities = HDLightRenderDatabase.instance; for (int lightIdx = 0; lightIdx < rayTracingLights.hdLightEntityArray.Length; ++lightIdx) { - int dataIndex = lightEntities.GetEntityDataIndex(rayTracingLights.hdLightEntityArray[lightIdx]); + int dataIndex = lightEntities.GetEntityDataIndex(rayTracingLights.hdLightEntityArray[lightIdx].light); HDAdditionalLightData additionalLightData = lightEntities.hdAdditionalLightData[dataIndex]; // Grab the additional light data to process // Fetch the light component for this light - additionalLightData.gameObject.TryGetComponent(out lightComponent); + additionalLightData.gameObject.TryGetComponent(out Light lightComponent); // Reserve the cookie resolution in the 2D atlas m_RenderPipeline.ReserveCookieAtlasTexture(additionalLightData, lightComponent, additionalLightData.legacyLight.type); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/DebugLightCluster.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/DebugLightCluster.shader index 201bd67b91b..099c9d345a5 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/DebugLightCluster.shader +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/DebugLightCluster.shader @@ -127,7 +127,7 @@ Shader "Hidden/HDRP/DebugLightCluster" UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // Compute the csize of each cell - float3 clusterCellSize = (_MaxClusterPos - _MinClusterPos) * float3(1.0 / 64.0, 1.0 / 64.0, 1.0 / 32.0); + float3 clusterCellSize = (_MaxClusterPos - _MinClusterPos) * rcp((float3)CLUSTER_SIZE); // Compute the camera relative position float3 positionOS = cubeVertices[cubeTriangles[vertID % 48]]; @@ -135,15 +135,15 @@ Shader "Hidden/HDRP/DebugLightCluster" float3 positionRWS = TransformObjectToWorld(positionOS); // Compute the grid coordinates of this cell - int width = instanceID % 64; - int height = (instanceID / 64) % 64; - int depth = instanceID / 4096; + int width = instanceID % CLUSTER_SIZE.x; + int height = (instanceID / CLUSTER_SIZE.x) % CLUSTER_SIZE.y; + int depth = instanceID / (CLUSTER_SIZE.x * CLUSTER_SIZE.y); // Compute the world space coordinate of this cell positionRWS = _MinClusterPos + float3( clusterCellSize.x * width, clusterCellSize.y * height, clusterCellSize.z * depth) + GetAbsolutePositionWS(positionRWS); // Given that we have the cell index, get the number of lights - uint numLights = GetTotalLightClusterCellCount(depth + height * 32 + width * 2048); + uint numLights = GetTotalLightClusterCellCount(GetClusterCellIndex(width, height, depth)); output.cellColor.xyz = lerp(float3(0.0, 0.0, 0.0), float3(1.0, 1.0, 0.0), clamp((float) numLights / _LightPerCellCount, 0.0, 1.0)); output.cellColor.w = numLights == 0 ? 0.0 : 1.0; output.cellColor.xyz = numLights >= _LightPerCellCount ? float3(5.0, 0.0, 0.0) : output.cellColor.xyz; @@ -197,7 +197,7 @@ Shader "Hidden/HDRP/DebugLightCluster" UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // Compute the csize of each cell - float3 clusterCellSize = (_MaxClusterPos - _MinClusterPos) * float3(1.0 / 64.0, 1.0 / 64.0, 1.0 / 32.0); + float3 clusterCellSize = (_MaxClusterPos - _MinClusterPos) * rcp((float3)CLUSTER_SIZE); // Compute the camera relative position float3 positionOS = cubeVertices[cubeLines[vertID % 48]]; @@ -205,15 +205,15 @@ Shader "Hidden/HDRP/DebugLightCluster" float3 positionRWS = TransformObjectToWorld(positionOS); // Compute the grid coordinates of this cell - int width = instanceID % 64; - int height = (instanceID / 64) % 64; - int depth = instanceID / 4096; + int width = instanceID % CLUSTER_SIZE.x; + int height = (instanceID / CLUSTER_SIZE.x) % CLUSTER_SIZE.y; + int depth = instanceID / (CLUSTER_SIZE.x * CLUSTER_SIZE.y); // Compute the world space coordinate of this cell positionRWS = _MinClusterPos + float3( clusterCellSize.x * width, clusterCellSize.y * height, clusterCellSize.z * depth) + GetAbsolutePositionWS(positionRWS); // Given that we have the cell index, get the number of lights - uint numLights = GetTotalLightClusterCellCount(depth + height * 32 + width * 2048); + uint numLights = GetTotalLightClusterCellCount(GetClusterCellIndex(width, height, depth)); output.cellColor.xyz = lerp(float3(0.0, 1.0, 0.0), float3(1.0, 1.0, 0.0), clamp((float) numLights / _LightPerCellCount, 0.0, 1.0)); output.cellColor.w = numLights == 0 ? 0.0 : 1.0; output.cellColor.xyz = numLights >= _LightPerCellCount ? float3(1.0, 0.0, 0.0) : output.cellColor.xyz; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingLightCluster.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingLightCluster.hlsl index 8f16ddad9fd..e961e59450c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingLightCluster.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingLightCluster.hlsl @@ -39,13 +39,15 @@ bool PointInsideCluster(float3 positionWS) || positionWS.x > _MaxClusterPos.x || positionWS.y > _MaxClusterPos.y || positionWS.z > _MaxClusterPos.z); } -uint GetClusterCellIndex(float3 positionWS) +uint GetClusterCellIndex(uint width, uint height, uint depth) { - // Compute the grid position - uint3 gridPosition = (uint3)((positionWS - _MinClusterPos) / (_MaxClusterPos - _MinClusterPos) * float3(64.0, 64.0, 32.0)); + return depth + height * CLUSTER_SIZE.z + width * CLUSTER_SIZE.z * CLUSTER_SIZE.y; +} - // Deduce the cell index - return gridPosition.z + gridPosition.y * 32 + gridPosition.x * 2048; +uint GetClusterCellIndex(float3 positionWS) +{ + uint3 gridPosition = (uint3)((positionWS - _MinClusterPos) / (_MaxClusterPos - _MinClusterPos) * (float3)CLUSTER_SIZE); + return GetClusterCellIndex(gridPosition.x, gridPosition.y, gridPosition.z); } @@ -61,7 +63,7 @@ void GetLightCountAndStartCluster(float3 positionWS, uint lightCategory, out uin // Deduce the cell index cellIndex = GetClusterCellIndex(positionWS); - // Grab the light count -- in principle all invocations take the same branch + // Grab the light count -- in principle all invocations take the same branch switch (lightCategory) { case 0: // LIGHTCATEGORY_PUNCTUAL @@ -80,7 +82,6 @@ void GetLightCountAndStartCluster(float3 positionWS, uint lightCategory, out uin lightStart = GetEnvLightEndIndexInClusterCell(cellIndex); lightEnd = GetDecalEndIndexInClusterCell(cellIndex); break; - } } } diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightCluster.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightCluster.compute index 3b8658d56ff..ba545fc783b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightCluster.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightCluster.compute @@ -5,10 +5,11 @@ // SRP & HDRP includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/WorldLightManager.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" -#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingLightCluster.hlsl" #define CLUSTER_GROUP_SIZE 8 @@ -34,8 +35,6 @@ static const float3 CornerSubDirections[8] = { float3(0.5f, 0.5f, 0.5f) }; -#define CULL_GROUP_SIZE 16 - // The target data that this computer shader must fill RWStructuredBuffer _RaytracingLightCullResult; float3 _ClusterCenterPosition; @@ -48,15 +47,15 @@ void RaytracingLightCluster(uint3 threadID : SV_GroupThreadID, uint3 groupId : S uint3 targetCellIndex = groupId * CLUSTER_GROUP_SIZE + threadID; // Get its global cell index - uint cellIndex = targetCellIndex.z + targetCellIndex.y * 32 + targetCellIndex.x * 2048; + uint cellIndex = GetClusterCellIndex(targetCellIndex.x, targetCellIndex.y, targetCellIndex.z); // The size of a cell data-wise - uint cellDataSize = _LightPerCellCount + CELL_META_DATA_SIZE; // Each cell contains a number of lights plus meta data counting the number of each light type. + uint cellDataSize = _LightPerCellCount + CELL_META_DATA_SIZE; // Each cell contains a number of lights plus meta data counting the number of each light type. // Diagonal direction of the cluster float3 bottomCorner = _MinClusterPos + float3(0.5f, 0.5f, 0.5f) * _ClusterCellSize; // Let's compute the position of this cell - float3 cellCenterPosition = bottomCorner + (_MaxClusterPos - _MinClusterPos) * targetCellIndex / float3(64.0, 64.0, 32.0); + float3 cellCenterPosition = bottomCorner + (_MaxClusterPos - _MinClusterPos) * targetCellIndex / (float3)CLUSTER_SIZE; // The actual light count that intersects with this cell uint currentLightCount = 0; @@ -137,10 +136,10 @@ void RaytracingLightCluster(uint3 threadID : SV_GroupThreadID, uint3 groupId : S _RaytracingLightClusterRW[cellIndex * cellDataSize + CELL_META_DATA_AREA_END_INDEX] = punctualLightCount + areaLightCount; _RaytracingLightClusterRW[cellIndex * cellDataSize + CELL_META_DATA_ENV_END_INDEX] = punctualLightCount + areaLightCount + envLightCount; _RaytracingLightClusterRW[cellIndex * cellDataSize + CELL_META_DATA_DECAL_END_INDEX] = punctualLightCount + areaLightCount + envLightCount + decalCount; - } // TODO Dead code +#define CULL_GROUP_SIZE 16 [numthreads(CULL_GROUP_SIZE, 1, 1)] void RaytracingLightCull(uint2 threadID : SV_GroupThreadID, uint2 groupId : SV_GroupID) { diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs index 68bba74253a..83b9f9771cd 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs @@ -1,5 +1,14 @@ namespace UnityEngine.Rendering.HighDefinition { + [GenerateHLSL] + class HDLightClusterDefinitions + { + public static Vector3Int s_ClusterSize = new Vector3Int(64, 32, 64); + public static int s_ClusterCellCount = s_ClusterSize.x * s_ClusterSize.y * s_ClusterSize.z; + + public static int s_CellMetaDataSize = 5; + } + [GenerateHLSL(needAccessors = false, generateCBuffer = true, constantRegister = (int)ConstantRegister.RayTracing)] unsafe struct ShaderVariablesRaytracing { diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs.hlsl index c018cbaa5e0..324238cf1ee 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs.hlsl @@ -4,6 +4,13 @@ #ifndef SHADERVARIABLESRAYTRACING_CS_HLSL #define SHADERVARIABLESRAYTRACING_CS_HLSL +// +// UnityEngine.Rendering.HighDefinition.HDLightClusterDefinitions: static fields +// +#define CLUSTER_SIZE (int3(64, 32, 64)) +#define CLUSTER_CELL_COUNT (131072) +#define CELL_META_DATA_SIZE (5) + // Generated from UnityEngine.Rendering.HighDefinition.ShaderVariablesRaytracing // PackingRules = Exact GLOBAL_CBUFFER_START(ShaderVariablesRaytracing, b3) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl index 263dc6487eb..b79e521377d 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl @@ -1,10 +1,10 @@ #ifndef UNITY_SHADER_VARIABLES_RAY_TRACING_LIGHT_LOOP_INCLUDED #define UNITY_SHADER_VARIABLES_RAY_TRACING_LIGHT_LOOP_INCLUDED +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.cs.hlsl" -#define CELL_META_DATA_SIZE 5 -// Indices into metadata +// Indices into metadata #define CELL_META_DATA_TOTAL_INDEX 0 #define CELL_META_DATA_PUNCTUAL_END_INDEX 1 #define CELL_META_DATA_AREA_END_INDEX 2 diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs index 329cd0c9594..c2f262a1840 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs @@ -678,6 +678,9 @@ public void ComputePackedMipChainInfo(Vector2Int viewportSize, int checkerboardM Vector2Int hardwareTextureSize = isHardwareDrsOn ? DynamicResolutionHandler.instance.ApplyScalesOnSize(viewportSize) : viewportSize; Vector2 textureScale = isHardwareDrsOn ? new Vector2((float)viewportSize.x / (float)hardwareTextureSize.x, (float)viewportSize.y / (float)hardwareTextureSize.y) : new Vector2(1.0f, 1.0f); + // We need to mark the buffer dirty in case another camera has a different viewport size + m_OffsetBufferWillNeedUpdate = true; + // No work needed. if (cachedHardwareTextureSize == hardwareTextureSize && cachedTextureScale == textureScale && cachedCheckerboardMipCount == checkerboardMipCount) return; @@ -746,7 +749,6 @@ public void ComputePackedMipChainInfo(Vector2Int viewportSize, int checkerboardM mipLevelCount = mipLevel + 1; mipLevelCountCheckerboard = hasCheckerboard ? (1 + checkerboardMipCount) : 0; - m_OffsetBufferWillNeedUpdate = true; } public ComputeBuffer GetOffsetBufferData(ComputeBuffer mipLevelOffsetsBuffer) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/WorldLightCulling.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/WorldLightCulling.cs index c1c9d96b9e0..77ccf64204e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/WorldLightCulling.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/WorldLightCulling.cs @@ -162,7 +162,7 @@ public static void GetLightSubSetUsingFlags(in WorldLightsVolumes worldLightsVol worldLightSubSet.PushToGpu(); } - private static bool IntersectSphereAABB(Vector3 position, float radius, Vector3 aabbMin, Vector3 aabbMax) + internal static bool IntersectSphereAABB(Vector3 position, float radius, Vector3 aabbMin, Vector3 aabbMax) { float x = Mathf.Max(aabbMin.x, Mathf.Min(position.x, aabbMax.x)); float y = Mathf.Max(aabbMin.y, Mathf.Min(position.y, aabbMax.y)); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/WorldLightManager.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/WorldLightManager.cs index f66c05095cd..5ed486bca03 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/WorldLightManager.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/WorldLightManager.cs @@ -39,10 +39,10 @@ namespace UnityEngine.Rendering.HighDefinition [GenerateHLSL(PackingRules.Exact, false)] struct WorldLightVolume { - public uint flags; - public uint shape; public Vector3 position; + public uint flags; public Vector3 range; + public uint shape; public uint lightType; public uint lightIndex; } @@ -54,43 +54,47 @@ class WorldLightsSettings class WorldLights { - public NativeList hdPointLightArray = new NativeList(Allocator.Persistent); - public NativeList hdLineLightArray = new NativeList(Allocator.Persistent); - public NativeList hdRectLightArray = new NativeList(Allocator.Persistent); - public NativeList hdDiscLightArray = new NativeList(Allocator.Persistent); - public NativeList hdLightEntityArray = new NativeList(Allocator.Persistent); + public struct VisibleLight + { + public HDLightRenderEntity light; + public Bounds bounds; + public int type; + } + + public NativeList culledLights = new NativeList(Allocator.Persistent); + public NativeList hdLightEntityArray = new NativeList(Allocator.Persistent); // The list of reflection probes public List reflectionProbeArray = new List(); // Counter of the total number of lights - public int totalLighttCount => normalLightCount + envLightCount + decalCount; + public int totalLightCount => normalLightCount + envLightCount + decalCount; public int normalLightCount => pointLightCount + lineLightCount + rectLightCount + discLightCount; public int envLightCount => reflectionProbeArray.Count; - public int decalCount = 0; - public int pointLightCount => hdPointLightArray.Length; - public int lineLightCount => hdLineLightArray.Length; - public int rectLightCount => hdRectLightArray.Length; - public int discLightCount => hdDiscLightArray.Length; + public int pointLightCount = 0; + public int lineLightCount = 0; + public int rectLightCount = 0; + public int discLightCount = 0; + public int decalCount = 0; internal void Reset() { - hdPointLightArray.Clear(); - hdLineLightArray.Clear(); - hdRectLightArray.Clear(); - hdDiscLightArray.Clear(); + pointLightCount = 0; + lineLightCount = 0; + rectLightCount = 0; + discLightCount = 0; + decalCount = 0; + + culledLights.Clear(); hdLightEntityArray.Clear(); reflectionProbeArray.Clear(); } internal void Release() { - hdPointLightArray.Dispose(); - hdLineLightArray.Dispose(); - hdRectLightArray.Dispose(); - hdDiscLightArray.Dispose(); + culledLights.Dispose(); hdLightEntityArray.Dispose(); } } @@ -281,9 +285,10 @@ internal void ResizeVolumeBuffer(int numLights) internal void PushToGpu() { if (m_numLights > 0) + { m_LightVolumeGPUArray.SetData(m_LightVolumesCPUArray, 0, 0, m_numLights); - if (m_numLights > 0) m_LightFlagsGPUArray.SetData(m_LightFlagsCPUArray, 0, 0, m_numLights); + } } public void Bind(CommandBuffer cmd, int lightVolumeShaderID, int lightFlagsShaderID) @@ -320,7 +325,7 @@ public int GetCount() class WorldLightManager { - public static void CollectWorldLights(in HDCamera hdCamera, in WorldLightsSettings settings, in Func flagFunc, WorldLights worldLights) + public static void CollectWorldLights(in HDCamera hdCamera, in WorldLightsSettings settings, in Func flagFunc, in Bounds bounds, WorldLights worldLights) { // Refresh the entire structure every frame for now worldLights.Reset(); @@ -329,8 +334,9 @@ public static void CollectWorldLights(in HDCamera hdCamera, in WorldLightsSettin return; using var profilerScope = k_ProfilerMarkerCollect.Auto(); + Vector3 camPosWS = hdCamera.mainViewConstants.worldSpaceCameraPos; - // fetch all the lights in the scene + // Fetch all visible lights in the scene HDLightRenderDatabase lightEntities = HDLightRenderDatabase.instance; for (int lightIdx = 0; lightIdx < lightEntities.lightCount; ++lightIdx) { @@ -348,56 +354,144 @@ public static void CollectWorldLights(in HDCamera hdCamera, in WorldLightsSettin // this to ensure that we don't process more lights than before if ((flagFunc(hdCamera, hdLight, light) & 0xfffffffe) == 0) continue; + + // TODO-WL: Directional lights + if (hdLight.legacyLight.type == LightType.Directional) + continue; + + // Compute the camera relative position + Vector3 lightPositionRWS = hdLight.gameObject.transform.position; + if (ShaderConfig.s_CameraRelativeRendering != 0) + lightPositionRWS -= camPosWS; + + var lightType = hdLight.legacyLight.type; + float lightRange = light.range; + bool isAreaLight = lightType.IsArea(); + bool isBoxLight = lightType == LightType.Box; + + var visibleLight = new WorldLights.VisibleLight(); + visibleLight.light = lightRenderEntity; + + // Compute light bounds and cull + if (!isAreaLight && !isBoxLight) + { + if (!WorldLightCulling.IntersectSphereAABB(lightPositionRWS, lightRange, bounds.min, bounds.max)) + continue; + + visibleLight.bounds = new Bounds(lightPositionRWS, new Vector3(2.0f * lightRange, 2.0f * lightRange, 2.0f * lightRange)); + } + else + { + // let's compute the oobb of the light influence volume first + Vector3 oobbDimensions = new Vector3(hdLight.shapeWidth + 2 * lightRange, hdLight.shapeHeight + 2 * lightRange, lightRange); // One-sided + Vector3 extents = 0.5f * oobbDimensions; + Vector3 oobbCenter = lightPositionRWS; + + // Tube lights don't have forward / backward facing and have full extents on all directions as a consequence, since their OOBB is centered + if (lightType == LightType.Tube) + { + oobbDimensions.z *= 2; + extents.z *= 2; + } + else + { + oobbCenter += extents.z * hdLight.gameObject.transform.forward; + } + + // Let's now compute an AABB that matches the previously defined OOBB + Bounds lightBounds = new Bounds(); + OOBBToAABBBounds(oobbCenter, extents, hdLight.gameObject.transform.up, hdLight.gameObject.transform.right, hdLight.gameObject.transform.forward, ref lightBounds); + + if (!bounds.Intersects(lightBounds)) + continue; + + visibleLight.bounds = lightBounds; + } switch (hdLight.legacyLight.type) { - case LightType.Directional: - // TODO-WL: Directional lights - break; case LightType.Point: case LightType.Spot: case LightType.Pyramid: case LightType.Box: - worldLights.hdPointLightArray.Add(lightRenderEntity); - break; - case LightType.Rectangle: - worldLights.hdRectLightArray.Add(lightRenderEntity); + worldLights.pointLightCount++; + visibleLight.type = 0; break; case LightType.Tube: - worldLights.hdLineLightArray.Add(lightRenderEntity); + worldLights.lineLightCount++; + visibleLight.type = 1; + break; + case LightType.Rectangle: + worldLights.rectLightCount++; + visibleLight.type = 2; break; case LightType.Disc: - worldLights.hdDiscLightArray.Add(lightRenderEntity); + worldLights.discLightCount++; + visibleLight.type = 3; break; } + + worldLights.culledLights.Add(visibleLight); } } - // Add the lights to the structure - worldLights.hdLightEntityArray.AddRange(worldLights.hdPointLightArray.AsArray()); - worldLights.hdLightEntityArray.AddRange(worldLights.hdLineLightArray.AsArray()); - worldLights.hdLightEntityArray.AddRange(worldLights.hdRectLightArray.AsArray()); - worldLights.hdLightEntityArray.AddRange(worldLights.hdDiscLightArray.AsArray()); + // We now have to sort the lights by type + Span indices = stackalloc int[4]; + indices[0] = 0; + indices[1] = indices[0] + worldLights.pointLightCount; + indices[2] = indices[1] + worldLights.lineLightCount; + indices[3] = indices[2] + worldLights.rectLightCount; - // Process the lights - HDAdditionalReflectionData[] reflectionProbeArray = UnityEngine.GameObject.FindObjectsByType(FindObjectsSortMode.None); - for (int reflIdx = 0; reflIdx < reflectionProbeArray.Length; ++reflIdx) + worldLights.hdLightEntityArray.Resize(worldLights.normalLightCount, NativeArrayOptions.UninitializedMemory); + for (int i = 0; i < worldLights.hdLightEntityArray.Length; i++) { - HDAdditionalReflectionData reflectionProbe = reflectionProbeArray[reflIdx]; - - // Add it to the list if enabled - // Skip the probe if the probe has never rendered (in real time cases) or if texture is null - if (reflectionProbe != null - && reflectionProbe.enabled - && reflectionProbe.ReflectionProbeIsEnabled() - && reflectionProbe.gameObject.activeSelf - && reflectionProbe.HasValidRenderedData()) + int type = worldLights.culledLights[i].type; + + worldLights.hdLightEntityArray[indices[type]] = worldLights.culledLights[i]; + indices[type]++; + } + + // Process the reflection probes; skip when pathtracer is on to avoid filling the reflection probe atlas + if (!hdCamera.IsPathTracingEnabled()) + { + HDAdditionalReflectionData[] reflectionProbeArray = GameObject.FindObjectsByType(FindObjectsSortMode.None); + for (int reflIdx = 0; reflIdx < reflectionProbeArray.Length; ++reflIdx) { + HDAdditionalReflectionData reflectionProbe = reflectionProbeArray[reflIdx]; + + // Add it to the list if enabled + // Skip the probe if the probe has never rendered (in real time cases) or if texture is null + if (!(reflectionProbe != null + && reflectionProbe.enabled + && reflectionProbe.ReflectionProbeIsEnabled() + && reflectionProbe.gameObject.activeSelf + && reflectionProbe.HasValidRenderedData())) + continue; + + // Compute the camera relative position + Vector3 probePositionRWS = reflectionProbe.influenceToWorld.GetColumn(3); + if (ShaderConfig.s_CameraRelativeRendering != 0) + probePositionRWS -= camPosWS; + + // Cull the probe + if (reflectionProbe.influenceVolume.shape == InfluenceShape.Sphere) + { + var range = reflectionProbe.influenceVolume.sphereRadius; + if (!WorldLightCulling.IntersectSphereAABB(probePositionRWS, range, bounds.min, bounds.max)) + continue; + } + else + { + if (!bounds.Intersects(new Bounds(probePositionRWS, reflectionProbe.influenceVolume.boxSize))) + continue; + } + worldLights.reflectionProbeArray.Add(reflectionProbe); } } // Decals + // We don't do any CPU culling, they are all uploaded to GPU and culled during clustering worldLights.decalCount = DecalSystem.GetDecalCount(hdCamera); } @@ -428,7 +522,7 @@ public static void BuildWorldLightDatas(CommandBuffer cmd, in HDCamera hdCamera, for (int lightIdx = 0; lightIdx < worldLights.hdLightEntityArray.Length; ++lightIdx) { // Grab the additinal light data to process - int dataIndex = lightEntities.GetEntityDataIndex(worldLights.hdLightEntityArray[lightIdx]); + int dataIndex = lightEntities.GetEntityDataIndex(worldLights.hdLightEntityArray[lightIdx].light); HDAdditionalLightData additionalLightData = lightEntities.hdAdditionalLightData[dataIndex]; ref LightData lightData = ref worldLightsGpu.GetRef(lightIdx); @@ -450,8 +544,7 @@ public static void BuildWorldLightDatas(CommandBuffer cmd, in HDCamera hdCamera, HDRenderPipeline.EvaluateGPULightType(lightType, ref lightCategory, ref gpuLightType, ref lightVolumeType); // Fetch the light component for this light - Light lightComponent; - additionalLightData.gameObject.TryGetComponent(out lightComponent); + additionalLightData.gameObject.TryGetComponent(out Light lightComponent); ref HDLightRenderData lightRenderData = ref lightEntities.GetLightDataAsRef(dataIndex); @@ -478,7 +571,6 @@ public static void BuildWorldLightDatas(CommandBuffer cmd, in HDCamera hdCamera, visibleLight.spotAngle = lightComponent.spotAngle; int shadowIndex = additionalLightData.shadowIndex; - Vector3 lightDimensions = new Vector3(0.0f, 0.0f, 0.0f); // Use the shared code to build the light data HDGpuLightsBuilder.CreateGpuLightDataJob.ConvertLightToGPUFormat( @@ -540,20 +632,21 @@ public static void BuildWorldLightDatas(CommandBuffer cmd, in HDCamera hdCamera, public static void BuildWorldLightVolumes(in HDCamera hdCamera, in HDRenderPipeline renderPipeline, in WorldLights worldLights, in Func flagFunc, WorldLightsVolumes worldLightsVolumes) { - int totalNumLights = worldLights.totalLighttCount; - + int totalNumLights = worldLights.totalLightCount; worldLightsVolumes.ResizeVolumeBuffer(totalNumLights); - if (totalNumLights < 1) + if (totalNumLights == 0) return; using var profilerScope = k_ProfilerMarkerVolume.Auto(); + Vector3 camPosWS = hdCamera.mainViewConstants.worldSpaceCameraPos; int realIndex = 0; HDLightRenderDatabase lightEntities = HDLightRenderDatabase.instance; for (int lightIdx = 0; lightIdx < worldLights.hdLightEntityArray.Length; ++lightIdx) { - int dataIndex = lightEntities.GetEntityDataIndex(worldLights.hdLightEntityArray[lightIdx]); + var visibleLight = worldLights.hdLightEntityArray[lightIdx]; + int dataIndex = lightEntities.GetEntityDataIndex(visibleLight.light); HDAdditionalLightData currentLight = lightEntities.hdAdditionalLightData[dataIndex]; // When the user deletes a light source in the editor, there is a single frame where the light is null before the collection of light in the scene is triggered @@ -567,13 +660,6 @@ public static void BuildWorldLightVolumes(in HDCamera hdCamera, in HDRenderPipel // Reserve space in the cookie atlas renderPipeline.ReserveCookieAtlasTexture(currentLight, light, lightType); - // Compute the camera relative position - Vector3 lightPositionRWS = currentLight.gameObject.transform.position; - if (ShaderConfig.s_CameraRelativeRendering != 0) - { - lightPositionRWS -= hdCamera.camera.transform.position; - } - // Grab the light range float lightRange = light.range; @@ -583,62 +669,18 @@ public static void BuildWorldLightVolumes(in HDCamera hdCamera, in HDRenderPipel ref WorldLightVolume lightVolume = ref worldLightsVolumes.GetRef(realIndex); - // Common volume data - lightVolume.flags = lightFlags; - lightVolume.lightIndex = (uint)lightIdx; - bool isAreaLight = lightType.IsArea(); bool isBoxLight = lightType == LightType.Box; - if (!isAreaLight && !isBoxLight) - { - lightVolume.range = new Vector3(lightRange, lightRange, lightRange); - lightVolume.position = lightPositionRWS; - lightVolume.shape = 0; - lightVolume.lightType = 0; - - worldLightsVolumes.bounds.Encapsulate(new Bounds(lightPositionRWS, lightVolume.range)); - } - // Area lights and box spot lights require AABB intersection data - else - { - // let's compute the oobb of the light influence volume first - Vector3 oobbDimensions = new Vector3(currentLight.shapeWidth + 2 * lightRange, currentLight.shapeHeight + 2 * lightRange, lightRange); // One-sided - Vector3 extents = 0.5f * oobbDimensions; - Vector3 oobbCenter = lightPositionRWS; - - // Tube lights don't have forward / backward facing and have full extents on all directions as a consequence, since their OOBB is centered - if (lightType == LightType.Tube) - { - oobbDimensions.z *= 2; - extents.z *= 2; - } - else - { - oobbCenter += extents.z * currentLight.gameObject.transform.forward; - } - - // Let's now compute an AABB that matches the previously defined OOBB - Bounds bounds = new Bounds(); - OOBBToAABBBounds(oobbCenter, extents, currentLight.gameObject.transform.up, currentLight.gameObject.transform.right, currentLight.gameObject.transform.forward, ref bounds); - - worldLightsVolumes.bounds.Encapsulate(bounds); - - // Fill the volume data - lightVolume.range = bounds.extents; - lightVolume.position = bounds.center; - lightVolume.shape = 1; - lightVolume.lightType = 1; - - if (isAreaLight) - { - lightVolume.lightType = 1; - } - else - { - lightVolume.lightType = 0; - } - } + // Common volume data + lightVolume.flags = lightFlags; + lightVolume.lightIndex = (uint)lightIdx; + lightVolume.range = visibleLight.bounds.extents; + lightVolume.position = visibleLight.bounds.center; + lightVolume.lightType = isAreaLight ? 1u : 0u; + lightVolume.shape = isAreaLight || isBoxLight ? 1u : 0u; + + worldLightsVolumes.bounds.Encapsulate(visibleLight.bounds); realIndex++; } } @@ -651,9 +693,7 @@ public static void BuildWorldLightVolumes(in HDCamera hdCamera, in HDRenderPipel // Compute the camera relative position Vector3 probePositionRWS = currentEnvLight.influenceToWorld.GetColumn(3); if (ShaderConfig.s_CameraRelativeRendering != 0) - { - probePositionRWS -= hdCamera.camera.transform.position; - } + probePositionRWS -= camPosWS; ref WorldLightVolume lightVolume = ref worldLightsVolumes.GetRef(realIndex); @@ -666,7 +706,7 @@ public static void BuildWorldLightVolumes(in HDCamera hdCamera, in HDRenderPipel else { lightVolume.shape = 1; - lightVolume.range = new Vector3(currentEnvLight.influenceVolume.boxSize.x / 2.0f, currentEnvLight.influenceVolume.boxSize.y / 2.0f, currentEnvLight.influenceVolume.boxSize.z / 2.0f); + lightVolume.range = currentEnvLight.influenceVolume.boxSize * 0.5f; lightVolume.position = probePositionRWS; } @@ -691,9 +731,8 @@ public static void BuildWorldLightVolumes(in HDCamera hdCamera, in HDRenderPipel // Compute the camera relative position Vector3 decalPositionRWS = DecalSystem.instance.GetClusteredDecalPosition(decalIdx); if (ShaderConfig.s_CameraRelativeRendering != 0) - { - decalPositionRWS -= hdCamera.camera.transform.position; - } + decalPositionRWS -= camPosWS; + lightVolume.position = decalPositionRWS; lightVolume.range = DecalSystem.instance.GetClusteredDecalRange(decalIdx); lightVolume.lightIndex = (uint)decalIdx; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/WorldLightManager.cs.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/WorldLightManager.cs.hlsl index df21df71b40..aa8f2760ccc 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/WorldLightManager.cs.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/WorldLightManager.cs.hlsl @@ -8,10 +8,10 @@ // PackingRules = Exact struct WorldLightVolume { - uint flags; - uint shape; float3 position; + uint flags; float3 range; + uint shape; uint lightType; uint lightIndex; }; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl index f08b918744c..95ad50d2552 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl @@ -536,6 +536,10 @@ float4x4 GetRawUnityPrevWorldToObject() { return unity_MatrixPreviousMI; } #define UNITY_MATRIX_I_M ApplyCameraTranslationToInverseMatrix(GetRawUnityWorldToObject()) #define UNITY_PREV_MATRIX_M ApplyCameraTranslationToMatrix(GetRawUnityPrevObjectToWorld()) #define UNITY_PREV_MATRIX_I_M ApplyCameraTranslationToInverseMatrix(GetRawUnityPrevWorldToObject()) +#define UNITY_MATRIX_MV mul(UNITY_MATRIX_V, UNITY_MATRIX_M) +#define UNITY_MATRIX_T_MV transpose(UNITY_MATRIX_MV) +#define UNITY_MATRIX_IT_MV transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V)) +#define UNITY_MATRIX_MVP mul(UNITY_MATRIX_VP, UNITY_MATRIX_M) #endif diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs index 965807c3ac8..3f77c5f1784 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs @@ -265,6 +265,14 @@ internal void RenderAtmosphericScatteringLut(BuiltinSkyParameters builtinParams) (int)PbrSkyConfig.AtmosphericScatteringLutWidth, (int)PbrSkyConfig.AtmosphericScatteringLutHeight, 1); + + // Perform a blur pass on the buffer to reduce resolution artefacts + cmd.SetComputeTextureParam(s_SkyLUTGenerator, s_AtmosphericScatteringBlurKernel, HDShaderIDs._AtmosphericScatteringLUT_RW, m_AtmosphericScatteringLut); + + cmd.DispatchCompute(s_SkyLUTGenerator, s_AtmosphericScatteringBlurKernel, + 1, + 1, + (int)PbrSkyConfig.AtmosphericScatteringLutDepth); } public void BindGlobalBuffers(CommandBuffer cmd) @@ -323,14 +331,17 @@ public void BindBuffers(MaterialPropertyBlock mpb) int m_ShaderVariablesPhysicallyBasedSkyID = Shader.PropertyToID("ShaderVariablesPhysicallyBasedSky"); static GraphicsFormat s_ColorFormat = GraphicsFormat.B10G11R11_UFloatPack32; + // Common resourcse + static ComputeShader s_SkyLUTGenerator; + static int s_MultiScatteringKernel, s_AtmosphericScatteringBlurKernel; + // Resources for world space sky static ComputeShader s_GroundIrradiancePrecomputationCS; static ComputeShader s_InScatteredRadiancePrecomputationCS; static int s_AtmosphericScatteringKernelWorld; // Resources for camera space sky - static ComputeShader s_SkyLUTGenerator; - static int s_MultiScatteringKernel, s_SkyViewKernel, s_AtmosphericScatteringKernelCamera; + static int s_SkyViewKernel, s_AtmosphericScatteringKernelCamera; public override void Build() { @@ -343,6 +354,7 @@ public override void Build() // Common s_SkyLUTGenerator = shaders.skyLUTGenerator; s_MultiScatteringKernel = s_SkyLUTGenerator.FindKernel("MultiScatteringLUT"); + s_AtmosphericScatteringBlurKernel = s_SkyLUTGenerator.FindKernel("AtmosphericScatteringBlur"); // Camera space sky s_SkyViewKernel = s_SkyLUTGenerator.FindKernel("SkyViewLUT"); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/SkyLUTGenerator.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/SkyLUTGenerator.compute index d12e4d40697..b50f8dba4c6 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/SkyLUTGenerator.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/SkyLUTGenerator.compute @@ -7,7 +7,8 @@ #pragma kernel MultiScatteringLUT OUTPUT_MULTISCATTERING #pragma kernel SkyViewLUT #pragma kernel AtmosphericScatteringLUTCamera AtmosphericScatteringLUT=AtmosphericScatteringLUTCamera CAMERA_SPACE -#pragma kernel AtmosphericScatteringLUTWorld AtmosphericScatteringLUT=AtmosphericScatteringLUTWorld DISABLE_ATMOS_EVALUATE_ARTIST_OVERRIDE +#pragma kernel AtmosphericScatteringLUTWorld AtmosphericScatteringLUT=AtmosphericScatteringLUTWorld +#pragma kernel AtmosphericScatteringBlur #define DIRECTIONAL_SHADOW_ULTRA_LOW // Different options are too expensive. @@ -286,6 +287,7 @@ void AtmosphericScatteringLUT(uint2 coord : SV_GroupID, uint s : SV_GroupIndex) float3 skyTransmittance = 1.0f; // Following is the loop from EvaluateAtmosphericColor, with each iteration evaluated on a thread + // Additionally we sample shadow map for more precise occlusion float3 P = O + t * V; #ifndef CAMERA_SPACE @@ -311,35 +313,27 @@ void AtmosphericScatteringLUT(uint2 coord : SV_GroupID, uint s : SV_GroupIndex) float sunShadow = 1.0f; if (_DirectionalShadowIndex >= 0) { - // See GetDirectionalShadowAttenuation - // Load shadowmap twice to get some form of smoothing - // We offset by one texel to not depend too much on the resolution of the shadow map - // Function call is inlined so share some computations between samples, which is not correct but faster - float3 V2 = -GetSkyViewDirWS((uv + 0.5 / res) * _ScreenSize.xy); DirectionalLightData light = _DirectionalLightDatas[_DirectionalShadowIndex]; HDShadowContext shadowContext = InitShadowContext(); + // See GetDirectionalShadowAttenuation, call is inlined for optimization // Find if last cascade is usable, we only use this one as we don't need precise occlusion and it's faster - // See EvalShadow_GetSplitIndex int shadowSplitIndex = _CascadeShadowCount - 1; float4 sphere = shadowContext.directionalShadowData.sphereCascades[shadowSplitIndex]; - float3 wposDir = P + _PlanetCenterPosition - sphere.xyz; + float3 posWS = P + _PlanetCenterPosition; + float3 wposDir = posWS - sphere.xyz; float distSq = dot(wposDir, wposDir); if (distSq <= sphere.w) { HDShadowData sd = shadowContext.shadowDatas[light.shadowIndex]; LoadDirectionalShadowDatas(sd, shadowContext, light.shadowIndex + shadowSplitIndex); - float3 posWS = O + _PlanetCenterPosition + sd.cacheTranslationDelta.xyz; - float3 posTC1 = EvalShadow_GetTexcoordsAtlas(sd, _CascadeShadowAtlasSize.zw, posWS + t*V, false); - float3 posTC2 = EvalShadow_GetTexcoordsAtlas(sd, _CascadeShadowAtlasSize.zw, posWS + t*V2, false); - - sunShadow = (DIRECTIONAL_FILTER_ALGORITHM(sd, 0, posTC1, _ShadowmapCascadeAtlas, s_linear_clamp_compare_sampler, FIXED_UNIFORM_BIAS) + - DIRECTIONAL_FILTER_ALGORITHM(sd, 0, posTC2, _ShadowmapCascadeAtlas, s_linear_clamp_compare_sampler, FIXED_UNIFORM_BIAS)) / 2.0f; + float3 posTC = EvalShadow_GetTexcoordsAtlas(sd, _CascadeShadowAtlasSize.zw, posWS + sd.cacheTranslationDelta.xyz, false); + sunShadow = DIRECTIONAL_FILTER_ALGORITHM(sd, 0, posTC, _ShadowmapCascadeAtlas, s_linear_clamp_compare_sampler, FIXED_UNIFORM_BIAS); } if (_VolumetricCloudsShadowOriginToggle.w == 1.0) - sunShadow *= EvaluateVolumetricCloudsShadows(light, P + _PlanetCenterPosition); + sunShadow *= EvaluateVolumetricCloudsShadows(light, posWS); } @@ -367,4 +361,97 @@ void AtmosphericScatteringLUT(uint2 coord : SV_GroupID, uint s : SV_GroupIndex) _AtmosphericScatteringLUT_RW[uint3(coord, s)] = skyColor * _IntensityMultiplier * GetCurrentExposureMultiplier(); } +// Gaussian blur pass to reduce artefacts due to low resolution buffer +// We have to use LDS in order to blur the buffer in place +// To reduce lds size, we store floats as fp16 which forces to handle 4 pixel per thread + +#define HALF_RES (PBRSKYCONFIG_ATMOSPHERIC_SCATTERING_LUT_HEIGHT/2) + +groupshared uint gs_cacheR[PBRSKYCONFIG_ATMOSPHERIC_SCATTERING_LUT_WIDTH * HALF_RES]; +groupshared uint gs_cacheG[PBRSKYCONFIG_ATMOSPHERIC_SCATTERING_LUT_WIDTH * HALF_RES]; +groupshared uint gs_cacheB[PBRSKYCONFIG_ATMOSPHERIC_SCATTERING_LUT_WIDTH * HALF_RES]; + +void Store2Pixels(int index, float3 pixel1, float3 pixel2) +{ + gs_cacheR[index] = f32tof16(pixel1.r) | f32tof16(pixel2.r) << 16; + gs_cacheG[index] = f32tof16(pixel1.g) | f32tof16(pixel2.g) << 16; + gs_cacheB[index] = f32tof16(pixel1.b) | f32tof16(pixel2.b) << 16; +} + +void Load2Pixels(int index, out float3 pixel1, out float3 pixel2) +{ + uint rr = gs_cacheR[index]; + uint gg = gs_cacheG[index]; + uint bb = gs_cacheB[index]; + pixel1 = float3(f16tof32(rr ), f16tof32(gg ), f16tof32(bb )); + pixel2 = float3(f16tof32(rr >> 16), f16tof32(gg >> 16), f16tof32(bb >> 16)); +} + +float3 BlurPixels(float3 a, float3 b, float3 c, float3 d, float3 e) +{ + return 0.30364122471313626 * c + + 0.23647602357935094 * (b + d) + + 0.1117033640640809 * (a + e); +} + +[numthreads(HALF_RES, HALF_RES, 1)] +void AtmosphericScatteringBlur(int3 coord : SV_DispatchThreadID) +{ + int3 coordF = int3(coord.xy * 2, coord.z); + float3 p00 = _AtmosphericScatteringLUT_RW[coordF + int3(0, 0, 0)]; + float3 p10 = _AtmosphericScatteringLUT_RW[coordF + int3(1, 0, 0)]; + float3 p01 = _AtmosphericScatteringLUT_RW[coordF + int3(0, 1, 0)]; + float3 p11 = _AtmosphericScatteringLUT_RW[coordF + int3(1, 1, 0)]; + + int prev, next; + int index = coord.x * 2 + (coord.y * PBRSKYCONFIG_ATMOSPHERIC_SCATTERING_LUT_WIDTH); + float3 s0, s1, s2, s3; + + Store2Pixels(index + 0, p00, p10); + Store2Pixels(index + 1, p01, p11); + + GroupMemoryBarrierWithGroupSync(); + + // Horizontal blur + + prev = max(coord.x - 1, 0) * 2 + coord.y * PBRSKYCONFIG_ATMOSPHERIC_SCATTERING_LUT_WIDTH; + next = min(coord.x + 1, HALF_RES - 1) * 2 + coord.y * PBRSKYCONFIG_ATMOSPHERIC_SCATTERING_LUT_WIDTH; + + Load2Pixels(prev + 0, s0, s1); + Load2Pixels(next + 0, s2, s3); + + float3 blur00 = BlurPixels(s0, s1, p00, p10, s2); + float3 blur10 = BlurPixels(s1, p00, p10, s2, s3); + + Load2Pixels(prev + 1, s0, s1); + Load2Pixels(next + 1, s2, s3); + + float3 blur01 = BlurPixels(s0, s1, p01, p11, s2); + float3 blur11 = BlurPixels(s1, p01, p11, s2, s3); + + // We are probably missing a barrier here + + Store2Pixels(index + 0, blur00, blur01); + Store2Pixels(index + 1, blur10, blur11); + + GroupMemoryBarrierWithGroupSync(); + + // Vertical blur + + prev = coord.x * 2 + max(coord.y - 1, 0) * PBRSKYCONFIG_ATMOSPHERIC_SCATTERING_LUT_WIDTH; + next = coord.x * 2 + min(coord.y + 1, HALF_RES - 1) * PBRSKYCONFIG_ATMOSPHERIC_SCATTERING_LUT_WIDTH; + + Load2Pixels(prev + 0, s0, s1); + Load2Pixels(next + 0, s2, s3); + + _AtmosphericScatteringLUT_RW[coordF + uint3(0,0,0)] = BlurPixels(s0, s1, blur00, blur01, s2); + _AtmosphericScatteringLUT_RW[coordF + uint3(0,1,0)] = BlurPixels(s1, blur00, blur01, s2, s3); + + Load2Pixels(prev + 1, s0, s1); + Load2Pixels(next + 1, s2, s3); + + _AtmosphericScatteringLUT_RW[coordF + uint3(1,0,0)] = BlurPixels(s0, s1, blur10, blur11, s2); + _AtmosphericScatteringLUT_RW[coordF + uint3(1,1,0)] = BlurPixels(s1, blur10, blur11, s2, s3); +} + #endif diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/ProbeSettings.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/ProbeSettings.cs index 81cc385e74b..22617b2e4de 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/ProbeSettings.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/ProbeSettings.cs @@ -293,8 +293,9 @@ public static ProbeSettings NewDefault() public PlanarReflectionAtlasResolutionScalableSettingValue resolutionScalable; [SerializeField] internal PlanarReflectionAtlasResolution resolution; + /// The resolution of the cube probe. [SerializeField] - internal CubeReflectionResolutionScalableSettingValue cubeResolution; + public CubeReflectionResolutionScalableSettingValue cubeResolution; /// Probe camera settings. [Serialization.FormerlySerializedAs("camera")] public CameraSettings cameraSettings; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.Debug.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.Debug.cs index 5b6844796f1..cd8b7b699d2 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.Debug.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.Debug.cs @@ -14,13 +14,13 @@ class WaterRenderingMaskData : WaterRenderingData public ShaderVariablesWaterDebug[] waterDebugCBs; } - internal void RenderWaterMask(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle colorBuffer, TextureHandle depthBuffer, WaterGBuffer waterGBuffer) + internal void RenderWaterDebug(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle colorBuffer, TextureHandle depthBuffer, WaterGBuffer waterGBuffer) { if (waterGBuffer.debugRequired) - RenderWaterDebug(renderGraph, hdCamera, colorBuffer, depthBuffer, false); + RenderWaterDebug(renderGraph, hdCamera, colorBuffer, depthBuffer); } - internal void RenderWaterDebug(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle colorBuffer, TextureHandle depthBuffer, bool debugDisplay) + internal void RenderWaterDebug(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle colorBuffer, TextureHandle depthBuffer) { if (!ShouldRenderWater(hdCamera)) return; @@ -39,7 +39,7 @@ internal void RenderWaterDebug(RenderGraph renderGraph, HDCamera hdCamera, Textu WaterSurface currentWater = waterSurfaces[surfaceIdx]; ref var surfaceData = ref passData.surfaces[surfaceIdx]; - surfaceData.renderDebug = debugDisplay || currentWater.debugMode != WaterDebugMode.None; + surfaceData.renderDebug = m_RenderPipeline.NeedDebugDisplay() || currentWater.debugMode != WaterDebugMode.None; if (!surfaceData.renderDebug) continue; // Prepare all the internal parameters @@ -84,7 +84,7 @@ internal void RenderWaterDebug(RenderGraph renderGraph, HDCamera hdCamera, Textu ConstantBuffer.Push(ctx.cmd, data.waterDebugCBs[surfaceIdx], surfaceData.waterMaterial, HDShaderIDs._ShaderVariablesWaterDebug); SetupWaterShaderKeyword(ctx.cmd, data.decalWorkflow, surfaceData.numActiveBands, surfaceData.activeCurrent); - DrawWaterSurface(ctx.cmd, k_PassesWaterMask, data, ref surfaceData); + DrawWaterSurface(ctx.cmd, k_PassesWaterDebug, data, ref surfaceData); ResetWaterShaderKeyword(ctx.cmd); } diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.cs index 42fbd06f16a..2b466bbb979 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.cs @@ -41,12 +41,12 @@ partial class WaterSystem // We can't name it simply GBuffer otherwise it's stripped in forward only internal const string k_WaterGBufferPass = "WaterGBuffer"; - internal const string k_WaterMaskPass = "WaterMask"; + internal const string k_WaterDebugPass = "WaterMask"; internal const string k_LowResGBufferPass = "LowRes"; internal const string k_TessellationPass = "Tessellation"; readonly static string[] k_PassesGBuffer = new string[] { k_WaterGBufferPass, k_LowResGBufferPass }; readonly static string[] k_PassesGBufferTessellation = new string[] { k_WaterGBufferPass + k_TessellationPass, k_LowResGBufferPass }; - readonly static string[] k_PassesWaterMask = new string[] { k_WaterMaskPass + k_TessellationPass, k_WaterMaskPass + k_LowResGBufferPass }; + readonly static string[] k_PassesWaterDebug = new string[] { k_WaterDebugPass + k_TessellationPass, k_WaterDebugPass + k_LowResGBufferPass }; // Other internal rendering data MaterialPropertyBlock m_WaterMaterialPropertyBlock; @@ -933,7 +933,7 @@ internal static bool ShouldRenderWater(HDCamera hdCamera) bool ShouldRenderSurface(HDCamera hdCamera, WaterSurface currentWater, ref bool debugRequired) { // At least one surface will need to be rendered as a debug view. - if (currentWater.debugMode != WaterDebugMode.None) + if (m_RenderPipeline.NeedDebugDisplay() || currentWater.debugMode != WaterDebugMode.None) { debugRequired = true; return false; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/WaterVertexTessellation.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/WaterVertexTessellation.hlsl index 820b2b85793..305d82f881b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/WaterVertexTessellation.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/WaterVertexTessellation.hlsl @@ -26,6 +26,12 @@ float3 WaterSimulationPosition(float3 objectPosition, uint instanceID = 0) // Scale and offset the position to where it should be simulationPos.xz = simulationPos.xz * gridSize + _PatchOffset; + #ifndef WATER_DISPLACEMENT + // Clamp the mesh inside the region so that it's never empty + simulationPos.xz = max(simulationPos.xz, -_RegionExtent); + simulationPos.xz = min(simulationPos.xz, _RegionExtent); + #endif + // Return the simulation position return simulationPos; } diff --git a/Packages/com.unity.render-pipelines.high-definition/Samples~/Environment Samples/Scripts/TimeOfDay.cs b/Packages/com.unity.render-pipelines.high-definition/Samples~/Environment Samples/Scripts/TimeOfDay.cs index 18eaf450492..edcbbfc2bbb 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Samples~/Environment Samples/Scripts/TimeOfDay.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Samples~/Environment Samples/Scripts/TimeOfDay.cs @@ -49,7 +49,7 @@ private void OnValidate() void Update() { - time = time.AddSeconds(timeSpeed * Time.deltaTime); + timeOfDay += timeSpeed * Time.deltaTime; //This is for the variable to loop for easier use. if(timeOfDay > 24f) diff --git a/Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scenes/Scene Resources/FullscreenSamplesDescriptions.json b/Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scenes/Scene Resources/FullscreenSamplesDescriptions.json index 5ff975529eb..a00d037a99b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scenes/Scene Resources/FullscreenSamplesDescriptions.json +++ b/Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scenes/Scene Resources/FullscreenSamplesDescriptions.json @@ -1,6 +1,6 @@ { "introduction": - """Welcome to the collection of Fullscreen Shaders Samples. Each of the effects instantiated by this script are Prefabs available for usage in the Fullscreen Samples folder. Fullscreen shaders can be used through different means : + """Welcome to the collection of Fullscreen Shaders Samples. Each of the effects instantiated by this script are Prefabs available for usage in the Fullscreen Samples folder. Fullscreen shaders can be used through different means : • Custom Pass configured through the Custom Pass Volume component can apply shaders over the screen or selected layers. diff --git a/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTest.cs b/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTest.cs index 02686a7cc3a..d2ca086716b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTest.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTest.cs @@ -69,7 +69,6 @@ public void ToNestedColumnsWithDefaultsReturnsTheCorrectValue() const string k_DefaultsDirectory = "Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTests_Defaults.txt"; [Test] - [Ignore("Failure introduced byt https://github.cds.internal.unity3d.com/unity/unity/pull/51256")] public void CheckDefaultAnalyticsAreUpToDateOnBigQuery() { var currentDefaults = string.Join(",\n", RenderPipelineSettings.NewDefault().ToNestedColumn()); diff --git a/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTests_Defaults.txt b/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTests_Defaults.txt index 26b0a361161..3109433e317 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTests_Defaults.txt +++ b/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTests_Defaults.txt @@ -15,11 +15,9 @@ {"supportWater":"False"}, {"waterSimulationResolution":"Medium128"}, {"supportWaterExclusion":"True"}, -{"supportWaterDeformation":"True"}, -{"deformationAtlasSize":"AtlasSize512"}, -{"maximumDeformerCount":"64"}, -{"supportWaterFoam":"True"}, -{"foamAtlasSize":"AtlasSize512"}, +{"supportWaterDecals":"True"}, +{"waterDecalAtlasSize":"AtlasSize1024"}, +{"maximumWaterDecalCount":"48"}, {"waterScriptInteractionsMode":"GPUReadback"}, {"waterFullCPUSimulation":"False"}, {"supportComputeThickness":"False"}, @@ -118,6 +116,9 @@ {"dynamicResolutionSettings.useMipBias":"False"}, {"dynamicResolutionSettings.DLSSPerfQualitySetting":"0"}, {"dynamicResolutionSettings.DLSSInjectionPoint":"BeforePost"}, +{"dynamicResolutionSettings.TAAUInjectionPoint":"BeforePost"}, +{"dynamicResolutionSettings.STPInjectionPoint":"BeforePost"}, +{"dynamicResolutionSettings.defaultInjectionPoint":"AfterPost"}, {"dynamicResolutionSettings.DLSSUseOptimalSettings":"True"}, {"dynamicResolutionSettings.DLSSSharpness":"0.5"}, {"dynamicResolutionSettings.FSR2EnableSharpness":"False"}, diff --git a/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/WorldLightManagerTests.cs b/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/WorldLightManagerTests.cs index 8f703f61089..5e21e03e952 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/WorldLightManagerTests.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/WorldLightManagerTests.cs @@ -1,4 +1,4 @@ -using NUnit.Framework; +using NUnit.Framework; using System; namespace UnityEngine.Rendering.HighDefinition.Tests @@ -52,6 +52,7 @@ public void BasicCreateLightTest() if (!VolumeManager.instance.isInitialized) VolumeManager.instance.Initialize(); + var viewBounds = new Bounds(Vector3.zero, 10.0f * Vector3.one); var lightGameObject1 = CreateLight("Light1", LightType.Spot); var lightGameObject2 = CreateLight("Light2", LightType.Rectangle); @@ -63,16 +64,22 @@ public void BasicCreateLightTest() }; HDLightRenderDatabase.instance.Cleanup(); - WorldLightManager.CollectWorldLights(HdCamera, m_WorldLightsSettings, flagsFunc, m_WorldLights); + WorldLightManager.CollectWorldLights(HdCamera, m_WorldLightsSettings, flagsFunc, viewBounds, m_WorldLights); Debug.Assert(m_WorldLights.normalLightCount == 2); Object.DestroyImmediate(lightGameObject1); - WorldLightManager.CollectWorldLights(HdCamera, m_WorldLightsSettings, flagsFunc, m_WorldLights); + WorldLightManager.CollectWorldLights(HdCamera, m_WorldLightsSettings, flagsFunc, viewBounds, m_WorldLights); Debug.Assert(m_WorldLights.normalLightCount == 1); + lightGameObject2.transform.position = new Vector3(100, 100, 100); + + WorldLightManager.CollectWorldLights(HdCamera, m_WorldLightsSettings, flagsFunc, viewBounds, m_WorldLights); + + Debug.Assert(m_WorldLights.normalLightCount == 0); + Object.DestroyImmediate(lightGameObject2); Object.DestroyImmediate(cameraGameObject); @@ -88,7 +95,8 @@ public void BasicCreateLightGpuTest() if (!VolumeManager.instance.isInitialized) VolumeManager.instance.Initialize(); - + + var viewBounds = new Bounds(Vector3.zero, 10.0f * Vector3.one); var lightGameObject1 = CreateLight("Light1", LightType.Spot); var lightGameObject2 = CreateLight("Light2", LightType.Rectangle); @@ -100,7 +108,7 @@ public void BasicCreateLightGpuTest() }; HDLightRenderDatabase.instance.Cleanup(); - WorldLightManager.CollectWorldLights(hdCamera, m_WorldLightsSettings, flagsFunc, m_WorldLights); + WorldLightManager.CollectWorldLights(hdCamera, m_WorldLightsSettings, flagsFunc, viewBounds, m_WorldLights); var renderPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline; var cmd = CommandBufferPool.Get(); diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/2D/tilemap-renderer-2d-renderer.md b/Packages/com.unity.render-pipelines.universal/Documentation~/2D/tilemap-renderer-2d-renderer.md index 1507f483b0f..2b382acb803 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/2D/tilemap-renderer-2d-renderer.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/2D/tilemap-renderer-2d-renderer.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-tilemap-renderer-2d-renderer +uid: urp-tilemap-renderer-2d-renderer --- # Using the Tilemap Renderer with URP 2D diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/2DLightProperties.md b/Packages/com.unity.render-pipelines.universal/Documentation~/2DLightProperties.md index 7e0dfb2d70d..5510c18cb52 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/2DLightProperties.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/2DLightProperties.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-2d-light-properties +uid: urp-2d-light-properties --- # Common 2D Light Type properties Each 2D **Light Type** has various properties and options to customize their appearance and behavior. This page documents the properties that are common to all 2D **Light Types**. Select from the list below to refer to the specific properties of each of the available **Light Types**: diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/2DRendererData-overview.md b/Packages/com.unity.render-pipelines.universal/Documentation~/2DRendererData-overview.md index a06ec3fe708..71a1aa77405 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/2DRendererData-overview.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/2DRendererData-overview.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-2d-renderer-data-overview +uid: urp-2d-renderer-data-overview --- # Configure the 2D Renderer Asset diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/2DShadows.md b/Packages/com.unity.render-pipelines.universal/Documentation~/2DShadows.md index 1bf867c36f2..502c938fc34 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/2DShadows.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/2DShadows.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-2d-shadows +uid: urp-2d-shadows --- ## Create shadows with Shadow Caster 2D diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/2d-customlit.md b/Packages/com.unity.render-pipelines.universal/Documentation~/2d-customlit.md index e58e2cf2dc8..084f4fec366 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/2d-customlit.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/2d-customlit.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-2d-customlit +uid: urp-2d-customlit --- # Custom Lighting in 2D diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/2d-index.md b/Packages/com.unity.render-pipelines.universal/Documentation~/2d-index.md index 790d1ccff57..05777b2c272 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/2d-index.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/2d-index.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-2d-index +uid: urp-2d-index --- # 2D Graphics Features diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/2d-light-batching-debugger.md b/Packages/com.unity.render-pipelines.universal/Documentation~/2d-light-batching-debugger.md index cbd626c7f78..0b3b79279b4 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/2d-light-batching-debugger.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/2d-light-batching-debugger.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-2d-light-batching-debugger +uid: urp-2d-light-batching-debugger --- # Using the Light Batching Debugger diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/2d-pixelperfect.md b/Packages/com.unity.render-pipelines.universal/Documentation~/2d-pixelperfect.md index cc0efd88449..a965c9a1ae3 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/2d-pixelperfect.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/2d-pixelperfect.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-2d-pixelperfect +uid: urp-2d-pixelperfect --- # 2D Pixel Perfect diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/2d-visual-effect-graph-compatibility.md b/Packages/com.unity.render-pipelines.universal/Documentation~/2d-visual-effect-graph-compatibility.md index 67013104d7f..15eb83f8691 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/2d-visual-effect-graph-compatibility.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/2d-visual-effect-graph-compatibility.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-2d-visual-effect-graph-compatibility +uid: urp-2d-visual-effect-graph-compatibility --- # Light a Visual Effect Graph asset diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md index 5ba0c7309b8..c71afa3dcee 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Building-For-Consoles.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-building-for-consoles +uid: urp-building-for-consoles --- # Building your Project for Closed platforms diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/EffectList.md b/Packages/com.unity.render-pipelines.universal/Documentation~/EffectList.md index 50b04129f32..9636add900b 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/EffectList.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/EffectList.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-effect-list +uid: urp-effect-list --- # Effect List diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/HDREmulationScale.md b/Packages/com.unity.render-pipelines.universal/Documentation~/HDREmulationScale.md index 5b0bedc139f..ae7ee1fbeba 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/HDREmulationScale.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/HDREmulationScale.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-hdr-emulation-scale +uid: urp-hdr-emulation-scale --- ## HDR emulation scale diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md b/Packages/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md index 8e2f23b343b..d18776d88b5 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-install-urp-into-a-project +uid: urp-install-urp-into-a-project --- # Installing the Universal Render Pipeline into an existing Project diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/InstallingAndConfiguringURP.md b/Packages/com.unity.render-pipelines.universal/Documentation~/InstallingAndConfiguringURP.md index e29df7eadac..21428b66da7 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/InstallingAndConfiguringURP.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/InstallingAndConfiguringURP.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-installing-and-configuring-urp +uid: urp-installing-and-configuring-urp --- # Getting started diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/LightBlendStyles.md b/Packages/com.unity.render-pipelines.universal/Documentation~/LightBlendStyles.md index 177e567ed11..54183ea1165 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/LightBlendStyles.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/LightBlendStyles.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-light-blend-styles +uid: urp-light-blend-styles --- # Light Blend Styles diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/LightTypes.md b/Packages/com.unity.render-pipelines.universal/Documentation~/LightTypes.md index f6c4fb4210c..6b9f4f18e15 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/LightTypes.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/LightTypes.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-light-types +uid: urp-light-types --- # Specific 2D Light Type properties diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Lights-2D-intro.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Lights-2D-intro.md index 2af55f37938..c2f7f2afed1 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Lights-2D-intro.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Lights-2D-intro.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-lights-2d-intro +uid: urp-lights-2d-intro --- # Introduction to the 2D Lighting system The 2D Lighting system included with URP consists of a set of artist friendly tools and runtime components that help you quickly create a lit 2D scene through core Unity components such as the [Sprite Renderer](https://docs.unity3d.com/Manual/class-SpriteRenderer.html), and 2D Light components that act as 2D counterparts to familiar 3D Light components. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Channel-Mixer.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Channel-Mixer.md index 958e73a080f..2637cb919b0 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Channel-Mixer.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Channel-Mixer.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-channel-mixer +uid: urp-post-processing-channel-mixer --- # Channel Mixer diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Color-Adjustments.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Color-Adjustments.md index 058d36f5c8b..3edbee01db5 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Color-Adjustments.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Color-Adjustments.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-color-adjustments +uid: urp-post-processing-color-adjustments --- # Color Adjustments diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Color-Curves.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Color-Curves.md index f76db0cc2d6..fb91b672f72 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Color-Curves.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Color-Curves.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-color-curves +uid: urp-post-processing-color-curves --- # Color Curves diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Film-Grain.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Film-Grain.md index 37cd97f80a2..b92148ce201 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Film-Grain.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Film-Grain.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-film-grain +uid: urp-post-processing-film-grain --- # Film Grain diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Lens-Distortion.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Lens-Distortion.md index 61746d5ab59..3dc9bc9db01 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Lens-Distortion.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Lens-Distortion.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-lens-distortion +uid: urp-post-processing-lens-distortion --- # Lens Distortion diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Lift-Gamma-Gain.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Lift-Gamma-Gain.md index dbcceeb57fa..cdb8beaf6ec 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Lift-Gamma-Gain.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Lift-Gamma-Gain.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-lift-gamma-gain +uid: urp-post-processing-lift-gamma-gain --- # Lift Gamma Gain diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Motion-Blur.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Motion-Blur.md index 4d95b29e267..d259046c855 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Motion-Blur.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Motion-Blur.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-motion-blur +uid: urp-post-processing-motion-blur --- # Motion Blur diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Panini-Projection.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Panini-Projection.md index 14271ebfb37..922f525b36c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Panini-Projection.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Panini-Projection.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-panini-projection +uid: urp-post-processing-panini-projection --- # Panini Projection diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Shadows-Midtones-Highlights.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Shadows-Midtones-Highlights.md index 55ca87ad66a..747ee0ccee5 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Shadows-Midtones-Highlights.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Shadows-Midtones-Highlights.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-shadows-midtones-highlights +uid: urp-post-processing-shadows-midtones-highlights --- # Shadows Midtones Highlights diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Split-Toning.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Split-Toning.md index be0cf02985b..6bfd8004f3e 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Split-Toning.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Split-Toning.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-split-toning +uid: urp-post-processing-split-toning --- # Split Toning diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-White-Balance.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-White-Balance.md index 85a4b925e96..bc04967899a 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-White-Balance.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Post-Processing-White-Balance.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-white-balance +uid: urp-post-processing-white-balance --- # White Balance diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/PrepShader.md b/Packages/com.unity.render-pipelines.universal/Documentation~/PrepShader.md index 16ae88bf179..1e9b0d6edd1 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/PrepShader.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/PrepShader.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-prep-shader +uid: urp-prep-shader --- # Prepare and upgrade sprites and projects for lighting diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/SecondaryTextures.md b/Packages/com.unity.render-pipelines.universal/Documentation~/SecondaryTextures.md index e9058b460ed..d45131d8e6c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/SecondaryTextures.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/SecondaryTextures.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-secondary-textures +uid: urp-secondary-textures --- # Setting up normal map and mask Textures diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Setup.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Setup.md index c088404005e..e29585f409b 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Setup.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Setup.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-setup +uid: urp-setup --- # Requirements and setup diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/ShaderGraph.md b/Packages/com.unity.render-pipelines.universal/Documentation~/ShaderGraph.md index 80b01ae1166..7fb25ed8ea6 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/ShaderGraph.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/ShaderGraph.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-shader-graph +uid: urp-shader-graph --- # Create a 2D sprite Shader Graph diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Shadows-in-URP.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Shadows-in-URP.md index e51cffce278..f1b6e6c95e7 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Shadows-in-URP.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Shadows-in-URP.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-shadows-in-urp +uid: urp-shadows-in-urp --- # Shadows in the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md b/Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md index 88b38310565..564e2cb8b21 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md @@ -100,12 +100,14 @@ * [Set up split-screen rendering](rendering-to-the-same-render-target.md) * [Apply different post processing effects to separate cameras](cameras/apply-different-post-proc-to-cameras.md) * [Render a camera's output to a Render Texture](rendering-to-a-render-texture.md) - * [Render a camera outside the rendering loop](render-requests.md) + * [Render a camera outside the rendering loop](User-Render-Requests.md) * [Customize a camera](universal-additional-camera-data.md) * [Camera component properties](camera-component-reference.md) * [Physical Camera properties](cameras/physical-camera-reference.md) * [Post-processing](integration-with-post-processing.md) * [How to configure](integration-with-post-processing.md#post-proc-how-to) + * [Spatial-Temporal Post-processing](stp/stp-upscaler.md) + * [Spatial-Temporal Post-processing debug views](stp/stp-debug-views.md) * [HDR Output](post-processing/hdr-output.md) * [Custom Passes with HDR Output](post-processing/hdr-custom-pass.md) * [Implement an HDR Output compatible custom overlay](post-processing/hdr-output-implement-custom-overlay.md) @@ -204,6 +206,7 @@ * [Scriptable Renderer Feature API reference](renderer-features/scriptable-renderer-features/scriptable-renderer-feature-reference.md) * [Inject a render pass via scripting](customize/inject-render-pass-via-script.md) * [Injection points reference](customize/custom-pass-injection-points.md) + * [Custom URP post-processing effect](post-processing/custom-post-processing-with-volume.md) * [Compatibility mode](compatibility-mode.md) * [Write a Scriptable Render Pass in Compatibility Mode](renderer-features/write-a-scriptable-render-pass.md) * [Example of a complete Scriptable Renderer Feature in Compatibility Mode](renderer-features/create-custom-renderer-feature-compatibility-mode.md) diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/URP-Config-Package.md b/Packages/com.unity.render-pipelines.universal/Documentation~/URP-Config-Package.md index bbeec4c7255..b7104e0a84e 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/URP-Config-Package.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/URP-Config-Package.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-urp-config-package +uid: urp-urp-config-package --- # Configure settings with the URP Config package diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/User-Render-Requests.md b/Packages/com.unity.render-pipelines.universal/Documentation~/User-Render-Requests.md index 0d1b6b0e901..a5aeed084e2 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/User-Render-Requests.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/User-Render-Requests.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-user-render-requests +uid: urp-user-render-requests --- # Render Requests @@ -261,4 +261,4 @@ public class SingleCameraRenderRequest : MonoBehaviour } } } -``` +``` \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Volume-Profile.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Volume-Profile.md index 37781266365..409d4532508 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Volume-Profile.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Volume-Profile.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-volume-profile +uid: urp-volume-profile --- # Create a Volume Profile diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/VolumeOverrides.md b/Packages/com.unity.render-pipelines.universal/Documentation~/VolumeOverrides.md index 1fa4b72d259..1c77e0b7c95 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/VolumeOverrides.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/VolumeOverrides.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-volume-overrides +uid: urp-volume-overrides --- # Configure Volume Overrides diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/Volumes.md b/Packages/com.unity.render-pipelines.universal/Documentation~/Volumes.md index 9cb398a3d3e..a006d908ea4 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/Volumes.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/Volumes.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-volumes +uid: urp-volumes --- # Understand volumes diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/accessing-frame-data.md b/Packages/com.unity.render-pipelines.universal/Documentation~/accessing-frame-data.md index c22bda52f2d..3ba5bbb5aa7 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/accessing-frame-data.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/accessing-frame-data.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-accessing-frame-data +uid: urp-accessing-frame-data --- # Get data from the current frame diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/anti-aliasing.md b/Packages/com.unity.render-pipelines.universal/Documentation~/anti-aliasing.md index 64671e40d29..58189545317 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/anti-aliasing.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/anti-aliasing.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-anti-aliasing +uid: urp-anti-aliasing --- # Anti-aliasing in the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/baked-lit-shader.md b/Packages/com.unity.render-pipelines.universal/Documentation~/baked-lit-shader.md index 745a6f10e8e..55be68dec7d 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/baked-lit-shader.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/baked-lit-shader.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-baked-lit-shader +uid: urp-baked-lit-shader --- # Baked Lit Shader @@ -34,7 +34,7 @@ The **Surface Options** control how the Material is rendered on a screen. |    Premultiply | ![Premultiply blending mode example](./Images/blend-modes/blend-mode-premultiply.png)
*Premultiply blending mode.*

**Premultiply** first multiplies the RGB values of the transparent Material by its alpha value then applies a similar effect to the Material as **Alpha**.
The equation for **Premultiply** also allows areas of the transparent Material with an alpha value of 0 to have an additive blend effect. This can help reduce artifacts that may appear at the edge of the overlap between opaque and transparent pixels.

Premultiply equation:
*OutputRGBA* = *SourceRGB* + *DestinationRGB* × (1 − *SourceAlpha*) | |    Additive | ![Additive blending mode example](./Images/blend-modes/blend-mode-additive.png)
*Additive blending mode.*

**Additive** adds the color values of the Materials together to create the blend effect. The alpha value determines the strength of the source Material's color before the blend is calculated.

Additive equation:
*OutputRGBA* = (*SourceRGB* × *SourceAlpha*) + *DestinationRGB* | |    Multiply | ![Multiply blending mode example](./Images/blend-modes/blend-mode-multiply.png)
*Multiply blending mode.*

**Multiply** multiplies the color of the Material with the color behind the surface. This creates a darker effect, like when you look through colored glass.
This mode uses the Material’s alpha value to adjust how much the colors blend. An alpha value of 1 results in unadjusted multiplication of the colors while lower values blend the colors towards white.

Multiply equation:
*OutputRGBA* = *SourceRGB* × *DestinationRGB* | -| **Render Face** | Use this drop-down to determine which sides of your geometry to render.
**Front Face** renders the front face of your geometry and [culls](https://docs.unity3d.com/Manual/SL-CullAndDepth.html) the back face. This is the default setting.
**Back Face** renders the front face of your geometry and culls the front face.
**Both** makes URP render both faces of the geometry. This is good for small, flat objects, like leaves, where you might want both sides visible. | +| **Render Face** | Use this drop-down to determine which sides of your geometry to render.
**Front Face** renders the front face of your geometry and [culls](https://docs.unity3d.com/Manual/SL-CullAndDepth.html) the back face. This is the default setting.
**Back Face** renders the back face of your geometry and culls the front face.
**Both** makes URP render both faces of the geometry. This is good for small, flat objects, like leaves, where you might want both sides visible. | | **Alpha Clipping** | Makes your Material act like a [Cutout](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterRenderingMode.html) Shader. Use this to create a transparent effect with hard edges between the opaque and transparent areas. For example, to create blades of grass. To achieve this effect, URP does not render alpha values below the specified **Threshold**, which appears when you enable **Alpha Clipping**. You can set the **Threshold** by moving the slider, which accepts values from 0 to 1. All values above your threshold are fully opaque, and all values below your threshold are invisible. For example, a threshold of 0.1 means that URP doesn't render alpha values below 0.1. The default value is 0.5. | diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/birp-onboarding/quality-presets.md b/Packages/com.unity.render-pipelines.universal/Documentation~/birp-onboarding/quality-presets.md index 914ea0a0cc4..6d25b6fd612 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/birp-onboarding/quality-presets.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/birp-onboarding/quality-presets.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-quality-presets +uid: urp-quality-presets --- # Update graphics quality levels for URP diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/birp-onboarding/quality-settings-location.md b/Packages/com.unity.render-pipelines.universal/Documentation~/birp-onboarding/quality-settings-location.md index ac1e64991a1..6f868efb423 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/birp-onboarding/quality-settings-location.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/birp-onboarding/quality-settings-location.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-quality-settings-location +uid: urp-quality-settings-location --- # Find graphics quality settings in URP diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md b/Packages/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md index d6cbdda2d81..67329cb48e3 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-camera-component-reference +uid: urp-camera-component-reference --- # Camera component reference diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/camera-stacking.md b/Packages/com.unity.render-pipelines.universal/Documentation~/camera-stacking.md index 980404403bf..082109ac899 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/camera-stacking.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/camera-stacking.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-camera-stacking +uid: urp-camera-stacking --- # Set up a camera stack diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md b/Packages/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md index 00f95a5cbdb..1466d6b2226 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-camera-types-and-render-type +uid: urp-camera-types-and-render-type --- # Camera render types diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/cameras-advanced.md b/Packages/com.unity.render-pipelines.universal/Documentation~/cameras-advanced.md index f310a82cc28..1421997003f 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/cameras-advanced.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/cameras-advanced.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-cameras-advanced +uid: urp-cameras-advanced --- # Understand camera render order diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/cameras-multiple.md b/Packages/com.unity.render-pipelines.universal/Documentation~/cameras-multiple.md index 84e3eca3fb8..b091bdd6deb 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/cameras-multiple.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/cameras-multiple.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-cameras-multiple +uid: urp-cameras-multiple --- # Use multiple cameras diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/cameras.md b/Packages/com.unity.render-pipelines.universal/Documentation~/cameras.md index 99a425dea6c..c6593a94b15 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/cameras.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/cameras.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-cameras +uid: urp-cameras --- # Cameras diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/add-and-remove-cameras-in-a-stack.md b/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/add-and-remove-cameras-in-a-stack.md index b49dce537c2..49035776b05 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/add-and-remove-cameras-in-a-stack.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/add-and-remove-cameras-in-a-stack.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-add-and-remove-cameras-in-a-stack +uid: urp-add-and-remove-cameras-in-a-stack --- # Add and remove cameras in a camera stack diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/apply-different-post-proc-to-cameras.md b/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/apply-different-post-proc-to-cameras.md index 356e576cabe..61ae34e81ac 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/apply-different-post-proc-to-cameras.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/apply-different-post-proc-to-cameras.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-apply-different-post-proc-to-cameras +uid: urp-apply-different-post-proc-to-cameras --- # Apply different post processing effects to separate cameras diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/camera-differences-in-urp.md b/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/camera-differences-in-urp.md index 9e96326a9ad..983799daaef 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/camera-differences-in-urp.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/camera-differences-in-urp.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-camera-differences-in-urp +uid: urp-camera-differences-in-urp --- # Cameras in URP diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/camera-stacking-concepts.md b/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/camera-stacking-concepts.md index 8d2953b52b0..176ce1d588c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/camera-stacking-concepts.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/camera-stacking-concepts.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-camera-stacking-concepts +uid: urp-camera-stacking-concepts --- # Understand camera stacking diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/physical-camera-reference.md b/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/physical-camera-reference.md index 7ed7fc74b70..74f8b1846c3 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/physical-camera-reference.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/cameras/physical-camera-reference.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-physical-camera-reference +uid: urp-physical-camera-reference --- # Physical Camera reference diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/canvas-shader.md b/Packages/com.unity.render-pipelines.universal/Documentation~/canvas-shader.md index 909998b0d28..5bba22c5e34 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/canvas-shader.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/canvas-shader.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-canvas-shader +uid: urp-canvas-shader --- # Canvas Shader Graph diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/compatibility-mode.md b/Packages/com.unity.render-pipelines.universal/Documentation~/compatibility-mode.md index 3fa167774b8..950bf9cbc12 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/compatibility-mode.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/compatibility-mode.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-compatibility-mode +uid: urp-compatibility-mode --- ## Compatibility Mode diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/configure-for-better-performance.md b/Packages/com.unity.render-pipelines.universal/Documentation~/configure-for-better-performance.md index d28570d8922..de028592ca1 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/configure-for-better-performance.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/configure-for-better-performance.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-configure-for-better-performance +uid: urp-configure-for-better-performance --- # Configure for better performance diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/containers/create-custom-renderer-feature-1.md b/Packages/com.unity.render-pipelines.universal/Documentation~/containers/create-custom-renderer-feature-1.md index 89e1eba451c..9aced89bb7b 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/containers/create-custom-renderer-feature-1.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/containers/create-custom-renderer-feature-1.md @@ -1,4 +1,4 @@ --- -uid: urp-docfx-containers-create-custom-renderer-feature-1 +uid: urp-containers-create-custom-renderer-feature-1 --- [!include[](../renderer-features/create-custom-renderer-feature.md)] diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/containers/how-to-custom-effect-render-objects.md b/Packages/com.unity.render-pipelines.universal/Documentation~/containers/how-to-custom-effect-render-objects.md index ea871da9ecb..b511d4563e1 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/containers/how-to-custom-effect-render-objects.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/containers/how-to-custom-effect-render-objects.md @@ -1,4 +1,4 @@ --- -uid: urp-docfx-containers-how-to-custom-effect-render-objects +uid: urp-containers-how-to-custom-effect-render-objects --- [!include[](../renderer-features/how-to-custom-effect-render-objects.md)] diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/containers/post-processing-custom-effect-low-code.md b/Packages/com.unity.render-pipelines.universal/Documentation~/containers/post-processing-custom-effect-low-code.md index a79f1209a26..b98c8e10536 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/containers/post-processing-custom-effect-low-code.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/containers/post-processing-custom-effect-low-code.md @@ -1,4 +1,4 @@ --- -uid: urp-docfx-containers-post-processing-custom-effect-low-code +uid: urp-containers-post-processing-custom-effect-low-code --- [!include[](../post-processing/post-processing-custom-effect-low-code.md)] diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-urp.md b/Packages/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-urp.md index 14912f6ac5f..d4ae46ef00f 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-urp.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-urp.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-creating-a-new-project-with-urp +uid: urp-creating-a-new-project-with-urp --- # Create a project with URP diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/customize/blit-overview.md b/Packages/com.unity.render-pipelines.universal/Documentation~/customize/blit-overview.md index 081a4242cf7..fa2181aa427 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/customize/blit-overview.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/customize/blit-overview.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-blit-overview +uid: urp-blit-overview --- # URP blit best practices diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/customize/custom-pass-injection-points.md b/Packages/com.unity.render-pipelines.universal/Documentation~/customize/custom-pass-injection-points.md index ba99eacf9e1..97ee7db919b 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/customize/custom-pass-injection-points.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/customize/custom-pass-injection-points.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-custom-pass-injection-points +uid: urp-custom-pass-injection-points --- # Injection points diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/customize/inject-render-pass-via-script.md b/Packages/com.unity.render-pipelines.universal/Documentation~/customize/inject-render-pass-via-script.md index 6802e945cb2..85d5f4dd422 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/customize/inject-render-pass-via-script.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/customize/inject-render-pass-via-script.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-inject-render-pass-via-script +uid: urp-inject-render-pass-via-script --- # Inject a render pass via scripting diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/customizing-urp.md b/Packages/com.unity.render-pipelines.universal/Documentation~/customizing-urp.md index 52490a5464a..5ae177db073 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/customizing-urp.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/customizing-urp.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-customizing-urp +uid: urp-customizing-urp --- # Custom rendering and post-processing diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/decal-shader.md b/Packages/com.unity.render-pipelines.universal/Documentation~/decal-shader.md index fad0c2e9acb..1e238e21908 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/decal-shader.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/decal-shader.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-decal-shader +uid: urp-decal-shader --- # Decal Shader Graph diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/faq.md b/Packages/com.unity.render-pipelines.universal/Documentation~/faq.md index 4893d78eb1a..7893119bc93 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/faq.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/faq.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-faq +uid: urp-faq --- # Frequently asked questions (FAQ) diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/features/motion-vectors.md b/Packages/com.unity.render-pipelines.universal/Documentation~/features/motion-vectors.md index 1ef56648727..b4e55f92231 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/features/motion-vectors.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/features/motion-vectors.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-motion-vectors +uid: urp-motion-vectors --- # Motion vectors in URP diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger-add-controls.md b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger-add-controls.md index 52b0838297e..a184939e3d1 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger-add-controls.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger-add-controls.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-rendering-debugger-add-controls +uid: urp-rendering-debugger-add-controls --- ## Add controls to the Rendering Debugger diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger-reference.md b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger-reference.md index f74707379b1..1388ec56c5c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger-reference.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger-reference.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-rendering-debugger-reference +uid: urp-rendering-debugger-reference --- # Rendering Debugger reference diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger-use.md b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger-use.md index d851e121323..049683dde1e 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger-use.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger-use.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-rendering-debugger-use +uid: urp-rendering-debugger-use --- # Use the Rendering Debugger diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger.md b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger.md index af41cc1d1a4..63ea30828b6 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-rendering-debugger +uid: urp-rendering-debugger --- # Rendering Debugger diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-layers.md b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-layers.md index f458a2d379c..cd16bc94636 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-layers.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-layers.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-rendering-layers +uid: urp-rendering-layers --- # Rendering Layers diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rp-converter.md b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rp-converter.md index 006bf9f65bd..a9fe8fc7e95 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rp-converter.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rp-converter.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-rp-converter +uid: urp-rp-converter --- # Render Pipeline Converter diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/gpu-culling.md b/Packages/com.unity.render-pipelines.universal/Documentation~/gpu-culling.md index 1c00df69f90..7f0195b903d 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/gpu-culling.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/gpu-culling.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-gpu-culling +uid: urp-gpu-culling --- # Use GPU occlusion culling diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/gpu-resident-drawer.md b/Packages/com.unity.render-pipelines.universal/Documentation~/gpu-resident-drawer.md index b6a566a489d..70faa4d2b91 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/gpu-resident-drawer.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/gpu-resident-drawer.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-gpu-resident-drawer +uid: urp-gpu-resident-drawer --- # Use the GPU Resident Drawer @@ -9,7 +9,7 @@ The GPU Resident Drawer automatically uses the [`BatchRendererGroup`](https://do The GPU Resident Drawer works only with the following: - The [Forward+](rendering/forward-plus-rendering-path.md) rendering path. -- [Graphics APIs](https://docs.unity3d.com/6000.0/Documentation/Manual/GraphicsAPIs.html) and platforms that support compute shaders. +- [Graphics APIs](https://docs.unity3d.com/6000.0/Documentation/Manual/GraphicsAPIs.html) and platforms that support compute shaders, except OpenGL ES. - GameObjects that have a [Mesh Renderer component](https://docs.unity3d.com/Manual/class-MeshRenderer.html). Otherwise, Unity falls back to drawing the GameObject without GPU instancing. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/index.md b/Packages/com.unity.render-pipelines.universal/Documentation~/index.md index 86dd7af8bfe..59d97e58a82 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/index.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/index.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-index +uid: urp-index --- # Universal Render Pipeline overview diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/inject-a-render-pass.md b/Packages/com.unity.render-pipelines.universal/Documentation~/inject-a-render-pass.md index 5fa7ef4e1d7..ad4fb70d098 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/inject-a-render-pass.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/inject-a-render-pass.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-inject-a-render-pass +uid: urp-inject-a-render-pass --- # Adding a Scriptable Render Pass to the frame rendering loop diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/inside-universalrp.md b/Packages/com.unity.render-pipelines.universal/Documentation~/inside-universalrp.md index e35f19fb2e9..fc859144a7e 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/inside-universalrp.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/inside-universalrp.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-inside-universalrp +uid: urp-inside-universalrp --- # Insid the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/integration-with-post-processing.md b/Packages/com.unity.render-pipelines.universal/Documentation~/integration-with-post-processing.md index a0f134628db..d3de95ec38c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/integration-with-post-processing.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/integration-with-post-processing.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-integration-with-post-processing +uid: urp-integration-with-post-processing --- # Post-processing in the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/known-issues.md b/Packages/com.unity.render-pipelines.universal/Documentation~/known-issues.md index 2e1dfe3ff5d..2480f00d43f 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/known-issues.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/known-issues.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-known-issues +uid: urp-known-issues --- # Known issues diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/light-component.md b/Packages/com.unity.render-pipelines.universal/Documentation~/light-component.md index 43bddb1f370..0ea9886a65d 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/light-component.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/light-component.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-light-component +uid: urp-light-component --- # Light component reference diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/lighting.md b/Packages/com.unity.render-pipelines.universal/Documentation~/lighting.md index d7d6e2d0c73..90036cee896 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/lighting.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/lighting.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-lighting +uid: urp-lighting --- # Lighting in the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/lighting/lighting-in-urp.md b/Packages/com.unity.render-pipelines.universal/Documentation~/lighting/lighting-in-urp.md index e6d25d92a44..16a0d23f5da 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/lighting/lighting-in-urp.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/lighting/lighting-in-urp.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-lighting-in-urp +uid: urp-lighting-in-urp --- # Lighting in the Universal Render Pipeline @@ -7,8 +7,8 @@ All of Unity's render pipelines share common lighting functionality, but each re Areas where the Universal Render Pipeline (URP) differs from Unity's common lighting functionality are: -* The [Light component inspector](light-component.md), which displays some URP-specific controls. -* The [Universal Additional Light Data](universal-additional-light-data.md) component, which allows Unity to store Light-related data that is specific to URP. +* The [Light component inspector](../light-component.md), which displays some URP-specific controls. +* The [Universal Additional Light Data](../universal-additional-light-data.md) component, which allows Unity to store Light-related data that is specific to URP. For a full comparison of lighting features between Unity's Built-in Render Pipeline and URP, and an up to date list of lighting features that are currently under research, check the [Render pipeline feature comparison](https://docs.unity3d.com/Manual/render-pipelines-feature-comparison.html). diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/lighting/reflection-probes.md b/Packages/com.unity.render-pipelines.universal/Documentation~/lighting/reflection-probes.md index 3e6e22d90f4..66051fae376 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/lighting/reflection-probes.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/lighting/reflection-probes.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-reflection-probes +uid: urp-reflection-probes --- # Reflection probes diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/lights-placement-tool.md b/Packages/com.unity.render-pipelines.universal/Documentation~/lights-placement-tool.md index 634b59871a7..45c196b5732 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/lights-placement-tool.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/lights-placement-tool.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-lights-placement-tool +uid: urp-lights-placement-tool --- # View and manipulate Lights from their perspective diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/lit-shader.md b/Packages/com.unity.render-pipelines.universal/Documentation~/lit-shader.md index 2d159d30ce8..1d4eac4ca84 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/lit-shader.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/lit-shader.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-lit-shader +uid: urp-lit-shader --- # Lit Shader diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/make-object-compatible-gpu-rendering.md b/Packages/com.unity.render-pipelines.universal/Documentation~/make-object-compatible-gpu-rendering.md index 799d54cf76b..12af28417ae 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/make-object-compatible-gpu-rendering.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/make-object-compatible-gpu-rendering.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-make-object-compatible-gpu-rendering +uid: urp-make-object-compatible-gpu-rendering --- # Make a GameObject compatible with the GPU Resident Drawer diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/materialvariant-URP.md b/Packages/com.unity.render-pipelines.universal/Documentation~/materialvariant-URP.md index 4f3c73c3467..8ddc74b3be2 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/materialvariant-URP.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/materialvariant-URP.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-materialvariant-urp +uid: urp-materialvariant-urp --- # Material Variants diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/optimize-for-better-performance.md b/Packages/com.unity.render-pipelines.universal/Documentation~/optimize-for-better-performance.md index a8bd543457c..a7e3830b6c3 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/optimize-for-better-performance.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/optimize-for-better-performance.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-optimize-for-better-performance +uid: urp-optimize-for-better-performance --- # Optimize for better performance diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/package-sample-urp-package-samples.md b/Packages/com.unity.render-pipelines.universal/Documentation~/package-sample-urp-package-samples.md index 3f69778f020..6f48722653e 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/package-sample-urp-package-samples.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/package-sample-urp-package-samples.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-package-sample-urp-package-samples +uid: urp-package-sample-urp-package-samples --- # URP Package Samples diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/package-samples.md b/Packages/com.unity.render-pipelines.universal/Documentation~/package-samples.md index d59f4717823..1219b4c9552 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/package-samples.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/package-samples.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-package-samples +uid: urp-package-samples --- # Package samples diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/particles-lit-shader.md b/Packages/com.unity.render-pipelines.universal/Documentation~/particles-lit-shader.md index c27d350f5e3..b283f52cf3a 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/particles-lit-shader.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/particles-lit-shader.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-particles-lit-shader +uid: urp-particles-lit-shader --- # Particles Lit Shader diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/particles-simple-lit-shader.md b/Packages/com.unity.render-pipelines.universal/Documentation~/particles-simple-lit-shader.md index 5ceee2160cb..4d76ad37ddc 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/particles-simple-lit-shader.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/particles-simple-lit-shader.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-particles-simple-lit-shader +uid: urp-particles-simple-lit-shader --- # Particles Simple Lit Shader diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/particles-unlit-shader.md b/Packages/com.unity.render-pipelines.universal/Documentation~/particles-unlit-shader.md index 31365e59535..6cd4b7130a9 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/particles-unlit-shader.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/particles-unlit-shader.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-particles-unlit-shader +uid: urp-particles-unlit-shader --- # Particles Unlit Shader diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/pixel-cinemachine.md b/Packages/com.unity.render-pipelines.universal/Documentation~/pixel-cinemachine.md index cb71492ff6c..4641ab1a091 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/pixel-cinemachine.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/pixel-cinemachine.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-pixel-cinemachine +uid: urp-pixel-cinemachine --- # Using the Cinemachine Pixel Perfect extension diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-bloom.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-bloom.md index f9cfa8cfefa..d6746540eaa 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-bloom.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-bloom.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-bloom +uid: urp-post-processing-bloom --- # Bloom diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-chromatic-aberration.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-chromatic-aberration.md index 6386d5d30b2..c23c6d84bc8 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-chromatic-aberration.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-chromatic-aberration.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-chromatic-aberration +uid: urp-post-processing-chromatic-aberration --- # Chromatic Aberration diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-depth-of-field.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-depth-of-field.md index 6d529775b22..52ad8b61129 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-depth-of-field.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-depth-of-field.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-depth-of-field +uid: urp-post-processing-depth-of-field --- # Depth Of Field diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-ssao.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-ssao.md index 850b650545c..81c0227a746 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-ssao.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-ssao.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-ssao +uid: urp-post-processing-ssao --- # Ambient Occlusion diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-tonemapping.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-tonemapping.md index c662121f21b..4d338fe9284 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-tonemapping.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-tonemapping.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-tonemapping +uid: urp-post-processing-tonemapping --- # Tonemapping diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-vignette.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-vignette.md index bd21b32f204..12d245f24cf 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-vignette.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing-vignette.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-vignette +uid: urp-post-processing-vignette --- # Vignette diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/custom-post-processing-with-volume.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/custom-post-processing-with-volume.md new file mode 100644 index 00000000000..4589cfc0af4 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/custom-post-processing-with-volume.md @@ -0,0 +1,47 @@ +# Create custom post-processing effect with Volume support + +This page describes how to create a custom post-processing effect with Volume support. + +URP provides a template for custom post-processing effects. The implementation in the template consists of a Renderer Feature, where you can inject the code for the custom effect, and the script that implements the code for interacting with the Volume component. + +To create an effect using the template, select the following menu item: + +* **Assets** > **Create** > **Rendering** > **URP Post-processing Effect (Renderer Feature with Volume)**. + +Unity creates two new scripts in the `Assets` folder: the script containing the Renderer Feature template and the Volume component script. + +The template contains the example effect implementation that inverts colors on the screen. + +In the Renderer Feature, in the `Create` method you define the custom Material for the custom effect or the render pass that implements the effect logic. + +The Renderer Feature script contains the `ScriptableRenderPass` implementation. + +You set the shader properties for the custom effect in the following region in the render pass code: + +```C# +#region PASS_SHARED_RENDERING_CODE +``` + +The render pass contains the following two regions. Unity selects the `PASS_RENDER_GRAPH_PATH` region and uses the render graph API if [Compatibility mode](../compatibility-mode.md) is disabled for the project, and uses the `PASS_NON_RENDER_GRAPH_PATH` region otherwise. + +```C# +#region PASS_NON_RENDER_GRAPH_PATH +``` + +```C# +#region PASS_RENDER_GRAPH_PATH +``` + +To set the effect properties on the volume component, modify the following line in the `AddRenderPasses` method: + +```C# +NewPostProcessEffectVolumeComponent myVolume = VolumeManager.instance.stack?.GetComponent(); +if (myVolume == null || !myVolume.IsActive()) + s_SharedPropertyBlock.SetFloat("_Intensity", myVolume.intensity.value); +``` + +## Additional resources + +* [Render graph system](render-graph.md) +* [Example of a complete Scriptable Renderer Feature](renderer-features/create-custom-renderer-feature.md) +* [Compatibility Mode (Render Graph Disabled)](compatibility-mode.md) \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/custom-post-processing.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/custom-post-processing.md index af5431e1062..046b39da93b 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/custom-post-processing.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/custom-post-processing.md @@ -1,16 +1,13 @@ --- -uid: urp-docfx-custom-post-processing +uid: urp-custom-post-processing --- # Custom post-processing -The Universal Render Pipeline (URP) provides a variety of pre-built [post-processing effects](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@15.0/manual/integration-with-post-processing.html) that you can adjust to create a particular visual effect or style. URP also lets you create custom post-processing effects using the [Full Screen Pass Renderer Feature](../renderer-features/renderer-feature-full-screen-pass.md). For example, you can implement a grayscale effect to indicate when a player has run out of health. +The Universal Render Pipeline (URP) provides a variety of pre-built [post-processing effects](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@15.0/manual/integration-with-post-processing.html) that you can adjust to create a particular visual effect or style. URP also lets you create custom post-processing effects. -![Scene with no post-processing effects.](../Images/post-proc/custom-effect/no-custom-effect.png) -
*Scene with no post-processing effects.* +The following page describe different approaches to creating custom post-processing effects. -![Scene with grayscale custom post-processing effect.](../Images/post-proc/custom-effect/grayscale-custom-effect.png) -
*Scene with grayscale custom post-processing effect.* - -The following page describes how to create a custom post-processing effect using the [Full Screen Pass Renderer Feature](../renderer-features/renderer-feature-full-screen-pass.md). - -* [How to create a custom post-processing effect](post-processing-custom-effect-low-code.md). +| Page | Description | +|-|-| +| [Low-code custom post-processing effect](post-processing-custom-effect-low-code.md) | How to use a Full Screen Render Pass to create a low-code custom post-processing effect. | +| [Custom URP post-processing effect](custom-post-processing-with-volume.md) | How to create a custom post-processing effect with Volume support. | \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-custom-pass.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-custom-pass.md index 6090229f7b6..3f75ab12e77 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-custom-pass.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-custom-pass.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-hdr-custom-pass +uid: urp-hdr-custom-pass --- # Scriptable Render Passes with HDR Output diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-output-implement-custom-overlay.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-output-implement-custom-overlay.md index 2d1ed0b8fa9..755bb803f9b 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-output-implement-custom-overlay.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-output-implement-custom-overlay.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-hdr-output-implement-custom-overlay +uid: urp-hdr-output-implement-custom-overlay --- # Implement an HDR Output compatible custom overlay diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-output.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-output.md index 7e0be8a0289..7fa558701c0 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-output.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/hdr-output.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-hdr-output +uid: urp-hdr-output --- # High Dynamic Range (HDR) Output diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/post-processing-custom-effect-low-code.md b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/post-processing-custom-effect-low-code.md index 552a250b5c1..0fbd71d6469 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/post-processing-custom-effect-low-code.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/post-processing/post-processing-custom-effect-low-code.md @@ -1,7 +1,7 @@ --- -uid: urp-docfx-post-processing-custom-effect-low-code +uid: urp-post-processing-custom-effect-low-code --- -# How to create a custom post-processing effect +# How to create a low-code custom post-processing effect The example on this page shows how to use a Full Screen Render Pass to create a grayscale custom post-processing effect. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/probe-volumes-change-lighting-at-runtime.md b/Packages/com.unity.render-pipelines.universal/Documentation~/probe-volumes-change-lighting-at-runtime.md index 565b838c105..1cb47356e1b 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/probe-volumes-change-lighting-at-runtime.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/probe-volumes-change-lighting-at-runtime.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-probe-volumes-change-lighting-at-runtime +uid: urp-probe-volumes-change-lighting-at-runtime --- # Changing lighting at runtime diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-adjustment-volume-component-reference.md b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-adjustment-volume-component-reference.md index 3846f8a75f7..7f10756f258 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-adjustment-volume-component-reference.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-adjustment-volume-component-reference.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-probevolumes-adjustment-volume-component-reference +uid: urp-probevolumes-adjustment-volume-component-reference --- # Probe Adjustment Volume component reference diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-bakedifferentlightingsetups.md b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-bakedifferentlightingsetups.md index b5942db6dab..9b23303e41a 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-bakedifferentlightingsetups.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-bakedifferentlightingsetups.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-probevolumes-bakedifferentlightingsetups +uid: urp-probevolumes-bakedifferentlightingsetups --- # Bake different lighting setups with Lighting Scenarios diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-changedensity.md b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-changedensity.md index 66b539ebf32..f235eaea9e7 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-changedensity.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-changedensity.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-probevolumes-changedensity +uid: urp-probevolumes-changedensity --- # Configure the size and density of Adaptive Probe Volumes diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-concept.md b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-concept.md index 9ba4631798a..5a4964f601a 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-concept.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-concept.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-probevolumes-concept +uid: urp-probevolumes-concept --- # Understanding Adaptive Probe Volumes diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-fixissues.md b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-fixissues.md index 08907987724..d541e2f8fc1 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-fixissues.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-fixissues.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-probevolumes-fixissues +uid: urp-probevolumes-fixissues --- # Fix issues with Adaptive Probe Volumes diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-inspector-reference.md b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-inspector-reference.md index 9c6bdb9cdef..9d6f2462e06 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-inspector-reference.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-inspector-reference.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-probevolumes-inspector-reference +uid: urp-probevolumes-inspector-reference --- # Adaptive Probe Volume Inspector reference diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-lighting-panel-reference.md b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-lighting-panel-reference.md index 479954245ba..edb339f9e39 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-lighting-panel-reference.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-lighting-panel-reference.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-probevolumes-lighting-panel-reference +uid: urp-probevolumes-lighting-panel-reference --- # Adaptive Probe Volumes panel properties diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-options-override-reference.md b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-options-override-reference.md index 47926c11b08..8619f58e6eb 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-options-override-reference.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-options-override-reference.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-probevolumes-options-override-reference +uid: urp-probevolumes-options-override-reference --- # Probe Volumes Options Override reference diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-showandadjust.md b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-showandadjust.md index 837ce56549c..380c759b7ff 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-showandadjust.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-showandadjust.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-probevolumes-showandadjust +uid: urp-probevolumes-showandadjust --- # Display Adaptive Probe Volumes diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-skyocclusion.md b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-skyocclusion.md index 332b9bc509c..16781a603a2 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-skyocclusion.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-skyocclusion.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-probevolumes-skyocclusion +uid: urp-probevolumes-skyocclusion --- # Update light from the sky at runtime with sky occlusion diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-streaming.md b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-streaming.md index a4cd2af22fb..741385f088c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-streaming.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-streaming.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-probevolumes-streaming +uid: urp-probevolumes-streaming --- # Streaming Adaptive Probe Volumes diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-understand-changing-lighting-at-runtime.md b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-understand-changing-lighting-at-runtime.md index 6a026fe80f3..1a78b11fa53 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-understand-changing-lighting-at-runtime.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-understand-changing-lighting-at-runtime.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-probevolumes-understand-changing-lighting-at-runtime +uid: urp-probevolumes-understand-changing-lighting-at-runtime --- # Choose how to change lighting at runtime diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-use.md b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-use.md index f4b09eb0fb6..76679bb3ec6 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-use.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-use.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-probevolumes-use +uid: urp-probevolumes-use --- # Use Adaptive Probe Volumes diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-usebakingsets.md b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-usebakingsets.md index 25286af73c0..109223e957e 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-usebakingsets.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes-usebakingsets.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-probevolumes-usebakingsets +uid: urp-probevolumes-usebakingsets --- # Bake multiple scenes together with Baking Sets diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes.md b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes.md index dbef1c50f74..2fb665632c1 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/probevolumes.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-probevolumes +uid: urp-probevolumes --- # Adaptive Probe Volumes (APV) diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/quality/quality-settings-through-code.md b/Packages/com.unity.render-pipelines.universal/Documentation~/quality/quality-settings-through-code.md index 33a9b46ee57..2a126e4e404 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/quality/quality-settings-through-code.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/quality/quality-settings-through-code.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-quality-settings-through-code +uid: urp-quality-settings-through-code --- # Control URP Quality settings through code diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/realtime-lighting-in-universalrp.md b/Packages/com.unity.render-pipelines.universal/Documentation~/realtime-lighting-in-universalrp.md index 5c25bdaf5bf..6febf95da95 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/realtime-lighting-in-universalrp.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/realtime-lighting-in-universalrp.md @@ -1,4 +1,4 @@ --- -uid: urp-docfx-realtime-lighting-in-universalrp +uid: urp-realtime-lighting-in-universalrp --- **Important:** This page is still a work in progress. To read our most current documentation, open the [*TableOfContents.md*](TableOfContents.md) file to find the linked pages. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/reduce-rendering-work-on-cpu.md b/Packages/com.unity.render-pipelines.universal/Documentation~/reduce-rendering-work-on-cpu.md index 85595d9c13b..171ec9f9b79 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/reduce-rendering-work-on-cpu.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/reduce-rendering-work-on-cpu.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-reduce-rendering-work-on-cpu +uid: urp-reduce-rendering-work-on-cpu --- # Reduce rendering work on the CPU diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-add-textures-to-previous-frames.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-add-textures-to-previous-frames.md index 409c5256a51..f860a9bdfdb 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-add-textures-to-previous-frames.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-add-textures-to-previous-frames.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-add-textures-to-previous-frames +uid: urp-render-graph-add-textures-to-previous-frames --- # Add data to previous frames diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-compute-shader-input.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-compute-shader-input.md index b55fde9b44e..38cd00911ec 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-compute-shader-input.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-compute-shader-input.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-compute-shader-input +uid: urp-render-graph-compute-shader-input --- ## Create input data for a compute shader diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-compute-shader-run.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-compute-shader-run.md index 1a42b19505c..e7be111b578 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-compute-shader-run.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-compute-shader-run.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-compute-shader-run +uid: urp-render-graph-compute-shader-run --- # Run a compute shader in a render pass diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-compute-shader.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-compute-shader.md index 092655065dd..6351d8cb94c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-compute-shader.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-compute-shader.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-compute-shader +uid: urp-render-graph-compute-shader --- # Use a compute shader in a render pass diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-create-a-texture.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-create-a-texture.md index 0c363e08a09..ec8b1e70237 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-create-a-texture.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-create-a-texture.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-create-a-texture +uid: urp-render-graph-create-a-texture --- # Create a texture in the render graph system diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-draw-objects-in-a-pass.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-draw-objects-in-a-pass.md index c41f73c73f2..c315059973f 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-draw-objects-in-a-pass.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-draw-objects-in-a-pass.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-draw-objects-in-a-pass +uid: urp-render-graph-draw-objects-in-a-pass --- # Draw objects in a render pass diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-frame-data.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-frame-data.md index 1104f3303cf..40787cca5d4 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-frame-data.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-frame-data.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-frame-data +uid: urp-render-graph-frame-data --- # Use frame data diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-framebuffer-fetch.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-framebuffer-fetch.md index 6eb1b41f613..dc204ee2a11 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-framebuffer-fetch.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-framebuffer-fetch.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-framebuffer-fetch +uid: urp-render-graph-framebuffer-fetch --- # Get the current framebuffer with framebuffer fetch diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-get-previous-frames.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-get-previous-frames.md index bd042056c7a..926e7b86d33 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-get-previous-frames.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-get-previous-frames.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-get-previous-frames +uid: urp-render-graph-get-previous-frames --- # Get data from previous frames diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-import-a-texture.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-import-a-texture.md index 4cffb971706..c0090512c03 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-import-a-texture.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-import-a-texture.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-import-a-texture +uid: urp-render-graph-import-a-texture --- # Import a texture into the render graph system diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-introduction.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-introduction.md index 96dfa53c047..085cac4bda6 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-introduction.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-introduction.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-introduction +uid: urp-render-graph-introduction --- # Introduction to the render graph system diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-pass-textures-between-passes.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-pass-textures-between-passes.md index 72e25065d2b..80580782780 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-pass-textures-between-passes.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-pass-textures-between-passes.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-pass-textures-between-passes +uid: urp-render-graph-pass-textures-between-passes --- # Transfer a texture between render passes diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-read-write-texture.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-read-write-texture.md index efe157a0ef7..e78d76066d5 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-read-write-texture.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-read-write-texture.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-read-write-texture +uid: urp-render-graph-read-write-texture --- # Use a texture in a render pass diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-unsafe-pass.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-unsafe-pass.md index 73c51af9277..7f9761657bd 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-unsafe-pass.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-unsafe-pass.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-unsafe-pass +uid: urp-render-graph-unsafe-pass --- # Use Compatibility Mode APIs in render graph render passes diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-view.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-view.md index 4057cd8e5ed..136f64861d9 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-view.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-view.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-view +uid: urp-render-graph-view --- # Analyze a render graph diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-viewer-reference.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-viewer-reference.md index 279d0be0ebe..c534a97c938 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-viewer-reference.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-viewer-reference.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-viewer-reference +uid: urp-render-graph-viewer-reference --- # Render Graph Viewer window reference diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-write-render-pass.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-write-render-pass.md index fa0fb4c5502..3c690436860 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-write-render-pass.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph-write-render-pass.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph-write-render-pass +uid: urp-render-graph-write-render-pass --- # Write a render pass using the render graph system diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph.md b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph.md index 9a005072dc8..7877efb50e0 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/render-graph.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-render-graph +uid: urp-render-graph --- # Render graph system diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-decal-landing.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-decal-landing.md index d9f605c435f..241fc9e5fcd 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-decal-landing.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-decal-landing.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-renderer-feature-decal-landing +uid: urp-renderer-feature-decal-landing --- # Decal Renderer Feature diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-decal.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-decal.md index 69625916d05..54dd611a434 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-decal.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-decal.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-renderer-feature-decal +uid: urp-renderer-feature-decal --- # Decal Renderer Feature diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-screen-space-shadows.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-screen-space-shadows.md index 9a2ad129e61..09ac92c147c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-screen-space-shadows.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-feature-screen-space-shadows.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-renderer-feature-screen-space-shadows +uid: urp-renderer-feature-screen-space-shadows --- # Screen Space Shadows Renderer Feature diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/create-custom-renderer-feature-compatibility-mode.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/create-custom-renderer-feature-compatibility-mode.md index a51932d75ab..5b96c9696be 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/create-custom-renderer-feature-compatibility-mode.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/create-custom-renderer-feature-compatibility-mode.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-create-custom-renderer-feature-compatibility-mode +uid: urp-create-custom-renderer-feature-compatibility-mode --- # Example of a complete Scriptable Renderer Feature in Compatibility Mode diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/create-custom-renderer-feature.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/create-custom-renderer-feature.md index e2bb8066c2b..b32a834ce11 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/create-custom-renderer-feature.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/create-custom-renderer-feature.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-create-custom-renderer-feature +uid: urp-create-custom-renderer-feature --- # Example of a complete Scriptable Renderer Feature diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/custom-rendering-pass-workflow-in-urp.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/custom-rendering-pass-workflow-in-urp.md index 2ea58123ac6..2d093373f64 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/custom-rendering-pass-workflow-in-urp.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/custom-rendering-pass-workflow-in-urp.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-custom-rendering-pass-workflow-in-urp +uid: urp-custom-rendering-pass-workflow-in-urp --- # Custom render pass workflow in URP diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/how-to-custom-effect-render-objects.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/how-to-custom-effect-render-objects.md index d4323b17898..82053d7691a 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/how-to-custom-effect-render-objects.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/how-to-custom-effect-render-objects.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-how-to-custom-effect-render-objects +uid: urp-how-to-custom-effect-render-objects --- # Example: How to create a custom rendering effect using the Render Objects Renderer Feature diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/how-to-fullscreen-blit.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/how-to-fullscreen-blit.md index f7c88d246a9..45035e8da1e 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/how-to-fullscreen-blit.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/how-to-fullscreen-blit.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-how-to-fullscreen-blit +uid: urp-how-to-fullscreen-blit --- # Perform a full screen blit in URP in Compatibility Mode diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/intro-to-scriptable-render-passes.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/intro-to-scriptable-render-passes.md index b174d774181..e006b5957a5 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/intro-to-scriptable-render-passes.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/intro-to-scriptable-render-passes.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-intro-to-scriptable-render-passes +uid: urp-intro-to-scriptable-render-passes --- # Introduction to Scriptable Render Passes diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-full-screen-pass-landing.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-full-screen-pass-landing.md index ecd2a842538..69d50f15b10 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-full-screen-pass-landing.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-full-screen-pass-landing.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-renderer-feature-full-screen-pass-landing +uid: urp-renderer-feature-full-screen-pass-landing --- # Full Screen Pass Renderer Feature diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-full-screen-pass.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-full-screen-pass.md index 48449a49ca6..4671a183fdb 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-full-screen-pass.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-full-screen-pass.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-renderer-feature-full-screen-pass +uid: urp-renderer-feature-full-screen-pass --- # Full Screen Pass Renderer Feature reference diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-render-objects-landing.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-render-objects-landing.md index 9ac8794397b..689f0cf5b99 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-render-objects-landing.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-render-objects-landing.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-renderer-feature-render-objects-landing +uid: urp-renderer-feature-render-objects-landing --- # Render Objects Renderer Feature diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-render-objects.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-render-objects.md index 19f11686f65..c2c040c4410 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-render-objects.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/renderer-feature-render-objects.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-renderer-feature-render-objects +uid: urp-renderer-feature-render-objects --- # Render Objects Renderer Feature reference diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-render-passes.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-render-passes.md index bdba72068f8..485dbb3dd56 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-render-passes.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-render-passes.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-scriptable-render-passes +uid: urp-scriptable-render-passes --- # Scriptable Render Passes diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/apply-scriptable-feature-to-specific-camera.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/apply-scriptable-feature-to-specific-camera.md index 2f889bba0a9..b95eb0bb7a6 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/apply-scriptable-feature-to-specific-camera.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/apply-scriptable-feature-to-specific-camera.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-apply-scriptable-feature-to-specific-camera +uid: urp-apply-scriptable-feature-to-specific-camera --- # Apply a Scriptable Renderer Feature to a specific camera type diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/inject-a-pass-using-a-scriptable-renderer-feature.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/inject-a-pass-using-a-scriptable-renderer-feature.md index c028d0ca0c3..26f1351d717 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/inject-a-pass-using-a-scriptable-renderer-feature.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/inject-a-pass-using-a-scriptable-renderer-feature.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-inject-a-pass-using-a-scriptable-renderer-feature +uid: urp-inject-a-pass-using-a-scriptable-renderer-feature --- # Inject a render pass using a Scriptable Renderer Feature diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/intro-to-scriptable-renderer-features.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/intro-to-scriptable-renderer-features.md index c72e987fc78..e2d3b28227c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/intro-to-scriptable-renderer-features.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/intro-to-scriptable-renderer-features.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-intro-to-scriptable-renderer-features +uid: urp-intro-to-scriptable-renderer-features --- # Introduction to Scriptable Renderer Features diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-render-pass-reference.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-render-pass-reference.md index 5fb64a51d1d..d7c29178a80 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-render-pass-reference.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-render-pass-reference.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-scriptable-render-pass-reference +uid: urp-scriptable-render-pass-reference --- ## Scriptable Render Pass Compatibility Mode API reference diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-renderer-feature-reference.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-renderer-feature-reference.md index 1070d3ece91..54fbdc68560 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-renderer-feature-reference.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-renderer-feature-reference.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-scriptable-renderer-feature-reference +uid: urp-scriptable-renderer-feature-reference --- # Scriptable Renderer Feature API reference diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-renderer-features-landing.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-renderer-features-landing.md index bb5a2d07898..a50e5357ca8 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-renderer-features-landing.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/scriptable-renderer-features/scriptable-renderer-features-landing.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-scriptable-renderer-features-landing +uid: urp-scriptable-renderer-features-landing --- # Scriptable Renderer Features diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/write-a-scriptable-render-pass.md b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/write-a-scriptable-render-pass.md index 046c93e3649..05913d48f02 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/write-a-scriptable-render-pass.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/renderer-features/write-a-scriptable-render-pass.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-write-a-scriptable-render-pass +uid: urp-write-a-scriptable-render-pass --- # Write a Scriptable Render Pass in Compatibility Mode diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-in-universalrp.md b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-in-universalrp.md index fba5bfd31c7..5b9974fd836 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-in-universalrp.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-in-universalrp.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-rendering-in-universalrp +uid: urp-rendering-in-universalrp --- # Rendering in the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-to-a-render-texture.md b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-to-a-render-texture.md index 15a8d788f1d..1b4b6a89f19 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-to-a-render-texture.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-to-a-render-texture.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-rendering-to-a-render-texture +uid: urp-rendering-to-a-render-texture --- # Render a camera's output to a Render Texture diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-to-the-same-render-target.md b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-to-the-same-render-target.md index 4b3a40a12f7..822c4938dd0 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-to-the-same-render-target.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering-to-the-same-render-target.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-rendering-to-the-same-render-target +uid: urp-rendering-to-the-same-render-target --- # Set up split-screen rendering diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering/deferred-rendering-path.md b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering/deferred-rendering-path.md index f174c3474de..cc09d571fca 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering/deferred-rendering-path.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering/deferred-rendering-path.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-deferred-rendering-path +uid: urp-deferred-rendering-path --- # Deferred Rendering Path in URP diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering/forward-plus-rendering-path.md b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering/forward-plus-rendering-path.md index 6cf64da8c95..29a96b3d747 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/rendering/forward-plus-rendering-path.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/rendering/forward-plus-rendering-path.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-forward-plus-rendering-path +uid: urp-forward-plus-rendering-path --- # Forward+ Rendering Path @@ -7,7 +7,7 @@ The Forward+ Rendering Path lets you avoid the per object limit of the Forward R The Forward+ Rendering Path has the following advantages compared with the Forward Rendering Path: -* There is no per-object limit for the number of Lights that affect GameObjects, the [per-Camera limit still applies](../urp-universal-renderer.md#real-time-lights-limitations).
This implementation lets you avoid splitting big meshes when more than 8 lights affect them. +* There is no per-object limit for the number of Lights that affect GameObjects, the [per-Camera limit still applies](../urp-universal-renderer.md#per-camera-limit).
This implementation lets you avoid splitting big meshes when more than 8 lights affect them. * Blending of more than 2 reflection probes. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/requirements.md b/Packages/com.unity.render-pipelines.universal/Documentation~/requirements.md index 36052bf1a7e..3ece214d693 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/requirements.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/requirements.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-requirements +uid: urp-requirements --- # Requirements and compatibility diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/scene-templates.md b/Packages/com.unity.render-pipelines.universal/Documentation~/scene-templates.md index 146abf91c3a..eff2c0de800 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/scene-templates.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/scene-templates.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-scene-templates +uid: urp-scene-templates --- # Universal Render Pipeline Scene Templates diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/set-up-a-volume.md b/Packages/com.unity.render-pipelines.universal/Documentation~/set-up-a-volume.md index b1c8cec0130..fc7e490010e 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/set-up-a-volume.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/set-up-a-volume.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-set-up-a-volume +uid: urp-set-up-a-volume --- # Set up a volume diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shader-complex-lit.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shader-complex-lit.md index d1f0c697019..128f78e9bf9 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shader-complex-lit.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shader-complex-lit.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-shader-complex-lit +uid: urp-shader-complex-lit --- # Complex Lit Shader diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shader-stripping.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shader-stripping.md index 47045e81647..7b140d3f061 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shader-stripping.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shader-stripping.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-shader-stripping +uid: urp-shader-stripping --- # Shader Stripping @@ -13,8 +13,29 @@ If you want to examine the code that strips shaders in URP, check the `Editor/Sh For more information on stripping shader variants, refer to the following pages: -* [Check how many shader variants you have](https://docs.unity3d.com/Manual/shader-how-many-variants.html). -* [General guidance on shader stripping](https://docs.unity3d.com/Manual/shader-variant-stripping.html), which applies to all render pipelines. +* [Check how many shader variants you have](xref:shader-how-many-variants). +* [General guidance on shader stripping](xref:shader-variant-stripping), which applies to all render pipelines. + +## Check how many shader variants your build has + +To log how many variants Unity compiles and strips in total, follow these steps: + +1. Open the [Graphics settings window](urp-global-settings.md). +2. In the **Shader Stripping** section, select a logging level other than **Disabled**. +3. Build your project. +4. To see the logged information, open the `Editor.log` log file and search for `ShaderStrippingReport`. For the location of `Editor.log`, refer to [log files](xref:LogFiles). + +To log more detailed shader variant information, follow these steps: + +1. Open the [Graphics settings window](urp-global-settings.md). +2. In the **Additional Shader Stripping Settings** section, select **Export Shader Variants**. +3. Build your project. +4. In the folder with your project files, open `Temp/graphics-settings-stripping.json` and `Temp/shader-stripping.json`. + +For more information, refer to the following in the Unity User Manual: + +- [Check how many shader variants you have](xref:shader-how-many-variants) +- [Shader variant stripping](xref:shader-variant-stripping) ## Strip feature shader variants diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shader-terrain-lit.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shader-terrain-lit.md index c599fa8f319..d0147ac1f72 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shader-terrain-lit.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shader-terrain-lit.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-shader-terrain-lit +uid: urp-shader-terrain-lit --- # Terrain Lit shader diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shaders-in-universalrp.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shaders-in-universalrp.md index 0613db147d5..f4b372357cd 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shaders-in-universalrp.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shaders-in-universalrp.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-shaders-in-universalrp +uid: urp-shaders-in-universalrp --- # Shaders and Materials diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shading-model.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shading-model.md index 53c6443dc17..4e734c8f40c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shading-model.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shading-model.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-shading-model +uid: urp-shading-model --- # Shading models in Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/choose-a-lens-flare-type.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/choose-a-lens-flare-type.md index 535e26f0bad..e3dbd4a5beb 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/choose-a-lens-flare-type.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/choose-a-lens-flare-type.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-choose-a-lens-flare-type +uid: urp-choose-a-lens-flare-type --- # Choose a lens flare type diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-asset.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-asset.md index 05438ea00e8..a8a68d8da7a 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-asset.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-asset.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-lens-flare-asset +uid: urp-lens-flare-asset --- # Lens Flare (SRP) Data Asset diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-component.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-component.md index 6fc55f679c4..229e2359d77 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-component.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-component.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-lens-flare-component +uid: urp-lens-flare-component --- # Add lens flares diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-srp-reference.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-srp-reference.md index 72f981b1187..31fae8f9d9f 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-srp-reference.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare-srp-reference.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-lens-flare-srp-reference +uid: urp-lens-flare-srp-reference --- # Lens Flare (SRP) component reference diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare.md index 46b26fde634..8d756de253c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/lens-flare.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-lens-flare +uid: urp-lens-flare --- # Lens flares diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/post-processing-screen-space-lens-flare.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/post-processing-screen-space-lens-flare.md index 3b7701a4c7a..641e6dcca60 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/post-processing-screen-space-lens-flare.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/post-processing-screen-space-lens-flare.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-post-processing-screen-space-lens-flare +uid: urp-post-processing-screen-space-lens-flare --- # Add screen space lens flares diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/reference-screen-space-lens-flare.md b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/reference-screen-space-lens-flare.md index 7922417064c..9aa3ce00b37 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/reference-screen-space-lens-flare.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/shared/lens-flare/reference-screen-space-lens-flare.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-reference-screen-space-lens-flare +uid: urp-reference-screen-space-lens-flare --- # Screen Space Lens Flare override reference diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/simple-lit-shader.md b/Packages/com.unity.render-pipelines.universal/Documentation~/simple-lit-shader.md index 8a7d539b620..a68948826e6 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/simple-lit-shader.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/simple-lit-shader.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-simple-lit-shader +uid: urp-simple-lit-shader --- # Simple Lit Shader diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/note-compatibility-mode.md b/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/note-compatibility-mode.md index 916769d0ba0..98c2814d6d7 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/note-compatibility-mode.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/note-compatibility-mode.md @@ -1,5 +1,2 @@ ---- -uid: urp-docfx-note-compatibility-mode ---- > [!NOTE] > Unity no longer develops or improves the rendering path that doesn't use the [render graph API](render-graph.md). Use the render graph API instead when developing new graphics features. To use the instructions on this page, enable **Compatibility Mode (Render Graph Disabled)** in URP graphics settings (**Project Settings** > **Graphics**). \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/alpha.md b/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/alpha.md index 7934ab581be..0a4b0bf6cb1 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/alpha.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/alpha.md @@ -1,6 +1,3 @@ ---- -uid: urp-docfx-alpha ---- **Alpha** The Material's alpha value. This determines how transparent the material is. The expected range is 0 - 1. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/base-color.md b/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/base-color.md index ebea31d020a..12817ff884a 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/base-color.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/base-color.md @@ -1,6 +1,3 @@ ---- -uid: urp-docfx-base-color ---- **Base Color** The base color of the material. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/eye-depth.md b/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/eye-depth.md index baf5d938b45..d0acee151f3 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/eye-depth.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/eye-depth.md @@ -1,6 +1,3 @@ ---- -uid: urp-docfx-eye-depth ---- **Eye Depth** Scales a value to world space to represent the depth from the near plane. This value represents a point in world space, determined by the platform you use. For more information, refer to [The Depth (Z) direction in Shaders](https://docs.unity3d.com/Manual/SL-PlatformDifferences.html). diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/linear01-depth.md b/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/linear01-depth.md index a8a85929ff2..2d0b96b46ca 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/linear01-depth.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/linear01-depth.md @@ -1,6 +1,3 @@ ---- -uid: urp-docfx-linear01-depth ---- **Linear 01 Depth** Uses a linear depth value between 0 and 1. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/raw-depth.md b/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/raw-depth.md index e188c657bf9..c95c3522efa 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/raw-depth.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/raw-depth.md @@ -1,6 +1,3 @@ ---- -uid: urp-docfx-raw-depth ---- **Raw Depth** Samples the depth value from the depth buffer. You can also use this setting with a nonlinear depth value. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/speedtree.md b/Packages/com.unity.render-pipelines.universal/Documentation~/speedtree.md index 0b242736b7a..e11123d2afc 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/speedtree.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/speedtree.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-speedtree +uid: urp-speedtree --- # SpeedTree Shaders diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/stp/stp-debug-views.md b/Packages/com.unity.render-pipelines.universal/Documentation~/stp/stp-debug-views.md new file mode 100644 index 00000000000..d80f4e3158c --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/stp/stp-debug-views.md @@ -0,0 +1,17 @@ +--- +uid: urp-stp-debug-views +--- +# Spatial-Temporal Post-processing debug views + +There are six debug views for Spatial-Temporal Post-processing (STP). To access them, open the Rendering Debugger window and navigate to **Rendering** > **Map Overlays** and select **STP**. Unity shows the **STP Debug Views** property where you can select one of the views. + +For more information on how to access the Rendering Debugger window, refer to [How to access the Rendering Debugger](../features/rendering-debugger.md). + +## Debug views + +| **Clipped Input Color** | Show the HDR input color clipped between 0 and 1. | +| **Log Input Depth** | Show the input depth in logarithmic scale. | +| **Reversible Tonemapped Input Color** | Show the input color mapped to a 0-1 range with a reversible tonemapper. | +| **Shaped Absolute Input Motion** | Visualize the input motion vectors. | +| **Motion Reprojection** | Visualize the reprojected color difference across several frames. | +| **Sensitivity** | Visualize the pixel sensitivities. Green areas show where STP can't predict motion behavior. These areas are likely to render with reduced visual quality. STP struggles to predict motion in areas when occluded objects first become visible or when there is fast movement. Incorrect object motion vectors can also cause issues with motion prediction.

Red areas highlight pixels that are excluded from TAA, so STP intentionally does not predict their motion. This helps avoid unnecessary blurring and ghosting, especially when rendering transparent objects. | diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/stp/stp-upscaler.md b/Packages/com.unity.render-pipelines.universal/Documentation~/stp/stp-upscaler.md new file mode 100644 index 00000000000..fdabc2686d4 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/stp/stp-upscaler.md @@ -0,0 +1,34 @@ +--- +uid: urp-stp-upscaler +--- +# Spatial-Temporal Post-processing + +Spatial-Temporal Post-Processing (STP) uses spatial and temporal upsampling techniques to produce a high quality, anti-aliased image. + +STP performance is consistent across platforms that support it and does not require platform-specific configuration. + +## Requirements + +STP is a software-based upscaler. STP uses compute shaders, so target devices must support [Shader Model 5.0](https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/d3d11-graphics-reference-sm5) to use STP. + +## STP performance + +STP configures itself automatically to provide the best balance of performance and quality based on the platform your application runs on. STP performance is consistent across different target platforms. + +On high-performance platforms, like PCs and consoles, STP uses higher quality image filtering logic and additional deringing logic to improve image quality when it upscales images. These techniques require additional processing power and Unity uses them on high-performance devices where the performance impact is not significant. + +On mobile devices, STP uses more performant image filtering logic to provide a balance between performance and image quality. This minimizes the performance impact of STP on less powerful devices, while still delivering a high quality image. + +### STP in the Rendering Debugger + +There are a several debug views available for STP within the Rendering Debugger. For more information on the STP debug views, refer to [Spatial Temporal Post-processing debug views](stp-debug-views.md). + +## How to use STP + +To enable STP in the Universal Render Pipeline (URP): + +1. Select the active URP Asset in the Project window. + + 2. In the Inspector, go to **Quality** > **Upscaling Filter**, and select **Spatial-Temportal Post-Processing**. + +STP remains active when **Render Scale** is set to **1.0** as it applies temporal anti-aliasing (TAA) to the final rendered output. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/understand-performance.md b/Packages/com.unity.render-pipelines.universal/Documentation~/understand-performance.md index 5a8277b07b2..376e0f75fca 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/understand-performance.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/understand-performance.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-understand-performance +uid: urp-understand-performance --- # Understand performance diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/universal-additional-camera-data.md b/Packages/com.unity.render-pipelines.universal/Documentation~/universal-additional-camera-data.md index b0d761e9016..93b7df997ab 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/universal-additional-camera-data.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/universal-additional-camera-data.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-universal-additional-camera-data +uid: urp-universal-additional-camera-data --- # The Universal Additional Camera Data component diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/universal-additional-light-data.md b/Packages/com.unity.render-pipelines.universal/Documentation~/universal-additional-light-data.md index ace32270097..dc750e263b5 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/universal-additional-light-data.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/universal-additional-light-data.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-universal-additional-light-data +uid: urp-universal-additional-light-data --- # The Universal Additional Light Data component diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md b/Packages/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md index f5fe9141e87..3fb36b6b094 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-universalrp-asset +uid: urp-universalrp-asset --- # Universal Render Pipeline Asset @@ -71,7 +71,8 @@ These settings control the quality level of the URP. This is where you can make |     **FidelityFX Super Resolution 1.0** | Unity uses the AMD FidelityFX Super Resolution 1.0 (FSR) technique to perform upscaling.

Unlike most other Upscaling Filter options, this filter remains active even at a Render Scale value of 1.0. This filter can still improve image quality even when no scaling is occurring. This also makes the transition between scale values 0.99 and 1.0 less noticeable in cases where dynamic resolution scaling is active.

**Note**: This filter is only supported on devices that support Unity shader model 4.5 or higher. On devices that do not support Unity shader model 4.5, Unity uses the **Automatic** option instead. | |     **Override FSR Sharpness** | Unity shows this check box when you select the FSR filter. Selecting this check box lets you specify the intensity of the FSR sharpening pass. | |     **FSR Sharpness** | Specify the intensity of the FSR sharpening pass. A value of 0.0 provides no sharpening, a value of 1.0 provides maximum sharpness.

**Note**: This option has no effect when FSR is not the active upscaling filter. | -|     **Spatial Temporal Post-Processing (STP) 1.0** | Unity uses the Spatial Temporal Post-Processing (STP) technique to perform upscaling.

This filter performs temporal anti-aliasing as part of the upscaling process, so using it will override the camera's anti-aliasing method to temporal anti-aliasing. This filter is capable of improving image quality even without scaling, so it remains active at 1.0 Render Scale like FSR.

**Note**: This filter is only supported on non-GLES devices that are capable of running compute shaders. STP is supported on mobile devices, but its performance cost on lower-end hardware can make it impractical. On devices that do not support STP's requirements, Unity uses the **Automatic** option instead. | +|     **Spatial-Temporal Post-Processing (STP) 1.0** | Unity uses the Spatial Temporal Post-Processing (STP) technique to perform upscaling.

This filter performs temporal anti-aliasing (TAA) as part of the upscaling process, so selecting this option overrides the camera's anti-aliasing setting to TAA. This filter improves image quality even without scaling, so it remains active at the render scale value of 1.0 + like FSR.

For more information on STP, refer to [Spatial-Temporal Post-processing](stp/stp-upscaler.md)

**Note**: This filter is only supported on non-GLES devices that support compute shaders. On devices that do not support STP's requirements, Unity uses the **Automatic** option instead. | | **LOD Cross Fade** | Use this property to enable or disable the LOD cross-fade. If you disable this option, URP removes all LOD cross-fade shader variants when you build the Unity Player, which decreases the build time. | | **LOD Cross Fade Dithering Type** | When an [LOD group](https://docs.unity3d.com/Manual/class-LODGroup.html) has **Fade Mode** set to **Cross Fade**, Unity renders the Renderer's LOD meshes with cross-fade blending between them using alpha testing. This property defines the type of LOD cross-fade.

Available options:
  • **Bayer Matrix**: better performance than the Blue Noise option, but has a repetitive pattern.
  • **Blue Noise**: uses a precomputed blue noise texture and provides a better look than the Bayer Matrix option, but has a slightly higher performance cost.
| @@ -137,6 +138,7 @@ This section allows you to fine-tune global post-processing settings. | -------- | ----------- | | **Grading Mode** | Select the [color grading](https://docs.unity3d.com/Manual/PostProcessing-ColorGrading.html) mode to use for the Project.
  • **High Dynamic Range**: This mode works best for high precision grading similar to movie production workflows. Unity applies color grading before tonemapping.
  • **Low Dynamic Range**: This mode follows a more classic workflow. Unity applies a limited range of color grading after tonemapping.
| | **LUT Size** | Set the size of the internal and external [look-up textures (LUTs)](https://docs.unity3d.com/Manual/PostProcessing-ColorGrading.html) that the Universal Render Pipeline uses for color grading. Higher sizes provide more precision, but have a potential cost of performance and memory use. You cannot mix and match LUT sizes, so decide on a size before you start the color grading process.

The default value, **32**, provides a good balance of speed and quality. | +| **Alpha Processing** | With this setting enabled, URP post-processing effects output properly processed alpha values. With this setting disabled, URP discards the alpha channel by replacing alpha values with 1. The render target requires a format with the alpha channel.
If you use HDR rendering, set the **HDR Precision** property to 64 bit, because the 32 bit format does not have the alpha channel.

**Rendering into a render texture**
If you are rendering the output with the alpha channel into a render texture, ensure that the **Color Format** property of the render texture has the alpha channel.
On the camera that renders output with the alpha values, set the **Background Type** property in the **Environment** section to **Solid Color**. This lets you identify and process the alpha values in a shader.

**Limitations**
  • In a setup with camera stacking, post-processing effects on an overlay camera still affect all cameras below it. This setting lets you configure different post-processing effects for separate cameras (not in the same camera stack) and use render textures and a compositing pass to combine them.
  • When applying post-processing effects, this feature preserves the alpha values as they were before applying an effect. As a consequence, pre-built post-processing effects that draw pixels beyond the original borders of objects (for example, bloom or depth of field effects) might render with sharp edges around objects they are affecting. This does not apply to effects that distort geometry, like the panini projection or the lens distortion effect. Those effects also distort the alpha channel.
| | **Fast sRGB/Linear Conversions** | Select this option to use faster, but less accurate approximation functions when converting between the sRGB and Linear color spaces.| | **Data Driven Lens Flare** | Allocate the shader variants and memory URP needs for [lens flares](shared/lens-flare/lens-flare-srp-reference.md) effect. | | **Screen Space Lens Flare** | Allocate the shader variants and memory URP needs for [screen space lens flares](shared/lens-flare/reference-screen-space-lens-flare.md). | diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/universalrp-builtin-feature-comparison.md b/Packages/com.unity.render-pipelines.universal/Documentation~/universalrp-builtin-feature-comparison.md index 3fe32ad7e43..f52a85a2464 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/universalrp-builtin-feature-comparison.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/universalrp-builtin-feature-comparison.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-universalrp-builtin-feature-comparison +uid: urp-universalrp-builtin-feature-comparison --- # Feature comparison table diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/unlit-shader.md b/Packages/com.unity.render-pipelines.universal/Documentation~/unlit-shader.md index f436a1fa61c..5194f415267 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/unlit-shader.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/unlit-shader.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-unlit-shader +uid: urp-unlit-shader --- # Unlit Shader diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-10-0-x.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-10-0-x.md index 3e2c3fa99d2..abd86d28303 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-10-0-x.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-10-0-x.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guide-10-0-x +uid: urp-upgrade-guide-10-0-x --- # Upgrading to version 10.0.x of the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-10-1-x.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-10-1-x.md index 21b6988cbd3..52a35b518f6 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-10-1-x.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-10-1-x.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guide-10-1-x +uid: urp-upgrade-guide-10-1-x --- # Upgrading to version 10.1.x of the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-11-0-x.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-11-0-x.md index 12526f4218f..7dba0c367ad 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-11-0-x.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-11-0-x.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guide-11-0-x +uid: urp-upgrade-guide-11-0-x --- # Upgrading to version 11.0.x of the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2021-2.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2021-2.md index 4527a4cb062..947bdff21f6 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2021-2.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2021-2.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guide-2021-2 +uid: urp-upgrade-guide-2021-2 --- # Upgrading to version 12 of the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2022-1.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2022-1.md index a6eb0045965..3b21bc8cbe8 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2022-1.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2022-1.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guide-2022-1 +uid: urp-upgrade-guide-2022-1 --- # Upgrading to URP 13 (Unity 2022.1) diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2022-2.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2022-2.md index 5e4589d30d4..ae59dd8a6bf 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2022-2.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2022-2.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guide-2022-2 +uid: urp-upgrade-guide-2022-2 --- # Upgrading to URP 14 (Unity 2022.2) diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2023-1.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2023-1.md index 5d716ed64a2..45160d83d1f 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2023-1.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2023-1.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guide-2023-1 +uid: urp-upgrade-guide-2023-1 --- # Upgrading to URP 15 (Unity 2023.1) diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2023-2.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2023-2.md index 1cb7fd0058a..5429ba5e45a 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2023-2.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-2023-2.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guide-2023-2 +uid: urp-upgrade-guide-2023-2 --- # Upgrading to URP 16 (Unity 2023.2) diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md index 93639e71df9..898a9369730 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guide-7-2-0 +uid: urp-upgrade-guide-7-2-0 --- # Upgrading to version 7.2.0 of the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-3-0.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-3-0.md index 8c55a9dcb6c..f1b1b72a07d 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-3-0.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-3-0.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guide-7-3-0 +uid: urp-upgrade-guide-7-3-0 --- # Upgrading to version 7.3.0 of the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-4-0.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-4-0.md index 5a3341d73ac..3c83b906248 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-4-0.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-4-0.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guide-7-4-0 +uid: urp-upgrade-guide-7-4-0 --- # Upgrading to version 7.4.0 of the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-0-0.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-0-0.md index f2b594db7f3..1ce2d466ea8 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-0-0.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-0-0.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guide-8-0-0 +uid: urp-upgrade-guide-8-0-0 --- # Upgrading to version 8.0.0 of the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-1-0.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-1-0.md index 0479c89b1e6..ec6d1a0ab73 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-1-0.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-1-0.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guide-8-1-0 +uid: urp-upgrade-guide-8-1-0 --- # Upgrading to version 8.1.x of the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-2-0.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-2-0.md index 3eca679acb8..3639cc72a82 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-2-0.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-2-0.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guide-8-2-0 +uid: urp-upgrade-guide-8-2-0 --- # Upgrading to version 8.2.x of the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-9-0-x.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-9-0-x.md index f4d13daa350..30fbea0aa97 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-9-0-x.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-9-0-x.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guide-9-0-x +uid: urp-upgrade-guide-9-0-x --- # Upgrading to version 9.0.x of the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-unity-6.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-unity-6.md index 35143b74357..6d96575fc48 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-unity-6.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-unity-6.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guide-unity-6 +uid: urp-upgrade-guide-unity-6 --- # Upgrading to URP 17 (Unity 6 Preview) diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guides.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guides.md index a5eeb30d1a4..593e5274938 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guides.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-guides.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-guides +uid: urp-upgrade-guides --- # Upgrade guides diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md index d4c73ed160a..38f2f691a78 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrade-lwrp-to-urp +uid: urp-upgrade-lwrp-to-urp --- # Upgrading from the Lightweight Render Pipeline to the Universal Render Pipeline diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrading-your-shaders.md b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrading-your-shaders.md index e7309602c7b..55d2ece11a6 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/upgrading-your-shaders.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/upgrading-your-shaders.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-upgrading-your-shaders +uid: urp-upgrading-your-shaders --- # Converting your shaders diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-concepts.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-concepts.md index 98493a2cb93..f807d2b32db 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-concepts.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-concepts.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-urp-concepts +uid: urp-urp-concepts --- # URP Concepts diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-feature-list.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-feature-list.md index 9a3ff91c637..fc79d39d872 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-feature-list.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-feature-list.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-urp-feature-list +uid: urp-urp-feature-list --- # URP features diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-global-settings.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-global-settings.md index 5f7e4163719..2c52af69d4d 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-global-settings.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-global-settings.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-urp-global-settings +uid: urp-urp-global-settings --- # Graphics settings window reference in URP @@ -9,24 +9,41 @@ The section contains the following settings that let you define project-wide set You can also add your own settings. Refer to [Add custom settings](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.0/manual/add-custom-graphics-settings.md) in the Scriptable Render Pipeline (SRP) Core manual for more information. -## Shader Stripping +## Default Volume Profile + +Use this section to assign and edit a [Volume Profile](Volume-Profile.md) for the default volume that all scenes use. Refer to [Understand Volumes](volumes.md) for more information. + +| **Property** | **Description** | +| --------------------------| ------------------------------------------------------------ | +| **Volume Profile** | Set the [Volume Profile](Volume-Profile.md) the global default volume uses. You can't set **Volume Profile** to **None**. | + +URP displays all the properties for all the possible [Volume Overrides](VolumeOverrides.md). To edit or override the properties, use [the global volume for a quality level](set-up-a-volume.md#configure-the-global-volume-for-a-quality-level) or [create a volume](set-up-a-volume.md#add-a-volume). + +## Adaptive Probe Volumes + +| **Property** | **Description** | +| --------------------------| ------------------------------------------------------------ | +| **Probe Volume Disable Streaming Assets** | When enabled, URP uses [streaming assets](https://docs.unity3d.com/6000.0/Documentation/Manual/StreamingAssets.html) to optimize [Adaptive Probe Volumes](probevolumes.md). Disable this setting if you use Asset Bundles and Addressables, which aren't compatible with streaming assets. | + +## Additional Shader Stripping Settings The check boxes in this section define which shader variants Unity strips when you build the Player. | **Property** | **Description** | | --------------------------| ------------------------------------------------------------ | +| **Export Shader Variants** | Output two log files with shader compilation information when you build your project. For more information, refer to [Shader stripping](shader-stripping.md). | | **Shader Variant Log Level** | Select what information about Shader variants Unity saves in logs when you build your Unity Project.
Options:
• Disabled: Unity doesn't save any shader variant information.
• Only SRP Shaders: Unity saves only shader variant information for URP shaders.
• All Shaders: Unity saves shader variant information for every shader type. | | **Strip Debug Variants** | When enabled, Unity strips all debug view shader variants when you build the Player. This decreases build time, but prevents the use of Rendering Debugger in Player builds. | | **Strip Unused Post Processing Variants** | When enabled, Unity assumes that the Player does not create new [Volume Profiles](Volume-Profile.md) at runtime. With this assumption, Unity only keeps the shader variants that the existing [Volume Profiles](Volume-Profile.md) use, and strips all the other variants. Unity keeps shader variants used in Volume Profiles even if the scenes in the project do not use the Profiles. | | **Strip Unused Variants** | When enabled, Unity performs shader stripping in a more efficient way. This option reduces the amount of shader variants in the Player by a factor of 2 if the project uses the following URP features:
  • Rendering Layers
  • Native Render Pass
  • Reflection Probe Blending
  • Reflection Probe Box Projection
  • SSAO Renderer Feature
  • Decal Renderer Feature
  • Certain post-processing effects
Disable this option only if you notice issues in the Player. | | **Strip Screen Coord Override Variants** | When enabled, Unity strips Screen Coordinates Override shader variants in Player builds. | -## Default Volume Profile +## Render Graph -Use this section to assign and edit a [Volume Profile](Volume-Profile.md) for the Default Volume that all scenes use. Refer to [Understand Volumes](volumes.md) for more information. +Use this section to enable, disable or configure the render graph system. Refer to [Render graph system](render-graph.md) for more information. | **Property** | **Description** | | --------------------------| ------------------------------------------------------------ | -| **Volume Profile** | Set the [Volume Profile](Volume-Profile.md) the global Default Volume uses. You can't set **Volume Profile** to **None**. | - -URP displays all the properties for all the possible [Volume Overrides](VolumeOverrides.md). You can edit the properties, or override the properties using [the global volume for a quality level](set-up-a-volume.md#configure-the-global-volume-for-a-quality-level) or by [creating a volume](set-up-a-volume.md#add-a-volume). +| **Compatibility Mode (Render Graph Disabled)** | When enabled, URP doesn't use the render graph system. For more information, refer to [Compatibility Mode](compatibility-mode.md). **Note:** Unity only develops or improves rendering paths that use the render graph API. Disable this setting and use the render graph API when developing new graphics features. | +| **Enable Compilation Caching** | When enabled, URP uses the compiled render graph from the previous frame when it can, instead of compiling the render graph again. This speeds up rendering. | +| **Enable Validity Checks** | When enabled, URP validates aspects of a render graph in the Editor and in a development build. **Enable Validity Checks** is disabled automatically in final builds. | diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-lighting-mode.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-lighting-mode.md index 064aea93c72..b523483a672 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-lighting-mode.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-lighting-mode.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-urp-lighting-mode +uid: urp-urp-lighting-mode --- # Lighting Mode diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-optimization.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-optimization.md index fdc632dde80..13369cab03d 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-optimization.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-optimization.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-urp-optimization +uid: urp-urp-optimization --- # Optimization and debugging diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-renderer-feature-how-to-add.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-renderer-feature-how-to-add.md index 1d8bd2312f5..06e207a8224 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-renderer-feature-how-to-add.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-renderer-feature-how-to-add.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-urp-renderer-feature-how-to-add +uid: urp-urp-renderer-feature-how-to-add --- # How to add a Renderer Feature to a Renderer diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-renderer-feature.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-renderer-feature.md index 25af4571016..0745d7786a5 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-renderer-feature.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-renderer-feature.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-urp-renderer-feature +uid: urp-urp-renderer-feature --- # Pre-built effects (Renderer Features) diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-shaders/birp-urp-custom-shader-upgrade-guide.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-shaders/birp-urp-custom-shader-upgrade-guide.md index 2de671e2e11..24660df7f74 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-shaders/birp-urp-custom-shader-upgrade-guide.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-shaders/birp-urp-custom-shader-upgrade-guide.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-birp-urp-custom-shader-upgrade-guide +uid: urp-birp-urp-custom-shader-upgrade-guide --- # Upgrade custom shaders for URP compatibility diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-shaders/master-stack-fullscreen.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-shaders/master-stack-fullscreen.md index f0b71bf7ae4..36d8ac75ec0 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-shaders/master-stack-fullscreen.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-shaders/master-stack-fullscreen.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-master-stack-fullscreen +uid: urp-master-stack-fullscreen --- # Fullscreen diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-shaders/urp-shaderlab-pass-tags.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-shaders/urp-shaderlab-pass-tags.md index 83e9a967057..b2264949a92 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-shaders/urp-shaderlab-pass-tags.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-shaders/urp-shaderlab-pass-tags.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-urp-shaderlab-pass-tags +uid: urp-urp-shaderlab-pass-tags --- # URP ShaderLab Pass tags diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md index d9f9b6b169d..1a27e327db6 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-urp-universal-renderer +uid: urp-urp-universal-renderer --- # Universal Renderer @@ -19,28 +19,38 @@ The URP Universal Renderer implements the following Rendering Paths: ### Rendering Path comparison -The following table shows the differences between the Forward and the Deferred Rendering Paths in URP. +This section shows the differences between the Rendering Paths in URP. | Feature | Forward | Forward+ | Deferred | |---------|---------|----------|----------| -| Maximum number of real-time lights per object. | 9 (1 Main Light, and 8 Additional Lights) | Unlimited. [The per-Camera limit applies](#real-time-lights-limitations). | Unlimited. [The per-Camera limit applies](#real-time-lights-limitations).
Transparent objects are rendered using the Forward pass, where the maximum number of real-time lights is 9 (1 Main Light, and 8 Additional Lights). | +| Maximum number of real-time lights per object. | 9 (1 Main Light, and 8 Additional Lights) | Unlimited. The [per-Camera limit](#per-camera-limit) applies. | Unlimited. The [per-Camera limit](#per-camera-limit) applies.
Transparent objects are rendered using the Forward pass, where the maximum number of real-time lights is 9 (1 Main Light, and 8 Additional Lights). | | Per-pixel normal encoding | No encoding (accurate normal values). | No encoding (accurate normal values). | Two options:
  • Quantization of normals in G-buffer (loss of accuracy, better performance).
  • Octahedron encoding (accurate normals, might have significant performance impact on mobile GPUs).
For more information, refer to [Encoding of normals in G-buffer](rendering/deferred-rendering-path.md#accurate-g-buffer-normals). | | MSAA | Yes | Yes | No | | Vertex lighting | Yes | No | No | | Camera stacking | Yes | Yes | Supported with a limitation: Unity renders only the base Camera using the Deferred Rendering Path. Unity renders all overlay Cameras using the Forward Rendering Path. | -#### Real-time lights limitations +#### Per-camera visible real-time light limit -There is a per-Camera limit which applies to the number of real-time lights in all rendering paths. +There are per-camera limits on the number of visible lights in all rendering paths. -As for the Additional Lights, the limit applies only to the Lights visible to the Camera. +The Main Light always counts as visible. -The per-Camera limits for different platforms are: +The per-camera limits for different Rendering Paths and platforms are: + +**Forward and Deferred Rendering Paths**: * Desktop and console platforms: 1 Main Light, and 256 Additional Lights. * Mobile platforms: 1 Main Light, and 32 Additional Lights.
OpenGL ES 3.0 and earlier: 1 Main Light, and 16 Additional Lights. +**Forward+ Rendering Path**: + +The Forward+ Rendering Path treats all lights (the Main Light and Additional Lights) the same way, which is why the per-camera limits are one light less than in the Forward and Deferred Rendering Paths. + +* Desktop and console platforms: 256 lights (including the Main Light). + +* Mobile platforms: 32 lights (including the Main Light).
OpenGL ES 3.0 and earlier: 16 lights (including the Main Light). + ## How to find the Universal Renderer asset To find the Universal Renderer asset that a URP asset is using: diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-camera.md b/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-camera.md index 1eb02a72762..dfad0a91157 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-camera.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-camera.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-use-built-in-shader-methods-camera +uid: urp-use-built-in-shader-methods-camera --- # Use the camera in a custom URP shader diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-import.md b/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-import.md index 76f191967c3..da61cc659d3 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-import.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-import.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-use-built-in-shader-methods-import +uid: urp-use-built-in-shader-methods-import --- # Import a file from the URP shader library diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-lighting.md b/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-lighting.md index 4caf7dcc247..f36a0331201 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-lighting.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-lighting.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-use-built-in-shader-methods-lighting +uid: urp-use-built-in-shader-methods-lighting --- # Use lighting in a custom URP shader diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-shadows.md b/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-shadows.md index 028ab8cf247..7bbcbdc1015 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-shadows.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-shadows.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-use-built-in-shader-methods-shadows +uid: urp-use-built-in-shader-methods-shadows --- # Use shadows in a custom URP shader diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-transformations.md b/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-transformations.md index c266d432ebc..8fcac0dd5f5 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-transformations.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods-transformations.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-use-built-in-shader-methods-transformations +uid: urp-use-built-in-shader-methods-transformations --- # Transform positions in a custom URP shader diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods.md b/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods.md index 0da987dcc17..06fe2a84329 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/use-built-in-shader-methods.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-use-built-in-shader-methods +uid: urp-use-built-in-shader-methods --- # Shader methods in URP diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/volume-component-reference.md b/Packages/com.unity.render-pipelines.universal/Documentation~/volume-component-reference.md index 066f641b3f0..6dc469030dd 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/volume-component-reference.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/volume-component-reference.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-volume-component-reference +uid: urp-volume-component-reference --- # Volume component reference diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/volumes-landing-page.md b/Packages/com.unity.render-pipelines.universal/Documentation~/volumes-landing-page.md index e87684137f7..229f83fbcb3 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/volumes-landing-page.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/volumes-landing-page.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-volumes-landing-page +uid: urp-volumes-landing-page --- # Volumes diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/whats-new/urp-whats-new.md b/Packages/com.unity.render-pipelines.universal/Documentation~/whats-new/urp-whats-new.md index e939737e8ca..c03810db842 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/whats-new/urp-whats-new.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/whats-new/urp-whats-new.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-urp-whats-new +uid: urp-urp-whats-new --- # What's new in URP 17 (Unity 6 Preview) diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/working-with-textures.md b/Packages/com.unity.render-pipelines.universal/Documentation~/working-with-textures.md index ad9324acfba..6e1790b7685 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/working-with-textures.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/working-with-textures.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-working-with-textures +uid: urp-working-with-textures --- # Using textures diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-custom-shaders-urp.md b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-custom-shaders-urp.md index 079ec30b527..c897928c713 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-custom-shaders-urp.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-custom-shaders-urp.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-writing-custom-shaders-urp +uid: urp-writing-custom-shaders-urp --- # Writing custom shaders diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-prerequisites.md b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-prerequisites.md index 484916f70ab..2c902016b7c 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-prerequisites.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-prerequisites.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-writing-shaders-urp-basic-prerequisites +uid: urp-writing-shaders-urp-basic-prerequisites --- # Creating a sample scene diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-unlit-structure.md b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-unlit-structure.md index d98b9a2c51a..9014b6eb50d 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-unlit-structure.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-unlit-structure.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-writing-shaders-urp-basic-unlit-structure +uid: urp-writing-shaders-urp-basic-unlit-structure --- # URP unlit basic shader diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-reconstruct-world-position.md b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-reconstruct-world-position.md index 74ac9a0400b..4a6303e9ef4 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-reconstruct-world-position.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-reconstruct-world-position.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-writing-shaders-urp-reconstruct-world-position +uid: urp-writing-shaders-urp-reconstruct-world-position --- # Reconstruct the world space positions of pixels from the depth texture diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-color.md b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-color.md index ac6f0cd70e8..176647289c6 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-color.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-color.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-writing-shaders-urp-unlit-color +uid: urp-writing-shaders-urp-unlit-color --- # URP unlit shader with color input diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-normals.md b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-normals.md index 7f12f4b53ed..94e8bac8f3a 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-normals.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-normals.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-writing-shaders-urp-unlit-normals +uid: urp-writing-shaders-urp-unlit-normals --- # Visualizing normal vectors diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-texture.md b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-texture.md index 307dce7e9bc..75b1b0f686b 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-texture.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-texture.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-writing-shaders-urp-unlit-texture +uid: urp-writing-shaders-urp-unlit-texture --- # Drawing a texture diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/xr-untethered-device-optimization.md b/Packages/com.unity.render-pipelines.universal/Documentation~/xr-untethered-device-optimization.md index e783041e49b..10ba4540601 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/xr-untethered-device-optimization.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/xr-untethered-device-optimization.md @@ -1,5 +1,5 @@ --- -uid: urp-docfx-xr-untethered-device-optimization +uid: urp-xr-untethered-device-optimization --- # Optimization techniques for untethered XR devices diff --git a/Packages/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs b/Packages/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs index 4235f183bb3..7f2e06d4e42 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs @@ -70,7 +70,7 @@ static void RegisterUpgraderReimport() EditorUtility.DisplayDialog("URP Material upgrade", "The Materials in your Project were created using an older version of the Universal Render Pipeline (URP)." + " Unity must upgrade them to be compatible with your current version of URP. \n" + " Unity will re-import all of the Materials in your project, save the upgraded Materials to disk, and check them out in source control if needed.\n" + - " Please see the Material upgrade guide in the URP documentation for more information.", "Ok"); + " Please see the Material upgrade guide in the URP documentation for more information.", "OK"); } ReimportAllMaterials(); diff --git a/Packages/com.unity.render-pipelines.universal/Editor/EditorUtils.cs b/Packages/com.unity.render-pipelines.universal/Editor/EditorUtils.cs index ab3580711ac..1d519ce11df 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/EditorUtils.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/EditorUtils.cs @@ -39,15 +39,30 @@ internal static void FeatureHelpBox(string message, MessageType type) }); } - internal static void QualitySettingsHelpBox(string message, MessageType type, string propertyPath) + internal static void QualitySettingsHelpBox(string message, MessageType type, UniversalRenderPipelineAssetUI.Expandable expandable, string propertyPath) { CoreEditorUtils.DrawFixMeBox(message, type, "Open", () => { var currentPipeline = UniversalRenderPipeline.asset; + + // Make sure we open a new window if the user has already selected Open + var windows = Resources.FindObjectsOfTypeAll(); + + if (windows.Length != 0) + { + foreach (var window in windows) + { + if (currentPipeline.name.Equals(window.titleContent.text)) + window.Close(); + } + } + EditorUtility.OpenPropertyEditor(currentPipeline); + UniversalRenderPipelineAssetUI.Expand(expandable, true); - CoreEditorUtils.Highlight(currentPipeline.name, propertyPath, HighlightSearchMode.Identifier); - GUIUtility.ExitGUI(); + EditorApplication.delayCall += () => + EditorApplication.delayCall += () => + CoreEditorUtils.Highlight(currentPipeline.name, propertyPath, HighlightSearchMode.Identifier); }); } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/NewPostProcessRendererFeature.cs.txt b/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/NewPostProcessRendererFeature.cs.txt index 792a6b394f7..7779aa5ce68 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/NewPostProcessRendererFeature.cs.txt +++ b/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/NewPostProcessRendererFeature.cs.txt @@ -123,7 +123,7 @@ public sealed class #FEATURE_TYPE# : ScriptableRendererFeature private static MaterialPropertyBlock s_SharedPropertyBlock = new MaterialPropertyBlock(); // This constant is meant to showcase how to create a copy color pass that is needed for most post-processing effects - private static readonly bool kCopyActiveColor = true; + private static readonly bool kSampleActiveColor = true; // This constant is meant to showcase how you can add dept-stencil support to your main pass private static readonly bool kBindDepthStencilAttachment = false; @@ -143,7 +143,7 @@ public sealed class #FEATURE_TYPE# : ScriptableRendererFeature // the active color buffer // * This will make sure that URP will not apply the optimization of rendering the entire frame to the write-only backbuffer, // but will instead render to intermediate textures that can be sampled, which is typically needed for post-processing - requiresIntermediateTexture = kCopyActiveColor; + requiresIntermediateTexture = kSampleActiveColor; } #region PASS_SHARED_RENDERING_CODE @@ -199,6 +199,7 @@ public sealed class #FEATURE_TYPE# : ScriptableRendererFeature // When empty this render pass will render to the active camera render target. // You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear. // The render pipeline will ensure target setup and clearing happens in a performant manner. + [System.Obsolete("This rendering path is for compatibility mode only (when Render Graph is disabled). Use Render Graph API instead.", false)] public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { // This ScriptableRenderPass manages its own RenderTarget. @@ -206,7 +207,7 @@ public sealed class #FEATURE_TYPE# : ScriptableRendererFeature ResetTarget(); // This allocates our intermediate texture for the non-RG path and makes sure it's reallocated if some settings on the camera target change (e.g. resolution) - if (kCopyActiveColor) + if (kSampleActiveColor) RenderingUtils.ReAllocateHandleIfNeeded(ref m_CopiedColor, GetCopyPassTextureDescriptor(renderingData.cameraData.cameraTargetDescriptor), name: "_CustomPostPassCopyColor"); } @@ -214,6 +215,7 @@ public sealed class #FEATURE_TYPE# : ScriptableRendererFeature // Use ScriptableRenderContext to issue drawing commands or execute command buffers // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline. + [System.Obsolete("This rendering path is for compatibility mode only (when Render Graph is disabled). Use Render Graph API instead.", false)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { ref var cameraData = ref renderingData.cameraData; @@ -222,7 +224,7 @@ public sealed class #FEATURE_TYPE# : ScriptableRendererFeature using (new ProfilingScope(cmd, profilingSampler)) { RasterCommandBuffer rasterCmd = CommandBufferHelpers.GetRasterCommandBuffer(cmd); - if (kCopyActiveColor) + if (kSampleActiveColor) { CoreUtils.SetRenderTarget(cmd, m_CopiedColor); ExecuteCopyColorPass(rasterCmd, cameraData.renderer.cameraColorTargetHandle); @@ -233,7 +235,7 @@ public sealed class #FEATURE_TYPE# : ScriptableRendererFeature else CoreUtils.SetRenderTarget(cmd, cameraData.renderer.cameraColorTargetHandle); - ExecuteMainPass(rasterCmd, kCopyActiveColor ? m_CopiedColor : null, m_Material); + ExecuteMainPass(rasterCmd, kSampleActiveColor ? m_CopiedColor : null, m_Material); } context.ExecuteCommandBuffer(cmd); @@ -280,55 +282,56 @@ public sealed class #FEATURE_TYPE# : ScriptableRendererFeature } // Here you can implement the rendering logic for the render graph path + // The implementation diverges from the non-rendergraph path because we don't need a copy here when sampling the active color. However, this means that every pixel needs to be written in your material, a partial write (eg using stencil) will not be visually correct and requires a copy first. public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { UniversalResourceData resourcesData = frameData.Get(); UniversalCameraData cameraData = frameData.Get(); - UniversalRenderer renderer = (UniversalRenderer) cameraData.renderer; - var colorCopyDescriptor = GetCopyPassTextureDescriptor(cameraData.cameraTargetDescriptor); - TextureHandle copiedColor = TextureHandle.nullHandle; - - // Below is an example of a typical post-processing effect which first copies the active color and uses it as input in the second pass. + // Below is an example of a typical post-processing effect which samples from the current color // Feel free modify/rename/add additional or remove the existing passes based on the needs of your custom post-processing effect - // Intermediate color copy pass - // * This pass makes a temporary copy of the active color target for sampling - // * This is needed as GPU graphics pipelines don't allow to sample the texture bound as the active color target - // * This copy can be avoided if you won't need to sample the color target or will only need to render/blend on top of it - if (kCopyActiveColor) + using (var builder = renderGraph.AddRasterRenderPass(passName, out var passData, profilingSampler)) { - copiedColor = UniversalRenderer.CreateRenderGraphTexture(renderGraph, colorCopyDescriptor, "_CustomPostPassColorCopy", false); + passData.material = m_Material; - using (var builder = renderGraph.AddRasterRenderPass("CustomPostPass_CopyColor", out var passData, profilingSampler)) + TextureHandle destination; + + // GPU graphics pipelines don't allow to sample the texture bound as the active color target, ie the cameraColor cannot both be an input and the render target. + // Before, this required us to first copy the cameraColor to then blit back to it while sampling from the copy. Now that we have the ContextContainer, we can swap the cameraColor to + // another (temp) resource so that the next pass uses the temp resource. We don't need the copy anymore. However, this only works if you are writing to every + // pixel of the frame, a partial write will need the copy first to add to the existing content. See FullScreenPassRendererFeature.cs for an example. + if (kSampleActiveColor) { - passData.inputTexture = resourcesData.activeColorTexture; - builder.UseTexture(resourcesData.activeColorTexture, AccessFlags.Read); - builder.SetRenderAttachment(copiedColor, 0, AccessFlags.Write); - builder.SetRenderFunc((CopyPassData data, RasterGraphContext context) => ExecuteCopyColorPass(data, context)); - } - } + var cameraColorDesc = renderGraph.GetTextureDesc(resourcesData.cameraColor); + cameraColorDesc.name = "_CameraColorCustomPostProcessing"; + cameraColorDesc.clearBuffer = false; - // Main pass - // * This pass samples the previously created screen color texture and applies the example post-processing effect to it - using (var builder = renderGraph.AddRasterRenderPass("CustomPostPass", out var passData, profilingSampler)) - { - passData.material = m_Material; + destination = renderGraph.CreateTexture(cameraColorDesc); + passData.inputTexture = resourcesData.cameraColor; - // You must declare the intent to sample the previously generated color copy texture explicitly for render graph to know - if (kCopyActiveColor) + //If you use framebuffer fetch in your material then you need to use builder.SetInputAttachment. If the pass can be merged then this will reduce GPU bandwidth usage / power consumption and improve GPU performance. + builder.UseTexture(passData.inputTexture, AccessFlags.Read); + } + else { - passData.inputTexture = copiedColor; - builder.UseTexture(copiedColor, AccessFlags.Read); + destination = resourcesData.cameraColor; + passData.inputTexture = TextureHandle.nullHandle; } - builder.SetRenderAttachment(resourcesData.activeColorTexture, 0, AccessFlags.Write); + builder.SetRenderAttachment(destination, 0, AccessFlags.Write); - // This branch is currently not taken, but if your main pass needed the depth and/or stencil buffer to be bound this is how you would do it - if(kBindDepthStencilAttachment) + // This branch is currently not taken, but if your pass needed the depth and/or stencil buffer to be bound this is how you would do it + if (kBindDepthStencilAttachment) builder.SetRenderAttachmentDepth(resourcesData.activeDepthTexture, AccessFlags.Write); builder.SetRenderFunc((MainPassData data, RasterGraphContext context) => ExecuteMainPass(data, context)); + + //Swap cameraColor to the new temp resource (destination) for the next pass + if (kSampleActiveColor) + { + resourcesData.cameraColor = destination; + } } } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl index 31f6fa993b8..4d8fa0a3c3a 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl @@ -34,6 +34,25 @@ void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x); inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; + + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = input.staticLightmapUV; + #else + inputData.vertexSH = input.sh; + #endif + + inputData.positionCS = input.positionCS; + #endif +} + +void InitializeBakedGIData(Varyings input, inout InputData inputData) +{ #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, input.sh, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); @@ -49,20 +68,6 @@ void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.sh, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); #endif - inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); - - #if defined(DEBUG_DISPLAY) - #if defined(DYNAMICLIGHTMAP_ON) - inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; - #endif - #if defined(LIGHTMAP_ON) - inputData.staticLightmapUV = input.staticLightmapUV; - #else - inputData.vertexSH = input.sh; - #endif - - inputData.positionCS = input.positionCS; - #endif } PackedVaryings vert(Attributes input) @@ -145,10 +150,12 @@ void frag( surface.albedo = AlphaModulate(surface.albedo, surface.alpha); -#ifdef _DBUFFER +#if defined(_DBUFFER) ApplyDecalToSurfaceData(unpacked.positionCS, surface, inputData); #endif + InitializeBakedGIData(unpacked, inputData); + half4 color = UniversalFragmentPBR(inputData, surface); color.rgb = MixFog(color.rgb, inputData.fogCoord); diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl index 05397c38b85..a60f58dbca2 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl @@ -33,6 +33,23 @@ void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x); inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; + + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = input.staticLightmapUV; + #else + inputData.vertexSH = input.sh; + #endif + #endif +} + +void InitializeBakedGIData(Varyings input, inout InputData inputData) +{ #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, input.sh, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); @@ -48,18 +65,6 @@ void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.sh, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); #endif - inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); - - #if defined(DEBUG_DISPLAY) - #if defined(DYNAMICLIGHTMAP_ON) - inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; - #endif - #if defined(LIGHTMAP_ON) - inputData.staticLightmapUV = input.staticLightmapUV; - #else - inputData.vertexSH = input.sh; - #endif - #endif } PackedVaryings vert(Attributes input) @@ -107,7 +112,7 @@ FragmentOutput frag(PackedVaryings packedInput) float metallic = surfaceDescription.Metallic; #endif -#ifdef _DBUFFER +#if defined(_DBUFFER) ApplyDecal(unpacked.positionCS, surfaceDescription.BaseColor, specular, @@ -117,6 +122,8 @@ FragmentOutput frag(PackedVaryings packedInput) surfaceDescription.Smoothness); #endif + InitializeBakedGIData(unpacked, inputData); + // in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR // in Deferred rendering we store the sum of these values (and of emission as well) in the GBuffer BRDFData brdfData; diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl index c03c64bc239..5567562634b 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl @@ -166,9 +166,9 @@ Varyings BuildVaryings(Attributes input #endif output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); #if UNITY_REVERSED_Z - output.positionCS.z = min(output.positionCS.z, UNITY_NEAR_CLIP_VALUE); + output.positionCS.z = min(output.positionCS.z, output.positionCS.w * UNITY_NEAR_CLIP_VALUE); #else - output.positionCS.z = max(output.positionCS.z, UNITY_NEAR_CLIP_VALUE); + output.positionCS.z = max(output.positionCS.z, output.positionCS.w * UNITY_NEAR_CLIP_VALUE); #endif #elif (SHADERPASS == SHADERPASS_META) output.positionCS = UnityMetaVertexPosition(input.positionOS, input.uv1, input.uv2, unity_LightmapST, unity_DynamicLightmapST); diff --git a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Drawers.cs b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Drawers.cs index e2943ef6d1b..b14c4aa7c50 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Drawers.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Drawers.cs @@ -9,7 +9,7 @@ namespace UnityEditor.Rendering.Universal internal partial class UniversalRenderPipelineAssetUI { - enum Expandable + internal enum Expandable { Rendering = 1 << 1, Quality = 1 << 2, @@ -94,6 +94,11 @@ static bool ValidateRendererGraphicsAPIs(UniversalRenderPipelineAsset pipelineAs static readonly ExpandedState k_ExpandedState = new(Expandable.Rendering, "URP"); readonly static AdditionalPropertiesState k_AdditionalPropertiesState = new(0, "URP"); + internal static void Expand(Expandable expandable, bool state) + { + k_ExpandedState[expandable] = state; + } + public static readonly CED.IDrawer Inspector = CED.Group( CED.AdditionalPropertiesFoldoutGroup(Styles.renderingSettingsText, Expandable.Rendering, k_ExpandedState, ExpandableAdditional.Rendering, k_AdditionalPropertiesState, DrawRendering, DrawRenderingAdditional), CED.FoldoutGroup(Styles.qualitySettingsText, Expandable.Quality, k_ExpandedState, DrawQuality), diff --git a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs index 7ca19f07bb9..bb1f78358ea 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs @@ -24,7 +24,8 @@ private static class Styles public static readonly GUIContent RenderingSectionLabel = EditorGUIUtility.TrTextContent("Rendering", "Settings related to rendering and lighting."); public static readonly GUIContent RenderingModeLabel = EditorGUIUtility.TrTextContent("Rendering Path", "Select a rendering path."); public static readonly GUIContent DepthPrimingModeLabel = EditorGUIUtility.TrTextContent("Depth Priming Mode", "With depth priming enabled, Unity uses the depth buffer generated in the depth prepass to determine if a fragment should be rendered or skipped during the Base Camera opaque pass. Disabled: Unity does not perform depth priming. Auto: If there is a Render Pass that requires a depth prepass, Unity performs the depth prepass and depth priming. Forced: Unity performs the depth prepass and depth priming."); - public static readonly GUIContent DepthPrimingModeInfo = EditorGUIUtility.TrTextContent("On Android, iOS, and Apple TV, Unity performs depth priming only in the Forced mode. On tiled GPUs, which are common to those platforms, depth priming might reduce performance when combined with MSAA."); + public static readonly GUIContent DepthPrimingModeInfo = EditorGUIUtility.TrTextContent("On Android, iOS, and Apple TV, Unity performs depth priming only in Forced mode."); + public static readonly GUIContent DepthPrimingMSAAWarning = EditorGUIUtility.TrTextContent("Depth priming is not supported because MSAA is enabled."); public static readonly GUIContent CopyDepthModeLabel = EditorGUIUtility.TrTextContent("Depth Texture Mode", "Controls after which pass URP copies the scene depth. It has a significant impact on mobile devices bandwidth usage. It also allows to force a depth prepass to generate it."); public static readonly GUIContent DepthAttachmentFormat = EditorGUIUtility.TrTextContent("Depth Attachment Format", "Which format to use (if it is supported) when creating _CameraDepthAttachment."); public static readonly GUIContent DepthTextureFormat = EditorGUIUtility.TrTextContent("Depth Texture Format", "Which format to use (if it is supported) when creating _CameraDepthTexture."); @@ -188,7 +189,14 @@ public override void OnInspectorGUI() EditorGUILayout.PropertyField(m_DepthPrimingMode, Styles.DepthPrimingModeLabel); if (m_DepthPrimingMode.intValue != (int)DepthPrimingMode.Disabled) { - EditorGUILayout.HelpBox(Styles.DepthPrimingModeInfo.text, MessageType.Info); + if (GraphicsSettings.currentRenderPipeline != null && GraphicsSettings.currentRenderPipeline is UniversalRenderPipelineAsset asset && asset.msaaSampleCount > 1) + { + EditorGUILayout.HelpBox(Styles.DepthPrimingMSAAWarning.text, MessageType.Warning); + } + else + { + EditorGUILayout.HelpBox(Styles.DepthPrimingModeInfo.text, MessageType.Info); + } } EditorGUI.indentLevel--; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Render2DLightingPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Render2DLightingPass.cs index ec7078dc40a..3ec578fea94 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Render2DLightingPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Render2DLightingPass.cs @@ -179,7 +179,7 @@ private int DrawLayerBatches( var batchesDrawn = 0; var rtCount = 0U; - // Account for Sprite Mask and normal map usage where the first and last layer has to render the stencil pass + // Account for sprite mask interaction with normals. Only clear normals at the start as we require stencil for sprite mask in different layer batches bool normalsFirstClear = true; // Draw lights @@ -204,11 +204,12 @@ private int DrawLayerBatches( batchesDrawn++; - if (layerBatch.lightStats.totalNormalMapUsage > 0) + if (layerBatch.useNormals) { filterSettings.sortingLayerRange = layerBatch.layerRange; var depthTarget = m_NeedsDepth ? depthAttachmentHandle : null; - this.RenderNormals(context, renderingData, normalsDrawSettings, filterSettings, depthTarget, ref normalsFirstClear); + this.RenderNormals(context, renderingData, normalsDrawSettings, filterSettings, depthTarget, normalsFirstClear); + normalsFirstClear = false; } using (new ProfilingScope(cmd, m_ProfilingDrawLightTextures)) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/LayerUtility.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/LayerUtility.cs index 6e20afe8996..52d2d04ee25 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/LayerUtility.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/LayerUtility.cs @@ -13,6 +13,7 @@ internal struct LayerBatch public int endLayerValue; public SortingLayerRange layerRange; public LightStats lightStats; + public bool useNormals; private unsafe fixed int renderTargetIds[4]; private unsafe fixed bool renderTargetUsed[4]; @@ -145,6 +146,7 @@ public static LayerBatch[] CalculateBatches(ILight2DCullResult lightCullResult, var cachedSortingLayers = Light2DManager.GetCachedSortingLayer(); InitializeBatchInfos(cachedSortingLayers); + bool anyNormals = false; batchCount = 0; for (var i = 0; i < cachedSortingLayers.Length;) { @@ -175,9 +177,19 @@ public static LayerBatch[] CalculateBatches(ILight2DCullResult lightCullResult, layerBatch.layerRange = sortingLayerRange; layerBatch.lightStats = lightStats; + anyNormals |= layerBatch.lightStats.useNormalMap; + i = upperLayerInBatch + 1; } + // Account for Sprite Mask and normal map usage as there might be masks on a different layer that need to mask out the normals + for (var i = 0; i < batchCount; ++i) + { + ref var layerBatch = ref s_LayerBatches[i]; + var hasSpriteMask = SpriteMaskUtility.HasSpriteMaskInLayerRange(layerBatch.layerRange); + layerBatch.useNormals = layerBatch.lightStats.useNormalMap || (anyNormals && hasSpriteMask); + } + SetupActiveBlendStyles(); return s_LayerBatches; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs index 976bbbd62ec..20ab8a8fd0a 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs @@ -145,8 +145,6 @@ public static void CreateCameraSortingLayerRenderTexture(this IRenderPass2D pass descriptor.autoGenerateMips = false; descriptor.depthBufferBits = 0; descriptor.msaaSamples = 1; - descriptor.graphicsFormat = GraphicsFormat.B10G11R11_UFloatPack32; - descriptor.dimension = TextureDimension.Tex2D; RenderingUtils.ReAllocateHandleIfNeeded(ref pass.rendererData.cameraSortingLayerRenderTarget, descriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_CameraSortingLayerTexture"); cmd.SetGlobalTexture(pass.rendererData.cameraSortingLayerRenderTarget.name, pass.rendererData.cameraSortingLayerRenderTarget.nameID); @@ -430,13 +428,14 @@ internal static void SetLightShaderGlobals(RasterCommandBuffer cmd, Light2DBlend { for (var i = 0; i < blendStyleIndices.Length; i++) { - var blendStyle = lightBlendStyles[blendStyleIndices[i]]; - if (i >= k_BlendFactorsPropIDs.Length) + var blendStyleIndex = blendStyleIndices[i]; + if (blendStyleIndex >= k_BlendFactorsPropIDs.Length) break; - cmd.SetGlobalVector(k_BlendFactorsPropIDs[i], blendStyle.blendFactors); - cmd.SetGlobalVector(k_MaskFilterPropIDs[i], blendStyle.maskTextureChannelFilter.mask); - cmd.SetGlobalVector(k_InvertedFilterPropIDs[i], blendStyle.maskTextureChannelFilter.inverted); + var blendStyle = lightBlendStyles[blendStyleIndex]; + cmd.SetGlobalVector(k_BlendFactorsPropIDs[blendStyleIndex], blendStyle.blendFactors); + cmd.SetGlobalVector(k_MaskFilterPropIDs[blendStyleIndex], blendStyle.maskTextureChannelFilter.mask); + cmd.SetGlobalVector(k_InvertedFilterPropIDs[blendStyleIndex], blendStyle.maskTextureChannelFilter.inverted); } } @@ -559,7 +558,7 @@ public static void ClearDirtyLighting(this IRenderPass2D pass, CommandBuffer cmd } } - internal static void RenderNormals(this IRenderPass2D pass, ScriptableRenderContext context, RenderingData renderingData, DrawingSettings drawSettings, FilteringSettings filterSettings, RTHandle depthTarget, ref bool bFirstClear) + internal static void RenderNormals(this IRenderPass2D pass, ScriptableRenderContext context, RenderingData renderingData, DrawingSettings drawSettings, FilteringSettings filterSettings, RTHandle depthTarget, bool bFirstClear) { var cmd = renderingData.commandBuffer; @@ -577,9 +576,7 @@ internal static void RenderNormals(this IRenderPass2D pass, ScriptableRenderCont var msaaEnabled = renderingData.cameraData.cameraTargetDescriptor.msaaSamples > 1; var storeAction = msaaEnabled ? RenderBufferStoreAction.Resolve : RenderBufferStoreAction.Store; - var clearFlag = pass.rendererData.useDepthStencilBuffer ? ClearFlag.All : ClearFlag.Color; - clearFlag = bFirstClear ? clearFlag : ClearFlag.Color; - bFirstClear = false; + var clearFlag = pass.rendererData.useDepthStencilBuffer && bFirstClear ? ClearFlag.All : ClearFlag.Color; if (depthTarget != null) { diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs index 806a0e2cbc8..874ec598047 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs @@ -40,6 +40,7 @@ internal sealed partial class Renderer2D : ScriptableRenderer internal RTHandle m_DepthTextureHandle; #if UNITY_EDITOR + SetEditorTargetPass m_SetEditorTargetPass; internal RTHandle m_DefaultWhiteTextureHandle; #endif @@ -95,6 +96,10 @@ public Renderer2D(Renderer2DData data) : base(data) m_DrawOffscreenUIPass = new DrawScreenSpaceUIPass(RenderPassEvent.BeforeRenderingPostProcessing, true); m_DrawOverlayUIPass = new DrawScreenSpaceUIPass(RenderPassEvent.AfterRendering + k_AfterFinalBlitPassQueueOffset, false); // after m_FinalBlitPass +#if UNITY_EDITOR + m_SetEditorTargetPass = new SetEditorTargetPass(RenderPassEvent.AfterRendering + 9); +#endif + // RenderTexture format depends on camera and pipeline (HDR, non HDR, etc) // Samples (MSAA) depend on camera and pipeline m_ColorBufferSystem = new RenderTargetBufferSystem("_CameraColorAttachment"); @@ -453,6 +458,18 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re { EnqueuePass(m_DrawOverlayUIPass); } + + // The editor scene view still relies on some builtin passes (i.e. drawing the scene grid). The builtin + // passes are not explicitly setting RTs and rely on the last active render target being set. + // TODO: this will go away once we remove the builtin dependencies and implement the grid in SRP. +#if UNITY_EDITOR + bool isSceneViewOrPreviewCamera = cameraData.isSceneViewCamera || cameraData.isPreviewCamera; + bool isGizmosEnabled = UnityEditor.Handles.ShouldRenderGizmos(); + if (isSceneViewOrPreviewCamera || (isGizmosEnabled && lastCameraInStack)) + { + EnqueuePass(m_SetEditorTargetPass); + } +#endif } public override void SetupCullingParameters(ref ScriptableCullingParameters cullingParameters, ref CameraData cameraData) @@ -515,4 +532,22 @@ internal override bool supportsNativeRenderPassRendergraphCompiler get => !IsGLDevice(); // GLES and doesn't support MSAA resolve with the NRP API } } + +#if UNITY_EDITOR + internal class SetEditorTargetPass : ScriptableRenderPass + { + public SetEditorTargetPass(RenderPassEvent evt) + { + renderPassEvent = evt; + } + + [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)] + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + renderingData.commandBuffer.SetRenderTarget(k_CameraTarget, + RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, // color + RenderBufferLoadAction.Load, RenderBufferStoreAction.DontCare); // depth + } + } +#endif } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DDataAuthoring.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DDataAuthoring.cs index 362c7210ae6..5428dd2d24f 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DDataAuthoring.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DDataAuthoring.cs @@ -8,6 +8,9 @@ public partial class Renderer2DData [SerializeField] Renderer2DDefaultMaterialType m_DefaultMaterialType = Renderer2DDefaultMaterialType.Lit; + [SerializeField, Reload("Runtime/Materials/Sprite-Lit-Default.mat")] + Material m_DefaultCustomMaterial = null; + internal override Shader GetDefaultShader() { if (!GraphicsSettings.TryGetRenderPipelineSettings(out var resources)) @@ -30,7 +33,7 @@ internal override Material GetDefaultMaterial(DefaultMaterialType materialType) { Renderer2DDefaultMaterialType.Lit => resources.defaultLitMaterial, Renderer2DDefaultMaterialType.Unlit => resources.defaultUnlitMaterial, - _ => resources.defaultCustomMaterial + _ => m_DefaultCustomMaterial }; } case DefaultMaterialType.SpriteMask: @@ -71,6 +74,9 @@ private void ReloadAllNullProperties() void RebuildBlendStyles(bool force = false) { + // Initialize Editor Prefs for Sprite Editor + InitializeSpriteEditorPrefs(); + // Initialize Light Blend Styles if (m_LightBlendStyles != null && !force) { @@ -101,9 +107,6 @@ void RebuildBlendStyles(bool force = false) m_LightBlendStyles[3].name = "Additive with Mask"; m_LightBlendStyles[3].blendMode = Light2DBlendStyle.BlendMode.Additive; m_LightBlendStyles[3].maskTextureChannel = Light2DBlendStyle.TextureChannel.R; - - // Initialize Editor Prefs for Sprite Editor - InitializeSpriteEditorPrefs(); } private void Awake() diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawNormal2DPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawNormal2DPass.cs index 39c822c4a3e..bba225ae70c 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawNormal2DPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawNormal2DPass.cs @@ -32,8 +32,7 @@ public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData Universal2DResourceData universal2DResourceData = frameData.Get(); int lastBatchIndex = universal2DResourceData.normalsTexture.Length - 1; - // Account for Sprite Mask and normal map usage where the first and last layer has to render the stencil pass - if (!layerBatch.lightStats.useNormalMap) + if (!layerBatch.useNormals) return; UniversalRenderingData renderingData = frameData.Get(); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/Renderer2DRendergraph.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/Renderer2DRendergraph.cs index 0f63e808ef1..b4eb61ad0a3 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/Renderer2DRendergraph.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/Renderer2DRendergraph.cs @@ -136,12 +136,13 @@ ImportResourceSummary GetImportResourceSummary(RenderGraph renderGraph, Universa int numSamples = Mathf.Max(Screen.msaaSamples, 1); // Handle edge cases regarding numSamples setup - // On OSX player, the Screen API MSAA samples change request is only applied in the following frame, + // On OSX & IOS player, the Screen API MSAA samples change request is only applied in the following frame, // as a workaround we keep the old MSAA sample count for the previous frame // this workaround can be removed once the Screen API issue (UUM-42825) is fixed + // UPDATE: UUM-42825 is fixed already, but by supplementing relevant document. Thus, this behaviour must be maintained until next plan comes // The editor always allocates the system rendertarget with a single msaa sample // See: ConfigureTargetTexture in PlayModeView.cs - if (msaaSamplesChangedThisFrame && Application.platform == RuntimePlatform.OSXPlayer) + if (msaaSamplesChangedThisFrame && (Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.IPhonePlayer)) numSamples = cameraData.cameraTargetDescriptor.msaaSamples; else if (Application.isEditor) numSamples = 1; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs index a2e5a6407d9..fefcd4e40bf 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs @@ -416,15 +416,28 @@ internal void UpdateShaderGlobalPropertiesForFinalValidationPass(RenderGraph ren using (var builder = renderGraph.AddRasterRenderPass(nameof(UpdateShaderGlobalPropertiesForFinalValidationPass), out var passData, s_DebugFinalValidationSampler)) { InitDebugFinalValidationPassData(passData, cameraData, isFinalPass); - passData.debugRenderTargetHandle = renderGraph.ImportTexture(m_DebugRenderTarget); - passData.debugFontTextureHandle = renderGraph.ImportTexture(m_DebugFontTexture); + + if (m_DebugRenderTarget != null) + passData.debugRenderTargetHandle = renderGraph.ImportTexture(m_DebugRenderTarget); + + if (m_DebugFontTexture != null) + passData.debugFontTextureHandle = renderGraph.ImportTexture(m_DebugFontTexture); builder.AllowPassCulling(false); builder.AllowGlobalStateModification(true); - builder.SetGlobalTextureAfterPass(passData.debugRenderTargetHandle, passData.debugTexturePropertyId); - builder.SetGlobalTextureAfterPass(passData.debugFontTextureHandle, k_DebugFontId); - builder.UseTexture(passData.debugRenderTargetHandle); - builder.UseTexture(passData.debugFontTextureHandle); + + if (passData.debugRenderTargetHandle.IsValid()) + { + builder.UseTexture(passData.debugRenderTargetHandle); + builder.SetGlobalTextureAfterPass(passData.debugRenderTargetHandle, passData.debugTexturePropertyId); + } + + if (passData.debugFontTextureHandle.IsValid()) + { + builder.UseTexture(passData.debugFontTextureHandle); + builder.SetGlobalTextureAfterPass(passData.debugFontTextureHandle, k_DebugFontId); + } + builder.SetRenderFunc(static (DebugFinalValidationPassData data, RasterGraphContext context) => { UpdateShaderGlobalPropertiesForFinalValidationPass(context.cmd, data); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferRenderPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferRenderPass.cs index b4b3ba4b7d9..07ad6a4f11d 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferRenderPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferRenderPass.cs @@ -43,7 +43,7 @@ public DBufferRenderPass(Material dBufferClear, DBufferSettings settings, DecalD { renderPassEvent = RenderPassEvent.AfterRenderingPrePasses + 1; - var scriptableRenderPassInput = ScriptableRenderPassInput.Normal; + var scriptableRenderPassInput = ScriptableRenderPassInput.Depth | ScriptableRenderPassInput.Normal; ConfigureInput(scriptableRenderPassInput); m_DrawSystem = drawSystem; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs b/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs index 626a6297521..c4cc9454183 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs @@ -251,6 +251,9 @@ internal void PreSetup(UniversalRenderingData renderingData, UniversalCameraData m_BinCount = (int)(camera.farClipPlane * m_ZBinScale + m_ZBinOffset); } + // Necessary to avoid negative bin count when the farClipPlane is set to Infinity in the editor. + m_BinCount = Math.Max(m_BinCount, 0); + var worldToViews = new Fixed2(cameraData.GetViewMatrix(0), cameraData.GetViewMatrix(math.min(1, viewCount - 1))); var viewToClips = new Fixed2(cameraData.GetProjectionMatrix(0), cameraData.GetProjectionMatrix(math.min(1, viewCount - 1))); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/AdditionalLightsShadowCasterPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/AdditionalLightsShadowCasterPass.cs index a3746e187c3..37b9d0ef90f 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/AdditionalLightsShadowCasterPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/AdditionalLightsShadowCasterPass.cs @@ -617,8 +617,17 @@ bool SetupForEmptyRendering(bool stripShadowsOffVariants, UniversalShadowData sh [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)] public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { + if (m_CreateEmptyShadowmap && !m_EmptyShadowmapNeedsClear) + { + // UUM-63146 - glClientWaitSync: Expected application to have kicked everything until job: 96089 (possibly by calling glFlush)" are thrown in the Android Player on some devices with PowerVR Rogue GE8320 + // Resetting of target would clean up the color attachment buffers and depth attachment buffers, which inturn is preventing the leak in the said platform. This is likely a symptomatic fix, but is solving the problem for now. + + if (Application.platform == RuntimePlatform.Android && PlatformAutoDetect.isRunningOnPowerVRGPU) + ResetTarget(); + return; + } // Disable obsolete warning for internal usage #pragma warning disable CS0618 diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs index 07c7ab6b6d0..f01112f490e 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs @@ -21,13 +21,23 @@ public class CopyDepthPass : ScriptableRenderPass // In some cases (Scene view, XR and etc.) we actually want to output to depth buffer // So this variable needs to be set to true to enable the correct copy shader semantic internal bool CopyToDepth { get; set; } + // In XR CopyDepth, we need a special workaround to handle dummy color issue in RenderGraph. + internal bool CopyToDepthXR { get; set; } Material m_CopyDepthMaterial; internal bool m_CopyResolvedDepth; internal bool m_ShouldClear; private PassData m_PassData; - static readonly int k_ZWriteShaderHandle = Shader.PropertyToID("_ZWrite"); + /// + /// Shader resource ids used to communicate with the shader implementation + /// + static class ShaderConstants + { + public static readonly int _CameraDepthAttachment = Shader.PropertyToID("_CameraDepthAttachment"); + public static readonly int _CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); + public static readonly int _ZWriteShaderHandle = Shader.PropertyToID("_ZWrite"); + } /// /// Creates a new CopyDepthPass instance. @@ -48,6 +58,7 @@ public CopyDepthPass(RenderPassEvent evt, Shader copyDepthShader, bool shouldCle renderPassEvent = evt; m_CopyResolvedDepth = copyResolvedDepth; m_ShouldClear = shouldClear; + CopyToDepthXR = false; } /// @@ -100,7 +111,6 @@ private class PassData internal int msaaSamples; internal bool copyResolvedDepth; internal bool copyToDepth; - internal int zWriteShaderHandle; } /// @@ -115,7 +125,7 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData m_PassData.copyToDepth = CopyToDepth; m_PassData.cameraData = cameraData; var cmd = renderingData.commandBuffer; - cmd.SetGlobalTexture("_CameraDepthAttachment", source.nameID); + cmd.SetGlobalTexture(ShaderConstants._CameraDepthAttachment, source.nameID); #if ENABLE_VR && ENABLE_XR_MODULE if (m_PassData.cameraData.xr.enabled) { @@ -183,7 +193,6 @@ private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RTHa bool outputDepth = copyToDepth || destination.rt.graphicsFormat == GraphicsFormat.None; cmd.SetKeyword(ShaderGlobalKeywords._OUTPUT_DEPTH, outputDepth); - copyDepthMaterial.SetFloat(k_ZWriteShaderHandle, outputDepth ? 1.0f : 0.0f); Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one; // We y-flip if @@ -201,7 +210,8 @@ private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RTHa if (isGameViewFinalTarget) cmd.SetViewport(passData.cameraData.pixelRect); - copyDepthMaterial.SetTexture(Shader.PropertyToID("_CameraDepthAttachment"), source); + copyDepthMaterial.SetTexture(ShaderConstants._CameraDepthAttachment, source); + copyDepthMaterial.SetFloat(ShaderConstants._ZWriteShaderHandle, outputDepth ? 1.0f : 0.0f); Blitter.BlitTexture(cmd, source, scaleBias, copyDepthMaterial, 0); } } @@ -256,19 +266,31 @@ public void Render(RenderGraph renderGraph, TextureHandle destination, TextureHa passData.msaaSamples = MssaSamples; passData.cameraData = cameraData; passData.copyResolvedDepth = m_CopyResolvedDepth; - passData.copyToDepth = CopyToDepth; + passData.copyToDepth = CopyToDepth || CopyToDepthXR; if (CopyToDepth) { // Writes depth using custom depth output passData.destination = destination; builder.SetRenderAttachmentDepth(destination, AccessFlags.Write); - #if UNITY_EDITOR // binding a dummy color target as a workaround to an OSX issue in Editor scene view (UUM-47698). // Also required for preview camera rendering for grid drawn with builtin RP (UUM-55171). if (cameraData.isSceneViewCamera || cameraData.isPreviewCamera) builder.SetRenderAttachment(resourceData.activeColorTexture, 0); +#endif + } + else if (CopyToDepthXR) + { + // Writes depth using custom depth output + passData.destination = destination; + builder.SetRenderAttachmentDepth(destination, AccessFlags.Write); + +#if ENABLE_VR && ENABLE_XR_MODULE + // binding a dummy color target as a workaround to NRP depth only rendering limitation: + // "Attempting to render to a depth only surface with no dummy color attachment" + if (cameraData.xr.enabled && cameraData.xr.copyDepth) + builder.SetRenderAttachment(resourceData.backBufferColor, 0); #endif } else @@ -282,7 +304,7 @@ public void Render(RenderGraph renderGraph, TextureHandle destination, TextureHa builder.UseTexture(source, AccessFlags.Read); if (bindAsCameraDepth && destination.IsValid()) - builder.SetGlobalTextureAfterPass(destination, Shader.PropertyToID("_CameraDepthTexture")); + builder.SetGlobalTextureAfterPass(destination, ShaderConstants._CameraDepthTexture); // TODO RENDERGRAPH: culling? force culling off for testing builder.AllowPassCulling(false); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs index 4cb26048d95..5270476c6be 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs @@ -50,8 +50,8 @@ public class DrawObjectsPass : ScriptableRenderPass /// /// /// - public DrawObjectsPass(string profilerTag, ShaderTagId[] shaderTagIds, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) - { + public DrawObjectsPass(string profilerTag, ShaderTagId[] shaderTagIds, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) + { Init(opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference, shaderTagIds); profilingSampler = new ProfilingSampler(profilerTag); @@ -75,7 +75,7 @@ public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, Ren : this(profilerTag, null, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference) { } - internal DrawObjectsPass(URPProfileId profileId, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) + internal DrawObjectsPass(URPProfileId profileId, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) { Init(opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs index 744811460da..8b19673bdb1 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs @@ -122,7 +122,6 @@ private class PassData { internal XRPass xr; internal RendererListHandle skyRendererListHandle; - internal TextureHandle cameraDepthTexture; internal Material material; } @@ -157,21 +156,8 @@ internal void Render(RenderGraph renderGraph, ContextContainer frameData, Script builder.SetRenderAttachment(colorTarget, 0, AccessFlags.Write); builder.SetRenderAttachmentDepth(depthTarget, AccessFlags.Write); - UniversalRenderer renderer = cameraData.renderer as UniversalRenderer; - if (hasDepthCopy && resourceData.cameraDepthTexture.IsValid()) - { - if (renderer.renderingModeActual != RenderingMode.Deferred) - { - builder.UseGlobalTexture(s_CameraDepthTextureID); - passData.cameraDepthTexture = resourceData.cameraDepthTexture; - } - - else if (renderer.deferredLights.GbufferDepthIndex != -1) - { - builder.UseTexture(resourceData.gBuffer[renderer.deferredLights.GbufferDepthIndex]); - passData.cameraDepthTexture = resourceData.gBuffer[renderer.deferredLights.GbufferDepthIndex]; - } - } + if (hasDepthCopy) + builder.UseGlobalTexture(s_CameraDepthTextureID); builder.AllowPassCulling(false); if (cameraData.xr.enabled) @@ -182,8 +168,6 @@ internal void Render(RenderGraph renderGraph, ContextContainer frameData, Script builder.SetRenderFunc((PassData data, RasterGraphContext context) => { - if(data.cameraDepthTexture.IsValid()) - data.material.SetTexture(s_CameraDepthTextureID, data.cameraDepthTexture); ExecutePass(context.cmd, data.xr, data.skyRendererListHandle); }); } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/FinalBlitPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/FinalBlitPass.cs index 24bb8213c3d..edfe6fbb85c 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/FinalBlitPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/FinalBlitPass.cs @@ -49,7 +49,7 @@ struct BlitMaterialData /// The Material to use for copying the executing the final blit. /// The Material to use for copying the executing the final blit when HDR output is active. /// - public FinalBlitPass(RenderPassEvent evt, Material blitMaterial, Material blitHDRMaterial) + public FinalBlitPass(RenderPassEvent evt, Material blitMaterial, Material blitHDRMaterial) { profilingSampler = ProfilingSampler.Get(URPProfileId.BlitFinalToBackBuffer); base.useNativeRenderPass = false; @@ -96,10 +96,11 @@ public void Setup(RenderTextureDescriptor baseDescriptor, RTHandle colorHandle) m_Source = colorHandle; } - static void SetupHDROutput(ColorGamut hdrDisplayColorGamut, Material material, HDROutputUtils.Operation hdrOperation, Vector4 hdrOutputParameters) + static void SetupHDROutput(ColorGamut hdrDisplayColorGamut, Material material, HDROutputUtils.Operation hdrOperation, Vector4 hdrOutputParameters, bool rendersOverlayUI) { material.SetVector(ShaderPropertyId.hdrOutputLuminanceParams, hdrOutputParameters); HDROutputUtils.ConfigureHDROutput(material, hdrDisplayColorGamut, hdrOperation); + CoreUtils.SetKeyword(material, ShaderKeywordStrings.HDROverlay, rendersOverlayUI); } /// @@ -176,7 +177,7 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData if (!cameraData.postProcessEnabled) hdrOperation |= HDROutputUtils.Operation.ColorConversion; - SetupHDROutput(cameraData.hdrDisplayColorGamut, m_PassData.blitMaterialData.material, hdrOperation, hdrOutputLuminanceParams); + SetupHDROutput(cameraData.hdrDisplayColorGamut, m_PassData.blitMaterialData.material, hdrOperation, hdrOutputLuminanceParams, cameraData.rendersOverlayUI); } if (resolveToDebugScreen) @@ -243,7 +244,6 @@ private class PassData { internal TextureHandle source; internal TextureHandle destination; - internal TextureHandle depthTexture; internal int sourceID; internal Vector4 hdrOutputLuminanceParams; internal bool requireSrgbConversion; @@ -270,22 +270,12 @@ internal void Render(RenderGraph renderGraph, ContextContainer frameData, Univer using (var builder = renderGraph.AddRasterRenderPass(passName, out var passData, profilingSampler)) { UniversalResourceData resourceData = frameData.Get(); - UniversalRenderer renderer = cameraData.renderer as UniversalRenderer; - if (cameraData.requiresDepthTexture && renderer != null) - { - if (renderer.renderingModeActual != RenderingMode.Deferred) - { - builder.UseGlobalTexture(s_CameraDepthTextureID); - passData.depthTexture = resourceData.activeDepthTexture; - } + // Only the UniversalRenderer guarantees that global textures will be available at this point + bool isUniversalRenderer = (cameraData.renderer as UniversalRenderer) != null; - else if (renderer.deferredLights.GbufferDepthIndex != -1) - { - builder.UseTexture(resourceData.gBuffer[renderer.deferredLights.GbufferDepthIndex]); - passData.depthTexture = resourceData.gBuffer[renderer.deferredLights.GbufferDepthIndex]; - } - } + if (cameraData.requiresDepthTexture && isUniversalRenderer) + builder.UseGlobalTexture(s_CameraDepthTextureID); bool outputsToHDR = cameraData.isHDROutputActive; bool outputsAlpha = cameraData.isAlphaOutputEnabled; @@ -325,9 +315,6 @@ internal void Render(RenderGraph renderGraph, ContextContainer frameData, Univer context.cmd.SetKeyword(ShaderGlobalKeywords.LinearToSRGBConversion, data.requireSrgbConversion); data.blitMaterialData.material.SetTexture(data.sourceID, data.source); - if(data.depthTexture.IsValid()) - data.blitMaterialData.material.SetTexture(s_CameraDepthTextureID, data.depthTexture); - DebugHandler debugHandler = GetActiveDebugHandler(data.cameraData); bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(data.cameraData.resolveFinalTarget); @@ -343,7 +330,7 @@ internal void Render(RenderGraph renderGraph, ContextContainer frameData, Univer if (!data.cameraData.postProcessEnabled) hdrOperation |= HDROutputUtils.Operation.ColorConversion; - SetupHDROutput(data.cameraData.hdrDisplayColorGamut, data.blitMaterialData.material, hdrOperation, data.hdrOutputLuminanceParams); + SetupHDROutput(data.cameraData.hdrDisplayColorGamut, data.blitMaterialData.material, hdrOperation, data.hdrOutputLuminanceParams, data.cameraData.rendersOverlayUI); } if (resolveToDebugScreen) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/HDRDebugViewPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/HDRDebugViewPass.cs index e7b326d6b5d..fd170ff81c8 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/HDRDebugViewPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/HDRDebugViewPass.cs @@ -102,15 +102,15 @@ private static void ExecuteCIExyPrepass(CommandBuffer cmd, PassDataCIExy data, R Vector2 viewportScale = sourceTexture.useScaling ? new Vector2(sourceTexture.rtHandleProperties.rtHandleScale.x, sourceTexture.rtHandleProperties.rtHandleScale.y) : Vector2.one; Blitter.BlitTexture(cmd, sourceTexture, viewportScale, data.material, 0); - cmd.ClearRandomWriteTargets(); + cmd.ClearRandomWriteTargets(); } private static void ExecuteHDRDebugViewFinalPass(RasterCommandBuffer cmd, PassDataDebugView data, RTHandle sourceTexture, RTHandle destination, RTHandle xyTarget) { - if (data.cameraData.isHDROutputActive) { HDROutputUtils.ConfigureHDROutput(data.material, data.cameraData.hdrDisplayColorGamut, HDROutputUtils.Operation.ColorEncoding); + CoreUtils.SetKeyword(data.material, ShaderKeywordStrings.HDROverlay, data.cameraData.rendersOverlayUI); } data.material.SetTexture(ShaderConstants._xyTextureId, xyTarget); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/MainLightShadowCasterPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/MainLightShadowCasterPass.cs index 8d34fd5a1be..492219dd06f 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/MainLightShadowCasterPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/MainLightShadowCasterPass.cs @@ -120,6 +120,11 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came if (!shadowData.mainLightShadowsEnabled) return false; +#if UNITY_EDITOR + if (CoreUtils.IsSceneLightingDisabled(cameraData.camera)) + return false; +#endif + using var profScope = new ProfilingScope(m_ProfilingSetupSampler); if (!shadowData.supportsMainLightShadows) @@ -188,8 +193,17 @@ bool SetupForEmptyRendering(bool stripShadowsOffVariants) [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)] public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { + if (m_CreateEmptyShadowmap && !m_EmptyShadowmapNeedsClear) + { + // UUM-63146 - glClientWaitSync: Expected application to have kicked everything until job: 96089 (possibly by calling glFlush)" are thrown in the Android Player on some devices with PowerVR Rogue GE8320 + // Resetting of target would clean up the color attachment buffers and depth attachment buffers, which inturn is preventing the leak in the said platform. This is likely a symptomatic fix, but is solving the problem for now. + + if (Application.platform == RuntimePlatform.Android && PlatformAutoDetect.isRunningOnPowerVRGPU) + ResetTarget(); + return; + } // Disable obsolete warning for internal usage #pragma warning disable CS0618 diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs index fb2e9f74cbe..640c8cb0e5c 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs @@ -681,7 +681,7 @@ void Swap(ref ScriptableRenderer r) // Color space conversion is already applied through color grading, do encoding if uber post is the last pass // Otherwise encoding will happen in the final post process pass or the final blit pass HDROutputUtils.Operation hdrOperation = !m_HasFinalPass && m_EnableColorEncodingIfNeeded ? HDROutputUtils.Operation.ColorEncoding : HDROutputUtils.Operation.None; - SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, m_Materials.uber, hdrOperation); + SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, m_Materials.uber, hdrOperation, cameraData.rendersOverlayUI); } if (m_UseFastSRGBLinearConversion) @@ -776,23 +776,11 @@ void Swap(ref ScriptableRenderer r) void DoSubpixelMorphologicalAntialiasing(ref CameraData cameraData, CommandBuffer cmd, RTHandle source, RTHandle destination) { - var camera = cameraData.camera; var pixelRect = new Rect(Vector2.zero, new Vector2(cameraData.cameraTargetDescriptor.width, cameraData.cameraTargetDescriptor.height)); var material = m_Materials.subpixelMorphologicalAntialiasing; const int kStencilBit = 64; - // Intermediate targets - RTHandle stencil; // We would only need stencil, no depth. But Unity doesn't support that. - if (m_Depth.nameID == BuiltinRenderTextureType.CameraTarget || m_Descriptor.msaaSamples > 1) - { - // In case m_Depth is CameraTarget it may refer to the backbuffer and we can't use that as an attachment on all platforms - RenderingUtils.ReAllocateHandleIfNeeded(ref m_EdgeStencilTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, GraphicsFormat.None, DepthBits.Depth24), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_EdgeStencilTexture"); - stencil = m_EdgeStencilTexture; - } - else - { - stencil = m_Depth; - } + RenderingUtils.ReAllocateHandleIfNeeded(ref m_EdgeStencilTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, GraphicsFormat.None, DepthBits.Depth24), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_EdgeStencilTexture"); RenderingUtils.ReAllocateHandleIfNeeded(ref m_EdgeColorTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, m_SMAAEdgeFormat), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_EdgeColorTexture"); RenderingUtils.ReAllocateHandleIfNeeded(ref m_BlendTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, GraphicsFormat.R8G8B8A8_UNorm), FilterMode.Point, TextureWrapMode.Clamp, name: "_BlendTexture"); @@ -823,14 +811,14 @@ void DoSubpixelMorphologicalAntialiasing(ref CameraData cameraData, CommandBuffe // Pass 1: Edge detection RenderingUtils.Blit(cmd, source, pixelRect, m_EdgeColorTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, - stencil, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, + m_EdgeStencilTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, ClearFlag.ColorStencil, Color.clear, // implicit depth=1.0f stencil=0x0 material, 0); // Pass 2: Blend weights RenderingUtils.Blit(cmd, m_EdgeColorTexture, pixelRect, m_BlendTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, - stencil, RenderBufferLoadAction.Load, RenderBufferStoreAction.DontCare, + m_EdgeStencilTexture, RenderBufferLoadAction.Load, RenderBufferStoreAction.DontCare, ClearFlag.Color, Color.clear, material, 1); // Pass 3: Neighborhood blending @@ -1116,6 +1104,7 @@ void LensFlareDataDrivenComputeOcclusion(ref UniversalCameraData cameraData, Com void LensFlareDataDriven(ref UniversalCameraData cameraData, CommandBuffer cmd, RenderTargetIdentifier source, bool usePanini, float paniniDistance, float paniniCropToFit) { Camera camera = cameraData.camera; + var pixelRect = new Rect(Vector2.zero, new Vector2(m_Descriptor.width, m_Descriptor.height)); #if ENABLE_VR && ENABLE_XR_MODULE // Not VR or Multi-Pass @@ -1127,7 +1116,7 @@ void LensFlareDataDriven(ref UniversalCameraData cameraData, CommandBuffer cmd, var gpuVP = gpuNonJitteredProj * camera.worldToCameraMatrix; LensFlareCommonSRP.DoLensFlareDataDrivenCommon( - m_Materials.lensFlareDataDriven, camera, camera.pixelRect, cameraData.xr, cameraData.xr.multipassId, + m_Materials.lensFlareDataDriven, camera, pixelRect, cameraData.xr, cameraData.xr.multipassId, (float)m_Descriptor.width, (float)m_Descriptor.height, usePanini, paniniDistance, paniniCropToFit, true, camera.transform.position, @@ -1147,7 +1136,7 @@ void LensFlareDataDriven(ref UniversalCameraData cameraData, CommandBuffer cmd, Matrix4x4 gpuVPXR = GL.GetGPUProjectionMatrix(cameraData.GetProjectionMatrixNoJitter(xrIdx), true) * cameraData.GetViewMatrix(xrIdx); LensFlareCommonSRP.DoLensFlareDataDrivenCommon( - m_Materials.lensFlareDataDriven, camera, camera.pixelRect, cameraData.xr, cameraData.xr.multipassId, + m_Materials.lensFlareDataDriven, camera, pixelRect, cameraData.xr, cameraData.xr.multipassId, (float)m_Descriptor.width, (float)m_Descriptor.height, usePanini, paniniDistance, paniniCropToFit, true, camera.transform.position, @@ -1639,13 +1628,14 @@ void SetupDithering(UniversalCameraData cameraData, Material material) #endregion #region HDR Output - void SetupHDROutput(HDROutputUtils.HDRDisplayInformation hdrDisplayInformation, ColorGamut hdrDisplayColorGamut, Material material, HDROutputUtils.Operation hdrOperations) + void SetupHDROutput(HDROutputUtils.HDRDisplayInformation hdrDisplayInformation, ColorGamut hdrDisplayColorGamut, Material material, HDROutputUtils.Operation hdrOperations, bool rendersOverlayUI) { Vector4 hdrOutputLuminanceParams; UniversalRenderPipeline.GetHDROutputLuminanceParameters(hdrDisplayInformation, hdrDisplayColorGamut, m_Tonemapping, out hdrOutputLuminanceParams); material.SetVector(ShaderPropertyId.hdrOutputLuminanceParams, hdrOutputLuminanceParams); HDROutputUtils.ConfigureHDROutput(material, hdrDisplayColorGamut, hdrOperations); + CoreUtils.SetKeyword(m_Materials.uber, ShaderKeywordStrings.HDROverlay, rendersOverlayUI); } #endregion @@ -1678,7 +1668,7 @@ void RenderFinalPass(CommandBuffer cmd, ref RenderingData renderingData) if (!cameraData.postProcessEnabled) hdrOperations |= HDROutputUtils.Operation.ColorConversion; - SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, material, hdrOperations); + SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, material, hdrOperations, cameraData.rendersOverlayUI); } CoreUtils.SetKeyword(material, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, cameraData.isAlphaOutputEnabled); @@ -1736,7 +1726,7 @@ void RenderFinalPass(CommandBuffer cmd, ref RenderingData renderingData) { if (requireHDROutput) { - SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, m_Materials.scalingSetup, hdrOperations); + SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, m_Materials.scalingSetup, hdrOperations, cameraData.rendersOverlayUI); } if (isFxaaEnabled) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs index 2aa2e721f11..e8868e4b4f0 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs @@ -1016,6 +1016,7 @@ public void RenderMotionBlur(RenderGraph renderGraph, UniversalResourceData reso if (mode == MotionBlurMode.CameraAndObjects) { + Debug.Assert(ScriptableRenderer.current.SupportsMotionVectors(), "Current renderer does not support motion vectors."); Debug.Assert(motionVectorColor.IsValid(), "Motion vectors are invalid. Per-object motion blur requires a motion vector texture."); passData.motionVectors = motionVectorColor; @@ -1026,6 +1027,7 @@ public void RenderMotionBlur(RenderGraph renderGraph, UniversalResourceData reso passData.motionVectors = TextureHandle.nullHandle; } + Debug.Assert(cameraDepthTexture.IsValid(), "Camera depth texture is invalid. Per-camera motion blur requires a depth texture."); builder.UseTexture(cameraDepthTexture, AccessFlags.Read); passData.material = material; passData.passIndex = passIndex; @@ -1404,7 +1406,7 @@ public void RenderFinalSetup(RenderGraph renderGraph, UniversalCameraData camera material.EnableKeyword(settings.hdrOperations.HasFlag(HDROutputUtils.Operation.ColorEncoding) ? ShaderKeywordStrings.Gamma20AndHDRInput : ShaderKeywordStrings.Gamma20); if (settings.hdrOperations.HasFlag(HDROutputUtils.Operation.ColorEncoding)) - SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, material, settings.hdrOperations); + SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, material, settings.hdrOperations, cameraData.rendersOverlayUI); if (settings.isAlphaOutputEnabled) CoreUtils.SetKeyword(material, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, settings.isAlphaOutputEnabled); @@ -1666,7 +1668,7 @@ public void RenderFinalPassRenderGraph(RenderGraph renderGraph, ContextContainer if (!cameraData.postProcessEnabled) settings.hdrOperations |= HDROutputUtils.Operation.ColorConversion; - SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, material, settings.hdrOperations); + SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, material, settings.hdrOperations, cameraData.rendersOverlayUI); } DebugHandler debugHandler = GetActiveDebugHandler(cameraData); bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(cameraData.resolveFinalTarget); @@ -1776,7 +1778,6 @@ private class UberPostPassData internal TextureHandle destinationTexture; internal TextureHandle sourceTexture; internal TextureHandle lutTexture; - internal TextureHandle depthTexture; internal Vector4 lutParams; internal TextureHandle userLutTexture; internal Vector4 userLutParams; @@ -1810,24 +1811,15 @@ public void RenderUberPost(RenderGraph renderGraph, ContextContainer frameData, using (var builder = renderGraph.AddRasterRenderPass("Blit Post Processing", out var passData, ProfilingSampler.Get(URPProfileId.RG_UberPost))) { - UniversalRenderer renderer = cameraData.renderer as UniversalRenderer; UniversalResourceData resourceData = frameData.Get(); - if (cameraData.requiresDepthTexture && renderer != null) - { - if (renderer.renderingModeActual != RenderingMode.Deferred) - { - builder.UseGlobalTexture(s_CameraDepthTextureID); - passData.depthTexture = resourceData.activeDepthTexture; - } - else if (renderer.deferredLights.GbufferDepthIndex != -1) - { - builder.UseTexture(resourceData.gBuffer[renderer.deferredLights.GbufferDepthIndex]); - passData.depthTexture = resourceData.gBuffer[renderer.deferredLights.GbufferDepthIndex]; - } - } + // Only the UniversalRenderer guarantees that global textures will be available at this point + bool isUniversalRenderer = (cameraData.renderer as UniversalRenderer) != null; + + if (cameraData.requiresDepthTexture && isUniversalRenderer) + builder.UseGlobalTexture(s_CameraDepthTextureID); - if (cameraData.requiresOpaqueTexture && renderer != null) + if (cameraData.requiresOpaqueTexture && isUniversalRenderer) builder.UseGlobalTexture(s_CameraOpaqueTextureID); builder.AllowGlobalStateModification(true); @@ -1846,7 +1838,7 @@ public void RenderUberPost(RenderGraph renderGraph, ContextContainer frameData, if (m_Bloom.IsActive()) builder.UseTexture(_BloomMipUp[0], AccessFlags.Read); - if (requireHDROutput && m_EnableColorEncodingIfNeeded) + if (requireHDROutput && m_EnableColorEncodingIfNeeded && overlayUITexture.IsValid()) builder.UseTexture(overlayUITexture, AccessFlags.Read); passData.userLutParams = userLutParams; @@ -1863,8 +1855,6 @@ public void RenderUberPost(RenderGraph renderGraph, ContextContainer frameData, var material = data.material; RTHandle sourceTextureHdl = data.sourceTexture; - if(data.depthTexture.IsValid()) - material.SetTexture(s_CameraDepthTextureID, data.depthTexture); material.SetTexture(ShaderConstants._InternalLut, data.lutTexture); material.SetVector(ShaderConstants._Lut_Params, data.lutParams); material.SetTexture(ShaderConstants._UserLut, data.userLutTexture); @@ -2082,7 +2072,7 @@ public void RenderPostProcessingRenderGraph(RenderGraph renderGraph, ContextCont // Otherwise encoding will happen in the final post process pass or the final blit pass HDROutputUtils.Operation hdrOperations = !m_HasFinalPass && m_EnableColorEncodingIfNeeded ? HDROutputUtils.Operation.ColorEncoding : HDROutputUtils.Operation.None; - SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, m_Materials.uber, hdrOperations); + SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, m_Materials.uber, hdrOperations, cameraData.rendersOverlayUI); } bool enableAlphaOutput = cameraData.isAlphaOutputEnabled; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceAmbientOcclusionPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceAmbientOcclusionPass.cs index 7539fac6a9a..56e0c255fd8 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceAmbientOcclusionPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceAmbientOcclusionPass.cs @@ -178,7 +178,7 @@ internal bool Setup(ref ScreenSpaceAmbientOcclusionSettings featureSettings, ref ConfigureInput(ScriptableRenderPassInput.Depth); break; case ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals: - ConfigureInput(ScriptableRenderPassInput.Normal); // need depthNormal prepass for forward-only geometry + ConfigureInput(ScriptableRenderPassInput.Depth | ScriptableRenderPassInput.Normal); // need depthNormal prepass for forward-only geometry break; default: throw new ArgumentOutOfRangeException(); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/ReflectionProbeManager.cs b/Packages/com.unity.render-pipelines.universal/Runtime/ReflectionProbeManager.cs index dc63425a8fc..1d0c47749c1 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/ReflectionProbeManager.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/ReflectionProbeManager.cs @@ -256,15 +256,21 @@ public unsafe void UpdateGpuData(CommandBuffer cmd, ref CullingResults cullResul m_Resolution = requiredAtlasSize; } + var skipCount = 0; for (var probeIndex = 0; probeIndex < probeCount; probeIndex++) { var probe = probes[probeIndex]; var id = probe.reflectionProbe.GetInstanceID(); - if (!m_Cache.TryGetValue(id, out var cachedProbe)) continue; - m_BoxMax[probeIndex] = new Vector4(probe.bounds.max.x, probe.bounds.max.y, probe.bounds.max.z, probe.blendDistance); - m_BoxMin[probeIndex] = new Vector4(probe.bounds.min.x, probe.bounds.min.y, probe.bounds.min.z, probe.importance); - m_ProbePosition[probeIndex] = new Vector4(probe.localToWorldMatrix.m03, probe.localToWorldMatrix.m13, probe.localToWorldMatrix.m23, (probe.isBoxProjection ? 1 : -1) * (cachedProbe.mipCount)); - for (var i = 0; i < cachedProbe.mipCount; i++) m_MipScaleOffset[probeIndex * k_MaxMipCount + i] = GetScaleOffset(cachedProbe.levels[i], cachedProbe.dataIndices[i], false, false); + var dataIndex = probeIndex - skipCount; + if (!m_Cache.TryGetValue(id, out var cachedProbe) || !probe.texture) + { + skipCount++; + continue; + } + m_BoxMax[dataIndex] = new Vector4(probe.bounds.max.x, probe.bounds.max.y, probe.bounds.max.z, probe.blendDistance); + m_BoxMin[dataIndex] = new Vector4(probe.bounds.min.x, probe.bounds.min.y, probe.bounds.min.z, probe.importance); + m_ProbePosition[dataIndex] = new Vector4(probe.localToWorldMatrix.m03, probe.localToWorldMatrix.m13, probe.localToWorldMatrix.m23, (probe.isBoxProjection ? 1 : -1) * (cachedProbe.mipCount)); + for (var i = 0; i < cachedProbe.mipCount; i++) m_MipScaleOffset[dataIndex * k_MaxMipCount + i] = GetScaleOffset(cachedProbe.levels[i], cachedProbe.dataIndices[i], false, false); } if (showFullWarning) @@ -295,7 +301,7 @@ public unsafe void UpdateGpuData(CommandBuffer cmd, ref CullingResults cullResul cmd.SetGlobalVectorArray(ShaderProperties.BoxMax, m_BoxMax); cmd.SetGlobalVectorArray(ShaderProperties.ProbePosition, m_ProbePosition); cmd.SetGlobalVectorArray(ShaderProperties.MipScaleOffset, m_MipScaleOffset); - cmd.SetGlobalFloat(ShaderProperties.Count, probeCount); + cmd.SetGlobalFloat(ShaderProperties.Count, probeCount - skipCount); cmd.SetGlobalTexture(ShaderProperties.Atlas, m_AtlasTexture0); } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/Renderer2DResources.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/Renderer2DResources.cs index ed815ac2aef..b5e369441a0 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/Renderer2DResources.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/Renderer2DResources.cs @@ -88,14 +88,6 @@ internal Shader copyDepthPS } #if UNITY_EDITOR - [SerializeField, ResourcePath("Runtime/Materials/Sprite-Lit-Default.mat")] - Material m_DefaultCustomMaterial = null; - internal Material defaultCustomMaterial - { - get => m_DefaultCustomMaterial; - set => this.SetValueAndNotify(ref m_DefaultCustomMaterial, value, nameof(m_DefaultCustomMaterial)); - } - [SerializeField, ResourcePath("Runtime/Materials/Sprite-Lit-Default.mat")] Material m_DefaultLitMaterial = null; internal Material defaultLitMaterial diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature.cs index 620a3687908..841fb4630e3 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature.cs @@ -1,6 +1,5 @@ using System; using UnityEngine; -using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering.RenderGraphModule; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; @@ -106,7 +105,7 @@ public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingD m_FullScreenPass.SetupMembers(passMaterial, passIndex, fetchColorBuffer, bindDepthStencilAttachment); m_FullScreenPass.requiresIntermediateTexture = fetchColorBuffer; - + renderer.EnqueuePass(m_FullScreenPass); } @@ -120,7 +119,7 @@ internal class FullScreenRenderPass : ScriptableRenderPass { private Material m_Material; private int m_PassIndex; - private bool m_CopyActiveColor; + private bool m_FetchActiveColor; private bool m_BindDepthStencilAttachment; private RTHandle m_CopiedColor; @@ -131,11 +130,11 @@ public FullScreenRenderPass(string passName) profilingSampler = new ProfilingSampler(passName); } - public void SetupMembers(Material material, int passIndex, bool copyActiveColor, bool bindDepthStencilAttachment) + public void SetupMembers(Material material, int passIndex, bool fetchActiveColor, bool bindDepthStencilAttachment) { m_Material = material; m_PassIndex = passIndex; - m_CopyActiveColor = copyActiveColor; + m_FetchActiveColor = fetchActiveColor; m_BindDepthStencilAttachment = bindDepthStencilAttachment; } @@ -149,7 +148,7 @@ public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderin ResetTarget(); #pragma warning restore CS0618 - if (m_CopyActiveColor) + if (m_FetchActiveColor) ReAllocate(renderingData.cameraData.cameraTargetDescriptor); } @@ -191,7 +190,7 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData using (new ProfilingScope(cmd, profilingSampler)) { RasterCommandBuffer rasterCmd = CommandBufferHelpers.GetRasterCommandBuffer(cmd); - if (m_CopyActiveColor) + if (m_FetchActiveColor) { CoreUtils.SetRenderTarget(cmd, m_CopiedColor); ExecuteCopyColorPass(rasterCmd, cameraData.renderer.cameraColorTargetHandle); @@ -202,7 +201,7 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData else CoreUtils.SetRenderTarget(cmd, cameraData.renderer.cameraColorTargetHandle); - ExecuteMainPass(rasterCmd, m_CopyActiveColor ? m_CopiedColor : null, m_Material, m_PassIndex); + ExecuteMainPass(rasterCmd, m_FetchActiveColor ? m_CopiedColor : null, m_Material, m_PassIndex); } } @@ -211,50 +210,93 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer UniversalResourceData resourcesData = frameData.Get(); UniversalCameraData cameraData = frameData.Get(); - var colorCopyDescriptor = cameraData.cameraTargetDescriptor; - colorCopyDescriptor.msaaSamples = 1; - colorCopyDescriptor.depthBufferBits = (int)DepthBits.None; - TextureHandle copiedColor = TextureHandle.nullHandle; + TextureHandle source, destination; + + Debug.Assert(resourcesData.cameraColor.IsValid()); - if (m_CopyActiveColor) + if (m_FetchActiveColor) { - copiedColor = UniversalRenderer.CreateRenderGraphTexture(renderGraph, colorCopyDescriptor, "_FullscreenPassColorCopy", false); + var targetDesc = renderGraph.GetTextureDesc(resourcesData.cameraColor); + targetDesc.name = "_CameraColorFullScreenPass"; + targetDesc.clearBuffer = false; + source = resourcesData.activeColorTexture; + destination = renderGraph.CreateTexture(targetDesc); + using (var builder = renderGraph.AddRasterRenderPass("Copy Color Full Screen", out var passData, profilingSampler)) { - passData.inputTexture = resourcesData.activeColorTexture; - builder.UseTexture(resourcesData.activeColorTexture, AccessFlags.Read); + passData.inputTexture = source; + builder.UseTexture(passData.inputTexture, AccessFlags.Read); - builder.SetRenderAttachment(copiedColor, 0, AccessFlags.Write); + builder.SetRenderAttachment(destination, 0, AccessFlags.Write); builder.SetRenderFunc((CopyPassData data, RasterGraphContext rgContext) => { ExecuteCopyColorPass(rgContext.cmd, data.inputTexture); }); } + + //Swap for next pass; + source = destination; + } + else + { + source = TextureHandle.nullHandle; } + destination = resourcesData.activeColorTexture; + + using (var builder = renderGraph.AddRasterRenderPass(passName, out var passData, profilingSampler)) { - builder.UseAllGlobalTextures(true); - passData.material = m_Material; passData.passIndex = m_PassIndex; - if (m_CopyActiveColor) + passData.inputTexture = source; + + if(passData.inputTexture.IsValid()) + builder.UseTexture(passData.inputTexture, AccessFlags.Read); + + bool needsColor = (input & ScriptableRenderPassInput.Color) != ScriptableRenderPassInput.None; + bool needsDepth = (input & ScriptableRenderPassInput.Depth) != ScriptableRenderPassInput.None; + bool needsMotion = (input & ScriptableRenderPassInput.Motion) != ScriptableRenderPassInput.None; + bool needsNormal = (input & ScriptableRenderPassInput.Normal) != ScriptableRenderPassInput.None; + + if (needsColor) + { + Debug.Assert(resourcesData.cameraOpaqueTexture.IsValid()); + builder.UseTexture(resourcesData.cameraOpaqueTexture); + } + + if (needsDepth) + { + Debug.Assert(resourcesData.cameraDepthTexture.IsValid()); + builder.UseTexture(resourcesData.cameraDepthTexture); + } + + if (needsMotion) + { + Debug.Assert(resourcesData.motionVectorColor.IsValid()); + builder.UseTexture(resourcesData.motionVectorColor); + Debug.Assert(resourcesData.motionVectorDepth.IsValid()); + builder.UseTexture(resourcesData.motionVectorDepth); + } + + if (needsNormal) { - passData.inputTexture = copiedColor; - builder.UseTexture(copiedColor, AccessFlags.Read); + Debug.Assert(resourcesData.cameraNormalsTexture.IsValid()); + builder.UseTexture(resourcesData.cameraNormalsTexture); } + + builder.SetRenderAttachment(destination, 0, AccessFlags.Write); - builder.SetRenderAttachment(resourcesData.activeColorTexture, 0, AccessFlags.Write); if (m_BindDepthStencilAttachment) builder.SetRenderAttachmentDepth(resourcesData.activeDepthTexture, AccessFlags.Write); builder.SetRenderFunc((MainPassData data, RasterGraphContext rgContext) => { - ExecuteMainPass(rgContext.cmd, data.inputTexture.IsValid() ? data.inputTexture : null, data.material, data.passIndex); - }); + ExecuteMainPass(rgContext.cmd, data.inputTexture, data.material, data.passIndex); + }); } } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index e7c41ad1165..9e44a29b3bf 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -1227,8 +1227,7 @@ static bool CheckPostProcessForDepth(UniversalCameraData cameraData) if (!cameraData.postProcessEnabled) return false; - if ((cameraData.antialiasing == AntialiasingMode.SubpixelMorphologicalAntiAliasing || cameraData.IsTemporalAAEnabled()) - && cameraData.renderType == CameraRenderType.Base) + if (cameraData.IsTemporalAAEnabled() && (cameraData.renderType == CameraRenderType.Base)) return true; return CheckPostProcessForDepth(); @@ -1572,7 +1571,7 @@ static UniversalRenderingData CreateRenderingData(ContextContainer frameData, Un UniversalRenderingData data = frameData.Get(); data.supportsDynamicBatching = settings.supportsDynamicBatching; - data.perObjectData = GetPerObjectLightFlags(universalLightData.additionalLightsCount, isForwardPlus); + data.perObjectData = GetPerObjectLightFlags(universalLightData.additionalLightsCount, isForwardPlus, settings.reflectionProbeBlending); // Render graph does not support RenderingData.commandBuffer as its execution timeline might break. // RenderingData.commandBuffer is available only for the old non-RG execute code path. @@ -1907,7 +1906,7 @@ static void UpdateCameraStereoMatrices(Camera camera, XRPass xr) #endif } - static PerObjectData GetPerObjectLightFlags(int additionalLightsCount, bool isForwardPlus) + static PerObjectData GetPerObjectLightFlags(int additionalLightsCount, bool isForwardPlus, bool reflectionProbeBlending) { using var profScope = new ProfilingScope(Profiling.Pipeline.getPerObjectLightFlags); @@ -1917,6 +1916,10 @@ static PerObjectData GetPerObjectLightFlags(int additionalLightsCount, bool isFo { configuration |= PerObjectData.ReflectionProbes | PerObjectData.LightData; } + else if (!reflectionProbeBlending) + { + configuration |= PerObjectData.ReflectionProbes; + } if (additionalLightsCount > 0 && !isForwardPlus) { diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs index 6097a4000ed..ee23e2fa62c 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs @@ -1274,6 +1274,9 @@ public static class ShaderKeywordStrings /// Keyword used for HDR Color Grading. public const string HDRGrading = "_HDR_GRADING"; + /// Keyword used for HDR UI Overlay compositing. + public const string HDROverlay = "_HDR_OVERLAY"; + /// Keyword used for ACES Tonemapping. public const string TonemapACES = "_TONEMAP_ACES"; @@ -2001,5 +2004,7 @@ internal static ShEvalMode ShAutoDetect(ShEvalMode mode) return mode; } + + internal static bool isRunningOnPowerVRGPU = SystemInfo.graphicsDeviceName.Contains("PowerVR"); } } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs index e687d53e5ae..23758db9acc 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs @@ -580,8 +580,9 @@ bool IsDepthPrimingEnabled(UniversalCameraData cameraData) bool isNotReflectionCamera = cameraData.cameraType != CameraType.Reflection; // Depth is not rendered in a depth-only camera setup with depth priming (UUM-38158) bool isNotOffscreenDepthTexture = !IsOffscreenDepthTexture(cameraData); + bool isNotMSAA = cameraData.cameraTargetDescriptor.msaaSamples == 1; - return depthPrimingRequested && isForwardRenderingMode && isFirstCameraToWriteDepth && isNotReflectionCamera && isNotOffscreenDepthTexture && isNotWebGL; + return depthPrimingRequested && isForwardRenderingMode && isFirstCameraToWriteDepth && isNotReflectionCamera && isNotOffscreenDepthTexture && isNotWebGL && isNotMSAA; } bool IsWebGL() @@ -1601,7 +1602,7 @@ public override void SetupCullingParameters(ref ScriptableCullingParameters cull // TODO: PerObjectCulling also affect reflection probes. Enabling it for now. // if (asset.additionalLightsRenderingMode == LightRenderingMode.Disabled || // asset.maxAdditionalLightsCount == 0) - if (renderingModeActual == RenderingMode.ForwardPlus) + if (renderingModeActual == RenderingMode.ForwardPlus && UniversalRenderPipeline.asset.reflectionProbeBlending) { cullingParameters.cullingOptions |= CullingOptions.DisablePerObjectCulling; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererDebug.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererDebug.cs index 583282623f6..afb582591c1 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererDebug.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererDebug.cs @@ -1,11 +1,13 @@ using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering.RenderGraphModule; -using UnityEngine.Rendering.Universal.Internal; +using UnityEngine.Rendering.RenderGraphModule.Util; namespace UnityEngine.Rendering.Universal { public sealed partial class UniversalRenderer { + Material m_DebugBlitMaterial = Blitter.GetBlitMaterial(TextureXR.dimension); + bool DebugHandlerRequireDepthPass(UniversalCameraData cameraData) { if ((DebugHandler != null) && DebugHandler.IsActiveForCamera(cameraData.isPreviewCamera)) @@ -100,20 +102,20 @@ private void SetupRenderGraphFinalPassDebug(RenderGraph renderGraph, ContextCont ImportResourceParams importParams = new ImportResourceParams(); importParams.clearOnFirstUse = false; importParams.discardOnLastUse = false; - TextureHandle debugDepthTexture = renderGraph.ImportTexture(m_RenderGraphDebugTextureHandle, importParams); + TextureHandle debugTexture = renderGraph.ImportTexture(m_RenderGraphDebugTextureHandle, importParams); + switch (fullScreenDebugMode) { case DebugFullScreenMode.Depth: { - CopyToDebugTexture(renderGraph, resourceData.cameraDepthTexture, debugDepthTexture); + BlitToDebugTexture(renderGraph, resourceData.cameraDepthTexture, debugTexture); supportsStereo = true; - break; } case DebugFullScreenMode.MotionVector: { - CopyToDebugTexture(renderGraph, resourceData.motionVectorColor, debugDepthTexture); + BlitToDebugTexture(renderGraph, resourceData.motionVectorColor, debugTexture, isSourceTextureColor: true); supportsStereo = true; // Motion vectors are in signed UV space, zoom in and normalize for visualization. (note: maybe add an option to use (angle, mag) visualization) const float zoom = 0.01f; @@ -125,34 +127,37 @@ private void SetupRenderGraphFinalPassDebug(RenderGraph renderGraph, ContextCont } case DebugFullScreenMode.AdditionalLightsShadowMap: { - CopyToDebugTexture(renderGraph, resourceData.additionalShadowsTexture, debugDepthTexture); + BlitToDebugTexture(renderGraph, resourceData.additionalShadowsTexture, debugTexture); break; } case DebugFullScreenMode.MainLightShadowMap: { - CopyToDebugTexture(renderGraph, resourceData.mainShadowsTexture, debugDepthTexture); - + BlitToDebugTexture(renderGraph, resourceData.mainShadowsTexture, debugTexture); break; } case DebugFullScreenMode.AdditionalLightsCookieAtlas: { - if (m_LightCookieManager != null) - { - // Copy atlas texture to make it "readonly". Direct reference (debug=atlas) can lead to handle->texture reallocation. - var texHdl = renderGraph.ImportTexture(m_LightCookieManager.AdditionalLightsCookieAtlasTexture); - CopyToDebugTexture(renderGraph, texHdl, debugDepthTexture); - } + // Copy atlas texture to make it "readonly". Direct reference (debug=atlas) can lead to handle->texture reallocation. + var textureHandle = + m_LightCookieManager is { AdditionalLightsCookieAtlasTexture: not null } + ? renderGraph.ImportTexture(m_LightCookieManager + .AdditionalLightsCookieAtlasTexture) + : TextureHandle.nullHandle; + + BlitToDebugTexture(renderGraph, textureHandle, debugTexture); break; } case DebugFullScreenMode.ReflectionProbeAtlas: { - if (m_ForwardLights.reflectionProbeManager.atlasRT != null) - { - // Copy atlas texture to make it "readonly". Direct reference (debug=atlas) can lead to handle->texture reallocation. - var texHdl = renderGraph.ImportTexture(RTHandles.Alloc(m_ForwardLights.reflectionProbeManager.atlasRT, transferOwnership: true)); - CopyToDebugTexture(renderGraph, texHdl, debugDepthTexture); - } + // Copy atlas texture to make it "readonly". Direct reference (debug=atlas) can lead to handle->texture reallocation. + var textureHandle = + m_ForwardLights.reflectionProbeManager.atlasRT != null + ? renderGraph.ImportTexture(RTHandles.Alloc( + m_ForwardLights.reflectionProbeManager.atlasRT, transferOwnership: true)) + : TextureHandle.nullHandle; + + BlitToDebugTexture(renderGraph, textureHandle, debugTexture); break; } default: @@ -162,7 +167,7 @@ private void SetupRenderGraphFinalPassDebug(RenderGraph renderGraph, ContextCont } } - // Textures that are not in screen aspect ration need to be corrected + // Textures that are not in screen aspect ratio need to be corrected { RenderTexture source = null; switch (fullScreenDebugMode) @@ -222,8 +227,7 @@ private void SetupAfterPostRenderGraphFinalPassDebug(RenderGraph renderGraph, Co importParams.clearOnFirstUse = false; importParams.discardOnLastUse = false; TextureHandle debugTexture = renderGraph.ImportTexture(m_RenderGraphDebugTextureHandle, importParams); - - CopyToDebugTexture(renderGraph, resourceData.stpDebugView, debugTexture); + BlitToDebugTexture(renderGraph, resourceData.stpDebugView, debugTexture); Rect uvRect = CalculateUVRect(cameraData, textureHeightPercent); Vector4 rangeRemap = Vector4.zero; // Off @@ -238,26 +242,39 @@ class CopyToDebugTexturePassData internal TextureHandle dest; } - - private void CopyToDebugTexture(RenderGraph renderGraph, TextureHandle source, TextureHandle destination, string passName = "Copy To Debug Texture") + private void BlitToDebugTexture(RenderGraph renderGraph, TextureHandle source, TextureHandle destination, bool isSourceTextureColor = false) { - using (var builder = renderGraph.AddRasterRenderPass(passName, out var passData)) + if (source.IsValid()) { - if (source.IsValid()) + if (isSourceTextureColor) // Use AddCopyPass (RasterRenderPass) when we can { - passData.src = source; - builder.UseTexture(source); + renderGraph.AddCopyPass(source, destination); } - else + else // Use direct blit (UnsafePass) { - passData.src = renderGraph.defaultResources.blackTexture; + var blitMaterialParameters = + new RenderGraphModule.Util.RenderGraphUtils.BlitMaterialParameters( + source, destination, + m_DebugBlitMaterial, 0); + + renderGraph.AddBlitPass(blitMaterialParameters); } + } + else // Texture is invalid, just show a black view + { + BlitEmptyTexture(renderGraph, destination); + } + } + private void BlitEmptyTexture(RenderGraph renderGraph, TextureHandle destination, string passName = "Copy To Debug Texture") + { + using (var builder = renderGraph.AddRasterRenderPass(passName, out var passData)) + { + passData.src = renderGraph.defaultResources.blackTexture; passData.dest = destination; builder.SetRenderAttachment(destination, 0); builder.AllowPassCulling(false); - builder.SetRenderFunc((CopyToDebugTexturePassData data, RasterGraphContext context) => { Blitter.BlitTexture(context.cmd, data.src, new Vector4(1,1,0,0), 0, false); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs index 4ebd48a5e56..169086c0a6c 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs @@ -479,6 +479,13 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera if (cameraData.isSceneViewCamera) importBackbufferDepthParams.discardOnLastUse = false; #endif +#if ENABLE_VR && ENABLE_XR_MODULE + // some XR devices require depth data to composite the final image. In such case, we need to preserve the eyetexture(backbuffer) depth. + if (cameraData.xr.enabled && cameraData.xr.copyDepth) + { + importBackbufferDepthParams.discardOnLastUse = false; + } +#endif // For BuiltinRenderTextureType wrapping RTHandles RenderGraph can't know what they are so we have to pass it in. RenderTargetInfo importInfo = new RenderTargetInfo(); @@ -508,12 +515,13 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera int numSamples = Mathf.Max(Screen.msaaSamples, 1); // Handle edge cases regarding numSamples setup - // On OSX player, the Screen API MSAA samples change request is only applied in the following frame, + // On OSX & IOS player, the Screen API MSAA samples change request is only applied in the following frame, // as a workaround we keep the old MSAA sample count for the previous frame // this workaround can be removed once the Screen API issue (UUM-42825) is fixed + // UPDATE: UUM-42825 is fixed already, but by supplementing relevant documentation. Thus, this behaviour must be maintained until next plan comes // The editor always allocates the system rendertarget with a single msaa sample // See: ConfigureTargetTexture in PlayModeView.cs - if (msaaSamplesChangedThisFrame && Application.platform == RuntimePlatform.OSXPlayer) + if (msaaSamplesChangedThisFrame && (Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.IPhonePlayer)) numSamples = oldSamples; else if (Application.isEditor) numSamples = 1; @@ -629,7 +637,6 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera bool resolveDepth = RenderingUtils.MultisampleDepthResolveSupported() && renderGraph.nativeRenderPassesEnabled; // TODO RENDERGRAPH: once all passes are ported to RasterCommandBuffers we need to reenable depth resolve - m_CopyDepthMode = renderPassInputs.requiresDepthTextureEarliestEvent < RenderPassEvent.AfterRenderingTransparents ? CopyDepthMode.AfterOpaques : m_CopyDepthMode; m_CopyDepthPass.m_CopyResolvedDepth = resolveDepth && m_CopyDepthMode == CopyDepthMode.AfterTransparents; if (hasMSAA) @@ -953,6 +960,133 @@ private void RecordCustomPassesWithDepthCopy(RenderGraph renderGraph, UniversalR RecordCustomRenderGraphPassesInEventRange(renderGraph, splitEvent, endEvent); } + // Returns true if the current render pass inputs allow us to perform a partial depth normals prepass + // + // During a partial prepass, we only render forward opaque objects that aren't rendered into the gbuffer. + // This produces a set of partial depth & normal buffers that must be completed by the gbuffer pass later in the frame. + // This allows us to produce complete depth & normals data before lighting takes place, but it isn't valid when custom + // passes require this data before the gbuffer pass finishes. + private bool AllowPartialDepthNormalsPrepass(bool isDeferred, RenderPassEvent requiresDepthNormalEvent) + { + return isDeferred && ((RenderPassEvent.AfterRenderingGbuffer <= requiresDepthNormalEvent) && + (requiresDepthNormalEvent <= RenderPassEvent.BeforeRenderingOpaques)); + } + + // Enumeration of possible positions within the frame where the depth copy pass can be scheduled + private enum DepthCopySchedule + { + AfterPrepass, + AfterGBuffer, + AfterOpaques, + AfterTransparents, + + // None is always the last value so we can easily check if the depth has already been copied in the current frame via comparison + None + } + + // Enumeration of possible positions within the frame where the color copy pass can be scheduled + private enum ColorCopySchedule + { + AfterSkybox, + + // None is always the last value so we can easily check if the color has already been copied in the current frame via comparison + None + } + + /// + /// Calculates where the depth copy pass should be scheduled within the frame. + /// This function is only intended to be called in cases where we've determined that an explicit depth copy pass is required. + /// The copy will be scheduled as late as possible in the frame while still respecting user selections and custom pass requirements. + /// + /// The earliest render pass event in the frame that reads from the depth texture + /// True if we've determined that the current frame will include a full prepass + /// The position within the frame where the depth copy pass should be executed + private DepthCopySchedule CalculateDepthCopySchedule(RenderPassEvent earliestDepthReadEvent, bool hasFullPrepass) + { + DepthCopySchedule schedule; + + if ((earliestDepthReadEvent < RenderPassEvent.AfterRenderingOpaques) || (m_CopyDepthMode == CopyDepthMode.ForcePrepass)) + { + // The forward path never needs to copy depth this early in the frame since its prepass writes directly into the depth texture. + Debug.Assert(renderingModeActual == RenderingMode.Deferred); + + if (hasFullPrepass) + { + // If we have a full prepass, we can copy depth immediately after since a full prepass guarantees complete depth data. + schedule = DepthCopySchedule.AfterPrepass; + } + else + { + // If we have a partial prepass (or no prepass), we must finish rendering the gbuffer before complete depth data is available. + schedule = DepthCopySchedule.AfterGBuffer; + + // Make sure we aren't scheduling the depth copy later than the event reading depth. + // The only way this could happen is if we executed a partial prepass in a case where we should have done a full prepass. + Debug.Assert(earliestDepthReadEvent >= RenderPassEvent.AfterRenderingGbuffer); + } + } + else if ((earliestDepthReadEvent < RenderPassEvent.AfterRenderingTransparents) || (m_CopyDepthMode == CopyDepthMode.AfterOpaques)) + { + schedule = DepthCopySchedule.AfterOpaques; + } + else if ((earliestDepthReadEvent < RenderPassEvent.BeforeRenderingPostProcessing) || (m_CopyDepthMode == CopyDepthMode.AfterTransparents)) + { + schedule = DepthCopySchedule.AfterTransparents; + } + else + { + // If we hit this case, there's a case we didn't handle properly in the scheduling logic. + Debug.Assert(false); + + schedule = DepthCopySchedule.None; + } + + return schedule; + } + + private struct TextureCopySchedules + { + internal DepthCopySchedule depth; + internal ColorCopySchedule color; + } + + private TextureCopySchedules CalculateTextureCopySchedules(UniversalCameraData cameraData, RenderPassInputSummary renderPassInputs, bool isDeferred, bool requiresDepthPrepass) + { + // If Camera's PostProcessing is enabled and if there any enabled PostProcessing requires depth texture as shader read resource (Motion Blur/DoF) + bool cameraHasPostProcessingWithDepth = CameraHasPostProcessingWithDepth(cameraData); + + bool hasFullPrepass = requiresDepthPrepass && !AllowPartialDepthNormalsPrepass(isDeferred, renderPassInputs.requiresDepthNormalAtEvent); + + // Determine if we read the contents of the depth texture at some point in the frame + bool depthTextureUsed = (cameraData.requiresDepthTexture || cameraHasPostProcessingWithDepth || renderPassInputs.requiresDepthTexture) || + DebugHandlerRequireDepthPass(frameData.Get()); + + // In forward, the depth prepass writes directly to the depth texture so no copy is needed. + // In deferred, the depth prepass writes to the depth attachment so a copy must happen later in the frame if depth reads are required. + bool depthTextureRequiresCopy = (isDeferred || !requiresDepthPrepass); + + // We must schedule an explicit copy depth pass when the depth texture is read during the frame, and not populated directly by an earlier pass. + bool requiresDepthCopyPass = depthTextureUsed && depthTextureRequiresCopy; + + // Schedule a depth copy pass if required + DepthCopySchedule depth = requiresDepthCopyPass ? CalculateDepthCopySchedule(renderPassInputs.requiresDepthTextureEarliestEvent, hasFullPrepass) + : DepthCopySchedule.None; + + bool requiresColorCopyPass = cameraData.requiresOpaqueTexture || renderPassInputs.requiresColorTexture; + requiresColorCopyPass &= !cameraData.isPreviewCamera; + + // Schedule a color copy pass if required + ColorCopySchedule color = requiresColorCopyPass ? ColorCopySchedule.AfterSkybox + : ColorCopySchedule.None; + + TextureCopySchedules schedules; + + schedules.depth = depth; + schedules.color = color; + + return schedules; + } + private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext context) { UniversalResourceData resourceData = frameData.Get(); @@ -970,9 +1104,6 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.BeforeRenderingPrePasses); - // If Camera's PostProcessing is enabled and if there any enabled PostProcessing requires depth texture as shader read resource (Motion Blur/DoF) - bool cameraHasPostProcessingWithDepth = CameraHasPostProcessingWithDepth(cameraData); - RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData.IsTemporalAAEnabled(), postProcessingData.isEnabled); if (m_RenderingLayerProvidesByDepthNormalPass) @@ -983,17 +1114,13 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co renderPassInputs.requiresNormalsTexture = true; #endif + bool isDeferred = this.renderingModeActual == RenderingMode.Deferred; + bool requiresDepthPrepass = RequireDepthPrepass(cameraData, ref renderPassInputs); - bool requiresDepthCopyPass = !requiresDepthPrepass - && (cameraData.requiresDepthTexture || cameraHasPostProcessingWithDepth || renderPassInputs.requiresDepthTexture) - && m_CreateDepthTexture; // we create both intermediate textures if this is true, so instead of repeating the checks we reuse this - requiresDepthCopyPass |= !requiresDepthPrepass && DebugHandlerRequireDepthPass(frameData.Get()); - bool requiresColorCopyPass = cameraData.requiresOpaqueTexture || renderPassInputs.requiresColorTexture; - requiresColorCopyPass &= !cameraData.isPreviewCamera; - bool requiredColorGradingLutPass = cameraData.postProcessEnabled && m_PostProcessPasses.isCreated; + TextureCopySchedules copySchedules = CalculateTextureCopySchedules(cameraData, renderPassInputs, isDeferred, requiresDepthPrepass); - bool isDeferred = this.renderingModeActual == RenderingMode.Deferred; + bool requiredColorGradingLutPass = cameraData.postProcessEnabled && m_PostProcessPasses.isCreated; bool needsOccluderUpdate = cameraData.useGPUOcclusionCulling; @@ -1058,6 +1185,9 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co m_PrimedDepthCopyPass.Render(renderGraph, frameData, cameraDepthTexture, depth, true); } + if (copySchedules.depth == DepthCopySchedule.AfterPrepass) + m_CopyDepthPass.Render(renderGraph, frameData, resourceData.cameraDepthTexture, resourceData.activeDepthTexture, true); + RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.AfterRenderingPrePasses); if (requiredColorGradingLutPass) @@ -1089,16 +1219,11 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co m_GBufferPass.Render(renderGraph, frameData, resourceData.activeColorTexture, resourceData.activeDepthTexture); - if (!renderGraph.nativeRenderPassesEnabled) - { - TextureHandle cameraDepthTexture = resourceData.cameraDepthTexture; - m_GBufferCopyDepthPass.Render(renderGraph, frameData, cameraDepthTexture, resourceData.activeDepthTexture, true); - } - else - { - // if nativeRenderPassesEnabled, we write the camera depth to gBuffer[4], to be used with framebuffer fetch - resourceData.cameraDepthTexture = resourceData.gBuffer[m_DeferredLights.GbufferDepthIndex]; - } + // In addition to regularly scheduled depth copies here, we also need to copy depth when native render passes aren't available. + // This is required because deferred lighting must read depth as a texture, but it must also bind depth as a depth write attachment at the same time. + // When native render passes are available, we write depth into an internal gbuffer slice and read via framebuffer fetch so a depth copy is no longer required. + if (!renderGraph.nativeRenderPassesEnabled || (copySchedules.depth == DepthCopySchedule.AfterGBuffer)) + m_CopyDepthPass.Render(renderGraph, frameData, resourceData.cameraDepthTexture, resourceData.activeDepthTexture, true); RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.AfterRenderingGbuffer, RenderPassEvent.BeforeRenderingDeferredLights); @@ -1112,7 +1237,7 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co } else { - RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.BeforeRenderingOpaques); + RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.BeforeRenderingGbuffer, RenderPassEvent.BeforeRenderingOpaques); var passCount = needsOccluderUpdate ? 2 : 1; for (int passIndex = 0; passIndex < passCount; ++passIndex) @@ -1165,7 +1290,7 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co needsOccluderUpdate = false; } - if (requiresDepthCopyPass && m_CopyDepthMode != CopyDepthMode.AfterTransparents) + if (copySchedules.depth == DepthCopySchedule.AfterOpaques) RecordCustomPassesWithDepthCopy(renderGraph, resourceData, renderPassInputs.requiresDepthTextureEarliestEvent, RenderPassEvent.AfterRenderingOpaques); else RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.AfterRenderingOpaques); @@ -1181,12 +1306,16 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co cameraData.camera.TryGetComponent(out Skybox cameraSkybox); Material skyboxMaterial = cameraSkybox != null ? cameraSkybox.material : RenderSettings.skybox; if (skyboxMaterial != null) - m_DrawSkyboxPass.Render(renderGraph, frameData, context, resourceData.activeColorTexture, resourceData.activeDepthTexture, skyboxMaterial, requiresDepthCopyPass && m_CopyDepthMode != CopyDepthMode.AfterTransparents); + { + // The depth texture is only available in the skybox pass when it's populated earlier in the frame. + bool isDepthTextureAvailable = copySchedules.depth < DepthCopySchedule.AfterTransparents; + m_DrawSkyboxPass.Render(renderGraph, frameData, context, resourceData.activeColorTexture, resourceData.activeDepthTexture, skyboxMaterial, isDepthTextureAvailable); + } } RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.AfterRenderingSkybox); - if (requiresColorCopyPass) + if (copySchedules.color == ColorCopySchedule.AfterSkybox) { TextureHandle activeColor = resourceData.activeColorTexture; Downsampling downsamplingMethod = UniversalRenderPipeline.asset.opaqueDownsampling; @@ -1220,7 +1349,7 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co resourceData.additionalShadowsTexture); } - if (requiresDepthCopyPass && m_CopyDepthMode == CopyDepthMode.AfterTransparents) + if (copySchedules.depth == DepthCopySchedule.AfterTransparents) RecordCustomPassesWithDepthCopy(renderGraph, resourceData, renderPassInputs.requiresDepthTextureEarliestEvent, RenderPassEvent.AfterRenderingTransparents); else RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.AfterRenderingTransparents); @@ -1296,6 +1425,8 @@ private void OnAfterRendering(RenderGraph renderGraph) bool resolvePostProcessingToCameraTarget = !hasCaptureActions && !hasPassesAfterPostProcessing && !applyFinalPostProcessing; bool needsColorEncoding = DebugHandler == null || !DebugHandler.HDRDebugViewIsActive(cameraData.resolveFinalTarget); + bool xrDepthTargetResolved = resourceData.activeDepthID == UniversalResourceData.ActiveID.BackBuffer; + DebugHandler debugHandler = ScriptableRenderPass.GetActiveDebugHandler(cameraData); bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(cameraData.resolveFinalTarget); @@ -1446,6 +1577,19 @@ private void OnAfterRendering(RenderGraph renderGraph) m_DrawOverlayUIPass.RenderOverlay(renderGraph, frameData, in target, in depthBuffer); } +#if ENABLE_VR && ENABLE_XR_MODULE + if (cameraData.xr.enabled) + { + // Populate XR depth as requested by XR provider. + if (!xrDepthTargetResolved && cameraData.xr.copyDepth) + { + m_XRCopyDepthPass.CopyToDepthXR = true; + m_XRCopyDepthPass.MssaSamples = 1; + m_XRCopyDepthPass.Render(renderGraph, frameData, resourceData.backBufferDepth, resourceData.cameraDepth, bindAsCameraDepth: false, "XR Depth Copy"); + } + } +#endif + if (debugHandler != null) { TextureHandle overlayUITexture = resourceData.overlayUITexture; @@ -1580,8 +1724,7 @@ void CreateCameraNormalsTexture(RenderGraph renderGraph, RenderTextureDescriptor var normalDescriptor = descriptor; normalDescriptor.depthBufferBits = 0; - // Never have MSAA on this depth texture. When doing MSAA depth priming this is the texture that is resolved to and used for post-processing. - normalDescriptor.msaaSamples = useDepthPriming ? descriptor.msaaSamples : 1;// Depth-Only passes don't use MSAA, unless depth priming is enabled + normalDescriptor.msaaSamples = 1; // Never use MSAA for the normal texture! // Find compatible render-target format for storing normals. // Shader code outputs normals in signed format to be compatible with deferred gbuffer layout. // Deferred gbuffer format is signed so that normals can be blended for terrain geometry. @@ -1644,8 +1787,7 @@ void DepthNormalPrepassRender(RenderGraph renderGraph, RenderPassInputSummary re if (renderingModeActual == RenderingMode.Deferred) { // Only render forward-only geometry, as standard geometry will be rendered as normal into the gbuffer. - if (RenderPassEvent.AfterRenderingGbuffer <= renderPassInputs.requiresDepthNormalAtEvent && - renderPassInputs.requiresDepthNormalAtEvent <= RenderPassEvent.BeforeRenderingOpaques) + if (AllowPartialDepthNormalsPrepass(true, renderPassInputs.requiresDepthNormalAtEvent)) m_DepthNormalPrepass.shaderTagIds = k_DepthNormalsOnly; // TODO RENDERGRAPH: commented this out since would be equivalent to the current behaviour? Double check diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/TrailEffect/Shaders/TrailMap.shadergraph b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/TrailEffect/Shaders/TrailMap.shadergraph index 4ca0ac2c347..28b119ee129 100644 --- a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/TrailEffect/Shaders/TrailMap.shadergraph +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/TrailEffect/Shaders/TrailMap.shadergraph @@ -18,15 +18,6 @@ } ], "m_Nodes": [ - { - "m_Id": "09fe81ac32d3461793b1c0d046b95ea4" - }, - { - "m_Id": "f01910085a9a465690dc87f0b00c6e59" - }, - { - "m_Id": "86be0ad514204fd1bc3a0842f464ff42" - }, { "m_Id": "2a2e0261514c4dc2888023a118986952" }, @@ -53,6 +44,9 @@ }, { "m_Id": "fe4331781e6c479897ecebc88a116e7f" + }, + { + "m_Id": "430c41967fb34a4c8e813f932d6a5433" } ], "m_GroupDatas": [], @@ -176,17 +170,7 @@ "x": 0.0, "y": 0.0 }, - "m_Blocks": [ - { - "m_Id": "09fe81ac32d3461793b1c0d046b95ea4" - }, - { - "m_Id": "f01910085a9a465690dc87f0b00c6e59" - }, - { - "m_Id": "86be0ad514204fd1bc3a0842f464ff42" - } - ] + "m_Blocks": [] }, "m_FragmentContext": { "m_Position": { @@ -196,6 +180,9 @@ "m_Blocks": [ { "m_Id": "2a2e0261514c4dc2888023a118986952" + }, + { + "m_Id": "430c41967fb34a4c8e813f932d6a5433" } ] }, @@ -212,6 +199,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "87035ee4571c45c0ae506c47390f83b9" @@ -292,63 +280,6 @@ "m_Labels": [] } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.PositionMaterialSlot", - "m_ObjectId": "0727e5e2b5a549a7af4bc0f7e90395f5", - "m_Id": 0, - "m_DisplayName": "Position", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "Position", - "m_StageCapability": 1, - "m_Value": { - "x": 0.0, - "y": 0.0, - "z": 0.0 - }, - "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0 - }, - "m_Labels": [], - "m_Space": 0 -} - -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "09fe81ac32d3461793b1c0d046b95ea4", - "m_Group": { - "m_Id": "" - }, - "m_Name": "VertexDescription.Position", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "0727e5e2b5a549a7af4bc0f7e90395f5" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "VertexDescription.Position" -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.ColorRGBMaterialSlot", @@ -394,30 +325,6 @@ "m_Labels": [] } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.NormalMaterialSlot", - "m_ObjectId": "1ee11d9daa09458dbe149862f5ad4473", - "m_Id": 0, - "m_DisplayName": "Normal", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "Normal", - "m_StageCapability": 1, - "m_Value": { - "x": 0.0, - "y": 0.0, - "z": 0.0 - }, - "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0 - }, - "m_Labels": [], - "m_Space": 0 -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -459,6 +366,7 @@ "synonyms": [], "m_Precision": 0, "m_PreviewExpanded": true, + "m_DismissedVersion": 0, "m_PreviewMode": 0, "m_CustomColors": { "m_SerializableColors": [] @@ -466,12 +374,6 @@ "m_SerializedDescriptor": "SurfaceDescription.BaseColor" } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.Rendering.Universal.ShaderGraph.UniversalUnlitSubTarget", - "m_ObjectId": "2c825f5eb80e499299d33a94b8b6c7ba" -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -528,6 +430,7 @@ "synonyms": [], "m_Precision": 0, "m_PreviewExpanded": true, + "m_DismissedVersion": 0, "m_PreviewMode": 0, "m_CustomColors": { "m_SerializableColors": [] @@ -537,6 +440,46 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.Universal.ShaderGraph.UniversalFullscreenSubTarget", + "m_ObjectId": "3f28f9d5a1b640f0b6cf717517290ab7" +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.BlockNode", + "m_ObjectId": "430c41967fb34a4c8e813f932d6a5433", + "m_Group": { + "m_Id": "" + }, + "m_Name": "SurfaceDescription.Alpha", + "m_DrawState": { + "m_Expanded": true, + "m_Position": { + "serializedVersion": "2", + "x": 0.0, + "y": 0.0, + "width": 0.0, + "height": 0.0 + } + }, + "m_Slots": [ + { + "m_Id": "8f42a553485e4911b6251cf8f727f841" + } + ], + "synonyms": [], + "m_Precision": 0, + "m_PreviewExpanded": true, + "m_DismissedVersion": 0, + "m_PreviewMode": 0, + "m_CustomColors": { + "m_SerializableColors": [] + }, + "m_SerializedDescriptor": "SurfaceDescription.Alpha" +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.PropertyNode", @@ -563,6 +506,7 @@ "synonyms": [], "m_Precision": 0, "m_PreviewExpanded": true, + "m_DismissedVersion": 0, "m_PreviewMode": 0, "m_CustomColors": { "m_SerializableColors": [] @@ -667,6 +611,7 @@ "synonyms": [], "m_Precision": 0, "m_PreviewExpanded": true, + "m_DismissedVersion": 0, "m_PreviewMode": 0, "m_CustomColors": { "m_SerializableColors": [] @@ -711,6 +656,7 @@ "synonyms": [], "m_Precision": 0, "m_PreviewExpanded": true, + "m_DismissedVersion": 0, "m_PreviewMode": 0, "m_CustomColors": { "m_SerializableColors": [] @@ -732,6 +678,33 @@ "m_Labels": [] } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.Fullscreen.ShaderGraph.FullscreenData", + "m_ObjectId": "659d9366a8f340129a41adaec5d41aaf", + "m_Version": 0, + "m_fullscreenMode": 0, + "m_BlendMode": 0, + "m_SrcColorBlendMode": 0, + "m_DstColorBlendMode": 1, + "m_ColorBlendOperation": 0, + "m_SrcAlphaBlendMode": 0, + "m_DstAlphaBlendMode": 1, + "m_AlphaBlendOperation": 0, + "m_EnableStencil": false, + "m_StencilReference": 0, + "m_StencilReadMask": 255, + "m_StencilWriteMask": 255, + "m_StencilCompareFunction": 8, + "m_StencilPassOperation": 0, + "m_StencilFailOperation": 0, + "m_StencilDepthFailOperation": 0, + "m_DepthWrite": false, + "m_depthWriteMode": 0, + "m_AllowMaterialOverride": false, + "m_DepthTestMode": 0 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.CategoryData", @@ -786,30 +759,6 @@ "m_Labels": [] } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.TangentMaterialSlot", - "m_ObjectId": "77c4a6c8b8f84362a0938f64e5bb4b78", - "m_Id": 0, - "m_DisplayName": "Tangent", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "Tangent", - "m_StageCapability": 1, - "m_Value": { - "x": 0.0, - "y": 0.0, - "z": 0.0 - }, - "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0 - }, - "m_Labels": [], - "m_Space": 0 -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot", @@ -888,6 +837,7 @@ "m_GeneratePropertyBlock": false, "m_UseCustomSlotLabel": false, "m_CustomSlotLabel": "", + "m_DismissedVersion": 0, "m_Precision": 0, "overrideHLSLDeclaration": true, "hlslDeclarationOverride": 1, @@ -902,45 +852,17 @@ "m_DefaultType": 0 } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "86be0ad514204fd1bc3a0842f464ff42", - "m_Group": { - "m_Id": "" - }, - "m_Name": "VertexDescription.Tangent", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "77c4a6c8b8f84362a0938f64e5bb4b78" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "VertexDescription.Tangent" -} - { "m_SGVersion": 1, "m_Type": "UnityEditor.Rendering.Universal.ShaderGraph.UniversalTarget", "m_ObjectId": "87035ee4571c45c0ae506c47390f83b9", + "m_Datas": [ + { + "m_Id": "659d9366a8f340129a41adaec5d41aaf" + } + ], "m_ActiveSubTarget": { - "m_Id": "2c825f5eb80e499299d33a94b8b6c7ba" + "m_Id": "3f28f9d5a1b640f0b6cf717517290ab7" }, "m_AllowMaterialOverride": false, "m_SurfaceType": 0, @@ -951,7 +873,12 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, - "m_CustomEditorGUI": "" + "m_DisableTint": false, + "m_AdditionalMotionVectorMode": 0, + "m_AlembicMotionVectors": false, + "m_SupportsLODCrossFade": false, + "m_CustomEditorGUI": "", + "m_SupportVFX": false } { @@ -976,6 +903,21 @@ "m_Channel": 0 } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", + "m_ObjectId": "8f42a553485e4911b6251cf8f727f841", + "m_Id": 0, + "m_DisplayName": "Alpha", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "Alpha", + "m_StageCapability": 2, + "m_Value": 1.0, + "m_DefaultValue": 1.0, + "m_Labels": [] +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot", @@ -1119,13 +1061,15 @@ "synonyms": [], "m_Precision": 0, "m_PreviewExpanded": true, + "m_DismissedVersion": 0, "m_PreviewMode": 0, "m_CustomColors": { "m_SerializableColors": [] }, "m_TextureType": 0, "m_NormalMapSpace": 0, - "m_EnableGlobalMipBias": true + "m_EnableGlobalMipBias": true, + "m_MipSamplingMode": 0 } { @@ -1191,6 +1135,7 @@ "synonyms": [], "m_Precision": 0, "m_PreviewExpanded": true, + "m_DismissedVersion": 0, "m_PreviewMode": 0, "m_CustomColors": { "m_SerializableColors": [] @@ -1374,6 +1319,7 @@ "synonyms": [], "m_Precision": 0, "m_PreviewExpanded": false, + "m_DismissedVersion": 0, "m_PreviewMode": 0, "m_CustomColors": { "m_SerializableColors": [] @@ -1395,39 +1341,6 @@ "m_Labels": [] } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "f01910085a9a465690dc87f0b00c6e59", - "m_Group": { - "m_Id": "" - }, - "m_Name": "VertexDescription.Normal", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "1ee11d9daa09458dbe149862f5ad4473" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "VertexDescription.Normal" -} - { "m_SGVersion": 1, "m_Type": "UnityEditor.ShaderGraph.Internal.Vector1ShaderProperty", @@ -1443,6 +1356,7 @@ "m_GeneratePropertyBlock": true, "m_UseCustomSlotLabel": false, "m_CustomSlotLabel": "", + "m_DismissedVersion": 0, "m_Precision": 0, "overrideHLSLDeclaration": false, "hlslDeclarationOverride": 0, @@ -1484,6 +1398,7 @@ "synonyms": [], "m_Precision": 0, "m_PreviewExpanded": false, + "m_DismissedVersion": 0, "m_PreviewMode": 0, "m_CustomColors": { "m_SerializableColors": [] diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/BlitWithMaterial/BlitAndSwapColorRendererFeature.cs b/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/BlitWithMaterial/BlitAndSwapColorRendererFeature.cs index acdeb1f430c..ffb2106e4de 100644 --- a/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/BlitWithMaterial/BlitAndSwapColorRendererFeature.cs +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/BlitWithMaterial/BlitAndSwapColorRendererFeature.cs @@ -3,8 +3,6 @@ using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; using UnityEngine.Rendering.RenderGraphModule.Util; -using UnityEngine.Experimental.Rendering; -using static UnityEditor.ShaderData; //This example blits the active CameraColor to a new texture. It shows how to do a blit with material, and how to use the ResourceData to avoid another blit back to the active color target. //This example is for API demonstrative purposes. diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl index 6cc96f2d288..9ec19923a89 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl @@ -343,19 +343,12 @@ half3 CalculateIrradianceFromReflectionProbes(half3 reflectVector, float3 positi return irradiance; } -#if !USE_FORWARD_PLUS -half3 CalculateIrradianceFromReflectionProbes(half3 reflectVector, float3 positionWS, half perceptualRoughness) -{ - return CalculateIrradianceFromReflectionProbes(reflectVector, positionWS, perceptualRoughness, float2(0.0f, 0.0f)); -} -#endif - half3 GlossyEnvironmentReflection(half3 reflectVector, float3 positionWS, half perceptualRoughness, half occlusion, float2 normalizedScreenSpaceUV) { #if !defined(_ENVIRONMENTREFLECTIONS_OFF) half3 irradiance; -#if defined(_REFLECTION_PROBE_BLENDING) || USE_FORWARD_PLUS +#if defined(_REFLECTION_PROBE_BLENDING) irradiance = CalculateIrradianceFromReflectionProbes(reflectVector, positionWS, perceptualRoughness, normalizedScreenSpaceUV); #else #ifdef _REFLECTION_PROBE_BOX_PROJECTION diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/SSAO.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/SSAO.hlsl index 607a5ef4903..efa4bd13a51 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/SSAO.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/SSAO.hlsl @@ -571,24 +571,26 @@ half GaussianBlur(half2 uv, half2 pixelOffset) return colOut; } -half HorizontalGaussianBlur(Varyings input) : SV_Target +half4 HorizontalGaussianBlur(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); half2 uv = input.texcoord; half2 delta = half2(_SourceSize.z * rcp(DOWNSAMPLE), HALF_ZERO); - return GaussianBlur(uv, delta); + half g = GaussianBlur(uv, delta); + return half4(g, g, g, 1); } -half VerticalGaussianBlur(Varyings input) : SV_Target +half4 VerticalGaussianBlur(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); half2 uv = input.texcoord; half2 delta = half2(HALF_ZERO, _SourceSize.w * rcp(DOWNSAMPLE)); - return HALF_ONE - GaussianBlur(uv, delta); + half g = HALF_ONE - GaussianBlur(uv, delta); + return half4(g, g, g, 1); } @@ -638,7 +640,7 @@ half KawaseBlurFilter( half2 texCoord, half2 pixelSize, half iteration ) return cOut; } -half KawaseBlur(Varyings input) : SV_Target +half4 KawaseBlur(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); @@ -648,7 +650,7 @@ half KawaseBlur(Varyings input) : SV_Target half col = KawaseBlurFilter(uv, texelSize, 0); col = HALF_ONE - col; - return col; + return half4(col, col, col, 1); } diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl index 2bd1b1939d0..ad0631b6407 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl @@ -393,7 +393,8 @@ half3 MixFogColor(half3 fragColor, half3 fogColor, half fogFactor) { #if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2) half fogIntensity = ComputeFogIntensity(fogFactor); - fragColor = lerp(fogColor, fragColor, fogIntensity); + // Workaround for UUM-61728: using a manual lerp to avoid rendering artifacts on some GPUs when Vulkan is used + fragColor = fragColor * fogIntensity + fogColor * (half(1.0) - fogIntensity); #endif return fragColor; } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/BakedLitForwardPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/BakedLitForwardPass.hlsl index 06f043f2b85..b6e6e54e13d 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/BakedLitForwardPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/BakedLitForwardPass.hlsl @@ -65,7 +65,20 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData inputData.shadowCoord = float4(0, 0, 0, 0); inputData.fogCoord = input.uv0AndFogCoord.z; inputData.vertexLighting = half3(0, 0, 0); + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + inputData.shadowMask = half4(1, 1, 1, 1); + + #if defined(DEBUG_DISPLAY) + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = input.staticLightmapUV; + #else + inputData.vertexSH = input.vertexSH; + #endif + #endif +} +void InitializeBakedGIData(Varyings input, inout InputData inputData) +{ #if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) inputData.bakedGI = SAMPLE_GI(input.vertexSH, GetAbsolutePositionWS(input.positionWS), @@ -77,16 +90,6 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData #else inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS); #endif - inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); - inputData.shadowMask = half4(1, 1, 1, 1); - - #if defined(DEBUG_DISPLAY) - #if defined(LIGHTMAP_ON) - inputData.staticLightmapUV = input.staticLightmapUV; - #else - inputData.vertexSH = input.vertexSH; - #endif - #endif } Varyings BakedLitForwardPassVertex(Attributes input) @@ -158,10 +161,12 @@ void BakedLitForwardPassFragment( LODFadeCrossFade(input.positionCS); #endif -#ifdef _DBUFFER +#if defined(_DBUFFER) ApplyDecalToBaseColorAndNormal(input.positionCS, color, inputData.normalWS); #endif + InitializeBakedGIData(input, inputData); + half4 finalColor = UniversalFragmentBakedLit(inputData, color, alpha, normalTS); finalColor.a = OutputAlpha(finalColor.a, _Surface); diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Debug/HDRDebugView.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Debug/HDRDebugView.shader index 4881e3ce329..ae917ec615e 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Debug/HDRDebugView.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Debug/HDRDebugView.shader @@ -6,6 +6,8 @@ Shader "Hidden/Universal/HDRDebugView" #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile_local_fragment _ HDR_ENCODING + #pragma dynamic_branch_local_fragment _ _HDR_OVERLAY + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" @@ -236,8 +238,12 @@ Shader "Hidden/Universal/HDRDebugView" RenderDebugHDR(col, uv, outColor); #if defined(HDR_ENCODING) - float4 uiSample = SAMPLE_TEXTURE2D_X(_OverlayUITexture, sampler_PointClamp, input.texcoord); - outColor.rgb = SceneUIComposition(uiSample, outColor.rgb, _PaperWhite, _MaxNits); + UNITY_BRANCH if(_HDR_OVERLAY) + { + float4 uiSample = SAMPLE_TEXTURE2D_X(_OverlayUITexture, sampler_PointClamp, input.texcoord); + outColor.rgb = SceneUIComposition(uiSample, outColor.rgb, _PaperWhite, _MaxNits); + } + outColor.rgb = OETF(outColor.rgb, _MaxNits); #endif diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl index bec3eebe75a..086d09e53cb 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl @@ -111,22 +111,6 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactor); #endif -#if defined(DYNAMICLIGHTMAP_ON) - inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS); - inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); -#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) - inputData.bakedGI = SAMPLE_GI(input.vertexSH, - GetAbsolutePositionWS(inputData.positionWS), - inputData.normalWS, - inputData.viewDirectionWS, - input.positionCS.xy, - input.probeOcclusion, - inputData.shadowMask); -#else - inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS); - inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); -#endif - inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); #if defined(DEBUG_DISPLAY) @@ -141,6 +125,25 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData #endif } +void InitializeBakedGIData(Varyings input, inout InputData inputData) +{ + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + inputData.bakedGI = SAMPLE_GI(input.vertexSH, + GetAbsolutePositionWS(inputData.positionWS), + inputData.normalWS, + inputData.viewDirectionWS, + input.positionCS.xy, + input.probeOcclusion, + inputData.shadowMask); + #else + inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); + #endif +} + /////////////////////////////////////////////////////////////////////////////// // Vertex and Fragment functions // /////////////////////////////////////////////////////////////////////////////// @@ -243,10 +246,12 @@ void LitPassFragment( InitializeInputData(input, surfaceData.normalTS, inputData); SETUP_DEBUG_TEXTURE_DATA(inputData, UNDO_TRANSFORM_TEX(input.uv, _BaseMap)); -#ifdef _DBUFFER +#if defined(_DBUFFER) ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); #endif + InitializeBakedGIData(input, inputData); + half4 color = UniversalFragmentPBR(inputData, surfaceData); color.rgb = MixFog(color.rgb, inputData.fogCoord); color.a = OutputAlpha(color.a, IsSurfaceTypeTransparent(_Surface)); diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl index 288c3fde916..dd7a06de3af 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl @@ -107,6 +107,11 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData inputData.vertexLighting = half3(0, 0, 0); #endif + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); +} + +void InitializeBakedGIData(Varyings input, inout InputData inputData) +{ #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); @@ -122,8 +127,6 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); #endif - - inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); } /////////////////////////////////////////////////////////////////////////////// @@ -217,10 +220,12 @@ FragmentOutput LitGBufferPassFragment(Varyings input) InitializeInputData(input, surfaceData.normalTS, inputData); SETUP_DEBUG_TEXTURE_DATA(inputData, UNDO_TRANSFORM_TEX(input.uv, _BaseMap)); -#ifdef _DBUFFER +#if defined(_DBUFFER) ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); #endif + InitializeBakedGIData(input, inputData); + // Stripped down version of UniversalFragmentPBR(). // in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/FinalPost.shader b/Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/FinalPost.shader index c7f4b7a22df..b719530bd4c 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/FinalPost.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/FinalPost.shader @@ -11,6 +11,8 @@ Shader "Hidden/Universal Render Pipeline/FinalPost" #pragma multi_compile_fragment _ SCREEN_COORD_OVERRIDE #pragma multi_compile_local_fragment _ HDR_INPUT HDR_COLORSPACE_CONVERSION HDR_ENCODING HDR_COLORSPACE_CONVERSION_AND_ENCODING + #pragma dynamic_branch_local_fragment _ _HDR_OVERLAY + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ScreenCoordOverride.hlsl" @@ -123,8 +125,12 @@ Shader "Hidden/Universal Render Pipeline/FinalPost" #ifdef HDR_ENCODING { - float4 uiSample = SAMPLE_TEXTURE2D_X(_OverlayUITexture, sampler_PointClamp, input.texcoord); - color.rgb = SceneUIComposition(uiSample, color.rgb, PaperWhite, MaxNits); + UNITY_BRANCH if(_HDR_OVERLAY) + { + float4 uiSample = SAMPLE_TEXTURE2D_X(_OverlayUITexture, sampler_PointClamp, input.texcoord); + color.rgb = SceneUIComposition(uiSample, color.rgb, PaperWhite, MaxNits); + } + color.rgb = OETF(color.rgb, MaxNits); } #endif diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/UberPost.shader b/Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/UberPost.shader index 9b0e00fc0bb..406a25a2591 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/UberPost.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/UberPost.shader @@ -15,6 +15,8 @@ Shader "Hidden/Universal Render Pipeline/UberPost" #pragma multi_compile_fragment _ SCREEN_COORD_OVERRIDE #pragma multi_compile_local_fragment _ HDR_INPUT HDR_ENCODING + #pragma dynamic_branch_local_fragment _ _HDR_OVERLAY + #ifdef HDR_ENCODING #define HDR_INPUT 1 // this should be defined when HDR_ENCODING is defined #endif @@ -282,8 +284,11 @@ Shader "Hidden/Universal Render Pipeline/UberPost" #ifdef HDR_ENCODING { // HDR UI composition - float4 uiSample = SAMPLE_TEXTURE2D_X(_OverlayUITexture, sampler_PointClamp, input.texcoord); - color.rgb = SceneUIComposition(uiSample, color.rgb, PaperWhite, MaxNits); + UNITY_BRANCH if(_HDR_OVERLAY) + { + float4 uiSample = SAMPLE_TEXTURE2D_X(_OverlayUITexture, sampler_PointClamp, input.texcoord); + color.rgb = SceneUIComposition(uiSample, color.rgb, PaperWhite, MaxNits); + } } #endif diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl index 8bcfd3c0597..3d2b44cad7d 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl @@ -30,7 +30,6 @@ struct Varyings UNITY_VERTEX_INPUT_INSTANCE_ID }; -#define EPSILON 0.001 float4 GetShadowPositionHClip(Attributes input) { float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); @@ -45,11 +44,10 @@ float4 GetShadowPositionHClip(Attributes input) float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); #if UNITY_REVERSED_Z - float clamped = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); + positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); #else - float clamped = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); + positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); #endif - positionCS.z = lerp(positionCS.z, clamped, saturate(_ShadowBias.y + EPSILON)); return positionCS; } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl index 62f2d058a28..2015954770b 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl @@ -95,6 +95,22 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData inputData.vertexLighting = half3(0, 0, 0); #endif + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = input.staticLightmapUV; + #else + inputData.vertexSH = input.vertexSH; + #endif + #endif +} + +void InitializeBakedGIData(Varyings input, inout InputData inputData) +{ #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); @@ -110,19 +126,6 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); #endif - - inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); - - #if defined(DEBUG_DISPLAY) - #if defined(DYNAMICLIGHTMAP_ON) - inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; - #endif - #if defined(LIGHTMAP_ON) - inputData.staticLightmapUV = input.staticLightmapUV; - #else - inputData.vertexSH = input.vertexSH; - #endif - #endif } /////////////////////////////////////////////////////////////////////////////// @@ -203,10 +206,12 @@ void LitPassFragmentSimple( InitializeInputData(input, surfaceData.normalTS, inputData); SETUP_DEBUG_TEXTURE_DATA(inputData, UNDO_TRANSFORM_TEX(input.uv, _BaseMap)); -#ifdef _DBUFFER +#if defined(_DBUFFER) ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); #endif + InitializeBakedGIData(input, inputData); + half4 color = UniversalFragmentBlinnPhong(inputData, surfaceData); color.rgb = MixFog(color.rgb, inputData.fogCoord); color.a = OutputAlpha(color.a, IsSurfaceTypeTransparent(_Surface)); diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl index 42b7df94b5f..4bdf3df92c2 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl @@ -91,7 +91,22 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData #endif inputData.fogCoord = 0; // we don't apply fog in the gbuffer pass + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = input.dynamicLightmapUV; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = input.staticLightmapUV; + #else + inputData.vertexSH = input.vertexSH; + #endif + #endif +} +void InitializeBakedGIData(Varyings input, inout InputData inputData) +{ #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); @@ -107,19 +122,6 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); #endif - - inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); - - #if defined(DEBUG_DISPLAY) - #if defined(DYNAMICLIGHTMAP_ON) - inputData.dynamicLightmapUV = input.dynamicLightmapUV; - #endif - #if defined(LIGHTMAP_ON) - inputData.staticLightmapUV = input.staticLightmapUV; - #else - inputData.vertexSH = input.vertexSH; - #endif - #endif } /////////////////////////////////////////////////////////////////////////////// @@ -188,10 +190,12 @@ FragmentOutput LitPassFragmentSimple(Varyings input) InitializeInputData(input, surfaceData.normalTS, inputData); SETUP_DEBUG_TEXTURE_DATA(inputData, UNDO_TRANSFORM_TEX(input.uv, _BaseMap)); -#ifdef _DBUFFER +#if defined(_DBUFFER) ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); #endif + InitializeBakedGIData(input, inputData); + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha); diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl index 33560d727ec..2fc174bd490 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl @@ -98,6 +98,28 @@ void InitializeInputData(Varyings IN, half3 normalTS, out InputData inputData) inputData.fogCoord = InitializeInputDataFog(float4(IN.positionWS, 1.0), IN.fogFactor); #endif + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos); + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = IN.dynamicLightmapUV; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = IN.uvMainAndLM.zw; + #else + inputData.vertexSH = SH; + #endif + #endif +} + +void InitializeBakedGIData(Varyings IN, inout InputData inputData) +{ + #if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + half3 SH = 0; + #else + half3 SH = IN.vertexSH; + #endif + #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(IN.uvMainAndLM.zw, IN.dynamicLightmapUV, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(IN.uvMainAndLM.zw); @@ -113,18 +135,6 @@ void InitializeInputData(Varyings IN, half3 normalTS, out InputData inputData) inputData.bakedGI = SAMPLE_GI(IN.uvMainAndLM.zw, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(IN.uvMainAndLM.zw); #endif - inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos); - - #if defined(DEBUG_DISPLAY) - #if defined(DYNAMICLIGHTMAP_ON) - inputData.dynamicLightmapUV = IN.dynamicLightmapUV; - #endif - #if defined(LIGHTMAP_ON) - inputData.staticLightmapUV = IN.uvMainAndLM.zw; - #else - inputData.vertexSH = SH; - #endif - #endif } #ifndef TERRAIN_SPLAT_BASEPASS @@ -445,6 +455,8 @@ void SplatmapFragment( smoothness); #endif + InitializeBakedGIData(IN, inputData); + #ifdef TERRAIN_GBUFFER BRDFData brdfData; diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader index ca5563908ad..b806ef433ad 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader @@ -88,6 +88,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass" #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" // ------------------------------------- // Unity defined keywords @@ -156,6 +157,10 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass" #pragma vertex DepthNormalOnlyVertex #pragma fragment DepthNormalOnlyFragment + // ------------------------------------- + // Universal Pipeline keywords + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + // ------------------------------------- // Material Keywords #define _ALPHATEST_ON diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl index 63f134bc87c..bec5cd67a28 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl @@ -48,6 +48,8 @@ void InitializeInputData(GrassVertexOutput input, out InputData inputData) inputData.positionWS = input.posWSShininess.xyz; + inputData.positionCS = input.clipPos; + half3 viewDirWS = input.viewDir; viewDirWS = SafeNormalize(viewDirWS); diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/BlitHDROverlay.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/BlitHDROverlay.shader index 058025e4431..835feba119c 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/BlitHDROverlay.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/BlitHDROverlay.shader @@ -5,6 +5,8 @@ Shader "Hidden/Universal/BlitHDROverlay" #pragma editor_sync_compilation #pragma multi_compile_local_fragment _ HDR_COLORSPACE_CONVERSION HDR_ENCODING HDR_COLORSPACE_CONVERSION_AND_ENCODING + #pragma dynamic_branch_local_fragment _ _HDR_OVERLAY + // Core.hlsl for XR dependencies #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" @@ -38,6 +40,10 @@ Shader "Hidden/Universal/BlitHDROverlay" float4 FragBlitHDR(Varyings input, SamplerState s) { float4 color = FragBlit(input, s); + UNITY_BRANCH if(!_HDR_OVERLAY) + { + return color; + } float4 uiSample = SAMPLE_TEXTURE2D_X(_OverlayUITexture, sampler_PointClamp, input.texcoord); return SceneComposition(color, uiSample); diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FallbackError.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FallbackError.shader index 2f8c8366b23..0961ae524cc 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FallbackError.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FallbackError.shader @@ -7,12 +7,13 @@ Shader "Hidden/Universal Render Pipeline/FallbackError" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" + "ShaderModel" = "4.5" } Pass { HLSLPROGRAM - #pragma target 2.0 + #pragma target 4.5 #pragma editor_sync_compilation // ------------------------------------- @@ -23,6 +24,7 @@ Shader "Hidden/Universal Render Pipeline/FallbackError" // ------------------------------------- // Unity defined keywords #pragma multi_compile _ STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON + #pragma multi_compile _ DOTS_INSTANCING_ON //-------------------------------------- // GPU Instancing diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FallbackLoading.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FallbackLoading.shader index 7f1ca9d6467..57275d28d69 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FallbackLoading.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FallbackLoading.shader @@ -7,12 +7,13 @@ Shader "Hidden/Universal Render Pipeline/FallbackLoading" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" + "ShaderModel" = "4.5" } Pass { HLSLPROGRAM - #pragma target 2.0 + #pragma target 4.5 #pragma editor_sync_compilation // ------------------------------------- @@ -23,9 +24,10 @@ Shader "Hidden/Universal Render Pipeline/FallbackLoading" // ------------------------------------- // Unity defined keywords #pragma multi_compile _ STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON + #pragma multi_compile _ DOTS_INSTANCING_ON //-------------------------------------- - // GPU Instancing + // DOTS Instancing #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" // ------------------------------------- diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/XR/XRMotionVector.shader b/Packages/com.unity.render-pipelines.universal/Shaders/XR/XRMotionVector.shader index ab3b76ca40a..66dca551c20 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/XR/XRMotionVector.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/XR/XRMotionVector.shader @@ -19,9 +19,9 @@ Shader "Hidden/Universal Render Pipeline/XR/XRMotionVector" ReadMask 1 Ref 1 Comp NotEqual - + // Fail Zero - // Pass Zero + // Pass Zero } HLSLPROGRAM @@ -63,7 +63,7 @@ Shader "Hidden/Universal Render Pipeline/XR/XRMotionVector" output.position.z = depth; // Reconstruct world position - output.posWS = ComputeWorldSpacePosition(output.position, depth, UNITY_MATRIX_I_VP); + output.posWS = ComputeWorldSpacePosition(output.position.xy, depth, UNITY_MATRIX_I_VP); return output; } @@ -85,7 +85,7 @@ Shader "Hidden/Universal Render Pipeline/XR/XRMotionVector" // Calculate forward velocity float3 velocity = (posNDC - prevPosNDC); - + return float4(velocity.xyz, 0); } ENDHLSL diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/XR/XROcclusionMesh.shader b/Packages/com.unity.render-pipelines.universal/Shaders/XR/XROcclusionMesh.shader index f74340451de..c719ba8f84d 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/XR/XROcclusionMesh.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/XR/XROcclusionMesh.shader @@ -58,7 +58,7 @@ Shader "Hidden/Universal Render Pipeline/XR/XROcclusionMesh" Pass { - ZWrite On ZTest Always Blend Off Cull Off + ZWrite On ZTest LEqual Blend Off Cull Off ColorMask 0 HLSLPROGRAM diff --git a/Packages/com.unity.shadergraph/Documentation~/Keyboard-shortcuts.md b/Packages/com.unity.shadergraph/Documentation~/Keyboard-shortcuts.md index a421280d242..11b8518c807 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Keyboard-shortcuts.md +++ b/Packages/com.unity.shadergraph/Documentation~/Keyboard-shortcuts.md @@ -1,4 +1,4 @@ -# Keyboard shortcuts reference +# Shader Graph keyboard shortcuts reference Shader Graph provides several keyboard shortcuts to help you work more efficiently. This page lists the keyboard shortcuts available in Shader Graph. You can use the keyboard shortcuts to perform many tasks, such as the following: @@ -13,7 +13,7 @@ You can also use the Shortcuts Manager to customize the keyboard shortcuts to su The following table lists the built-in keyboard shortcuts available in Shader Graph. You can't customize the built-in keyboard shortcuts. -| Command | Windows | MacOS | Description | +| Command | Windows | macOS | Description | |:----------------------|:----------|:---------|:-----------------| | Frame All | A | A | Display the entire graph in the [Shader Graph window](Shader-Graph-Window.md). | | Frame Selection | F | F | Display the selected nodes of the graph in the [Shader Graph window](Shader-Graph-Window.md). | @@ -29,7 +29,7 @@ The following table lists the built-in keyboard shortcuts available in Shader Gr The following table lists the keyboard shortcuts available in Shader Graph that you can customize with [Shortcuts Manager](https://docs.unity3d.com/Manual/ShortcutsManager.html). -| Command | Windows | MacOS | Description | +| Command | Windows | macOS | Description | |:----------------------|:-----------------|:----------------|:-----------------| | Close Tab | Ctrl + F4 | Cmd + F4 | Close the selected tab. | | Cycle Color Mode | Shift + 4 | Shift + 4 | Cycle through the different color modes. | @@ -49,7 +49,7 @@ The following table lists the keyboard shortcuts available in Shader Graph that The following table lists the keyboard shortcuts you can use to add nodes in Shader Graph. You can also customize these keyboard shortcuts with the [Shortcuts Manager](https://docs.unity3d.com/Manual/ShortcutsManager.html). -| Node | Windows | MacOS | +| Node | Windows | macOS | |:------------------|:----------|:------------| | Absolute | Alt + \\ | Option + \\ | | Add | Alt + A | Option + A | diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Window.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Window.md index 250093d2869..e771e131aa6 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Window.md +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Window.md @@ -2,59 +2,65 @@ ## Description -The **Shader Graph Window** contains the workspace for creating shaders using the **Shader Graph** system. To open the **Shader Graph Window** you must first create a [Shader Graph Asset](index.md). For more information see the [Getting Started](Getting-Started.md) section. +The **Shader Graph Window** contains the workspace for creating shaders with the **Shader Graph** system. To open the **Shader Graph Window**, you must first create a [Shader Graph Asset](index.md). For more information, refer to the [Getting Started](Getting-Started.md) section. -The **Shader Graph** window contains various individual elements such as the [Blackboard](Blackboard.md), [Graph Inspector](Internal-Inspector.md), and [Main Preview](Main-Preview.md). These elements can be moved inside the workspace. They will automatically anchor to the nearest corner when scaling the **Shader Graph Window**. +The **Shader Graph** window contains various individual elements such as the [Blackboard](Blackboard.md), [Graph Inspector](Internal-Inspector.md), and [Main Preview](Main-Preview.md). You can move these elements around inside the workspace. They automatically anchor to the nearest corner when scaling the **Shader Graph Window**. -## Title Bar +## Toolbar -The title bar at the top of the **Shader Graph Window** contains actions that can be performed on the **Graph**. +The toolbar at the top of the **Shader Graph Window** contains the following commands. -| Item | Description | -|:------------|:------------| -| Save Asset | Saves the graph to update the [Shader Graph Asset](index.md) | -| Save As | Opens a file dialog that allows the user to save out the [Shader Graph Asset](index.md) under a new name. | -| Show In Project | Highlights the [Shader Graph Asset](index.md) in the [Project Window](https://docs.unity3d.com/Manual/ProjectView.html) | -| Check Out | If version control is enabled, this will check out the [Shader Graph Asset](index.md) from the source control provider. | -| Color Mode | Provides the drop down menu to select a [Color Mode](Color-Modes.md) for the graph. | -| Blackboard | Toggles visibility of the [Blackboard](Blackboard.md). | -| Graph Inspector | Toggles visibility of the [Graph Inspector](Internal-Inspector.md). | -| Main Preview | Toggles visbility of the [Main Preview](Main-Preview.md). | +| Icon | Item | Description | +|:--------------------|:--------------------|:------------| +| ![Image](images/sg-save-icon.png) | **Save Asset** | Save the graph to update the [Shader Graph Asset](index.md). | +| ![Image](images/sg-dropdown-icon.png) | **Save As** | Save the [Shader Graph Asset](index.md) under a new name. | +| | **Show In Project** | Highlight the [Shader Graph Asset](index.md) in the [Project Window](https://docs.unity3d.com/Manual/ProjectView.html). | +| | **Check Out** | If version control is enabled, check out the [Shader Graph Asset](index.md) from the source control provider. | +| ![Image](images/sg-color-mode-selector.png) | **Color Mode Selector** | Select a [Color Mode](Color-Modes.md) for the graph. | +| ![Image](images/sg-blackboard-icon.png) | **Blackboard** | Toggle the visibility of the [Blackboard](Blackboard.md). | +| ![Image](images/sg-graph-inspector-icon.png) | **Graph Inspector** | Toggle the visibility of the [Graph Inspector](Internal-Inspector.md). | +| ![Image](images/sg-main-preview-icon.png) | **Main Preview** | Toggle the visibility of the [Main Preview](Main-Preview.md). | +| ![Image](images/sg-help_icon.png) | **Help** | Open the Shader Graph documentation in the browser. | +| ![Image](images/sg-dropdown-icon.png) | **Resources** | Contains links to Shader Graph resources (like samples and User forums). | ## Workspace The workspace is where you create [Node](Node.md) networks. -You can navigate the workspace by holding Alt and left mouse button to pan and zoom with the scroll wheel. +To navigate the workspace, do the following: +- Press and hold the Alt key and drag with the left mouse button to pan. +- Use the mouse scroll wheel to zoom in and out. -You can hold left mouse button and drag to select multiple [Nodes](Node.md) with a marquee. There are also various shortcut keys to use for better workflow. +You can hold the left mouse button and drag to select multiple [Nodes](Node.md) with a marquee. There are also various [shortcut keys](Keyboard-shortcuts.md) you can use for better workflow. -| Hotkey | Windows | OSX | Description | -|:------------|:------------|:------------|:------------| -| Cut | Ctrl + X | Command + X | Cuts selected [Nodes](Node.md) to the clipboard -| Copy | Ctrl + C | Command + C | Copies selected [Nodes](Node.md) to the clipboard -| Paste | Ctrl + V | Command + V | Pastes [Nodes](Node.md) in the clipboard -| Focus | F | F | Focus the workspace on all or selected [Nodes](Node.md) -| Create Node | Spacebar | Spacebar | Opens the [Create Node Menu](Create-Node-Menu.md) ## Context Menu -Right clicking within the workspace will open a context menu. Note that right clicking on an item within the workspace, such as a [Node](Node.md), will open the context menu for that item and not the workspace. - -| Item | Description | -|:------------|:------------| -| Create Node | Opens the [Create Node Menu](Create-Node-Menu.md) | -| Create Sticky Note | Creates a new [Sticky Note](Sticky-Notes.md) on the Graph. | -| Collapse All Previews | Collapses previews on all [Nodes](Node.md) | -| Cut | Cuts selected [Nodes](Node.md) to the clipboard | -| Copy | Copies selected [Nodes](Node.md) to the clipboard | -| Paste | Pastes [Nodes](Node.md) in the clipboard | -| Delete | Deletes selected [Nodes](Node.md) | -| Duplicate | Duplicates selected [Nodes](Node.md) | -| Select / Unused Nodes | Selects all nodes on the graph that are not contributing to the final shader output from the Master Stack. | -| View / Collapse Ports | Collapses unused ports on all selected [Nodes](Node.md) | -| View / Expand Ports | Expands unused ports on all selected [Nodes](Node.md) | -| View / Collapse Previews | Collapses previews on all selected [Nodes](Node.md) | -| View / Expand Previews | Expands previews on all selected [Nodes](Node.md) | -| Precision / Inherit | Sets precision of all selected Nodes to Inherit. | -| Precision / Float | Sets precision on all selected nodes to Float. | -| Precision / Half | Sets precision on all selected nodes to Half. | +Right-click within the workspace to open a context menu. However, if you right-click on an item within the workspace, such as a [Node](Node.md), the context menu for that item opens. The workspace context menu provides the following options. + +| Item | Description | +|:-----------------------------|:------------| +| **Create Node** | Opens the [Create Node Menu](Create-Node-Menu.md). | +| **Create Sticky Note** | Creates a new [Sticky Note](Sticky-Notes.md) on the Graph. | +| **Collapse All Previews** | Collapses previews on all [Nodes](Node.md). | +| **Cut** | Removes the selected [Nodes](Node.md) from the graph and places them in the clipboard. | +| **Copy** | Copies the selected [Nodes](Node.md) to the clipboard. | +| **Paste** | Pastes the [Nodes](Node.md) from the clipboard. | +| **Delete** | Deletes the selected [Nodes](Node.md). | +| **Duplicate** | Duplicates the selected [Nodes](Node.md). | +| **Select / Unused Nodes** | Selects all nodes on the graph that are not contributing to the final shader output from the [Master Stack](Master-Stack.md). | +| **View / Collapse Ports** | Collapses unused ports on all selected [Nodes](Node.md). | +| **View / Expand Ports** | Expands unused ports on all selected [Nodes](Node.md). | +| **View / Collapse Previews** | Collapses previews on all selected [Nodes](Node.md). | +| **View / Expand Previews** | Expands previews on all selected [Nodes](Node.md). | +| **Precision / Inherit** | Sets the precision of all selected Nodes to Inherit. | +| **Precision / Float** | Sets the precision of all selected nodes to Float. | +| **Precision / Half** | Sets the precision of all selected nodes to Half. | + +## Additional resources + +- [Color Modes](Color-Modes.md) +- [Create Node Menu](Create-Node-Menu.md) +- [Keyboard shortcuts](Keyboard-shortcuts.md) +- [Master Stack](Master-Stack.md) +- [Nodes](Node.md) +- [Sticky Notes](Sticky-Notes.md) \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/images/sg-blackboard-icon.png b/Packages/com.unity.shadergraph/Documentation~/images/sg-blackboard-icon.png new file mode 100644 index 00000000000..e7686223047 Binary files /dev/null and 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b/Packages/com.unity.shadergraph/Documentation~/images/sg-save-icon.png differ diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs b/Packages/com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs index d393f572951..e5965c47cde 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs @@ -124,6 +124,9 @@ public string assetName get { return titleContent.text; } } + [field: NonSerialized] + internal bool isVisible { get; private set; } + bool AssetFileExists() { var assetPath = AssetDatabase.GUIDToAssetPath(selectedGuid); @@ -1342,5 +1345,15 @@ void OnGeometryChanged(GeometryChangedEvent evt) graphEditorView.graphView.FrameAll(); m_FrameAllAfterLayout = false; } + + private void OnBecameVisible() + { + isVisible = true; + } + + private void OnBecameInvisible() + { + isVisible = false; + } } } diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs index d120c5f15ff..9b60c99501b 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs @@ -731,7 +731,9 @@ public void HandleGraphChanges(bool wasUndoRedoPerformed) }); previewManager.HandleGraphChanges(); - if(Time.realtimeSinceStartup - lastUpdate >= 0.03f && EditorWindow.focusedWindow == m_EditorWindow && m_UserViewSettings.isPreviewVisible) + + var windowReceivesUpdates = (m_EditorWindow as MaterialGraphEditWindow)?.isVisible ?? false; + if (Time.realtimeSinceStartup - lastUpdate >= 0.03f && windowReceivesUpdates && m_UserViewSettings.isPreviewVisible) { lastUpdate = Time.realtimeSinceStartup; previewManager.UpdateMasterPreview(ModificationScope.Node); diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Views/HlslFunctionView.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Views/HlslFunctionView.cs index e4d95ef5f13..fe5d2956141 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Views/HlslFunctionView.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Views/HlslFunctionView.cs @@ -86,6 +86,13 @@ private void Draw(CustomFunctionNode node) }); m_FunctionBody = new TextField { value = node.functionBody, multiline = true }; + m_FunctionBody.AddToClassList("sg-hlsl-function-view__body"); + m_FunctionBody.verticalScrollerVisibility = ScrollerVisibility.Auto; + + var functionBodyScrollView = m_FunctionBody.Q(); + functionBodyScrollView.mode = ScrollViewMode.VerticalAndHorizontal; + functionBodyScrollView.horizontalScrollerVisibility = ScrollerVisibility.Auto; + m_FunctionBody.RegisterCallback(s => { if (m_FunctionBody.value == CustomFunctionNode.defaultFunctionBody) diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs index c61c86d35fb..ca1cfa3d964 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs @@ -781,6 +781,7 @@ public void SetNodePrecisionOnSelection(Precision inPrecision) // Reflect the data down graph.ValidateGraph(); editorView.colorManager.UpdateNodeViews(nodes); + m_InspectorUpdateDelegate?.Invoke(); // Update the views foreach (MaterialNodeView selectedNode in nodes) diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Views/PropertyNodeView.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Views/PropertyNodeView.cs index f160f9d003b..74a9f978e42 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Views/PropertyNodeView.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Views/PropertyNodeView.cs @@ -279,7 +279,7 @@ void UpdateIcon() public void OnModified(ModificationScope scope) { //disconnected property nodes are always active - if (!node.IsSlotConnected(PropertyNode.OutputSlotId)) + if (!node.IsSlotConnected(PropertyNode.OutputSlotId) && node.activeState is AbstractMaterialNode.ActiveState.Implicit) node.SetActive(true); SetActive(node.isActive); diff --git a/Packages/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs b/Packages/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs index ed54ac5e772..8c78df381cd 100644 --- a/Packages/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs +++ b/Packages/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs @@ -128,16 +128,18 @@ Shader BuildAllShaders( ReportErrors(graph, shader, path, importErrorLog); - EditorMaterialUtility.SetShaderDefaults( - shader, - generatedShader.assignedTextures.Where(x => x.modifiable).Select(x => x.name).ToArray(), - generatedShader.assignedTextures.Where(x => x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray()); - - EditorMaterialUtility.SetShaderNonModifiableDefaults( - shader, - generatedShader.assignedTextures.Where(x => !x.modifiable).Select(x => x.name).ToArray(), - generatedShader.assignedTextures.Where(x => !x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray()); - + if (generatedShader.assignedTextures != null) + { + EditorMaterialUtility.SetShaderDefaults( + shader, + generatedShader.assignedTextures.Where(x => x.modifiable).Select(x => x.name).ToArray(), + generatedShader.assignedTextures.Where(x => x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray()); + + EditorMaterialUtility.SetShaderNonModifiableDefaults( + shader, + generatedShader.assignedTextures.Where(x => !x.modifiable).Select(x => x.name).ToArray(), + generatedShader.assignedTextures.Where(x => !x.modifiable).Select(x => EditorUtility.InstanceIDToObject(x.textureId) as Texture).ToArray()); + } if (first) { // first shader is always the primary shader @@ -229,6 +231,11 @@ public override void OnImportAsset(AssetImportContext ctx) } #endif + if (mainObject == null) + { + mainObject = ShaderUtil.CreateShaderAsset(ctx, k_ErrorShader, false); + } + Texture2D texture = Resources.Load("Icons/sg_graph_icon"); ctx.AddObjectToAsset("MainAsset", mainObject, texture); ctx.SetMainObject(mainObject); diff --git a/Packages/com.unity.shadergraph/Editor/Resources/Styles/HlslFunctionView.uss b/Packages/com.unity.shadergraph/Editor/Resources/Styles/HlslFunctionView.uss index b5641badf06..606efd90698 100644 --- a/Packages/com.unity.shadergraph/Editor/Resources/Styles/HlslFunctionView.uss +++ b/Packages/com.unity.shadergraph/Editor/Resources/Styles/HlslFunctionView.uss @@ -34,6 +34,7 @@ HlslFunctionView > #Row { overflow: hidden; } -.unity-base-text-field__input--multiline { +.sg-hlsl-function-view__body { align-self: stretch; + flex-shrink: 1; } diff --git a/Packages/com.unity.shadergraph/Editor/ShaderGraphPreferences.cs b/Packages/com.unity.shadergraph/Editor/ShaderGraphPreferences.cs index 9e367abbef6..bf31971231d 100644 --- a/Packages/com.unity.shadergraph/Editor/ShaderGraphPreferences.cs +++ b/Packages/com.unity.shadergraph/Editor/ShaderGraphPreferences.cs @@ -17,7 +17,7 @@ static class Keys internal delegate void PreferenceChangedDelegate(); internal static PreferenceChangedDelegate onVariantLimitChanged; - static int m_PreviewVariantLimit = 128; + static int m_PreviewVariantLimit = 2048; internal static int previewVariantLimit { get { return m_PreviewVariantLimit; } @@ -102,6 +102,7 @@ static void OpenGUI() : new GUIContent("Preview Variant Limit"); var variantLimitValue = EditorGUILayout.DelayedIntField(variantLimitLabel, previewVariantLimit); + variantLimitValue = Mathf.Max(0, variantLimitValue); if (EditorGUI.EndChangeCheck()) { previewVariantLimit = variantLimitValue; diff --git a/Packages/com.unity.shadergraph/Editor/ShaderGraphProjectSettings.cs b/Packages/com.unity.shadergraph/Editor/ShaderGraphProjectSettings.cs index b1d2be89d1b..876c46bf427 100644 --- a/Packages/com.unity.shadergraph/Editor/ShaderGraphProjectSettings.cs +++ b/Packages/com.unity.shadergraph/Editor/ShaderGraphProjectSettings.cs @@ -9,7 +9,7 @@ namespace UnityEditor.ShaderGraph internal class ShaderGraphProjectSettings : ScriptableSingleton { [SerializeField] - internal int shaderVariantLimit = 128; + internal int shaderVariantLimit = 2048; [SerializeField] internal int customInterpolatorErrorThreshold = 32; [SerializeField] @@ -74,11 +74,13 @@ void OnGUIHandler(string searchContext) EditorGUI.BeginChangeCheck(); - var newValue = EditorGUILayout.DelayedIntField(Styles.shaderVariantLimitLabel, m_shaderVariantLimit.intValue); - if (newValue != m_shaderVariantLimit.intValue) + var newVariantLimitValue = EditorGUILayout.DelayedIntField(Styles.shaderVariantLimitLabel, m_shaderVariantLimit.intValue); + newVariantLimitValue = Mathf.Max(0, newVariantLimitValue); + if (newVariantLimitValue != m_shaderVariantLimit.intValue) { - m_shaderVariantLimit.intValue = newValue; - ShaderGraphPreferences.onVariantLimitChanged(); + m_shaderVariantLimit.intValue = newVariantLimitValue; + if (ShaderGraphPreferences.onVariantLimitChanged != null) + ShaderGraphPreferences.onVariantLimitChanged(); } EditorGUILayout.LabelField(Styles.CustomInterpLabel, EditorStyles.boldLabel); diff --git a/Packages/com.unity.shadergraph/Samples~/Common/Subgraphs/CustomLighting.hlsl b/Packages/com.unity.shadergraph/Samples~/Common/Subgraphs/CustomLighting.hlsl index 5081f276227..b253680f9bf 100644 --- a/Packages/com.unity.shadergraph/Samples~/Common/Subgraphs/CustomLighting.hlsl +++ b/Packages/com.unity.shadergraph/Samples~/Common/Subgraphs/CustomLighting.hlsl @@ -94,7 +94,7 @@ void AddAdditionalLights_float(float Smoothness, float3 WorldPosition, float3 Wo Specular += thisSpecular; #if defined(_LIGHT_COOKIES) float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition); - light.color *= cookieColor + light.color *= cookieColor; #endif Color += light.color * (thisDiffuse + thisSpecular); LIGHT_LOOP_END @@ -134,7 +134,7 @@ void AddAdditionalLights_half(half Smoothness, half3 WorldPosition, half3 WorldN Specular += thisSpecular; #if defined(_LIGHT_COOKIES) half3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition); - light.color *= cookieColor + light.color *= cookieColor; #endif Color += light.color * (thisDiffuse + thisSpecular); LIGHT_LOOP_END diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Blend.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Blend.shadergraph index 942900e88e2..6bb2383091d 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Blend.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Blend.shadergraph @@ -825,6 +825,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "fd0d3556e56c4ee683f62c393541c05e" @@ -2473,6 +2474,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -7940,6 +7942,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "fd0d3556e56c4ee683f62c393541c05e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "6558ebe87947414c81946cd342b02421" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/ChannelMask.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/ChannelMask.shadergraph index 1b6813cd39b..7f4dce2758e 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/ChannelMask.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/ChannelMask.shadergraph @@ -121,6 +121,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "0c68d2a0757e464487f7b8f88f63297c" @@ -172,6 +173,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "0c68d2a0757e464487f7b8f88f63297c", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "bc718f423a7e46519ac2e91f52e6a689" }, @@ -811,6 +813,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/ColorMask.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/ColorMask.shadergraph index 9c12585bfa4..377298327a6 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/ColorMask.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/ColorMask.shadergraph @@ -286,6 +286,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "015c25dc61f04ea496cfa1b9727f9aa4" @@ -303,6 +304,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "015c25dc61f04ea496cfa1b9727f9aa4", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "e8521edab62f46e1a1347e462a01acc2" }, @@ -1946,6 +1948,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/ColorspaceConversion.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/ColorspaceConversion.shadergraph index 9becd3fe83d..329a3d58ce5 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/ColorspaceConversion.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/ColorspaceConversion.shadergraph @@ -234,6 +234,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "19702e49af264534a229dbd29b021126" @@ -435,6 +436,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "19702e49af264534a229dbd29b021126", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "c49a6bab4ce04d609f30cf79fa9d29e0" }, @@ -1697,6 +1699,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Contrast.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Contrast.shadergraph index 6268ee6fa80..0563043f947 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Contrast.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Contrast.shadergraph @@ -283,6 +283,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "5386038af3da45bb8502076bc7cdef1c" @@ -918,6 +919,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "5386038af3da45bb8502076bc7cdef1c", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "1eaf5ad6b767409eb14a6a962e1b1929" }, @@ -2367,6 +2369,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Dither.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Dither.shadergraph index 4ae42991dab..40985ee3aa0 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Dither.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Dither.shadergraph @@ -229,6 +229,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "c6591ee7de9043049b872b7f2e52fddd" @@ -1493,6 +1494,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1702,6 +1704,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "c6591ee7de9043049b872b7f2e52fddd", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "344dff7cb8924a608a7b7f956fb1ed1c" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/FadeTransition.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/FadeTransition.shadergraph index fe457a45016..1dac107a68b 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/FadeTransition.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/FadeTransition.shadergraph @@ -388,6 +388,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "b5083a11127a4e69a4868384796daad2" @@ -1392,6 +1393,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2446,6 +2448,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "b5083a11127a4e69a4868384796daad2", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "4f9f245f828c46a6a056fe53d85be773" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Hue.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Hue.shadergraph index 3f6bd70df3c..b7534f7e5b7 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Hue.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Hue.shadergraph @@ -183,6 +183,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "7b479bfe50354c2ebc098833b8a89b22" @@ -1015,6 +1016,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "7b479bfe50354c2ebc098833b8a89b22", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "6ba3e41c51ef4b50bd6d9fc434116f93" }, @@ -1045,6 +1047,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/InvertColors.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/InvertColors.shadergraph index f1198fffdfe..b5ebb153e20 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/InvertColors.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/InvertColors.shadergraph @@ -115,6 +115,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "e1457012ab5e42e9b893f4d2054160b3" @@ -837,6 +838,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -933,6 +935,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "e1457012ab5e42e9b893f4d2054160b3", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "7779383332a24f66af33f2c7ad68293f" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalBlend.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalBlend.shadergraph index 951cf951ac8..b5c3f43fd5e 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalBlend.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalBlend.shadergraph @@ -747,6 +747,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "2b819107982d4cdcba5ab5a20d4de565" @@ -1554,6 +1555,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "2b819107982d4cdcba5ab5a20d4de565", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "34dd20cdecb241829bb111dc9f3ec8fe" }, @@ -1738,6 +1740,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2212,7 +2215,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -2596,7 +2599,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -3763,7 +3766,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -3859,7 +3862,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalFromHeight.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalFromHeight.shadergraph index e7fdee63ea3..72fafa58555 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalFromHeight.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalFromHeight.shadergraph @@ -153,6 +153,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "287ab03b43e74506bf2d4287921b9f38" @@ -292,6 +293,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "287ab03b43e74506bf2d4287921b9f38", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "a6c0a3a0253344a1a2d656637729d4f3" }, @@ -1090,6 +1092,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalFromTexture.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalFromTexture.shadergraph index c4ff2772a62..a674b7bcf0a 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalFromTexture.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalFromTexture.shadergraph @@ -542,6 +542,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "519f4385c66f46de97675f7988438df9" @@ -1134,7 +1135,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0, + "y": 1.0, "z": 0.0 }, "m_Labels": [] @@ -1787,6 +1788,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "519f4385c66f46de97675f7988438df9", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "271cee689f3549c2b5e03ecf34e92b82" }, @@ -1914,6 +1916,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalReconstructZ.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalReconstructZ.shadergraph index ad4d125626c..c6b35264daa 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalReconstructZ.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalReconstructZ.shadergraph @@ -354,6 +354,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "15f99706d93b4ef897ab1da0a1a7a0c0" @@ -548,6 +549,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -579,6 +581,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "15f99706d93b4ef897ab1da0a1a7a0c0", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "878b9d93d6f24f25acf6acf8519c921b" }, @@ -1523,8 +1526,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": -1.0, + "y": 1.0 }, "m_Labels": [] } @@ -1758,7 +1761,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0 + "y": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalStrength.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalStrength.shadergraph index a41745f66b8..a37ba425667 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalStrength.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalStrength.shadergraph @@ -322,6 +322,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "6536250e7ca94e76903361d4c21f96b7" @@ -983,6 +984,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "6536250e7ca94e76903361d4c21f96b7", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "ebb3e8eda6f54bd8ac4da0e82cd7b78f" }, @@ -1441,7 +1443,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1491,6 +1493,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1721,7 +1724,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1930,7 +1933,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalUnpack.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalUnpack.shadergraph index 0adaf646cbc..9db1fb82e63 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalUnpack.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/NormalUnpack.shadergraph @@ -198,6 +198,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "4efef5c318704b45b70108108a9eee0c" @@ -529,6 +530,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "4efef5c318704b45b70108108a9eee0c", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "8174d4c335374a1089bb52624e18127e" }, @@ -857,8 +859,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": -1.0, + "y": 1.0 }, "m_Labels": [] } @@ -1397,7 +1399,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0 + "y": 1.0 }, "m_Labels": [] } @@ -1671,6 +1673,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/ReplaceColor.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/ReplaceColor.shadergraph index f006b05aabf..17feb7e4e66 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/ReplaceColor.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/ReplaceColor.shadergraph @@ -309,6 +309,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "ba8453cf98bd471085d992871b620fce" @@ -1344,6 +1345,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1957,6 +1959,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "ba8453cf98bd471085d992871b620fce", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "8c2ea95bd8684c6a9b7032715b56346c" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Saturation.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Saturation.shadergraph index 4fdb64f863a..178aad0477a 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Saturation.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Artistic/Saturation.shadergraph @@ -218,6 +218,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "179cc2ab147c43848701d024af983122" @@ -393,6 +394,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "179cc2ab147c43848701d024af983122", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "a8ab80d4e0bd4daabd25bdad61cf51ee" }, @@ -1658,6 +1660,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Channel/Combine.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Channel/Combine.shadergraph index e2ee1fb73a5..6e54cf87a20 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Channel/Combine.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Channel/Combine.shadergraph @@ -274,6 +274,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "68bc63adb418480cbc0cafc20bde6486" @@ -964,6 +965,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "68bc63adb418480cbc0cafc20bde6486", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "6b3994bb6b1e4fde9b51ed9ffa5fc0d5" }, @@ -1064,7 +1066,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1444,6 +1446,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Channel/Flip.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Channel/Flip.shadergraph index 2efae53606a..79062eef8b9 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Channel/Flip.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Channel/Flip.shadergraph @@ -141,6 +141,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "8d2aeb61a15644cc856a245b09975c7b" @@ -579,6 +580,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "8d2aeb61a15644cc856a245b09975c7b", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "f645a66d743749d9aebffac7f09d118e" }, @@ -785,6 +787,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1254,7 +1257,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Channel/Split.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Channel/Split.shadergraph index 49d1b6f0c2c..66767d44836 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Channel/Split.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Channel/Split.shadergraph @@ -280,6 +280,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "ae58936659464f30a27309d668e797fb" @@ -1636,6 +1637,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "ae58936659464f30a27309d668e797fb", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "febe9142a60048d79c60fa41506c05a2" }, @@ -2114,6 +2116,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Channel/Swizzle.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Channel/Swizzle.shadergraph index 210905d2b12..79a77d769a1 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Channel/Swizzle.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Channel/Swizzle.shadergraph @@ -272,6 +272,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "ea2901590b76410a8306b35674c3a89c" @@ -1158,6 +1159,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2191,6 +2193,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "ea2901590b76410a8306b35674c3a89c", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "04f6a7f4e4844ea0999d4e88ce2ec311" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/BitangentVector.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/BitangentVector.shadergraph index 4595a056403..9b3c33ce8bb 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/BitangentVector.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/BitangentVector.shadergraph @@ -206,6 +206,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "a2cddb7669a846fd949066f86ae50892" @@ -331,7 +332,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -390,6 +391,14 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", + "m_ObjectId": "2b232dac3f1d417099d7da4fcd3e2033", + "m_EnableShadowMatte": false, + "m_DistortionOnly": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -927,6 +936,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -977,6 +987,12 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitSubTarget", + "m_ObjectId": "791ad5fee3854a27b3c5c29c45fbb8c0" +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInUnlitSubTarget", @@ -1001,7 +1017,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1167,6 +1183,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "a2cddb7669a846fd949066f86ae50892", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "870be979d9744e6db0d26a45d2a8b265" }, @@ -1350,11 +1367,31 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.BuiltinData", + "m_ObjectId": "c1a4689103cd432fbd19e2355742f294", + "m_Distortion": false, + "m_DistortionMode": 0, + "m_DistortionDepthTest": true, + "m_AddPrecomputedVelocity": false, + "m_TransparentWritesMotionVec": false, + "m_DepthOffset": false, + "m_ConservativeDepthOffset": false, + "m_TransparencyFog": true, + "m_AlphaTestShadow": false, + "m_BackThenFrontRendering": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_TransparentPerPixelSorting": false, + "m_SupportLodCrossFade": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector4MaterialSlot", @@ -1398,7 +1435,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1746,6 +1783,39 @@ "m_Labels": [] } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.SystemData", + "m_ObjectId": "f115beae12e34244a1b75a69c589364d", + "m_MaterialNeedsUpdateHash": 0, + "m_SurfaceType": 0, + "m_RenderingPass": 1, + "m_BlendMode": 0, + "m_ZTest": 4, + "m_ZWrite": false, + "m_TransparentCullMode": 2, + "m_OpaqueCullMode": 2, + "m_SortPriority": 0, + "m_AlphaTest": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_SupportLodCrossFade": false, + "m_DoubleSidedMode": 0, + "m_DOTSInstancing": false, + "m_CustomVelocity": false, + "m_Tessellation": false, + "m_TessellationMode": 0, + "m_TessellationFactorMinDistance": 20.0, + "m_TessellationFactorMaxDistance": 50.0, + "m_TessellationFactorTriangleSize": 100.0, + "m_TessellationShapeFactor": 0.75, + "m_TessellationBackFaceCullEpsilon": -0.25, + "m_TessellationMaxDisplacement": 0.009999999776482582, + "m_DebugSymbols": false, + "m_Version": 2, + "inspectorFoldoutMask": 0 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitSubTarget", diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/CalculateLevelofDetailTexture2D.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/CalculateLevelofDetailTexture2D.shadergraph index ac4e47ffcc1..01f651bc7c6 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/CalculateLevelofDetailTexture2D.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/CalculateLevelofDetailTexture2D.shadergraph @@ -183,6 +183,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "b0ea80bbca4c439fafef0d11df7441c0" @@ -698,6 +699,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -972,6 +974,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "b0ea80bbca4c439fafef0d11df7441c0", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "6bb1dc1a4ece418d93c9a8f62a32b686" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Camera.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Camera.shadergraph index a5bc067f045..c5bb38c8012 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Camera.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Camera.shadergraph @@ -172,6 +172,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "b6571b0fef884a7683b9f895dfed77b8" @@ -232,6 +233,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1569,6 +1571,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "b6571b0fef884a7683b9f895dfed77b8", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "31ea5a0921344032ab1214a09d995ed6" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/DielectricSpecular.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/DielectricSpecular.shadergraph index ff62b7f1c95..fcfa7976ba6 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/DielectricSpecular.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/DielectricSpecular.shadergraph @@ -148,6 +148,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "ed0308bd5d644b028bb8070bcf4fc3fd" @@ -277,6 +278,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1322,6 +1324,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "ed0308bd5d644b028bb8070bcf4fc3fd", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "86646665ca6642489a0af98fae75f0b7" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/EyeIndex.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/EyeIndex.shadergraph index e100e328391..49aa23a7977 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/EyeIndex.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/EyeIndex.shadergraph @@ -146,6 +146,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "1c08b0a1f00b443ea94432325ffd31ae" @@ -259,6 +260,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "1c08b0a1f00b443ea94432325ffd31ae", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "540372002ae845aa82d52b78399d0eee" }, @@ -313,6 +315,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/GatherTexture2D.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/GatherTexture2D.shadergraph index d89b7c03988..ca9b34f439b 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/GatherTexture2D.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/GatherTexture2D.shadergraph @@ -251,6 +251,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "0a9c60b043ff4287b3ab88c8ca06a3ca" @@ -323,6 +324,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "0a9c60b043ff4287b3ab88c8ca06a3ca", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "98a4ecc6280543c68eac05ab3601ec55" }, @@ -935,6 +937,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Gradient.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Gradient.shadergraph index cca4df88418..876eb08a320 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Gradient.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Gradient.shadergraph @@ -163,6 +163,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "cecca8d930ed4b53a1c5bcd737420d36" @@ -1244,6 +1245,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "cecca8d930ed4b53a1c5bcd737420d36", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "466cbaffc53e4f7f960f20a9425a9efd" }, @@ -1373,6 +1375,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/MetalReflectance.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/MetalReflectance.shadergraph index da913303011..436b7b89f9d 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/MetalReflectance.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/MetalReflectance.shadergraph @@ -82,6 +82,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "77982ad4f0544665835ac5264e1653d2" @@ -348,6 +349,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "77982ad4f0544665835ac5264e1653d2", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "20b4b76da32e49aeb4d63e89fa6b933e" }, @@ -378,6 +380,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Normal Vector.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Normal Vector.shadergraph index 84b1a786eb4..b47d33a7f46 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Normal Vector.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Normal Vector.shadergraph @@ -1623,7 +1623,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1723,7 +1723,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -2149,7 +2149,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -2452,7 +2452,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -3040,7 +3040,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -3063,7 +3063,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -3120,7 +3120,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Object.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Object.shadergraph index 700c84f7731..f9c2456b951 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Object.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Object.shadergraph @@ -228,6 +228,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "38a0646950fe4e01adb8edfb73c40253" @@ -352,7 +353,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0 + "y": 1.0 }, "m_Labels": [] } @@ -553,6 +554,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "38a0646950fe4e01adb8edfb73c40253", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "5a45297aaff9462cbcb1f8d668a951a8" }, @@ -1110,6 +1112,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1454,8 +1457,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": -1.0, + "y": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Position.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Position.shadergraph index 20b9837fb37..18bed69df97 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Position.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Position.shadergraph @@ -221,6 +221,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "77d277133b4b46d08421d5a49cf37f91" @@ -564,6 +565,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1002,6 +1004,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "77d277133b4b46d08421d5a49cf37f91", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "3030d3cf24c1456fbe0956196dc90321" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleCubemap.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleCubemap.shadergraph index 86be0800af7..6fadb81d1f3 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleCubemap.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleCubemap.shadergraph @@ -330,6 +330,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "70c304d35f714e15b468c8890084d87e" @@ -1358,6 +1359,26 @@ "m_Labels": [] } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.BuiltinData", + "m_ObjectId": "66a462cda2894370922e6e28f1117fe9", + "m_Distortion": false, + "m_DistortionMode": 0, + "m_DistortionDepthTest": true, + "m_AddPrecomputedVelocity": false, + "m_TransparentWritesMotionVec": false, + "m_DepthOffset": false, + "m_ConservativeDepthOffset": false, + "m_TransparencyFog": true, + "m_AlphaTestShadow": false, + "m_BackThenFrontRendering": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_TransparentPerPixelSorting": false, + "m_SupportLodCrossFade": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", @@ -1505,6 +1526,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "70c304d35f714e15b468c8890084d87e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "033c4333ef1e4c6b90590dc59d085695" }, @@ -1611,6 +1633,39 @@ "m_Labels": [] } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.SystemData", + "m_ObjectId": "7b2dfd74805f4723997ce2fe8f67edb6", + "m_MaterialNeedsUpdateHash": 0, + "m_SurfaceType": 0, + "m_RenderingPass": 1, + "m_BlendMode": 0, + "m_ZTest": 4, + "m_ZWrite": false, + "m_TransparentCullMode": 2, + "m_OpaqueCullMode": 2, + "m_SortPriority": 0, + "m_AlphaTest": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_SupportLodCrossFade": false, + "m_DoubleSidedMode": 0, + "m_DOTSInstancing": false, + "m_CustomVelocity": false, + "m_Tessellation": false, + "m_TessellationMode": 0, + "m_TessellationFactorMinDistance": 20.0, + "m_TessellationFactorMaxDistance": 50.0, + "m_TessellationFactorTriangleSize": 100.0, + "m_TessellationShapeFactor": 0.75, + "m_TessellationBackFaceCullEpsilon": -0.25, + "m_TessellationMaxDisplacement": 0.009999999776482582, + "m_DebugSymbols": false, + "m_Version": 2, + "inspectorFoldoutMask": 0 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.ReflectionNode", @@ -1669,6 +1724,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2949,6 +3005,12 @@ "m_Labels": [] } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitSubTarget", + "m_ObjectId": "f377eaedcfc74d77a38a76d60cbc7f3d" +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector4MaterialSlot", @@ -3019,6 +3081,14 @@ "m_Labels": [] } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", + "m_ObjectId": "f989c34afba548a1991c2e4617c7b85e", + "m_EnableShadowMatte": false, + "m_DistortionOnly": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.CategoryData", diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleGradient.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleGradient.shadergraph index 657513c24c4..23c374c1586 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleGradient.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleGradient.shadergraph @@ -288,6 +288,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "dfaa4c5a23394374992009c5dc453f09" @@ -532,6 +533,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2695,6 +2697,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "dfaa4c5a23394374992009c5dc453f09", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "57447b09c9f94cd69362a4bc7145e9e7" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleReflectedCubemap.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleReflectedCubemap.shadergraph index 8bfcf9d3d3d..638c5939e2a 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleReflectedCubemap.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleReflectedCubemap.shadergraph @@ -233,6 +233,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "725712e9cea342ad98f8229b0979ad8c" @@ -1276,6 +1277,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "725712e9cea342ad98f8229b0979ad8c", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "8161846aed7742218c114679af26f677" }, @@ -1466,6 +1468,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleTexture2D.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleTexture2D.shadergraph index 4ec1fea39d6..04f02a8c508 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleTexture2D.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleTexture2D.shadergraph @@ -3488,8 +3488,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": -1.0, + "y": 1.0 }, "m_Labels": [] } @@ -5777,7 +5777,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0 + "y": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleTexture2DArray.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleTexture2DArray.shadergraph index 214f59b6291..537dcdcbb64 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleTexture2DArray.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleTexture2DArray.shadergraph @@ -241,6 +241,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "a1b17f3a2f37410f878dddfd1513167b" @@ -531,6 +532,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1849,6 +1851,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "a1b17f3a2f37410f878dddfd1513167b", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "96329092e8c847eea0da909a9a1682d1" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleTexture3D.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleTexture3D.shadergraph index 7c1974be212..3cb3b1a0982 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleTexture3D.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SampleTexture3D.shadergraph @@ -257,6 +257,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "dfe17d5555354b21b115c3296508ca12" @@ -1740,6 +1741,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2208,6 +2210,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "dfe17d5555354b21b115c3296508ca12", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "317bde01b10b498e96705dff857fd795" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SamplerState.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SamplerState.shadergraph index e2fea2247ae..c67d3647be4 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SamplerState.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SamplerState.shadergraph @@ -630,6 +630,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "12b0beaa521045a6abee2347790af2f9" @@ -1072,6 +1073,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "12b0beaa521045a6abee2347790af2f9", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "d32d758735704560944a7892fa71f937" }, @@ -2617,6 +2619,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SceneColor.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SceneColor.shadergraph index 96d29f9b7c8..8ff21ebf3d6 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SceneColor.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SceneColor.shadergraph @@ -207,6 +207,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "714106b7c5584498a5095dce309e293d" @@ -348,6 +349,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -866,6 +868,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "714106b7c5584498a5095dce309e293d", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "7f2876a554bf414da05ce135f8fa1b36" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SceneDepth.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SceneDepth.shadergraph index 461129c5d62..1a0c2003eb6 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SceneDepth.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SceneDepth.shadergraph @@ -183,6 +183,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "e3ff62e4bcee4535a1c2a31dcbf1f5c7" @@ -1266,6 +1267,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "e3ff62e4bcee4535a1c2a31dcbf1f5c7", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "4c09cc19214d43e7ad15875a24606ece" }, @@ -1336,6 +1338,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SceneDepthDifference.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SceneDepthDifference.shadergraph index 8f7daef0544..5ab1d28d7e4 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SceneDepthDifference.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SceneDepthDifference.shadergraph @@ -87,6 +87,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "131e550a5843476c90ea39a6cffea933" @@ -104,6 +105,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "131e550a5843476c90ea39a6cffea933", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "65198c89a38b47e0aaca69bc514add9e" }, @@ -332,6 +334,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Screen.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Screen.shadergraph index d07729bdd45..cf28577e0c2 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Screen.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Screen.shadergraph @@ -257,6 +257,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "0a9c60b043ff4287b3ab88c8ca06a3ca" @@ -292,6 +293,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "0a9c60b043ff4287b3ab88c8ca06a3ca", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "98a4ecc6280543c68eac05ab3601ec55" }, @@ -794,6 +796,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/ScreenPosition.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/ScreenPosition.shadergraph index 80e68b7881f..3d9e24e73dd 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/ScreenPosition.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/ScreenPosition.shadergraph @@ -685,6 +685,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "1fddbb3fb2094964845a8b658bb16ca6" @@ -1073,6 +1074,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "1fddbb3fb2094964845a8b658bb16ca6", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "5571f0756ecc4d3d8a768a8cfcb6cffd" }, @@ -4511,6 +4513,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SplitTextureTransform.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SplitTextureTransform.shadergraph index 2c45697241a..c67511b81f7 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SplitTextureTransform.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/SplitTextureTransform.shadergraph @@ -308,6 +308,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "0a9c60b043ff4287b3ab88c8ca06a3ca" @@ -364,6 +365,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "0a9c60b043ff4287b3ab88c8ca06a3ca", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "98a4ecc6280543c68eac05ab3601ec55" }, @@ -1012,6 +1014,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2596,8 +2599,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/TangentVector.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/TangentVector.shadergraph index e223615e248..cfa7d5edfe7 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/TangentVector.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/TangentVector.shadergraph @@ -206,6 +206,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "f5b5f9d6567b41859d706523e31d1051" @@ -331,7 +332,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -599,7 +600,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -956,6 +957,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1411,7 +1413,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1479,7 +1481,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1834,6 +1836,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "f5b5f9d6567b41859d706523e31d1051", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "5a102b2a6f314366b640661cca173a67" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/TextureSize.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/TextureSize.shadergraph index c9531d28d62..565a2128cb0 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/TextureSize.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/TextureSize.shadergraph @@ -115,6 +115,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "0a9c60b043ff4287b3ab88c8ca06a3ca" @@ -132,6 +133,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "0a9c60b043ff4287b3ab88c8ca06a3ca", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "98a4ecc6280543c68eac05ab3601ec55" }, @@ -342,6 +344,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Time.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Time.shadergraph index 2d8d81bb469..822eb01a976 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Time.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/Time.shadergraph @@ -920,6 +920,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "054ddf41c0de44cc901c1ef9f8a95768" @@ -1107,6 +1108,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "054ddf41c0de44cc901c1ef9f8a95768", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "30dca1d138ad4384a948468f14c75ad6" }, @@ -1241,8 +1243,8 @@ "y": 7.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } @@ -4004,9 +4006,9 @@ "z": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0 + "x": 0.699999988079071, + "y": 0.699999988079071, + "z": 0.699999988079071 }, "m_Labels": [], "m_ColorMode": 0, @@ -5188,8 +5190,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -5253,8 +5255,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -5622,8 +5624,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -5903,9 +5905,9 @@ "z": 0.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0 + "x": 0.20000000298023225, + "y": 0.20000000298023225, + "z": 0.20000000298023225 }, "m_Labels": [], "m_ColorMode": 0, @@ -8002,6 +8004,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/TransformationMatrix.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/TransformationMatrix.shadergraph index 0761ea07230..05028fd9fa9 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/TransformationMatrix.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/TransformationMatrix.shadergraph @@ -87,6 +87,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "73642d8502db4ddf892bd76502c8bd3c" @@ -229,6 +230,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -432,6 +434,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "73642d8502db4ddf892bd76502c8bd3c", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "051378fafd2f45a9a5186885df09c01c" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/VertexColor.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/VertexColor.shadergraph index 948b13232c8..8b80ca04caf 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/VertexColor.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/VertexColor.shadergraph @@ -111,6 +111,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "1ea995c824ba46c1b54e0955ff5c7f1f" @@ -205,6 +206,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "1ea995c824ba46c1b54e0955ff5c7f1f", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "e236d5d0f0864e0eaefab8a04ffc984d" }, @@ -472,10 +474,10 @@ "w": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0, - "w": 0.0 + "x": 1.0, + "y": 1.0, + "z": 1.0, + "w": 1.0 }, "m_Labels": [] } @@ -658,10 +660,10 @@ "w": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0, - "w": 0.0 + "x": 1.0, + "y": 1.0, + "z": 1.0, + "w": 1.0 }, "m_Labels": [] } @@ -852,6 +854,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/ViewDirection.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/ViewDirection.shadergraph index 114e3c169a4..8b88a11b7db 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/ViewDirection.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/ViewDirection.shadergraph @@ -248,6 +248,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "3a95811082ec4aa09acd1d382fdc864d" @@ -361,6 +362,39 @@ "m_Labels": [] } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.SystemData", + "m_ObjectId": "0e5e99bc57c04facb21ef9ecc23dadc6", + "m_MaterialNeedsUpdateHash": 0, + "m_SurfaceType": 0, + "m_RenderingPass": 1, + "m_BlendMode": 0, + "m_ZTest": 4, + "m_ZWrite": false, + "m_TransparentCullMode": 2, + "m_OpaqueCullMode": 2, + "m_SortPriority": 0, + "m_AlphaTest": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_SupportLodCrossFade": false, + "m_DoubleSidedMode": 0, + "m_DOTSInstancing": false, + "m_CustomVelocity": false, + "m_Tessellation": false, + "m_TessellationMode": 0, + "m_TessellationFactorMinDistance": 20.0, + "m_TessellationFactorMaxDistance": 50.0, + "m_TessellationFactorTriangleSize": 100.0, + "m_TessellationShapeFactor": 0.75, + "m_TessellationBackFaceCullEpsilon": -0.25, + "m_TessellationMaxDisplacement": 0.009999999776482582, + "m_DebugSymbols": false, + "m_Version": 2, + "inspectorFoldoutMask": 0 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.BlockNode", @@ -728,6 +762,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "3a95811082ec4aa09acd1d382fdc864d", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "9640d0caa7ab49d49602a15f0f6cf19a" }, @@ -901,7 +936,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1051,6 +1086,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1152,7 +1188,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1201,6 +1237,14 @@ "m_SupportLodCrossFade": false } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", + "m_ObjectId": "a1fee6609a0a4579a8adc2e9b049f7d0", + "m_EnableShadowMatte": false, + "m_DistortionOnly": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.NormalVectorNode", @@ -1237,6 +1281,12 @@ "m_Space": 2 } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitSubTarget", + "m_ObjectId": "a5d2d3a6cbe949ff8add47c844e1fcb6" +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot", @@ -1390,6 +1440,26 @@ "m_Space": 0 } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.BuiltinData", + "m_ObjectId": "c8205c711dd44193b4bb2fa0f1d5f8dd", + "m_Distortion": false, + "m_DistortionMode": 0, + "m_DistortionDepthTest": true, + "m_AddPrecomputedVelocity": false, + "m_TransparentWritesMotionVec": false, + "m_DepthOffset": false, + "m_ConservativeDepthOffset": false, + "m_TransparencyFog": true, + "m_AlphaTestShadow": false, + "m_BackThenFrontRendering": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_TransparentPerPixelSorting": false, + "m_SupportLodCrossFade": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.ColorRGBMaterialSlot", diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/ViewVector.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/ViewVector.shadergraph index 4a47cd118ee..02ad3866add 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/ViewVector.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Input/ViewVector.shadergraph @@ -268,6 +268,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "a7260a4d93514c17b7a288b45bf2e931" @@ -1367,6 +1368,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1674,6 +1676,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "a7260a4d93514c17b7a288b45bf2e931", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "10dfd6e4796b43c7be2d4d9fbda81244" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Absolute.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Absolute.shadergraph index 87159b96b83..bc792f5e94f 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Absolute.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Absolute.shadergraph @@ -198,6 +198,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "b9430ceb950842f08198fce17a640911" @@ -439,7 +440,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -765,6 +766,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1282,6 +1284,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "b9430ceb950842f08198fce17a640911", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "0b16dce6e60646beb1a5a7d329e21e82" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Add.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Add.shadergraph index 3cecc93435c..34ac2de28d0 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Add.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Add.shadergraph @@ -229,6 +229,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "449035ec90c84b39aaef1c4fd91fd3fb" @@ -405,6 +406,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -584,6 +586,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "449035ec90c84b39aaef1c4fd91fd3fb", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "1a571aa1046649f59dade41a8125710b" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Arccosine.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Arccosine.shadergraph index 05418db3417..7e75ad106f7 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Arccosine.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Arccosine.shadergraph @@ -347,6 +347,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "50c3f6fa9ea84377b4f39e9ccc8dcb6a" @@ -776,6 +777,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1121,6 +1123,14 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", + "m_ObjectId": "3c352ee472c6411ba2943f2d648a7c92", + "m_EnableShadowMatte": false, + "m_DistortionOnly": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", @@ -1242,6 +1252,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "50c3f6fa9ea84377b4f39e9ccc8dcb6a", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "92b33aa3e811436cac59a98d0a8f892b" }, @@ -1337,7 +1348,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1404,6 +1415,26 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.BuiltinData", + "m_ObjectId": "665a9710b8f0450b8d222ad2204516df", + "m_Distortion": false, + "m_DistortionMode": 0, + "m_DistortionDepthTest": true, + "m_AddPrecomputedVelocity": false, + "m_TransparentWritesMotionVec": false, + "m_DepthOffset": false, + "m_ConservativeDepthOffset": false, + "m_TransparencyFog": true, + "m_AlphaTestShadow": false, + "m_BackThenFrontRendering": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_TransparentPerPixelSorting": false, + "m_SupportLodCrossFade": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", @@ -1907,6 +1938,39 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.SystemData", + "m_ObjectId": "b5f2aa68ff2748e0a45fed323b4a650b", + "m_MaterialNeedsUpdateHash": 0, + "m_SurfaceType": 0, + "m_RenderingPass": 1, + "m_BlendMode": 0, + "m_ZTest": 4, + "m_ZWrite": false, + "m_TransparentCullMode": 2, + "m_OpaqueCullMode": 2, + "m_SortPriority": 0, + "m_AlphaTest": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_SupportLodCrossFade": false, + "m_DoubleSidedMode": 0, + "m_DOTSInstancing": false, + "m_CustomVelocity": false, + "m_Tessellation": false, + "m_TessellationMode": 0, + "m_TessellationFactorMinDistance": 20.0, + "m_TessellationFactorMaxDistance": 50.0, + "m_TessellationFactorTriangleSize": 100.0, + "m_TessellationShapeFactor": 0.75, + "m_TessellationBackFaceCullEpsilon": -0.25, + "m_TessellationMaxDisplacement": 0.009999999776482582, + "m_DebugSymbols": false, + "m_Version": 2, + "inspectorFoldoutMask": 0 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", @@ -2556,6 +2620,12 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitSubTarget", + "m_ObjectId": "f3b290962f5c4579b5bdf026fac458e3" +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Arctangent2.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Arctangent2.shadergraph index 7c41ec8ed23..6aeada4755d 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Arctangent2.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Arctangent2.shadergraph @@ -614,6 +614,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "5e3dee23b5f847b08636b4db460ae3ef" @@ -1151,6 +1152,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2002,7 +2004,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -2131,6 +2133,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "5e3dee23b5f847b08636b4db460ae3ef", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "7329fceaf80c4d76ad66bcc143e49c32" }, @@ -3572,8 +3575,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Ceiling.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Ceiling.shadergraph index cdcaf8e723a..f4d1d2036d2 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Ceiling.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Ceiling.shadergraph @@ -221,6 +221,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "b167ce50e81b46fea51fa3cb8f20a732" @@ -460,6 +461,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1295,6 +1297,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "b167ce50e81b46fea51fa3cb8f20a732", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "57707bf29bb44bfb9f6f249acff1d342" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Clamp.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Clamp.shadergraph index 21a7c689766..d96a5252ac9 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Clamp.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Clamp.shadergraph @@ -152,6 +152,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "fede08c5a1584806966b0e9e1849ade5" @@ -963,6 +964,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1341,6 +1343,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "fede08c5a1584806966b0e9e1849ade5", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "74c8fd62d29a4f618095357adc519619" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Cosine.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Cosine.shadergraph index 55a5e639085..27c7ea7f7dd 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Cosine.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Cosine.shadergraph @@ -523,6 +523,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "7faa29caa2fd4879a4cc3e90dbee65bd" @@ -1559,8 +1560,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -1602,7 +1603,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0 + "y": 1.0 }, "m_Labels": [] } @@ -2055,6 +2056,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "7faa29caa2fd4879a4cc3e90dbee65bd", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "33219cabc2f64bae998501d68140f51c" }, @@ -3299,8 +3301,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": -1.0, + "y": 1.0 }, "m_Labels": [] } @@ -3836,6 +3838,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/CrossProduct.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/CrossProduct.shadergraph index a459f5db6fa..688503e4b67 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/CrossProduct.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/CrossProduct.shadergraph @@ -289,7 +289,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -720,7 +720,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -743,7 +743,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1015,7 +1015,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0, + "y": 1.0, "z": 0.0 }, "m_Labels": [] @@ -1136,7 +1136,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0, + "y": 1.0, "z": 0.0 }, "m_Labels": [] diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/DDX.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/DDX.shadergraph index 04cbeb7d381..bb0104e10ba 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/DDX.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/DDX.shadergraph @@ -300,6 +300,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "e8a1ef8522294f28bc9b276c58745a33" @@ -352,7 +353,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0, + "y": 1.0, "z": 0.0 }, "m_Labels": [] @@ -1125,8 +1126,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -2038,6 +2039,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "e8a1ef8522294f28bc9b276c58745a33", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "5fe42c351be04b7789ad62f15f001d6f" }, @@ -2074,6 +2076,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/DDY.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/DDY.shadergraph index 89ea0f02a66..428c2994061 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/DDY.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/DDY.shadergraph @@ -300,6 +300,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "2bc7a627f0e348898dee024ea701938b" @@ -330,7 +331,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0, + "y": 1.0, "z": 0.0 }, "m_Labels": [] @@ -616,6 +617,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "2bc7a627f0e348898dee024ea701938b", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "d0335300a26b40da9d292c9dee62ba76" }, @@ -1085,8 +1087,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -2115,6 +2117,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/DegreesToRadians.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/DegreesToRadians.shadergraph index da82249a61e..e9d6bcefadb 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/DegreesToRadians.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/DegreesToRadians.shadergraph @@ -1406,8 +1406,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Distance.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Distance.shadergraph index 14dfe33fdae..4adbadca0f3 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Distance.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Distance.shadergraph @@ -252,6 +252,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "4aea8c25fc0b45f2a2aa19697ab5d511" @@ -748,6 +749,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "4aea8c25fc0b45f2a2aa19697ab5d511", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "4aebe1c058d345ad845ef748f0cef1ef" }, @@ -1234,6 +1236,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Divide.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Divide.shadergraph index b0a36ce2e5e..f4b29da8ca3 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Divide.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Divide.shadergraph @@ -410,6 +410,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "b1103eb6d99a426b8bf6cbd60c39235d" @@ -2262,6 +2263,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "b1103eb6d99a426b8bf6cbd60c39235d", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "6ca67fc9e34b4cd3b9c825a13f12e2f2" }, @@ -2337,6 +2339,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/DotProduct.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/DotProduct.shadergraph index c2b25e47cc2..52dc19c6a43 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/DotProduct.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/DotProduct.shadergraph @@ -590,6 +590,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "a0d0d8a188f849c5bca7fc68a3d32a9d" @@ -901,7 +902,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -2171,7 +2172,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -2440,6 +2441,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -3203,6 +3205,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "a0d0d8a188f849c5bca7fc68a3d32a9d", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "a817f1fd168741018efadd8d837a9574" }, @@ -4046,7 +4049,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Floor.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Floor.shadergraph index c0bebb43920..fa4307c99b7 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Floor.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Floor.shadergraph @@ -375,6 +375,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "e1e5a109a35c48618d38079c750e6fc5" @@ -2103,6 +2104,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2747,6 +2749,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "e1e5a109a35c48618d38079c750e6fc5", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "8128973c2c8449908c22f32d28919d86" }, @@ -2875,7 +2878,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Fraction.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Fraction.shadergraph index 37e7532b54d..951ed834e93 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Fraction.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Fraction.shadergraph @@ -172,6 +172,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "1e6d8dc22e914964b05fe18027dfbaea" @@ -313,6 +314,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "1e6d8dc22e914964b05fe18027dfbaea", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "861697ea42674d2da39b9445dcc883c4" }, @@ -1128,6 +1130,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/FresnelEffect.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/FresnelEffect.shadergraph index 6975fd96260..e4f6781803d 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/FresnelEffect.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/FresnelEffect.shadergraph @@ -303,6 +303,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "dc40edb1720e45e191c175e77c85dbf7" @@ -688,6 +689,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1633,7 +1635,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -2198,6 +2200,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "dc40edb1720e45e191c175e77c85dbf7", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "f4f32a6677e3498ba88388ac953114ba" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/InverseLerp.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/InverseLerp.shadergraph index 7fc2191a66f..740fd3bb002 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/InverseLerp.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/InverseLerp.shadergraph @@ -272,6 +272,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "2021cb7654fb4aba93b00761623160ac" @@ -439,6 +440,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "2021cb7654fb4aba93b00761623160ac", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "15ac85635ed7436297f7e0f0efb5ac93" }, @@ -883,6 +885,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Lerp.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Lerp.shadergraph index 411dd0522f1..56f7bb54f0b 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Lerp.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Lerp.shadergraph @@ -480,6 +480,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "a2c50e2b0a8247a6a31acdf6f55da4f7" @@ -2483,6 +2484,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "a2c50e2b0a8247a6a31acdf6f55da4f7", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "f840494ec744498084610d7cb18ca21c" }, @@ -2849,6 +2851,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/MatrixConstruction.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/MatrixConstruction.shadergraph index 56b902e3171..d266cb62707 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/MatrixConstruction.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/MatrixConstruction.shadergraph @@ -291,6 +291,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "449035ec90c84b39aaef1c4fd91fd3fb" @@ -368,7 +369,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -629,6 +630,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -910,6 +912,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "449035ec90c84b39aaef1c4fd91fd3fb", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "1a571aa1046649f59dade41a8125710b" }, @@ -1550,7 +1553,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -2397,7 +2400,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/MatrixSplit.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/MatrixSplit.shadergraph index 236fe644a79..2f894329576 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/MatrixSplit.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/MatrixSplit.shadergraph @@ -132,6 +132,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "449035ec90c84b39aaef1c4fd91fd3fb" @@ -262,6 +263,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -405,6 +407,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "449035ec90c84b39aaef1c4fd91fd3fb", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "1a571aa1046649f59dade41a8125710b" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/MatrixTranspose.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/MatrixTranspose.shadergraph index 128f16ae6e9..bb9ca8cd3c9 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/MatrixTranspose.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/MatrixTranspose.shadergraph @@ -115,6 +115,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "449035ec90c84b39aaef1c4fd91fd3fb" @@ -199,6 +200,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -294,6 +296,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "449035ec90c84b39aaef1c4fd91fd3fb", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "1a571aa1046649f59dade41a8125710b" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Maximum.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Maximum.shadergraph index fbdccbd8d4d..63ec15f05b9 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Maximum.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Maximum.shadergraph @@ -135,6 +135,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "5ec85c9f65e84ca1b88b54532757eb03" @@ -481,6 +482,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "5ec85c9f65e84ca1b88b54532757eb03", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "5e396127c4e14909a531861c72fb62a8" }, @@ -638,6 +640,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Minimum.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Minimum.shadergraph index 1b9b54f13ae..b6469e56563 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Minimum.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Minimum.shadergraph @@ -135,6 +135,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "dfc61364ea9c4bab8c14c6b072aa09ac" @@ -505,6 +506,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1125,6 +1127,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "dfc61364ea9c4bab8c14c6b072aa09ac", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "40f287d8c1ce4b6bb9e86e638f67836e" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Multiply.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Multiply.shadergraph index ba682f19c54..c5a02866ce3 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Multiply.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Multiply.shadergraph @@ -266,6 +266,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "d08b1a84227a4552b2e4e1a9f7173e93" @@ -297,7 +298,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1126,6 +1127,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1985,6 +1987,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "d08b1a84227a4552b2e4e1a9f7173e93", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "8e146b2bf0c64020b5c5c5c30175db95" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Negate.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Negate.shadergraph index 36aa85a3ce2..64365230b3a 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Negate.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Negate.shadergraph @@ -115,6 +115,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "dfc61364ea9c4bab8c14c6b072aa09ac" @@ -364,6 +365,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -855,6 +857,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "dfc61364ea9c4bab8c14c6b072aa09ac", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "40f287d8c1ce4b6bb9e86e638f67836e" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/NoiseSineWave.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/NoiseSineWave.shadergraph index 11875766f6f..0eb1c1b792b 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/NoiseSineWave.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/NoiseSineWave.shadergraph @@ -396,6 +396,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "25e9494d14f44320806ef2b50b6651d3" @@ -811,6 +812,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "25e9494d14f44320806ef2b50b6651d3", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "a28b2e03c25743f697c6664cf4399d2b" }, @@ -2137,7 +2139,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0 + "y": 1.0 }, "m_Labels": [] } @@ -2187,8 +2189,8 @@ "y": 0.10000000149011612 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": -0.5, + "y": 0.5 }, "m_Labels": [] } @@ -2534,6 +2536,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2720,8 +2723,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": -0.5, + "y": 0.5 }, "m_Labels": [] } @@ -2993,8 +2996,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": -1.0, + "y": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Normalize.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Normalize.shadergraph index a58a1499b59..0c13efa36e0 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Normalize.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Normalize.shadergraph @@ -324,6 +324,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "9c47c2ddced7470bbfccf6f0e1f47a1f" @@ -1542,6 +1543,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "9c47c2ddced7470bbfccf6f0e1f47a1f", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "4ea2f9cd579a41c69e12b366c29f9222" }, @@ -1774,6 +1776,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/OneMinus.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/OneMinus.shadergraph index 8caa6ed6c8f..ff5c3c07d26 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/OneMinus.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/OneMinus.shadergraph @@ -161,6 +161,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "27fdb78394db4047acd32f91c9e00e39" @@ -239,6 +240,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -422,6 +424,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "27fdb78394db4047acd32f91c9e00e39", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "d3f4e51abc65419894be8e70ced7bc69" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Power.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Power.shadergraph index 77c1f78c5bb..231387cdcc7 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Power.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Power.shadergraph @@ -354,8 +354,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": -1.0, + "y": 1.0 }, "m_Labels": [] } @@ -752,7 +752,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -773,7 +773,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0 + "y": 1.0 }, "m_Labels": [] } @@ -1997,7 +1997,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0 + "y": 1.0 }, "m_Labels": [] } @@ -2041,8 +2041,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": -1.0, + "y": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/RadiansToDegrees.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/RadiansToDegrees.shadergraph index d1976e35fa1..929c31530ff 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/RadiansToDegrees.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/RadiansToDegrees.shadergraph @@ -149,6 +149,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "3c2f768d909544708e0b06e7910c3a9d" @@ -509,6 +510,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "3c2f768d909544708e0b06e7910c3a9d", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "a9734414a1844269851531b7d7f20e92" }, @@ -648,6 +650,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/RandomRange.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/RandomRange.shadergraph index 605f68c6cc8..5c2594441fc 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/RandomRange.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/RandomRange.shadergraph @@ -272,6 +272,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "c162780a06e8494480fc6d19761c744a" @@ -1004,6 +1005,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1629,6 +1631,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "c162780a06e8494480fc6d19761c744a", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "99053f4644e748f6b7e15168bec0c740" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Reciprocal.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Reciprocal.shadergraph index f506aa075c9..01557060d5c 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Reciprocal.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Reciprocal.shadergraph @@ -118,6 +118,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "c11a8c79aaed4dc1bbbddd571d26856e" @@ -350,6 +351,14 @@ "m_ObjectId": "6267921e85664a029d15f0bad93549b2" } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", + "m_ObjectId": "669c99b808c94d35be39f930bee7f655", + "m_EnableShadowMatte": false, + "m_DistortionOnly": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", @@ -556,6 +565,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -715,6 +725,39 @@ "m_Space": 0 } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.SystemData", + "m_ObjectId": "a79641e0c3624fa484fcaa3b1eab1cce", + "m_MaterialNeedsUpdateHash": 0, + "m_SurfaceType": 0, + "m_RenderingPass": 1, + "m_BlendMode": 0, + "m_ZTest": 4, + "m_ZWrite": false, + "m_TransparentCullMode": 2, + "m_OpaqueCullMode": 2, + "m_SortPriority": 0, + "m_AlphaTest": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_SupportLodCrossFade": false, + "m_DoubleSidedMode": 0, + "m_DOTSInstancing": false, + "m_CustomVelocity": false, + "m_Tessellation": false, + "m_TessellationMode": 0, + "m_TessellationFactorMinDistance": 20.0, + "m_TessellationFactorMaxDistance": 50.0, + "m_TessellationFactorTriangleSize": 100.0, + "m_TessellationShapeFactor": 0.75, + "m_TessellationBackFaceCullEpsilon": -0.25, + "m_TessellationMaxDisplacement": 0.009999999776482582, + "m_DebugSymbols": false, + "m_Version": 2, + "inspectorFoldoutMask": 0 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", @@ -739,6 +782,12 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitSubTarget", + "m_ObjectId": "b1b9152ddaed4394912f9d32a4d19f14" +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -758,6 +807,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "c11a8c79aaed4dc1bbbddd571d26856e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "543f9367105347e5bd3c0fd725e9ea6c" }, @@ -946,6 +996,26 @@ "m_ReciprocalMethod": 0 } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.BuiltinData", + "m_ObjectId": "e69cefeb260c459fb1128fc51ed5ee89", + "m_Distortion": false, + "m_DistortionMode": 0, + "m_DistortionDepthTest": true, + "m_AddPrecomputedVelocity": false, + "m_TransparentWritesMotionVec": false, + "m_DepthOffset": false, + "m_ConservativeDepthOffset": false, + "m_TransparencyFog": true, + "m_AlphaTestShadow": false, + "m_BackThenFrontRendering": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_TransparentPerPixelSorting": false, + "m_SupportLodCrossFade": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/ReciprocalSquareRoot.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/ReciprocalSquareRoot.shadergraph index 62ef2750520..dc14105c392 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/ReciprocalSquareRoot.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/ReciprocalSquareRoot.shadergraph @@ -135,6 +135,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "3c785a46a2d942dc95e187b9fcbabb83" @@ -222,6 +223,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "3c785a46a2d942dc95e187b9fcbabb83", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "25abd70a57864f469aeb24bd65fe1e94" }, @@ -605,6 +607,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Reflection.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Reflection.shadergraph index c79bff55377..66ff87ae113 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Reflection.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Reflection.shadergraph @@ -303,6 +303,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "632d2db720ac49e3a1f9bfcea816ee20" @@ -772,7 +773,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1235,6 +1236,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "632d2db720ac49e3a1f9bfcea816ee20", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "606a262982c64335b698eb89efa2dda9" }, @@ -1479,7 +1481,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -2214,6 +2216,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Refract.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Refract.shadergraph index c24932f374f..1558b5de3e3 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Refract.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Refract.shadergraph @@ -158,6 +158,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "e6bb596de71c4ce19f5f06efebd6b5ff" @@ -259,7 +260,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": -1.0 }, "m_Labels": [] } @@ -305,7 +306,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -423,7 +424,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -581,7 +582,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": -1.0 }, "m_Labels": [] } @@ -795,7 +796,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -950,7 +951,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1115,7 +1116,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1377,6 +1378,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "e6bb596de71c4ce19f5f06efebd6b5ff", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "83452527c633480e996d3523e18a5268" }, @@ -1486,6 +1488,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Remap.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Remap.shadergraph index 742068ee6d4..17c2b25740f 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Remap.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Remap.shadergraph @@ -416,6 +416,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "c2ed7e11e5ff46a3b09c091fd006a39c" @@ -1491,6 +1492,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2391,6 +2393,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "c2ed7e11e5ff46a3b09c091fd006a39c", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "879c908708014880bde2448d8f2019a7" }, @@ -2454,7 +2457,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0 + "y": 1.0 }, "m_Labels": [] } @@ -3223,8 +3226,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": -1.0, + "y": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/RotateAboutAxis.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/RotateAboutAxis.shadergraph index 27b12cb1ee6..7cf98479264 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/RotateAboutAxis.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/RotateAboutAxis.shadergraph @@ -1289,6 +1289,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "449035ec90c84b39aaef1c4fd91fd3fb" @@ -2090,6 +2091,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -3316,6 +3318,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "449035ec90c84b39aaef1c4fd91fd3fb", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "1a571aa1046649f59dade41a8125710b" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Round.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Round.shadergraph index 72dea737572..e5343874337 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Round.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Round.shadergraph @@ -307,6 +307,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "98fb2017b586441ca8fd078867dd84f4" @@ -1725,6 +1726,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "98fb2017b586441ca8fd078867dd84f4", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "771c7d854a9e498e826609deaadd1548" }, @@ -2188,6 +2190,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Saturate.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Saturate.shadergraph index c1fa5fdea94..0ff5c866462 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Saturate.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Saturate.shadergraph @@ -269,6 +269,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "c98a64349fe5474a8c93e1bd013477d1" @@ -299,6 +300,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1363,7 +1365,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1539,6 +1541,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "c98a64349fe5474a8c93e1bd013477d1", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "e705ca0ec0f943f0ab320086f0685921" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/SawtoothWave.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/SawtoothWave.shadergraph index 4789bffd355..7749d1243bd 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/SawtoothWave.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/SawtoothWave.shadergraph @@ -240,6 +240,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "c11a8c79aaed4dc1bbbddd571d26856e" @@ -797,8 +798,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": -1.0, + "y": 1.0 }, "m_Labels": [] } @@ -1171,6 +1172,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1758,6 +1760,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "c11a8c79aaed4dc1bbbddd571d26856e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "543f9367105347e5bd3c0fd725e9ea6c" }, @@ -1977,7 +1980,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0 + "y": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Sign.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Sign.shadergraph index c342a90c6fd..aad3843327f 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Sign.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Sign.shadergraph @@ -260,6 +260,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "d6c1732b92a44042aea65506096262d2" @@ -514,6 +515,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -767,7 +769,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1513,6 +1515,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "d6c1732b92a44042aea65506096262d2", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "3d08ba479c0e402d82c02f635d1dce9d" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Sine.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Sine.shadergraph index 9b91f1406ab..a06fae749bd 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Sine.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Sine.shadergraph @@ -745,6 +745,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "de69fe4b435547eb9bd7053222f81b0b" @@ -1863,6 +1864,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2103,8 +2105,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -2782,8 +2784,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -3921,8 +3923,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": -1.0, + "y": 1.0 }, "m_Labels": [] } @@ -4800,6 +4802,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "de69fe4b435547eb9bd7053222f81b0b", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "23eca7b7089048618eaabcf4ae839c85" }, @@ -5503,7 +5506,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0 + "y": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Smoothstep.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Smoothstep.shadergraph index 447af81fcd6..036269de025 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Smoothstep.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Smoothstep.shadergraph @@ -409,6 +409,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "b64e89ceaa5243e1b614dc4087fba51d" @@ -976,6 +977,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2684,6 +2686,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "b64e89ceaa5243e1b614dc4087fba51d", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "f97250e007114c8bb45df5a94437c229" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/SphereMask.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/SphereMask.shadergraph index 69b1e37d995..1eec70933d2 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/SphereMask.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/SphereMask.shadergraph @@ -459,6 +459,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "c11a8c79aaed4dc1bbbddd571d26856e" @@ -2274,6 +2275,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2844,6 +2846,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "c11a8c79aaed4dc1bbbddd571d26856e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "543f9367105347e5bd3c0fd725e9ea6c" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/SquareRoot.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/SquareRoot.shadergraph index 399d9a055b3..630bfa494f0 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/SquareRoot.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/SquareRoot.shadergraph @@ -483,6 +483,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "51a95efef9bc4243938c447153e12f23" @@ -1595,6 +1596,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "51a95efef9bc4243938c447153e12f23", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "b51db59049d2419f94541a990be16502" }, @@ -2523,6 +2525,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/SquareWave.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/SquareWave.shadergraph index 497ecf8b149..e68863ce9f2 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/SquareWave.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/SquareWave.shadergraph @@ -209,6 +209,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "c11a8c79aaed4dc1bbbddd571d26856e" @@ -1019,6 +1020,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1541,6 +1543,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "c11a8c79aaed4dc1bbbddd571d26856e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "543f9367105347e5bd3c0fd725e9ea6c" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Step.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Step.shadergraph index 52b92fab675..ecfb5b46039 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Step.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Step.shadergraph @@ -215,6 +215,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "ebd27f4c95304645a932c62bd588458b" @@ -1623,6 +1624,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "ebd27f4c95304645a932c62bd588458b", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "4089ab2e7b99427698eec96230bc21bc" }, @@ -1667,6 +1669,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Subtract.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Subtract.shadergraph index a60f6aaa569..f77b9b4e2a9 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Subtract.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Subtract.shadergraph @@ -229,6 +229,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "449035ec90c84b39aaef1c4fd91fd3fb" @@ -405,6 +406,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -676,6 +678,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "449035ec90c84b39aaef1c4fd91fd3fb", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "1a571aa1046649f59dade41a8125710b" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Transform.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Transform.shadergraph index 2d4ea64a8c6..a4279f00789 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Transform.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Transform.shadergraph @@ -209,6 +209,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "0309b0d172834f1484ef9e10b1015a2d" @@ -226,6 +227,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "0309b0d172834f1484ef9e10b1015a2d", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "a9e59f0cc3fd45deaf97777ce78b3f11" }, @@ -301,7 +303,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -901,8 +903,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": -1.0, + "y": 1.0 }, "m_Labels": [] } @@ -1086,6 +1088,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1737,7 +1740,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0 + "y": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/TriangleWave.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/TriangleWave.shadergraph index a88690bb55c..c4ed01efa01 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/TriangleWave.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/TriangleWave.shadergraph @@ -294,6 +294,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "c11a8c79aaed4dc1bbbddd571d26856e" @@ -542,7 +543,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0 + "y": 1.0 }, "m_Labels": [] } @@ -851,8 +852,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": -1.0, + "y": 1.0 }, "m_Labels": [] } @@ -1366,6 +1367,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2040,6 +2042,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "c11a8c79aaed4dc1bbbddd571d26856e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "543f9367105347e5bd3c0fd725e9ea6c" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Truncate.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Truncate.shadergraph index f90bde06a30..e685453c4f6 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Truncate.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Math/Truncate.shadergraph @@ -87,6 +87,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "25e9494d14f44320806ef2b50b6651d3" @@ -254,6 +255,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "25e9494d14f44320806ef2b50b6651d3", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "a28b2e03c25743f697c6664cf4399d2b" }, @@ -592,6 +594,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/Checkerboard.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/Checkerboard.shadergraph index 0d98debb830..367cf7b0045 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/Checkerboard.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/Checkerboard.shadergraph @@ -237,6 +237,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "3bd03812e1cf4db78baf74c33c097977" @@ -299,9 +300,9 @@ "z": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0 + "x": 0.699999988079071, + "y": 0.699999988079071, + "z": 0.699999988079071 }, "m_Labels": [], "m_ColorMode": 0, @@ -461,8 +462,8 @@ "y": 5.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } @@ -559,8 +560,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -603,6 +604,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -837,6 +839,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "3bd03812e1cf4db78baf74c33c097977", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "e586abcf1fb74dea9cf6d21f247cfa39" }, @@ -866,9 +869,9 @@ "z": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0 + "x": 0.699999988079071, + "y": 0.699999988079071, + "z": 0.699999988079071 }, "m_Labels": [], "m_ColorMode": 0, @@ -953,8 +956,8 @@ "y": 7.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } @@ -1046,9 +1049,9 @@ "z": 0.699999988079071 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0 + "x": 0.699999988079071, + "y": 0.699999988079071, + "z": 0.699999988079071 }, "m_Labels": [], "m_ColorMode": 0, @@ -1076,9 +1079,9 @@ "z": 0.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0 + "x": 0.20000000298023225, + "y": 0.20000000298023225, + "z": 0.20000000298023225 }, "m_Labels": [], "m_ColorMode": 0, @@ -1804,9 +1807,9 @@ "z": 0.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0 + "x": 0.20000000298023225, + "y": 0.20000000298023225, + "z": 0.20000000298023225 }, "m_Labels": [], "m_ColorMode": 0, @@ -2086,9 +2089,9 @@ "z": 0.20000000298023225 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0 + "x": 0.20000000298023225, + "y": 0.20000000298023225, + "z": 0.20000000298023225 }, "m_Labels": [], "m_ColorMode": 0, @@ -2231,8 +2234,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/Ellipse.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/Ellipse.shadergraph index 604df38afae..90e3779d358 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/Ellipse.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/Ellipse.shadergraph @@ -322,6 +322,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "c11a8c79aaed4dc1bbbddd571d26856e" @@ -1190,6 +1191,14 @@ "m_ObjectId": "6267921e85664a029d15f0bad93549b2" } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", + "m_ObjectId": "669c99b808c94d35be39f930bee7f655", + "m_EnableShadowMatte": false, + "m_DistortionOnly": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", @@ -1395,8 +1404,8 @@ "y": 6.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } @@ -1438,6 +1447,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1813,6 +1823,39 @@ "m_Value": 0.0 } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.SystemData", + "m_ObjectId": "a79641e0c3624fa484fcaa3b1eab1cce", + "m_MaterialNeedsUpdateHash": 0, + "m_SurfaceType": 0, + "m_RenderingPass": 1, + "m_BlendMode": 0, + "m_ZTest": 4, + "m_ZWrite": false, + "m_TransparentCullMode": 2, + "m_OpaqueCullMode": 2, + "m_SortPriority": 0, + "m_AlphaTest": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_SupportLodCrossFade": false, + "m_DoubleSidedMode": 0, + "m_DOTSInstancing": false, + "m_CustomVelocity": false, + "m_Tessellation": false, + "m_TessellationMode": 0, + "m_TessellationFactorMinDistance": 20.0, + "m_TessellationFactorMaxDistance": 50.0, + "m_TessellationFactorTriangleSize": 100.0, + "m_TessellationShapeFactor": 0.75, + "m_TessellationBackFaceCullEpsilon": -0.25, + "m_TessellationMaxDisplacement": 0.009999999776482582, + "m_DebugSymbols": false, + "m_Version": 2, + "inspectorFoldoutMask": 0 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.UVNode", @@ -1917,6 +1960,12 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitSubTarget", + "m_ObjectId": "b1b9152ddaed4394912f9d32a4d19f14" +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector4MaterialSlot", @@ -1946,6 +1995,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "c11a8c79aaed4dc1bbbddd571d26856e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "543f9367105347e5bd3c0fd725e9ea6c" }, @@ -2237,6 +2287,26 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.BuiltinData", + "m_ObjectId": "e69cefeb260c459fb1128fc51ed5ee89", + "m_Distortion": false, + "m_DistortionMode": 0, + "m_DistortionDepthTest": true, + "m_AddPrecomputedVelocity": false, + "m_TransparentWritesMotionVec": false, + "m_DepthOffset": false, + "m_ConservativeDepthOffset": false, + "m_TransparencyFog": true, + "m_AlphaTestShadow": false, + "m_BackThenFrontRendering": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_TransparentPerPixelSorting": false, + "m_SupportLodCrossFade": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.SubtractNode", diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/GradientNoise.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/GradientNoise.shadergraph index 975512c4e98..675bdfc06cb 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/GradientNoise.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/GradientNoise.shadergraph @@ -233,6 +233,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "a28f709365ab49919282edf92443aa8a" @@ -486,6 +487,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -852,8 +854,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -1732,6 +1734,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "a28f709365ab49919282edf92443aa8a", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "b17e030aedda4665a43759b403373ab0" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/Polygon.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/Polygon.shadergraph index 7f45033e774..33d36f25565 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/Polygon.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/Polygon.shadergraph @@ -851,6 +851,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "c11a8c79aaed4dc1bbbddd571d26856e" @@ -2679,6 +2680,14 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", + "m_ObjectId": "669c99b808c94d35be39f930bee7f655", + "m_EnableShadowMatte": false, + "m_DistortionOnly": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.SubtractNode", @@ -3348,6 +3357,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -3683,6 +3693,39 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.SystemData", + "m_ObjectId": "a79641e0c3624fa484fcaa3b1eab1cce", + "m_MaterialNeedsUpdateHash": 0, + "m_SurfaceType": 0, + "m_RenderingPass": 1, + "m_BlendMode": 0, + "m_ZTest": 4, + "m_ZWrite": false, + "m_TransparentCullMode": 2, + "m_OpaqueCullMode": 2, + "m_SortPriority": 0, + "m_AlphaTest": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_SupportLodCrossFade": false, + "m_DoubleSidedMode": 0, + "m_DOTSInstancing": false, + "m_CustomVelocity": false, + "m_Tessellation": false, + "m_TessellationMode": 0, + "m_TessellationFactorMinDistance": 20.0, + "m_TessellationFactorMaxDistance": 50.0, + "m_TessellationFactorTriangleSize": 100.0, + "m_TessellationShapeFactor": 0.75, + "m_TessellationBackFaceCullEpsilon": -0.25, + "m_TessellationMaxDisplacement": 0.009999999776482582, + "m_DebugSymbols": false, + "m_Version": 2, + "inspectorFoldoutMask": 0 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot", @@ -3779,6 +3822,12 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitSubTarget", + "m_ObjectId": "b1b9152ddaed4394912f9d32a4d19f14" +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector2Node", @@ -4121,8 +4170,8 @@ "y": 6.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } @@ -4176,6 +4225,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "c11a8c79aaed4dc1bbbddd571d26856e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "543f9367105347e5bd3c0fd725e9ea6c" }, @@ -5369,6 +5419,26 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.BuiltinData", + "m_ObjectId": "e69cefeb260c459fb1128fc51ed5ee89", + "m_Distortion": false, + "m_DistortionMode": 0, + "m_DistortionDepthTest": true, + "m_AddPrecomputedVelocity": false, + "m_TransparentWritesMotionVec": false, + "m_DepthOffset": false, + "m_ConservativeDepthOffset": false, + "m_TransparencyFog": true, + "m_AlphaTestShadow": false, + "m_BackThenFrontRendering": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_TransparentPerPixelSorting": false, + "m_SupportLodCrossFade": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.GroupData", diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/Rectangle.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/Rectangle.shadergraph index bc9ccd063a3..42d52bf7f60 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/Rectangle.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/Rectangle.shadergraph @@ -387,6 +387,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "c11a8c79aaed4dc1bbbddd571d26856e" @@ -1340,8 +1341,8 @@ "y": 6.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } @@ -1411,6 +1412,14 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", + "m_ObjectId": "669c99b808c94d35be39f930bee7f655", + "m_EnableShadowMatte": false, + "m_DistortionOnly": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -1697,6 +1706,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1888,6 +1898,39 @@ "m_Value": 0.0 } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.SystemData", + "m_ObjectId": "a79641e0c3624fa484fcaa3b1eab1cce", + "m_MaterialNeedsUpdateHash": 0, + "m_SurfaceType": 0, + "m_RenderingPass": 1, + "m_BlendMode": 0, + "m_ZTest": 4, + "m_ZWrite": false, + "m_TransparentCullMode": 2, + "m_OpaqueCullMode": 2, + "m_SortPriority": 0, + "m_AlphaTest": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_SupportLodCrossFade": false, + "m_DoubleSidedMode": 0, + "m_DOTSInstancing": false, + "m_CustomVelocity": false, + "m_Tessellation": false, + "m_TessellationMode": 0, + "m_TessellationFactorMinDistance": 20.0, + "m_TessellationFactorMaxDistance": 50.0, + "m_TessellationFactorTriangleSize": 100.0, + "m_TessellationShapeFactor": 0.75, + "m_TessellationBackFaceCullEpsilon": -0.25, + "m_TessellationMaxDisplacement": 0.009999999776482582, + "m_DebugSymbols": false, + "m_Version": 2, + "inspectorFoldoutMask": 0 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", @@ -1996,6 +2039,12 @@ "m_Labels": [] } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitSubTarget", + "m_ObjectId": "b1b9152ddaed4394912f9d32a4d19f14" +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1Node", @@ -2121,6 +2170,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "c11a8c79aaed4dc1bbbddd571d26856e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "543f9367105347e5bd3c0fd725e9ea6c" }, @@ -2520,6 +2570,26 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.BuiltinData", + "m_ObjectId": "e69cefeb260c459fb1128fc51ed5ee89", + "m_Distortion": false, + "m_DistortionMode": 0, + "m_DistortionDepthTest": true, + "m_AddPrecomputedVelocity": false, + "m_TransparentWritesMotionVec": false, + "m_DepthOffset": false, + "m_ConservativeDepthOffset": false, + "m_TransparencyFog": true, + "m_AlphaTestShadow": false, + "m_BackThenFrontRendering": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_TransparentPerPixelSorting": false, + "m_SupportLodCrossFade": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/RoundedPolygon.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/RoundedPolygon.shadergraph index 19c7c6f9d3a..ef7c9096c0a 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/RoundedPolygon.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/RoundedPolygon.shadergraph @@ -1947,6 +1947,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "c11a8c79aaed4dc1bbbddd571d26856e" @@ -2676,8 +2677,8 @@ "y": 6.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } @@ -5906,6 +5907,14 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", + "m_ObjectId": "669c99b808c94d35be39f930bee7f655", + "m_EnableShadowMatte": false, + "m_DistortionOnly": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot", @@ -7371,6 +7380,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -8740,6 +8750,39 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.SystemData", + "m_ObjectId": "a79641e0c3624fa484fcaa3b1eab1cce", + "m_MaterialNeedsUpdateHash": 0, + "m_SurfaceType": 0, + "m_RenderingPass": 1, + "m_BlendMode": 0, + "m_ZTest": 4, + "m_ZWrite": false, + "m_TransparentCullMode": 2, + "m_OpaqueCullMode": 2, + "m_SortPriority": 0, + "m_AlphaTest": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_SupportLodCrossFade": false, + "m_DoubleSidedMode": 0, + "m_DOTSInstancing": false, + "m_CustomVelocity": false, + "m_Tessellation": false, + "m_TessellationMode": 0, + "m_TessellationFactorMinDistance": 20.0, + "m_TessellationFactorMaxDistance": 50.0, + "m_TessellationFactorTriangleSize": 100.0, + "m_TessellationShapeFactor": 0.75, + "m_TessellationBackFaceCullEpsilon": -0.25, + "m_TessellationMaxDisplacement": 0.009999999776482582, + "m_DebugSymbols": false, + "m_Version": 2, + "inspectorFoldoutMask": 0 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", @@ -9025,6 +9068,12 @@ "m_Labels": [] } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitSubTarget", + "m_ObjectId": "b1b9152ddaed4394912f9d32a4d19f14" +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot", @@ -9579,6 +9628,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "c11a8c79aaed4dc1bbbddd571d26856e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "543f9367105347e5bd3c0fd725e9ea6c" }, @@ -11156,6 +11206,26 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.BuiltinData", + "m_ObjectId": "e69cefeb260c459fb1128fc51ed5ee89", + "m_Distortion": false, + "m_DistortionMode": 0, + "m_DistortionDepthTest": true, + "m_AddPrecomputedVelocity": false, + "m_TransparentWritesMotionVec": false, + "m_DepthOffset": false, + "m_ConservativeDepthOffset": false, + "m_TransparencyFog": true, + "m_AlphaTestShadow": false, + "m_BackThenFrontRendering": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_TransparentPerPixelSorting": false, + "m_SupportLodCrossFade": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.MultiplyNode", diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/RoundedRectangle.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/RoundedRectangle.shadergraph index 3841b1efc4c..95decc2fd3f 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/RoundedRectangle.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/RoundedRectangle.shadergraph @@ -608,6 +608,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "c11a8c79aaed4dc1bbbddd571d26856e" @@ -2450,6 +2451,14 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", + "m_ObjectId": "669c99b808c94d35be39f930bee7f655", + "m_EnableShadowMatte": false, + "m_DistortionOnly": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector4MaterialSlot", @@ -2848,6 +2857,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -3146,6 +3156,39 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.SystemData", + "m_ObjectId": "a79641e0c3624fa484fcaa3b1eab1cce", + "m_MaterialNeedsUpdateHash": 0, + "m_SurfaceType": 0, + "m_RenderingPass": 1, + "m_BlendMode": 0, + "m_ZTest": 4, + "m_ZWrite": false, + "m_TransparentCullMode": 2, + "m_OpaqueCullMode": 2, + "m_SortPriority": 0, + "m_AlphaTest": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_SupportLodCrossFade": false, + "m_DoubleSidedMode": 0, + "m_DOTSInstancing": false, + "m_CustomVelocity": false, + "m_Tessellation": false, + "m_TessellationMode": 0, + "m_TessellationFactorMinDistance": 20.0, + "m_TessellationFactorMaxDistance": 50.0, + "m_TessellationFactorTriangleSize": 100.0, + "m_TessellationShapeFactor": 0.75, + "m_TessellationBackFaceCullEpsilon": -0.25, + "m_TessellationMaxDisplacement": 0.009999999776482582, + "m_DebugSymbols": false, + "m_Version": 2, + "inspectorFoldoutMask": 0 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", @@ -3229,6 +3272,12 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitSubTarget", + "m_ObjectId": "b1b9152ddaed4394912f9d32a4d19f14" +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.AddNode", @@ -3359,6 +3408,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "c11a8c79aaed4dc1bbbddd571d26856e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "543f9367105347e5bd3c0fd725e9ea6c" }, @@ -3830,6 +3880,26 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.BuiltinData", + "m_ObjectId": "e69cefeb260c459fb1128fc51ed5ee89", + "m_Distortion": false, + "m_DistortionMode": 0, + "m_DistortionDepthTest": true, + "m_AddPrecomputedVelocity": false, + "m_TransparentWritesMotionVec": false, + "m_DepthOffset": false, + "m_ConservativeDepthOffset": false, + "m_TransparencyFog": true, + "m_AlphaTestShadow": false, + "m_BackThenFrontRendering": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_TransparentPerPixelSorting": false, + "m_SupportLodCrossFade": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot", @@ -4147,8 +4217,8 @@ "y": 6.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/SimpleNoise.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/SimpleNoise.shadergraph index cdec334f5f1..36a93e54732 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/SimpleNoise.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/SimpleNoise.shadergraph @@ -233,6 +233,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "fedf818a98804e539d6d097e1cbbad9b" @@ -838,8 +839,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -920,6 +921,39 @@ "m_SerializedDescriptor": "SurfaceDescription.Alpha" } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.SystemData", + "m_ObjectId": "4b2acbf8bc3848cca3bc4742f20e641c", + "m_MaterialNeedsUpdateHash": 0, + "m_SurfaceType": 0, + "m_RenderingPass": 1, + "m_BlendMode": 0, + "m_ZTest": 4, + "m_ZWrite": false, + "m_TransparentCullMode": 2, + "m_OpaqueCullMode": 2, + "m_SortPriority": 0, + "m_AlphaTest": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_SupportLodCrossFade": false, + "m_DoubleSidedMode": 0, + "m_DOTSInstancing": false, + "m_CustomVelocity": false, + "m_Tessellation": false, + "m_TessellationMode": 0, + "m_TessellationFactorMinDistance": 20.0, + "m_TessellationFactorMaxDistance": 50.0, + "m_TessellationFactorTriangleSize": 100.0, + "m_TessellationShapeFactor": 0.75, + "m_TessellationBackFaceCullEpsilon": -0.25, + "m_TessellationMaxDisplacement": 0.009999999776482582, + "m_DebugSymbols": false, + "m_Version": 2, + "inspectorFoldoutMask": 0 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.UVMaterialSlot", @@ -1310,6 +1344,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1559,6 +1594,12 @@ "m_OutputChannel": 0 } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitSubTarget", + "m_ObjectId": "7f8f30232e764c3cb8ff8e5f347b49a4" +} + { "m_SGVersion": 1, "m_Type": "UnityEditor.ShaderGraph.NoiseNode", @@ -1638,6 +1679,26 @@ "m_Channel": 0 } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.BuiltinData", + "m_ObjectId": "85dc6abc75854130a2ba3e6c05104d5e", + "m_Distortion": false, + "m_DistortionMode": 0, + "m_DistortionDepthTest": true, + "m_AddPrecomputedVelocity": false, + "m_TransparentWritesMotionVec": false, + "m_DepthOffset": false, + "m_ConservativeDepthOffset": false, + "m_TransparencyFog": true, + "m_AlphaTestShadow": false, + "m_BackThenFrontRendering": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_TransparentPerPixelSorting": false, + "m_SupportLodCrossFade": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -2207,6 +2268,14 @@ "m_Channel": 0 } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", + "m_ObjectId": "e58aa7f995e64327b60f8690f9fa363e", + "m_EnableShadowMatte": false, + "m_DistortionOnly": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot", @@ -2622,6 +2691,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "fedf818a98804e539d6d097e1cbbad9b", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "c09b93322d2a4a2f822853c6ba5a6489" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/VoronoiNoise.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/VoronoiNoise.shadergraph index ba694b6d1ef..394881e9dbe 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/VoronoiNoise.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Procedural/VoronoiNoise.shadergraph @@ -233,6 +233,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "845fe8e819604b9b804b519552b3e1fc" @@ -267,6 +268,12 @@ "m_Labels": [] } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitSubTarget", + "m_ObjectId": "058468e6f9fb42aa80e84d9352b83fa9" +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -1108,8 +1115,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -1545,6 +1552,14 @@ "m_Channel": 0 } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", + "m_ObjectId": "71ce8ffa53514932abda5a4d8ff30cb4", + "m_EnableShadowMatte": false, + "m_DistortionOnly": false +} + { "m_SGVersion": 1, "m_Type": "UnityEditor.Rendering.Universal.ShaderGraph.UniversalTarget", @@ -1562,6 +1577,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1670,6 +1686,39 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.SystemData", + "m_ObjectId": "754e2492a234472fa2023af3d5575482", + "m_MaterialNeedsUpdateHash": 0, + "m_SurfaceType": 0, + "m_RenderingPass": 1, + "m_BlendMode": 0, + "m_ZTest": 4, + "m_ZWrite": false, + "m_TransparentCullMode": 2, + "m_OpaqueCullMode": 2, + "m_SortPriority": 0, + "m_AlphaTest": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_SupportLodCrossFade": false, + "m_DoubleSidedMode": 0, + "m_DOTSInstancing": false, + "m_CustomVelocity": false, + "m_Tessellation": false, + "m_TessellationMode": 0, + "m_TessellationFactorMinDistance": 20.0, + "m_TessellationFactorMaxDistance": 50.0, + "m_TessellationFactorTriangleSize": 100.0, + "m_TessellationShapeFactor": 0.75, + "m_TessellationBackFaceCullEpsilon": -0.25, + "m_TessellationMaxDisplacement": 0.009999999776482582, + "m_DebugSymbols": false, + "m_Version": 2, + "inspectorFoldoutMask": 0 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot", @@ -1781,6 +1830,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "845fe8e819604b9b804b519552b3e1fc", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "be476faa76e94e0d84fbaf6f872f694d" }, @@ -2670,6 +2720,26 @@ "m_Labels": [] } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.BuiltinData", + "m_ObjectId": "ed9a55340d6f418db0117991601ca6d6", + "m_Distortion": false, + "m_DistortionMode": 0, + "m_DistortionDepthTest": true, + "m_AddPrecomputedVelocity": false, + "m_TransparentWritesMotionVec": false, + "m_DepthOffset": false, + "m_ConservativeDepthOffset": false, + "m_TransparencyFog": true, + "m_AlphaTestShadow": false, + "m_BackThenFrontRendering": false, + "m_TransparentDepthPrepass": false, + "m_TransparentDepthPostpass": false, + "m_TransparentPerPixelSorting": false, + "m_SupportLodCrossFade": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.ColorRGBMaterialSlot", diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Flipbook.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Flipbook.shadergraph index 46a9330c6ba..7f3471ea1cb 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Flipbook.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Flipbook.shadergraph @@ -482,6 +482,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "51210e668f864c68834923766c98c056" @@ -547,6 +548,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1525,6 +1527,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "51210e668f864c68834923766c98c056", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "f143102fd05744bc95cf204e762736cd" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/ParallaxMapping.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/ParallaxMapping.shadergraph index 0215d9c0994..2c76f5511f5 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/ParallaxMapping.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/ParallaxMapping.shadergraph @@ -341,6 +341,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "16cd14b727ec4fa2a63be80a49489925" @@ -724,6 +725,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "16cd14b727ec4fa2a63be80a49489925", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "9cac07907e614c529ebf00b2ff4dba0d" }, @@ -1983,6 +1985,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/ParallaxOcclusionMapping.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/ParallaxOcclusionMapping.shadergraph index ed5c88197a6..fe90441373e 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/ParallaxOcclusionMapping.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/ParallaxOcclusionMapping.shadergraph @@ -457,6 +457,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "416bfeedb8ba416f8c01dd01a413c47f" @@ -941,8 +942,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } @@ -1734,6 +1735,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "416bfeedb8ba416f8c01dd01a413c47f", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "60b0122596c5458480ae563d3cab7812" }, @@ -1931,8 +1933,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } @@ -2429,6 +2431,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2572,8 +2575,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } @@ -2938,8 +2941,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } @@ -2996,7 +2999,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -3394,8 +3397,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } @@ -3994,8 +3997,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/PolarCoordinates.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/PolarCoordinates.shadergraph index 58319f886c0..17c7cbf8ca6 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/PolarCoordinates.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/PolarCoordinates.shadergraph @@ -379,6 +379,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "d406cd91ca4740139175ea14a7f4ac95" @@ -832,6 +833,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -1230,8 +1232,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -1381,8 +1383,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -2615,6 +2617,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "d406cd91ca4740139175ea14a7f4ac95", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "1b48e4dfeb0546fca316ef28448d9ed7" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/RadialShear.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/RadialShear.shadergraph index 8e3aa4314ac..57963a28a81 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/RadialShear.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/RadialShear.shadergraph @@ -393,6 +393,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "50d121262e934f69974687476eb9d77e" @@ -972,8 +973,8 @@ "y": 10.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 10.0, + "y": 10.0 }, "m_Labels": [] } @@ -1098,6 +1099,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "50d121262e934f69974687476eb9d77e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "cb417ab1111a460f91ba56774f4baeec" }, @@ -1141,8 +1143,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -1257,8 +1259,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -1763,6 +1765,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2355,8 +2358,8 @@ "y": 10.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 10.0, + "y": 10.0 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Rotate.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Rotate.shadergraph index 3762ebc9e23..5d191c99c20 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Rotate.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Rotate.shadergraph @@ -492,6 +492,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "0872d0df571d46b6afc0331ec36d7110" @@ -613,6 +614,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "0872d0df571d46b6afc0331ec36d7110", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "4633c667327b4e12aeb7419ad98a9753" }, @@ -1289,6 +1291,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -2516,8 +2519,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -2832,8 +2835,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Spherize.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Spherize.shadergraph index 3bfe4b4f466..98d0765d0fa 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Spherize.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Spherize.shadergraph @@ -359,6 +359,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "50d121262e934f69974687476eb9d77e" @@ -502,8 +503,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -1048,8 +1049,8 @@ "y": 10.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 10.0, + "y": 10.0 }, "m_Labels": [] } @@ -1110,8 +1111,8 @@ "y": 10.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 10.0, + "y": 10.0 }, "m_Labels": [] } @@ -1120,6 +1121,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "50d121262e934f69974687476eb9d77e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "cb417ab1111a460f91ba56774f4baeec" }, @@ -1604,8 +1606,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -1869,6 +1871,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/TilingAndOffset.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/TilingAndOffset.shadergraph index 261b32217b2..4f86e9c62c2 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/TilingAndOffset.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/TilingAndOffset.shadergraph @@ -343,6 +343,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "158b830f30a844ffb3923672ba839055" @@ -458,8 +459,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } @@ -616,6 +617,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "158b830f30a844ffb3923672ba839055", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "7e6f31018ad3419693885c6eb58b233f" }, @@ -959,8 +961,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } @@ -1271,8 +1273,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": -1.0, + "y": 1.0 }, "m_Labels": [] } @@ -2435,8 +2437,8 @@ "y": 1.0 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 1.0, + "y": 1.0 }, "m_Labels": [] } @@ -2487,7 +2489,7 @@ }, "m_DefaultValue": { "x": 0.0, - "y": 0.0 + "y": 1.0 }, "m_Labels": [] } @@ -2753,6 +2755,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Triplanar.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Triplanar.shadergraph index abbf05b67f8..34817c3c40e 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Triplanar.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Triplanar.shadergraph @@ -192,6 +192,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "50d121262e934f69974687476eb9d77e" @@ -828,6 +829,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "50d121262e934f69974687476eb9d77e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "cb417ab1111a460f91ba56774f4baeec" }, @@ -954,7 +956,7 @@ "m_DefaultValue": { "x": 0.0, "y": 0.0, - "z": 0.0 + "z": 1.0 }, "m_Labels": [] } @@ -1036,6 +1038,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Twirl.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Twirl.shadergraph index 80fa4bb1ee6..274eac097fa 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Twirl.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/UV/Twirl.shadergraph @@ -664,6 +664,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "50d121262e934f69974687476eb9d77e" @@ -1717,8 +1718,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } @@ -1985,6 +1986,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "50d121262e934f69974687476eb9d77e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "cb417ab1111a460f91ba56774f4baeec" }, @@ -3081,6 +3083,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -3469,8 +3472,8 @@ "y": 0.5 }, "m_DefaultValue": { - "x": 0.0, - "y": 0.0 + "x": 0.5, + "y": 0.5 }, "m_Labels": [] } diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/All.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/All.shadergraph index 0602fe8314c..43265229d75 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/All.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/All.shadergraph @@ -135,6 +135,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "99192884ebba495b94ff5b4636572eaa" @@ -678,6 +679,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "99192884ebba495b94ff5b4636572eaa", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "741c9022454d4e1db8831137b1b097f1" }, @@ -805,6 +807,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Any.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Any.shadergraph index 11d5c63d389..d02aa7348c4 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Any.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Any.shadergraph @@ -136,6 +136,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "6b2a52944025403f9c5a2fddd3265f0a" @@ -263,6 +264,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -732,6 +734,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "6b2a52944025403f9c5a2fddd3265f0a", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "393b2f436ea747d6aab66e570507241c" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Branch.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Branch.shadergraph index 65e0073f946..1a65431c293 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Branch.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Branch.shadergraph @@ -150,6 +150,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "9ea137df613a4e37a44ea08d07c5d60a" @@ -395,6 +396,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -780,6 +782,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "9ea137df613a4e37a44ea08d07c5d60a", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "9faa5ad4f4fd489babfd2a0a2b396d9c" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Comparison.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Comparison.shadergraph index 11ef1dcd9ac..c1565529f4b 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Comparison.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Comparison.shadergraph @@ -87,6 +87,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "7ade356b4f4d4e9092e7e08dce073e29" @@ -258,6 +259,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -444,6 +446,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "7ade356b4f4d4e9092e7e08dce073e29", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "bc96554959e748398b742d9f060bc1dd" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/CustomFunction.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/CustomFunction.shadergraph index 2e4334509d2..68989d66469 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/CustomFunction.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/CustomFunction.shadergraph @@ -497,6 +497,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "5468ac27d6574da593d00428fddce641" @@ -1354,6 +1355,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "5468ac27d6574da593d00428fddce641", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "14a5c917c8ca4236a2338d2e39a7ae3d" }, @@ -1384,6 +1386,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/IsInfinite.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/IsInfinite.shadergraph index 2c8e1d22f50..a25fde32f93 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/IsInfinite.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/IsInfinite.shadergraph @@ -135,6 +135,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "cc75f7fd8e244663bb71d450be2ebe85" @@ -630,6 +631,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -944,6 +946,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "cc75f7fd8e244663bb71d450be2ebe85", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "8b5c28dfa0b94951beba88408ef1a58d" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/IsNaN.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/IsNaN.shadergraph index 1cee598ca14..63ec82196e5 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/IsNaN.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/IsNaN.shadergraph @@ -87,6 +87,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "c1239d2ee9c442da854535a98105b346" @@ -388,6 +389,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, @@ -529,6 +531,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "c1239d2ee9c442da854535a98105b346", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "e7ec5b2ea3364098a7659dc73848f180" }, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Or.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Or.shadergraph index 48363200fda..d9690d94b2b 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Or.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Or.shadergraph @@ -106,6 +106,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "ab85747e5576471ea90c428724a6573e" @@ -715,6 +716,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "ab85747e5576471ea90c428724a6573e", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "ae8c7d51da72443191adfd21fc858141" }, @@ -790,6 +792,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Preview.shadergraph b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Preview.shadergraph index 26b7a749c10..9b7890f0920 100644 --- a/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Preview.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/NodeReference/Utility/Preview.shadergraph @@ -87,6 +87,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "16c0e74481ec47018bf7c0736987e6a7" @@ -168,6 +169,7 @@ "m_SGVersion": 2, "m_Type": "UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInTarget", "m_ObjectId": "16c0e74481ec47018bf7c0736987e6a7", + "m_Datas": [], "m_ActiveSubTarget": { "m_Id": "c13ee9714c2c484cb272fe2aa4948cb2" }, @@ -609,6 +611,7 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, "m_AdditionalMotionVectorMode": 0, "m_AlembicMotionVectors": false, "m_SupportsLODCrossFade": false, diff --git a/Packages/com.unity.shadergraph/Samples~/ProceduralPatterns/Bacteria.ShaderSubGraph b/Packages/com.unity.shadergraph/Samples~/ProceduralPatterns/Bacteria.ShaderSubGraph index f2a2a7081a5..3b638068b76 100644 --- a/Packages/com.unity.shadergraph/Samples~/ProceduralPatterns/Bacteria.ShaderSubGraph +++ b/Packages/com.unity.shadergraph/Samples~/ProceduralPatterns/Bacteria.ShaderSubGraph @@ -1,601 +1,5563 @@ { - "m_SerializedProperties": [ + "m_SGVersion": 3, + "m_Type": "UnityEditor.ShaderGraph.GraphData", + "m_ObjectId": "8910b1f6c523488fb840955d687e590a", + "m_Properties": [ { - "typeInfo": { - "fullName": "UnityEditor.ShaderGraph.Vector2ShaderProperty" - }, - "JSONnodeData": "{\n \"m_Name\": \"Tiling\",\n \"m_GeneratePropertyBlock\": true,\n \"m_Guid\": {\n \"m_GuidSerialized\": \"2e511e60-792b-42b2-a4ca-87e512cae898\"\n },\n \"m_DefaultReferenceName\": \"\",\n 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true +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.MultiplyNode", + "m_ObjectId": "ebe2548ade0765818756922d48313e08", + "m_Group": { + "m_Id": "76faf43d4bd34c67bb6fc5514f26f989" + }, + "m_Name": "Multiply", + "m_DrawState": { + "m_Expanded": true, + "m_Position": { + "serializedVersion": "2", + "x": 469.99993896484377, + "y": -85.99993133544922, + "width": 208.0, + "height": 302.0 + } + }, + "m_Slots": [ + { + "m_Id": "5b574e1f7f31a48cbb7f3e31405119c9" + }, + { + "m_Id": "7f7b516ffd89bc85ab8ea6f6360a0ef7" + }, + { + "m_Id": "72271de929d9388086c997103f589e8b" + } + ], + "synonyms": [ + "multiplication", + "times", + "x" + ], + "m_Precision": 0, + "m_PreviewExpanded": true, + "m_DismissedVersion": 0, + "m_PreviewMode": 0, + "m_CustomColors": { + "m_SerializableColors": [] + } +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", + "m_ObjectId": "f4bfdbb97f846388862155d21f359587", + "m_Id": 1, + "m_DisplayName": "B", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "B", + "m_StageCapability": 3, + "m_Value": { + "x": 2.0, + "y": 2.0, + "z": 2.0, + "w": 2.0 + }, + "m_DefaultValue": { + "x": 0.0, + "y": 0.0, + "z": 0.0, + "w": 0.0 + } +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.PropertyNode", + "m_ObjectId": "f76c2fdd03acc18385a577ec31e4ab7a", + "m_Group": { + "m_Id": "0c2eda871a3c4c75ba59171873381c0e" + }, + "m_Name": "Property", + "m_DrawState": { + "m_Expanded": true, + "m_Position": { + "serializedVersion": "2", + "x": -941.0, + "y": -261.9999694824219, + "width": 132.00001525878907, + "height": 34.0 + } + }, + "m_Slots": [ + { + "m_Id": "e982daa0e5f19a86af12da043675dd15" + } + ], + "synonyms": [], + "m_Precision": 0, + "m_PreviewExpanded": true, + "m_DismissedVersion": 0, + "m_PreviewMode": 0, + "m_CustomColors": { + "m_SerializableColors": [] + }, + "m_Property": { + "m_Id": "29cf430071b209898afcf5eb20682223" + } +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", + "m_ObjectId": "fc19980a65af058aa3a21f70d63cdcc7", + "m_Id": 2, + "m_DisplayName": "In", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "In", + "m_StageCapability": 3, + "m_Value": { + "x": 0.0, + "y": 0.0, + "z": 0.0, + "w": 0.0 + }, + "m_DefaultValue": { + "x": 0.0, + "y": 0.0, + "z": 0.0, + "w": 0.0 + } +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.UVMaterialSlot", + "m_ObjectId": "fe434c91d90c9587b8d86bd8f03334ee", + "m_Id": 0, + "m_DisplayName": "UV", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "UV", + "m_StageCapability": 3, + "m_Value": { + "x": 0.0, + "y": 0.0 + }, + "m_DefaultValue": { + "x": 0.0, + "y": 0.0 + }, + "m_Labels": [ + "X", + "Y" + ], + "m_Channel": 0 +} + diff --git a/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/PlatformLitURP.prefab b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/PlatformLitURP.prefab index 001202033ca..e02558611fa 100644 --- a/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/PlatformLitURP.prefab +++ b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/PlatformLitURP.prefab @@ -2234,7 +2234,8 @@ PrefabInstance: value: "In order to be able to use this shader, you\u2019ll need to increase the Shader Variant Limit to at least 513. This should be done on both the Shader Graph tab in Project Settings as well as the Shader Graph tab in the - Preferences.\r\n\r" + Preferences.\n\nAfter increasing the variant limit, reimport the Lit/URPLit + Shader Graph asset. \r\n\r" objectReference: {fileID: 0} - target: {fileID: 3930991725020610956, guid: 96048391e5bc0af49b1edfa6e3a2427c, type: 3} propertyPath: m_StaticEditorFlags diff --git a/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/PlatformRock.prefab b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/PlatformRock.prefab index 10dc59548f6..0351dadd0d9 100644 --- a/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/PlatformRock.prefab +++ b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Prefabs/PlatformRock.prefab @@ -2971,6 +2971,26 @@ PrefabInstance: propertyPath: m_LocalEulerAnglesHint.z value: 0 objectReference: {fileID: 0} + - target: {fileID: 2300002, guid: 3bb55b9dc42e34c47b35dea94575a162, type: 3} + propertyPath: 'm_Materials.Array.data[0]' + value: + objectReference: {fileID: 2100000, guid: 2f23e371304cd884b86bfd3e58e4df77, type: 2} + - target: {fileID: 2300004, guid: 3bb55b9dc42e34c47b35dea94575a162, type: 3} + propertyPath: 'm_Materials.Array.data[0]' + value: + objectReference: {fileID: 2100000, guid: 2f23e371304cd884b86bfd3e58e4df77, type: 2} + - target: {fileID: 2300006, guid: 3bb55b9dc42e34c47b35dea94575a162, type: 3} + propertyPath: 'm_Materials.Array.data[0]' + value: + objectReference: {fileID: 2100000, guid: 2f23e371304cd884b86bfd3e58e4df77, type: 2} + - target: {fileID: 2300008, guid: 3bb55b9dc42e34c47b35dea94575a162, type: 3} + propertyPath: 'm_Materials.Array.data[0]' + value: + objectReference: {fileID: 2100000, guid: 2f23e371304cd884b86bfd3e58e4df77, type: 2} + - target: {fileID: 2300010, guid: 3bb55b9dc42e34c47b35dea94575a162, type: 3} + propertyPath: 'm_Materials.Array.data[0]' + value: + objectReference: {fileID: 2100000, guid: 2f23e371304cd884b86bfd3e58e4df77, type: 2} m_RemovedComponents: [] m_RemovedGameObjects: [] m_AddedGameObjects: [] diff --git a/Packages/com.unity.shadergraph/Samples~/ProductionReady/Weather/Rain/Textures/rain_ripples.png b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Weather/Rain/Textures/rain_ripples.png index 9d5df295423..e4b888f35b5 100644 Binary files a/Packages/com.unity.shadergraph/Samples~/ProductionReady/Weather/Rain/Textures/rain_ripples.png and b/Packages/com.unity.shadergraph/Samples~/ProductionReady/Weather/Rain/Textures/rain_ripples.png differ diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboard.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboard.cs index 6a53c01e67c..c8da0903e86 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboard.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboard.cs @@ -120,6 +120,13 @@ public AttributeCategory(string title, int id, bool isRoot, bool isExpanded) : b public override bool canRename => false; } + class AttributeSeparator : AttributeCategory + { + public AttributeSeparator(string title, int id, bool isRoot, bool isExpanded) : base(title, id, isRoot, isExpanded) + { + } + } + class CustomAttributeCategory : AttributeCategory { public const string Title = "Custom Attributes"; @@ -337,6 +344,7 @@ private void OnSelectionChanged(IEnumerable selectedItems) { m_IsChangingSelection = true; m_View.ClearSelectionFast(); + IParameterItem lastPendingItem = null; foreach (var item in newSelection) { if (item is IParameterItem parameterItem) @@ -347,11 +355,16 @@ private void OnSelectionChanged(IEnumerable selectedItems) } else { - m_pendingSelectionItems.Add(parameterItem.title); - m_Treeview.ScrollToItemById(parameterItem.id); + lastPendingItem = parameterItem; } } } + + if (lastPendingItem != null) + { + m_pendingSelectionItems.Add(lastPendingItem.title); + m_Treeview.ScrollToItemById(lastPendingItem.id); + } } finally { @@ -372,8 +385,17 @@ private DragVisualMode OnHandleDrop(HandleDragAndDropArgs arg) // Reorder if (arg.dropPosition == DragAndDropPosition.BetweenItems) { + // Moving an attribute + if (m_Treeview.selectedItem is AttributeItem) + { + foreach (var currentItem in m_Treeview.selectedItems.OfType()) + { + fieldId.Add(currentItem.id); + currentItem.graph.SetCustomAttributeOrder(currentItem.title, arg.childIndex); + } + } // Moving a property - if (m_Treeview.selectedItem is PropertyItem) + else if (m_Treeview.selectedItem is PropertyItem) { foreach (var currentItem in m_Treeview.selectedItems.OfType()) { @@ -408,13 +430,8 @@ private DragVisualMode OnHandleDrop(HandleDragAndDropArgs arg) var parentItem = m_Treeview.GetItemDataForId(arg.parentId); if (arg.parentId < 0 || parentItem is PropertyCategory { isRoot: true } and not OutputCategory) { - var categoryInfo = controller.graph.UIInfos.categories.SingleOrDefault(x => x.name == category.title); - var index = controller.graph.UIInfos.categories.IndexOf(categoryInfo); - controller.MoveCategory(category.title, index); fieldId.Add(category.id); - var propertiesTreeviewItem = m_ParametersController.SelectMany(GetDataRecursive).Single(x => string.Compare(x.data.title, PropertiesCategoryTitle, StringComparison.OrdinalIgnoreCase) == 0); - var lastNoCategoryChildIndex = propertiesTreeviewItem.children.TakeWhile(x => x.data is PropertyItem).Count(); - childIndex = Math.Max(childIndex, lastNoCategoryChildIndex); + controller.MoveCategory(category.title, childIndex); } } } @@ -512,7 +529,17 @@ private DragVisualMode OnDragAndDropUpdate(HandleDragAndDropArgs arg) } } } - else if (arg.dropPosition == DragAndDropPosition.BetweenItems && parentItem is PropertyCategory && m_Treeview.selectedItems.All(x => x is PropertyItem or PropertyCategory)) + // Allow properties or categories to be moved inside the root category + else if (arg.dropPosition == DragAndDropPosition.BetweenItems && parentItem is PropertyCategory { isRoot: true}) + { + return DragVisualMode.Move; + } + // Allow properties only to be moved inside a non-root category + else if (arg.dropPosition == DragAndDropPosition.BetweenItems && parentItem is PropertyCategory && m_Treeview.selectedItems.All(x => x is PropertyAttribute)) + { + return DragVisualMode.Move; + } + else if (arg.dropPosition == DragAndDropPosition.BetweenItems && parentItem is CustomAttributeCategory && m_Treeview.selectedItems.All(x => x is AttributeItem)) { return DragVisualMode.Move; } @@ -526,7 +553,7 @@ private DragVisualMode OnDragAndDropUpdate(HandleDragAndDropArgs arg) private bool OnCanDragStart(CanStartDragArgs arg) { - return m_Treeview.selectedItems.Any(x => x is PropertyItem or AttributeItem); + return m_Treeview.selectedItems.Any(x => x is PropertyItem or AttributeItem or PropertyCategory); } private void OnTabChanged(ChangeEvent evt, ViewMode viewMode) @@ -550,6 +577,7 @@ private void UnbindItem(VisualElement element, int index) element.parent.parent.RemoveFromClassList("last"); element.parent.parent.RemoveFromClassList("built-in"); element.parent.parent.RemoveFromClassList("sub-graph"); + element.parent.parent.RemoveFromClassList("separator"); element.ClearClassList(); element.Clear(); } @@ -589,6 +617,13 @@ private void BindItem(VisualElement element, int index) parameterItem.selectable = bbRow.field; element.Add(bbRow); break; + case AttributeSeparator separator: + { + rootElement.AddToClassList("separator"); + separator.selectable = null; + element.Add(new Label(separator.title)); + break; + } case AttributeCategory category when m_ViewMode.HasFlag(ViewMode.Attributes): { rootElement.AddToClassList(category.isRoot ? "category" : "sub-category"); @@ -849,23 +884,6 @@ public bool RemoveParameter(IParameterItem parameterItem) return false; } - public string DuplicateAttribute(VFXBlackboardAttributeField attributeField) - { - var newAttribute = m_Controller.graph.DuplicateCustomAttribute(attributeField.attribute.title); - - var parentTreeviewItem = m_ParametersController.SelectMany(GetDataRecursive).Single(x => string.Compare(x.data.title, CustomAttributeCategory.Title, StringComparison.OrdinalIgnoreCase) == 0); - - var lastParentChild = parentTreeviewItem.children.LastOrDefault(x => x.data is AttributeItem); - var insertIndex = lastParentChild.data == null ? -1 : m_Treeview.viewController.GetIndexForId(lastParentChild.id); - var newId = m_Treeview.viewController.GetAllItemIds().Max() + 1; - var attributeData = new AttributeItem(newAttribute.name, CustomAttributeUtility.GetSignature(newAttribute.type), newId, newAttribute.description, false, true, null) { isLast = true }; - m_Treeview.AddItem(new TreeViewItemData(newId, attributeData), parentTreeviewItem.id, insertIndex, true); - UpdateLastCategoryItem(parentTreeviewItem.id); - m_Treeview.selectedIndex = m_Treeview.viewController.GetIndexForId(newId); - - return newAttribute.name; - } - public bool RemoveCustomAttribute(IParameterItem attributeItem) { if (m_View.TryRemoveCustomAttribute(attributeItem.title)) @@ -1129,25 +1147,29 @@ void OnAddItemButton(Blackboard bb) } var menu = new GenericMenu(); + var showProperties = m_ViewMode.HasFlag(ViewMode.Properties); + var showAttributes = m_ViewMode.HasFlag(ViewMode.Attributes); // Properties - if (m_ViewMode.HasFlag(ViewMode.Properties)) + if (showProperties) { - menu.AddItem(EditorGUIUtility.TrTextContent("Property/Category"), false, OnAddCategory); - menu.AddSeparator("Property/"); + var prexif = showAttributes ? "Property/" : string.Empty; + menu.AddItem(EditorGUIUtility.TrTextContent($"{prexif}Category"), false, OnAddCategory); + menu.AddSeparator(prexif); var parameters = GetSortedParameters().ToArray(); foreach (var parameter in parameters) { - menu.AddItem(EditorGUIUtility.TextContent($"Property/{parameter.name}"), false, OnAddParameter, parameter); + menu.AddItem(EditorGUIUtility.TextContent($"{prexif}{parameter.name}"), false, OnAddParameter, parameter); } } // Attributes - if (m_ViewMode.HasFlag(ViewMode.Attributes)) + if (showAttributes) { + var prefix = showProperties ? "Attribute/" : string.Empty; foreach (var type in Enum.GetValues(typeof(CustomAttributeUtility.Signature)).Cast()) { - menu.AddItem(EditorGUIUtility.TextContent($"Attribute/{type.ToString()}"), false, OnAddCustomAttribute, CustomAttributeUtility.GetValueType(type)); + menu.AddItem(EditorGUIUtility.TextContent($"{prefix}{type.ToString()}"), false, OnAddCustomAttribute, CustomAttributeUtility.GetValueType(type)); } } @@ -1296,18 +1318,24 @@ public void Update(bool force = false) // Attributes if (m_ViewMode.HasFlag(ViewMode.Attributes)) { - var builtInAttributes = VFXAttributesManager + var builtInAttributeCategories = VFXAttributesManager .GetBuiltInAttributesOrCombination(true, false, true, true) .Except(new []{ VFXAttribute.EventCount }) - .OrderBy(x => x.name).ToArray(); - var builtInAttributesItems = new List>(builtInAttributes.Length); - for (var i = 0; i < builtInAttributes.Length; i++) + .GroupBy(x => x.category) + .OrderBy(x => x.Key).ToArray(); + var builtInAttributeCategoryItems = new List>(builtInAttributeCategories.Length); + for (var i = 0; i < builtInAttributeCategories.Length; i++) { - var attribute = builtInAttributes[i]; - builtInAttributesItems.Add(new TreeViewItemData(groupId, new AttributeItem(attribute.name, CustomAttributeUtility.GetSignature(attribute.type), groupId++, attribute.description, false, false, null))); + var categoryItems = new List>(builtInAttributeCategories[i].Count()); + foreach (var attribute in builtInAttributeCategories[i].OrderBy(x => x.name)) + { + categoryItems.Add(new TreeViewItemData(groupId, new AttributeItem(attribute.name, CustomAttributeUtility.GetSignature(attribute.type), groupId++, attribute.description, false, false, null))); + } + var category = builtInAttributeCategories[i].Key; + builtInAttributeCategoryItems.Add(new TreeViewItemData(groupId, new AttributeSeparator(category.Substring(2, category.Length - 2), groupId++, false, true), categoryItems)); } - var builtInAttributesRoot = new TreeViewItemData(groupId, new AttributeCategory(BuiltInAttributesCategoryTitle, groupId++, false, isBuiltInAttributesCategoryExpanded), builtInAttributesItems); + var builtInAttributesRoot = new TreeViewItemData(groupId, new AttributeCategory(BuiltInAttributesCategoryTitle, groupId++, false, isBuiltInAttributesCategoryExpanded), builtInAttributeCategoryItems); var customAttributes = m_View.controller.graph.customAttributes.ToArray(); var customAttributesItems = new List>(customAttributes.Length); @@ -1324,7 +1352,7 @@ public void Update(bool force = false) } var allAttributes = new List> { customAttributesRoot, builtInAttributesRoot }; - m_ParametersController.Add(new TreeViewItemData(groupId, new AttributeCategory(AttributesCategoryTitle, groupId++, true, isAttributesCategoryExpanded), allAttributes)); + m_ParametersController.Add(new TreeViewItemData(groupId, new AttributeCategory(AttributesCategoryTitle, groupId, true, isAttributesCategoryExpanded), allAttributes)); } m_Treeview.SetRootItems(m_ParametersController); diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardAttributeField.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardAttributeField.cs index 32d892d7538..97f78b7950c 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardAttributeField.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardAttributeField.cs @@ -66,10 +66,7 @@ public VFXBlackboardAttributeField(AttributeItem attribute) : base($"attr:{attri private void OnDetachFromPanel(DetachFromPanelEvent evt) { - if (GetView() is {} view) - { - UpdateHover(view, false); - } + UpdateHover(View, false); } private void OnMouseHover(EventBase evt) @@ -80,10 +77,7 @@ private void OnMouseHover(EventBase evt) if (panel.GetCapturingElement(PointerId.mousePointerId) != null) return; - if (GetView() is {} view) - { - UpdateHover(view, evt.eventTypeId == MouseEnterEvent.TypeId()); - } + UpdateHover(View, evt.eventTypeId == MouseEnterEvent.TypeId()); } finally { @@ -134,7 +128,7 @@ protected override void OnEditTextSucceed(FocusOutEvent evt) { if (m_TextField.style.display == DisplayStyle.Flex && text != m_TextField.value - && GetView().controller.graph.TryRenameCustomAttribute(text, m_TextField.value)) + && View.controller.graph.TryRenameCustomAttribute(text, m_TextField.value)) { attribute.title = m_TextField.value; text = m_TextField.value; diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardAttributeRow.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardAttributeRow.cs index fe2643bb088..49d754cb8bf 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardAttributeRow.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardAttributeRow.cs @@ -50,11 +50,17 @@ private void BuildContextualMenu(ContextualMenuPopulateEvent evt) evt.menu.AppendAction("Rename", (a) => m_Field.OpenTextEditor(), IsMenuVisible); evt.menu.AppendAction("Duplicate %d", (a) => Duplicate()); evt.menu.AppendAction("Delete", (a) => Delete(), IsMenuVisible); + evt.menu.AppendAction("Copy Name", (a) => CopyName(), DropdownMenuAction.AlwaysEnabled); evt.StopPropagation(); } } + private void CopyName() + { + EditorGUIUtility.systemCopyBuffer = attribute.title; + } + private void Duplicate() { GetFirstAncestorOfType().DuplicateSelectionCallback(); diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardField.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardField.cs index 21e7705c4a3..464ab49fb71 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardField.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardField.cs @@ -111,10 +111,7 @@ protected override void CleanupNameField() private void OnDetachFromPanel(DetachFromPanelEvent evt) { - if (GetView() is {} view) - { - UpdateHover(view, false); - } + UpdateHover(View, false); } void OnMouseHover(EventBase evt) @@ -124,10 +121,7 @@ void OnMouseHover(EventBase evt) { if (panel.GetCapturingElement(PointerId.mousePointerId) != null) return; - if (GetView() is {} view) - { - UpdateHover(view, evt.eventTypeId == MouseEnterEvent.TypeId()); - } + UpdateHover(View, evt.eventTypeId == MouseEnterEvent.TypeId()); } finally { diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardFieldBase.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardFieldBase.cs index 9f1c909a8d7..dc3a4c6a55b 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardFieldBase.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardFieldBase.cs @@ -11,9 +11,12 @@ abstract class VFXBlackboardFieldBase : GraphElement, IBlackBoardElementWithTitl protected Label m_Label; protected TextField m_TextField; + protected VFXView View => m_View; + protected VFXBlackboardFieldBase(string dataKey) { viewDataKey = dataKey; + RegisterCallback(OnAttachToPanel); } public abstract IParameterItem item { get; } @@ -33,7 +36,7 @@ public virtual void OpenTextEditor() public override void OnSelected() { - GetView().blackboard.UpdateSelection(); + m_View.blackboard.UpdateSelection(); } protected virtual void OnMouseDown(MouseDownEvent evt) @@ -74,9 +77,10 @@ protected virtual void CleanupNameField() GetFirstAncestorOfType().Focus(); } - protected VFXView GetView() + private void OnAttachToPanel(AttachToPanelEvent evt) { - return m_View ??= GetFirstAncestorOfType(); + m_View = GetFirstAncestorOfType(); + UnregisterCallback(OnAttachToPanel); } } } diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardRow.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardRow.cs index 8cdb3d0918b..3d981ba412c 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardRow.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardRow.cs @@ -98,11 +98,17 @@ private void BuildContextualMenu(ContextualMenuPopulateEvent evt) evt.menu.AppendAction("Rename", (a) => Rename(), DropdownMenuAction.AlwaysEnabled); evt.menu.AppendAction("Duplicate %d", (a) => Duplicate(), DropdownMenuAction.AlwaysEnabled); evt.menu.AppendAction("Delete", (a) => Delete(), DropdownMenuAction.AlwaysEnabled); + evt.menu.AppendAction("Copy Name", (a) => CopyName(), DropdownMenuAction.AlwaysEnabled); evt.StopPropagation(); } } + private void CopyName() + { + EditorGUIUtility.systemCopyBuffer = m_Property.title; + } + private void Delete() { this.GetFirstAncestorOfType().Delete(); diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/Controllers/VFXParameterController.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/Controllers/VFXParameterController.cs index d7c1f6c2354..3b8a60b5e95 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/Controllers/VFXParameterController.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/Controllers/VFXParameterController.cs @@ -579,7 +579,7 @@ public static string MakeNameUnique(string name, HashSet allNames, bool { if (candidateMainPart == null) { - int spaceIndex = candidateName.LastIndexOf(' '); + int spaceIndex = candidateName.LastIndexOf(allowSpace ? ' ' : '_'); if (spaceIndex == -1) { candidateMainPart = candidateName; diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXCopy.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXCopy.cs index 3fb8bdf32aa..a1656eaec32 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXCopy.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXCopy.cs @@ -243,20 +243,18 @@ ParameterNode CopyParameterNode(int parameterIndex, int nodeIndex, VFXParameterN n.collapsed = controller.superCollapsed; n.expandedOutput = controller.infos.expandedSlots.Select(t => t.path).ToArray(); n.indexInClipboard = indexInClipboard; + modelIndices[controller] = GetParameterNodeID((uint)parameterIndex, (uint)nodeIndex); - if (parameterIndex < (1 << 18) && nodeIndex < (1 << 11)) - modelIndices[controller] = GetParameterNodeID((uint)parameterIndex, (uint)nodeIndex); - else - modelIndices[controller] = InvalidID; return n; } void CopyParameterNodeControllers(ref SerializableGraph serializableGraph) { - int cpt = 0; + int cpt = -1; serializableGraph.parameterNodes = parameterNodeControllers.GroupBy(t => t.parentController, t => t, (p, c) => { - return CreateParameter(p.model, c.Select((u, i) => CopyParameterNode(++cpt - 1, i, u, parameterIndices[Array.IndexOf(parameterNodeControllers, u)])).ToArray()); + cpt++; + return CreateParameter(p.model, c.Select((u, i) => CopyParameterNode(cpt, i, u, parameterIndices[Array.IndexOf(parameterNodeControllers, u)])).ToArray()); }).ToArray(); } diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXPaste.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXPaste.cs index 2685c9d5fae..8d89de3a859 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXPaste.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXPaste.cs @@ -249,6 +249,9 @@ void PasteAll(VFXViewController viewController, Vector2 center, ref Serializable m_NodesInTheSameOrder = new VFXNodeID[serializableGraph.controllerCount]; + // Paste custom attributes first so they are already available to nodes using them + PasteVFXAttributes(viewController, serializableGraph); + // Can't paste context within subgraph block/operator if (viewController.model.visualEffectObject is VisualEffectSubgraphOperator || viewController.model.visualEffectObject is VisualEffectSubgraphBlock) { @@ -264,7 +267,6 @@ void PasteAll(VFXViewController viewController, Vector2 center, ref Serializable PasteContexts(viewController, center, serializableGraph); } - PasteVFXAttributes(viewController, serializableGraph); PasteOperators(viewController, center, serializableGraph); PasteParameters(viewController, serializableGraph, center); PasteCategories(viewController); @@ -313,21 +315,15 @@ void PasteDataEdges(SerializableGraph serializableGraph) if (dataEdge.input.targetIndex == InvalidID || dataEdge.output.targetIndex == InvalidID) continue; - VFXModel inputModel = newControllers.ContainsKey(dataEdge.input.targetIndex) ? newControllers[dataEdge.input.targetIndex].model : null; - - VFXNodeController outputController = newControllers.ContainsKey(dataEdge.output.targetIndex) ? newControllers[dataEdge.output.targetIndex] : null; - VFXModel outputModel = outputController != null ? outputController.model : null; - if (inputModel != null && outputModel != null) + if (newControllers.TryGetValue(dataEdge.input.targetIndex, out var inputController) && inputController.model is IVFXSlotContainer inputModel && + newControllers.TryGetValue(dataEdge.output.targetIndex, out var outputController) && outputController.model is IVFXSlotContainer outputModel) { - VFXSlot outputSlot = FetchSlot(outputModel as IVFXSlotContainer, dataEdge.output.slotPath, false); - VFXSlot inputSlot = FetchSlot(inputModel as IVFXSlotContainer, dataEdge.input.slotPath, true); - - inputSlot.Link(outputSlot); + var outputSlot = FetchSlot(outputModel, dataEdge.output.slotPath, false); + var inputSlot = FetchSlot(inputModel, dataEdge.input.slotPath, true); + inputSlot?.Link(outputSlot); - if (outputController is VFXParameterNodeController) + if (outputController is VFXParameterNodeController parameterNodeController) { - var parameterNodeController = outputController as VFXParameterNodeController; - parameterNodeController.infos.linkedSlots.Add(new VFXParameter.NodeLinkedSlot { inputSlot = inputSlot, outputSlot = outputSlot }); } } diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs index 2f919a89437..9e175ededa2 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs @@ -2427,7 +2427,18 @@ IEnumerable ElementsToController(IEnumerable elements) { yield return new VFXCopyPasteCommon.Attribute { name = attribute.name, type = attribute.type, description = attribute.description, canDuplicate = true }; } - else if (element is VFXBlockUI block && block.controller.model is IVFXAttributeUsage attributeUsage) + else if (element is VFXContextUI context) + { + foreach (var ctxBlock in context.controller.blockControllers) + { + var ctxAttributeUsage = (IVFXAttributeUsage)ctxBlock.model; + foreach (var customAttribute in ctxAttributeUsage.usedAttributes.Where(x => controller.graph.attributesManager.IsCustom(x.name))) + { + yield return new VFXCopyPasteCommon.Attribute { name = customAttribute.name, type = customAttribute.type, description = customAttribute.description, canDuplicate = false }; + } + } + } + else if (element is VFXNodeUI nodeUI && nodeUI.controller.model is IVFXAttributeUsage attributeUsage) { foreach (var customAttribute in attributeUsage.usedAttributes.Where(x => controller.graph.attributesManager.IsCustom(x.name))) { @@ -3452,14 +3463,6 @@ public void DuplicateBlackBoardCategorySelection() selectedBlackboardCategories.ForEach(x => blackboard.DuplicateCategory(x.title)); } - public void DuplicateBlackboardAttributeSelection() - { - var selectedBlackboardAttributes = selection - .OfType() - .ToList(); - selectedBlackboardAttributes.ForEach(x => blackboard.DuplicateAttribute(x)); - } - void OnSceneGUI(SceneView sv) { try // make sure we don't break the whole scene diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/FlipBook/FlipbookPlay.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/FlipBook/FlipbookPlay.cs index 0240b15731c..5d08605de87 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/FlipBook/FlipbookPlay.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/FlipBook/FlipbookPlay.cs @@ -274,13 +274,10 @@ public override IEnumerable parameters { foreach (var p in GetExpressionsFromSlots(context)) { - if (p.name == "flipBookSize_x") + if (p.name == "flipBookSize") { - flipBookSizeXExp = p.exp; - } - if (p.name == "flipBookSize_y") - { - flipBookSizeYExp = p.exp; + flipBookSizeXExp = p.exp.x; + flipBookSizeYExp = p.exp.y; } if (flipBookSizeXExp != null && flipBookSizeYExp != null) { @@ -294,21 +291,21 @@ public override IEnumerable parameters if (flipBookSizeXExp == null || flipBookSizeYExp == null) { - flipBookSizeXExp = new VFXValue(1); - flipBookSizeYExp = new VFXValue(1); + flipBookSizeXExp = new VFXValue(1); + flipBookSizeYExp = new VFXValue(1); } // FrameRange variable: (startFrame, frameCount, [stride]) switch (animationRange) { case AnimationRange.EntireFlipbook: - yield return new VFXNamedExpression(new VFXExpressionCombine(new VFXValue(0), new VFXExpressionCastIntToFloat(flipBookSizeXExp * flipBookSizeYExp), new VFXValue(1)), "frameRange"); + yield return new VFXNamedExpression(new VFXExpressionCombine(new VFXValue(0), flipBookSizeXExp * flipBookSizeYExp, new VFXValue(1)), "frameRange"); break; case AnimationRange.FlipbookRow: - yield return new VFXNamedExpression(new VFXExpressionCombine(new VFXExpressionCastIntToFloat(flipBookIndexExp * flipBookSizeXExp), new VFXExpressionCastIntToFloat(flipBookSizeXExp), new VFXValue(1)), "frameRange"); + yield return new VFXNamedExpression(new VFXExpressionCombine(new VFXExpressionCastIntToFloat(flipBookIndexExp) * flipBookSizeXExp, flipBookSizeXExp, new VFXValue(1)), "frameRange"); break; case AnimationRange.FlipbookColumn: - yield return new VFXNamedExpression(new VFXExpressionCombine(new VFXExpressionCastIntToFloat(flipBookIndexExp), new VFXExpressionCastIntToFloat(flipBookSizeYExp), new VFXExpressionCastIntToFloat(flipBookSizeXExp)), "frameRange"); + yield return new VFXNamedExpression(new VFXExpressionCombine(new VFXExpressionCastIntToFloat(flipBookIndexExp), flipBookSizeYExp, flipBookSizeXExp), "frameRange"); break; case AnimationRange.StartEndFrames: yield return new VFXNamedExpression(new VFXExpressionCombine(frameRangeExp.x, frameRangeExp.y - frameRangeExp.x + new VFXValue(1), new VFXValue(1)), "frameRange"); diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/HLSL/HLSLParser.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/HLSL/HLSLParser.cs index 955f1bcc68f..109db3e9dc8 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/HLSL/HLSLParser.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/HLSL/HLSLParser.cs @@ -41,6 +41,17 @@ public HLSLAttributeError(string name, VFXAttributeMode mode) public VFXErrorType type => VFXErrorType.Error; } + class HLSLVFXAttributeIsVariadic : IHLSMessage + { + private string attribute; + public HLSLVFXAttributeIsVariadic(string attribute) + { + this.attribute = attribute; + } + public string message => $"Variadic attribute \"{attribute}\" is not supported in custom hlsl code, use {attribute}X, {attribute}Y or {attribute}Z"; + public VFXErrorType type => VFXErrorType.Error; + } + class HLSLVFXAttributeAccessError : IHLSMessage { public string message => "Missing `inout` access modifier before the VFXAttributes type.\nNeeded because your code writes to at least one attribute."; @@ -398,7 +409,7 @@ private IEnumerable GetAttributes(IVFXAttributesManager attrib } } - var allAttributes = new List(attributesManager.GetAllNamesOrCombination(true, true, true, true)); + var allAttributes = new List(attributesManager.GetAllNamesOrCombination(false, true, true, true)); // Read and Write attributes foreach (var readWriteAttribute in writeAttributes) { @@ -407,13 +418,16 @@ private IEnumerable GetAttributes(IVFXAttributesManager attrib continue; } - if (attributesManager.TryFindWithMode(readWriteAttribute, VFXAttributeMode.ReadWrite, out var attribute)) + if (attributesManager.TryFindWithMode(readWriteAttribute, VFXAttributeMode.ReadWrite, out var attribute) && attribute.variadic != VFXVariadic.True) { yield return new VFXAttributeInfo(attribute, VFXAttributeMode.ReadWrite); } else { - errorList.Add(new HLSLAttributeError(readWriteAttribute, allAttributes.FindIndex(x => x == readWriteAttribute) != -1 ? VFXAttributeMode.ReadWrite : VFXAttributeMode.None)); + IHLSMessage error = attribute.variadic == VFXVariadic.True + ? new HLSLVFXAttributeIsVariadic(attribute.name) + : new HLSLAttributeError(readWriteAttribute, allAttributes.FindIndex(x => x == readWriteAttribute) != -1 ? VFXAttributeMode.ReadWrite : VFXAttributeMode.None); + errorList.Add(error); } } @@ -425,13 +439,16 @@ private IEnumerable GetAttributes(IVFXAttributesManager attrib continue; } - if (attributesManager.TryFindWithMode(writeAttribute, VFXAttributeMode.Write, out var attribute)) + if (attributesManager.TryFindWithMode(writeAttribute, VFXAttributeMode.Write, out var attribute) && attribute.variadic != VFXVariadic.True) { yield return new VFXAttributeInfo(attribute, VFXAttributeMode.Write); } else { - errorList.Add(new HLSLAttributeError(writeAttribute, allAttributes.FindIndex(x => x == writeAttribute) != -1 ? VFXAttributeMode.Write : VFXAttributeMode.None)); + IHLSMessage error = attribute.variadic == VFXVariadic.True + ? new HLSLVFXAttributeIsVariadic(attribute.name) + : new HLSLAttributeError(writeAttribute, allAttributes.FindIndex(x => x == writeAttribute) != -1 ? VFXAttributeMode.Write : VFXAttributeMode.None); + errorList.Add(error); } } @@ -443,13 +460,16 @@ private IEnumerable GetAttributes(IVFXAttributesManager attrib continue; } - if (attributesManager.TryFindWithMode(readAttribute, VFXAttributeMode.Read, out var attribute)) + if (attributesManager.TryFindWithMode(readAttribute, VFXAttributeMode.Read, out var attribute) && attribute.variadic != VFXVariadic.True) { yield return new VFXAttributeInfo(attribute, VFXAttributeMode.Read); } else { - errorList.Add(new HLSLAttributeError(readAttribute, allAttributes.FindIndex(x => x == readAttribute) != -1 ? VFXAttributeMode.Read : VFXAttributeMode.None)); + IHLSMessage error = attribute.variadic == VFXVariadic.True + ? new HLSLVFXAttributeIsVariadic(attribute.name) + : new HLSLAttributeError(readAttribute, allAttributes.FindIndex(x => x == readAttribute) != -1 ? VFXAttributeMode.Read : VFXAttributeMode.None); + errorList.Add(error); } } } diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXAbstractParticleOutput.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXAbstractParticleOutput.cs index 21107bd26df..8dece9c93e9 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXAbstractParticleOutput.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXAbstractParticleOutput.cs @@ -312,16 +312,12 @@ protected virtual IEnumerable CollectGPUExpressions(IEnumera if (supportsUV && uvMode != UVMode.Default) { - VFXExpression flipBookSizeXExp; - VFXExpression flipBookSizeYExp; switch (uvMode) { case UVMode.Flipbook: if (flipbookLayout == FlipbookLayout.Texture2D) { - flipBookSizeXExp = slotExpressions.First(o => o.name == "flipBookSize_x").exp; - flipBookSizeYExp = slotExpressions.First(o => o.name == "flipBookSize_y").exp; - VFXExpression flipBookSizeExp = new VFXExpressionCombine(new VFXExpressionCastIntToFloat(flipBookSizeXExp), new VFXExpressionCastIntToFloat(flipBookSizeYExp)); + var flipBookSizeExp = slotExpressions.FirstOrDefault(o => o.name == "flipBookSize").exp; yield return new VFXNamedExpression(flipBookSizeExp, "flipBookSize"); yield return new VFXNamedExpression(VFXValue.Constant(Vector2.one) / flipBookSizeExp, "invFlipBookSize"); } diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/VFXSubgraphOperator.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/VFXSubgraphOperator.cs index e829aa31282..0969e098080 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/VFXSubgraphOperator.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/VFXSubgraphOperator.cs @@ -242,7 +242,7 @@ public override void CheckGraphBeforeImport() if (!VFXGraph.explicitCompile) { MarkOutputExpressionsAsOutOfDate(); - ResyncSlots(true); + ResyncSlots(true); ResyncCustomAttributes(); } } diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Slots/Implementations/VFXSlotFlipBook.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Slots/Implementations/VFXSlotFlipBook.cs index 7b38967386a..62c7cd7dff7 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Models/Slots/Implementations/VFXSlotFlipBook.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Slots/Implementations/VFXSlotFlipBook.cs @@ -1,7 +1,68 @@ using System; +using UnityEngine; +using UnityEngine.VFX; namespace UnityEditor.VFX { [VFXInfo(type = typeof(FlipBook))] - class VFXSlotFlipBook : VFXSlot { } + class VFXSlotFlipBook : VFXSlot + { + sealed protected override bool CanConvertFrom(Type type) + { + return base.CanConvertFrom(type) || (VFXSlotFloat2.CanConvertFromVector2(type) && type != typeof(Color)); + } + + sealed protected override VFXExpression ConvertExpression(VFXExpression expression, VFXSlot sourceSlot) + { + if (expression.valueType == VFXValueType.Float2) + { + return expression; + } + + // Convert any expression to Vector2 + VFXExpression expressionX = null; + VFXExpression expressionY = null; + if (expression.valueType == VFXValueType.Int32) + { + expressionX = expressionY = new VFXExpressionCastIntToFloat(expression); + } + + if (expression.valueType == VFXValueType.Uint32) + { + expressionX = expressionY = new VFXExpressionCastUintToFloat(expression); + } + + if (expression.valueType == VFXValueType.Float) + { + expressionX = expressionY = expression; + } + + if (expression.valueType == VFXValueType.Float3 || expression.valueType == VFXValueType.Float4) + { + expressionX = expression.x; + expressionY = expression.y; + } + + return new VFXExpressionCombine(expressionX, expressionY); + } + + sealed public override VFXValue DefaultExpression(VFXValue.Mode mode) + { + return new VFXValue(FlipBook.defaultValue, mode); + } + + protected override VFXExpression ExpressionFromChildren(VFXExpression[] expr) + { + return new VFXExpressionCombine(new VFXExpressionCastIntToFloat(expr[0]), new VFXExpressionCastIntToFloat(expr[1])); + } + + protected override VFXExpression[] ExpressionToChildren(VFXExpression expr) + { + return new VFXExpression[2] + { + new VFXExpressionCastFloatToInt(expr.x), + new VFXExpressionCastFloatToInt(expr.y) + }; + } + } } diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Slots/Implementations/VFXSlotFloat2.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Slots/Implementations/VFXSlotFloat2.cs index 5a7dfd9fa1b..8907da89d20 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Models/Slots/Implementations/VFXSlotFloat2.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Slots/Implementations/VFXSlotFloat2.cs @@ -7,9 +7,9 @@ namespace UnityEditor.VFX [VFXInfo(type = typeof(Vector2))] class VFXSlotFloat2 : VFXSlot { - sealed protected override bool CanConvertFrom(Type type) + static public bool CanConvertFromVector2(Type type) { - return base.CanConvertFrom(type) + return type == typeof(Vector2) || type == typeof(float) || type == typeof(uint) || type == typeof(int) @@ -18,6 +18,12 @@ sealed protected override bool CanConvertFrom(Type type) || type == typeof(Color); } + sealed protected override bool CanConvertFrom(Type type) + { + return base.CanConvertFrom(type) + || CanConvertFromVector2(type); + } + sealed public override VFXValue DefaultExpression(VFXValue.Mode mode) { return new VFXValue(Vector2.zero, mode); diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs index 0a4fb004abe..b820462d49e 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs @@ -621,7 +621,7 @@ public bool TryAddCustomAttribute(string attributeName, VFXValueType type, strin if (m_AttributesManager.TryRegisterCustomAttribute(attributeName, signature, description, out newAttribute)) { - var customAttribute = ScriptableObject.CreateInstance(); + var customAttribute = CreateInstance(); customAttribute.attributeName = newAttribute.name; customAttribute.type = CustomAttributeUtility.GetSignature(type); customAttribute.description = description; @@ -667,9 +667,19 @@ public bool IsCustomAttributeUsed(string attributeName) return false; } - public bool TryFindCustomAttributeDescriptor(string name, out VFXCustomAttributeDescriptor attributeDescriptor) + public void SetCustomAttributeOrder(string attributeName, int order) { - attributeDescriptor = customAttributes.SingleOrDefault(x => string.Compare(name, x.attributeName, StringComparison.OrdinalIgnoreCase) == 0); + if (TryFindCustomAttributeDescriptor(attributeName, out var attributeDescriptor)) + { + m_CustomAttributes.Remove(attributeDescriptor); + m_CustomAttributes.Insert(order, attributeDescriptor); + Invalidate(InvalidationCause.kStructureChanged); + } + } + + public bool TryFindCustomAttributeDescriptor(string attributeName, out VFXCustomAttributeDescriptor attributeDescriptor) + { + attributeDescriptor = customAttributes.SingleOrDefault(x => string.Compare(attributeName, x.attributeName, StringComparison.OrdinalIgnoreCase) == 0); return attributeDescriptor != null; } @@ -691,7 +701,12 @@ public IEnumerable GetUnusedCustomAttributes() public VFXAttribute DuplicateCustomAttribute(string attributeName) { var newAttribute = m_AttributesManager.Duplicate(attributeName); - this.TryAddCustomAttribute(newAttribute.name, newAttribute.type, newAttribute.description, false, out var attribute); + var currentIndex = m_CustomAttributes.FindIndex(x => x.attributeName == attributeName); + var order = currentIndex >= 0 ? currentIndex + 1 : -1; + if (TryAddCustomAttribute(newAttribute.name, newAttribute.type, newAttribute.description, false, out var attribute)) + { + SetCustomAttributeOrder(attribute.name, order); + } return attribute; } diff --git a/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/PropertyRM.uss b/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/PropertyRM.uss index 45c65fb26d0..23b7686058d 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/PropertyRM.uss +++ b/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/PropertyRM.uss @@ -365,6 +365,7 @@ VFXColorField .colorcontainer padding: 0; padding-left: 4px; color: #888888; + white-space: pre; } #settings .propertyrm .unity-base-field > Label { diff --git a/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXBlackboard.uss b/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXBlackboard.uss index a4f41fd91d9..862e3c66b2b 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXBlackboard.uss +++ b/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXBlackboard.uss @@ -334,6 +334,20 @@ VFXBlackboard VFXBlackboardPropertyView .propertyrm.hasDepth { /*-- End of BlackboardField UI --*/ /* VFX Attribute UI */ +VFXBlackboard .separator Toggle { + display: none; +} + +VFXBlackboard .separator:checked { + background-color: transparent; +} + +VFXBlackboard .separator .blackboardRowContainer { + color: var(--unity-colors-app_toolbar_button-background-checked); + border-color: var(--unity-colors-app_toolbar_button-background-checked); + border-bottom-width: 1px; +} + VFXBlackboard VFXBlackboardAttributeRow.blackboardRow.expanded .pill #node-border { border-radius: 5px 5px 0 0; diff --git a/Packages/com.unity.visualeffectgraph/Shaders/VFXShapes.hlsl b/Packages/com.unity.visualeffectgraph/Shaders/VFXShapes.hlsl index e52522f736a..32b31381092 100644 --- a/Packages/com.unity.visualeffectgraph/Shaders/VFXShapes.hlsl +++ b/Packages/com.unity.visualeffectgraph/Shaders/VFXShapes.hlsl @@ -8,18 +8,22 @@ float DistanceToBox(float3 p, float3 extents) bool RayBoxIntersection(float3 o, float3 d, float3 extents, float colliderSign, out float tHit, out float3 hitNormal) { bool hit = false; - float3 faceSelection = - colliderSign * float3(FastSign(d.x), FastSign(d.y), FastSign(d.z)); - float3 ts = (faceSelection * extents - o)/d; - float3 posTx = o + ts.x*d; - float3 posTy = o + ts.y*d; - float3 posTz = o + ts.z*d; + float3 dSigns = float3(FastSign(d.x), FastSign(d.y), FastSign(d.z)); + d = dSigns * max(d * dSigns, VFX_EPSILON); - bool hitx = ts.x >= 0 && ts.x < 1 && all(abs(posTx.yz) < extents.yz); - bool hity = ts.y >= 0 && ts.y < 1 && all(abs(posTy.xz) < extents.xz); - bool hitz = ts.z >= 0 && ts.z < 1 && all(abs(posTz.xy) < extents.xy); + float3 faceSelection = - colliderSign * dSigns; + float3 ts = (faceSelection * extents - o) / d ; + float3 posTx = o + ts.x * d; + float3 posTy = o + ts.y * d; + float3 posTz = o + ts.z * d; - if(!(hitx || hity || hitz)) + bool3 potentialHits; + potentialHits.x = ts.x >= 0 && ts.x < 1 && all(abs(posTx.yz) < extents.yz); + potentialHits.y = ts.y >= 0 && ts.y < 1 && all(abs(posTy.xz) < extents.xz); + potentialHits.z = ts.z >= 0 && ts.z < 1 && all(abs(posTz.xy) < extents.xy); + 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externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTests.cs b/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTests.cs index 2594b05ff91..b355c93643d 100644 --- a/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTests.cs +++ b/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTests.cs @@ -159,7 +159,20 @@ public IEnumerator Run(GraphicsTestCase testCase) #else // Log the frame we are comparing to catch/debug waitFrame differences. Debug.Log($"ImageAssert.AreEqual called on Frame #{Time.frameCount} using capture from {nameof(cameras)}"); + +#if UNITY_2023_2_OR_NEWER + if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.WebGPU) + { + yield return ImageAssert.AreEqualAsync(testCase.ReferenceImage, cameras.Where(x => x != null), (res) => { }, settings.ImageComparisonSettings, testCase.ReferenceImagePathLog); + + } else + { + ImageAssert.AreEqual(testCase.ReferenceImage, cameras.Where(x => x != null), settings.ImageComparisonSettings, testCase.ReferenceImagePathLog); + } +#else ImageAssert.AreEqual(testCase.ReferenceImage, cameras.Where(x => x != null), settings.ImageComparisonSettings, testCase.ReferenceImagePathLog); +#endif + #endif // Does it allocate memory when it renders what's on the main camera? var mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent(); diff --git a/Tests/SRPTests/Projects/BuiltInGraphicsTest_Foundation/Assets/Test/TestFilters/TestCaseFilters.asset 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a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Common/SetPathTracingSeed.cs b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Common/SetPathTracingSeed.cs new file mode 100644 index 00000000000..464f2905155 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Common/SetPathTracingSeed.cs @@ -0,0 +1,33 @@ +using System; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.HighDefinition; + +[ExecuteAlways] +public class SetPathTracingSeed : MonoBehaviour +{ + PathTracing pt; + public Camera pathTracingCamera; + + void OnEnable() + { + GetComponent().profile.TryGet(out pt); + pt.seedMode.value = SeedMode.Custom; + pt.seedMode.overrideState = true; + pt.customSeed.overrideState = true; + pt.customSeed.value = 0; + RenderPipelineManager.beginCameraRendering -= RenderPipelineManagerOnBeginCameraRendering; + RenderPipelineManager.beginCameraRendering += RenderPipelineManagerOnBeginCameraRendering; + } + + void OnDisable() + { + RenderPipelineManager.beginCameraRendering -= RenderPipelineManagerOnBeginCameraRendering; + } + + void RenderPipelineManagerOnBeginCameraRendering(ScriptableRenderContext _, Camera camera) + { + if (pathTracingCamera == camera) + pt.customSeed.value++; + } +} diff --git a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Common/SetPathTracingSeed.cs.meta b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Common/SetPathTracingSeed.cs.meta new file mode 100644 index 00000000000..a0b13b3a5ad --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Common/SetPathTracingSeed.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 296d5a8c519f0e242861ae9813b78056 \ No newline at end of file diff --git a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/HDRPDefaultResources/EmptyVolumeProfile.asset b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/HDRPDefaultResources/EmptyVolumeProfile.asset index 380ceb4d1f8..a6c88ae9fbe 100644 --- 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m_UseScreenSpaceShadows: 1 m_InteractsWithSky: 1 m_AngularDiameter: 0.5 - m_FlareSize: 2 - m_FlareTint: {r: 1, g: 1, b: 1, a: 1} - m_FlareFalloff: 4 - m_SurfaceTexture: {fileID: 0} - m_SurfaceTint: {r: 1, g: 1, b: 1, a: 1} + diameterMultiplerMode: 0 + diameterMultiplier: 1 + diameterOverride: 0.5 + celestialBodyShadingSource: 1 + sunLightOverride: {fileID: 0} + sunColor: {r: 1, g: 1, b: 1, a: 1} + sunIntensity: 130000 + moonPhase: 0.2 + moonPhaseRotation: 0 + earthshine: 1 + flareSize: 2 + flareTint: {r: 1, g: 1, b: 1, a: 1} + flareFalloff: 4 + flareMultiplier: 1 + surfaceTexture: {fileID: 0} + surfaceTint: {r: 1, g: 1, b: 1, a: 1} m_Distance: 1.5e+11 m_UseRayTracedShadows: 1 m_NumRayTracingSamples: 4 @@ -631,6 +660,14 @@ MonoBehaviour: m_BlockerSampleCount: 24 m_FilterSampleCount: 16 m_MinFilterSize: 0.1 + m_DirLightPCSSBlockerSampleCount: 24 + m_DirLightPCSSFilterSampleCount: 16 + m_DirLightPCSSMaxPenumbraSize: 0.56 + m_DirLightPCSSMaxSamplingDistance: 0.5 + m_DirLightPCSSMinFilterSizeTexels: 1.5 + m_DirLightPCSSMinFilterMaxAngularDiameter: 10 + m_DirLightPCSSBlockerSearchAngularDiameter: 12 + m_DirLightPCSSBlockerSamplingClumpExponent: 2 m_KernelSize: 5 m_LightAngle: 1 m_MaxDepthBias: 0.001 @@ -677,14 +714,11 @@ MonoBehaviour: m_AreaLightEmissiveMeshShadowCastingMode: 0 m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 m_AreaLightEmissiveMeshLayer: -1 - m_Version: 11 + m_Version: 13 m_ObsoleteShadowResolutionTier: 1 m_ObsoleteUseShadowQualitySettings: 0 m_ObsoleteCustomShadowResolution: 512 m_ObsoleteContactShadows: 0 - m_PointlightHDType: 0 - m_SpotLightShape: 0 - m_AreaLightShape: 0 --- !u!108 &617670676 Light: m_ObjectHideFlags: 0 @@ -693,9 +727,8 @@ Light: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 617670674} m_Enabled: 1 - serializedVersion: 10 + serializedVersion: 11 m_Type: 1 - m_Shape: 0 m_Color: {r: 1, g: 1, b: 1, a: 1} m_Intensity: 100000 m_Range: 10 @@ -745,8 +778,12 @@ Light: m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} m_UseBoundingSphereOverride: 0 m_UseViewFrustumForShadowCasterCull: 1 + m_ForceVisible: 0 m_ShadowRadius: 0 m_ShadowAngle: 0 + m_LightUnit: 2 + m_LuxAtDistance: 1 + m_EnableSpotReflector: 1 --- !u!4 &617670677 Transform: m_ObjectHideFlags: 0 @@ -754,20 +791,20 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 617670674} + serializedVersion: 2 m_LocalRotation: {x: 0.08715578, y: 0, z: 0, w: 0.9961947} m_LocalPosition: {x: -13.647246, y: -4.7572756, z: 8.741785} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} - m_RootOrder: 3 m_LocalEulerAnglesHint: {x: 10, y: 0, z: 0} --- !u!1001 &884014131 PrefabInstance: m_ObjectHideFlags: 0 serializedVersion: 2 m_Modification: - serializedVersion: 2 + serializedVersion: 3 m_TransformParent: {fileID: 0} m_Modifications: - target: {fileID: 1132393308280272, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} @@ -838,7 +875,7 @@ PrefabInstance: - 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ImageComparisonSettings.ImageResolution + value: 4 + objectReference: {fileID: 0} + - target: {fileID: 114995348509370400, guid: c07ace9ab142ca9469fa377877c2f1e7, + type: 3} + propertyPath: ImageComparisonSettings.AverageCorrectnessThreshold + value: 0.0003 + objectReference: {fileID: 0} m_RemovedComponents: [] + m_RemovedGameObjects: [] m_AddedGameObjects: [] + m_AddedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} +--- !u!20 &884014132 stripped +Camera: + m_CorrespondingSourceObject: {fileID: 20109210616973140, guid: c07ace9ab142ca9469fa377877c2f1e7, + type: 3} + m_PrefabInstance: {fileID: 884014131} + m_PrefabAsset: {fileID: 0} --- !u!1001 &918083790 PrefabInstance: m_ObjectHideFlags: 0 serializedVersion: 2 m_Modification: - serializedVersion: 2 + serializedVersion: 3 m_TransformParent: {fileID: 1168912075} m_Modifications: - target: {fileID: -8679921383154817045, guid: 388b8ee5b4c415146b554a59ea7d0445, @@ -949,12 +1009,12 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: -7511558181221131132, guid: 388b8ee5b4c415146b554a59ea7d0445, type: 3} - propertyPath: m_Materials.Array.data[0] + propertyPath: 'm_Materials.Array.data[0]' value: objectReference: {fileID: 2100000, guid: 6cfd7f58016d65048b53fc78afff6c41, type: 2} - target: {fileID: -7511558181221131132, guid: 388b8ee5b4c415146b554a59ea7d0445, type: 3} - propertyPath: m_Materials.Array.data[1] + propertyPath: 'm_Materials.Array.data[1]' value: objectReference: {fileID: 2100000, guid: 6cfd7f58016d65048b53fc78afff6c41, type: 2} - target: {fileID: 919132149155446097, guid: 388b8ee5b4c415146b554a59ea7d0445, @@ -963,7 +1023,9 @@ PrefabInstance: value: Sphere_DS_DS_NormalsMirror objectReference: {fileID: 0} m_RemovedComponents: [] + m_RemovedGameObjects: [] m_AddedGameObjects: [] + m_AddedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 388b8ee5b4c415146b554a59ea7d0445, type: 3} --- !u!4 &918083791 stripped Transform: @@ -994,6 +1056,7 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1168912074} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} @@ -1004,14 +1067,13 @@ Transform: - {fileID: 1171081255} - {fileID: 918083791} m_Father: {fileID: 0} - m_RootOrder: 5 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1001 &1171081254 PrefabInstance: m_ObjectHideFlags: 0 serializedVersion: 2 m_Modification: - serializedVersion: 2 + serializedVersion: 3 m_TransformParent: {fileID: 1168912075} m_Modifications: - target: {fileID: -8679921383154817045, guid: 388b8ee5b4c415146b554a59ea7d0445, @@ -1071,12 +1133,12 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: -7511558181221131132, guid: 388b8ee5b4c415146b554a59ea7d0445, type: 3} - propertyPath: m_Materials.Array.data[0] + propertyPath: 'm_Materials.Array.data[0]' value: objectReference: {fileID: 2100000, guid: 6cfd7f58016d65048b53fc78afff6c41, type: 2} - target: {fileID: -7511558181221131132, guid: 388b8ee5b4c415146b554a59ea7d0445, type: 3} - propertyPath: m_Materials.Array.data[1] + propertyPath: 'm_Materials.Array.data[1]' value: objectReference: {fileID: 2100000, guid: 381d5c30046ee42479e01a7b18e9a557, type: 2} - target: {fileID: 919132149155446097, guid: 388b8ee5b4c415146b554a59ea7d0445, @@ -1085,7 +1147,9 @@ PrefabInstance: value: Sphere_DS_DS_NormalsNone objectReference: {fileID: 0} m_RemovedComponents: [] + m_RemovedGameObjects: [] m_AddedGameObjects: [] + m_AddedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 388b8ee5b4c415146b554a59ea7d0445, type: 3} --- !u!4 &1171081255 stripped Transform: @@ -1118,13 +1182,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1206540461} + serializedVersion: 2 m_LocalRotation: {x: 0.7157285, y: -0, z: -0, w: 0.6983786} m_LocalPosition: {x: -0.33, y: 0.3, z: 0.584} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 341461347} - m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 91.406006, y: 0, z: 0} --- !u!102 &1206540463 TextMesh: @@ -1167,6 +1231,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 m_RayTraceProcedural: 0 + m_RayTracingAccelStructBuildFlagsOverride: 0 + m_RayTracingAccelStructBuildFlags: 1 + m_SmallMeshCulling: 1 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_Materials: @@ -1197,7 +1264,7 @@ PrefabInstance: m_ObjectHideFlags: 0 serializedVersion: 2 m_Modification: - serializedVersion: 2 + serializedVersion: 3 m_TransformParent: {fileID: 1168912075} m_Modifications: - target: {fileID: -8679921383154817045, guid: 388b8ee5b4c415146b554a59ea7d0445, @@ -1262,12 +1329,12 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: -7511558181221131132, guid: 388b8ee5b4c415146b554a59ea7d0445, type: 3} - propertyPath: m_Materials.Array.data[0] + propertyPath: 'm_Materials.Array.data[0]' value: objectReference: {fileID: 2100000, guid: ceaa125ea2b520146902770b6d4b188c, type: 2} - target: {fileID: -7511558181221131132, guid: 388b8ee5b4c415146b554a59ea7d0445, type: 3} - propertyPath: m_Materials.Array.data[1] + propertyPath: 'm_Materials.Array.data[1]' value: objectReference: {fileID: 2100000, guid: ceaa125ea2b520146902770b6d4b188c, type: 2} - target: {fileID: 919132149155446097, guid: 388b8ee5b4c415146b554a59ea7d0445, @@ -1276,7 +1343,9 @@ PrefabInstance: value: Sphere_SS_SS objectReference: {fileID: 0} m_RemovedComponents: [] + m_RemovedGameObjects: [] m_AddedGameObjects: [] + m_AddedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 388b8ee5b4c415146b554a59ea7d0445, type: 3} --- !u!4 &1528420827 stripped Transform: @@ -1309,13 +1378,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1547072078} + serializedVersion: 2 m_LocalRotation: {x: 0.7157285, y: -0, z: -0, w: 0.6983786} m_LocalPosition: {x: 0.33, y: 0.3, z: 0.584} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 341461347} - m_RootOrder: 2 m_LocalEulerAnglesHint: {x: 91.406006, y: 0, z: 0} --- !u!102 &1547072080 TextMesh: @@ -1360,6 +1429,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 m_RayTraceProcedural: 0 + m_RayTracingAccelStructBuildFlagsOverride: 0 + m_RayTracingAccelStructBuildFlags: 1 + m_SmallMeshCulling: 1 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_Materials: @@ -1395,6 +1467,7 @@ GameObject: m_Component: - component: {fileID: 1730391241} - component: {fileID: 1730391240} + - component: {fileID: 1730391242} m_Layer: 0 m_Name: Volume m_TagString: Untagged @@ -1426,11 +1499,34 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1730391239} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0.12898384, y: -0.17794517, z: 4.7541676} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!114 &1730391242 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1730391239} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 296d5a8c519f0e242861ae9813b78056, type: 3} + m_Name: + m_EditorClassIdentifier: + pathTracingCamera: {fileID: 884014132} +--- !u!1660057539 &9223372036854775807 +SceneRoots: + m_ObjectHideFlags: 0 + m_Roots: + - {fileID: 1730391241} + - {fileID: 884014131} + - {fileID: 194927824} + - {fileID: 617670677} + - {fileID: 341461347} + - {fileID: 1168912075} diff --git a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists/D3D.shadervariantlist b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists/D3D.shadervariantlist index f297e013c56..fcb02e5130b 100644 --- a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists/D3D.shadervariantlist +++ b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists/D3D.shadervariantlist @@ -1,206 +1,4 @@ {"targetPlatform":4,"xr":false,"enabled":true} -Compiled compute shader: Accumulation, kernel: KMain, keywords INPUT_FROM_FRAME_TEXTURE -Compiled compute shader: Accumulation, kernel: KMain, keywords INPUT_FROM_FRAME_TEXTURE WRITE_TO_OUTPUT_TEXTURE -Compiled compute shader: AlphaCopy, kernel: KMain, keywords -Compiled compute shader: AmbientProbeConvolution, kernel: AmbientProbeConvolutionDiffuseVolumetric, keywords -Compiled compute shader: BilateralUpsample, kernel: BilateralUpSampleColorHalf, keywords -Compiled compute shader: BlitAndExpose, kernel: KAddMain, keywords -Compiled compute shader: BlitAndExpose, kernel: KMain, keywords -Compiled compute shader: BloomBlur, kernel: KDownsample, keywords -Compiled compute shader: BloomBlur, kernel: KMain, keywords -Compiled compute shader: BloomPrefilter, kernel: KMain, keywords LOW_QUALITY -Compiled compute shader: BloomUpsample, kernel: KMain, keywords HIGH_QUALITY -Compiled compute shader: BloomUpsample, kernel: KMain, keywords LOW_QUALITY -Compiled compute shader: ClearLightLists, kernel: ClearList, keywords -Compiled compute shader: ClearUIntTextureArray, kernel: ClearUIntTexture, keywords -Compiled compute shader: ClearUIntTextureArray, kernel: ClearUIntTextureArray, keywords -Compiled compute shader: ColorPyramid, kernel: KColorDownsample, keywords -Compiled compute shader: ColorPyramid, kernel: KColorGaussian, keywords -Compiled compute shader: ComputeGgxIblSampleData, kernel: ComputeGgxIblSampleData, keywords -Compiled compute shader: ContactShadows, kernel: DeferredContactShadow, keywords -Compiled compute shader: DebugLightCluster, kernel: DebugLightCluster, keywords -Compiled compute shader: Deferred, kernel: Deferred_Direct_Fptl_DebugDisplay, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Direct_Fptl_DebugDisplay, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant0, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant0, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant1, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant1, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant10, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant10, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant11, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant11, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant12, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant12, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant13, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant13, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant14, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant14, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant15, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant15, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant16, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant16, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant17, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant17, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant18, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant18, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant19, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant19, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant2, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant2, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant20, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant20, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant21, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant21, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant22, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant22, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant23, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant23, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant24, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant24, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant25, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant25, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant26, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant26, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant27, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant27, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant28, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant28, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant3, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant3, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant4, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant4, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant5, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant5, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant6, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant6, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant7, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant7, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant8, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant8, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant9, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant9, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON -Compiled compute shader: DepthPyramid, kernel: KDepthDownsample8DualUav, keywords -Compiled compute shader: DepthPyramid, kernel: KDepthDownsample8DualUav, keywords ENABLE_CHECKERBOARD -Compiled compute shader: DiffuseDenoiser, kernel: BilateralFilterColor, keywords -Compiled compute shader: DiffuseDenoiser, kernel: BilateralFilterSingle, keywords -Compiled compute shader: DiffuseDenoiser, kernel: GatherColor, keywords -Compiled compute shader: DiffuseDenoiser, kernel: GeneratePointDistribution, keywords -Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHColorDirectional, keywords DISTANCE_BASED_DENOISER -Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSingleBox, keywords -Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSingleDirectional, keywords DISTANCE_BASED_DENOISER -Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSinglePoint, keywords -Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSinglePoint, keywords DISTANCE_BASED_DENOISER -Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSinglePyramid, keywords -Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSingleSpot, keywords -Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSingleSpot, keywords DISTANCE_BASED_DENOISER -Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVColorDirectional, keywords DISTANCE_BASED_DENOISER -Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSingleBox, keywords -Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSingleDirectional, keywords DISTANCE_BASED_DENOISER -Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSinglePoint, keywords -Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSinglePoint, keywords DISTANCE_BASED_DENOISER -Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSinglePyramid, keywords -Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSingleSpot, keywords -Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSingleSpot, keywords DISTANCE_BASED_DENOISER -Compiled compute shader: EVSMBlur, kernel: ConvertAndBlur, keywords -Compiled compute shader: Exposure, kernel: KFixedExposure, keywords -Compiled compute shader: GPUCopy, kernel: KSampleCopy4_1_x_1, keywords -Compiled compute shader: GPUCopy, kernel: KSampleCopy4_1_x_8, keywords -Compiled compute shader: GTAO, kernel: GTAOMain, keywords HALF_RES TEMPORAL -Compiled compute shader: GTAOBlurAndUpsample, kernel: BilateralUpsampling, keywords -Compiled compute shader: GTAOCopyHistory, kernel: GTAODenoise_CopyHistory, keywords -Compiled compute shader: GTAOSpatialDenoise, kernel: SpatialDenoise, keywords TO_TEMPORAL -Compiled compute shader: GTAOTemporalDenoise, kernel: TemporalDenoise, keywords HALF_RES -Compiled compute shader: GroundIrradiancePrecomputation, kernel: main, keywords -Compiled compute shader: InScatteredRadiancePrecomputation, kernel: main, keywords -Compiled compute shader: Internal-Skinning, kernel: main, keywords -Compiled compute shader: LutBuilder3D, kernel: KBuild, keywords GRADE_IN_SRGB TONEMAPPING_ACES_APPROX -Compiled compute shader: LutBuilder3D, kernel: KBuild, keywords GRADE_IN_SRGB TONEMAPPING_NONE -Compiled compute shader: MotionBlur, kernel: MotionBlurCS, keywords -Compiled compute shader: MotionBlurGenTilePass, kernel: TileGenPass, keywords SCATTERING -Compiled compute shader: MotionBlurMergeTilePass, kernel: TileMerge, keywords -Compiled compute shader: MotionBlurMotionVecPrep, kernel: MotionVecPreppingCS, keywords NO_SPECIAL_CLAMP -Compiled compute shader: MotionBlurNeighborhoodTilePass, kernel: TileNeighbourhood, keywords SCATTERING -Compiled compute shader: PathTracingSkySamplingData, kernel: ComputeCDF, keywords -Compiled compute shader: PathTracingSkySamplingData, kernel: ComputeMarginal, keywords -Compiled compute shader: RayBinning, kernel: RayBinning, keywords -Compiled compute shader: RayBinning, kernel: RayBinningHalf, keywords -Compiled compute shader: RayMarching, kernel: RayMarchHalfKernel, keywords -Compiled compute shader: RayMarching, kernel: RayMarchKernel, keywords -Compiled compute shader: RayTracingAmbientOcclusion, kernel: RTAOApplyIntensity, keywords -Compiled compute shader: RayTracingSubSurface, kernel: BlendSubSurfaceData, keywords -Compiled compute shader: RayTracingSubSurface, kernel: BlendSubSurfaceDataWithGI, keywords -Compiled compute shader: RayTracingSubSurface, kernel: ClearTexture, keywords -Compiled compute shader: RaytracingDeferred, kernel: RaytracingDeferred, keywords -Compiled compute shader: RaytracingDeferred, kernel: RaytracingDeferredHalf, keywords -Compiled compute shader: RaytracingDeferred, kernel: RaytracingDiffuseDeferred, keywords -Compiled compute shader: RaytracingIndirectDiffuse, kernel: IndirectDiffuseIntegrationUpscaleFullRes, keywords -Compiled compute shader: RaytracingIndirectDiffuse, kernel: IndirectDiffuseIntegrationUpscaleHalfRes, keywords -Compiled compute shader: RaytracingIndirectDiffuse, kernel: RaytracingIndirectDiffuseFullRes, keywords -Compiled compute shader: RaytracingIndirectDiffuse, kernel: RaytracingIndirectDiffuseHalfRes, keywords -Compiled compute shader: RaytracingLightCluster, kernel: RaytracingLightCluster, keywords -Compiled compute shader: RaytracingLightCluster, kernel: RaytracingLightCull, keywords -Compiled compute shader: RaytracingReflectionFilter, kernel: ReflectionAdjustWeight, keywords -Compiled compute shader: RaytracingReflectionFilter, kernel: ReflectionUpscale, keywords -Compiled compute shader: RaytracingReflections, kernel: RaytracingReflectionsFullRes, keywords -Compiled compute shader: RaytracingReflections, kernel: RaytracingReflectionsHalfRes, keywords -Compiled compute shader: RaytracingReflections, kernel: RaytracingReflectionsTransparentFullRes, keywords -Compiled compute shader: RaytracingReflections, kernel: RaytracingReflectionsTransparentHalfRes, keywords -Compiled compute shader: RaytracingShadow, kernel: ClearShadowTexture, keywords -Compiled compute shader: RaytracingShadow, kernel: OutputColorShadowTexture, keywords -Compiled compute shader: RaytracingShadow, kernel: OutputShadowTexture, keywords -Compiled compute shader: RaytracingShadow, kernel: OutputSpecularShadowTexture, keywords -Compiled compute shader: RaytracingShadow, kernel: RaytracingAreaShadowNewSample, keywords -Compiled compute shader: RaytracingShadow, kernel: RaytracingAreaShadowPrepass, keywords -Compiled compute shader: RaytracingShadow, kernel: RaytracingDirectionalShadowSample, keywords -Compiled compute shader: RaytracingShadow, kernel: RaytracingPointShadowSample, keywords -Compiled compute shader: RaytracingShadow, kernel: RaytracingProjectorBoxShadowSample, keywords -Compiled compute shader: RaytracingShadow, kernel: RaytracingProjectorPyramidShadowSample, keywords -Compiled compute shader: RaytracingShadow, kernel: RaytracingSpotShadowSample, keywords -Compiled compute shader: RaytracingShadowFilter, kernel: AreaAnalyticHistoryCopy, keywords -Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowApplyTAA, keywords -Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowDenoiseFirstPass, keywords -Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowDenoiseSecondPass, keywords -Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowEstimateNoise, keywords -Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowHistoryCopy, keywords -Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowNoDenoise, keywords -Compiled compute shader: RaytracingShadowFilter, kernel: WriteShadowTextureDebug, keywords -Compiled compute shader: ReBlur_Blur, kernel: Blur, keywords -Compiled compute shader: ReBlur_CopyHistory, kernel: CopyHistory, keywords -Compiled compute shader: ReBlur_CopyHistory, kernel: CopyHistoryAccumulation, keywords -Compiled compute shader: ReBlur_HistoryFix, kernel: HistoryFix, keywords -Compiled compute shader: ReBlur_MipGeneration, kernel: CopyMip, keywords -Compiled compute shader: ReBlur_MipGeneration, kernel: MipGeneration, keywords -Compiled compute shader: ReBlur_PostBlur, kernel: PostBlur, keywords -Compiled compute shader: ReBlur_PreBlur, kernel: PreBlur, keywords -Compiled compute shader: ReBlur_PreBlur, kernel: PreBlur, keywords HALF_RESOLUTION -Compiled compute shader: ReBlur_TemporalAccumulation, kernel: TemporalAccumulation, keywords -Compiled compute shader: ReBlur_TemporalStabilization, kernel: TemporalStabilization, keywords -Compiled compute shader: ResolveStencilBuffer, kernel: Main, keywords COARSE_STENCIL -Compiled compute shader: ScreenSpaceGlobalIllumination, kernel: ReprojectGlobalIlluminationHalf, keywords -Compiled compute shader: ScreenSpaceGlobalIllumination, kernel: TraceGlobalIlluminationHalf, keywords -Compiled compute shader: ScreenSpaceReflections, kernel: ScreenSpaceReflectionsReprojection, keywords DEPTH_SOURCE_NOT_FROM_MIP_CHAIN SSR_APPROX -Compiled compute shader: ScreenSpaceReflections, kernel: ScreenSpaceReflectionsReprojection, keywords SSR_APPROX -Compiled compute shader: ScreenSpaceReflections, kernel: ScreenSpaceReflectionsTracing, keywords DEPTH_SOURCE_NOT_FROM_MIP_CHAIN SSR_APPROX -Compiled compute shader: ScreenSpaceReflections, kernel: ScreenSpaceReflectionsTracing, keywords SSR_APPROX -Compiled compute shader: SkyLUTGenerator, kernel: MultiScatteringLUT, keywords -Compiled compute shader: Sort, kernel: BitonicSort128, keywords -Compiled compute shader: SubsurfaceScattering, kernel: SubsurfaceScattering, keywords -Compiled compute shader: TemporalFilter, kernel: BlendHistoryColorArray, keywords -Compiled compute shader: TemporalFilter, kernel: BlendHistorySingleArray, keywords -Compiled compute shader: TemporalFilter, kernel: BlendHistorySingleArrayNoValidity, keywords -Compiled compute shader: TemporalFilter, kernel: CopyHistory, keywords -Compiled compute shader: TemporalFilter, kernel: OutputHistoryArray, keywords -Compiled compute shader: TemporalFilter, kernel: TemporalAccumulationColor, keywords -Compiled compute shader: TemporalFilter, kernel: TemporalAccumulationColorArray, keywords -Compiled compute shader: TemporalFilter, kernel: TemporalAccumulationSingle, keywords -Compiled compute shader: TemporalFilter, kernel: TemporalAccumulationSingleArray, keywords -Compiled compute shader: TemporalFilter, kernel: ValidateHistory, keywords -Compiled compute shader: UberPost, kernel: Uber, keywords -Compiled compute shader: VFXCopyBuffer, kernel: CSVFXBatchCopyCountKvp, keywords -Compiled compute shader: VFXCopyBuffer, kernel: CSVFXCopyStructBufferSelf, keywords -Compiled compute shader: VFXCopyBuffer, kernel: CSVFXInitDeadListBuffer, keywords -Compiled compute shader: VFXCopyBuffer, kernel: CSVFXZeroInitBuffer, keywords -Compiled compute shader: VFXFillIndirectArgs, kernel: CSVFXIndirectArgs, keywords Compiled compute shader: [OctagonOpaque] [System] Initialize Particle, kernel: CSMain, keywords Compiled compute shader: [OctagonOpaque] [System] OutputUpdate, kernel: CSMain, keywords VFX_COMPUTE_AABBS Compiled compute shader: [OctagonOpaque] [System] Update Particle, kernel: CSMain, keywords @@ -579,62 +377,263 @@ Compiled compute shader: _FunctionTestsWave, kernel: kSum, keywords EMULATE_WAVE Compiled compute shader: _FunctionTestsWave, kernel: kSum, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY Compiled compute shader: _FunctionTestsWave, kernel: kSum, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY Compiled compute shader: _FunctionTestsWave, kernel: kSum, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY +Compiled compute shader: Accumulation, kernel: KMain, keywords INPUT_FROM_FRAME_TEXTURE +Compiled compute shader: Accumulation, kernel: KMain, keywords INPUT_FROM_FRAME_TEXTURE WRITE_TO_OUTPUT_TEXTURE +Compiled compute shader: AlphaCopy, kernel: KMain, keywords +Compiled compute shader: AmbientProbeConvolution, kernel: AmbientProbeConvolutionDiffuseVolumetric, keywords +Compiled compute shader: BilateralUpsample, kernel: BilateralUpSampleColorHalf, keywords +Compiled compute shader: BlitAndExpose, kernel: KAddMain, keywords +Compiled compute shader: BlitAndExpose, kernel: KMain, keywords +Compiled compute shader: BloomBlur, kernel: KDownsample, keywords +Compiled compute shader: BloomBlur, kernel: KMain, keywords +Compiled compute shader: BloomPrefilter, kernel: KMain, keywords LOW_QUALITY +Compiled compute shader: BloomUpsample, kernel: KMain, keywords HIGH_QUALITY +Compiled compute shader: BloomUpsample, kernel: KMain, keywords LOW_QUALITY Compiled compute shader: builddispatchindirect, kernel: BuildIndirect, keywords Compiled compute shader: cleardispatchindirect, kernel: ClearDispatchIndirect, keywords +Compiled compute shader: ClearLightLists, kernel: ClearList, keywords +Compiled compute shader: ClearUIntTextureArray, kernel: ClearUIntTexture, keywords +Compiled compute shader: ClearUIntTextureArray, kernel: ClearUIntTextureArray, keywords +Compiled compute shader: ColorPyramid, kernel: KColorDownsample, keywords +Compiled compute shader: ColorPyramid, kernel: KColorGaussian, keywords +Compiled compute shader: ComputeGgxIblSampleData, kernel: ComputeGgxIblSampleData, keywords +Compiled compute shader: ContactShadows, kernel: DeferredContactShadow, keywords +Compiled compute shader: DebugLightCluster, kernel: DebugLightCluster, keywords +Compiled compute shader: Deferred, kernel: Deferred_Direct_Fptl_DebugDisplay, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Direct_Fptl_DebugDisplay, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant0, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant0, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant1, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant1, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant10, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant10, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant11, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant11, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant12, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant12, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant13, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant13, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant14, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant14, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant15, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant15, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant16, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant16, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant17, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant17, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant18, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant18, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant19, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant19, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant2, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant2, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant20, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant20, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant21, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant21, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant22, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant22, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant23, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant23, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant24, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant24, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant25, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant25, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant26, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant26, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant27, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant27, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant28, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant28, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant3, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant3, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant4, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant4, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant5, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant5, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant6, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant6, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant7, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant7, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant8, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant8, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant9, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant9, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON +Compiled compute shader: DepthPyramid, kernel: KDepthDownsample8DualUav, keywords +Compiled compute shader: DiffuseDenoiser, kernel: BilateralFilterColor, keywords +Compiled compute shader: DiffuseDenoiser, kernel: BilateralFilterSingle, keywords +Compiled compute shader: DiffuseDenoiser, kernel: GatherColor, keywords +Compiled compute shader: DiffuseDenoiser, kernel: GeneratePointDistribution, keywords +Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHColorDirectional, keywords DISTANCE_BASED_DENOISER +Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSingleBox, keywords +Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSingleDirectional, keywords DISTANCE_BASED_DENOISER +Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSinglePoint, keywords +Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSinglePoint, keywords DISTANCE_BASED_DENOISER +Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSinglePyramid, keywords +Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSingleSpot, keywords +Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSingleSpot, keywords DISTANCE_BASED_DENOISER +Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVColorDirectional, keywords DISTANCE_BASED_DENOISER +Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSingleBox, keywords +Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSingleDirectional, keywords DISTANCE_BASED_DENOISER +Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSinglePoint, keywords +Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSinglePoint, keywords DISTANCE_BASED_DENOISER +Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSinglePyramid, keywords +Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSingleSpot, keywords +Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSingleSpot, keywords DISTANCE_BASED_DENOISER +Compiled compute shader: EVSMBlur, kernel: ConvertAndBlur, keywords +Compiled compute shader: Exposure, kernel: KFixedExposure, keywords +Compiled compute shader: GPUCopy, kernel: KSampleCopy4_1_x_1, keywords +Compiled compute shader: GPUCopy, kernel: KSampleCopy4_1_x_8, keywords +Compiled compute shader: GroundIrradiancePrecomputation, kernel: main, keywords +Compiled compute shader: GTAO, kernel: GTAOMain, keywords HALF_RES TEMPORAL +Compiled compute shader: GTAOBlurAndUpsample, kernel: BilateralUpsampling, keywords +Compiled compute shader: GTAOCopyHistory, kernel: GTAODenoise_CopyHistory, keywords +Compiled compute shader: GTAOSpatialDenoise, kernel: SpatialDenoise, keywords TO_TEMPORAL +Compiled compute shader: GTAOTemporalDenoise, kernel: TemporalDenoise, keywords HALF_RES +Compiled compute shader: InScatteredRadiancePrecomputation, kernel: main, keywords +Compiled compute shader: Internal-Skinning, kernel: main, keywords Compiled compute shader: lightlistbuild, kernel: TileLightListGen, keywords USE_FEATURE_FLAGS USE_TWO_PASS_TILED_LIGHTING Compiled compute shader: lightlistbuild, kernel: TileLightListGen, keywords USE_TWO_PASS_TILED_LIGHTING Compiled compute shader: lightlistbuild-bigtile, kernel: BigTileLightListGen, keywords GENERATE_VOLUMETRIC_BIGTILE Compiled compute shader: lightlistbuild-clearatomic, kernel: ClearAtomic, keywords Compiled compute shader: lightlistbuild-clustered, kernel: TileLightListGen_DepthRT_SrcBigTile, keywords +Compiled compute shader: LutBuilder3D, kernel: KBuild, keywords GRADE_IN_SRGB TONEMAPPING_ACES_APPROX +Compiled compute shader: LutBuilder3D, kernel: KBuild, keywords GRADE_IN_SRGB TONEMAPPING_NONE Compiled compute shader: materialflags, kernel: MaterialFlagsGen, keywords Compiled compute shader: materialflags, kernel: MaterialFlagsGen, keywords USE_OR +Compiled compute shader: MotionBlur, kernel: MotionBlurCS, keywords +Compiled compute shader: MotionBlurGenTilePass, kernel: TileGenPass, keywords SCATTERING +Compiled compute shader: MotionBlurMergeTilePass, kernel: TileMerge, keywords +Compiled compute shader: MotionBlurMotionVecPrep, kernel: MotionVecPreppingCS, keywords NO_SPECIAL_CLAMP +Compiled compute shader: MotionBlurNeighborhoodTilePass, kernel: TileNeighbourhood, keywords SCATTERING +Compiled compute shader: PathTracingSkySamplingData, kernel: ComputeCDF, keywords +Compiled compute shader: PathTracingSkySamplingData, kernel: ComputeMarginal, keywords +Compiled compute shader: RayBinning, kernel: RayBinning, keywords +Compiled compute shader: RayBinning, kernel: RayBinningHalf, keywords +Compiled compute shader: RayMarching, kernel: RayMarchHalfKernel, keywords +Compiled compute shader: RayMarching, kernel: RayMarchKernel, keywords +Compiled compute shader: RayTracingAmbientOcclusion, kernel: RTAOApplyIntensity, keywords +Compiled compute shader: RaytracingDeferred, kernel: RaytracingDeferred, keywords +Compiled compute shader: RaytracingDeferred, kernel: RaytracingDeferredHalf, keywords +Compiled compute shader: RaytracingDeferred, kernel: RaytracingDiffuseDeferred, keywords +Compiled compute shader: RaytracingIndirectDiffuse, kernel: IndirectDiffuseIntegrationUpscaleFullRes, keywords +Compiled compute shader: RaytracingIndirectDiffuse, kernel: IndirectDiffuseIntegrationUpscaleHalfRes, keywords +Compiled compute shader: RaytracingIndirectDiffuse, kernel: RaytracingIndirectDiffuseFullRes, keywords +Compiled compute shader: RaytracingIndirectDiffuse, kernel: RaytracingIndirectDiffuseHalfRes, keywords +Compiled compute shader: RaytracingLightCluster, kernel: RaytracingLightCluster, keywords +Compiled compute shader: RaytracingLightCluster, kernel: RaytracingLightCull, keywords +Compiled compute shader: RaytracingReflectionFilter, kernel: ReflectionAdjustWeight, keywords +Compiled compute shader: RaytracingReflectionFilter, kernel: ReflectionUpscale, keywords +Compiled compute shader: RaytracingReflections, kernel: RaytracingReflectionsFullRes, keywords +Compiled compute shader: RaytracingReflections, kernel: RaytracingReflectionsHalfRes, keywords +Compiled compute shader: RaytracingReflections, kernel: RaytracingReflectionsTransparentFullRes, keywords +Compiled compute shader: RaytracingReflections, kernel: RaytracingReflectionsTransparentHalfRes, keywords +Compiled compute shader: RaytracingShadow, kernel: ClearShadowTexture, keywords +Compiled compute shader: RaytracingShadow, kernel: OutputColorShadowTexture, keywords +Compiled compute shader: RaytracingShadow, kernel: OutputShadowTexture, keywords +Compiled compute shader: RaytracingShadow, kernel: OutputSpecularShadowTexture, keywords +Compiled compute shader: RaytracingShadow, kernel: RaytracingAreaShadowNewSample, keywords +Compiled compute shader: RaytracingShadow, kernel: RaytracingAreaShadowPrepass, keywords +Compiled compute shader: RaytracingShadow, kernel: RaytracingDirectionalShadowSample, keywords +Compiled compute shader: RaytracingShadow, kernel: RaytracingPointShadowSample, keywords +Compiled compute shader: RaytracingShadow, kernel: RaytracingProjectorBoxShadowSample, keywords +Compiled compute shader: RaytracingShadow, kernel: RaytracingProjectorPyramidShadowSample, keywords +Compiled compute shader: RaytracingShadow, kernel: RaytracingSpotShadowSample, keywords +Compiled compute shader: RaytracingShadowFilter, kernel: AreaAnalyticHistoryCopy, keywords +Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowApplyTAA, keywords +Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowDenoiseFirstPass, keywords +Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowDenoiseSecondPass, keywords +Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowEstimateNoise, keywords +Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowHistoryCopy, keywords +Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowNoDenoise, keywords +Compiled compute shader: RaytracingShadowFilter, kernel: WriteShadowTextureDebug, keywords +Compiled compute shader: RayTracingSubSurface, kernel: BlendSubSurfaceData, keywords +Compiled compute shader: RayTracingSubSurface, kernel: BlendSubSurfaceDataWithGI, keywords +Compiled compute shader: RayTracingSubSurface, kernel: ClearTexture, keywords +Compiled compute shader: ReBlur_Blur, kernel: Blur, keywords +Compiled compute shader: ReBlur_CopyHistory, kernel: CopyHistory, keywords +Compiled compute shader: ReBlur_CopyHistory, kernel: CopyHistoryAccumulation, keywords +Compiled compute shader: ReBlur_HistoryFix, kernel: HistoryFix, keywords +Compiled compute shader: ReBlur_MipGeneration, kernel: CopyMip, keywords +Compiled compute shader: ReBlur_MipGeneration, kernel: MipGeneration, keywords +Compiled compute shader: ReBlur_PostBlur, kernel: PostBlur, keywords +Compiled compute shader: ReBlur_PreBlur, kernel: PreBlur, keywords +Compiled compute shader: ReBlur_PreBlur, kernel: PreBlur, keywords HALF_RESOLUTION +Compiled compute shader: ReBlur_TemporalAccumulation, kernel: TemporalAccumulation, keywords +Compiled compute shader: ReBlur_TemporalStabilization, kernel: TemporalStabilization, keywords +Compiled compute shader: ResolveStencilBuffer, kernel: Main, keywords COARSE_STENCIL Compiled compute shader: scrbound, kernel: main, keywords -Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Compiled compute shader: ScreenSpaceGlobalIllumination, kernel: ReprojectGlobalIlluminationHalf, keywords +Compiled compute shader: ScreenSpaceGlobalIllumination, kernel: TraceGlobalIlluminationHalf, keywords +Compiled compute shader: ScreenSpaceReflections, kernel: ScreenSpaceReflectionsReprojection, keywords DEPTH_SOURCE_NOT_FROM_MIP_CHAIN SSR_APPROX +Compiled compute shader: ScreenSpaceReflections, kernel: ScreenSpaceReflectionsReprojection, keywords SSR_APPROX +Compiled compute shader: ScreenSpaceReflections, kernel: ScreenSpaceReflectionsTracing, keywords DEPTH_SOURCE_NOT_FROM_MIP_CHAIN SSR_APPROX +Compiled compute shader: ScreenSpaceReflections, kernel: ScreenSpaceReflectionsTracing, keywords SSR_APPROX +Compiled compute shader: SkyLUTGenerator, kernel: MultiScatteringLUT, keywords +Compiled compute shader: Sort, kernel: BitonicSort128, keywords +Compiled compute shader: SubsurfaceScattering, kernel: SubsurfaceScattering, keywords +Compiled compute shader: TemporalFilter, kernel: BlendHistoryColorArray, keywords +Compiled compute shader: TemporalFilter, kernel: BlendHistorySingleArray, keywords +Compiled compute shader: TemporalFilter, kernel: BlendHistorySingleArrayNoValidity, keywords +Compiled compute shader: TemporalFilter, kernel: CopyHistory, keywords +Compiled compute shader: TemporalFilter, kernel: OutputHistoryArray, keywords +Compiled compute shader: TemporalFilter, kernel: TemporalAccumulationColor, keywords +Compiled compute shader: TemporalFilter, kernel: TemporalAccumulationColorArray, keywords +Compiled compute shader: TemporalFilter, kernel: TemporalAccumulationSingle, keywords +Compiled compute shader: TemporalFilter, kernel: TemporalAccumulationSingleArray, keywords +Compiled compute shader: TemporalFilter, kernel: ValidateHistory, keywords +Compiled compute shader: UberPost, kernel: Uber, keywords +Compiled compute shader: VFXCopyBuffer, kernel: CSVFXBatchCopyCountKvp, keywords +Compiled compute shader: VFXCopyBuffer, kernel: CSVFXCopyStructBufferSelf, keywords +Compiled compute shader: VFXCopyBuffer, kernel: CSVFXInitDeadListBuffer, keywords +Compiled compute shader: VFXCopyBuffer, kernel: CSVFXZeroInitBuffer, keywords +Compiled compute shader: VFXFillIndirectArgs, kernel: CSVFXIndirectArgs, keywords +Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool, pass: DepthForwardOnly, stage: vertex, keywords _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_2Sided, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_2Sided, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_2Sided, pass: DepthForwardOnly, stage: vertex, keywords _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_2Sided, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_2Sided, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_2Sided, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_2Sided, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_Cutoff, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_Cutoff, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_Cutoff, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_Cutoff, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_Cutoff, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_Cutoff, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_Cutoff, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_SSSTransmission, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_SSSTransmission, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_SSSTransmission, pass: DepthForwardOnly, stage: vertex, keywords _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_SSSTransmission, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_SSSTransmission, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_SSSTransmission, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_CottonWool_SSSTransmission, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: FabricTest/SG_Silk, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: FabricTest/SG_Silk, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_Silk, pass: DepthForwardOnly, stage: vertex, keywords _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_Silk, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: FabricTest/SG_Silk, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: FabricTest/SG_Silk, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_Silk, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_2Sided, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_2Sided, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_2Sided, pass: DepthForwardOnly, stage: vertex, keywords _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_2Sided, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_2Sided, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_2Sided, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_2Sided, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_Cutoff, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_Cutoff, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_Cutoff, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_Cutoff, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_Cutoff, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_Cutoff, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_Cutoff, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_SSSTransmission, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_SSSTransmission, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_SSSTransmission, pass: DepthForwardOnly, stage: vertex, keywords _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_SSSTransmission, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_SSSTransmission, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_SSSTransmission, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: FabricTest/SG_Silk_SSSTransmission, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: GUI/Text Shader, pass: , stage: pixel, keywords Uploaded shader variant to the GPU driver: GUI/Text Shader, pass: , stage: vertex, keywords -Uploaded shader variant to the GPU driver: HDRP/3DSMaxPhysicalMaterial/PhysicalMaterial3DsMax, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/3DSMaxPhysicalMaterial/PhysicalMaterial3DsMax, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: HDRP/3DSMaxPhysicalMaterial/PhysicalMaterial3DsMax, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: HDRP/3DSMaxPhysicalMaterial/PhysicalMaterial3DsMax, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/3DSMaxPhysicalMaterial/PhysicalMaterial3DsMax, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/3DSMaxPhysicalMaterial/PhysicalMaterial3DsMax, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: HDRP/3DSMaxPhysicalMaterial/PhysicalMaterial3DsMax, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: pixel, keywords DECALS_3RT INSTANCING_ON _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT INSTANCING_ON _COLORMAP _MASKMAP _MATERIAL_AFFECTS_MASKMAP _NORMALMAP @@ -643,13 +642,10 @@ Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, s Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT INSTANCING_ON _COLORMAP _MATERIAL_AFFECTS_NORMAL _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: vertex, keywords INSTANCING_ON Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: vertex, keywords INSTANCING_ON _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _ENABLE_GEOMETRIC_SPECULAR_AA _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _ENABLE_GEOMETRIC_SPECULAR_AA _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _LAYEREDLIT_3_LAYERS Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _LAYEREDLIT_3_LAYERS @@ -660,30 +656,26 @@ Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ForwardDXR, st Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _ENABLE_GEOMETRIC_SPECULAR_AA _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ENABLE_GEOMETRIC_SPECULAR_AA _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: vertex, keywords -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: vertex, keywords _ALPHATEST_ON _LAYEREDLIT_3_LAYERS Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: vertex, keywords _LAYEREDLIT_3_LAYERS +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _ENABLE_GEOMETRIC_SPECULAR_AA _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _LAYEREDLIT_3_LAYERS +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _LAYEREDLIT_3_LAYERS +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _LAYEREDLIT_3_LAYERS Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: vertex, keywords _LAYEREDLIT_3_LAYERS +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: SubSurfaceDXR, stage: raytracing, keywords _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: VisibilityDXR, stage: raytracing, keywords _ALPHATEST_ON _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 @@ -701,49 +693,35 @@ Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: GB Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: domain, keywords _LAYEREDLIT_3_LAYERS _TESSELLATION_PHONG Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: hull, keywords _LAYEREDLIT_3_LAYERS -Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: pixel, keywords _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: pixel, keywords _LAYEREDLIT_3_LAYERS Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: vertex, keywords _LAYEREDLIT_3_LAYERS Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: VisibilityDXR, stage: raytracing, keywords _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords INSTANCING_ON WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DEPTHOFFSET_ON _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE _PIXEL_DISPLACEMENT _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _IRIDESCENCE_THICKNESSMAP _MATERIAL_FEATURE_IRIDESCENCE _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_ANISOTROPY _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_CLEAR_COAT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE _SPECULARCOLORMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _EMISSIVE_COLOR_MAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_CLEAR_COAT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords INSTANCING_ON WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DEPTHOFFSET_ON _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP _PIXEL_DISPLACEMENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _HEIGHTMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords _MATERIAL_FEATURE_CLEAR_COAT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords INSTANCING_ON WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DEPTHOFFSET_ON _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE _PIXEL_DISPLACEMENT _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _HEIGHTMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _MATERIAL_FEATURE_CLEAR_COAT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords INSTANCING_ON WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DEPTHOFFSET_ON _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP _PIXEL_DISPLACEMENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _HEIGHTMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_3RT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_3RT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT @@ -763,11 +741,6 @@ Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT @@ -775,6 +748,11 @@ Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: verte Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ForwardDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ForwardDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ForwardDXR, stage: raytracing, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE @@ -793,82 +771,72 @@ Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ForwardDXR, stage: ra Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_3RT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_3RT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DEPTHOFFSET_ON _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE _PIXEL_DISPLACEMENT _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _EMISSIVE_COLOR_MAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_CLEAR_COAT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DEPTHOFFSET_ON _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE _PIXEL_DISPLACEMENT _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _IRIDESCENCE_THICKNESSMAP _MATERIAL_FEATURE_IRIDESCENCE _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_ANISOTROPY _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_CLEAR_COAT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE _SPECULARCOLORMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords DEBUG_DISPLAY _DEPTHOFFSET_ON _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP _PIXEL_DISPLACEMENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _DEPTHOFFSET_ON _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP _PIXEL_DISPLACEMENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _HEIGHTMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_3RT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_3RT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DEPTHOFFSET_ON _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE _PIXEL_DISPLACEMENT _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT _DISABLE_SSR _EMISSIVE_COLOR_MAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT _MATERIAL_FEATURE_CLEAR_COAT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DEPTHOFFSET_ON _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE _PIXEL_DISPLACEMENT _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _IRIDESCENCE_THICKNESSMAP _MATERIAL_FEATURE_IRIDESCENCE _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_ANISOTROPY _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_CLEAR_COAT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE _SPECULARCOLORMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT INSTANCING_ON _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _DEPTHOFFSET_ON _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP _PIXEL_DISPLACEMENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _DOUBLESIDED_ON _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _HEIGHTMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords DEBUG_DISPLAY +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords DEBUG_DISPLAY _DEPTHOFFSET_ON _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP _PIXEL_DISPLACEMENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords DEBUG_DISPLAY _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords INSTANCING_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_3RT MINIMAL_GBUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_3RT MINIMAL_GBUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_3RT MINIMAL_GBUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _EMISSIVE_COLOR_MAP _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_3RT MINIMAL_GBUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_3RT MINIMAL_GBUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MINIMAL_GBUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MINIMAL_GBUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_ANISOTROPY _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MINIMAL_GBUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MINIMAL_GBUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_3RT _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_3RT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_3RT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_ANISOTROPY _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_3RT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE @@ -888,8 +856,14 @@ Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: r Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: MotionVectors, stage: vertex, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_ANISOTROPY _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: MotionVectors, stage: vertex, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER Uploaded shader variant to the GPU driver: HDRP/Lit, pass: PathTracingDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DEPTHOFFSET_ON _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE _PIXEL_DISPLACEMENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: PathTracingDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: PathTracingDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE @@ -918,79 +892,41 @@ Uploaded shader variant to the GPU driver: HDRP/Lit, pass: PathTracingDXR, stage Uploaded shader variant to the GPU driver: HDRP/Lit, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT _TRANSMITTANCECOLORMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: pixel, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: vertex, keywords _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: pixel, keywords _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: pixel, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: vertex, keywords _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DEPTHOFFSET_ON _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _PIXEL_DISPLACEMENT _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _HEIGHTMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DEPTHOFFSET_ON _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE _PIXEL_DISPLACEMENT _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _EMISSIVE_COLOR_MAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _MATERIAL_FEATURE_IRIDESCENCE _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT _TRANSMITTANCECOLORMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _IRIDESCENCE_THICKNESSMAP _MATERIAL_FEATURE_IRIDESCENCE _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_ANISOTROPY _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_CLEAR_COAT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE _SPECULARCOLORMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT _TRANSMITTANCECOLORMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DEPTHOFFSET_ON _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _PIXEL_DISPLACEMENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _HEIGHTMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DEPTHOFFSET_ON _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP _PIXEL_DISPLACEMENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _HEIGHTMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: SubSurfaceDXR, stage: raytracing, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: SubSurfaceDXR, stage: raytracing, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: HDRP/Lit, pass: SubSurfaceDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: SubSurfaceDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: SubSurfaceDXR, stage: raytracing, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: SubSurfaceDXR, stage: raytracing, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: vertex, keywords _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE @@ -1004,119 +940,98 @@ Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: domain, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: hull, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: domain, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: hull, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: domain, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: hull, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: domain, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: hull, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: domain, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: hull, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: vertex, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: domain, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: domain, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: hull, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: hull, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: domain, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: hull, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: pixel, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: vertex, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _MASKMAP _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _MASKMAP _NORMALMAP _TERRAIN_INSTANCED_PERPIXEL_NORMAL Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _MASKMAP _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _MASKMAP _NORMALMAP _TERRAIN_INSTANCED_PERPIXEL_NORMAL Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _TERRAIN_INSTANCED_PERPIXEL_NORMAL Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MASKMAP _NORMALMAP _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MASKMAP _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MASKMAP _NORMALMAP _TERRAIN_INSTANCED_PERPIXEL_NORMAL Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: GBuffer, stage: vertex, keywords _MASKMAP _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: GBuffer, stage: vertex, keywords _MASKMAP _NORMALMAP _TERRAIN_INSTANCED_PERPIXEL_NORMAL Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: GBuffer, stage: vertex, keywords _TERRAIN_INSTANCED_PERPIXEL_NORMAL Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MASKMAP _NORMALMAP _TERRAIN_INSTANCED_PERPIXEL_NORMAL Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _TERRAIN_INSTANCED_PERPIXEL_NORMAL Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MASKMAP _NORMALMAP _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MASKMAP _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MASKMAP _NORMALMAP _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ShadowCaster, stage: pixel, keywords -Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ShadowCaster, stage: pixel, keywords INSTANCING_ON -Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ShadowCaster, stage: pixel, keywords INSTANCING_ON _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ShadowCaster, stage: pixel, keywords _MASKMAP _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ShadowCaster, stage: pixel, keywords _MASKMAP _NORMALMAP _TERRAIN_INSTANCED_PERPIXEL_NORMAL Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ShadowCaster, stage: pixel, keywords _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ShadowCaster, stage: vertex, keywords INSTANCING_ON -Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ShadowCaster, stage: vertex, keywords INSTANCING_ON _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ShadowCaster, stage: vertex, keywords _MASKMAP _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ShadowCaster, stage: pixel, keywords INSTANCING_ON _TERRAIN_INSTANCED_PERPIXEL_NORMAL Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ShadowCaster, stage: vertex, keywords _MASKMAP _NORMALMAP _TERRAIN_INSTANCED_PERPIXEL_NORMAL Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ShadowCaster, stage: vertex, keywords _TERRAIN_INSTANCED_PERPIXEL_NORMAL +Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ShadowCaster, stage: vertex, keywords INSTANCING_ON _TERRAIN_INSTANCED_PERPIXEL_NORMAL Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: VisibilityDXR, stage: raytracing, keywords _MASKMAP _NORMALMAP _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: pixel, keywords _ALPHATEST_ON -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DistortionVectors, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DistortionVectors, stage: vertex, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardDXR, stage: raytracing, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardDXR, stage: raytracing, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardDXR, stage: raytracing, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: pixel, keywords DEBUG_DISPLAY Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: pixel, keywords DEBUG_DISPLAY _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: pixel, keywords _ALPHATEST_ON -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: vertex, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: vertex, keywords DEBUG_DISPLAY Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: vertex, keywords DEBUG_DISPLAY _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: vertex, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: GBufferDXR, stage: raytracing, keywords -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: IndirectDXR, stage: raytracing, keywords -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: IndirectDXR, stage: raytracing, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: IndirectDXR, stage: raytracing, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: MotionVectors, stage: pixel, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: IndirectDXR, stage: raytracing, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: MotionVectors, stage: pixel, keywords _EMISSIVE_COLOR_MAP +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: MotionVectors, stage: pixel, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: MotionVectors, stage: vertex, keywords -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: PathTracingDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: PathTracingDXR, stage: raytracing, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: PathTracingDXR, stage: raytracing, keywords _EMISSIVE_COLOR_MAP -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: PathTracingDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: pixel, keywords _EMISSIVE_COLOR_MAP -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: vertex, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: VisibilityDXR, stage: raytracing, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: VisibilityDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: VisibilityDXR, stage: raytracing, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Hidden/BlitCopy, pass: , stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/BlitCopy, pass: , stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: pixel, keywords @@ -1163,8 +1078,12 @@ Uploaded shader variant to the GPU driver: Hidden/HDRP/Material/Decal/DecalNorma Uploaded shader variant to the GPU driver: Hidden/HDRP/Material/Decal/DecalNormalBuffer, pass: , stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Default, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Default, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_CharlieFabricLambert, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_CharlieFabricLambert, pass: , stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_CookTorrance, pass: , stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_CookTorrance, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_GGXDisneyDiffuse, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_GGXDisneyDiffuse, pass: , stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_Ward, pass: , stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_Ward, pass: , stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/ScreenSpaceShadows, pass: , stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM @@ -1182,32 +1101,30 @@ Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/PbrSky, pass: PBRSky Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/PbrSky, pass: PBRSky Cubemap, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/PbrSky, pass: PBRSky, stage: pixel, keywords LOCAL_SKY Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/PbrSky, pass: PBRSky, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_Basemap, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_Basemap, pass: ShadowCaster, stage: pixel, keywords _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_Basemap, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_Basemap, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_Basemap, pass: ShadowCaster, stage: vertex, keywords _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_BasemapGen, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_Basemap, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_BasemapGen, pass: , stage: pixel, keywords _MASKMAP _NORMALMAP -Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_BasemapGen, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_BasemapGen, pass: , stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_BasemapGen, pass: , stage: vertex, keywords _MASKMAP _NORMALMAP -Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_BasemapGen, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_BasemapGen, pass: , stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_BasemapGen, pass: , stage: pixel, keywords _MASKMAP _NORMALMAP -Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_BasemapGen, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_BasemapGen, pass: , stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_BasemapGen, pass: , stage: vertex, keywords _MASKMAP _NORMALMAP +Uploaded shader variant to the GPU driver: Hidden/HDRP/TerrainLit_BasemapGen, pass: , stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/UpsampleTransparent, pass: , stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/UpsampleTransparent, pass: , stage: vertex, keywords -Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_CharlieFabricLambert, pass: , stage: pixel, keywords -Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_CharlieFabricLambert, pass: , stage: vertex, keywords -Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_GGXDisneyDiffuse, pass: , stage: pixel, keywords -Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_GGXDisneyDiffuse, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/InternalErrorShader, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/InternalErrorShader, pass: , stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/Internal-GUITexture, pass: , stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/Internal-GUITexture, pass: , stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/Internal-GUITextureClip, pass: , stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/Internal-GUITextureClip, pass: , stage: vertex, keywords -Uploaded shader variant to the GPU driver: Hidden/SRP/BlitCubeTextureFace, pass: , stage: pixel, keywords -Uploaded shader variant to the GPU driver: Hidden/SRP/BlitCubeTextureFace, pass: , stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/ScriptableRenderPipeline/ShadowClear, pass: ClearShadow, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/ScriptableRenderPipeline/ShadowClear, pass: ClearShadow, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/SRP/BlitCubeTextureFace, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/SRP/BlitCubeTextureFace, pass: , stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/TextCore/Distance Field SSD, pass: , stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/TextCore/Distance Field SSD, pass: , stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/VFX/OctagonOpaque/System/Output Particle|HDRP Lit Octagon, pass: DepthOnly, stage: pixel, keywords @@ -1293,13 +1210,13 @@ Uploaded shader variant to the GPU driver: Hidden/VFX/QuadTransparent/System/Out Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_3RT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: Forward, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_3RT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: ShadowCaster, stage: pixel, keywords -Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: TransparentDepthPrepass, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Hidden/VFX/TriangleOpaque/System/Output Particle|HDRP Lit Triangle, pass: DepthOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/VFX/TriangleOpaque/System/Output Particle|HDRP Lit Triangle, pass: DepthOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/VFX/TriangleOpaque/System/Output Particle|HDRP Lit Triangle, pass: ForwardDXR, stage: raytracing, keywords @@ -1364,7 +1281,7 @@ Uploaded shader variant to the GPU driver: Shader Graphs/ElipseSG, pass: MotionV Uploaded shader variant to the GPU driver: Shader Graphs/ElipseSG, pass: MotionVectors, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/ElipseSG, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/ElipseSG, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT @@ -1373,118 +1290,114 @@ Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ForwardOnl Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: DepthForwardOnly, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: DepthForwardOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_3RT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ForwardOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: SubSurfaceDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: DepthForwardOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ForwardOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ForwardOnly, stage: vertex, keywords DEBUG_DISPLAY -Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ForwardDXR, stage: raytracing, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ForwardDXR, stage: raytracing, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: DepthForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_3RT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: SubSurfaceDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ForwardOnly, stage: vertex, keywords DEBUG_DISPLAY +Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/FontShader, pass: ForwardOnly, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/FontShader, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FontShader, pass: ShadowCaster, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FontShader, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FontShader, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/FontShader, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: DepthOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT @@ -1495,32 +1408,22 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: Motion Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: DepthForwardOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ForwardOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ForwardDXR, stage: raytracing, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT @@ -1531,70 +1434,78 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: DepthOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: GBuffer, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MINIMAL_GBUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MINIMAL_GBUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Lit, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit, pass: ShadowCaster, stage: pixel, keywords INSTANCING_ON _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit, pass: ShadowCaster, stage: pixel, keywords INSTANCING_ON Uploaded shader variant to the GPU driver: Shader Graphs/Lit, pass: ShadowCaster, stage: vertex, keywords INSTANCING_ON -Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Anisotropy, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Anisotropy, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Iridescence, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Iridescence, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Specular, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Specular, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Standard, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Standard, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_SubSurface, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_SubSurface, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Translucent, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Translucent, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: ShadowCaster, stage: pixel, keywords _REFRACTION_PLANE +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_PLANE +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: ShadowCaster, stage: pixel, keywords _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: ShadowCaster, stage: pixel, keywords _REFRACTION_THIN +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_THIN +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: DepthOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_3RT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: Forward, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: GBuffer, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: SubSurfaceDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: DepthOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: DepthOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Anisotropy, pass: ShadowCaster, stage: pixel, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Anisotropy, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Iridescence, pass: ShadowCaster, stage: pixel, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Iridescence, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Specular, pass: ShadowCaster, stage: pixel, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Specular, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Standard, pass: ShadowCaster, stage: pixel, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Standard, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_SubSurface, pass: ShadowCaster, stage: pixel, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_SubSurface, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Translucent, pass: ShadowCaster, stage: pixel, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Translucent, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Metal Decal, pass: AtlasProjector, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_AFFECTS_MASKMAP Uploaded shader variant to the GPU driver: Shader Graphs/Metal Decal, pass: AtlasProjector, stage: vertex, keywords DECALS_4RT _MATERIAL_AFFECTS_MASKMAP Uploaded shader variant to the GPU driver: Shader Graphs/Metal Decal, pass: DBufferProjector, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT INSTANCING_ON _MATERIAL_AFFECTS_MASKMAP @@ -1654,97 +1565,78 @@ Uploaded shader variant to the GPU driver: Shader Graphs/RoundedRectangleSG, pas Uploaded shader variant to the GPU driver: Shader Graphs/RoundedRectangleSG, pass: MotionVectors, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/RoundedRectangleSG, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/RoundedRectangleSG, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: Forward, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: Forward, stage: vertex, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: vertex, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: domain, keywords _TESSELLATION_PHONG -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: hull, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: domain, keywords _TESSELLATION_PHONG -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: hull, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: domain, keywords _TESSELLATION_PHONG -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: hull, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: domain, keywords _TESSELLATION_PHONG -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: hull, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: domain, keywords _TESSELLATION_PHONG -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: hull, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: domain, keywords _TESSELLATION_PHONG -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: hull, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_5018_Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_5018_Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/SG_5018_Lit, pass: DepthOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_5018_Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_5018_Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_5018_Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_5018_Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_5018_Lit, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_5018_Lit, pass: GBuffer, stage: vertex, keywords DEBUG_DISPLAY Uploaded shader variant to the GPU driver: Shader Graphs/SG_5018_Lit, pass: PathTracingDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_5018_Lit, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_5018_Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_5018_Lit, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_5018_Lit, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ForwardDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: DepthOnly, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: DepthOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: DepthOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: GBuffer, stage: pixel, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: GBuffer, stage: pixel, keywords DECALS_3RT Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: GBufferDXR, stage: raytracing, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ForwardDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: Forward, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: Forward, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: ForwardDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: DepthOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: GBuffer, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitOpaque, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitOpaque, pass: DepthOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitOpaque, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT @@ -1772,57 +1664,34 @@ Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitOpaqueCutoffShado Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitOpaqueCutoffShadow, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: Forward, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: ForwardDXR, stage: raytracing, keywords DEBUG_DISPLAY _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: ForwardDXR, stage: raytracing, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: ForwardDXR, stage: raytracing, keywords DEBUG_DISPLAY _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: RayTracingPrepass, stage: pixel, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: RayTracingPrepass, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: TransparentDepthPrepass, stage: pixel, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: RayTracingPrepass, stage: pixel, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: RayTracingPrepass, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: TransparentDepthPrepass, stage: pixel, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: TransparentDepthPrepass, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: Forward, stage: vertex, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: ShadowCaster, stage: pixel, keywords _REFRACTION_PLANE +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_PLANE +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: TransparentDepthPrepass, stage: pixel, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: TransparentDepthPrepass, stage: vertex, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: VisibilityDXR, stage: raytracing, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: Forward, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: VisibilityDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: Forward, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: Forward, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: ForwardDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: DepthOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: GBuffer, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte, pass: DepthForwardOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST @@ -1835,11 +1704,11 @@ Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte, pass: V Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: IndirectDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: VisibilityDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: DepthForwardOnly, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: DepthForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_3RT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_3RT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT @@ -1849,38 +1718,38 @@ Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: Forw Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_3RT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: VisibilityDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ForwardDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: Forward, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: Forward, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitOpaque, pass: DepthForwardOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitOpaque, pass: DepthForwardOnly, stage: vertex, keywords @@ -1892,10 +1761,10 @@ Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitOpaque, pass: V Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitOpaque, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ForwardOnly, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: VisibilityDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_ZWTexCoord_0, pass: DepthForwardOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_ZWTexCoord_0, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_ZWTexCoord_0, pass: ForwardOnly, stage: pixel, keywords @@ -1924,14 +1793,60 @@ Uploaded shader variant to the GPU driver: Shader Graphs/SG_ZWTexCoord_3, pass: Uploaded shader variant to the GPU driver: Shader Graphs/SG_ZWTexCoord_3, pass: GBufferDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_ZWTexCoord_3, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_ZWTexCoord_3, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: Forward, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: Forward, stage: vertex, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: pixel, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: pixel, keywords _REFRACTION_THIN +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: vertex, keywords _REFRACTION_THIN +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: pixel, keywords _REFRACTION_THIN +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_THIN +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: TransparentDepthPrepass, stage: pixel, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: TransparentDepthPrepass, stage: pixel, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: TransparentDepthPrepass, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: TransparentDepthPrepass, stage: vertex, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: domain, keywords _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: hull, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: domain, keywords _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: hull, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: domain, keywords _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: hull, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: domain, keywords _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: hull, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: domain, keywords _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: hull, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: domain, keywords _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: hull, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatteGraph, pass: DepthForwardOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatteGraph, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatteGraph, pass: PathTracingDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatteGraph, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatteGraph, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatteGraphDefault Transparent, pass: PathTracingDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatteGraphDefault Transparent, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatteGraphDefault Transparent, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatteGraphDefault Transparent, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatteGraphDefault Transparent, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatteGraphDefault, pass: DepthForwardOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatteGraphDefault, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatteGraphDefault, pass: PathTracingDXR, stage: raytracing, keywords @@ -1941,114 +1856,112 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Smoothness Decal, pass: Uploaded shader variant to the GPU driver: Shader Graphs/Smoothness Decal, pass: AtlasProjector, stage: vertex, keywords DECALS_4RT _MATERIAL_AFFECTS_MASKMAP Uploaded shader variant to the GPU driver: Shader Graphs/Smoothness Decal, pass: DBufferProjector, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT INSTANCING_ON _MATERIAL_AFFECTS_MASKMAP Uploaded shader variant to the GPU driver: Shader Graphs/Smoothness Decal, pass: DBufferProjector, stage: vertex, keywords DECALS_4RT INSTANCING_ON _MATERIAL_AFFECTS_MASKMAP -Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: DepthForwardOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ForwardOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ForwardOnly, stage: vertex, keywords DEBUG_DISPLAY -Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: PathTracingDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ForwardOnly, stage: vertex, keywords DEBUG_DISPLAY +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit Shader, pass: DepthForwardOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit Shader, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit Shader, pass: ForwardOnly, stage: pixel, keywords @@ -2057,17 +1970,6 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Unlit Shader, pass: GBu Uploaded shader variant to the GPU driver: Shader Graphs/Unlit Shader, pass: IndirectDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit Shader, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit Shader, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: DepthForwardOnly, stage: pixel, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: DepthForwardOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: ForwardOnly, stage: pixel, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: ForwardOnly, stage: pixel, keywords DEBUG_DISPLAY -Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: ForwardOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: ForwardOnly, stage: vertex, keywords DEBUG_DISPLAY -Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: GBufferDXR, stage: raytracing, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: IndirectDXR, stage: raytracing, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY -Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: ShadowCaster, stage: pixel, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_AlphaClip, pass: DepthForwardOnly, stage: pixel, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_AlphaClip, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_AlphaClip, pass: ForwardDXR, stage: raytracing, keywords _ALPHATEST_ON @@ -2075,33 +1977,42 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_AlphaClip, pass: Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_AlphaClip, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_AlphaClip, pass: IndirectDXR, stage: raytracing, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_AlphaClip, pass: PathTracingDXR, stage: raytracing, keywords _ALPHATEST_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_AlphaClip, pass: ShadowCaster, stage: pixel, keywords INSTANCING_ON _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_AlphaClip, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_AlphaClip, pass: ShadowCaster, stage: vertex, keywords INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_AlphaClip, pass: ShadowCaster, stage: pixel, keywords INSTANCING_ON _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_AlphaClip, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_AlphaClip, pass: ShadowCaster, stage: vertex, keywords INSTANCING_ON _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: DepthForwardOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: DepthForwardOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ForwardDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ForwardDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ForwardDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ForwardOnly, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ForwardOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: IndirectDXR, stage: raytracing, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: IndirectDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: PathTracingDXR, stage: raytracing, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: IndirectDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: PathTracingDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: PathTracingDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ShadowCaster, stage: pixel, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: DepthForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: ForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: ForwardOnly, stage: pixel, keywords DEBUG_DISPLAY +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: ForwardOnly, stage: vertex, keywords DEBUG_DISPLAY +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: GBufferDXR, stage: raytracing, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: IndirectDXR, stage: raytracing, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitSG, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: DepthOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: ShadowCaster, stage: vertex, keywords diff --git a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists/GameCore.shadervariantlist b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists/GameCore.shadervariantlist index 75675c4ea93..de784b4c98f 100644 --- a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists/GameCore.shadervariantlist +++ b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists/GameCore.shadervariantlist @@ -74,7 +74,6 @@ Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant8, keyw Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant9, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant9, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON Compiled compute shader: DepthPyramid, kernel: KDepthDownsample8DualUav, keywords -Compiled compute shader: DepthPyramid, kernel: KDepthDownsample8DualUav, keywords ENABLE_CHECKERBOARD Compiled compute shader: DiffuseDenoiser, kernel: BilateralFilterColor, keywords Compiled compute shader: DiffuseDenoiser, kernel: BilateralFilterSingle, keywords Compiled compute shader: DiffuseDenoiser, kernel: GatherColor, keywords @@ -589,11 +588,8 @@ Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, s Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT INSTANCING_ON _COLORMAP _MATERIAL_AFFECTS_NORMAL _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: vertex, keywords INSTANCING_ON Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: vertex, keywords INSTANCING_ON _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _ENABLE_GEOMETRIC_SPECULAR_AA _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _ENABLE_GEOMETRIC_SPECULAR_AA _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _LAYEREDLIT_3_LAYERS @@ -602,14 +598,13 @@ Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ForwardDXR, st Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _ENABLE_GEOMETRIC_SPECULAR_AA _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ENABLE_GEOMETRIC_SPECULAR_AA _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: vertex, keywords -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: vertex, keywords _ALPHATEST_ON _LAYEREDLIT_3_LAYERS Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: vertex, keywords _LAYEREDLIT_3_LAYERS Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 @@ -617,12 +612,9 @@ Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: IndirectDXR, s Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _ENABLE_GEOMETRIC_SPECULAR_AA _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _LAYEREDLIT_3_LAYERS +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _LAYEREDLIT_3_LAYERS Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _LAYEREDLIT_3_LAYERS Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: vertex, keywords _LAYEREDLIT_3_LAYERS @@ -643,35 +635,25 @@ Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: GB Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: domain, keywords _LAYEREDLIT_3_LAYERS _TESSELLATION_PHONG Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: hull, keywords _LAYEREDLIT_3_LAYERS -Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: pixel, keywords _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: pixel, keywords _LAYEREDLIT_3_LAYERS Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: vertex, keywords _LAYEREDLIT_3_LAYERS Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: VisibilityDXR, stage: raytracing, keywords _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords INSTANCING_ON WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _IRIDESCENCE_THICKNESSMAP _MATERIAL_FEATURE_IRIDESCENCE _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_ANISOTROPY _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE _SPECULARCOLORMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _EMISSIVE_COLOR_MAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords INSTANCING_ON WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _HEIGHTMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords INSTANCING_ON WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _HEIGHTMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords INSTANCING_ON WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _HEIGHTMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT @@ -714,37 +696,35 @@ Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ForwardDXR, stage: ra Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_3RT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_3RT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _EMISSIVE_COLOR_MAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _IRIDESCENCE_THICKNESSMAP _MATERIAL_FEATURE_IRIDESCENCE _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_ANISOTROPY _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE _SPECULARCOLORMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _HEIGHTMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_3RT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_3RT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT _DISABLE_SSR _EMISSIVE_COLOR_MAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT INSTANCING_ON _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _IRIDESCENCE_THICKNESSMAP _MATERIAL_FEATURE_IRIDESCENCE _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_ANISOTROPY _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE _SPECULARCOLORMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords DEBUG_DISPLAY +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords DEBUG_DISPLAY _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords INSTANCING_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _HEIGHTMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_3RT MINIMAL_GBUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_3RT MINIMAL_GBUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_3RT MINIMAL_GBUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _EMISSIVE_COLOR_MAP _NORMALMAP_TANGENT_SPACE @@ -791,59 +771,31 @@ Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: r Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: MotionVectors, stage: vertex, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: pixel, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: vertex, keywords _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: MotionVectors, stage: vertex, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: pixel, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: pixel, keywords _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: vertex, keywords _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _EMISSIVE_COLOR_MAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _IRIDESCENCE_THICKNESSMAP _MATERIAL_FEATURE_IRIDESCENCE _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_ANISOTROPY _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE _SPECULARCOLORMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _HEIGHTMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _HEIGHTMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _HEIGHTMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: SubSurfaceDXR, stage: raytracing, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: SubSurfaceDXR, stage: raytracing, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: SubSurfaceDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: SubSurfaceDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: vertex, keywords _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT @@ -865,41 +817,37 @@ Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: domain, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: hull, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: domain, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: hull, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: domain, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: hull, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: domain, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: hull, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: domain, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: hull, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: vertex, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: domain, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: domain, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: hull, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: hull, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: domain, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: hull, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: pixel, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: vertex, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _MASKMAP _NORMALMAP _TERRAIN_INSTANCED_PERPIXEL_NORMAL Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _TERRAIN_INSTANCED_PERPIXEL_NORMAL Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _MASKMAP _NORMALMAP _TERRAIN_INSTANCED_PERPIXEL_NORMAL @@ -948,10 +896,8 @@ Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: MotionVectors, stag Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: MotionVectors, stage: vertex, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: vertex, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: VisibilityDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON @@ -1127,12 +1073,12 @@ Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Outpu Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: Forward, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_3RT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: ShadowCaster, stage: pixel, keywords -Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN +Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: TransparentDepthPrepass, stage: pixel, keywords _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: TransparentDepthPrepass, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Hidden/VFX/TriangleOpaque/System/Output Particle|HDRP Lit Triangle, pass: DepthOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/VFX/TriangleOpaque/System/Output Particle|HDRP Lit Triangle, pass: DepthOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/VFX/TriangleOpaque/System/Output Particle|HDRP Lit Triangle, pass: ForwardDXR, stage: raytracing, keywords @@ -1195,7 +1141,7 @@ Uploaded shader variant to the GPU driver: Shader Graphs/ElipseSG, pass: MotionV Uploaded shader variant to the GPU driver: Shader Graphs/ElipseSG, pass: MotionVectors, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/ElipseSG, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/ElipseSG, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT @@ -1204,16 +1150,16 @@ Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ForwardOnl Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ForwardOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: SubSurfaceDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT @@ -1222,9 +1168,9 @@ Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: Forward Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT @@ -1234,40 +1180,38 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ForwardDXR, stage: raytracing, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT @@ -1277,43 +1221,41 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: Forw Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ForwardDXR, stage: raytracing, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/FontShader, pass: ForwardOnly, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/FontShader, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FontShader, pass: ShadowCaster, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FontShader, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FontShader, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/FontShader, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: DepthOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT @@ -1323,15 +1265,15 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: Motion Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: MotionVectors, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT @@ -1341,14 +1283,12 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: Fo Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ForwardDXR, stage: raytracing, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT @@ -1359,42 +1299,42 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: DepthOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MINIMAL_GBUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: DepthOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: GBuffer, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: SubSurfaceDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: DepthOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: DepthOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/LitTesselation_Standard, pass: DepthOnly, stage: domain, keywords Uploaded shader variant to the GPU driver: Shader Graphs/LitTesselation_Standard, pass: DepthOnly, stage: hull, keywords @@ -1469,36 +1409,36 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pa Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: Forward, stage: vertex, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: ForwardDXR, stage: raytracing, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: ShadowCaster, stage: pixel, keywords _REFRACTION_PLANE +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_PLANE +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: TransparentDepthPrepass, stage: pixel, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: TransparentDepthPrepass, stage: vertex, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: Forward, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: ForwardDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: Forward, stage: vertex, keywords _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: ForwardDXR, stage: raytracing, keywords _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: ShadowCaster, stage: pixel, keywords _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: TransparentDepthPrepass, stage: pixel, keywords _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: TransparentDepthPrepass, stage: vertex, keywords _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: Forward, stage: vertex, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: ForwardDXR, stage: raytracing, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: ShadowCaster, stage: pixel, keywords _REFRACTION_THIN +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_THIN +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: TransparentDepthPrepass, stage: pixel, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: TransparentDepthPrepass, stage: vertex, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Metal Decal, pass: AtlasProjector, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_AFFECTS_MASKMAP @@ -1566,80 +1506,84 @@ Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refra Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: Forward, stage: vertex, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: vertex, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: pixel, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: pixel, keywords _REFRACTION_THIN +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: vertex, keywords _REFRACTION_THIN +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: pixel, keywords _REFRACTION_THIN +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_THIN +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: TransparentDepthPrepass, stage: pixel, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: TransparentDepthPrepass, stage: pixel, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: TransparentDepthPrepass, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: TransparentDepthPrepass, stage: vertex, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: domain, keywords _TESSELLATION_PHONG Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: hull, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: domain, keywords _TESSELLATION_PHONG Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: hull, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: domain, keywords _TESSELLATION_PHONG Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: hull, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: domain, keywords _TESSELLATION_PHONG Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: hull, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: domain, keywords _TESSELLATION_PHONG Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: hull, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: domain, keywords _TESSELLATION_PHONG Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: hull, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ForwardDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: DepthOnly, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: DepthOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: DepthOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: GBuffer, stage: pixel, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: GBuffer, stage: pixel, keywords DECALS_3RT Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: GBufferDXR, stage: raytracing, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ForwardDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitOpaque, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitOpaque, pass: DepthOnly, stage: vertex, keywords @@ -1674,25 +1618,25 @@ Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRenderin Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: ForwardDXR, stage: raytracing, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: RayTracingPrepass, stage: pixel, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: RayTracingPrepass, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: TransparentDepthPrepass, stage: pixel, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: RayTracingPrepass, stage: pixel, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: RayTracingPrepass, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: TransparentDepthPrepass, stage: pixel, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: TransparentDepthPrepass, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: Forward, stage: vertex, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: ShadowCaster, stage: pixel, keywords _REFRACTION_PLANE +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: ShadowCaster, stage: vertex, keywords _REFRACTION_PLANE +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: TransparentDepthPrepass, stage: pixel, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: TransparentDepthPrepass, stage: vertex, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: VisibilityDXR, stage: raytracing, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: Forward, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: VisibilityDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT @@ -1700,24 +1644,24 @@ Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROf Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: Forward, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: Forward, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: ForwardDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: DepthOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte, pass: DepthForwardOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte, pass: DepthForwardOnly, stage: vertex, keywords @@ -1731,49 +1675,49 @@ Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte, pass: V Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: IndirectDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: VisibilityDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: DepthForwardOnly, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: DepthForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_3RT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: VisibilityDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ForwardDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: Forward, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: Forward, stage: vertex, keywords DEBUG_DISPLAY _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: Forward, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: TransparentDepthPrepass, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: TransparentDepthPrepass, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: TransparentDepthPrepass, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitOpaque, pass: DepthForwardOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitOpaque, pass: DepthForwardOnly, stage: vertex, keywords @@ -1785,8 +1729,8 @@ Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitOpaque, pass: V Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitOpaque, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ForwardOnly, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: VisibilityDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_ZWTexCoord_0, pass: DepthForwardOnly, stage: pixel, keywords @@ -1821,7 +1765,7 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Smoothness Decal, pass: Uploaded shader variant to the GPU driver: Shader Graphs/Smoothness Decal, pass: AtlasProjector, stage: vertex, keywords DECALS_4RT _MATERIAL_AFFECTS_MASKMAP Uploaded shader variant to the GPU driver: Shader Graphs/Smoothness Decal, pass: DBufferProjector, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT INSTANCING_ON _MATERIAL_AFFECTS_MASKMAP Uploaded shader variant to the GPU driver: Shader Graphs/Smoothness Decal, pass: DBufferProjector, stage: vertex, keywords DECALS_4RT INSTANCING_ON _MATERIAL_AFFECTS_MASKMAP -Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT @@ -1830,63 +1774,63 @@ Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: Forwa Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT @@ -1896,30 +1840,28 @@ Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/Unlit Shader, pass: DepthForwardOnly, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit Shader, pass: DepthForwardOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit Shader, pass: ForwardOnly, stage: pixel, keywords @@ -1961,15 +1903,13 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: F Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: IndirectDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: IndirectDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ShadowCaster, stage: pixel, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ShadowCaster, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ShadowCaster, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: DepthOnly, stage: vertex, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: GBuffer, stage: pixel, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: ShadowCaster, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: ShadowCaster, stage: vertex, keywords diff --git a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists/PS5NGGC.shadervariantlist b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists/PS5NGGC.shadervariantlist index efb6282fae7..700b41ecdef 100644 --- a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists/PS5NGGC.shadervariantlist +++ b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists/PS5NGGC.shadervariantlist @@ -74,7 +74,6 @@ Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant8, keyw Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant9, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant9, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON Compiled compute shader: DepthPyramid, kernel: KDepthDownsample8DualUav, keywords -Compiled compute shader: DepthPyramid, kernel: KDepthDownsample8DualUav, keywords ENABLE_CHECKERBOARD Compiled compute shader: DiffuseDenoiser, kernel: BilateralFilterColor, keywords Compiled compute shader: DiffuseDenoiser, kernel: BilateralFilterSingle, keywords Compiled compute shader: DiffuseDenoiser, kernel: GatherColor, keywords @@ -589,26 +588,22 @@ Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, s Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: all, keywords INSTANCING_ON Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: all, keywords INSTANCING_ON _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _ENABLE_GEOMETRIC_SPECULAR_AA _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _ENABLE_GEOMETRIC_SPECULAR_AA _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _LAYEREDLIT_3_LAYERS -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _LAYEREDLIT_3_LAYERS -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: all, keywords -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _ENABLE_GEOMETRIC_SPECULAR_AA _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ENABLE_GEOMETRIC_SPECULAR_AA _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: all, keywords _ALPHATEST_ON _LAYEREDLIT_3_LAYERS Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: all, keywords _LAYEREDLIT_3_LAYERS Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 @@ -617,14 +612,8 @@ Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: IndirectDXR, s Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _ENABLE_GEOMETRIC_SPECULAR_AA _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _LAYEREDLIT_3_LAYERS -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: all, keywords _LAYEREDLIT_3_LAYERS -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: all, keywords _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: all, keywords _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: all, keywords _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: all, keywords _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: SubSurfaceDXR, stage: raytracing, keywords _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: VisibilityDXR, stage: raytracing, keywords _ALPHATEST_ON _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR _LAYEREDLIT_3_LAYERS _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 @@ -639,35 +628,24 @@ Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: GB Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: GBuffer, stage: all, keywords _LAYEREDLIT_3_LAYERS _TESSELLATION_PHONG Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: all, keywords _LAYEREDLIT_3_LAYERS -Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: all, keywords _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: all, keywords _LAYEREDLIT_3_LAYERS _TESSELLATION_PHONG Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: VisibilityDXR, stage: raytracing, keywords _LAYEREDLIT_3_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords INSTANCING_ON WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords INSTANCING_ON WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _HEIGHTMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _IRIDESCENCE_THICKNESSMAP _MATERIAL_FEATURE_IRIDESCENCE _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_ANISOTROPY _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE _SPECULARCOLORMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _EMISSIVE_COLOR_MAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords INSTANCING_ON WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords INSTANCING_ON WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _HEIGHTMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _HEIGHTMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT @@ -710,37 +688,35 @@ Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ForwardDXR, stage: ra Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DEBUG_DISPLAY DECALS_3RT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DEBUG_DISPLAY DECALS_3RT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_3RT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _EMISSIVE_COLOR_MAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _IRIDESCENCE_THICKNESSMAP _MATERIAL_FEATURE_IRIDESCENCE _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_ANISOTROPY _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE _SPECULARCOLORMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords _DISABLE_SSR_TRANSPARENT _HEIGHTMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DEBUG_DISPLAY +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DEBUG_DISPLAY DECALS_3RT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DEBUG_DISPLAY DECALS_3RT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DEBUG_DISPLAY _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_3RT _DISABLE_SSR _EMISSIVE_COLOR_MAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_3RT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_3RT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT INSTANCING_ON _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _IRIDESCENCE_THICKNESSMAP _MATERIAL_FEATURE_IRIDESCENCE _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_ANISOTROPY _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE _SPECULARCOLORMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords INSTANCING_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords _HEIGHTMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_3RT MINIMAL_GBUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_3RT MINIMAL_GBUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBufferDXR, stage: raytracing, keywords DECALS_3RT MINIMAL_GBUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _EMISSIVE_COLOR_MAP _NORMALMAP_TANGENT_SPACE @@ -787,60 +763,24 @@ Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: r Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: all, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: all, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: all, keywords _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: all, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: RayTracingPrepass, stage: all, keywords _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _EMISSIVE_COLOR_MAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _HEIGHTMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _IRIDESCENCE_THICKNESSMAP _MATERIAL_FEATURE_IRIDESCENCE _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_ANISOTROPY _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SPECULAR_COLOR _NORMALMAP_TANGENT_SPACE _SPECULARCOLORMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _HEIGHTMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: SubSurfaceDXR, stage: raytracing, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: SubSurfaceDXR, stage: raytracing, keywords DEBUG_DISPLAY _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: SubSurfaceDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: SubSurfaceDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: all, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: all, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: all, keywords _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: all, keywords _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: all, keywords _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: TransparentDepthPrepass, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE @@ -860,31 +800,27 @@ Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/SG_Eye, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _MASKMAP _NORMALMAP _TERRAIN_INSTANCED_PERPIXEL_NORMAL Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _TERRAIN_INSTANCED_PERPIXEL_NORMAL Uploaded shader variant to the GPU driver: HDRP/TerrainLit, pass: ForwardDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MASKMAP _NORMALMAP _TERRAIN_INSTANCED_PERPIXEL_NORMAL @@ -918,7 +854,6 @@ Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: IndirectDXR, stage: Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: MotionVectors, stage: all, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON -Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: VisibilityDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON @@ -1038,11 +973,9 @@ Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Outpu Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: Forward, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: IndirectDXR, stage: raytracing, keywords DECALS_3RT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: TransparentDepthPrepass, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: TransparentDepthPrepass, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Hidden/VFX/RefractiveEye/System/Output Particle|Shader Graph Quad - Lit, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DOUBLESIDED_ON _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Hidden/VFX/TriangleOpaque/System/Output Particle|HDRP Lit Triangle, pass: DepthOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Hidden/VFX/TriangleOpaque/System/Output Particle|HDRP Lit Triangle, pass: ForwardDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: Hidden/VFX/TriangleOpaque/System/Output Particle|HDRP Lit Triangle, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM USE_FPTL_LIGHTLIST @@ -1094,7 +1027,7 @@ Uploaded shader variant to the GPU driver: Shader Graphs/ElipseSG, pass: MotionV Uploaded shader variant to the GPU driver: Shader Graphs/ElipseSG, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER Uploaded shader variant to the GPU driver: Shader Graphs/ElipseSG, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT @@ -1103,16 +1036,14 @@ Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: GBufferDXR Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/EyeSG, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraphSubSurface, pass: SubSurfaceDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT @@ -1121,9 +1052,8 @@ Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: GBuffer Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/FabricSG, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ForwardOnly, stage: all, keywords @@ -1133,40 +1063,34 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ForwardDXR, stage: raytracing, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_SSS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_CottonWool_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ForwardOnly, stage: all, keywords @@ -1176,40 +1100,34 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: Forw Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ForwardDXR, stage: raytracing, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_AlphaClip_DS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_SSS, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric_Silk_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/FontShader, pass: ForwardOnly, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/FontShader, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FontShader, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: DepthOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: GBuffer, stage: all, keywords @@ -1219,15 +1137,14 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: Motion Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER Uploaded shader variant to the GPU driver: Shader Graphs/Ground SG, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/HairSG, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ForwardOnly, stage: all, keywords @@ -1237,13 +1154,10 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: Fo Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ForwardDXR, stage: raytracing, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT @@ -1255,42 +1169,36 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair_Standard_AlphaClip, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _ALPHATEST_ON _DOUBLESIDED_ON Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: DepthOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: GBuffer, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MINIMAL_GBUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Lit Shader, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: DepthOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: GBuffer, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LitGraphSubSurface, pass: SubSurfaceDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: DepthOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: GBuffer, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitSG, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: DepthOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: GBuffer, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/LitSGVariableSmoothness, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LitTesselation_Standard, pass: DepthOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/LitTesselation_Standard, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/LitTesselation_Standard, pass: ForwardDXR, stage: raytracing, keywords @@ -1351,36 +1259,28 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pa Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: Forward, stage: all, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: ForwardDXR, stage: raytracing, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: ShadowCaster, stage: all, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: TransparentDepthPrepass, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: ShadowCaster, stage: all, keywords _REFRACTION_PLANE Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: TransparentDepthPrepass, stage: all, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Box, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: Forward, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: ForwardDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: TransparentDepthPrepass, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: TransparentDepthPrepass, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_None, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: Forward, stage: all, keywords _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: ForwardDXR, stage: raytracing, keywords _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: ShadowCaster, stage: all, keywords _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: TransparentDepthPrepass, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: ShadowCaster, stage: all, keywords _REFRACTION_SPHERE Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: TransparentDepthPrepass, stage: all, keywords _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Sphere, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: Forward, stage: all, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: ForwardDXR, stage: raytracing, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: ShadowCaster, stage: all, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: TransparentDepthPrepass, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: ShadowCaster, stage: all, keywords _REFRACTION_THIN Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: TransparentDepthPrepass, stage: all, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Lit_Transparent_Thin, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Metal Decal, pass: AtlasProjector, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _MATERIAL_AFFECTS_MASKMAP @@ -1440,74 +1340,60 @@ Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refra Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: Forward, stage: all, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: all, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: all, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: all, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: all, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: all, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: RayTracingPrepass, stage: all, keywords _REFRACTION_THIN +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: all, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: ShadowCaster, stage: all, keywords _REFRACTION_THIN +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: TransparentDepthPrepass, stage: all, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: TransparentDepthPrepass, stage: all, keywords _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGLit_Transparent_Refraction_1, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords _TESSELLATION_PHONG Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: all, keywords _TESSELLATION_PHONG Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: all, keywords _TESSELLATION_PHONG Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthOnly, stage: all, keywords _TESSELLATION_PHONG Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBuffer, stage: all, keywords _TESSELLATION_PHONG Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: all, keywords _TESSELLATION_PHONG Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: all, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ForwardDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_Fabric_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: DepthOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: GBuffer, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: GBuffer, stage: all, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: GBuffer, stage: all, keywords DECALS_3RT Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: GBufferDXR, stage: raytracing, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_GradualRoughSurface, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: all, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ForwardDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_Hair_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitOpaque, pass: DepthOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitOpaque, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER @@ -1539,25 +1425,18 @@ Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRenderin Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: ForwardDXR, stage: raytracing, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: RayTracingPrepass, stage: all, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: RayTracingPrepass, stage: all, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: ShadowCaster, stage: all, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: ShadowCaster, stage: all, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: TransparentDepthPrepass, stage: all, keywords _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: RayTracingPrepass, stage: all, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: ShadowCaster, stage: all, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitRecursiveRendering, pass: TransparentDepthPrepass, stage: all, keywords _DOUBLESIDED_ON _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: Forward, stage: all, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: ShadowCaster, stage: all, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: TransparentDepthPrepass, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: ShadowCaster, stage: all, keywords _REFRACTION_PLANE Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: TransparentDepthPrepass, stage: all, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransmission, pass: VisibilityDXR, stage: raytracing, keywords _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: Forward, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: TransparentDepthPrepass, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: TransparentDepthPrepass, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_LitTransparent, pass: VisibilityDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT @@ -1565,25 +1444,20 @@ Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROf Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: Forward, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: all, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: Forward, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: ForwardDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: DepthOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: GBuffer, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit_SmoothReflection, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte, pass: DepthForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST @@ -1594,49 +1468,39 @@ Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte, pass: V Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ForwardOnly, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: IndirectDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_ShadowMatte_Transparent, pass: VisibilityDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: DepthForwardOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_3RT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_3RT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: VisibilityDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit, pass: VisibilityDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ForwardOnly, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: all, keywords _DISABLE_SSR _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROff, pass: TransparentDepthPrepass, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ForwardDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ForwardOnly, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_StackLit_RTRT_OpaqueSSROn, pass: TransparentDepthPrepass, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: Forward, stage: all, keywords DEBUG_DISPLAY _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: Forward, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmooth, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: Forward, stage: all, keywords DEBUG_DISPLAY _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: Forward, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: TransparentDepthPrepass, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_TransparentSmoothSSR, pass: TransparentDepthPrepass, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitOpaque, pass: DepthForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitOpaque, pass: ForwardOnly, stage: all, keywords @@ -1645,8 +1509,7 @@ Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitOpaque, pass: V Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitOpaque, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ForwardOnly, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ForwardOnly, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: ShadowCaster, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_UnlitTransparent, pass: VisibilityDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SG_ZWTexCoord_0, pass: DepthForwardOnly, stage: all, keywords @@ -1670,7 +1533,7 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Smoothness Decal, pass: Uploaded shader variant to the GPU driver: Shader Graphs/Smoothness Decal, pass: DBufferProjector, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT INSTANCING_ON _MATERIAL_AFFECTS_MASKMAP Uploaded shader variant to the GPU driver: Shader Graphs/Smoothness Decal, pass: DBufferProjector, stage: all, keywords DECALS_4RT INSTANCING_ON _MATERIAL_AFFECTS_MASKMAP Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT @@ -1679,63 +1542,56 @@ Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: GBuff Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: IndirectDXR, stage: raytracing, keywords DEBUG_DISPLAY DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT MULTI_BOUNCE_INDIRECT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLitSG, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Anisotropy, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Coat, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_DualSpecLobe_Hazy, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Iridescence, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Spec, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ForwardOnly, stage: all, keywords @@ -1745,29 +1601,24 @@ Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_SubSurface, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: DepthForwardOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ForwardDXR, stage: raytracing, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: IndirectDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit_Transmission, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/Unlit Shader, pass: DepthForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit Shader, pass: ForwardOnly, stage: all, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit Shader, pass: GBufferDXR, stage: raytracing, keywords @@ -1796,14 +1647,11 @@ Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: F Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: IndirectDXR, stage: raytracing, keywords Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: IndirectDXR, stage: raytracing, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW Uploaded shader variant to the GPU driver: Shader Graphs/Unlit_Standard, pass: VisibilityDXR, stage: raytracing, keywords TRANSPARENT_COLOR_SHADOW _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: DepthOnly, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: GBuffer, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: GBuffer, stage: all, keywords DECALS_4RT DECAL_SURFACE_GRADIENT Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: GBufferDXR, stage: raytracing, keywords DECALS_4RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: ShadowCaster, stage: all, keywords -Uploaded shader variant to the GPU driver: Shader Graphs/VertexColorShader, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT diff --git a/Tests/SRPTests/Projects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset b/Tests/SRPTests/Projects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset index 2e2a9e7b780..f7b17a2063a 100644 --- a/Tests/SRPTests/Projects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/Tests/SRPTests/Projects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset @@ -407,9 +407,6 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/5004_PathTracing_arealight.unity guid: 0bd00ddb543475c41bdd787c636d904f - - enabled: 1 - path: Assets/Scenes/5005_PathTracing_Fog.unity - guid: 9f38d7cbc64ad534485db5107427e269 - enabled: 1 path: Assets/Scenes/5006_PathTracing_DoFVolume.unity guid: c163eeeb7af1c194590ab367fb84a376 @@ -428,9 +425,6 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/5009_PathTracing_FabricMaterial.unity guid: a3bbd23b214970c48b64c949a4bf476b - - enabled: 1 - path: Assets/Scenes/5010_PathTracingAlpha.unity - guid: 99680d74d8a49be44bd19065fae3d569 - enabled: 1 path: Assets/Scenes/5011_PathTracing_ShadowMatte.unity guid: a2a018bd807332e419183347eebc8a0c @@ -446,9 +440,6 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/5015_PathTracing_DoFCamera.unity guid: 9fc75d906f08e784ab1183b8153659f0 - - enabled: 1 - path: Assets/Scenes/5016_PathTracingTiledRendering.unity - guid: 02397f4078a0d654d8441ef84f750cc5 - enabled: 1 path: Assets/Scenes/5017_PathTracing_Decals.unity guid: 4ebed9008822d1949be7a2e7aeaf6a5f diff --git a/Tests/SRPTests/Projects/HDRP_PerformanceTests/Assets/PerformanceTests/Editor/HDRPEditorPerformanceTests.cs b/Tests/SRPTests/Projects/HDRP_PerformanceTests/Assets/PerformanceTests/Editor/HDRPEditorPerformanceTests.cs index 05fd97c7125..bf94904f9cb 100644 --- a/Tests/SRPTests/Projects/HDRP_PerformanceTests/Assets/PerformanceTests/Editor/HDRPEditorPerformanceTests.cs +++ b/Tests/SRPTests/Projects/HDRP_PerformanceTests/Assets/PerformanceTests/Editor/HDRPEditorPerformanceTests.cs @@ -16,7 +16,7 @@ public class HDRPEditorPerformanceTests : EditorPerformanceTests { - const int k_BuildTimeout = 10 * 60 * 1000; // 10 min for each build test + const int k_BuildTimeout = 6000 * 1000; // 100 min for each build test const string k_ShaderNameFilter = "HDRP"; // Match this line in the editor log: Compiled shader 'HDRP/Lit' in 69.48s diff --git a/Tests/SRPTests/Projects/HDRP_RuntimeTests/Assets/ShaderVariantLists/Default.shadervariantlist b/Tests/SRPTests/Projects/HDRP_RuntimeTests/Assets/ShaderVariantLists/Default.shadervariantlist index 3d06d7b341e..8a58eea51b2 100644 --- a/Tests/SRPTests/Projects/HDRP_RuntimeTests/Assets/ShaderVariantLists/Default.shadervariantlist +++ b/Tests/SRPTests/Projects/HDRP_RuntimeTests/Assets/ShaderVariantLists/Default.shadervariantlist @@ -1,217 +1,4 @@ {"targetPlatform":4,"xr":false,"enabled":true} -Compiled compute shader: AmbientProbeConvolution, kernel: AmbientProbeConvolutionClouds, keywords -Compiled compute shader: AmbientProbeConvolution, kernel: AmbientProbeConvolutionDiffuseVolumetric, keywords -Compiled compute shader: ApplyExposure, kernel: KMain, keywords -Compiled compute shader: BloomBlur, kernel: KDownsample, keywords -Compiled compute shader: BloomBlur, kernel: KMain, keywords -Compiled compute shader: BloomPrefilter, kernel: KMain, keywords ENABLE_ALPHA LOW_QUALITY -Compiled compute shader: BloomPrefilter, kernel: KMain, keywords LOW_QUALITY -Compiled compute shader: BloomUpsample, kernel: KMain, keywords HIGH_QUALITY -Compiled compute shader: BloomUpsample, kernel: KMain, keywords LOW_QUALITY -Compiled compute shader: ClearBuffer2D, kernel: ClearBuffer2DMain, keywords -Compiled compute shader: ClearLightLists, kernel: ClearList, keywords -Compiled compute shader: ClearUIntTextureArray, kernel: ClearUIntTexture, keywords -Compiled compute shader: ClearUIntTextureArray, kernel: ClearUIntTextureArray, keywords -Compiled compute shader: ComputeGgxIblSampleData, kernel: ComputeGgxIblSampleData, keywords -Compiled compute shader: ComputeShader-VertexSetup, kernel: VertexSetup, keywords -Compiled compute shader: ColorPyramid, kernel: KColorGaussian, keywords -Compiled compute shader: ColorPyramid, kernel: KColorDownsample, keywords -Compiled compute shader: ColorPyramid, kernel: KColorGaussian, keywords DISABLE_TEXTURE2D_X_ARRAY -Compiled compute shader: ColorPyramid, kernel: KColorDownsample, keywords DISABLE_TEXTURE2D_X_ARRAY -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant0, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant0, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant1, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant1, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant10, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant10, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant11, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant11, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant12, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant12, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant13, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant13, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant14, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant14, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant15, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant15, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant16, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant16, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant17, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant17, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant18, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant18, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant19, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant19, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant2, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant2, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant20, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant20, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant21, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant21, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant22, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant22, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant23, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant23, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant24, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant24, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant25, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant25, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant26, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant26, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant27, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant27, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant28, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant28, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant3, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant3, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant4, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant4, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant5, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant5, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant6, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant6, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant7, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant7, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant8, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant8, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant9, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant9, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF -Compiled compute shader: DepthOfFieldClearIndirectArgs, kernel: KClear, keywords -Compiled compute shader: DepthOfFieldCoC, kernel: KMainPhysical, keywords -Compiled compute shader: DepthOfFieldCoC, kernel: KMainPhysical, keywords USE_MIN_DEPTH -Compiled compute shader: DepthOfFieldCoCDilate, kernel: KMain, keywords -Compiled compute shader: DepthOfFieldCoCReproject, kernel: KMain, keywords -Compiled compute shader: DepthOfFieldCombine, kernel: KMain, keywords ENABLE_ALPHA FAR HIGH_QUALITY NEAR -Compiled compute shader: DepthOfFieldCombine, kernel: KMain, keywords FAR HIGH_QUALITY NEAR -Compiled compute shader: DepthOfFieldGather, kernel: KMainFar, keywords ENABLE_ALPHA LOW_RESOLUTION USE_TILES -Compiled compute shader: DepthOfFieldGather, kernel: KMainFar, keywords LOW_RESOLUTION -Compiled compute shader: DepthOfFieldGather, kernel: KMainFar, keywords LOW_RESOLUTION USE_TILES -Compiled compute shader: DepthOfFieldGather, kernel: KMainNear, keywords ENABLE_ALPHA LOW_RESOLUTION USE_TILES -Compiled compute shader: DepthOfFieldGather, kernel: KMainNear, keywords LOW_RESOLUTION -Compiled compute shader: DepthOfFieldGather, kernel: KMainNear, keywords LOW_RESOLUTION USE_TILES -Compiled compute shader: DepthOfFieldKernel, kernel: KParametricBlurKernel, keywords -Compiled compute shader: DepthOfFieldMip, kernel: KMainCoC, keywords -Compiled compute shader: DepthOfFieldMip, kernel: KMainColor, keywords -Compiled compute shader: DepthOfFieldMip, kernel: KMainColorAlpha, keywords -Compiled compute shader: DepthOfFieldPreCombineFar, kernel: KMainPreCombineFar, keywords -Compiled compute shader: DepthOfFieldPreCombineFar, kernel: KMainPreCombineFar, keywords ENABLE_ALPHA -Compiled compute shader: DepthOfFieldPrefilter, kernel: KMain, keywords ENABLE_ALPHA FAR HIGH_QUALITY NEAR -Compiled compute shader: DepthOfFieldPrefilter, kernel: KMain, keywords FAR HIGH_QUALITY NEAR -Compiled compute shader: DepthOfFieldTileMax, kernel: KMain, keywords FAR NEAR -Compiled compute shader: DepthPyramid, kernel: KDepthDownsample8DualUav, keywords -Compiled compute shader: DiffuseDenoiser, kernel: BilateralFilterColor, keywords -Compiled compute shader: DiffuseDenoiser, kernel: GeneratePointDistribution, keywords -Compiled compute shader: DepthPyramid, kernel: KDepthDownsample8DualUav, keywords ENABLE_CHECKERBOARD -Compiled compute shader: DownsampleVTFeedback, kernel: KMain, keywords -Compiled compute shader: DownsampleVTFeedback, kernel: KMainMSAA, keywords -Compiled compute shader: EdgeAdaptiveSpatialUpsampling, kernel: KMain, keywords -Compiled compute shader: Exposure, kernel: KFixedExposure, keywords -Compiled compute shader: Exposure, kernel: KPrePass, keywords -Compiled compute shader: Exposure, kernel: KReduction, keywords -Compiled compute shader: FourierTransform, kernel: ColPassTi_128, keywords -Compiled compute shader: FourierTransform, kernel: RowPassTi_128, keywords -Compiled compute shader: GPUCopy, kernel: KSampleCopy4_1_x_1, keywords -Compiled compute shader: GPUCopy, kernel: KSampleCopy4_1_x_8, keywords -Compiled compute shader: GPUPrefixSum, kernel: MainCalculateLevelDispatchArgsFromConst, keywords -Compiled compute shader: GPUPrefixSum, kernel: MainPrefixSumNextInput, keywords -Compiled compute shader: GPUPrefixSum, kernel: MainPrefixSumOnGroupExclusive, keywords -Compiled compute shader: GPUPrefixSum, kernel: MainPrefixSumResolveParentExclusive, keywords -Compiled compute shader: GPUSort, kernel: CopyBuffer, keywords -Compiled compute shader: GPUSort, kernel: Kernel, keywords STAGE_BIG_DISPERSE -Compiled compute shader: GPUSort, kernel: Kernel, keywords STAGE_BIG_FLIP -Compiled compute shader: GPUSort, kernel: Kernel, keywords STAGE_BMS -Compiled compute shader: GPUSort, kernel: Kernel, keywords STAGE_LOCAL_DISPERSE -Compiled compute shader: GTAO, kernel: GTAOMain, keywords HALF_RES TEMPORAL -Compiled compute shader: GTAOBlurAndUpsample, kernel: BilateralUpsampling, keywords -Compiled compute shader: GTAOCopyHistory, kernel: GTAODenoise_CopyHistory, keywords -Compiled compute shader: GTAOSpatialDenoise, kernel: SpatialDenoise, keywords TO_TEMPORAL -Compiled compute shader: GTAOTemporalDenoise, kernel: TemporalDenoise, keywords HALF_RES -Compiled compute shader: GenerateMaxZ, kernel: ComputeFinalMask, keywords -Compiled compute shader: GenerateMaxZ, kernel: ComputeFinalMask, keywords PLANAR_OBLIQUE_DEPTH -Compiled compute shader: GenerateMaxZ, kernel: ComputeMaxZ, keywords -Compiled compute shader: GenerateMaxZ, kernel: ComputeMaxZ, keywords PLANAR_OBLIQUE_DEPTH -Compiled compute shader: GenerateMaxZ, kernel: DilateMask, keywords -Compiled compute shader: GenerateMaxZ, kernel: DilateMask, keywords PLANAR_OBLIQUE_DEPTH -Compiled compute shader: HistogramExposure, kernel: KHistogramGen, keywords -Compiled compute shader: HistogramExposure, kernel: KHistogramReduce, keywords -Compiled compute shader: LensFlareMergeOcclusionDataDriven, kernel: MainCS, keywords -Compiled compute shader: LutBuilder3D, kernel: KBuild, keywords GRADE_IN_SRGB TONEMAPPING_ACES_APPROX -Compiled compute shader: LutBuilder3D, kernel: KBuild, keywords GRADE_IN_SRGB TONEMAPPING_NONE -Compiled compute shader: PlanarReflectionFiltering, kernel: DepthConversion, keywords -Compiled compute shader: PlanarReflectionFiltering, kernel: DownScale, keywords -Compiled compute shader: PlanarReflectionFiltering, kernel: FilterPlanarReflection, keywords -Compiled compute shader: ProbeVolumeBlendStates, kernel: BlendScenarios, keywords -Compiled compute shader: ProbeVolumeUploadData, kernel: UploadData, keywords -Compiled compute shader: ProbeVolumeUploadData, kernel: UploadData, keywords PROBE_VOLUMES_SHARED_DATA -Compiled compute shader: ResolveStencilBuffer, kernel: Main, keywords COARSE_STENCIL -Compiled compute shader: ResolveStencilBuffer, kernel: Main, keywords COARSE_STENCIL MSAA2X -Compiled compute shader: ScreenSpaceGlobalIllumination, kernel: ReprojectGlobalIllumination, keywords -Compiled compute shader: ScreenSpaceGlobalIllumination, kernel: TraceGlobalIllumination, keywords -Compiled compute shader: ScreenSpaceReflections, kernel: ScreenSpaceReflectionsReprojection, keywords SSR_APPROX -Compiled compute shader: ScreenSpaceReflections, kernel: ScreenSpaceReflectionsTracing, keywords SSR_APPROX -Compiled compute shader: SkyLUTGenerator, kernel: AtmosphericScatteringLUTCamera, keywords -Compiled compute shader: SkyLUTGenerator, kernel: MultiScatteringLUT, keywords -Compiled compute shader: SkyLUTGenerator, kernel: SkyViewLUT, keywords -Compiled compute shader: StagePrepare, kernel: ClearBins, keywords -Compiled compute shader: StagePrepare, kernel: ClearClusters, keywords -Compiled compute shader: StagePrepare, kernel: ClearCounters, keywords -Compiled compute shader: StagePrepare, kernel: ClearCountersPerRenderer, keywords -Compiled compute shader: StagePrepare, kernel: ComputeClusterRanges, keywords -Compiled compute shader: StagePrepare, kernel: UpdateOffsets, keywords -Compiled compute shader: StageRasterBin, kernel: Main, keywords -Compiled compute shader: StageRasterBin, kernel: MainArgs, keywords -Compiled compute shader: StageRasterFine, kernel: Main, keywords -Compiled compute shader: StageSetupSegment, kernel: Main, keywords INDEX_FORMAT_UINT_32 -Compiled compute shader: StageShadingSetup, kernel: ClearShadingCompactionBuffer, keywords -Compiled compute shader: StageShadingSetup, kernel: ClearShadingSampleVisibilityBuffer, keywords -Compiled compute shader: StageShadingSetup, kernel: CreateCompactedShadingSamplesMapping, keywords -Compiled compute shader: StageShadingSetup, kernel: ReplicateShadedSamplesToShadingAtlas, keywords -Compiled compute shader: StageWorkQueue, kernel: BuildFineRasterArgs, keywords -Compiled compute shader: StageWorkQueue, kernel: WorkQueueActiveBins, keywords -Compiled compute shader: StageWorkQueue, kernel: WorkQueueActiveClusters, keywords -Compiled compute shader: StageWorkQueue, kernel: WorkQueueBuild, keywords -Compiled compute shader: StageWorkQueue, kernel: WorkQueueBuildArgs, keywords -Compiled compute shader: SubsurfaceScattering, kernel: SubsurfaceScattering, keywords -Compiled compute shader: SubsurfaceScattering, kernel: SubsurfaceScattering, keywords ENABLE_MSAA -Compiled compute shader: TemporalFilter, kernel: CopyHistory, keywords -Compiled compute shader: TemporalFilter, kernel: TemporalAccumulationColor, keywords -Compiled compute shader: TemporalFilter, kernel: ValidateHistory, keywords -Compiled compute shader: UberPost, kernel: Uber, keywords -Compiled compute shader: UberPost, kernel: Uber, keywords CHROMATIC_ABERRATION ENABLE_ALPHA LENS_DISTORTION VIGNETTE -Compiled compute shader: UberPost, kernel: Uber, keywords CHROMATIC_ABERRATION GAMMA2_OUTPUT LENS_DISTORTION VIGNETTE -Compiled compute shader: UberPost, kernel: Uber, keywords ENABLE_ALPHA -Compiled compute shader: VolumeVoxelization, kernel: VolumeVoxelization, keywords -Compiled compute shader: VolumetricClouds, kernel: PreUpscaleClouds, keywords -Compiled compute shader: VolumetricClouds, kernel: ReprojectClouds, keywords -Compiled compute shader: VolumetricClouds, kernel: UpscaleClouds, keywords -Compiled compute shader: VolumetricClouds, kernel: UpscaleCloudsPerceptual, keywords -Compiled compute shader: VolumetricCloudsShadowFilter, kernel: FilterVolumetricCloudsShadow, keywords -Compiled compute shader: VolumetricCloudsTrace, kernel: RenderClouds, keywords CLOUDS_SIMPLE_PRESET PERCEPTUAL_TRANSMITTANCE PHYSICALLY_BASED_SUN -Compiled compute shader: VolumetricCloudsTrace, kernel: RenderClouds, keywords CLOUDS_SIMPLE_PRESET PHYSICALLY_BASED_SUN -Compiled compute shader: VolumetricCloudsTrace, kernel: RenderClouds, keywords CLOUDS_SIMPLE_PRESET PHYSICALLY_BASED_SUN TRACE_FOR_SKY -Compiled compute shader: VolumetricCloudsTraceShadows, kernel: TraceVolumetricCloudsShadows, keywords CLOUDS_SIMPLE_PRESET -Compiled compute shader: VolumetricLighting, kernel: VolumetricLighting, keywords ENABLE_ANISOTROPY SUPPORT_LOCAL_LIGHTS -Compiled compute shader: VolumetricLighting, kernel: VolumetricLighting, keywords PROBE_VOLUMES_L1 SUPPORT_LOCAL_LIGHTS VL_PRESET_OPTIMAL -Compiled compute shader: VolumetricLighting, kernel: VolumetricLighting, keywords SUPPORT_LOCAL_LIGHTS -Compiled compute shader: VolumetricLightingFiltering, kernel: FilterVolumetricLighting, keywords -Compiled compute shader: VolumetricMaterial, kernel: ComputeVolumetricMaterialRenderingParameters, keywords -Compiled compute shader: WaterDeformation, kernel: EvaluateDeformationSurfaceGradient, keywords -Compiled compute shader: WaterDeformation, kernel: FilterDeformation, keywords -Compiled compute shader: WaterFoam, kernel: PostProcessFoam, keywords -Compiled compute shader: WaterFoam, kernel: ReprojectFoam, keywords -Compiled compute shader: WaterLighting, kernel: WaterClassifyTiles, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH -Compiled compute shader: WaterLighting, kernel: WaterClearIndirect, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH -Compiled compute shader: WaterLighting, kernel: WaterDeferredLighting_Variant0, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH -Compiled compute shader: WaterLighting, kernel: WaterDeferredLighting_Variant1, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH -Compiled compute shader: WaterLighting, kernel: WaterDeferredLighting_Variant2, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH -Compiled compute shader: WaterLighting, kernel: WaterDeferredLighting_Variant3, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH -Compiled compute shader: WaterLighting, kernel: WaterDeferredLighting_Variant4, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH -Compiled compute shader: WaterLighting, kernel: WaterFogIndirect, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH -Compiled compute shader: WaterSimulation, kernel: EvaluateDispersion, keywords -Compiled compute shader: WaterSimulation, kernel: EvaluateInstanceData, keywords -Compiled compute shader: WaterSimulation, kernel: EvaluateNormalsJacobian, keywords -Compiled compute shader: WaterSimulation, kernel: InitializePhillipsSpectrum, keywords -Compiled compute shader: WaterSimulation, kernel: PrepareCausticsGeometry, keywords Compiled compute shader: _FunctionTestsGroup, kernel: kAllEqual, keywords GROUP_SIZE_1 Compiled compute shader: _FunctionTestsGroup, kernel: kAllEqual, keywords GROUP_SIZE_1024 Compiled compute shader: _FunctionTestsGroup, kernel: kAllEqual, keywords GROUP_SIZE_128 @@ -695,8 +482,138 @@ Compiled compute shader: _FunctionTestsWave, kernel: kSum, keywords EMULATE_WAVE Compiled compute shader: _FunctionTestsWave, kernel: kSum, keywords EMULATE_WAVE_SIZE_8 Compiled compute shader: _FunctionTestsWave, kernel: kSum, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY Compiled compute shader: _FunctionTestsWave, kernel: kSum, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY +Compiled compute shader: AmbientProbeConvolution, kernel: AmbientProbeConvolutionClouds, keywords +Compiled compute shader: AmbientProbeConvolution, kernel: AmbientProbeConvolutionDiffuseVolumetric, keywords +Compiled compute shader: ApplyExposure, kernel: KMain, keywords +Compiled compute shader: BloomBlur, kernel: KDownsample, keywords +Compiled compute shader: BloomBlur, kernel: KMain, keywords +Compiled compute shader: BloomPrefilter, kernel: KMain, keywords ENABLE_ALPHA LOW_QUALITY +Compiled compute shader: BloomPrefilter, kernel: KMain, keywords LOW_QUALITY +Compiled compute shader: BloomUpsample, kernel: KMain, keywords HIGH_QUALITY +Compiled compute shader: BloomUpsample, kernel: KMain, keywords LOW_QUALITY Compiled compute shader: builddispatchindirect, kernel: BuildIndirect, keywords +Compiled compute shader: ClearBuffer2D, kernel: ClearBuffer2DMain, keywords Compiled compute shader: cleardispatchindirect, kernel: ClearDispatchIndirect, keywords +Compiled compute shader: ClearLightLists, kernel: ClearList, keywords +Compiled compute shader: ClearUIntTextureArray, kernel: ClearUIntTexture, keywords +Compiled compute shader: ClearUIntTextureArray, kernel: ClearUIntTextureArray, keywords +Compiled compute shader: ColorPyramid, kernel: KColorDownsample, keywords +Compiled compute shader: ColorPyramid, kernel: KColorGaussian, keywords +Compiled compute shader: ComputeGgxIblSampleData, kernel: ComputeGgxIblSampleData, keywords +Compiled compute shader: ComputeShader-VertexSetup, kernel: VertexSetup, keywords +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant0, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant0, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant1, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant1, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant10, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant10, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant11, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant11, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant12, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant12, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant13, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant13, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant14, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant14, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant15, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant15, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant16, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant16, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant17, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant17, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant18, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant18, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant19, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant19, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant2, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant2, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant20, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant20, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant21, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant21, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant22, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant22, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant23, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant23, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant24, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant24, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant25, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant25, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant26, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant26, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant27, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant27, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant28, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant28, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant3, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant3, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant4, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant4, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant5, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant5, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant6, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant6, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant7, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant7, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant8, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant8, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant9, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PROBE_VOLUMES_L1 PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant9, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF +Compiled compute shader: DepthOfFieldClearIndirectArgs, kernel: KClear, keywords +Compiled compute shader: DepthOfFieldCoC, kernel: KMainPhysical, keywords +Compiled compute shader: DepthOfFieldCoC, kernel: KMainPhysical, keywords USE_MIN_DEPTH +Compiled compute shader: DepthOfFieldCoCDilate, kernel: KMain, keywords +Compiled compute shader: DepthOfFieldCoCReproject, kernel: KMain, keywords +Compiled compute shader: DepthOfFieldCombine, kernel: KMain, keywords ENABLE_ALPHA FAR HIGH_QUALITY NEAR +Compiled compute shader: DepthOfFieldCombine, kernel: KMain, keywords FAR HIGH_QUALITY NEAR +Compiled compute shader: DepthOfFieldGather, kernel: KMainFar, keywords ENABLE_ALPHA LOW_RESOLUTION USE_TILES +Compiled compute shader: DepthOfFieldGather, kernel: KMainFar, keywords LOW_RESOLUTION +Compiled compute shader: DepthOfFieldGather, kernel: KMainFar, keywords LOW_RESOLUTION USE_TILES +Compiled compute shader: DepthOfFieldGather, kernel: KMainNear, keywords ENABLE_ALPHA LOW_RESOLUTION USE_TILES +Compiled compute shader: DepthOfFieldGather, kernel: KMainNear, keywords LOW_RESOLUTION +Compiled compute shader: DepthOfFieldGather, kernel: KMainNear, keywords LOW_RESOLUTION USE_TILES +Compiled compute shader: DepthOfFieldKernel, kernel: KParametricBlurKernel, keywords +Compiled compute shader: DepthOfFieldMip, kernel: KMainCoC, keywords +Compiled compute shader: DepthOfFieldMip, kernel: KMainColor, keywords +Compiled compute shader: DepthOfFieldMip, kernel: KMainColorAlpha, keywords +Compiled compute shader: DepthOfFieldPreCombineFar, kernel: KMainPreCombineFar, keywords +Compiled compute shader: DepthOfFieldPreCombineFar, kernel: KMainPreCombineFar, keywords ENABLE_ALPHA +Compiled compute shader: DepthOfFieldPrefilter, kernel: KMain, keywords ENABLE_ALPHA FAR HIGH_QUALITY NEAR +Compiled compute shader: DepthOfFieldPrefilter, kernel: KMain, keywords FAR HIGH_QUALITY NEAR +Compiled compute shader: DepthOfFieldTileMax, kernel: KMain, keywords FAR NEAR +Compiled compute shader: DepthPyramid, kernel: KDepthDownsample8DualUav, keywords +Compiled compute shader: DepthPyramid, kernel: KDepthDownsample8DualUav, keywords ENABLE_CHECKERBOARD +Compiled compute shader: DownsampleVTFeedback, kernel: KMain, keywords +Compiled compute shader: DownsampleVTFeedback, kernel: KMainMSAA, keywords +Compiled compute shader: EdgeAdaptiveSpatialUpsampling, kernel: KMain, keywords +Compiled compute shader: Exposure, kernel: KFixedExposure, keywords +Compiled compute shader: Exposure, kernel: KPrePass, keywords +Compiled compute shader: Exposure, kernel: KReduction, keywords +Compiled compute shader: GenerateMaxZ, kernel: ComputeFinalMask, keywords +Compiled compute shader: GenerateMaxZ, kernel: ComputeFinalMask, keywords PLANAR_OBLIQUE_DEPTH +Compiled compute shader: GenerateMaxZ, kernel: ComputeMaxZ, keywords +Compiled compute shader: GenerateMaxZ, kernel: ComputeMaxZ, keywords PLANAR_OBLIQUE_DEPTH +Compiled compute shader: GenerateMaxZ, kernel: DilateMask, keywords +Compiled compute shader: GenerateMaxZ, kernel: DilateMask, keywords PLANAR_OBLIQUE_DEPTH +Compiled compute shader: GPUCopy, kernel: KSampleCopy4_1_x_1, keywords +Compiled compute shader: GPUCopy, kernel: KSampleCopy4_1_x_8, keywords +Compiled compute shader: GPUPrefixSum, kernel: MainCalculateLevelDispatchArgsFromConst, keywords +Compiled compute shader: GPUPrefixSum, kernel: MainPrefixSumNextInput, keywords +Compiled compute shader: GPUPrefixSum, kernel: MainPrefixSumOnGroupExclusive, keywords +Compiled compute shader: GPUPrefixSum, kernel: MainPrefixSumResolveParentExclusive, keywords +Compiled compute shader: GPUSort, kernel: CopyBuffer, keywords +Compiled compute shader: GPUSort, kernel: Kernel, keywords STAGE_BIG_DISPERSE +Compiled compute shader: GPUSort, kernel: Kernel, keywords STAGE_BIG_FLIP +Compiled compute shader: GPUSort, kernel: Kernel, keywords STAGE_BMS +Compiled compute shader: GPUSort, kernel: Kernel, keywords STAGE_LOCAL_DISPERSE +Compiled compute shader: GTAO, kernel: GTAOMain, keywords HALF_RES TEMPORAL +Compiled compute shader: GTAOBlurAndUpsample, kernel: BilateralUpsampling, keywords +Compiled compute shader: GTAOCopyHistory, kernel: GTAODenoise_CopyHistory, keywords +Compiled compute shader: GTAOSpatialDenoise, kernel: SpatialDenoise, keywords TO_TEMPORAL +Compiled compute shader: GTAOTemporalDenoise, kernel: TemporalDenoise, keywords HALF_RES +Compiled compute shader: HistogramExposure, kernel: KHistogramGen, keywords +Compiled compute shader: HistogramExposure, kernel: KHistogramReduce, keywords +Compiled compute shader: LensFlareMergeOcclusionDataDriven, kernel: MainCS, keywords Compiled compute shader: lightlistbuild, kernel: TileLightListGen, keywords USE_FEATURE_FLAGS USE_OBLIQUE_MODE USE_TWO_PASS_TILED_LIGHTING Compiled compute shader: lightlistbuild, kernel: TileLightListGen, keywords USE_FEATURE_FLAGS USE_TWO_PASS_TILED_LIGHTING Compiled compute shader: lightlistbuild, kernel: TileLightListGen, keywords USE_OBLIQUE_MODE USE_TWO_PASS_TILED_LIGHTING @@ -706,1030 +623,1471 @@ Compiled compute shader: lightlistbuild-clearatomic, kernel: ClearAtomic, keywor Compiled compute shader: lightlistbuild-clustered, kernel: TileLightListGen_DepthRT_MSAA_SrcBigTile, keywords Compiled compute shader: lightlistbuild-clustered, kernel: TileLightListGen_DepthRT_SrcBigTile, keywords Compiled compute shader: lightlistbuild-clustered, kernel: TileLightListGen_DepthRT_SrcBigTile_Oblique, keywords +Compiled compute shader: LutBuilder3D, kernel: KBuild, keywords GRADE_IN_SRGB TONEMAPPING_ACES_APPROX +Compiled compute shader: LutBuilder3D, kernel: KBuild, keywords GRADE_IN_SRGB TONEMAPPING_NONE Compiled compute shader: materialflags, kernel: MaterialFlagsGen, keywords Compiled compute shader: materialflags, kernel: MaterialFlagsGen, keywords USE_OR +Compiled compute shader: PlanarReflectionFiltering, kernel: DepthConversion, keywords +Compiled compute shader: PlanarReflectionFiltering, kernel: DownScale, keywords +Compiled compute shader: PlanarReflectionFiltering, kernel: FilterPlanarReflection, keywords +Compiled compute shader: ProbeVolumeBlendStates, kernel: BlendScenarios, keywords +Compiled compute shader: ProbeVolumeUploadData, kernel: UploadData, keywords +Compiled compute shader: ProbeVolumeUploadData, kernel: UploadData, keywords PROBE_VOLUMES_SHARED_DATA +Compiled compute shader: ResolveStencilBuffer, kernel: Main, keywords COARSE_STENCIL +Compiled compute shader: ResolveStencilBuffer, kernel: Main, keywords COARSE_STENCIL MSAA2X Compiled compute shader: scrbound, kernel: main, keywords -Compiled shader: Fullscreen/TvMonochrome, pass: DrawProcedural, stage: all, keywords -Compiled shader: GUI/Text Shader, pass: , stage: all, keywords -Compiled shader: GUI/Text Shader, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: HDRP/AxF, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/AxF, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _AXF_BRDF_TYPE_SVBRDF -Compiled shader: HDRP/AxF, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/AxF, pass: DepthForwardOnly, stage: all, keywords _AXF_BRDF_TYPE_SVBRDF -Compiled shader: HDRP/AxF, pass: DepthForwardOnly, stage: all, keywords _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/AxF, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/AxF, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/AxF, pass: ForwardOnly, stage: all, keywords _AXF_BRDF_TYPE_SVBRDF -Compiled shader: HDRP/AxF, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_MSAA_DEPTH _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/AxF, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _AXF_BRDF_TYPE_SVBRDF -Compiled shader: HDRP/AxF, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/AxF, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_MSAA_DEPTH _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/AxF, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/AxF, pass: ShadowCaster, stage: all, keywords _AXF_BRDF_TYPE_SVBRDF -Compiled shader: HDRP/AxF, pass: ShadowCaster, stage: all, keywords _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Decal, pass: DBufferMesh, stage: all, keywords DECALS_4RT _COLORMAP _MASKMAP _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL _NORMALMAP -Compiled shader: HDRP/Decal, pass: DBufferMesh, stage: all, keywords _NORMALMAP -Compiled shader: HDRP/Decal, pass: DBufferProjector, stage: all, keywords DECALS_4RT INSTANCING_ON STEREO_INSTANCING_ON _COLORMAP _MASKMAP _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL _NORMALMAP -Compiled shader: HDRP/Decal, pass: DBufferProjector, stage: all, keywords DECALS_4RT INSTANCING_ON _COLORMAP _MASKMAP _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL _NORMALMAP -Compiled shader: HDRP/Decal, pass: DBufferProjector, stage: all, keywords DECALS_4RT INSTANCING_ON _COLORMAP _MATERIAL_AFFECTS_ALBEDO -Compiled shader: HDRP/Decal, pass: DBufferProjector, stage: all, keywords INSTANCING_ON -Compiled shader: HDRP/Decal, pass: DBufferProjector, stage: all, keywords INSTANCING_ON STEREO_INSTANCING_ON _NORMALMAP -Compiled shader: HDRP/Decal, pass: DBufferProjector, stage: all, keywords INSTANCING_ON _NORMALMAP -Compiled shader: HDRP/DefaultFogVolume, pass: FogVolumeVoxelize, stage: all, keywords -Compiled shader: HDRP/DefaultFogVolume, pass: FogVolumeVoxelize, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: HDRP/DefaultFogVolume, pass: FogVolumeVoxelize, stage: all, keywords _ENABLE_VOLUMETRIC_FOG_MASK -Compiled shader: HDRP/Fabric/CottonWool, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Compiled shader: HDRP/Fabric/CottonWool, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _DOUBLESIDED_ON -Compiled shader: HDRP/Fabric/CottonWool, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Compiled shader: HDRP/Fabric/CottonWool, pass: DepthForwardOnly, stage: all, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Compiled shader: HDRP/Fabric/CottonWool, pass: DepthForwardOnly, stage: all, keywords _DOUBLESIDED_ON -Compiled shader: HDRP/Fabric/CottonWool, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Compiled shader: HDRP/Fabric/CottonWool, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Compiled shader: HDRP/Fabric/CottonWool, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _DOUBLESIDED_ON -Compiled shader: HDRP/Fabric/CottonWool, pass: ForwardOnly, stage: all, keywords _DOUBLESIDED_ON -Compiled shader: HDRP/Fabric/CottonWool, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Compiled shader: HDRP/Fabric/CottonWool, pass: ShadowCaster, stage: all, keywords _DOUBLESIDED_ON -Compiled shader: HDRP/Hair, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT _TRANSPARENT_WRITES_MOTION_VEC -Compiled shader: HDRP/Hair, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT _TRANSPARENT_WRITES_MOTION_VEC -Compiled shader: HDRP/Hair, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT _TRANSPARENT_WRITES_MOTION_VEC -Compiled shader: HDRP/Hair, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT _TRANSPARENT_WRITES_MOTION_VEC -Compiled shader: HDRP/Hair, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT _TRANSPARENT_WRITES_MOTION_VEC -Compiled shader: HDRP/Hair, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT _TRANSPARENT_WRITES_MOTION_VEC -Compiled shader: HDRP/Hair, pass: TransparentBackface, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT _TRANSPARENT_WRITES_MOTION_VEC -Compiled shader: HDRP/Hair, pass: TransparentBackface, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT _TRANSPARENT_WRITES_MOTION_VEC -Compiled shader: HDRP/Hair, pass: TransparentBackface, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT _TRANSPARENT_WRITES_MOTION_VEC -Compiled shader: HDRP/Hair, pass: TransparentBackface, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT _TRANSPARENT_WRITES_MOTION_VEC -Compiled shader: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Compiled shader: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _LAYEREDLIT_4_LAYERS _NORMALMAP0 -Compiled shader: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _LAYEREDLIT_4_LAYERS _NORMALMAP0 -Compiled shader: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Compiled shader: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _LAYEREDLIT_4_LAYERS _NORMALMAP0 -Compiled shader: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Compiled shader: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords _LAYEREDLIT_4_LAYERS _NORMALMAP0 -Compiled shader: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Compiled shader: HDRP/LayeredLit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/LayeredLit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Compiled shader: HDRP/LayeredLit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Compiled shader: HDRP/LayeredLit, pass: Forward, stage: all, keywords _LAYEREDLIT_4_LAYERS _NORMALMAP0 -Compiled shader: HDRP/LayeredLit, pass: Forward, stage: all, keywords _LAYEREDLIT_4_LAYERS _NORMALMAP0 _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/LayeredLit, pass: GBuffer, stage: all, keywords DECALS_4RT _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Compiled shader: HDRP/LayeredLit, pass: GBuffer, stage: all, keywords _LAYEREDLIT_4_LAYERS _NORMALMAP0 -Compiled shader: HDRP/LayeredLit, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/LayeredLit, pass: ShadowCaster, stage: all, keywords _LAYEREDLIT_4_LAYERS _NORMALMAP0 -Compiled shader: HDRP/LayeredLit, pass: ShadowCaster, stage: all, keywords _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 -Compiled shader: HDRP/LayeredLit, pass: ShadowCaster, stage: all, keywords _LAYEREDLIT_4_LAYERS _NORMALMAP0 _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: Forward, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: Forward, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: Forward, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: Forward, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: GBuffer, stage: all, keywords DECALS_4RT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: GBuffer, stage: all, keywords DECALS_4RT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: GBuffer, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: GBuffer, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords DOTS_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords DOTS_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DOTS_INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DOTS_INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DOTS_INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DOTS_INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords DOTS_INSTANCING_ON _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords DOTS_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: Forward, stage: all, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT PROBE_VOLUMES_L1 STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT PROBE_VOLUMES_L1 _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: GBuffer, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP -Compiled shader: HDRP/Lit, pass: META, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: META, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords DOTS_INSTANCING_ON _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords DOTS_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords DOTS_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords DOTS_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE -Compiled shader: HDRP/Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: Forward, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: Forward, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: Forward, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: Forward, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: GBuffer, stage: all, keywords DECALS_4RT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: GBuffer, stage: all, keywords DECALS_4RT _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: GBuffer, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: GBuffer, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: TransparentDepthPrepass, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: TransparentDepthPrepass, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: TransparentDepthPrepass, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/LitTessellation, pass: TransparentDepthPrepass, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -Compiled shader: HDRP/Nature/SpeedTree8, pass: DepthOnly, stage: all, keywords INSTANCING_ON STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_BEST -Compiled shader: HDRP/Nature/SpeedTree8, pass: DepthOnly, stage: all, keywords INSTANCING_ON STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: DepthOnly, stage: all, keywords INSTANCING_ON STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON _WINDQUALITY_BEST -Compiled shader: HDRP/Nature/SpeedTree8, pass: DepthOnly, stage: all, keywords INSTANCING_ON STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: DepthOnly, stage: all, keywords INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_BEST -Compiled shader: HDRP/Nature/SpeedTree8, pass: DepthOnly, stage: all, keywords INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: DepthOnly, stage: all, keywords INSTANCING_ON WRITE_NORMAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON _WINDQUALITY_BEST -Compiled shader: HDRP/Nature/SpeedTree8, pass: DepthOnly, stage: all, keywords INSTANCING_ON WRITE_NORMAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: DepthOnly, stage: all, keywords INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_BEST -Compiled shader: HDRP/Nature/SpeedTree8, pass: DepthOnly, stage: all, keywords INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: DepthOnly, stage: all, keywords INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON _WINDQUALITY_BEST -Compiled shader: HDRP/Nature/SpeedTree8, pass: DepthOnly, stage: all, keywords INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_BEST -Compiled shader: HDRP/Nature/SpeedTree8, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_BEST -Compiled shader: HDRP/Nature/SpeedTree8, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: Forward, stage: all, keywords INSTANCING_ON STEREO_INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON _WINDQUALITY_BEST -Compiled shader: HDRP/Nature/SpeedTree8, pass: Forward, stage: all, keywords INSTANCING_ON STEREO_INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: Forward, stage: all, keywords INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON _WINDQUALITY_BEST -Compiled shader: HDRP/Nature/SpeedTree8, pass: Forward, stage: all, keywords INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: GBuffer, stage: all, keywords DECALS_4RT INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_BEST -Compiled shader: HDRP/Nature/SpeedTree8, pass: GBuffer, stage: all, keywords DECALS_4RT INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: GBuffer, stage: all, keywords INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON _WINDQUALITY_BEST -Compiled shader: HDRP/Nature/SpeedTree8, pass: GBuffer, stage: all, keywords INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: MotionVectors, stage: all, keywords INSTANCING_ON STEREO_INSTANCING_ON WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_NORMAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: MotionVectors, stage: all, keywords INSTANCING_ON STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: MotionVectors, stage: all, keywords INSTANCING_ON WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_NORMAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: MotionVectors, stage: all, keywords INSTANCING_ON WRITE_NORMAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: ShadowCaster, stage: all, keywords EFFECT_BILLBOARD INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_FASTEST -Compiled shader: HDRP/Nature/SpeedTree8, pass: ShadowCaster, stage: all, keywords EFFECT_BILLBOARD INSTANCING_ON _ALPHATEST_ON _WINDQUALITY_FASTEST -Compiled shader: HDRP/Nature/SpeedTree8, pass: ShadowCaster, stage: all, keywords INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_BEST -Compiled shader: HDRP/Nature/SpeedTree8, pass: ShadowCaster, stage: all, keywords INSTANCING_ON _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _MATERIAL_FEATURE_TRANSMISSION _WINDQUALITY_BETTER -Compiled shader: HDRP/Nature/SpeedTree8, pass: ShadowCaster, stage: all, keywords INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON _WINDQUALITY_BEST -Compiled shader: HDRP/Nature/SpeedTree8, pass: ShadowCaster, stage: all, keywords INSTANCING_ON _ALPHATEST_ON _DOUBLESIDED_ON _WINDQUALITY_BETTER -Compiled shader: HDRP/TerrainLit, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Compiled shader: HDRP/TerrainLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Compiled shader: HDRP/TerrainLit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Compiled shader: HDRP/TerrainLit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Compiled shader: HDRP/TerrainLit, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Compiled shader: HDRP/TerrainLit, pass: Forward, stage: all, keywords USE_FPTL_LIGHTLIST _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Compiled shader: HDRP/TerrainLit, pass: ShadowCaster, stage: all, keywords -Compiled shader: HDRP/TerrainLit, pass: ShadowCaster, stage: all, keywords INSTANCING_ON _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Compiled shader: HDRP/TerrainLit, pass: ShadowCaster, stage: all, keywords _TERRAIN_INSTANCED_PERPIXEL_NORMAL -Compiled shader: HDRP/Unlit, pass: DepthForwardOnly, stage: all, keywords -Compiled shader: HDRP/Unlit, pass: DepthForwardOnly, stage: all, keywords DOTS_INSTANCING_ON -Compiled shader: HDRP/Unlit, pass: DepthForwardOnly, stage: all, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON -Compiled shader: HDRP/Unlit, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: HDRP/Unlit, pass: DepthForwardOnly, stage: all, keywords WRITE_MSAA_DEPTH -Compiled shader: HDRP/Unlit, pass: ForwardOnly, stage: all, keywords -Compiled shader: HDRP/Unlit, pass: ForwardOnly, stage: all, keywords DOTS_INSTANCING_ON -Compiled shader: HDRP/Unlit, pass: ForwardOnly, stage: all, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON -Compiled shader: HDRP/Unlit, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: HDRP/Unlit, pass: ForwardOnly, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: HDRP/Unlit, pass: MotionVectors, stage: all, keywords -Compiled shader: HDRP/Unlit, pass: MotionVectors, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: HDRP/Unlit, pass: MotionVectors, stage: all, keywords STEREO_INSTANCING_ON WRITE_MSAA_DEPTH -Compiled shader: HDRP/Unlit, pass: MotionVectors, stage: all, keywords WRITE_MSAA_DEPTH -Compiled shader: HDRP/Unlit, pass: ShadowCaster, stage: all, keywords -Compiled shader: HDRP/Unlit, pass: ShadowCaster, stage: all, keywords DOTS_INSTANCING_ON -Compiled shader: HDRP/Unlit, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: Hidden/BlitCopy, pass: , stage: all, keywords -Compiled shader: Hidden/ColorPyramidPS, pass: , stage: all, keywords -Compiled shader: Hidden/ColorPyramidPS, pass: , stage: all, keywords -Compiled shader: Hidden/ColorPyramidPS, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: all, keywords -Compiled shader: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: all, keywords -Compiled shader: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: all, keywords -Compiled shader: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/ApplyDistortion, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/ApplyDistortion, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/Blit, pass: Bilinear, stage: all, keywords -Compiled shader: Hidden/HDRP/Blit, pass: Bilinear, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/Blit, pass: BilinearCubeToOctahedralPadding, stage: all, keywords -Compiled shader: Hidden/HDRP/Blit, pass: BilinearCubeToOctahedralPadding, stage: all, keywords DISABLE_TEXTURE2D_X_ARRAY -Compiled shader: Hidden/HDRP/Blit, pass: BilinearQuad, stage: all, keywords -Compiled shader: Hidden/HDRP/Blit, pass: BilinearQuad, stage: all, keywords DISABLE_TEXTURE2D_X_ARRAY -Compiled shader: Hidden/HDRP/Blit, pass: BilinearQuadPadding, stage: all, keywords -Compiled shader: Hidden/HDRP/Blit, pass: BilinearQuadPadding, stage: all, keywords DISABLE_TEXTURE2D_X_ARRAY -Compiled shader: Hidden/HDRP/Blit, pass: BilinearQuadPaddingOctahedral, stage: all, keywords -Compiled shader: Hidden/HDRP/Blit, pass: BilinearQuadPaddingOctahedral, stage: all, keywords DISABLE_TEXTURE2D_X_ARRAY -Compiled shader: Hidden/HDRP/Blit, pass: BilinearQuadPaddingRepeat, stage: all, keywords -Compiled shader: Hidden/HDRP/Blit, pass: BilinearQuadPaddingRepeat, stage: all, keywords DISABLE_TEXTURE2D_X_ARRAY -Compiled shader: Hidden/HDRP/Blit, pass: Nearest, stage: all, keywords -Compiled shader: Hidden/HDRP/Blit, pass: Nearest, stage: all, keywords BLIT_SINGLE_SLICE -Compiled shader: Hidden/HDRP/Blit, pass: Nearest, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/Blit, pass: NearestCubeToOctahedralPadding, stage: all, keywords -Compiled shader: Hidden/HDRP/Blit, pass: NearestCubeToOctahedralPadding, stage: all, keywords DISABLE_TEXTURE2D_X_ARRAY -Compiled shader: Hidden/HDRP/Blit, pass: NearestQuadPadding, stage: all, keywords -Compiled shader: Hidden/HDRP/Blit, pass: NearestQuadPadding, stage: all, keywords DISABLE_TEXTURE2D_X_ARRAY -Compiled shader: Hidden/HDRP/CameraMotionVectors, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/CameraMotionVectors, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/ClearStencilBuffer, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/ClearStencilBuffer, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/ColorResolve, pass: MSAA2X, stage: all, keywords -Compiled shader: Hidden/HDRP/ColorResolve, pass: MSAA2X, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/CombineLighting, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/CombineLighting, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/CompositeLines, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/CompositeLines, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/CopyDepthBuffer, pass: Copy Depth, stage: all, keywords -Compiled shader: Hidden/HDRP/CopyDepthBuffer, pass: Copy Depth, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/CustomClear, pass: DrawTextureAndClearStencil, stage: all, keywords -Compiled shader: Hidden/HDRP/DepthValues, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/DepthValues, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/DepthValues, pass: , stage: all, keywords STEREO_INSTANCING_ON _DEPTH_ONLY -Compiled shader: Hidden/HDRP/DepthValues, pass: , stage: all, keywords STEREO_INSTANCING_ON _HAS_MOTION_VECTORS -Compiled shader: Hidden/HDRP/DepthValues, pass: , stage: all, keywords _DEPTH_ONLY -Compiled shader: Hidden/HDRP/DepthValues, pass: , stage: all, keywords _HAS_MOTION_VECTORS -Compiled shader: Hidden/HDRP/DownsampleDepth, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/DownsampleDepth, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/FinalPass, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/FinalPass, pass: , stage: all, keywords APPLY_AFTER_POST -Compiled shader: Hidden/HDRP/FinalPass, pass: , stage: all, keywords APPLY_AFTER_POST DITHER -Compiled shader: Hidden/HDRP/FinalPass, pass: , stage: all, keywords APPLY_AFTER_POST DITHER STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/FinalPass, pass: , stage: all, keywords APPLY_AFTER_POST ENABLE_ALPHA -Compiled shader: Hidden/HDRP/FinalPass, pass: , stage: all, keywords APPLY_AFTER_POST ENABLE_ALPHA GRAIN -Compiled shader: Hidden/HDRP/FinalPass, pass: , stage: all, keywords APPLY_AFTER_POST GRAIN RCAS -Compiled shader: Hidden/HDRP/FinalPass, pass: , stage: all, keywords APPLY_AFTER_POST GRAIN RCAS STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/FinalPass, pass: , stage: all, keywords APPLY_AFTER_POST STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/FinalPass, pass: , stage: all, keywords ENABLE_ALPHA -Compiled shader: Hidden/HDRP/FinalPass, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/GGXConvolve, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/LensFlareDataDriven, pass: LensFlareAdditive, stage: all, keywords -Compiled shader: Hidden/HDRP/LensFlareDataDriven, pass: LensFlareAdditive, stage: all, keywords FLARE_HAS_OCCLUSION -Compiled shader: Hidden/HDRP/LensFlareDataDriven, pass: LensFlareOcclusion, stage: all, keywords -Compiled shader: Hidden/HDRP/LensFlareDataDriven, pass: LensFlarePremultiply, stage: all, keywords -Compiled shader: Hidden/HDRP/Material/Decal/DecalNormalBuffer, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/Material/Decal/DecalNormalBuffer, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/MotionVecResolve, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/MotionVecResolve, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Default, stage: all, keywords -Compiled shader: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Default, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/OpaqueAtmosphericScattering, pass: MSAA, stage: all, keywords -Compiled shader: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Polychromatic Alpha, stage: all, keywords -Compiled shader: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Polychromatic Alpha, stage: all, keywords NO_WATER -Compiled shader: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Polychromatic Alpha, stage: all, keywords NO_WATER STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Polychromatic Alpha, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Polychromatic Alpha, stage: all, keywords STEREO_INSTANCING_ON SUPPORT_WATER -Compiled shader: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Polychromatic Alpha, stage: all, keywords SUPPORT_WATER -Compiled shader: Hidden/HDRP/PreIntegratedFGD_CookTorrance, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/PreIntegratedFGD_Ward, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/Sky/GradientSky, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/Sky/GradientSky, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/Sky/GradientSky, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/Sky/HDRISky, pass: FragBaking, stage: all, keywords -Compiled shader: Hidden/HDRP/Sky/HDRISky, pass: FragBaking, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH DISTORTION_PROCEDURAL PUNCTUAL_SHADOW_HIGH USE_FPTL_LIGHTLIST -Compiled shader: Hidden/HDRP/Sky/HDRISky, pass: FragBaking, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH USE_CLUSTERED_LIGHTLIST -Compiled shader: Hidden/HDRP/Sky/HDRISky, pass: FragBaking, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH USE_FPTL_LIGHTLIST -Compiled shader: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: all, keywords -Compiled shader: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH DISTORTION_PROCEDURAL PUNCTUAL_SHADOW_HIGH STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST -Compiled shader: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH DISTORTION_PROCEDURAL PUNCTUAL_SHADOW_HIGH USE_FPTL_LIGHTLIST -Compiled shader: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST -Compiled shader: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST -Compiled shader: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH USE_CLUSTERED_LIGHTLIST -Compiled shader: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH USE_FPTL_LIGHTLIST -Compiled shader: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/Sky/PbrSky, pass: PBRSky Cubemap, stage: all, keywords -Compiled shader: Hidden/HDRP/Sky/PbrSky, pass: PBRSky, stage: all, keywords -Compiled shader: Hidden/HDRP/Sky/PbrSky, pass: PBRSky, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/TemporalAA, pass: Copy History, stage: all, keywords -Compiled shader: Hidden/HDRP/TemporalAA, pass: Copy History, stage: all, keywords HIGH_QUALITY -Compiled shader: Hidden/HDRP/TemporalAA, pass: Copy History, stage: all, keywords HIGH_QUALITY STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/TemporalAA, pass: Copy History, stage: all, keywords MEDIUM_QUALITY -Compiled shader: Hidden/HDRP/TemporalAA, pass: Copy History, stage: all, keywords MEDIUM_QUALITY STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/TemporalAA, pass: Copy History, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/TemporalAA, pass: Excluded From TAA, stage: all, keywords -Compiled shader: Hidden/HDRP/TemporalAA, pass: Excluded From TAA, stage: all, keywords HIGH_QUALITY -Compiled shader: Hidden/HDRP/TemporalAA, pass: Excluded From TAA, stage: all, keywords HIGH_QUALITY STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/TemporalAA, pass: Excluded From TAA, stage: all, keywords MEDIUM_QUALITY -Compiled shader: Hidden/HDRP/TemporalAA, pass: Excluded From TAA, stage: all, keywords MEDIUM_QUALITY STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/TemporalAA, pass: Excluded From TAA, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/TemporalAA, pass: TAA, stage: all, keywords -Compiled shader: Hidden/HDRP/TemporalAA, pass: TAA, stage: all, keywords HIGH_QUALITY -Compiled shader: Hidden/HDRP/TemporalAA, pass: TAA, stage: all, keywords HIGH_QUALITY STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/TemporalAA, pass: TAA, stage: all, keywords MEDIUM_QUALITY -Compiled shader: Hidden/HDRP/TemporalAA, pass: TAA, stage: all, keywords MEDIUM_QUALITY STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/TemporalAA, pass: TAA, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/TerrainLit_Basemap, pass: ShadowCaster, stage: all, keywords -Compiled shader: Hidden/HDRP/TerrainLit_BasemapGen, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/TerrainLit_BasemapGen, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/UpsampleTransparent, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/UpsampleTransparent, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/UpsampleTransparent, pass: , stage: all, keywords NEAREST_DEPTH -Compiled shader: Hidden/HDRP/UpsampleTransparent, pass: , stage: all, keywords NEAREST_DEPTH STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/UpsampleTransparent, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/WaterCaustics, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/WaterDeformation, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/WaterExclusion, pass: StencilTag, stage: all, keywords -Compiled shader: Hidden/HDRP/WaterExclusion, pass: StencilTag, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/HDRP/WaterFoam, pass: Reprojection, stage: all, keywords -Compiled shader: Hidden/HDRP/WaterFoam, pass: ShoreWaveFoamGeneration, stage: all, keywords -Compiled shader: Hidden/HDRP/XRMirrorView, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/XRMirrorView, pass: , stage: all, keywords DISABLE_TEXTURE2D_X_ARRAY -Compiled shader: Hidden/HDRP/XROcclusionMesh, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/preIntegratedFGD_CharlieFabricLambert, pass: , stage: all, keywords -Compiled shader: Hidden/HDRP/preIntegratedFGD_GGXDisneyDiffuse, pass: , stage: all, keywords -Compiled shader: Hidden/Internal-GUITexture, pass: , stage: all, keywords -Compiled shader: Hidden/Internal-GUITextureClip, pass: , stage: all, keywords -Compiled shader: Hidden/InternalClear, pass: , stage: all, keywords -Compiled shader: Hidden/InternalClear, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/InternalClear, pass: , stage: all, keywords -Compiled shader: Hidden/InternalClear, pass: , stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Blend Weights Calculation, stage: all, keywords -Compiled shader: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Blend Weights Calculation, stage: all, keywords SMAA_PRESET_HIGH -Compiled shader: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Blend Weights Calculation, stage: all, keywords SMAA_PRESET_HIGH STEREO_INSTANCING_ON -Compiled shader: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Blend Weights Calculation, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Edge detection, stage: all, keywords -Compiled shader: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Edge detection, stage: all, keywords SMAA_PRESET_HIGH -Compiled shader: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Edge detection, stage: all, keywords SMAA_PRESET_HIGH STEREO_INSTANCING_ON -Compiled shader: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Edge detection, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Neighborhood Blending, stage: all, keywords -Compiled shader: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Neighborhood Blending, stage: all, keywords SMAA_PRESET_HIGH -Compiled shader: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Neighborhood Blending, stage: all, keywords SMAA_PRESET_HIGH STEREO_INSTANCING_ON -Compiled shader: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Neighborhood Blending, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Hidden/SRP/BlitCubeTextureFace, pass: , stage: all, keywords -Compiled shader: Hidden/ScriptableRenderPipeline/ShadowClear, pass: ClearShadow, stage: all, keywords -Compiled shader: Hidden/Shader/ChromaKeying, pass: ChromaKeying, stage: all, keywords -Compiled shader: Hidden/TextCore/Distance Field SSD, pass: , stage: all, keywords -Compiled shader: Shader Graphs/3dCRT_Shadergraph, pass: , stage: all, keywords -Compiled shader: Shader Graphs/AnimatedDecal, pass: DBufferProjector, stage: all, keywords DECALS_4RT INSTANCING_ON _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL -Compiled shader: Shader Graphs/AnimatedDecal, pass: DecalProjectorForwardEmissive, stage: all, keywords INSTANCING_ON -Compiled shader: Shader Graphs/AnimatedMeshDecal, pass: DBufferMesh, stage: all, keywords DECALS_4RT _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL -Compiled shader: Shader Graphs/AnimatedMeshDecal, pass: DecalMeshForwardEmissive, stage: all, keywords -Compiled shader: Shader Graphs/Anisotropic, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Shader Graphs/Anisotropic, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/Anisotropic, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Shader Graphs/Anisotropic, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/Anisotropic, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/BiasGraph, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Shader Graphs/BiasGraph, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/BiasGraph, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Shader Graphs/BiasGraph, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/BiasGraph, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/BiasLowQualityGraph, pass: DepthForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/BiasLowQualityGraph, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/BiasLowQualityGraph, pass: ForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/BiasLowQualityGraph, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/BiasLowQualityGraph, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/BubbleGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _MATERIAL_FEATURE_IRIDESCENCE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/BubbleGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _MATERIAL_FEATURE_IRIDESCENCE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/BubbleGraph, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON _DOUBLESIDED_ON _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/BubbleGraph, pass: Forward, stage: all, keywords _DOUBLESIDED_ON _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/BubbleGraph, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _MATERIAL_FEATURE_IRIDESCENCE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/BubbleGraph, pass: ShadowCaster, stage: all, keywords _DOUBLESIDED_ON _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/BubbleGraph, pass: TransparentBackface, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _MATERIAL_FEATURE_IRIDESCENCE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/BubbleGraph, pass: TransparentBackface, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _MATERIAL_FEATURE_IRIDESCENCE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/BubbleGraph, pass: TransparentBackface, stage: all, keywords STEREO_INSTANCING_ON _DOUBLESIDED_ON _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/BubbleGraph, pass: TransparentBackface, stage: all, keywords _DOUBLESIDED_ON _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/CubemapRenderTexture, pass: , stage: all, keywords -Compiled shader: Shader Graphs/EmisUnlitGraph, pass: DepthForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/EmisUnlitGraph, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/EmisUnlitGraph, pass: ForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/EmisUnlitGraph, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/EmisUnlitGraph, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: all, keywords -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: Forward, stage: all, keywords -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: GBuffer, stage: all, keywords -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: GBuffer, stage: all, keywords DECALS_4RT -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: GBuffer, stage: all, keywords DECALS_4RT STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: GBuffer, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/ExplicitLodGraph, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/Eye, pass: DepthForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/Eye, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/Eye, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/Eye, pass: DepthForwardOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/Eye, pass: ForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/Eye, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/Eye, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/Eye, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/Eye, pass: ForwardOnly, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/Eye, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/Eye, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/Eye, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/Eye, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/EyeGraph, pass: DepthForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/EyeGraph, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/EyeGraph, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/EyeGraph, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/EyeGraph, pass: ForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/EyeGraph, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/EyeGraph, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/EyeGraph, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/EyeGraph, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/EyeGraph, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/Fabric, pass: DepthForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/Fabric, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/Fabric, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/Fabric, pass: DepthForwardOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/Fabric, pass: ForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/Fabric, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/Fabric, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/Fabric, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/Fabric, pass: ForwardOnly, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/Fabric, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/Fabric, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/Fabric, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/Fabric, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/FabricGraph, pass: DepthForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/FabricGraph, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/FabricGraph, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/FabricGraph, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/FabricGraph, pass: ForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/FabricGraph, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/FabricGraph, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/FabricGraph, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/FabricGraph, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/FabricGraph, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/GlobalBiasVTGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/GlobalBiasVTGraph, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/GlobalBiasVTGraph, pass: Forward, stage: all, keywords -Compiled shader: Shader Graphs/GlobalBiasVTGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/GlobalBiasVTGraph, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/GlobalBiasVTGraph, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/HQLinesShader, pass: LineRenderingOffscreenShading, stage: all, keywords -Compiled shader: Shader Graphs/HQLinesShader, pass: LineRenderingOffscreenShading, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/HQLinesShader, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/Hair, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Compiled shader: Shader Graphs/Hair, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Compiled shader: Shader Graphs/Hair, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Compiled shader: Shader Graphs/Hair, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON -Compiled shader: Shader Graphs/Hair, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Compiled shader: Shader Graphs/Hair, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/Hair, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Compiled shader: Shader Graphs/Hair, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON -Compiled shader: Shader Graphs/Hair, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/Hair, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON -Compiled shader: Shader Graphs/Hair, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/Hair, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON -Compiled shader: Shader Graphs/Hair, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/HairGraph, pass: DepthForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/HairGraph, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/HairGraph, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/HairGraph, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/HairGraph, pass: ForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/HairGraph, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/HairGraph, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/HairGraph, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/HairGraph, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/HairGraph, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/Head, pass: DepthOnly, stage: all, keywords -Compiled shader: Shader Graphs/Head, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/Head, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/Head, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/Head, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/Head, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/Head, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/Head, pass: Forward, stage: all, keywords -Compiled shader: Shader Graphs/Head, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/Head, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/Head, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/Head, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/Head, pass: GBuffer, stage: all, keywords -Compiled shader: Shader Graphs/Head, pass: GBuffer, stage: all, keywords DECALS_4RT _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/Head, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/Head, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/KeywordGraph, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON TESTKEYWORD_ONESTACK -Compiled shader: Shader Graphs/KeywordGraph, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON TESTKEYWORD_TWOSTACKS -Compiled shader: Shader Graphs/KeywordGraph, pass: DepthForwardOnly, stage: all, keywords TESTKEYWORD_ONESTACK -Compiled shader: Shader Graphs/KeywordGraph, pass: DepthForwardOnly, stage: all, keywords TESTKEYWORD_TWOSTACKS -Compiled shader: Shader Graphs/KeywordGraph, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON TESTKEYWORD_ONESTACK -Compiled shader: Shader Graphs/KeywordGraph, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON TESTKEYWORD_TWOSTACKS -Compiled shader: Shader Graphs/KeywordGraph, pass: ForwardOnly, stage: all, keywords TESTKEYWORD_ONESTACK -Compiled shader: Shader Graphs/KeywordGraph, pass: ForwardOnly, stage: all, keywords TESTKEYWORD_TWOSTACKS -Compiled shader: Shader Graphs/KeywordGraph, pass: ShadowCaster, stage: all, keywords TESTKEYWORD_ONESTACK -Compiled shader: Shader Graphs/KeywordGraph, pass: ShadowCaster, stage: all, keywords TESTKEYWORD_TWOSTACKS -Compiled shader: Shader Graphs/LitGraph, pass: DepthOnly, stage: all, keywords -Compiled shader: Shader Graphs/LitGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/LitGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER -Compiled shader: Shader Graphs/LitGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/LitGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/LitGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER -Compiled shader: Shader Graphs/LitGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/LitGraph, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/LitGraph, pass: Forward, stage: all, keywords -Compiled shader: Shader Graphs/LitGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST -Compiled shader: Shader Graphs/LitGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST -Compiled shader: Shader Graphs/LitGraph, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/LitGraph, pass: GBuffer, stage: all, keywords -Compiled shader: Shader Graphs/LitGraph, pass: GBuffer, stage: all, keywords DECALS_4RT -Compiled shader: Shader Graphs/LitGraph, pass: GBuffer, stage: all, keywords DECALS_4RT STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/LitGraph, pass: GBuffer, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/LitGraph, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: all, keywords -Compiled shader: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER -Compiled shader: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER -Compiled shader: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/LowQualGraph, pass: Forward, stage: all, keywords -Compiled shader: Shader Graphs/LowQualGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST -Compiled shader: Shader Graphs/LowQualGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST -Compiled shader: Shader Graphs/LowQualGraph, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/LowQualGraph, pass: GBuffer, stage: all, keywords -Compiled shader: Shader Graphs/LowQualGraph, pass: GBuffer, stage: all, keywords DECALS_4RT -Compiled shader: Shader Graphs/LowQualGraph, pass: GBuffer, stage: all, keywords DECALS_4RT STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/LowQualGraph, pass: GBuffer, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/LowQualGraph, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/MipEquivalent, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Shader Graphs/MipEquivalent, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/MipEquivalent, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Shader Graphs/MipEquivalent, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/MipEquivalent, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: all, keywords -Compiled shader: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER -Compiled shader: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER -Compiled shader: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/MultiSampleGraph, pass: Forward, stage: all, keywords -Compiled shader: Shader Graphs/MultiSampleGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST -Compiled shader: Shader Graphs/MultiSampleGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST -Compiled shader: Shader Graphs/MultiSampleGraph, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/MultiSampleGraph, pass: GBuffer, stage: all, keywords -Compiled shader: Shader Graphs/MultiSampleGraph, pass: GBuffer, stage: all, keywords DECALS_4RT -Compiled shader: Shader Graphs/MultiSampleGraph, pass: GBuffer, stage: all, keywords DECALS_4RT STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/MultiSampleGraph, pass: GBuffer, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/MultiSampleGraph, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: all, keywords -Compiled shader: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/OpaqueGraph, pass: Forward, stage: all, keywords -Compiled shader: Shader Graphs/OpaqueGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OpaqueGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OpaqueGraph, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/OpaqueGraph, pass: GBuffer, stage: all, keywords -Compiled shader: Shader Graphs/OpaqueGraph, pass: GBuffer, stage: all, keywords DECALS_4RT STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OpaqueGraph, pass: GBuffer, stage: all, keywords DECALS_4RT _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OpaqueGraph, pass: GBuffer, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/OpaqueGraph, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/OpaqueGraph, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OverrideGI_BakedGINode, pass: DepthOnly, stage: all, keywords -Compiled shader: Shader Graphs/OverrideGI_BakedGINode, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/OverrideGI_BakedGINode, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OverrideGI_BakedGINode, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OverrideGI_BakedGINode, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OverrideGI_BakedGINode, pass: GBuffer, stage: all, keywords -Compiled shader: Shader Graphs/OverrideGI_BakedGINode, pass: GBuffer, stage: all, keywords DECALS_4RT PROBE_VOLUMES_L1 STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OverrideGI_BakedGINode, pass: GBuffer, stage: all, keywords DECALS_4RT PROBE_VOLUMES_L1 _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OverrideGI_BakedGINode, pass: GBuffer, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/OverrideGI_BakedGINode, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/OverrideGI_BakedGINode, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OverrideGI_Blue, pass: DepthOnly, stage: all, keywords -Compiled shader: Shader Graphs/OverrideGI_Blue, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/OverrideGI_Blue, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OverrideGI_Blue, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OverrideGI_Blue, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OverrideGI_Blue, pass: GBuffer, stage: all, keywords -Compiled shader: Shader Graphs/OverrideGI_Blue, pass: GBuffer, stage: all, keywords DECALS_4RT PROBE_VOLUMES_L1 STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OverrideGI_Blue, pass: GBuffer, stage: all, keywords DECALS_4RT PROBE_VOLUMES_L1 _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/OverrideGI_Blue, pass: GBuffer, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/OverrideGI_Blue, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/OverrideGI_Blue, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/PBRGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _ALPHATEST_ON _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/PBRGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/PBRGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER _ALPHATEST_ON -Compiled shader: Shader Graphs/PBRGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Shader Graphs/PBRGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _ALPHATEST_ON _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/PBRGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/PBRGraph, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _ALPHATEST_ON -Compiled shader: Shader Graphs/PBRGraph, pass: DepthOnly, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/PBRGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/PBRGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/PBRGraph, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Shader Graphs/PBRGraph, pass: Forward, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/PBRGraph, pass: GBuffer, stage: all, keywords DECALS_4RT STEREO_INSTANCING_ON _ALPHATEST_ON _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/PBRGraph, pass: GBuffer, stage: all, keywords DECALS_4RT _ALPHATEST_ON _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/PBRGraph, pass: GBuffer, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Shader Graphs/PBRGraph, pass: GBuffer, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/PBRGraph, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/PBRGraph, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/POM, pass: DepthOnly, stage: all, keywords -Compiled shader: Shader Graphs/POM, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/POM, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/POM, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/POM, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/POM, pass: DepthOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/POM, pass: Forward, stage: all, keywords -Compiled shader: Shader Graphs/POM, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/POM, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/POM, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/POM, pass: GBuffer, stage: all, keywords -Compiled shader: Shader Graphs/POM, pass: GBuffer, stage: all, keywords DECALS_4RT _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/POM, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/POM, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/RippleEffect, pass: , stage: all, keywords -Compiled shader: Shader Graphs/RippleObject, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/RippleObject, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/RippleObject, pass: Forward, stage: all, keywords -Compiled shader: Shader Graphs/RippleObject, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/RippleObject, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/RippleObject, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords ENABLEVERTEXMODIFICATION -Compiled shader: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords ENABLEVERTEXMODIFICATION STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords ENABLEVERTEXMODIFICATION STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords ENABLEVERTEXMODIFICATION STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords ENABLEVERTEXMODIFICATION WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords ENABLEVERTEXMODIFICATION WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords ENABLEVERTEXMODIFICATION WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords ENABLEVERTEXMODIFICATION WRITE_NORMAL_BUFFER _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords ENABLEVERTEXMODIFICATION _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords ENABLEVERTEXMODIFICATION _DISABLE_SSR_TRANSPARENT _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords ENABLEVERTEXMODIFICATION _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationLit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH ENABLEVERTEXMODIFICATION PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SGTessellationLit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH ENABLEVERTEXMODIFICATION PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SGTessellationLit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH ENABLEVERTEXMODIFICATION PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationLit, pass: Forward, stage: all, keywords ENABLEVERTEXMODIFICATION -Compiled shader: Shader Graphs/SGTessellationLit, pass: Forward, stage: all, keywords ENABLEVERTEXMODIFICATION STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/SGTessellationLit, pass: Forward, stage: all, keywords ENABLEVERTEXMODIFICATION STEREO_INSTANCING_ON _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationLit, pass: Forward, stage: all, keywords ENABLEVERTEXMODIFICATION _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: all, keywords DECALS_4RT ENABLEVERTEXMODIFICATION _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: all, keywords DECALS_4RT ENABLEVERTEXMODIFICATION _DISABLE_SSR_TRANSPARENT _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: all, keywords ENABLEVERTEXMODIFICATION -Compiled shader: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: all, keywords ENABLEVERTEXMODIFICATION _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: all, keywords ENABLEVERTEXMODIFICATION -Compiled shader: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: all, keywords ENABLEVERTEXMODIFICATION _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: all, keywords ENABLEVERTEXMODIFICATION _DISABLE_SSR_TRANSPARENT _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: all, keywords ENABLEVERTEXMODIFICATION _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_MSAA_DEPTH -Compiled shader: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: all, keywords WRITE_MSAA_DEPTH -Compiled shader: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: all, keywords WRITE_MSAA_DEPTH _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: all, keywords _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationUnlit, pass: ForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/SGTessellationUnlit, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/SGTessellationUnlit, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationUnlit, pass: ForwardOnly, stage: all, keywords _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: all, keywords _TESSELLATION_PHONG -Compiled shader: Shader Graphs/SG_Eye, pass: DepthForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/SG_Eye, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/SG_Eye, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SG_Eye, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SG_Eye, pass: DepthForwardOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SG_Eye, pass: ForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/SG_Eye, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SG_Eye, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SG_Eye, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/SG_Eye, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/SG_Eye, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SG_Lit, pass: DepthOnly, stage: all, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SG_Lit, pass: DepthOnly, stage: all, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/SG_Lit, pass: DepthOnly, stage: all, keywords DOTS_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SG_Lit, pass: DepthOnly, stage: all, keywords DOTS_INSTANCING_ON WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/SG_Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DOTS_INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SG_Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DOTS_INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SG_Lit, pass: Forward, stage: all, keywords DOTS_INSTANCING_ON -Compiled shader: Shader Graphs/SG_Lit, pass: Forward, stage: all, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/SG_Lit, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/SG_Lit, pass: ShadowCaster, stage: all, keywords DOTS_INSTANCING_ON -Compiled shader: Shader Graphs/SG_Lit, pass: ShadowCaster, stage: all, keywords DOTS_INSTANCING_ON _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SG_Lit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/SG_Unlit, pass: DepthForwardOnly, stage: all, keywords DOTS_INSTANCING_ON -Compiled shader: Shader Graphs/SG_Unlit, pass: DepthForwardOnly, stage: all, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/SG_Unlit, pass: ForwardOnly, stage: all, keywords DOTS_INSTANCING_ON -Compiled shader: Shader Graphs/SG_Unlit, pass: ForwardOnly, stage: all, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/SG_Unlit, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/SG_Unlit, pass: ShadowCaster, stage: all, keywords DOTS_INSTANCING_ON -Compiled shader: Shader Graphs/SSSGraph, pass: DepthOnly, stage: all, keywords -Compiled shader: Shader Graphs/SSSGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/SSSGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/SSSGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/SSSGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/SSSGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/SSSGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/SSSGraph, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/SSSGraph, pass: Forward, stage: all, keywords -Compiled shader: Shader Graphs/SSSGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/SSSGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/SSSGraph, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/SSSGraph, pass: GBuffer, stage: all, keywords -Compiled shader: Shader Graphs/SSSGraph, pass: GBuffer, stage: all, keywords DECALS_4RT STEREO_INSTANCING_ON _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/SSSGraph, pass: GBuffer, stage: all, keywords DECALS_4RT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/SSSGraph, pass: GBuffer, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/SSSGraph, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/SSSGraph, pass: ShadowCaster, stage: all, keywords _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION -Compiled shader: Shader Graphs/SampleBuffers, pass: DrawProcedural, stage: all, keywords -Compiled shader: Shader Graphs/ShadowMatte, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/ShadowMatte, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/ShadowMatte, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/ShadowMatte, pass: ForwardOnly, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/ShadowMatte, pass: ShadowCaster, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/ShadowMatte, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/StackLit, pass: DepthForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/StackLit, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/StackLit, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/StackLit, pass: DepthForwardOnly, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/StackLit, pass: ForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/StackLit, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/StackLit, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/StackLit, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/StackLit, pass: ForwardOnly, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/StackLit, pass: MotionVectors, stage: all, keywords -Compiled shader: Shader Graphs/StackLit, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_MSAA_DEPTH _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/StackLit, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/StackLit, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_MSAA_DEPTH _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/StackLit, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/StackLit, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/StackLit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/StackLit, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/StackLit, pass: ShadowCaster, stage: all, keywords _SURFACE_TYPE_TRANSPARENT -Compiled shader: Shader Graphs/StackLitGraph, pass: DepthForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/StackLitGraph, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/StackLitGraph, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/StackLitGraph, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/StackLitGraph, pass: ForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/StackLitGraph, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/StackLitGraph, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/StackLitGraph, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/StackLitGraph, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/StackLitGraph, pass: ShadowCaster, stage: all, keywords _DISABLE_SSR_TRANSPARENT -Compiled shader: Shader Graphs/StencilFullscreen, pass: DrawProcedural, stage: all, keywords -Compiled shader: Shader Graphs/TestCompositionGraph, pass: ForwardOnly, stage: all, keywords -Compiled shader: Shader Graphs/TestCompositionGraph, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/TestCompositionGraph, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/UnlitGraph, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Shader Graphs/UnlitGraph, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/UnlitGraph, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Shader Graphs/UnlitGraph, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/UnlitGraph, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/VTSubGraphShader, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Shader Graphs/VTSubGraphShader, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/VTSubGraphShader, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Shader Graphs/VTSubGraphShader, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/VTSubGraphShader, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/VTSubgraphSepArg, pass: DepthForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Shader Graphs/VTSubgraphSepArg, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/VTSubgraphSepArg, pass: ForwardOnly, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Shader Graphs/VTSubgraphSepArg, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/VTSubgraphSepArg, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON -Compiled shader: Shader Graphs/VertexShader, pass: DepthOnly, stage: all, keywords -Compiled shader: Shader Graphs/VertexShader, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/VertexShader, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER -Compiled shader: Shader Graphs/VertexShader, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/VertexShader, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/VertexShader, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER -Compiled shader: Shader Graphs/VertexShader, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/VertexShader, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER -Compiled shader: Shader Graphs/VertexShader, pass: Forward, stage: all, keywords -Compiled shader: Shader Graphs/VertexShader, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST -Compiled shader: Shader Graphs/VertexShader, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST -Compiled shader: Shader Graphs/VertexShader, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/VertexShader, pass: GBuffer, stage: all, keywords -Compiled shader: Shader Graphs/VertexShader, pass: GBuffer, stage: all, keywords DECALS_4RT -Compiled shader: Shader Graphs/VertexShader, pass: GBuffer, stage: all, keywords DECALS_4RT STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/VertexShader, pass: GBuffer, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/VertexShader, pass: ShadowCaster, stage: all, keywords -Compiled shader: Shader Graphs/Water, pass: LowRes, stage: all, keywords -Compiled shader: Shader Graphs/Water, pass: LowRes, stage: all, keywords STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/Water, pass: WaterGBuffer, stage: all, keywords DECALS_4RT PROCEDURAL_INSTANCING_ON STEREO_INSTANCING_ON WATER_THREE_BANDS -Compiled shader: Shader Graphs/Water, pass: WaterGBuffer, stage: all, keywords DECALS_4RT PROCEDURAL_INSTANCING_ON WATER_THREE_BANDS -Compiled shader: Shader Graphs/Water, pass: WaterGBuffer, stage: all, keywords DECALS_4RT STEREO_INSTANCING_ON WATER_THREE_BANDS -Compiled shader: Shader Graphs/Water, pass: WaterGBuffer, stage: all, keywords DECALS_4RT WATER_THREE_BANDS -Compiled shader: Shader Graphs/Water, pass: WaterGBuffer, stage: all, keywords PROCEDURAL_INSTANCING_ON STEREO_INSTANCING_ON WATER_THREE_BANDS -Compiled shader: Shader Graphs/Water, pass: WaterGBuffer, stage: all, keywords PROCEDURAL_INSTANCING_ON WATER_THREE_BANDS -Compiled shader: Shader Graphs/Water, pass: WaterGBuffer, stage: all, keywords STEREO_INSTANCING_ON WATER_THREE_BANDS -Compiled shader: Shader Graphs/Water, pass: WaterGBuffer, stage: all, keywords WATER_THREE_BANDS -Compiled shader: Shader Graphs/WaterPuddle, pass: DBufferProjector, stage: all, keywords DECALS_4RT INSTANCING_ON STEREO_INSTANCING_ON _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL -Compiled shader: Shader Graphs/WaterPuddle, pass: DBufferProjector, stage: all, keywords DECALS_4RT INSTANCING_ON _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL -Compiled shader: Shader Graphs/WaterPuddle, pass: DecalProjectorForwardEmissive, stage: all, keywords INSTANCING_ON -Compiled shader: Shader Graphs/WaterPuddle, pass: DecalProjectorForwardEmissive, stage: all, keywords INSTANCING_ON STEREO_INSTANCING_ON -Compiled shader: Shader Graphs/WriteColor, pass: DrawProcedural, stage: all, keywords -Compiled shader: Skybox/Cubemap, pass: , stage: all, keywords -Compiled shader: Transparent/CloudGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _ALPHATEST_ON _DISABLE_DECALS -Compiled shader: Transparent/CloudGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_DECALS -Compiled shader: Transparent/CloudGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER _ALPHATEST_ON -Compiled shader: Transparent/CloudGraph, pass: DepthOnly, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Transparent/CloudGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _ALPHATEST_ON _DISABLE_DECALS -Compiled shader: Transparent/CloudGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_DECALS -Compiled shader: Transparent/CloudGraph, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _ALPHATEST_ON -Compiled shader: Transparent/CloudGraph, pass: DepthOnly, stage: all, keywords _ALPHATEST_ON -Compiled shader: Transparent/CloudGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_DECALS -Compiled shader: Transparent/CloudGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_DECALS -Compiled shader: Transparent/CloudGraph, pass: Forward, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Transparent/CloudGraph, pass: Forward, stage: all, keywords _ALPHATEST_ON -Compiled shader: Transparent/CloudGraph, pass: GBuffer, stage: all, keywords DECALS_4RT STEREO_INSTANCING_ON _ALPHATEST_ON _DISABLE_DECALS -Compiled shader: Transparent/CloudGraph, pass: GBuffer, stage: all, keywords DECALS_4RT _ALPHATEST_ON _DISABLE_DECALS -Compiled shader: Transparent/CloudGraph, pass: GBuffer, stage: all, keywords STEREO_INSTANCING_ON _ALPHATEST_ON -Compiled shader: Transparent/CloudGraph, pass: GBuffer, stage: all, keywords _ALPHATEST_ON -Compiled shader: Transparent/CloudGraph, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON -Compiled shader: Transparent/CloudGraph, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DISABLE_DECALS -Compiled shader: UI/Default, pass: Default, stage: all, keywords -Compiled shader: UI/Default, pass: Default, stage: all, keywords STEREO_INSTANCING_ON +Compiled compute shader: ScreenSpaceReflections, kernel: ScreenSpaceReflectionsReprojection, keywords SSR_APPROX +Compiled compute shader: ScreenSpaceReflections, kernel: ScreenSpaceReflectionsTracing, keywords SSR_APPROX +Compiled compute shader: SkyLUTGenerator, kernel: AtmosphericScatteringBlur, keywords +Compiled compute shader: SkyLUTGenerator, kernel: AtmosphericScatteringLUTCamera, keywords +Compiled compute shader: SkyLUTGenerator, kernel: MultiScatteringLUT, keywords +Compiled compute shader: SkyLUTGenerator, kernel: SkyViewLUT, keywords +Compiled compute shader: StagePrepare, kernel: ClearBins, keywords +Compiled compute shader: StagePrepare, kernel: ClearClusters, keywords +Compiled compute shader: StagePrepare, kernel: ClearCounters, keywords +Compiled compute shader: StagePrepare, kernel: ClearCountersPerRenderer, keywords +Compiled compute shader: StagePrepare, kernel: ComputeClusterRanges, keywords +Compiled compute shader: StagePrepare, kernel: UpdateOffsets, keywords +Compiled compute shader: StageRasterBin, kernel: Main, keywords +Compiled compute shader: StageRasterBin, kernel: MainArgs, keywords +Compiled compute shader: StageRasterFine, kernel: Main, keywords +Compiled compute shader: StageSetupSegment, kernel: Main, keywords INDEX_FORMAT_UINT_32 +Compiled compute shader: StageShadingSetup, kernel: ClearShadingCompactionBuffer, keywords +Compiled compute shader: StageShadingSetup, kernel: ClearShadingSampleVisibilityBuffer, keywords +Compiled compute shader: StageShadingSetup, kernel: CreateCompactedShadingSamplesMapping, keywords +Compiled compute shader: StageShadingSetup, kernel: ReplicateShadedSamplesToShadingAtlas, keywords +Compiled compute shader: StageWorkQueue, kernel: BuildFineRasterArgs, keywords +Compiled compute shader: StageWorkQueue, kernel: WorkQueueActiveBins, keywords +Compiled compute shader: StageWorkQueue, kernel: WorkQueueActiveClusters, keywords +Compiled compute shader: StageWorkQueue, kernel: WorkQueueBuild, keywords +Compiled compute shader: StageWorkQueue, kernel: WorkQueueBuildArgs, keywords +Compiled compute shader: SubsurfaceScattering, kernel: SubsurfaceScattering, keywords +Compiled compute shader: SubsurfaceScattering, kernel: SubsurfaceScattering, keywords ENABLE_MSAA +Compiled compute shader: UberPost, kernel: Uber, keywords +Compiled compute shader: UberPost, kernel: Uber, keywords CHROMATIC_ABERRATION ENABLE_ALPHA LENS_DISTORTION VIGNETTE +Compiled compute shader: UberPost, kernel: Uber, keywords CHROMATIC_ABERRATION GAMMA2_OUTPUT LENS_DISTORTION VIGNETTE +Compiled compute shader: UberPost, kernel: Uber, keywords ENABLE_ALPHA +Compiled compute shader: VolumetricClouds, kernel: PreUpscaleClouds, keywords +Compiled compute shader: VolumetricClouds, kernel: ReprojectClouds, keywords +Compiled compute shader: VolumetricClouds, kernel: UpscaleClouds, keywords +Compiled compute shader: VolumetricClouds, kernel: UpscaleCloudsPerceptual, keywords +Compiled compute shader: VolumetricCloudsShadowFilter, kernel: FilterVolumetricCloudsShadow, keywords +Compiled compute shader: VolumetricCloudsTrace, kernel: RenderClouds, keywords CLOUDS_SIMPLE_PRESET PERCEPTUAL_TRANSMITTANCE PHYSICALLY_BASED_SUN +Compiled compute shader: VolumetricCloudsTrace, kernel: RenderClouds, keywords CLOUDS_SIMPLE_PRESET PHYSICALLY_BASED_SUN +Compiled compute shader: VolumetricCloudsTrace, kernel: RenderClouds, keywords CLOUDS_SIMPLE_PRESET PHYSICALLY_BASED_SUN TRACE_FOR_SKY +Compiled compute shader: VolumetricCloudsTraceShadows, kernel: TraceVolumetricCloudsShadows, keywords CLOUDS_SIMPLE_PRESET +Compiled compute shader: VolumetricLighting, kernel: VolumetricLighting, keywords ENABLE_ANISOTROPY SUPPORT_LOCAL_LIGHTS +Compiled compute shader: VolumetricLighting, kernel: VolumetricLighting, keywords PROBE_VOLUMES_L1 SUPPORT_LOCAL_LIGHTS VL_PRESET_OPTIMAL +Compiled compute shader: VolumetricLighting, kernel: VolumetricLighting, keywords SUPPORT_LOCAL_LIGHTS +Compiled compute shader: VolumetricLightingFiltering, kernel: FilterVolumetricLighting, keywords +Compiled compute shader: VolumetricMaterial, kernel: ComputeVolumetricMaterialRenderingParameters, keywords +Compiled compute shader: VolumeVoxelization, kernel: VolumeVoxelization, keywords +Uploaded shader variant to the GPU driver: Fullscreen/TvMonochrome, pass: DrawProcedural, stage: all, keywords +Uploaded shader variant to the GPU driver: Fullscreen/TvMonochrome, pass: DrawProcedural, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Fullscreen/TvMonochrome, pass: DrawProcedural, stage: vertex, keywords +Uploaded shader variant to the GPU driver: GUI/Text Shader, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: GUI/Text Shader, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: GUI/Text Shader, pass: , stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: GUI/Text Shader, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: GUI/Text Shader, pass: , stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: DepthForwardOnly, stage: all, keywords _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: DepthForwardOnly, stage: pixel, keywords _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: DepthForwardOnly, stage: vertex, keywords _AXF_BRDF_TYPE_SVBRDF +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: DepthForwardOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _AXF_BRDF_TYPE_SVBRDF +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: ForwardOnly, stage: vertex, keywords _AXF_BRDF_TYPE_SVBRDF +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_MSAA_DEPTH _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: MotionVectors, stage: vertex, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _AXF_BRDF_TYPE_SVBRDF +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: ShadowCaster, stage: all, keywords _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: ShadowCaster, stage: pixel, keywords _AXF_BRDF_TYPE_SVBRDF _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/AxF, pass: ShadowCaster, stage: vertex, keywords _AXF_BRDF_TYPE_SVBRDF +Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferMesh, stage: all, keywords DECALS_4RT _COLORMAP _MASKMAP _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferMesh, stage: pixel, keywords DECALS_4RT _COLORMAP _MASKMAP _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferMesh, stage: vertex, keywords _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: all, keywords DECALS_4RT INSTANCING_ON _COLORMAP _MASKMAP _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: all, keywords DECALS_4RT INSTANCING_ON _COLORMAP _MATERIAL_AFFECTS_ALBEDO +Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: pixel, keywords DECALS_4RT INSTANCING_ON _COLORMAP _MASKMAP _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: pixel, keywords DECALS_4RT INSTANCING_ON _COLORMAP _MATERIAL_AFFECTS_ALBEDO +Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: pixel, keywords DECALS_4RT INSTANCING_ON STEREO_INSTANCING_ON _COLORMAP _MASKMAP _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: vertex, keywords INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: vertex, keywords INSTANCING_ON _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Decal, pass: DBufferProjector, stage: vertex, keywords INSTANCING_ON STEREO_INSTANCING_ON _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/DefaultFogVolume, pass: FogVolumeVoxelize, stage: all, keywords _ENABLE_VOLUMETRIC_FOG_MASK +Uploaded shader variant to the GPU driver: HDRP/DefaultFogVolume, pass: FogVolumeVoxelize, stage: all, keywords +Uploaded shader variant to the GPU driver: HDRP/DefaultFogVolume, pass: FogVolumeVoxelize, stage: pixel, keywords _ENABLE_VOLUMETRIC_FOG_MASK +Uploaded shader variant to the GPU driver: HDRP/DefaultFogVolume, pass: FogVolumeVoxelize, stage: pixel, keywords +Uploaded shader variant to the GPU driver: HDRP/DefaultFogVolume, pass: FogVolumeVoxelize, stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/DefaultFogVolume, pass: FogVolumeVoxelize, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/DefaultFogVolume, pass: FogVolumeVoxelize, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: vertex, keywords _LAYEREDLIT_4_LAYERS _NORMALMAP0 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _LAYEREDLIT_4_LAYERS _NORMALMAP0 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _LAYEREDLIT_4_LAYERS _NORMALMAP0 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER _LAYEREDLIT_4_LAYERS _NORMALMAP0 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: Forward, stage: vertex, keywords _LAYEREDLIT_4_LAYERS _NORMALMAP0 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: Forward, stage: vertex, keywords _LAYEREDLIT_4_LAYERS _NORMALMAP0 _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: all, keywords DECALS_4RT _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT _LAYEREDLIT_4_LAYERS _NORMALMAP0 _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: GBuffer, stage: vertex, keywords _LAYEREDLIT_4_LAYERS _NORMALMAP0 +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: all, keywords _LAYEREDLIT_4_LAYERS +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: pixel, keywords _LAYEREDLIT_4_LAYERS +Uploaded shader variant to the GPU driver: HDRP/LayeredLit, pass: ShadowCaster, stage: vertex, keywords _LAYEREDLIT_4_LAYERS +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: domain, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: domain, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: domain, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: domain, keywords WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: hull, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: hull, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: hull, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: hull, keywords WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: pixel, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: vertex, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: Forward, stage: domain, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: Forward, stage: domain, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: Forward, stage: hull, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: Forward, stage: hull, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: Forward, stage: vertex, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: Forward, stage: vertex, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: GBuffer, stage: all, keywords DECALS_4RT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: GBuffer, stage: domain, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: GBuffer, stage: hull, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: GBuffer, stage: pixel, keywords DECALS_4RT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2 _NORMALMAP_TANGENT_SPACE3 _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: GBuffer, stage: vertex, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: MotionVectors, stage: domain, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: MotionVectors, stage: domain, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: MotionVectors, stage: hull, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: MotionVectors, stage: hull, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: MotionVectors, stage: vertex, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: MotionVectors, stage: vertex, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: domain, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: hull, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: pixel, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LayeredLitTessellation, pass: ShadowCaster, stage: vertex, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP0 _HEIGHTMAP1 _HEIGHTMAP2 _HEIGHTMAP3 _LAYEREDLIT_4_LAYERS _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords _MASKMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords DOTS_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _MASKMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _MASKMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords _MASKMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords DOTS_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _MASKMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _MASKMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _MASKMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords DOTS_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DOTS_INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DOTS_INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DIRLIGHTMAP_COMBINED LIGHTMAP_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DOTS_INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DOTS_INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DOTS_INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DOTS_INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DOTS_INSTANCING_ON _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DOTS_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT _DISABLE_SSR _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT _MASKMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: all, keywords DECALS_4RT PROBE_VOLUMES_L1 _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT _DISABLE_SSR _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT _MASKMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT DIRLIGHTMAP_COMBINED LIGHTMAP_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT PROBE_VOLUMES_L1 _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_4RT PROBE_VOLUMES_L1 STEREO_INSTANCING_ON _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords DIRLIGHTMAP_COMBINED LIGHTMAP_ON _NORMALMAP +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: META, stage: all, keywords _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: META, stage: pixel, keywords _NORMALMAP_TANGENT_SPACE +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: META, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: MotionVectors, stage: all, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: MotionVectors, stage: vertex, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: all, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: all, keywords WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: domain, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: domain, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: domain, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: domain, keywords WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: hull, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: hull, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: hull, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: hull, keywords WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: pixel, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: pixel, keywords WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: vertex, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: domain, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: domain, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: hull, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: hull, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _ENABLE_FOG_ON_TRANSPARENT _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: Forward, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: all, keywords DECALS_4RT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: domain, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: hull, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: pixel, keywords DECALS_4RT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: GBuffer, stage: vertex, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: all, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: domain, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: hull, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: pixel, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: ShadowCaster, stage: vertex, keywords _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: TransparentDepthPrepass, stage: all, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: TransparentDepthPrepass, stage: domain, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _TESSELLATION_PHONG _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: TransparentDepthPrepass, stage: hull, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: TransparentDepthPrepass, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/LitTessellation, pass: TransparentDepthPrepass, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _SURFACE_TYPE_TRANSPARENT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: all, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: all, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: all, keywords WRITE_MSAA_DEPTH +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: pixel, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: pixel, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: pixel, keywords WRITE_MSAA_DEPTH +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: vertex, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: vertex, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: DepthForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: all, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: all, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: all, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: pixel, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: pixel, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: pixel, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: vertex, keywords _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: vertex, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: vertex, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: MotionVectors, stage: all, keywords WRITE_MSAA_DEPTH +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: MotionVectors, stage: pixel, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: MotionVectors, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_MSAA_DEPTH +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: MotionVectors, stage: pixel, keywords WRITE_MSAA_DEPTH +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: MotionVectors, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: MotionVectors, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: all, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: pixel, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: HDRP/Unlit, pass: ShadowCaster, stage: vertex, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/BlitCopy, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/BlitCopy, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/BlitCopy, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/CoreResources/FilterAreaLightCookies, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/ApplyDistortion, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/ApplyDistortion, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/ApplyDistortion, pass: , stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/ApplyDistortion, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/ApplyDistortion, pass: , stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearCubeToOctahedralPadding, stage: all, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearCubeToOctahedralPadding, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearCubeToOctahedralPadding, stage: pixel, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearCubeToOctahedralPadding, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearCubeToOctahedralPadding, stage: vertex, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuad, stage: all, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuad, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuad, stage: pixel, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuad, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuad, stage: vertex, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuadPadding, stage: all, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuadPadding, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuadPadding, stage: pixel, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuadPadding, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuadPadding, stage: vertex, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuadPaddingOctahedral, stage: all, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuadPaddingOctahedral, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuadPaddingOctahedral, stage: pixel, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuadPaddingOctahedral, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuadPaddingOctahedral, stage: vertex, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuadPaddingRepeat, stage: all, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuadPaddingRepeat, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuadPaddingRepeat, stage: pixel, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuadPaddingRepeat, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: BilinearQuadPaddingRepeat, stage: vertex, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: Nearest, stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: Nearest, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: Nearest, stage: pixel, keywords BLIT_SINGLE_SLICE +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: Nearest, stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: Nearest, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: Nearest, stage: vertex, keywords BLIT_SINGLE_SLICE +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: Nearest, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: NearestCubeToOctahedralPadding, stage: all, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: NearestCubeToOctahedralPadding, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: NearestCubeToOctahedralPadding, stage: pixel, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: NearestCubeToOctahedralPadding, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: NearestCubeToOctahedralPadding, stage: vertex, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: NearestQuadPadding, stage: all, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: NearestQuadPadding, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: NearestQuadPadding, stage: pixel, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: NearestQuadPadding, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: NearestQuadPadding, stage: vertex, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/CameraMotionVectors, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/CameraMotionVectors, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/CameraMotionVectors, pass: , stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/CameraMotionVectors, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/CameraMotionVectors, pass: , stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/ClearStencilBuffer, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/ClearStencilBuffer, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/ClearStencilBuffer, pass: , stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/ClearStencilBuffer, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/ClearStencilBuffer, pass: , stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/ColorResolve, pass: MSAA2X, stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/ColorResolve, pass: MSAA2X, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/ColorResolve, pass: MSAA2X, stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/ColorResolve, pass: MSAA2X, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/ColorResolve, pass: MSAA2X, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/CombineLighting, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/CombineLighting, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/CombineLighting, pass: , stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/CombineLighting, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/CombineLighting, pass: , stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/CompositeLines, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/CompositeLines, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/CompositeLines, pass: , stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/CompositeLines, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/CompositeLines, pass: , stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/CopyDepthBuffer, pass: Copy Depth, stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/CopyDepthBuffer, pass: Copy Depth, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/CopyDepthBuffer, pass: Copy Depth, stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/CopyDepthBuffer, pass: Copy Depth, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/CopyDepthBuffer, pass: Copy Depth, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/CustomClear, pass: DrawTextureAndClearStencil, stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/CustomClear, pass: DrawTextureAndClearStencil, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/CustomClear, pass: DrawTextureAndClearStencil, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/DepthValues, pass: , stage: all, keywords _DEPTH_ONLY +Uploaded shader variant to the GPU driver: Hidden/HDRP/DepthValues, pass: , stage: all, keywords _HAS_MOTION_VECTORS +Uploaded shader variant to the GPU driver: Hidden/HDRP/DepthValues, pass: , stage: pixel, keywords _DEPTH_ONLY +Uploaded shader variant to the GPU driver: Hidden/HDRP/DepthValues, pass: , stage: pixel, keywords _HAS_MOTION_VECTORS +Uploaded shader variant to the GPU driver: Hidden/HDRP/DepthValues, pass: , stage: pixel, keywords STEREO_INSTANCING_ON _DEPTH_ONLY +Uploaded shader variant to the GPU driver: Hidden/HDRP/DepthValues, pass: , stage: pixel, keywords STEREO_INSTANCING_ON _HAS_MOTION_VECTORS +Uploaded shader variant to the GPU driver: Hidden/HDRP/DepthValues, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/DepthValues, pass: , stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/DownsampleDepth, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/DownsampleDepth, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/DownsampleDepth, pass: , stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/DownsampleDepth, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/DownsampleDepth, pass: , stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: all, keywords APPLY_AFTER_POST +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: all, keywords APPLY_AFTER_POST DITHER +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: all, keywords APPLY_AFTER_POST ENABLE_ALPHA +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: all, keywords APPLY_AFTER_POST ENABLE_ALPHA GRAIN +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: all, keywords APPLY_AFTER_POST GRAIN RCAS +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: all, keywords ENABLE_ALPHA +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: pixel, keywords APPLY_AFTER_POST +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: pixel, keywords APPLY_AFTER_POST DITHER +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: pixel, keywords APPLY_AFTER_POST DITHER STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: pixel, keywords APPLY_AFTER_POST ENABLE_ALPHA +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: pixel, keywords APPLY_AFTER_POST ENABLE_ALPHA GRAIN +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: pixel, keywords APPLY_AFTER_POST GRAIN RCAS +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: pixel, keywords APPLY_AFTER_POST GRAIN RCAS STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: pixel, keywords APPLY_AFTER_POST STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: pixel, keywords ENABLE_ALPHA +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: , stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/GGXConvolve, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/GGXConvolve, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/GGXConvolve, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/LensFlareDataDriven, pass: LensFlareAdditive, stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/LensFlareDataDriven, pass: LensFlareAdditive, stage: all, keywords FLARE_HAS_OCCLUSION +Uploaded shader variant to the GPU driver: Hidden/HDRP/LensFlareDataDriven, pass: LensFlareAdditive, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/LensFlareDataDriven, pass: LensFlareAdditive, stage: pixel, keywords FLARE_HAS_OCCLUSION +Uploaded shader variant to the GPU driver: Hidden/HDRP/LensFlareDataDriven, pass: LensFlareAdditive, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/LensFlareDataDriven, pass: LensFlareAdditive, stage: vertex, keywords FLARE_HAS_OCCLUSION +Uploaded shader variant to the GPU driver: Hidden/HDRP/LensFlareDataDriven, pass: LensFlareOcclusion, stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/LensFlareDataDriven, pass: LensFlareOcclusion, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/LensFlareDataDriven, pass: LensFlareOcclusion, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/LensFlareDataDriven, pass: LensFlarePremultiply, stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/LensFlareDataDriven, pass: LensFlarePremultiply, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/LensFlareDataDriven, pass: LensFlarePremultiply, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Material/Decal/DecalNormalBuffer, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Material/Decal/DecalNormalBuffer, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Material/Decal/DecalNormalBuffer, pass: , stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/Material/Decal/DecalNormalBuffer, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Material/Decal/DecalNormalBuffer, pass: , stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/MotionVecResolve, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/MotionVecResolve, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/MotionVecResolve, pass: , stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/MotionVecResolve, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/MotionVecResolve, pass: , stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Default, stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Default, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Default, stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Default, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Default, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: MSAA, stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: MSAA, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: MSAA, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Polychromatic Alpha, stage: all, keywords NO_WATER +Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Polychromatic Alpha, stage: pixel, keywords NO_WATER +Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Polychromatic Alpha, stage: pixel, keywords NO_WATER STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Polychromatic Alpha, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Polychromatic Alpha, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_CharlieFabricLambert, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_CharlieFabricLambert, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_CharlieFabricLambert, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_CookTorrance, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_CookTorrance, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_CookTorrance, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_GGXDisneyDiffuse, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_GGXDisneyDiffuse, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_GGXDisneyDiffuse, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_Ward, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_Ward, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_Ward, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/GradientSky, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/GradientSky, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/GradientSky, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/GradientSky, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/GradientSky, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/GradientSky, pass: , stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/GradientSky, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/GradientSky, pass: , stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragBaking, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH USE_CLUSTERED_LIGHTLIST +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragBaking, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragBaking, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH USE_CLUSTERED_LIGHTLIST +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragBaking, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragBaking, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH USE_CLUSTERED_LIGHTLIST +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH USE_CLUSTERED_LIGHTLIST +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/PbrSky, pass: PBRSky Cubemap, stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/PbrSky, pass: PBRSky Cubemap, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/PbrSky, pass: PBRSky Cubemap, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/PbrSky, pass: PBRSky, stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/PbrSky, pass: PBRSky, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/PbrSky, pass: PBRSky, stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/PbrSky, pass: PBRSky, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/PbrSky, pass: PBRSky, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: Copy History, stage: all, keywords HIGH_QUALITY +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: Copy History, stage: all, keywords MEDIUM_QUALITY +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: Copy History, stage: pixel, keywords HIGH_QUALITY +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: Copy History, stage: pixel, keywords HIGH_QUALITY STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: Copy History, stage: pixel, keywords MEDIUM_QUALITY +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: Copy History, stage: pixel, keywords MEDIUM_QUALITY STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: Copy History, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: Copy History, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: Excluded From TAA, stage: all, keywords HIGH_QUALITY +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: Excluded From TAA, stage: all, keywords MEDIUM_QUALITY +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: Excluded From TAA, stage: pixel, keywords HIGH_QUALITY +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: Excluded From TAA, stage: pixel, keywords HIGH_QUALITY STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: Excluded From TAA, stage: pixel, keywords MEDIUM_QUALITY +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: Excluded From TAA, stage: pixel, keywords MEDIUM_QUALITY STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: Excluded From TAA, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: Excluded From TAA, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: TAA, stage: all, keywords HIGH_QUALITY +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: TAA, stage: all, keywords MEDIUM_QUALITY +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: TAA, stage: pixel, keywords HIGH_QUALITY +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: TAA, stage: pixel, keywords HIGH_QUALITY STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: TAA, stage: pixel, keywords MEDIUM_QUALITY +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: TAA, stage: pixel, keywords MEDIUM_QUALITY STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: TAA, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/TemporalAA, pass: TAA, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/UpsampleTransparent, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/UpsampleTransparent, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/UpsampleTransparent, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/UpsampleTransparent, pass: , stage: all, keywords NEAREST_DEPTH +Uploaded shader variant to the GPU driver: Hidden/HDRP/UpsampleTransparent, pass: , stage: pixel, keywords NEAREST_DEPTH +Uploaded shader variant to the GPU driver: Hidden/HDRP/UpsampleTransparent, pass: , stage: pixel, keywords NEAREST_DEPTH STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/UpsampleTransparent, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/UpsampleTransparent, pass: , stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: , stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/HDRP/XRMirrorView, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/XRMirrorView, pass: , stage: pixel, keywords DISABLE_TEXTURE2D_X_ARRAY +Uploaded shader variant to the GPU driver: Hidden/HDRP/XRMirrorView, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/XROcclusionMesh, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/HDRP/XROcclusionMesh, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/InternalClear, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/InternalClear, pass: , stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/InternalClear, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/InternalClear, pass: , stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/InternalClear, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/InternalClear, pass: , stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/InternalClear, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/InternalClear, pass: , stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/Internal-GUITexture, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/Internal-GUITexture, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/Internal-GUITexture, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/Internal-GUITextureClip, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/Internal-GUITextureClip, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Blend Weights Calculation, stage: all, keywords SMAA_PRESET_HIGH +Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Blend Weights Calculation, stage: pixel, keywords SMAA_PRESET_HIGH +Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Blend Weights Calculation, stage: pixel, keywords SMAA_PRESET_HIGH STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Blend Weights Calculation, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Blend Weights Calculation, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Edge detection, stage: all, keywords SMAA_PRESET_HIGH +Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Edge detection, stage: pixel, keywords SMAA_PRESET_HIGH +Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Edge detection, stage: pixel, keywords SMAA_PRESET_HIGH STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Edge detection, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Edge detection, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Neighborhood Blending, stage: all, keywords SMAA_PRESET_HIGH +Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Neighborhood Blending, stage: pixel, keywords SMAA_PRESET_HIGH +Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Neighborhood Blending, stage: pixel, keywords SMAA_PRESET_HIGH STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Neighborhood Blending, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Neighborhood Blending, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Hidden/ScriptableRenderPipeline/ShadowClear, pass: ClearShadow, stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/ScriptableRenderPipeline/ShadowClear, pass: ClearShadow, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/ScriptableRenderPipeline/ShadowClear, pass: ClearShadow, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/Shader/ChromaKeying, pass: ChromaKeying, stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/Shader/ChromaKeying, pass: ChromaKeying, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/Shader/ChromaKeying, pass: ChromaKeying, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/SRP/BlitCubeTextureFace, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Hidden/SRP/BlitCubeTextureFace, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/SRP/BlitCubeTextureFace, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Hidden/TextCore/Distance Field SSD, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Hidden/TextCore/Distance Field SSD, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/3dCRT_Shadergraph, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/3dCRT_Shadergraph, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/3dCRT_Shadergraph, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/AnimatedDecal, pass: DBufferProjector, stage: all, keywords DECALS_4RT INSTANCING_ON _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL +Uploaded shader variant to the GPU driver: Shader Graphs/AnimatedDecal, pass: DBufferProjector, stage: pixel, keywords DECALS_4RT INSTANCING_ON _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL +Uploaded shader variant to the GPU driver: Shader Graphs/AnimatedDecal, pass: DBufferProjector, stage: vertex, keywords DECALS_4RT INSTANCING_ON _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL +Uploaded shader variant to the GPU driver: Shader Graphs/AnimatedDecal, pass: DecalProjectorForwardEmissive, stage: all, keywords INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/AnimatedDecal, pass: DecalProjectorForwardEmissive, stage: pixel, keywords INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/AnimatedDecal, pass: DecalProjectorForwardEmissive, stage: vertex, keywords INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/AnimatedMeshDecal, pass: DBufferMesh, stage: all, keywords DECALS_4RT _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL +Uploaded shader variant to the GPU driver: Shader Graphs/AnimatedMeshDecal, pass: DBufferMesh, stage: pixel, keywords DECALS_4RT _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL +Uploaded shader variant to the GPU driver: Shader Graphs/AnimatedMeshDecal, pass: DBufferMesh, stage: vertex, keywords DECALS_4RT _MATERIAL_AFFECTS_ALBEDO _MATERIAL_AFFECTS_MASKMAP _MATERIAL_AFFECTS_NORMAL +Uploaded shader variant to the GPU driver: Shader Graphs/AnimatedMeshDecal, pass: DecalMeshForwardEmissive, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/AnimatedMeshDecal, pass: DecalMeshForwardEmissive, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/AnimatedMeshDecal, pass: DecalMeshForwardEmissive, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Anisotropic, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Anisotropic, pass: DepthForwardOnly, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Anisotropic, pass: DepthForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Anisotropic, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Anisotropic, pass: DepthForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Anisotropic, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Anisotropic, pass: ForwardOnly, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Anisotropic, pass: ForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Anisotropic, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Anisotropic, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Anisotropic, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Anisotropic, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Anisotropic, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasGraph, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasGraph, pass: DepthForwardOnly, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasGraph, pass: DepthForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasGraph, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasGraph, pass: DepthForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasGraph, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasGraph, pass: ForwardOnly, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasGraph, pass: ForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasGraph, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasGraph, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasGraph, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasGraph, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasGraph, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasLowQualityGraph, pass: DepthForwardOnly, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/BiasLowQualityGraph, pass: DepthForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/BiasLowQualityGraph, pass: DepthForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasLowQualityGraph, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/BiasLowQualityGraph, pass: DepthForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasLowQualityGraph, pass: ForwardOnly, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/BiasLowQualityGraph, pass: ForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/BiasLowQualityGraph, pass: ForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasLowQualityGraph, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/BiasLowQualityGraph, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/BiasLowQualityGraph, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/BiasLowQualityGraph, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/BiasLowQualityGraph, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/BubbleGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _MATERIAL_FEATURE_IRIDESCENCE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/BubbleGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _MATERIAL_FEATURE_IRIDESCENCE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/BubbleGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _MATERIAL_FEATURE_IRIDESCENCE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/BubbleGraph, pass: Forward, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/BubbleGraph, pass: Forward, stage: vertex, keywords STEREO_INSTANCING_ON _DOUBLESIDED_ON _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/BubbleGraph, pass: ShadowCaster, stage: all, keywords _DOUBLESIDED_ON _REFRACTION_PLANE +Uploaded shader variant to the GPU driver: Shader Graphs/BubbleGraph, pass: ShadowCaster, stage: pixel, keywords _DOUBLESIDED_ON _REFRACTION_PLANE +Uploaded shader variant to the GPU driver: Shader Graphs/BubbleGraph, pass: ShadowCaster, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_PLANE +Uploaded shader variant to the GPU driver: Shader Graphs/BubbleGraph, pass: TransparentBackface, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _MATERIAL_FEATURE_IRIDESCENCE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/BubbleGraph, pass: TransparentBackface, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _MATERIAL_FEATURE_IRIDESCENCE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/BubbleGraph, pass: TransparentBackface, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _MATERIAL_FEATURE_IRIDESCENCE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/BubbleGraph, pass: TransparentBackface, stage: vertex, keywords _DOUBLESIDED_ON _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/BubbleGraph, pass: TransparentBackface, stage: vertex, keywords STEREO_INSTANCING_ON _DOUBLESIDED_ON _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/CubemapRenderTexture, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/CubemapRenderTexture, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/CubemapRenderTexture, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/EmisUnlitGraph, pass: DepthForwardOnly, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/EmisUnlitGraph, pass: DepthForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/EmisUnlitGraph, pass: DepthForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/EmisUnlitGraph, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/EmisUnlitGraph, pass: DepthForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/EmisUnlitGraph, pass: ForwardOnly, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/EmisUnlitGraph, pass: ForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/EmisUnlitGraph, pass: ForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/EmisUnlitGraph, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/EmisUnlitGraph, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/EmisUnlitGraph, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/EmisUnlitGraph, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/EmisUnlitGraph, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: Forward, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: Forward, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: GBuffer, stage: all, keywords DECALS_4RT +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: GBuffer, stage: pixel, keywords DECALS_4RT +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: GBuffer, stage: pixel, keywords DECALS_4RT STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: GBuffer, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: GBuffer, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/ExplicitLodGraph, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: DepthForwardOnly, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: DepthForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Eye, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/EyeGraph, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/EyeGraph, pass: DepthForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/EyeGraph, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/EyeGraph, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/EyeGraph, pass: DepthForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/EyeGraph, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/EyeGraph, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/EyeGraph, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/EyeGraph, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/EyeGraph, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/EyeGraph, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/EyeGraph, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/EyeGraph, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: DepthForwardOnly, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: DepthForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Fabric, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraph, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraph, pass: DepthForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraph, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraph, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraph, pass: DepthForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraph, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraph, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraph, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraph, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraph, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraph, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraph, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/FabricGraph, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/GlobalBiasVTGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/GlobalBiasVTGraph, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/GlobalBiasVTGraph, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/GlobalBiasVTGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/GlobalBiasVTGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/GlobalBiasVTGraph, pass: Forward, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/GlobalBiasVTGraph, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/GlobalBiasVTGraph, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/GlobalBiasVTGraph, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: DepthForwardOnly, stage: pixel, keywords _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Hair, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _DOUBLESIDED_ON +Uploaded shader variant to the GPU driver: Shader Graphs/HairGraph, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/HairGraph, pass: DepthForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/HairGraph, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/HairGraph, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/HairGraph, pass: DepthForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/HairGraph, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/HairGraph, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/HairGraph, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/HairGraph, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/HairGraph, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/HairGraph, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/HairGraph, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/HairGraph, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: DepthOnly, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: DepthOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: DepthOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: Forward, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: Forward, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: GBuffer, stage: all, keywords DECALS_4RT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: GBuffer, stage: pixel, keywords DECALS_4RT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: GBuffer, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/Head, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/HQLinesShader, pass: LineRenderingOffscreenShading, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/HQLinesShader, pass: LineRenderingOffscreenShading, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/HQLinesShader, pass: LineRenderingOffscreenShading, stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/HQLinesShader, pass: LineRenderingOffscreenShading, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/HQLinesShader, pass: LineRenderingOffscreenShading, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/HQLinesShader, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/HQLinesShader, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/HQLinesShader, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: DepthForwardOnly, stage: all, keywords TESTKEYWORD_ONESTACK +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: DepthForwardOnly, stage: all, keywords TESTKEYWORD_TWOSTACKS +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: DepthForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON TESTKEYWORD_ONESTACK +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: DepthForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON TESTKEYWORD_TWOSTACKS +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: DepthForwardOnly, stage: pixel, keywords TESTKEYWORD_ONESTACK +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: DepthForwardOnly, stage: pixel, keywords TESTKEYWORD_TWOSTACKS +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: DepthForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON TESTKEYWORD_ONESTACK +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: DepthForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON TESTKEYWORD_TWOSTACKS +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: DepthForwardOnly, stage: vertex, keywords TESTKEYWORD_ONESTACK +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: DepthForwardOnly, stage: vertex, keywords TESTKEYWORD_TWOSTACKS +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: ForwardOnly, stage: all, keywords TESTKEYWORD_ONESTACK +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: ForwardOnly, stage: all, keywords TESTKEYWORD_TWOSTACKS +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: ForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON TESTKEYWORD_ONESTACK +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: ForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON TESTKEYWORD_TWOSTACKS +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: ForwardOnly, stage: pixel, keywords TESTKEYWORD_ONESTACK +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: ForwardOnly, stage: pixel, keywords TESTKEYWORD_TWOSTACKS +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON TESTKEYWORD_ONESTACK +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON TESTKEYWORD_TWOSTACKS +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: ForwardOnly, stage: vertex, keywords TESTKEYWORD_ONESTACK +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: ForwardOnly, stage: vertex, keywords TESTKEYWORD_TWOSTACKS +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: ShadowCaster, stage: all, keywords TESTKEYWORD_ONESTACK +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: ShadowCaster, stage: all, keywords TESTKEYWORD_TWOSTACKS +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: ShadowCaster, stage: pixel, keywords TESTKEYWORD_ONESTACK +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: ShadowCaster, stage: pixel, keywords TESTKEYWORD_TWOSTACKS +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: ShadowCaster, stage: vertex, keywords TESTKEYWORD_ONESTACK +Uploaded shader variant to the GPU driver: Shader Graphs/KeywordGraph, pass: ShadowCaster, stage: vertex, keywords TESTKEYWORD_TWOSTACKS +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: DepthOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: Forward, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: Forward, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: GBuffer, stage: all, keywords DECALS_4RT +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: GBuffer, stage: pixel, keywords DECALS_4RT +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: GBuffer, stage: pixel, keywords DECALS_4RT STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: GBuffer, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: GBuffer, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/LitGraph, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: Forward, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: Forward, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: GBuffer, stage: all, keywords DECALS_4RT +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: GBuffer, stage: pixel, keywords DECALS_4RT +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: GBuffer, stage: pixel, keywords DECALS_4RT STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: GBuffer, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: GBuffer, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/LowQualGraph, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/MipEquivalent, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MipEquivalent, pass: DepthForwardOnly, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MipEquivalent, pass: DepthForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MipEquivalent, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MipEquivalent, pass: DepthForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MipEquivalent, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MipEquivalent, pass: ForwardOnly, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MipEquivalent, pass: ForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MipEquivalent, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MipEquivalent, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MipEquivalent, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MipEquivalent, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MipEquivalent, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: Forward, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: Forward, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: GBuffer, stage: all, keywords DECALS_4RT +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: GBuffer, stage: pixel, keywords DECALS_4RT +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: GBuffer, stage: pixel, keywords DECALS_4RT STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: GBuffer, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: GBuffer, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/MultiSampleGraph, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: Forward, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: Forward, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: GBuffer, stage: all, keywords DECALS_4RT +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: GBuffer, stage: pixel, keywords DECALS_4RT +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: GBuffer, stage: pixel, keywords DECALS_4RT STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: GBuffer, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: GBuffer, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OpaqueGraph, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_BakedGINode, pass: DepthOnly, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_BakedGINode, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_BakedGINode, pass: DepthOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_BakedGINode, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_BakedGINode, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_BakedGINode, pass: DepthOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_BakedGINode, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_BakedGINode, pass: GBuffer, stage: all, keywords DECALS_4RT PROBE_VOLUMES_L1 +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_BakedGINode, pass: GBuffer, stage: pixel, keywords DECALS_4RT PROBE_VOLUMES_L1 +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_BakedGINode, pass: GBuffer, stage: pixel, keywords DECALS_4RT PROBE_VOLUMES_L1 STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_BakedGINode, pass: GBuffer, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_BakedGINode, pass: GBuffer, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_BakedGINode, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_BakedGINode, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_BakedGINode, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_Blue, pass: DepthOnly, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_Blue, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_Blue, pass: DepthOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_Blue, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_Blue, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_Blue, pass: DepthOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_Blue, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_Blue, pass: GBuffer, stage: all, keywords DECALS_4RT PROBE_VOLUMES_L1 +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_Blue, pass: GBuffer, stage: pixel, keywords DECALS_4RT PROBE_VOLUMES_L1 +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_Blue, pass: GBuffer, stage: pixel, keywords DECALS_4RT PROBE_VOLUMES_L1 STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_Blue, pass: GBuffer, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_Blue, pass: GBuffer, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_Blue, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_Blue, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/OverrideGI_Blue, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_DECALS +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _ALPHATEST_ON _DISABLE_DECALS +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_DECALS +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _ALPHATEST_ON _DISABLE_DECALS +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _ALPHATEST_ON _DISABLE_DECALS +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER _ALPHATEST_ON _DISABLE_DECALS +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: DepthOnly, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _ALPHATEST_ON _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: Forward, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: Forward, stage: vertex, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: GBuffer, stage: all, keywords DECALS_4RT _ALPHATEST_ON _DISABLE_DECALS +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: GBuffer, stage: pixel, keywords DECALS_4RT _ALPHATEST_ON _DISABLE_DECALS +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: GBuffer, stage: pixel, keywords DECALS_4RT STEREO_INSTANCING_ON _ALPHATEST_ON _DISABLE_DECALS +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: GBuffer, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: GBuffer, stage: vertex, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/PBRGraph, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/RippleEffect, pass: , stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/RippleEffect, pass: , stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/RippleEffect, pass: , stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/RippleObject, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/RippleObject, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/RippleObject, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/RippleObject, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/RippleObject, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/RippleObject, pass: Forward, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/RippleObject, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/RippleObject, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/RippleObject, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SampleBuffers, pass: DrawProcedural, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SampleBuffers, pass: DrawProcedural, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SampleBuffers, pass: DrawProcedural, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit, pass: DepthOnly, stage: all, keywords DOTS_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit, pass: DepthOnly, stage: pixel, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit, pass: DepthOnly, stage: pixel, keywords DOTS_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit, pass: DepthOnly, stage: vertex, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit, pass: DepthOnly, stage: vertex, keywords DOTS_INSTANCING_ON WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DOTS_INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DOTS_INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH DOTS_INSTANCING_ON PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit, pass: Forward, stage: vertex, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit, pass: Forward, stage: vertex, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit, pass: ShadowCaster, stage: all, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit, pass: ShadowCaster, stage: pixel, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Lit, pass: ShadowCaster, stage: vertex, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Unlit, pass: DepthForwardOnly, stage: all, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Unlit, pass: DepthForwardOnly, stage: pixel, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Unlit, pass: DepthForwardOnly, stage: pixel, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Unlit, pass: DepthForwardOnly, stage: vertex, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Unlit, pass: DepthForwardOnly, stage: vertex, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Unlit, pass: ForwardOnly, stage: all, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Unlit, pass: ForwardOnly, stage: pixel, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Unlit, pass: ForwardOnly, stage: pixel, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Unlit, pass: ForwardOnly, stage: vertex, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Unlit, pass: ForwardOnly, stage: vertex, keywords DOTS_INSTANCING_ON STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Unlit, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Unlit, pass: ShadowCaster, stage: all, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Unlit, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Unlit, pass: ShadowCaster, stage: pixel, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Unlit, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SG_Unlit, pass: ShadowCaster, stage: vertex, keywords DOTS_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords ENABLEVERTEXMODIFICATION _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: all, keywords ENABLEVERTEXMODIFICATION WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: domain, keywords ENABLEVERTEXMODIFICATION _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: domain, keywords ENABLEVERTEXMODIFICATION STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: domain, keywords ENABLEVERTEXMODIFICATION WRITE_NORMAL_BUFFER _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: hull, keywords ENABLEVERTEXMODIFICATION +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: hull, keywords ENABLEVERTEXMODIFICATION STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: hull, keywords ENABLEVERTEXMODIFICATION WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: pixel, keywords ENABLEVERTEXMODIFICATION +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: pixel, keywords ENABLEVERTEXMODIFICATION STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: pixel, keywords ENABLEVERTEXMODIFICATION WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: vertex, keywords ENABLEVERTEXMODIFICATION +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: vertex, keywords ENABLEVERTEXMODIFICATION STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: DepthOnly, stage: vertex, keywords ENABLEVERTEXMODIFICATION WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH ENABLEVERTEXMODIFICATION PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: Forward, stage: domain, keywords ENABLEVERTEXMODIFICATION _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: Forward, stage: domain, keywords ENABLEVERTEXMODIFICATION STEREO_INSTANCING_ON _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: Forward, stage: hull, keywords ENABLEVERTEXMODIFICATION +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: Forward, stage: hull, keywords ENABLEVERTEXMODIFICATION STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH ENABLEVERTEXMODIFICATION PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH ENABLEVERTEXMODIFICATION PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: Forward, stage: vertex, keywords ENABLEVERTEXMODIFICATION +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: Forward, stage: vertex, keywords ENABLEVERTEXMODIFICATION STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: all, keywords DECALS_4RT ENABLEVERTEXMODIFICATION _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: domain, keywords ENABLEVERTEXMODIFICATION _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: hull, keywords ENABLEVERTEXMODIFICATION +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: pixel, keywords DECALS_4RT ENABLEVERTEXMODIFICATION +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: GBuffer, stage: vertex, keywords ENABLEVERTEXMODIFICATION +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: all, keywords ENABLEVERTEXMODIFICATION _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: domain, keywords ENABLEVERTEXMODIFICATION _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: hull, keywords ENABLEVERTEXMODIFICATION +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: pixel, keywords ENABLEVERTEXMODIFICATION +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationLit, pass: ShadowCaster, stage: vertex, keywords ENABLEVERTEXMODIFICATION +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: all, keywords _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: all, keywords WRITE_MSAA_DEPTH _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: domain, keywords _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: domain, keywords STEREO_INSTANCING_ON _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: hull, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: hull, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_MSAA_DEPTH +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: pixel, keywords WRITE_MSAA_DEPTH +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: DepthForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ForwardOnly, stage: all, keywords _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ForwardOnly, stage: domain, keywords _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ForwardOnly, stage: domain, keywords STEREO_INSTANCING_ON _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ForwardOnly, stage: hull, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ForwardOnly, stage: hull, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: all, keywords _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: domain, keywords _TESSELLATION_PHONG +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: hull, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SGTessellationUnlit, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatte, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatte, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatte, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatte, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatte, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatte, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatte, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/ShadowMatte, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: DepthOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: Forward, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: Forward, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: GBuffer, stage: all, keywords DECALS_4RT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: GBuffer, stage: pixel, keywords DECALS_4RT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: GBuffer, stage: pixel, keywords DECALS_4RT STEREO_INSTANCING_ON _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: GBuffer, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: GBuffer, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SSSGraph, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: DepthForwardOnly, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: DepthForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: MotionVectors, stage: pixel, keywords WRITE_DECAL_BUFFER_AND_RENDERING_LAYER WRITE_MSAA_DEPTH +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: MotionVectors, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StackLit, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitGraph, pass: DepthForwardOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitGraph, pass: DepthForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitGraph, pass: DepthForwardOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitGraph, pass: DepthForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitGraph, pass: DepthForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitGraph, pass: ForwardOnly, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitGraph, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitGraph, pass: ForwardOnly, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST _DISABLE_SSR_TRANSPARENT +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitGraph, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitGraph, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitGraph, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitGraph, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StackLitGraph, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StencilFullscreen, pass: DrawProcedural, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StencilFullscreen, pass: DrawProcedural, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/StencilFullscreen, pass: DrawProcedural, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SVL_Check, pass: ForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SVL_Check, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SVL_Check, pass: MotionVectors, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SVL_Check, pass: MotionVectors, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SVL_Check, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SVL_Check, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/SVL_Check, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/TestCompositionGraph, pass: ForwardOnly, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/TestCompositionGraph, pass: ForwardOnly, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/TestCompositionGraph, pass: ForwardOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/TestCompositionGraph, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/TestCompositionGraph, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/TestCompositionGraph, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/TestCompositionGraph, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/TestCompositionGraph, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/TestCompositionGraph, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitGraph, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitGraph, pass: DepthForwardOnly, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitGraph, pass: DepthForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitGraph, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitGraph, pass: DepthForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitGraph, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitGraph, pass: ForwardOnly, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitGraph, pass: ForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitGraph, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitGraph, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitGraph, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitGraph, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/UnlitGraph, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: DepthOnly, stage: all, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: DepthOnly, stage: pixel, keywords STEREO_INSTANCING_ON WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: DepthOnly, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: DepthOnly, stage: vertex, keywords STEREO_INSTANCING_ON WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: DepthOnly, stage: vertex, keywords WRITE_NORMAL_BUFFER +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: Forward, stage: all, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF STEREO_INSTANCING_ON USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_4RT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_OFF USE_FPTL_LIGHTLIST +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: Forward, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: Forward, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: GBuffer, stage: all, keywords DECALS_4RT +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: GBuffer, stage: pixel, keywords DECALS_4RT +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: GBuffer, stage: pixel, keywords DECALS_4RT STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: GBuffer, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: GBuffer, stage: vertex, keywords STEREO_INSTANCING_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: ShadowCaster, stage: all, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: ShadowCaster, stage: pixel, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/VertexShader, pass: ShadowCaster, stage: vertex, keywords +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubgraphSepArg, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubgraphSepArg, pass: DepthForwardOnly, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubgraphSepArg, pass: DepthForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubgraphSepArg, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubgraphSepArg, pass: DepthForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubgraphSepArg, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubgraphSepArg, pass: ForwardOnly, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubgraphSepArg, pass: ForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubgraphSepArg, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubgraphSepArg, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubgraphSepArg, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubgraphSepArg, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubgraphSepArg, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubGraphShader, pass: DepthForwardOnly, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubGraphShader, pass: DepthForwardOnly, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubGraphShader, pass: DepthForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubGraphShader, pass: DepthForwardOnly, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubGraphShader, pass: DepthForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubGraphShader, pass: ForwardOnly, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubGraphShader, pass: ForwardOnly, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubGraphShader, pass: ForwardOnly, stage: pixel, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubGraphShader, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubGraphShader, pass: ForwardOnly, stage: vertex, keywords STEREO_INSTANCING_ON _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubGraphShader, pass: ShadowCaster, stage: all, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubGraphShader, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU driver: Shader Graphs/VTSubGraphShader, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON +Uploaded shader variant to the GPU 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b98622f16b9..547f15b67c1 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/Assets/FindMissingDocs/Editor/DocChecker.cs +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/FindMissingDocs/Editor/DocChecker.cs @@ -138,7 +138,7 @@ void GenerateDocumentation() { if (!Directory.Exists(outputFolder)) { - EditorUtility.DisplayDialog("Invalid Output Folder", "Please provide a valid output folder", "Ok"); + EditorUtility.DisplayDialog("Invalid Output Folder", "Please provide a valid output folder", "OK"); return; } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/RendererDrawers.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1806_BatchCount.meta similarity index 77% rename from Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/RendererDrawers.meta rename to Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1806_BatchCount.meta index d1546b2d6fa..6b4f78f38af 100644 --- 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b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1806_BatchCount/GetBatchCountInfo.cs @@ -0,0 +1,97 @@ +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +using UnityEditor.Profiling; +using UnityEditorInternal; +#endif + +public class GetBatchCountInfo : MonoBehaviour +{ + public TextMesh fPrepassText; + public TextMesh dPrepassText; + public TextMesh gbufferText; + public TextMesh forwardText; + public TextMesh shadowText; + + // Update is called once per frame + bool previousProfilerValue = false; + private bool previousGraphicsJobsValue = false; + + void OnEnable() + { + previousProfilerValue = ProfilerDriver.enabled; + ProfilerDriver.enabled = true; +#if UNITY_EDITOR + previousGraphicsJobsValue = PlayerSettings.graphicsJobs; + ProfilerDriver.ClearAllFrames(); +#endif + + } + +#if UNITY_EDITOR + private void Update() + { + // Leave some time for things to init in the profiler + if (Time.timeSinceLevelLoad < 0.1f) + return; + + int 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0} + - _IridescenceThicknessMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MainTex: + m_Texture: {fileID: 8400000, guid: 29826bfef5c1a0847a22d4e24a066fd7, type: 2} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MaskMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MetallicGlossMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _NormalMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _NormalMapOS: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _OcclusionMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ParallaxMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _SpecGlossMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _SpecularColorMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _SubsurfaceMaskMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _TangentMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _TangentMapOS: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ThicknessMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _TransmissionMaskMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _TransmittanceColorMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _UnlitColorMap: + m_Texture: {fileID: 8400000, guid: 29826bfef5c1a0847a22d4e24a066fd7, type: 2} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_Lightmaps: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_LightmapsInd: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_ShadowMasks: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] + m_Floats: + - _AORemapMax: 1 + - _AORemapMin: 0 + - _ATDistance: 1 + - _AddPrecomputedVelocity: 0 + - _AlbedoAffectEmissive: 0 + - _AlphaClip: 0 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _AlphaCutoffPostpass: 0.5 + - _AlphaCutoffPrepass: 0.5 + - _AlphaCutoffShadow: 0.5 + - _AlphaDstBlend: 0 + - _AlphaRemapMax: 1 + - _AlphaRemapMin: 0 + - _AlphaSrcBlend: 1 + - _Anisotropy: 0 + - _Blend: 0 + - _BlendMode: 0 + - _BlendModePreserveSpecular: 1 + - _BumpScale: 1 + - _ClearCoatMask: 0 + - _ClearCoatSmoothness: 0 + - _CoatMask: 0 + - _Cull: 2 + - _CullMode: 2 + - _CullModeForward: 2 + - _Cutoff: 0.5 + - _DepthOffsetEnable: 0 + - _DetailAlbedoMapScale: 1 + - _DetailAlbedoScale: 1 + - _DetailNormalMapScale: 1 + - _DetailNormalScale: 1 + - _DetailSmoothnessScale: 1 + - _DiffusionProfile: 0 + - _DiffusionProfileHash: 0 + - _DisplacementLockObjectScale: 1 + - _DisplacementLockTilingScale: 1 + - _DisplacementMode: 0 + - _DistortionBlendMode: 0 + - _DistortionBlurBlendMode: 0 + - _DistortionBlurDstBlend: 1 + - _DistortionBlurRemapMax: 1 + - _DistortionBlurRemapMin: 0 + - _DistortionBlurScale: 1 + - _DistortionBlurSrcBlend: 1 + - _DistortionDepthTest: 1 + - _DistortionDstBlend: 1 + - _DistortionEnable: 0 + - _DistortionOnly: 0 + - _DistortionScale: 1 + - _DistortionSrcBlend: 1 + - _DistortionVectorBias: -1 + - _DistortionVectorScale: 2 + - _DoubleSidedEnable: 0 + - _DoubleSidedGIMode: 0 + - _DoubleSidedNormalMode: 1 + - _DstBlend: 0 + - _DstBlend2: 0 + - _DstBlendAlpha: 0 + - _EmissiveColorMode: 1 + - _EmissiveExposureWeight: 1 + - _EmissiveIntensity: 1 + - _EmissiveIntensityUnit: 0 + - _EnableBlendModePreserveSpecularLighting: 1 + - _EnableFogOnTransparent: 1 + - _EnableGeometricSpecularAA: 0 + - _EnergyConservingSpecularColor: 1 + - _EnvironmentReflections: 1 + - _GlossMapScale: 0 + - _Glossiness: 0 + - _GlossyReflections: 0 + - _HeightAmplitude: 0.02 + - _HeightCenter: 0.5 + - _HeightMapParametrization: 0 + - _HeightMax: 1 + - _HeightMin: -1 + - _HeightOffset: 0 + - _HeightPoMAmplitude: 2 + - _HeightTessAmplitude: 2 + - _HeightTessCenter: 0.5 + - _IncludeIndirectLighting: 1 + - _InvTilingScale: 1 + - _Ior: 1.5 + - _IridescenceMask: 1 + - _IridescenceThickness: 1 + - _LinkDetailsWithBase: 1 + - _MaterialID: 1 + - _Metallic: 0 + - _MetallicRemapMax: 0 + - _MetallicRemapMin: 0 + - _NormalMapSpace: 0 + - _NormalScale: 1 + - _ObjectSpaceUVMapping: 0 + - _ObjectSpaceUVMappingEmissive: 0 + - _OcclusionStrength: 1 + - _OpaqueCullMode: 2 + - _PPDLodThreshold: 5 + - _PPDMaxSamples: 15 + - _PPDMinSamples: 5 + - _PPDPrimitiveLength: 1 + - _PPDPrimitiveWidth: 1 + - _Parallax: 0.005 + - _PerPixelSorting: 0 + - _QueueOffset: 0 + - _RayTracing: 0 + - _ReceiveShadows: 1 + - _ReceivesSSR: 1 + - _ReceivesSSRTransparent: 0 + - _RefractionModel: 0 + - _Smoothness: 0.5 + - _SmoothnessRemapMax: 1 + - _SmoothnessRemapMin: 0 + - _SmoothnessTextureChannel: 0 + - _SpecularAAScreenSpaceVariance: 0.1 + - _SpecularAAThreshold: 0.2 + - _SpecularHighlights: 1 + - _SpecularOcclusionMode: 1 + - _SrcBlend: 1 + - _SrcBlendAlpha: 1 + - _StencilRef: 0 + - _StencilRefDepth: 1 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 33 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 9 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 15 + - _StencilWriteMaskMV: 43 + - _SubsurfaceMask: 1 + - _SupportDecals: 1 + - _Surface: 0 + - _SurfaceType: 0 + - _TexWorldScale: 1 + - _TexWorldScaleEmissive: 1 + - _Thickness: 1 + - _TransmissionEnable: 1 + - _TransmissionMask: 1 + - _TransparentBackfaceEnable: 0 + - _TransparentCullMode: 2 + - _TransparentDepthPostpassEnable: 0 + - _TransparentDepthPrepassEnable: 0 + - _TransparentSortPriority: 0 + - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 + - _UVBase: 0 + - _UVDetail: 0 + - _UVEmissive: 0 + - _UseEmissiveIntensity: 0 + - _UseShadowThreshold: 0 + - _WorkflowMode: 1 + - _ZTestDepthEqualForOpaque: 3 + - _ZTestGBuffer: 4 + - _ZTestModeDistortion: 4 + - _ZTestTransparent: 4 + - _ZWrite: 1 + m_Colors: + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} + - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} + - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} + - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} + - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} + - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} + - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} + - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} + - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + - _UnlitColor: {r: 1, g: 1, b: 1, a: 1} + m_BuildTextureStacks: [] + m_AllowLocking: 1 +--- !u!114 &6330573358565326672 +MonoBehaviour: + m_ObjectHideFlags: 11 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} + m_Name: + m_EditorClassIdentifier: + version: 7 diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/EndRenderMaterial.mat.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/EndRenderMaterial.mat.meta new file mode 100644 index 00000000000..4529090b5cf --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/EndRenderMaterial.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b9766996f4dd9cf43b3ca23e7e00b31f +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/Scene.mat b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/Scene.mat index 5b343f39e84..85e908d2d9d 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/Scene.mat +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/Scene.mat @@ -177,6 +177,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 1 - _DstBlend: 0 + - _DstBlend2: 0 - _EmissiveColorMode: 1 - _EmissiveExposureWeight: 1 - _EmissiveIntensity: 1 @@ -213,6 +214,7 @@ Material: - _PPDMinSamples: 5 - _PPDPrimitiveLength: 1 - _PPDPrimitiveWidth: 1 + - _PerPixelSorting: 0 - _RayTracing: 0 - _ReceivesSSR: 1 - _ReceivesSSRTransparent: 0 @@ -274,3 +276,4 @@ Material: - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} m_BuildTextureStacks: [] + m_AllowLocking: 1 diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/Texture2DTarget.mat b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/Texture2DTarget.mat index efe06601d22..4973856bc34 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/Texture2DTarget.mat +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/Texture2DTarget.mat @@ -24,23 +24,20 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Texture2DTarget - m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3} + m_Shader: {fileID: 4800000, guid: c4edd00ff2db5b24391a4fcb1762e459, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: + m_ValidKeywords: [] + m_InvalidKeywords: - _DISABLE_SSR_TRANSPARENT - _NORMALMAP_TANGENT_SPACE - m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2225 + m_CustomRenderQueue: 2000 stringTagMap: {} disabledShaderPasses: - - TransparentDepthPrepass - - TransparentDepthPostpass - - TransparentBackface - - RayTracingPrepass + - DistortionVectors - MOTIONVECTORS m_LockedProperties: m_SavedProperties: @@ -90,6 +87,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _DistortionVectorMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -170,6 +171,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _UnlitColorMap: + m_Texture: {fileID: 8400000, guid: 3e4a877aea3e91540a72b16a50cd5644, type: 2} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -222,10 +227,26 @@ Material: - _DisplacementLockObjectScale: 1 - _DisplacementLockTilingScale: 1 - _DisplacementMode: 0 + - _DistortionBlendMode: 0 + - _DistortionBlurBlendMode: 0 + - _DistortionBlurDstBlend: 1 + - _DistortionBlurRemapMax: 1 + - _DistortionBlurRemapMin: 0 + - _DistortionBlurScale: 1 + - _DistortionBlurSrcBlend: 1 + - _DistortionDepthTest: 1 + - _DistortionDstBlend: 1 + - _DistortionEnable: 0 + - _DistortionOnly: 0 + - _DistortionScale: 1 + - _DistortionSrcBlend: 1 + - _DistortionVectorBias: -1 + - _DistortionVectorScale: 2 - _DoubleSidedEnable: 0 - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 1 - _DstBlend: 0 + - _DstBlend2: 0 - _DstBlendAlpha: 0 - _EmissiveColorMode: 1 - _EmissiveExposureWeight: 1 @@ -248,6 +269,7 @@ Material: - _HeightPoMAmplitude: 2 - _HeightTessAmplitude: 2 - _HeightTessCenter: 0.5 + - _IncludeIndirectLighting: 1 - _InvTilingScale: 1 - _Ior: 1.5 - _IridescenceMask: 1 @@ -269,6 +291,7 @@ Material: - _PPDPrimitiveLength: 1 - _PPDPrimitiveWidth: 1 - _Parallax: 0.005 + - _PerPixelSorting: 0 - _QueueOffset: 0 - _RayTracing: 0 - _ReceiveShadows: 1 @@ -286,13 +309,15 @@ Material: - _SrcBlend: 1 - _SrcBlendAlpha: 1 - _StencilRef: 0 - - _StencilRefDepth: 8 + - _StencilRefDepth: 1 + - _StencilRefDistortionVec: 4 - _StencilRefGBuffer: 10 - - _StencilRefMV: 40 + - _StencilRefMV: 33 - _StencilWriteMask: 6 - _StencilWriteMaskDepth: 9 + - _StencilWriteMaskDistortionVec: 4 - _StencilWriteMaskGBuffer: 15 - - _StencilWriteMaskMV: 41 + - _StencilWriteMaskMV: 43 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _Surface: 0 @@ -317,6 +342,7 @@ Material: - _WorkflowMode: 1 - _ZTestDepthEqualForOpaque: 3 - _ZTestGBuffer: 4 + - _ZTestModeDistortion: 4 - _ZTestTransparent: 4 - _ZWrite: 1 m_Colors: @@ -337,7 +363,9 @@ Material: - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + - _UnlitColor: {r: 1, g: 1, b: 1, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 --- !u!114 &6330573358565326672 MonoBehaviour: m_ObjectHideFlags: 11 diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/Texture3DMaterial.mat b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/Texture3DMaterial.mat index 28fcd207d5a..49bc5bef6a4 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/Texture3DMaterial.mat +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/Texture3DMaterial.mat @@ -25,13 +25,13 @@ Material: type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: + m_ValidKeywords: [] + m_InvalidKeywords: - _DISABLE_SSR_TRANSPARENT - m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2225 + m_CustomRenderQueue: 2000 stringTagMap: MotionVector: User disabledShaderPasses: @@ -75,11 +75,14 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 0 + - _DstBlend2: 0 - _EnableBlendModePreserveSpecularLighting: 1 - _EnableFogOnTransparent: 1 + - _ExcludeFromTUAndAA: 0 - _MaterialID: 1 - _MaterialTypeMask: 2 - _OpaqueCullMode: 2 + - _PerPixelSorting: 0 - _QueueControl: 0 - _QueueOffset: 0 - _RayTracing: 0 @@ -90,15 +93,15 @@ Material: - _RequireSplitLighting: 0 - _SrcBlend: 1 - _StencilRef: 0 - - _StencilRefDepth: 8 + - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 - _StencilRefGBuffer: 10 - - _StencilRefMV: 40 + - _StencilRefMV: 33 - _StencilWriteMask: 6 - _StencilWriteMaskDepth: 9 - _StencilWriteMaskDistortionVec: 4 - _StencilWriteMaskGBuffer: 15 - - _StencilWriteMaskMV: 41 + - _StencilWriteMaskMV: 43 - _SupportDecals: 1 - _SurfaceType: 0 - _TransmissionEnable: 1 @@ -118,6 +121,7 @@ Material: - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 --- !u!114 &1984176137618647316 MonoBehaviour: m_ObjectHideFlags: 11 diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/cubeMaterial.mat b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/cubeMaterial.mat index 1300553a7c8..3e0d89c6a4b 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/cubeMaterial.mat +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Materials/cubeMaterial.mat @@ -41,13 +41,13 @@ Material: type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 - m_ValidKeywords: + m_ValidKeywords: [] + m_InvalidKeywords: - _DISABLE_SSR_TRANSPARENT - m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2225 + m_CustomRenderQueue: 2000 stringTagMap: MotionVector: User disabledShaderPasses: @@ -91,11 +91,14 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 0 + - _DstBlend2: 0 - _EnableBlendModePreserveSpecularLighting: 1 - _EnableFogOnTransparent: 1 + - _ExcludeFromTUAndAA: 0 - _MaterialID: 1 - _MaterialTypeMask: 2 - _OpaqueCullMode: 2 + - _PerPixelSorting: 0 - _QueueControl: 0 - _QueueOffset: 0 - _RayTracing: 0 @@ -106,15 +109,15 @@ Material: - _RequireSplitLighting: 0 - _SrcBlend: 1 - _StencilRef: 0 - - _StencilRefDepth: 8 + - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 - _StencilRefGBuffer: 10 - - _StencilRefMV: 40 + - _StencilRefMV: 33 - _StencilWriteMask: 6 - _StencilWriteMaskDepth: 9 - _StencilWriteMaskDistortionVec: 4 - _StencilWriteMaskGBuffer: 15 - - _StencilWriteMaskMV: 41 + - _StencilWriteMaskMV: 43 - _SupportDecals: 1 - _SurfaceType: 0 - _TransmissionEnable: 1 @@ -134,3 +137,4 @@ Material: - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderRequest.cs b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderRequest.cs index 81eabb0cb71..7255ea71320 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderRequest.cs +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderRequest.cs @@ -1,5 +1,4 @@ using System; -using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Experimental.Rendering; @@ -7,11 +6,17 @@ using UnityEngine.Rendering.HighDefinition; // Non-graphics related parts of the RenderRequest API are tested in HDRP_PlayMode +[RequireComponent(typeof(Camera))] [RequireComponent(typeof(HDAdditionalCameraData))] public class RenderRequest : MonoBehaviour { - [SerializeField] - RenderTexture texture2D, texture2DArray, cubeMap, texture3D; + public Camera renderRequestCamera; + + public RenderTexture texture2D; + public RenderTexture texture2DArray; + public RenderTexture cubeMap; + public RenderTexture texture3D; + Texture2D blackTexture; RTHandle aovDepthTexture; @@ -19,12 +24,15 @@ public class RenderRequest : MonoBehaviour void CheckSubmitRenderRequestAPI(Camera cam) { + if (cam == null) + throw new Exception("Null Camera"); + RenderPipeline.StandardRequest request = new RenderPipeline.StandardRequest(); if (RenderPipeline.SupportsRenderRequest(cam, request)) { // Adding AOV request to HDRP in parallel to SRP render requests, it should not be triggered by them - GetComponent().SetAOVRequests(BuildAovRequest()); + cam.gameObject.GetComponent().SetAOVRequests(BuildAovRequest()); request.destination = texture2D; RenderPipeline.SubmitRenderRequest(cam, request); @@ -108,7 +116,7 @@ AOVRequestDataCollection BuildAovRequest() AOVBuffers.DepthStencil, }, AovCallback - ).Build(); + ).Build(); } public void OnDisable() @@ -122,14 +130,12 @@ public void OnDisable() // Update is called once per frame public void Update() { - if(m_TriggerOnce) - { - Camera cam = GetComponent(); + if (!m_TriggerOnce) + return; - // Check if the texture transfers from SRP to user project can be done - CheckSubmitRenderRequestAPI(cam); + // Check if the texture transfers from SRP to user project can be done + CheckSubmitRenderRequestAPI(renderRequestCamera); - m_TriggerOnce = false; - } + m_TriggerOnce = false; } } diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderRequest_InLoop.cs b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderRequest_InLoop.cs new file mode 100644 index 00000000000..db43dbf2e32 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderRequest_InLoop.cs @@ -0,0 +1,79 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.HighDefinition; + +[RequireComponent(typeof(Camera))] +[RequireComponent(typeof(HDAdditionalCameraData))] +public class RenderRequest_InLoop : MonoBehaviour +{ + public Camera renderRequestCamera; + private RenderPipeline.StandardRequest m_StandardRequest = new(); + + public RenderTexture onBeginCameraRendering; + public RenderTexture onBeginContextRendering; + public RenderTexture onEndCameraRendering; + public RenderTexture onEndContextRendering; + + void OnEnable() + { + RenderPipelineManager.beginCameraRendering += OnBeginCameraRender; + RenderPipelineManager.beginContextRendering += OnBeginContextRendering; + RenderPipelineManager.endCameraRendering += OnEndCameraRender; + RenderPipelineManager.endContextRendering += OnEndContextRendering; + } + + public void OnDisable() + { + RenderPipelineManager.beginCameraRendering -= OnBeginCameraRender; + RenderPipelineManager.beginContextRendering -= OnBeginContextRendering; + RenderPipelineManager.endCameraRendering -= OnEndCameraRender; + RenderPipelineManager.endContextRendering -= OnEndContextRendering; + } + + void SubmitStandardRenderRequest(RenderTexture rt, Camera cam) + { + if (RenderPipeline.SupportsRenderRequest(cam, m_StandardRequest)) + { + m_StandardRequest.destination = rt; + RenderPipeline.SubmitRenderRequest(cam, m_StandardRequest); + } + } + + private void OnBeginContextRendering(ScriptableRenderContext ctx, List cams) + { + // Properly nest the context render of this camera with the submit of the other camera + if (cams.Contains(GetComponent())) + { + SubmitStandardRenderRequest(onBeginContextRendering, renderRequestCamera); + } + } + + private void OnEndContextRendering(ScriptableRenderContext ctx, List cams) + { + // Properly nest the context render of this camera with the submit of the other camera + if (cams.Contains(GetComponent())) + { + SubmitStandardRenderRequest(onEndContextRendering, renderRequestCamera); + } + } + + private void OnBeginCameraRender(ScriptableRenderContext ctx, Camera cam) + { + // Only render if the camera that was begin render called is the main camera. + if (cam == GetComponent()) + { + SubmitStandardRenderRequest(onBeginCameraRendering, renderRequestCamera); + } + } + + private void OnEndCameraRender(ScriptableRenderContext ctx, Camera cam) + { + // Only render if the camera that was begin render called is the main camera. + if (cam == GetComponent()) + { + SubmitStandardRenderRequest(onEndCameraRendering, renderRequestCamera); + } + } +} diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderRequest_InLoop.cs.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderRequest_InLoop.cs.meta new file mode 100644 index 00000000000..aa6324236b6 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderRequest_InLoop.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1fb0c97516e15064a927db19824de672 \ No newline at end of file diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures.meta new file mode 100644 index 00000000000..3c4b6fd5a15 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3119458d876a9604c8de5fc26ecc52ff +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/BeginContext.renderTexture b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/BeginContext.renderTexture new file mode 100644 index 00000000000..08ad6452dba --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/BeginContext.renderTexture @@ -0,0 +1,39 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!84 &8400000 +RenderTexture: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: BeginContext + m_ImageContentsHash: + serializedVersion: 2 + Hash: 00000000000000000000000000000000 + m_IsAlphaChannelOptional: 0 + serializedVersion: 6 + m_Width: 256 + m_Height: 256 + m_AntiAliasing: 1 + m_MipCount: -1 + m_DepthStencilFormat: 94 + m_ColorFormat: 8 + m_MipMap: 0 + m_GenerateMips: 1 + m_SRGB: 0 + m_UseDynamicScale: 0 + m_UseDynamicScaleExplicit: 0 + m_BindMS: 0 + m_EnableCompatibleFormat: 1 + m_EnableRandomWrite: 0 + m_TextureSettings: + serializedVersion: 2 + m_FilterMode: 1 + m_Aniso: 0 + m_MipBias: 0 + m_WrapU: 1 + m_WrapV: 1 + m_WrapW: 1 + m_Dimension: 2 + m_VolumeDepth: 10 + m_ShadowSamplingMode: 2 diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/BeginContext.renderTexture.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/BeginContext.renderTexture.meta new file mode 100644 index 00000000000..159f9c26110 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/BeginContext.renderTexture.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 412a5b37bf4644244b6ae0dae23ad19c +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 8400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/BeginRender.renderTexture b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/BeginRender.renderTexture new file mode 100644 index 00000000000..a2e439542ca --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/BeginRender.renderTexture @@ -0,0 +1,39 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!84 &8400000 +RenderTexture: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: BeginRender + m_ImageContentsHash: + serializedVersion: 2 + Hash: 00000000000000000000000000000000 + m_IsAlphaChannelOptional: 0 + serializedVersion: 6 + m_Width: 256 + m_Height: 256 + m_AntiAliasing: 1 + m_MipCount: -1 + m_DepthStencilFormat: 94 + m_ColorFormat: 8 + m_MipMap: 0 + m_GenerateMips: 1 + m_SRGB: 0 + m_UseDynamicScale: 0 + m_UseDynamicScaleExplicit: 0 + m_BindMS: 0 + m_EnableCompatibleFormat: 1 + m_EnableRandomWrite: 0 + m_TextureSettings: + serializedVersion: 2 + m_FilterMode: 1 + m_Aniso: 0 + m_MipBias: 0 + m_WrapU: 1 + m_WrapV: 1 + m_WrapW: 1 + m_Dimension: 2 + m_VolumeDepth: 1 + m_ShadowSamplingMode: 2 diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/BeginRender.renderTexture.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/BeginRender.renderTexture.meta new file mode 100644 index 00000000000..289a743fbd9 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/BeginRender.renderTexture.meta @@ -0,0 +1,8 @@ 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b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/CubeTarget.renderTexture.meta similarity index 100% rename from Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/CubeTarget.renderTexture.meta rename to Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/CubeTarget.renderTexture.meta diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/EndContext.renderTexture b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/EndContext.renderTexture new file mode 100644 index 00000000000..aa5ad228f8d --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/EndContext.renderTexture @@ -0,0 +1,39 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!84 &8400000 +RenderTexture: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: EndContext + m_ImageContentsHash: + serializedVersion: 2 + Hash: 00000000000000000000000000000000 + m_IsAlphaChannelOptional: 0 + serializedVersion: 6 + m_Width: 256 + m_Height: 256 + m_AntiAliasing: 1 + m_MipCount: -1 + m_DepthStencilFormat: 94 + m_ColorFormat: 8 + m_MipMap: 0 + m_GenerateMips: 1 + m_SRGB: 0 + m_UseDynamicScale: 0 + m_UseDynamicScaleExplicit: 0 + m_BindMS: 0 + m_EnableCompatibleFormat: 1 + m_EnableRandomWrite: 0 + m_TextureSettings: + serializedVersion: 2 + m_FilterMode: 1 + m_Aniso: 0 + m_MipBias: 0 + m_WrapU: 1 + m_WrapV: 1 + m_WrapW: 1 + m_Dimension: 2 + m_VolumeDepth: 10 + m_ShadowSamplingMode: 2 diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/EndContext.renderTexture.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/EndContext.renderTexture.meta new file mode 100644 index 00000000000..2c2270c7909 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/EndContext.renderTexture.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d87c5951017d445468e6f3e3a48d971f +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 8400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/SingleCamera.renderTexture b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/EndRender.renderTexture similarity index 88% rename from Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/SingleCamera.renderTexture rename to Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/EndRender.renderTexture index 2117b0e45dd..27ca6005f6a 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/SingleCamera.renderTexture +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/EndRender.renderTexture @@ -6,14 +6,12 @@ RenderTexture: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: SingleCamera + m_Name: EndRender m_ImageContentsHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 - m_ForcedFallbackFormat: 4 - m_DownscaleFallback: 0 m_IsAlphaChannelOptional: 0 - serializedVersion: 5 + serializedVersion: 6 m_Width: 256 m_Height: 256 m_AntiAliasing: 1 @@ -24,8 +22,10 @@ RenderTexture: m_GenerateMips: 1 m_SRGB: 0 m_UseDynamicScale: 0 + m_UseDynamicScaleExplicit: 0 m_BindMS: 0 m_EnableCompatibleFormat: 1 + m_EnableRandomWrite: 0 m_TextureSettings: serializedVersion: 2 m_FilterMode: 1 diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/EndRender.renderTexture.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/EndRender.renderTexture.meta new file mode 100644 index 00000000000..a735bdec4d3 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/EndRender.renderTexture.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 29826bfef5c1a0847a22d4e24a066fd7 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 8400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/SceneCamera.renderTexture b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/SceneCamera.renderTexture similarity index 100% rename from Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/SceneCamera.renderTexture rename to Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/SceneCamera.renderTexture diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/SceneCamera.renderTexture.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/SceneCamera.renderTexture.meta similarity index 100% rename from Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/SceneCamera.renderTexture.meta rename to 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Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/Texture2DTarget.renderTexture diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Texture2DTarget.renderTexture.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/Texture2DTarget.renderTexture.meta similarity index 100% rename from Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Texture2DTarget.renderTexture.meta rename to Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/Texture2DTarget.renderTexture.meta diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Texture3DTarget.renderTexture b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/Texture3DTarget.renderTexture similarity index 100% rename from Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Texture3DTarget.renderTexture rename to Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/Texture3DTarget.renderTexture diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Texture3DTarget.renderTexture.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/Texture3DTarget.renderTexture.meta similarity index 100% rename from Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Texture3DTarget.renderTexture.meta rename to Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/RenderTextures/Texture3DTarget.renderTexture.meta diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Shader/2DArrayShader.shadergraph b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Shader/2DArrayShader.shadergraph index cc74755e7f0..5699ed92d46 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Shader/2DArrayShader.shadergraph +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Shader/2DArrayShader.shadergraph @@ -38,21 +38,6 @@ }, { "m_Id": "8a022016cc8949ab82ba885a28774cc3" - }, - { - "m_Id": "85f356768d214c96ab1aaa1a87bbf40a" - }, - { - "m_Id": "d30b3857662d44909efce5aa5539ab5b" - }, - { - "m_Id": "3c806176a63d49f388edb0672d6128d2" - }, - { - "m_Id": "315b5dc219e64e5597afcb6e6396d4ee" - }, - { - "m_Id": "f6fb415f9e62464aa9a2a9a80a3a788c" } ], "m_GroupDatas": [], @@ -118,21 +103,6 @@ }, { "m_Id": "8a022016cc8949ab82ba885a28774cc3" - }, - { - "m_Id": "85f356768d214c96ab1aaa1a87bbf40a" - }, - { - "m_Id": "d30b3857662d44909efce5aa5539ab5b" - }, - { - "m_Id": "3c806176a63d49f388edb0672d6128d2" - }, - { - "m_Id": "315b5dc219e64e5597afcb6e6396d4ee" - }, - { - "m_Id": "f6fb415f9e62464aa9a2a9a80a3a788c" } ] }, @@ -149,6 +119,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "28e4f79dfde747e3a4a88f9670ee34c4" @@ -158,17 +129,16 @@ { "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", - "m_ObjectId": "0cdc2ff0647741c5bf9d2117374bf5b5", - "m_Id": 0, - "m_DisplayName": "Smoothness", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "Smoothness", - "m_StageCapability": 2, - "m_Value": 0.5, - "m_DefaultValue": 0.5, - "m_Labels": [] + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitSubTarget", + "m_ObjectId": "00437a2e08644dd8be625655852915b8" +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", + "m_ObjectId": "064e3e1f674346dd8da9e530380874fb", + "m_EnableShadowMatte": false, + "m_DistortionOnly": false } { @@ -244,12 +214,9 @@ "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDTarget", "m_ObjectId": "28e4f79dfde747e3a4a88f9670ee34c4", "m_ActiveSubTarget": { - "m_Id": "58f966cb5e184f608899bf3a5e09cb5d" + "m_Id": "00437a2e08644dd8be625655852915b8" }, "m_Datas": [ - { - "m_Id": "7e133077091847ae91f4aee69e059600" - }, { "m_Id": "25f50e5aae48490d8c32d01225ae1a16" }, @@ -258,6 +225,9 @@ }, { "m_Id": "a8e01b87cf8c4741a24ae84e590ac1f6" + }, + { + "m_Id": "064e3e1f674346dd8da9e530380874fb" } ], "m_CustomEditorGUI": "", @@ -265,40 +235,6 @@ "m_SupportLineRendering": false } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "315b5dc219e64e5597afcb6e6396d4ee", - "m_Group": { - "m_Id": "" - }, - "m_Name": "SurfaceDescription.NormalTS", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "54f3b8c9d6c24285809ca37d682a4f54" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "SurfaceDescription.NormalTS" -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.CategoryData", @@ -362,40 +298,6 @@ "m_Labels": [] } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "3c806176a63d49f388edb0672d6128d2", - "m_Group": { - "m_Id": "" - }, - "m_Name": "SurfaceDescription.Occlusion", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "f6875a3818684be58f0f28a3716bb1fb" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "SurfaceDescription.Occlusion" -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -445,36 +347,6 @@ "m_SerializedDescriptor": "SurfaceDescription.BaseColor" } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.NormalMaterialSlot", - "m_ObjectId": "54f3b8c9d6c24285809ca37d682a4f54", - "m_Id": 0, - "m_DisplayName": "Normal (Tangent Space)", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "NormalTS", - "m_StageCapability": 2, - "m_Value": { - "x": 0.0, - "y": 0.0, - "z": 0.0 - }, - "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0 - }, - "m_Labels": [], - "m_Space": 3 -} - -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDLitSubTarget", - "m_ObjectId": "58f966cb5e184f608899bf3a5e09cb5d" -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -514,30 +386,6 @@ "m_Space": 0 } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.NormalMaterialSlot", - "m_ObjectId": "64ea21f8b0df4753a59c0b73e65086c4", - "m_Id": 0, - "m_DisplayName": "Bent Normal", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "BentNormal", - "m_StageCapability": 2, - "m_Value": { - "x": 0.0, - "y": 0.0, - "z": 0.0 - }, - "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0 - }, - "m_Labels": [], - "m_Space": 3 -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.ColorRGBMaterialSlot", @@ -583,34 +431,6 @@ "m_Labels": [] } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", - "m_ObjectId": "6f92b833155c4d8bbd30b663bb004861", - "m_Id": 0, - "m_DisplayName": "Metallic", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "Metallic", - "m_StageCapability": 2, - "m_Value": 0.0, - "m_DefaultValue": 0.0, - "m_Labels": [] -} - -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDLitData", - "m_ObjectId": "7e133077091847ae91f4aee69e059600", - "m_RayTracing": false, - "m_MaterialType": 0, - "m_MaterialTypeMask": 2, - "m_RefractionModel": 0, - "m_SSSTransmission": true, - "m_EnergyConservingSpecular": true, - "m_ClearCoat": false -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Texture2DArrayInputMaterialSlot", @@ -628,40 +448,6 @@ } } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "85f356768d214c96ab1aaa1a87bbf40a", - "m_Group": { - "m_Id": "" - }, - "m_Name": "SurfaceDescription.BentNormal", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "64ea21f8b0df4753a59c0b73e65086c4" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "SurfaceDescription.BentNormal" -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.BlockNode", @@ -780,6 +566,7 @@ "m_BackThenFrontRendering": false, "m_TransparentDepthPrepass": false, "m_TransparentDepthPostpass": false, + "m_TransparentPerPixelSorting": false, "m_SupportLodCrossFade": false } @@ -941,7 +728,7 @@ "m_SGVersion": 0, "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.SystemData", "m_ObjectId": "cca5d9c6b47b47499c5d46ccf7276d71", - "m_MaterialNeedsUpdateHash": 531, + "m_MaterialNeedsUpdateHash": 0, "m_SurfaceType": 0, "m_RenderingPass": 1, "m_BlendMode": 0, @@ -951,6 +738,7 @@ "m_OpaqueCullMode": 2, "m_SortPriority": 0, "m_AlphaTest": false, + "m_ExcludeFromTUAndAA": false, "m_TransparentDepthPrepass": false, "m_TransparentDepthPostpass": false, "m_SupportLodCrossFade": false, @@ -970,40 +758,6 @@ "inspectorFoldoutMask": 0 } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "d30b3857662d44909efce5aa5539ab5b", - "m_Group": { - "m_Id": "" - }, - "m_Name": "SurfaceDescription.Smoothness", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "0cdc2ff0647741c5bf9d2117374bf5b5" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "SurfaceDescription.Smoothness" -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Texture2DArrayMaterialSlot", @@ -1110,55 +864,6 @@ "m_Channel": 0 } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", - "m_ObjectId": "f6875a3818684be58f0f28a3716bb1fb", - "m_Id": 0, - "m_DisplayName": "Ambient Occlusion", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "Occlusion", - "m_StageCapability": 2, - "m_Value": 1.0, - "m_DefaultValue": 1.0, - "m_Labels": [] -} - -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "f6fb415f9e62464aa9a2a9a80a3a788c", - "m_Group": { - "m_Id": "" - }, - "m_Name": "SurfaceDescription.Metallic", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "6f92b833155c4d8bbd30b663bb004861" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "SurfaceDescription.Metallic" -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector4MaterialSlot", diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Shader/CubeShader.shadergraph b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Shader/CubeShader.shadergraph index 54f8eb60ced..34f5ee6eb6a 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Shader/CubeShader.shadergraph +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Shader/CubeShader.shadergraph @@ -38,21 +38,6 @@ }, { "m_Id": "6b98f11ca7b3446e8b1ed836fca434b2" - }, - { - "m_Id": "fa0c04ccc9a24689891c0bbb06242826" - }, - { - "m_Id": "cd497ca0f64c42109bd004225b80d521" - }, - { - "m_Id": "7a7068bb6ebb42abbec564bc2c68a11d" - }, - { - "m_Id": "6ab56f5b4c6e4db2a285be138e5a3229" - }, - { - "m_Id": "e928890a84404de982dbff4fc5f19fcf" } ], "m_GroupDatas": [], @@ -118,21 +103,6 @@ }, { "m_Id": "6b98f11ca7b3446e8b1ed836fca434b2" - }, - { - "m_Id": "fa0c04ccc9a24689891c0bbb06242826" - }, - { - "m_Id": "cd497ca0f64c42109bd004225b80d521" - }, - { - "m_Id": "7a7068bb6ebb42abbec564bc2c68a11d" - }, - { - "m_Id": "6ab56f5b4c6e4db2a285be138e5a3229" - }, - { - "m_Id": "e928890a84404de982dbff4fc5f19fcf" } ] }, @@ -149,6 +119,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "039bed44d7864f8da5450d9e787a6eb4" @@ -161,20 +132,17 @@ "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDTarget", "m_ObjectId": "039bed44d7864f8da5450d9e787a6eb4", "m_ActiveSubTarget": { - "m_Id": "b693b7e6367744f7b8702808ce815472" + "m_Id": "d7e335cf44cb46f59c22cf831f2607a0" }, "m_Datas": [ - { - "m_Id": "bb65b6dc964845c8af90487af5a1b722" - }, - { - "m_Id": "5de9c76846ad4246b85f9a94a4b83a9b" - }, { "m_Id": "1822c1e4ce1e4ebfb5a5c5220324701c" }, { "m_Id": "de0e6a61167346e7a8587024998df8ad" + }, + { + "m_Id": "140d1c065be040a8babc7b952ed95136" } ], "m_CustomEditorGUI": "", @@ -252,33 +220,17 @@ { "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.NormalMaterialSlot", - "m_ObjectId": "17c3af675d5042f3abadef0ebdd664c2", - "m_Id": 0, - "m_DisplayName": "Normal (Tangent Space)", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "NormalTS", - "m_StageCapability": 2, - "m_Value": { - "x": 0.0, - "y": 0.0, - "z": 0.0 - }, - "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0 - }, - "m_Labels": [], - "m_Space": 3 + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", + "m_ObjectId": "140d1c065be040a8babc7b952ed95136", + "m_EnableShadowMatte": false, + "m_DistortionOnly": false } { "m_SGVersion": 0, "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.SystemData", "m_ObjectId": "1822c1e4ce1e4ebfb5a5c5220324701c", - "m_MaterialNeedsUpdateHash": 531, + "m_MaterialNeedsUpdateHash": 0, "m_SurfaceType": 0, "m_RenderingPass": 1, "m_BlendMode": 0, @@ -288,6 +240,7 @@ "m_OpaqueCullMode": 2, "m_SortPriority": 0, "m_AlphaTest": false, + "m_ExcludeFromTUAndAA": false, "m_TransparentDepthPrepass": false, "m_TransparentDepthPostpass": false, "m_SupportLodCrossFade": false, @@ -365,21 +318,6 @@ "m_SerializedDescriptor": "VertexDescription.Tangent" } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", - "m_ObjectId": "37daba200edf411dbaf5ca51f8781c0b", - "m_Id": 0, - "m_DisplayName": "Ambient Occlusion", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "Occlusion", - "m_StageCapability": 2, - "m_Value": 1.0, - "m_DefaultValue": 1.0, - "m_Labels": [] -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.ColorRGBMaterialSlot", @@ -463,20 +401,6 @@ } } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.LightingData", - "m_ObjectId": "5de9c76846ad4246b85f9a94a4b83a9b", - "m_NormalDropOffSpace": 0, - "m_BlendPreserveSpecular": true, - "m_ReceiveDecals": true, - "m_ReceiveSSR": true, - "m_ReceiveSSRTransparent": false, - "m_SpecularAA": false, - "m_SpecularOcclusionMode": 1, - "m_OverrideBakedGI": false -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.BlockNode", @@ -511,40 +435,6 @@ "m_SerializedDescriptor": "SurfaceDescription.Emission" } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "6ab56f5b4c6e4db2a285be138e5a3229", - "m_Group": { - "m_Id": "" - }, - "m_Name": "SurfaceDescription.NormalTS", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "17c3af675d5042f3abadef0ebdd664c2" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "SurfaceDescription.NormalTS" -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.BlockNode", @@ 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"m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "Metallic", - "m_StageCapability": 2, - "m_Value": 0.0, - "m_DefaultValue": 0.0, - "m_Labels": [] -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.CategoryData", @@ -997,6 +746,12 @@ "m_SerializedDescriptor": "VertexDescription.Normal" } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitSubTarget", + "m_ObjectId": "d7e335cf44cb46f59c22cf831f2607a0" +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.BuiltinData", @@ -1013,43 +768,10 @@ "m_BackThenFrontRendering": false, "m_TransparentDepthPrepass": false, "m_TransparentDepthPostpass": false, + "m_TransparentPerPixelSorting": false, "m_SupportLodCrossFade": false } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "e928890a84404de982dbff4fc5f19fcf", - "m_Group": { - "m_Id": "" - }, - "m_Name": "SurfaceDescription.Metallic", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "cd4a819dd8ae421798b1f50e72271b65" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "SurfaceDescription.Metallic" -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.ViewDirectionMaterialSlot", @@ -1107,37 +829,3 @@ "m_Modifiable": true } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "fa0c04ccc9a24689891c0bbb06242826", - "m_Group": { - "m_Id": "" - }, - "m_Name": "SurfaceDescription.BentNormal", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "bc1b72cb3ac842f985c3e8f31ddbdcb3" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "SurfaceDescription.BentNormal" -} - diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Shader/Texture3DShader.shadergraph b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Shader/Texture3DShader.shadergraph index 34a34f40d78..d17805e8e21 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Shader/Texture3DShader.shadergraph +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/Shader/Texture3DShader.shadergraph @@ -41,21 +41,6 @@ }, { "m_Id": "6db10cafdb3248439fe67f25b4172360" - }, - { - "m_Id": "980497920fdb4d1dbe107185edddaf24" - }, - { - "m_Id": "2835278b02ab44ccb1d0fc92573bbb34" - }, - { - "m_Id": "fc900f2c65f744a886610b7d30e8a7b0" - }, - { - "m_Id": "4a4c4df9c52e4263af70c8967aac19da" - }, - { - "m_Id": "9710d6fcd95843a4b92fd759d0f11002" } ], "m_GroupDatas": [], @@ -135,21 +120,6 @@ }, { "m_Id": "6db10cafdb3248439fe67f25b4172360" - }, - { - "m_Id": "980497920fdb4d1dbe107185edddaf24" - }, - { - "m_Id": "2835278b02ab44ccb1d0fc92573bbb34" - }, - { - "m_Id": "fc900f2c65f744a886610b7d30e8a7b0" - }, - { - "m_Id": "4a4c4df9c52e4263af70c8967aac19da" - }, - { - "m_Id": "9710d6fcd95843a4b92fd759d0f11002" } ] }, @@ -166,6 +136,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "97125242aff147be843552a88d43bf57" @@ -211,7 +182,7 @@ "m_SGVersion": 0, "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.SystemData", "m_ObjectId": "076704a18c7145608582022ae5acf828", - "m_MaterialNeedsUpdateHash": 531, + "m_MaterialNeedsUpdateHash": 0, "m_SurfaceType": 0, "m_RenderingPass": 1, "m_BlendMode": 0, @@ -221,6 +192,7 @@ "m_OpaqueCullMode": 2, "m_SortPriority": 0, "m_AlphaTest": false, + "m_ExcludeFromTUAndAA": false, "m_TransparentDepthPrepass": false, "m_TransparentDepthPostpass": false, "m_SupportLodCrossFade": false, @@ -368,40 +340,6 @@ "m_Labels": [] } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "2835278b02ab44ccb1d0fc92573bbb34", - "m_Group": { - "m_Id": "" - }, - "m_Name": "SurfaceDescription.Smoothness", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "34bdc9e732f44978b0766f8f91843198" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "SurfaceDescription.Smoothness" -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.ColorRGBMaterialSlot", @@ -432,42 +370,6 @@ } } -{ - 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"m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "4a4c4df9c52e4263af70c8967aac19da", - "m_Group": { - "m_Id": "" - }, - "m_Name": "SurfaceDescription.NormalTS", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "cf8906f5aa0b4d32b05fda6cbdc61cd6" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "SurfaceDescription.NormalTS" -} - -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDLitData", - "m_ObjectId": "5a6c990073f64e9caf4fbd6bccbd2b4a", - "m_RayTracing": false, - "m_MaterialType": 0, - "m_MaterialTypeMask": 2, - "m_RefractionModel": 0, - "m_SSSTransmission": true, - "m_EnergyConservingSpecular": true, - "m_ClearCoat": false -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.BuiltinData", @@ -569,6 +424,7 @@ "m_BackThenFrontRendering": false, "m_TransparentDepthPrepass": false, "m_TransparentDepthPostpass": false, + "m_TransparentPerPixelSorting": false, "m_SupportLodCrossFade": false } @@ -734,6 +590,12 @@ "m_Labels": [] } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitSubTarget", + "m_ObjectId": "812c0ce7d54b42b4a4f1a0850b71b16e" +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -749,98 +611,22 @@ "m_Labels": [] } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.NormalMaterialSlot", - "m_ObjectId": "921991ebb93c498d8a722acb6ad16b6a", - "m_Id": 0, - "m_DisplayName": "Bent Normal", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "BentNormal", - "m_StageCapability": 2, - "m_Value": { - "x": 0.0, - "y": 0.0, - "z": 0.0 - }, - "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0 - }, - "m_Labels": [], - "m_Space": 3 -} - -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", - "m_ObjectId": "926c1f7c6c7c498f91b2e9a05b4f3a49", - "m_Id": 0, - "m_DisplayName": "Metallic", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "Metallic", - "m_StageCapability": 2, - "m_Value": 0.0, - "m_DefaultValue": 0.0, - "m_Labels": [] -} - -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "9710d6fcd95843a4b92fd759d0f11002", - "m_Group": { - "m_Id": "" - }, - "m_Name": "SurfaceDescription.Metallic", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "926c1f7c6c7c498f91b2e9a05b4f3a49" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "SurfaceDescription.Metallic" -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDTarget", "m_ObjectId": "97125242aff147be843552a88d43bf57", "m_ActiveSubTarget": { - "m_Id": "3466729d51764f4aaea0a11a99ff1911" + "m_Id": "812c0ce7d54b42b4a4f1a0850b71b16e" }, "m_Datas": [ - { - "m_Id": "5a6c990073f64e9caf4fbd6bccbd2b4a" - }, - { - "m_Id": "98b10e91ff4941d2b2a6ad5aa10693d0" - }, { "m_Id": "076704a18c7145608582022ae5acf828" }, { "m_Id": "610971614711460ba51c29018adb02f8" + }, + { + "m_Id": "c3d63e595e3e46e4bfa0ce34f2c2af05" } ], "m_CustomEditorGUI": "", @@ -861,54 +647,6 @@ "m_BareResource": false } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "980497920fdb4d1dbe107185edddaf24", - "m_Group": { - "m_Id": "" - }, - "m_Name": "SurfaceDescription.BentNormal", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "921991ebb93c498d8a722acb6ad16b6a" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "SurfaceDescription.BentNormal" -} - -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.LightingData", - "m_ObjectId": "98b10e91ff4941d2b2a6ad5aa10693d0", - "m_NormalDropOffSpace": 0, - "m_BlendPreserveSpecular": true, - "m_ReceiveDecals": true, - "m_ReceiveSSR": true, - "m_ReceiveSSRTransparent": false, - "m_SpecularAA": false, - "m_SpecularOcclusionMode": 1, - "m_OverrideBakedGI": false -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Texture3DMaterialSlot", @@ -1031,6 +769,14 @@ "m_SerializedDescriptor": "SurfaceDescription.Emission" } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDUnlitData", + "m_ObjectId": "c3d63e595e3e46e4bfa0ce34f2c2af05", + "m_EnableShadowMatte": false, + "m_DistortionOnly": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.TangentMaterialSlot", @@ -1089,30 +835,6 @@ "m_SerializedDescriptor": "VertexDescription.Tangent" } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.NormalMaterialSlot", - "m_ObjectId": "cf8906f5aa0b4d32b05fda6cbdc61cd6", - "m_Id": 0, - "m_DisplayName": "Normal (Tangent Space)", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "NormalTS", - "m_StageCapability": 2, - "m_Value": { - "x": 0.0, - "y": 0.0, - "z": 0.0 - }, - "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0 - }, - "m_Labels": [], - "m_Space": 3 -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -1217,37 +939,3 @@ "m_OutputChannel": 0 } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "fc900f2c65f744a886610b7d30e8a7b0", - "m_Group": { - "m_Id": "" - }, - "m_Name": "SurfaceDescription.Occlusion", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "37df800ac86e4884acbd97b6d84d2fab" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "SurfaceDescription.Occlusion" -} - diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/SkyandFogSettingsProfile.asset b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/SkyandFogSettingsProfile.asset index 5b7b691d9ec..b082e104ed8 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/SkyandFogSettingsProfile.asset +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9960-RPCRenderRequest/SkyandFogSettingsProfile.asset @@ -214,6 +214,9 @@ MonoBehaviour: sliceDistributionUniformity: m_OverrideState: 0 m_Value: 0.75 + multipleScatteringIntensity: + m_OverrideState: 0 + m_Value: 0 m_FogControlMode: m_OverrideState: 0 m_Value: 0 diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/Tests/TestFilters/TestCaseFilters.asset b/Tests/SRPTests/Projects/HDRP_Tests/Assets/Tests/TestFilters/TestCaseFilters.asset index f72741db047..a27eb7c9980 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/Assets/Tests/TestFilters/TestCaseFilters.asset +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/Tests/TestFilters/TestCaseFilters.asset @@ -325,11 +325,41 @@ MonoBehaviour: Reason: crash on yamato - FilteredScene: {fileID: 0} FilteredScenes: - - {fileID: 102900000, guid: 0acf4cd0f0aaa4b42b69cb92491da8bd, type: 3} + - {fileID: 102900000, guid: 7bfca6ee4fa5bfa42b7011f1b8dc1372, type: 3} ColorSpace: -1 BuildPlatform: -2 GraphicsDevice: 18 Architecture: 0 XrSdk: StereoModes: 0 + Reason: missing CPU marker + - FilteredScene: {fileID: 0} + FilteredScenes: + - {fileID: 102900000, guid: 0acf4cd0f0aaa4b42b69cb92491da8bd, type: 3} + ColorSpace: -1 + BuildPlatform: -2 + GraphicsDevice: 16 + Architecture: 0 + XrSdk: + StereoModes: 0 Reason: image difference + - FilteredScene: {fileID: 0} + FilteredScenes: + - {fileID: 102900000, guid: 7deb5e53e3101c74ba65ea4ef9579f9a, type: 3} + ColorSpace: -1 + BuildPlatform: -2 + GraphicsDevice: 18 + Architecture: 0 + XrSdk: + StereoModes: 0 + Reason: instability https://jira.unity3d.com/browse/UUM-75549 + - FilteredScene: {fileID: 0} + FilteredScenes: + - {fileID: 102900000, guid: eb89f789e3ce3db4d91641ad06d27151, type: 3} + ColorSpace: -1 + BuildPlatform: -2 + GraphicsDevice: 18 + Architecture: 0 + XrSdk: + StereoModes: 0 + Reason: instability https://jira.unity3d.com/browse/UUM-75549 diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Packages/manifest.json b/Tests/SRPTests/Projects/HDRP_Tests/Packages/manifest.json index 0177e8e28cb..7fdad536677 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/Packages/manifest.json +++ b/Tests/SRPTests/Projects/HDRP_Tests/Packages/manifest.json @@ -57,7 +57,6 @@ "com.unity.render-pipelines.high-definition", "com.unity.testing.hdrp", "com.unity.testing.xr", - "com.unity.shadergraph", - "com.unity.testing.common-graphics" + "com.unity.shadergraph" ] } diff --git a/Tests/SRPTests/Projects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/Tests/SRPTests/Projects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset index e4bdffed388..e548224ece9 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/Tests/SRPTests/Projects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset @@ -230,6 +230,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/1x_Materials/1804_Depth_Pre_Post_SG.unity guid: c06476e87db333449ace0bd8c088c530 + - enabled: 1 + path: Assets/GraphicTests/Scenes/1x_Materials/1806_BatchCount.unity + guid: 7bfca6ee4fa5bfa42b7011f1b8dc1372 - enabled: 1 path: Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG_a.unity guid: c566b460a3674184da6c102196a1a888 @@ -683,9 +686,21 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/4x_PostProcessing/4101_FP16Alpha.unity guid: 5f05ae64777a2d9458961c7ac5f1977f + - enabled: 1 + path: Assets/GraphicTests/Scenes/4x_PostProcessing/4102_DRS-CAS-AfterPost.unity + guid: cca6c8b0684c0d54f897f26b04e762c4 + - enabled: 1 + path: Assets/GraphicTests/Scenes/4x_PostProcessing/4103_DRS-DLSS-AfterPost.unity + guid: ef37f6b019210fd43b367e29ff8f8c98 + - enabled: 1 + path: Assets/GraphicTests/Scenes/4x_PostProcessing/4104_DRS-STP-AfterPost.unity + guid: 60145bde851b681498f7028ba99d5e3d - enabled: 1 path: Assets/GraphicTests/Scenes/4x_PostProcessing/4105_LensFlareScreenSpace.unity guid: d3f6736899b85bd47a2163d3af81ac0b + - enabled: 1 + path: Assets/GraphicTests/Scenes/4x_PostProcessing/4106_DRS-TAAU-AfterPost.unity + guid: f3545370c7a89344e8947299391ba87d - enabled: 1 path: Assets/GraphicTests/Scenes/5x_SkyAndFog/5001_Fog_FogFallback.unity guid: d04c39af67e5e18449a44f6a7778862f diff --git a/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/Tests/Editor/ProbeVolumeTests.cs b/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/Tests/Editor/ProbeVolumeTests.cs new file mode 100644 index 00000000000..41a5188a512 --- /dev/null +++ b/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/Tests/Editor/ProbeVolumeTests.cs @@ -0,0 +1,80 @@ +using System; +using NUnit.Framework; +using UnityEngine.Rendering; +using UnityEngine.Rendering.HighDefinition; +using UnityEngine.Rendering.Universal; + +namespace UnityEditor.Rendering.Tests +{ + public class ProbeVolumeTests + { + [Test] + public void GetHDRPLightingGroupReturnsNotNull() + { + var lightingGroup = ProbeVolumeEditor.GetHDRPLightingGroup(); + Assert.That((int)lightingGroup, Is.EqualTo(1 << 5)); + } + + [Test] + public void GetHDRPProbeVolumeEnumReturnsNotNull() + { + var volumeEnum = ProbeVolumeEditor.GetHDRPProbeVolumeEnum(); + Assert.That((int)volumeEnum, Is.EqualTo(1 << 1)); + } + + [Test] + public void GetHDRPQualitySettingsHelpBoxReturnsNotNull() + { + var helpBoxMethod = ProbeVolumeEditor.GetHDRPQualitySettingsHelpBox(); + Assert.IsNotNull(helpBoxMethod); + } + + [Test] + public void GetURPLightingGroupReturnsNotNull() + { + var lightingGroup = ProbeVolumeEditor.GetURPLightingGroup(); + Assert.That((int)lightingGroup, Is.EqualTo(1 << 3)); + } + + [Test] + public void GetURPQualitySettingsHelpBoxReturnsNotNull() + { + var helpBoxMethod = ProbeVolumeEditor.GetURPQualitySettingsHelpBox(); + Assert.IsNotNull(helpBoxMethod); + } + + static TestCaseData[] s_IndexOfCases = + { + new(new[] { "a", "b", "c" }, "b", 1), + new(new[] { "a", "b", "c" }, "d", -1), + new(new[] { "a", "b", "c" }, "a", 0), + new(new[] { "a", "b", "c" }, "c", 2), + new(new[] { "a", "b", "c" }, string.Empty, -1), + new(Array.Empty(), "c", -1), + new(Array.Empty(), "", -1), + }; + + [Test, TestCaseSource(nameof(s_IndexOfCases))] + public void IndexOf(string[] array, string value, int expectedIndex) + { + var index = ProbeVolumeEditor.IndexOf(array, value); + Assert.That(index, Is.EqualTo(expectedIndex)); + } + + [Test] + public void GetURPSupportsLayersDoesntThrowException() + { + var asset = AssetDatabase.LoadMainAssetAtPath("Assets/PipelineAssets/UniversalRenderPipelineAsset.asset") as RenderPipelineAsset; + var supportsLayers = ProbeVolumeBakingSetEditor.GetURPSupportsLayers(typeof(UniversalRenderPipelineAsset), asset); + Assert.IsNotNull(supportsLayers); + } + + [Test] + public void GetHDRPSupportsLayersDoesntThrowException() + { + var asset = AssetDatabase.LoadMainAssetAtPath("Assets/PipelineAssets/HDRenderPipelineAsset.asset") as RenderPipelineAsset; + var supportsLayers = ProbeVolumeBakingSetEditor.GetHDRPSupportsLayers(typeof(HDRenderPipelineAsset), asset); + Assert.IsNotNull(supportsLayers); + } + } +} diff --git a/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/Tests/Editor/ProbeVolumeTests.cs.meta b/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/Tests/Editor/ProbeVolumeTests.cs.meta new file mode 100644 index 00000000000..a5da1b758d8 --- /dev/null +++ b/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/Tests/Editor/ProbeVolumeTests.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: b8146628f4a64b73995333d4086faf2f +timeCreated: 1720523008 \ No newline at end of file diff --git a/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/Tests/Editor/Tests.asmdef b/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/Tests/Editor/SRPSmoke.Editor.Tests.asmdef similarity index 100% rename from Tests/SRPTests/Projects/SRP_SmokeTest/Assets/Tests/Editor/Tests.asmdef rename to Tests/SRPTests/Projects/SRP_SmokeTest/Assets/Tests/Editor/SRPSmoke.Editor.Tests.asmdef diff --git a/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/Tests/Editor/Tests.asmdef.meta 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XrSdk: + StereoModes: 0 + Reason: Test is unstable diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/010_2D_Sprite_Mask_Normals_SortingLayer.unity b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/010_2D_Sprite_Mask_Normals_SortingLayer.unity index f0c377285a2..8fb897e0137 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/010_2D_Sprite_Mask_Normals_SortingLayer.unity +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/010_2D_Sprite_Mask_Normals_SortingLayer.unity @@ -246,7 +246,7 @@ MonoBehaviour: PerPixelGammaThreshold: 0.003921569 PerPixelAlphaThreshold: 0.003921569 RMSEThreshold: 0 - AverageCorrectnessThreshold: 0.005 + AverageCorrectnessThreshold: 0.00065 IncorrectPixelsThreshold: 0.0000038146973 UseHDR: 0 UseBackBuffer: 0 diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/079_SpriteRenderer_MaterialPropertyBlock.meta 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- {x: 128, y: -128} + physicsShape: + - - {x: 0, y: 93.7025033688} + - {x: -128, y: -128} + - {x: 128, y: -128} + tessellationDetail: 0 + bones: [] + spriteID: 2d009a6b596c7d760800000000000000 + internalID: 7482667652216324306 + vertices: [] + indices: + edges: [] + weights: [] + outline: [] + physicsShape: + - - {x: -128, y: 128} + - {x: -128, y: -128} + - {x: 128, y: -128} + - {x: 128, y: 128} + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + nameFileIdTable: + Triangle: 7482667652216324306 + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/079_SpriteRenderer_MaterialPropertyBlock/U079_SpriteRenderer_MaterialPropertyBlock.cs b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/079_SpriteRenderer_MaterialPropertyBlock/U079_SpriteRenderer_MaterialPropertyBlock.cs new file mode 100644 index 00000000000..c134f1fd5c5 --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/079_SpriteRenderer_MaterialPropertyBlock/U079_SpriteRenderer_MaterialPropertyBlock.cs @@ -0,0 +1,27 @@ +using UnityEngine; + +[ExecuteAlways] +public class U079_SpriteRenderer_MaterialPropertyBlock : MonoBehaviour +{ + // Start is called once before the first execution of Update after the MonoBehaviour is created + void OnEnable() + { + SetSRP(); + } + + void Start() + { + SetSRP(); + } + + void SetSRP() + { + var sr = this.GetComponent(); + if (sr == null) + return; + var mpb = new MaterialPropertyBlock(); + sr.GetPropertyBlock(mpb); + mpb.SetColor("_TestColor", Color.cyan); + sr.SetPropertyBlock(mpb); + } +} diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/079_SpriteRenderer_MaterialPropertyBlock/U079_SpriteRenderer_MaterialPropertyBlock.cs.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/079_SpriteRenderer_MaterialPropertyBlock/U079_SpriteRenderer_MaterialPropertyBlock.cs.meta new file mode 100644 index 00000000000..48577500efb --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/079_SpriteRenderer_MaterialPropertyBlock/U079_SpriteRenderer_MaterialPropertyBlock.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1a8131248c4fb4df798f9edf6b28b443 \ No newline at end of file diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/ProjectSettings/EditorBuildSettings.asset b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/ProjectSettings/EditorBuildSettings.asset index fdc5536ea4b..d364d6e2f38 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/ProjectSettings/EditorBuildSettings.asset +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/ProjectSettings/EditorBuildSettings.asset @@ -230,5 +230,8 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/078_TilemapRenderer_ShaderGraph_LightMapTexture.unity guid: 0fa034d17c4f8814398528f265d2c60f + - enabled: 1 + path: Assets/Scenes/079_SpriteRenderer_MaterialPropertyBlock.unity + guid: fffc724089bd24f5d84c962cb11aeb4d m_configObjects: {} m_UseUCBPForAssetBundles: 0 diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/Fonts.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/Fonts.meta new file mode 100644 index 00000000000..4b0755cd028 --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/Fonts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 72d3a7671b1d2eb458b6e812770db4a2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/Fonts/PressStart2P-Regular.ttf b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/Fonts/PressStart2P-Regular.ttf new file mode 100644 index 00000000000..39adf42efa5 Binary files /dev/null and b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/Fonts/PressStart2P-Regular.ttf differ diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/Fonts/PressStart2P-Regular.ttf.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/Fonts/PressStart2P-Regular.ttf.meta new file mode 100644 index 00000000000..a82033f9c41 --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/Fonts/PressStart2P-Regular.ttf.meta @@ -0,0 +1,21 @@ +fileFormatVersion: 2 +guid: 078b20a7d56b15d489a1c79325b540a8 +TrueTypeFontImporter: + externalObjects: {} + serializedVersion: 4 + fontSize: 16 + forceTextureCase: -2 + characterSpacing: 0 + characterPadding: 1 + includeFontData: 1 + fontNames: + - Press Start 2P + fallbackFontReferences: [] + customCharacters: + fontRenderingMode: 0 + ascentCalculationMode: 1 + useLegacyBoundsCalculation: 0 + shouldRoundAdvanceValue: 1 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/URPAssets/DefaultURPAsset.asset b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/URPAssets/DefaultURPAsset.asset index 1b29da91904..86c5a1de5cf 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/URPAssets/DefaultURPAsset.asset +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/URPAssets/DefaultURPAsset.asset @@ -47,6 +47,14 @@ MonoBehaviour: - {fileID: 11400000, guid: dbd02dcdb14e40d4ab5ea07210293f4a, type: 2} - {fileID: 11400000, guid: 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de347036bea..42ecfc2fbae 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/055_SoftShadowQuality_High.unity +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/055_SoftShadowQuality_High.unity @@ -13,7 +13,7 @@ OcclusionCullingSettings: --- !u!104 &2 RenderSettings: m_ObjectHideFlags: 0 - serializedVersion: 9 + serializedVersion: 10 m_Fog: 0 m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} m_FogMode: 3 @@ -38,13 +38,11 @@ RenderSettings: m_ReflectionIntensity: 0 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1} m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 serializedVersion: 12 - m_GIWorkflowMode: 1 m_GISettings: serializedVersion: 2 m_BounceScale: 1 @@ -177,6 +175,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 m_RayTraceProcedural: 0 + m_RayTracingAccelStructBuildFlagsOverride: 0 + m_RayTracingAccelStructBuildFlags: 1 + m_SmallMeshCulling: 1 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -217,13 +218,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 99208840} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: -2.5, y: 0.5, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} - m_RootOrder: 9 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &203844586 GameObject: @@ -274,9 +275,8 @@ Light: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 203844586} m_Enabled: 1 - serializedVersion: 10 + serializedVersion: 11 m_Type: 1 - m_Shape: 0 m_Color: {r: 1, g: 1, b: 0.8784314, a: 1} m_Intensity: 1 m_Range: 10 @@ -326,8 +326,12 @@ Light: m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} m_UseBoundingSphereOverride: 0 m_UseViewFrustumForShadowCasterCull: 1 + m_ForceVisible: 0 m_ShadowRadius: 0 m_ShadowAngle: 0 + m_LightUnit: 1 + m_LuxAtDistance: 1 + m_EnableSpotReflector: 1 --- !u!4 &203844589 Transform: m_ObjectHideFlags: 0 @@ -335,13 +339,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 203844586} + serializedVersion: 2 m_LocalRotation: {x: -0.11020901, y: 0.8873551, z: -0.27978194, w: -0.34953842} m_LocalPosition: {x: 0, y: 3, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} - m_RootOrder: 2 m_LocalEulerAnglesHint: {x: 35, y: 223, z: 0} --- !u!1 &329841090 GameObject: @@ -392,9 +396,8 @@ Light: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 329841090} m_Enabled: 1 - serializedVersion: 10 + serializedVersion: 11 m_Type: 2 - m_Shape: 0 m_Color: {r: 1, g: 0.8784314, b: 0.8784314, a: 1} m_Intensity: 50 m_Range: 10 @@ -444,8 +447,12 @@ Light: m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} m_UseBoundingSphereOverride: 0 m_UseViewFrustumForShadowCasterCull: 1 + m_ForceVisible: 0 m_ShadowRadius: 0 m_ShadowAngle: 0 + m_LightUnit: 1 + m_LuxAtDistance: 1 + m_EnableSpotReflector: 1 --- !u!4 &329841093 Transform: m_ObjectHideFlags: 0 @@ -453,13 +460,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 329841090} + serializedVersion: 2 m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: -5.5, y: 3, z: -2} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} - m_RootOrder: 4 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &650512826 GameObject: @@ -518,6 +525,9 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 m_RayTraceProcedural: 0 + m_RayTracingAccelStructBuildFlagsOverride: 0 + m_RayTracingAccelStructBuildFlags: 1 + m_SmallMeshCulling: 1 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -558,6 +568,7 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 650512826} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} 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System.Linq; +using System; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; +[RequireComponent(typeof(Camera))] +[RequireComponent(typeof(UniversalAdditionalCameraData))] public class RenderRequest : MonoBehaviour { - [SerializeField] - RenderTexture texture2D, texture2DArray, cubeMap, texture3D, singleCamera; - Texture2D blackTex; + public Camera renderRequestCamera; + + public RenderTexture texture2D; + public RenderTexture texture2DArray; + public RenderTexture cubeMap; + public RenderTexture texture3D; - // Start is called before the first frame update - void Start() + Texture2D blackTexture; + + void CheckSubmitRenderRequestAPI(Camera cam) { - Camera cam = GetComponent(); + if (cam == null) + throw new Exception("Null Camera"); RenderPipeline.StandardRequest request = new RenderPipeline.StandardRequest(); - request.destination = texture2D; if (RenderPipeline.SupportsRenderRequest(cam, request)) + { + request.destination = texture2D; RenderPipeline.SubmitRenderRequest(cam, request); - request.destination = texture2DArray; - if (RenderPipeline.SupportsRenderRequest(cam, request)) - RenderPipeline.SubmitRenderRequest(cam, request); + request.destination = texture2DArray; + for (int i = 0; i < texture2DArray.volumeDepth; i++) + { + request.slice = i; + RenderPipeline.SubmitRenderRequest(cam, request); + } - //Set all cubemap faces to black, Switch doesn't initialize the data to black - blackTex = new Texture2D(256, 256, TextureFormat.RGBA32, false); - Color[] colors = Enumerable.Repeat(Color.black, 256 * 256).ToArray(); - blackTex.SetPixels(colors); - blackTex.Apply(); + //Set all cubemap faces to black, Switch doesn't initialize the data to black + blackTexture = new Texture2D(256, 256, TextureFormat.RGBA32, false); + Color[] colors = new Color[256 * 256]; + for (int i = 0; i < colors.Length; i++) + { + colors[i] = Color.black; + } + blackTexture.SetPixels(colors); + blackTexture.Apply(); + for (int i = 0; i < 6; ++i) + { + Graphics.CopyTexture(blackTexture, 0, cubeMap, i); + } - for (int i = 0; i < 6; ++i) - { - Graphics.CopyTexture(blackTex, 0, cubeMap, i); + var faces = new[] { + CubemapFace.NegativeX, CubemapFace.PositiveX, + CubemapFace.NegativeY, CubemapFace.PositiveY, + CubemapFace.NegativeZ, CubemapFace.PositiveZ + }; + + request.destination = cubeMap; + request.slice = 0; + foreach (var face in faces) + { + request.face = face; + RenderPipeline.SubmitRenderRequest(cam, request); + } + + request.destination = texture3D; + for (int i = 0; i < texture3D.volumeDepth; i++) + { + request.slice = i; + RenderPipeline.SubmitRenderRequest(cam, request); + } } + } - request.destination = cubeMap; - request.face = CubemapFace.NegativeX; + bool m_TriggerOnce = true; - if (RenderPipeline.SupportsRenderRequest(cam, request)) - RenderPipeline.SubmitRenderRequest(cam, request); + // Update is called once per frame + public void Update() + { + if (!m_TriggerOnce) + return; - request.destination = texture3D; - if (RenderPipeline.SupportsRenderRequest(cam, request)) - RenderPipeline.SubmitRenderRequest(cam, request); + // Check if the texture transfers from SRP to user project can be done + CheckSubmitRenderRequestAPI(renderRequestCamera); - UniversalRenderPipeline.SingleCameraRequest singleCamRequest = new UniversalRenderPipeline.SingleCameraRequest(); - singleCamRequest.destination = singleCamera; - if (RenderPipeline.SupportsRenderRequest(cam, request)) - RenderPipeline.SubmitRenderRequest(cam, singleCamRequest); + m_TriggerOnce = false; } - // Update is called once per frame - void Update() + public void OnDisable() { - + Destroy(blackTexture); } } diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderRequest_InLoop.cs b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderRequest_InLoop.cs new file mode 100644 index 00000000000..30e4058a81f --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderRequest_InLoop.cs @@ -0,0 +1,78 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +[RequireComponent(typeof(Camera))] +[RequireComponent(typeof(UniversalAdditionalCameraData))] +public class RenderRequest_InLoop : MonoBehaviour +{ + public Camera renderRequestCamera; + private UniversalRenderPipeline.SingleCameraRequest m_SingleCameraRequest = new(); + + public RenderTexture onBeginCameraRendering; + public RenderTexture onBeginContextRendering; + public RenderTexture onEndCameraRendering; + public RenderTexture onEndContextRendering; + + void OnEnable() + { + RenderPipelineManager.beginCameraRendering += OnBeginCameraRender; + RenderPipelineManager.beginContextRendering += OnBeginContextRendering; + RenderPipelineManager.endCameraRendering += OnEndCameraRender; + RenderPipelineManager.endContextRendering += OnEndContextRendering; + } + + public void OnDisable() + { + RenderPipelineManager.beginCameraRendering -= OnBeginCameraRender; + RenderPipelineManager.beginContextRendering -= OnBeginContextRendering; + RenderPipelineManager.endCameraRendering -= OnEndCameraRender; + RenderPipelineManager.endContextRendering -= OnEndContextRendering; + } + + void SubmitSingleRenderRequest(RenderTexture rt, Camera cam) + { + if (RenderPipeline.SupportsRenderRequest(cam, m_SingleCameraRequest)) + { + m_SingleCameraRequest.destination = rt; + RenderPipeline.SubmitRenderRequest(cam, m_SingleCameraRequest); + } + } + + private void OnBeginContextRendering(ScriptableRenderContext ctx, List cams) + { + // Properly nest the context render of this camera with the submit of the other camera + if (cams.Contains(GetComponent())) + { + SubmitSingleRenderRequest(onBeginContextRendering, renderRequestCamera); + } + } + + private void OnEndContextRendering(ScriptableRenderContext ctx, List cams) + { + // Properly nest the context render of this camera with the submit of the other camera + if (cams.Contains(GetComponent())) + { + SubmitSingleRenderRequest(onEndContextRendering, renderRequestCamera); + } + } + + private void OnBeginCameraRender(ScriptableRenderContext ctx, Camera cam) + { + // Only render if the camera that was begin render called is the main camera. + if (cam == GetComponent()) + { + SubmitSingleRenderRequest(onBeginCameraRendering, renderRequestCamera); + } + } + + private void OnEndCameraRender(ScriptableRenderContext ctx, Camera cam) + { + // Only render if the camera that was begin render called is the main camera. + if (cam == GetComponent()) + { + SubmitSingleRenderRequest(onEndCameraRendering, renderRequestCamera); + } + } +} diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderRequest_InLoop.cs.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderRequest_InLoop.cs.meta new file mode 100644 index 00000000000..570e0f7f6dd --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderRequest_InLoop.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 058cdb08155ec1740ba0dfaff20c2f07 \ No newline at end of file diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures.meta new file mode 100644 index 00000000000..79b61d6c034 --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2e3747abe2b546347a390e362257b268 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/CubeTarget.renderTexture b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/CubeTarget.renderTexture similarity index 90% rename from Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/CubeTarget.renderTexture rename to Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/CubeTarget.renderTexture index 03bd4ebaad4..8d81eb68025 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/CubeTarget.renderTexture +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/CubeTarget.renderTexture @@ -10,10 +10,8 @@ RenderTexture: m_ImageContentsHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 - m_ForcedFallbackFormat: 4 - m_DownscaleFallback: 0 m_IsAlphaChannelOptional: 0 - serializedVersion: 5 + serializedVersion: 6 m_Width: 256 m_Height: 256 m_AntiAliasing: 1 @@ -24,8 +22,10 @@ RenderTexture: m_GenerateMips: 1 m_SRGB: 0 m_UseDynamicScale: 0 + m_UseDynamicScaleExplicit: 0 m_BindMS: 0 m_EnableCompatibleFormat: 1 + m_EnableRandomWrite: 0 m_TextureSettings: serializedVersion: 2 m_FilterMode: 1 diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/CubeTarget.renderTexture.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/CubeTarget.renderTexture.meta similarity index 100% rename from Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/CubeTarget.renderTexture.meta rename to Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/CubeTarget.renderTexture.meta diff --git 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b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/Texture2DArrayTarget.renderTexture similarity index 90% rename from Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Texture2DArrayTarget.renderTexture rename to Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/Texture2DArrayTarget.renderTexture index 06483a7d35a..903ba5f0f85 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Texture2DArrayTarget.renderTexture +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/Texture2DArrayTarget.renderTexture @@ -10,10 +10,8 @@ RenderTexture: m_ImageContentsHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 - m_ForcedFallbackFormat: 4 - m_DownscaleFallback: 0 m_IsAlphaChannelOptional: 0 - serializedVersion: 5 + serializedVersion: 6 m_Width: 256 m_Height: 256 m_AntiAliasing: 1 @@ -24,8 +22,10 @@ RenderTexture: m_GenerateMips: 1 m_SRGB: 0 m_UseDynamicScale: 0 + m_UseDynamicScaleExplicit: 0 m_BindMS: 0 m_EnableCompatibleFormat: 1 + m_EnableRandomWrite: 0 m_TextureSettings: serializedVersion: 2 m_FilterMode: 1 diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Texture2DArrayTarget.renderTexture.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/Texture2DArrayTarget.renderTexture.meta similarity index 100% rename from Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Texture2DArrayTarget.renderTexture.meta rename to Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/Texture2DArrayTarget.renderTexture.meta diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Texture2DTarget.renderTexture b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/Texture2DTarget.renderTexture similarity index 90% rename from Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Texture2DTarget.renderTexture rename to Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/Texture2DTarget.renderTexture index 9a51995f1bf..3eb7c4a9bf0 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Texture2DTarget.renderTexture +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/Texture2DTarget.renderTexture @@ -10,10 +10,8 @@ RenderTexture: m_ImageContentsHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 - m_ForcedFallbackFormat: 4 - m_DownscaleFallback: 0 m_IsAlphaChannelOptional: 0 - serializedVersion: 5 + serializedVersion: 6 m_Width: 256 m_Height: 256 m_AntiAliasing: 1 @@ -24,8 +22,10 @@ RenderTexture: m_GenerateMips: 1 m_SRGB: 0 m_UseDynamicScale: 0 + m_UseDynamicScaleExplicit: 0 m_BindMS: 0 m_EnableCompatibleFormat: 1 + m_EnableRandomWrite: 0 m_TextureSettings: serializedVersion: 2 m_FilterMode: 1 diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Texture2DTarget.renderTexture.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/Texture2DTarget.renderTexture.meta similarity index 100% rename from Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Texture2DTarget.renderTexture.meta rename to Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/Texture2DTarget.renderTexture.meta diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Texture3DTarget.renderTexture b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/Texture3DTarget.renderTexture similarity index 90% rename from Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Texture3DTarget.renderTexture rename to Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/Texture3DTarget.renderTexture index 9bf739e6405..08a1910ade3 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Texture3DTarget.renderTexture +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/Texture3DTarget.renderTexture @@ -10,10 +10,8 @@ RenderTexture: m_ImageContentsHash: serializedVersion: 2 Hash: 00000000000000000000000000000000 - m_ForcedFallbackFormat: 4 - m_DownscaleFallback: 0 m_IsAlphaChannelOptional: 0 - serializedVersion: 5 + serializedVersion: 6 m_Width: 256 m_Height: 256 m_AntiAliasing: 1 @@ -24,8 +22,10 @@ RenderTexture: m_GenerateMips: 1 m_SRGB: 0 m_UseDynamicScale: 0 + m_UseDynamicScaleExplicit: 0 m_BindMS: 0 m_EnableCompatibleFormat: 1 + m_EnableRandomWrite: 0 m_TextureSettings: serializedVersion: 2 m_FilterMode: 1 diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Texture3DTarget.renderTexture.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/Texture3DTarget.renderTexture.meta similarity index 100% rename from Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Texture3DTarget.renderTexture.meta rename to Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/RenderTextures/Texture3DTarget.renderTexture.meta diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Shader/2DArrayShader.shadergraph b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Shader/2DArrayShader.shadergraph index 303cef2e22d..b9a70f63125 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Shader/2DArrayShader.shadergraph +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Shader/2DArrayShader.shadergraph @@ -107,6 +107,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "5054bb44ec074daab420ead30ba568c0" @@ -114,6 +115,12 @@ ] } +{ + "m_SGVersion": 2, + "m_Type": "UnityEditor.Rendering.Universal.ShaderGraph.UniversalUnlitSubTarget", + "m_ObjectId": "1c52f40308a643f7b88a0e306589d850" +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.PositionMaterialSlot", @@ -256,7 +263,7 @@ "m_ObjectId": "5054bb44ec074daab420ead30ba568c0", "m_Datas": [], "m_ActiveSubTarget": { - "m_Id": "ffcfd5a8df844940900a45b48f1ec476" + "m_Id": "1c52f40308a643f7b88a0e306589d850" }, "m_AllowMaterialOverride": false, "m_SurfaceType": 0, @@ -267,6 +274,10 @@ "m_AlphaClip": false, "m_CastShadows": true, "m_ReceiveShadows": true, + "m_DisableTint": false, + "m_AdditionalMotionVectorMode": 0, + "m_AlembicMotionVectors": false, + "m_SupportsLODCrossFade": false, "m_CustomEditorGUI": "", "m_SupportVFX": false } @@ -676,9 +687,3 @@ "m_Labels": [] } -{ - "m_SGVersion": 1, - "m_Type": "UnityEditor.Rendering.Universal.ShaderGraph.UniversalUnlitSubTarget", - "m_ObjectId": "ffcfd5a8df844940900a45b48f1ec476" -} - diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Shader/CubeShader.shadergraph b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Shader/CubeShader.shadergraph index 412ca2d602a..627264d1f07 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Shader/CubeShader.shadergraph +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Shader/CubeShader.shadergraph @@ -28,25 +28,10 @@ "m_Id": "12eaf7347708484ba473cc12dacd1488" }, { - "m_Id": "41eccdf32359445192459e85831772e2" + "m_Id": "3a01bb7814d24bd1932ff52d0dbc20ce" }, { - "m_Id": "97b31f04b90a48a98f4a95a925d02d29" - }, - { - "m_Id": "69843a699a5247d9a9c2f564f9ede7da" - }, - { - "m_Id": "5116ca8931c54842bf784a2920c6e427" - }, - { - "m_Id": "5b02f13463c0458d8565198bf4931315" - }, - { - "m_Id": "4f1f243077c446b2b741c25fa1190908" - }, - { - "m_Id": "490b04775bff4c598cdc303a9fac62e9" + "m_Id": "e19e23ba12264e8c9ed0a8d823837f93" } ], "m_GroupDatas": [], @@ -55,105 +40,21 @@ { "m_OutputSlot": { "m_Node": { - "m_Id": "41eccdf32359445192459e85831772e2" - }, - "m_SlotId": 0 - }, - "m_InputSlot": { - "m_Node": { - "m_Id": "97b31f04b90a48a98f4a95a925d02d29" - }, - "m_SlotId": 1 - } - }, - { - "m_OutputSlot": { - "m_Node": { - "m_Id": "490b04775bff4c598cdc303a9fac62e9" - }, - "m_SlotId": 2 - }, - "m_InputSlot": { - "m_Node": { - "m_Id": "4f1f243077c446b2b741c25fa1190908" - }, - "m_SlotId": 0 - } - }, - { - "m_OutputSlot": { - "m_Node": { - "m_Id": "4f1f243077c446b2b741c25fa1190908" - }, - "m_SlotId": 2 - }, - "m_InputSlot": { - "m_Node": { - "m_Id": "5b02f13463c0458d8565198bf4931315" - }, - "m_SlotId": 0 - } - }, - { - "m_OutputSlot": { - "m_Node": { - "m_Id": "5116ca8931c54842bf784a2920c6e427" + "m_Id": "3a01bb7814d24bd1932ff52d0dbc20ce" }, "m_SlotId": 0 }, "m_InputSlot": { "m_Node": { - "m_Id": "97b31f04b90a48a98f4a95a925d02d29" - }, - "m_SlotId": 2 - } - }, - { - "m_OutputSlot": { - "m_Node": { - "m_Id": "5b02f13463c0458d8565198bf4931315" + "m_Id": "e19e23ba12264e8c9ed0a8d823837f93" }, "m_SlotId": 1 - }, - "m_InputSlot": { - "m_Node": { - "m_Id": "5116ca8931c54842bf784a2920c6e427" - }, - "m_SlotId": 3 - } - }, - { - "m_OutputSlot": { - 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+ + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + + half4 Fragment(Varyings input) : SV_Target + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + float depth = SampleSceneDepth(input.texcoord); + + #if !UNITY_REVERSED_Z + depth = 1.0 - depth; + #endif + + return half4(depth, 0, 0, 1); + } + ENDHLSL + } + } +} diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/325_DepthCopy/CaptureDepth.shader.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/325_DepthCopy/CaptureDepth.shader.meta new file mode 100644 index 00000000000..b3c3621bcf3 --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/325_DepthCopy/CaptureDepth.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 548201d9c21453d4a9a1cc098c7c2550 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/325_DepthCopy/CaptureDepthFeature.cs b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/325_DepthCopy/CaptureDepthFeature.cs new file mode 100644 index 00000000000..9291a518d08 --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/325_DepthCopy/CaptureDepthFeature.cs @@ -0,0 +1,184 @@ +using System; +using UnityEngine; +using UnityEngine.Assertions; +using UnityEngine.Rendering.RenderGraphModule; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; +using UnityEngine.Rendering.RenderGraphModule.Util; +using UnityEngine.Experimental.Rendering; + +public class CaptureDepthFeature : ScriptableRendererFeature +{ + private class CaptureDepthPass : ScriptableRenderPass + { + private static Material m_Material; + + internal RTHandle m_CapturedDepthRT; + internal TextureHandle m_CapturedDepthHandle; + + public CaptureDepthPass(RenderPassEvent injectionPoint) + { + ScriptableRenderPassInput inputs = ScriptableRenderPassInput.Depth; + + // Request access to normals if the injection point is in a place that could trigger a prepass + // This helps improve coverage of edge cases within URP's deferred renderer + if (injectionPoint < RenderPassEvent.BeforeRenderingOpaques) + { + inputs |= ScriptableRenderPassInput.Normal; + } + + ConfigureInput(inputs); + + renderPassEvent = injectionPoint; + } + + public void Setup(Material material) + { + m_Material = material; + } + + [Obsolete("This rendering path is for compatibility mode only (when Render Graph is disabled). Use Render Graph API instead.", false)] + public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) + { + var desc = renderingData.cameraData.cameraTargetDescriptor; + desc.graphicsFormat = UnityEngine.Experimental.Rendering.GraphicsFormat.R32_SFloat; + desc.depthBufferBits = 0; + desc.msaaSamples = 1; + + RenderingUtils.ReAllocateHandleIfNeeded(ref m_CapturedDepthRT, desc, FilterMode.Point, TextureWrapMode.Clamp, name: "_CapturedDepthTexture"); + + // Disable obsolete warning for internal usage + #pragma warning disable CS0618 + ConfigureTarget(m_CapturedDepthRT); + ConfigureClear(ClearFlag.Color, Color.black); + #pragma warning restore CS0618 + } + + + [Obsolete("This rendering path is for compatibility mode only (when Render Graph is disabled). Use Render Graph API instead.", false)] + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + CommandBuffer cmd = CommandBufferPool.Get(); + + Blitter.BlitTexture(cmd, Vector2.one, m_Material, 0); + + context.ExecuteCommandBuffer(cmd); + cmd.Clear(); + + CommandBufferPool.Release(cmd); + } + + class CaptureDepthPassData + { + public Material material; + } + + public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) + { + UniversalCameraData cameraData = frameData.Get(); + UniversalResourceData resourceData = frameData.Get(); + + bool xrReady = cameraData.xr.enabled && cameraData.xr.singlePassEnabled; + + ref var cameraDesc = ref cameraData.cameraTargetDescriptor; + + int width = cameraDesc.width; + int height = cameraDesc.height; + + m_CapturedDepthHandle = renderGraph.CreateTexture(new TextureDesc(width, height, false, xrReady) { colorFormat = GraphicsFormat.R32_SFloat, name = "_CapturedDepthTexture" }); + + using (var builder = renderGraph.AddRasterRenderPass("Capture Depth Blit", out var passData)) + { + passData.material = m_Material; + + builder.UseTexture(resourceData.cameraDepthTexture); + + builder.SetRenderAttachment(m_CapturedDepthHandle, 0); + + builder.SetRenderFunc((CaptureDepthPassData data, RasterGraphContext context) => + { + Blitter.BlitTexture(context.cmd, Vector2.one, data.material, 0); + }); + } + } + } + + private class DrawDepthPass : ScriptableRenderPass + { + private CaptureDepthPass m_CapturePass; + + public DrawDepthPass(CaptureDepthPass capturePass) + { + m_CapturePass = capturePass; + + renderPassEvent = RenderPassEvent.AfterRendering; + } + + [Obsolete("This rendering path is for compatibility mode only (when Render Graph is disabled). Use Render Graph API instead.", false)] + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + CommandBuffer cmd = CommandBufferPool.Get(); + + Blitter.BlitTexture(cmd, m_CapturePass.m_CapturedDepthRT, Vector2.one, 0, false); + + context.ExecuteCommandBuffer(cmd); + cmd.Clear(); + + CommandBufferPool.Release(cmd); + } + + class DrawDepthPassData + { + public TextureHandle source; + } + + public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) + { + UniversalCameraData cameraData = frameData.Get(); + UniversalResourceData resourceData = frameData.Get(); + + using (var builder = renderGraph.AddRasterRenderPass("Draw Depth Blit", out var passData)) + { + passData.source = m_CapturePass.m_CapturedDepthHandle; + builder.UseTexture(passData.source); + + builder.SetRenderAttachment(resourceData.activeColorTexture, 0); + + builder.SetRenderFunc((DrawDepthPassData data, RasterGraphContext context) => + { + Blitter.BlitTexture(context.cmd, data.source, Vector2.one, 0, false); + }); + } + } + } + + public Material m_Material; + + public enum InjectionPoint + { + AfterPrePasses = RenderPassEvent.AfterRenderingPrePasses, + AfterGbuffer = RenderPassEvent.AfterRenderingGbuffer, + AfterOpaques = RenderPassEvent.AfterRenderingOpaques, + AfterTransparents = RenderPassEvent.AfterRenderingTransparents, + } + + public InjectionPoint m_InjectionPoint = InjectionPoint.AfterTransparents; + + private CaptureDepthPass m_CaptureDepthPass; + private DrawDepthPass m_DrawDepthPass; + + public override void Create() + { + m_CaptureDepthPass = new CaptureDepthPass((RenderPassEvent)m_InjectionPoint); + m_DrawDepthPass = new DrawDepthPass(m_CaptureDepthPass); + } + + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) + { + Assert.IsNotNull(m_Material); + + m_CaptureDepthPass.Setup(m_Material); + renderer.EnqueuePass(m_CaptureDepthPass); + renderer.EnqueuePass(m_DrawDepthPass); + } +} diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/325_DepthCopy/CaptureDepthFeature.cs.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/325_DepthCopy/CaptureDepthFeature.cs.meta new file mode 100644 index 00000000000..1c9c92eeca4 --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/325_DepthCopy/CaptureDepthFeature.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d20bbfd153e90384c85a254757b00361 \ No newline at end of file diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Materials/SingleCamera.mat b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/325_DepthCopy/CaptureDepthMaterial.mat similarity index 90% rename from Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/252_RenderRequest/Materials/SingleCamera.mat rename to 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m_DepthPrimingMode: 0 + m_CopyDepthMode: 0 + m_DepthAttachmentFormat: 0 + m_DepthTextureFormat: 0 + m_AccurateGbufferNormals: 0 + m_IntermediateTextureMode: 1 diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/145_SoftParticlesStackWithPP/SoftParticlesForwardRenderer.asset.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/145_SoftParticlesStackWithPP/SoftParticlesForwardRenderer.asset.meta new file mode 100644 index 00000000000..2177d66854b --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/145_SoftParticlesStackWithPP/SoftParticlesForwardRenderer.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7c7a4f27be43bd847a58021195aeadb0 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/145_SoftParticlesStackWithPP_deferred.unity b/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/145_SoftParticlesStackWithPP_deferred.unity index cbf0c464213..10db014b3f6 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/145_SoftParticlesStackWithPP_deferred.unity +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/145_SoftParticlesStackWithPP_deferred.unity @@ -13,7 +13,7 @@ OcclusionCullingSettings: --- !u!104 &2 RenderSettings: m_ObjectHideFlags: 0 - serializedVersion: 9 + serializedVersion: 10 m_Fog: 0 m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} m_FogMode: 3 @@ -38,13 +38,11 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1} m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 serializedVersion: 12 - m_GIWorkflowMode: 1 m_GISettings: serializedVersion: 2 m_BounceScale: 1 @@ -146,9 +144,8 @@ Light: m_PrefabAsset: {fileID: 0} 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MeshRenderer: m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 m_RayTraceProcedural: 0 + m_RayTracingAccelStructBuildFlagsOverride: 0 + m_RayTracingAccelStructBuildFlags: 1 + m_SmallMeshCulling: 1 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -335,13 +339,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 73193542} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} - m_RootOrder: 3 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &507852418 GameObject: @@ -379,6 +383,9 @@ ParticleSystemRenderer: m_ReflectionProbeUsage: 0 m_RayTracingMode: 0 m_RayTraceProcedural: 0 + m_RayTracingAccelStructBuildFlagsOverride: 0 + m_RayTracingAccelStructBuildFlags: 1 + m_SmallMeshCulling: 1 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -417,13 +424,15 @@ ParticleSystemRenderer: 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m_RequiresDepthTextureOption: 1 m_RequiresOpaqueTextureOption: 2 m_CameraType: 1 m_Cameras: [] - m_RendererIndex: -1 + m_RendererIndex: 10 m_VolumeLayerMask: serializedVersion: 2 m_Bits: 1 @@ -5277,6 +5286,7 @@ MonoBehaviour: m_Dithering: 0 m_ClearDepth: 0 m_AllowXRRendering: 1 + m_AllowHDROutput: 1 m_UseScreenCoordOverride: 0 m_ScreenSizeOverride: {x: 0, y: 0, z: 0, w: 0} m_ScreenCoordScaleBias: {x: 0, y: 0, z: 0, w: 0} @@ -5284,12 +5294,12 @@ MonoBehaviour: m_RequiresColorTexture: 0 m_Version: 2 m_TaaSettings: - quality: 3 - frameInfluence: 0.1 - jitterScale: 1 - mipBias: 0 - varianceClampScale: 0.9 - contrastAdaptiveSharpening: 0 + m_Quality: 3 + m_FrameInfluence: 0.1 + m_JitterScale: 1 + m_MipBias: 0 + m_VarianceClampScale: 0.9 + m_ContrastAdaptiveSharpening: 0 --- !u!20 &787570591 Camera: m_ObjectHideFlags: 0 @@ -5299,7 +5309,7 @@ Camera: m_GameObject: {fileID: 787570588} m_Enabled: 1 serializedVersion: 2 - m_ClearFlags: 1 + m_ClearFlags: 4 m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0} m_projectionMatrixMode: 1 m_GateFitMode: 2 @@ -5348,13 +5358,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 787570588} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1587093634} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &1208958870 GameObject: @@ -5386,6 +5396,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: qualityLevelIndex: 0 + callbacks: [] --- !u!4 &1208958872 Transform: m_ObjectHideFlags: 0 @@ -5393,13 +5404,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1208958870} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &1587093631 GameObject: @@ -5439,7 +5450,7 @@ Camera: m_Enabled: 1 serializedVersion: 2 m_ClearFlags: 1 - m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0} + m_BackGroundColor: {r: 0, g: 0, b: 0, a: 1} m_projectionMatrixMode: 1 m_GateFitMode: 2 m_FOVAxisMode: 0 @@ -5487,6 +5498,7 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1587093631} + serializedVersion: 2 m_LocalRotation: {x: 0.23778531, y: -0, z: -0, w: 0.97131777} m_LocalPosition: {x: 0, y: 1, z: -1} m_LocalScale: {x: 1, y: 1, z: 1} @@ -5494,7 +5506,6 @@ Transform: m_Children: - {fileID: 787570592} m_Father: {fileID: 0} - m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 27.512, y: 0, z: 0} --- !u!114 &1587093635 MonoBehaviour: @@ -5509,8 +5520,8 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: m_RenderShadows: 1 - m_RequiresDepthTextureOption: 2 - m_RequiresOpaqueTextureOption: 2 + m_RequiresDepthTextureOption: 0 + m_RequiresOpaqueTextureOption: 0 m_CameraType: 0 m_Cameras: - {fileID: 787570591} @@ -5527,6 +5538,7 @@ MonoBehaviour: m_Dithering: 0 m_ClearDepth: 1 m_AllowXRRendering: 1 + m_AllowHDROutput: 1 m_UseScreenCoordOverride: 0 m_ScreenSizeOverride: {x: 0, y: 0, z: 0, w: 0} m_ScreenCoordScaleBias: {x: 0, y: 0, z: 0, w: 0} @@ -5534,12 +5546,12 @@ MonoBehaviour: m_RequiresColorTexture: 0 m_Version: 2 m_TaaSettings: - quality: 3 - frameInfluence: 0.1 - jitterScale: 1 - mipBias: 0 - varianceClampScale: 0.9 - contrastAdaptiveSharpening: 0 + m_Quality: 3 + m_FrameInfluence: 0.1 + m_JitterScale: 1 + m_MipBias: 0 + m_VarianceClampScale: 0.9 + m_ContrastAdaptiveSharpening: 0 --- !u!114 &1587093636 MonoBehaviour: m_ObjectHideFlags: 0 @@ -5555,6 +5567,7 @@ MonoBehaviour: ImageComparisonSettings: TargetWidth: 512 TargetHeight: 512 + TargetMSAASamples: 1 PerPixelCorrectnessThreshold: 0.001 PerPixelGammaThreshold: 0.003921569 PerPixelAlphaThreshold: 0.003921569 @@ -5565,7 +5578,19 @@ MonoBehaviour: UseBackBuffer: 0 ImageResolution: 0 ActiveImageTests: 1 - ActivePixelTests: 7 + ActivePixelTests: -1 WaitFrames: 100 XRCompatible: 0 + gpuDrivenCompatible: 1 CheckMemoryAllocation: 1 + renderBackendCompatibility: 2 + SetBackBufferResolution: 0 +--- !u!1660057539 &9223372036854775807 +SceneRoots: + m_ObjectHideFlags: 0 + m_Roots: + - {fileID: 1208958872} + - {fileID: 1587093634} + - {fileID: 24163976} + - {fileID: 73193546} + - {fileID: 507852421} diff --git a/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/HLSLParserTest.cs b/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/HLSLParserTest.cs index 9e36a6a33b7..fa1d5059179 100644 --- a/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/HLSLParserTest.cs +++ b/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/HLSLParserTest.cs @@ -376,6 +376,26 @@ public void HLSL_Check_Int_Without_Access_Modifier() Assert.AreEqual(typeof(int), parameters[1].type); Assert.AreEqual(HLSLAccess.NONE, parameters[1].access); } + + [Test, Description("Covers issue UUM-74375")] + public void HLSL_Variadic_Attributes() + { + // Arrange + var hlslCode = + $"void Repro(inout VFXAttributes attributes)" + + "{\n" + + " attributes.scale = float3(1, 2, 3);\n" + + "}\n"; + + // Act + var functions = HLSLFunction.Parse(this.attributesManager, hlslCode).ToArray(); + + // Assert + CollectionAssert.IsNotEmpty(functions); + var errors = functions[0].errorList.ToArray(); + Assert.AreEqual(1, errors.Length, "Missing error feedback when using variadic attribute in custom hlsl code"); + Assert.IsInstanceOf(errors[0]); + } } } #endif diff --git a/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyPasteTests.cs b/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyPasteTests.cs index bebb5e0830a..b479c43afb9 100644 --- a/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyPasteTests.cs +++ b/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyPasteTests.cs @@ -1,17 +1,19 @@ #if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS -using System; using System.Collections; using System.IO; using System.Linq; using System.Collections.Generic; +using System.Reflection; + using NUnit.Framework; + using UnityEngine; using UnityEngine.VFX; -using UnityEditor.VFX; using UnityEditor.VFX.UI; using UnityEditor.Experimental.GraphView; using UnityEditor.Experimental.VFX.Utility; using UnityEditor.VFX.Block; +using UnityEditor.VFX.Operator; using UnityEngine.TestTools; using UnityEngine.UIElements; @@ -445,6 +447,145 @@ public IEnumerator PasteMissingPointCacheAsset() Assert.AreEqual(1, initializeContext.model.inputFlowSlot.Length); Assert.AreEqual(1, initializeContext.model.outputFlowSlot.Length); } + + [UnityTest, Description("UUM-75894")] + public IEnumerator CopyPasteContextWithCustomAttribute() + { + var viewController1 = m_ViewController; + var window1 = EditorWindow.GetWindow(); + var view1 = window1.graphView; + view1.controller = viewController1; + + // Create a BasicInitialize context + var initContextDesc = VFXLibrary.GetContexts().First(x => x.modelType == typeof(VFXBasicInitialize)); + var newContext = viewController1.AddVFXContext(new Vector2(100, 100), initContextDesc.variant); + viewController1.LightApplyChanges(); + var contextController = viewController1.allChildren.OfType().Single(); + yield return null; + + // Add a custom attribute + var customAttributeName = "initPos"; + viewController1.graph.TryAddCustomAttribute(customAttributeName, VFXValueType.Float3, "No description", false, out var attribute); + yield return null; + + // Add a block to that context + var setInitPos = VFXLibrary.GetBlocks().First(x => x.modelType == typeof(SetAttribute)).CreateInstance(); + setInitPos.SetSettingValue("attribute", customAttributeName); + contextController.AddBlock(0, setInitPos); + viewController1.LightApplyChanges(); + yield return null; + + // Select the created context and copy + view1.ClearSelection(); + view1.AddToSelection(view1.Query().OfType().First()); + window1.graphView.CopySelectionCallback(); + yield return null; + + // Create a second asset and open window + CreateTestAsset(); + var viewController2 = m_ViewController; + var window2 = EditorWindow.GetWindow(); + var view2 = window2.graphView; + view2.controller = viewController2; + + // Paste selection in the second window + window2.graphView.PasteCallback(); + yield return null; + + // Check that the second window has a single custom attribute of type Vector3 + Assert.IsTrue(viewController2.graph.TryFindCustomAttributeDescriptor(customAttributeName, out var customAttributeDescriptor)); + Assert.IsNotNull(customAttributeDescriptor); + Assert.AreEqual(CustomAttributeUtility.Signature.Vector3, customAttributeDescriptor.type); + } + + [UnityTest, Description("UUM-75894")] + public IEnumerator CopyPasteOperatorWithCustomAttribute() + { + var viewController1 = m_ViewController; + var window1 = EditorWindow.GetWindow(); + var view1 = window1.graphView; + view1.controller = viewController1; + + // Add a custom attribute + var customAttributeName = "initPos"; + viewController1.graph.TryAddCustomAttribute(customAttributeName, VFXValueType.Float3, "No description", false, out var attribute); + yield return null; + + // Add a block to that context + var getInitPosDesc = VFXLibrary.GetOperators().First(x => x.modelType == typeof(VFXAttributeParameter)); + var getInitPos = viewController1.AddVFXOperator(Vector2.zero, getInitPosDesc.variant); + getInitPos.SetSettingValue("attribute", customAttributeName); + + viewController1.LightApplyChanges(); + yield return null; + + // Select the created context and copy + view1.ClearSelection(); + view1.AddToSelection(view1.Query().OfType().First()); + window1.graphView.CopySelectionCallback(); + yield return null; + + // Create a second asset and open window + CreateTestAsset(); + var viewController2 = m_ViewController; + var window2 = EditorWindow.GetWindow(); + var view2 = window2.graphView; + view2.controller = viewController2; + + // Paste selection in the second window + window2.graphView.PasteCallback(); + yield return null; + + // Check that the second window has a single custom attribute of type Vector3 + Assert.IsTrue(viewController2.graph.TryFindCustomAttributeDescriptor(customAttributeName, out var customAttributeDescriptor)); + Assert.IsNotNull(customAttributeDescriptor); + Assert.AreEqual(CustomAttributeUtility.Signature.Vector3, customAttributeDescriptor.type); + } + [UnityTest, Description("UUM-75893")] + public IEnumerator CopyPasteMultipleParametersWithEdges() + { + VFXViewWindow window = EditorWindow.GetWindow(); + VFXView view = window.graphView; + view.controller = m_ViewController; + + // Create a parameter and add a two nodes to the graph + var parameter = m_ViewController.AddVFXParameter(Vector2.zero, VFXLibrary.GetParameters().First(x => x.modelType == typeof(float)).variant); + m_ViewController.LightApplyChanges(); + + var parameterController = m_ViewController.GetParameterController(parameter); + parameterController.model.AddNode(new Vector2(123, 456)); + parameterController.model.AddNode(new Vector2(123, 556)); + m_ViewController.LightApplyChanges(); + var parameterNode1 = parameterController.nodes.First(); + var parameterNode2 = parameterController.nodes.Last(); + Assert.AreNotEqual(parameterNode1, parameterNode2); + yield return null; + + // Create a Add operator + var addOperator = VFXLibrary.GetOperators().Single(x => x.modelType == typeof(Add)); + m_ViewController.AddNode(new Vector2(300, 500), addOperator.variant, null); + m_ViewController.LightApplyChanges(); + var addOperatorController = m_ViewController.nodes.OfType().Last(); + yield return null; + + // Create links + m_ViewController.CreateLink(addOperatorController.inputPorts.First(), parameterNode1.outputPorts.Single()); + m_ViewController.CreateLink(addOperatorController.inputPorts.Skip(1).First(), parameterNode2.outputPorts.Single()); + m_ViewController.LightApplyChanges(); + yield return null; + + Assert.AreEqual(2, m_ViewController.dataEdges.Count); + + // Select all and copy/paste + window.graphView.ExecuteCommand(ExecuteCommandEvent.GetPooled("SelectAll")); + window.graphView.CopySelectionCallback(); + window.graphView.GetType().GetProperty(nameof(VFXView.pasteCenter), BindingFlags.Instance|BindingFlags.NonPublic)?.SetValue(window.graphView, window.graphView.contentViewContainer.LocalToWorld(new Vector2(123, 650))); + window.graphView.PasteCallback(); + yield return null; + + Assert.AreEqual(4, m_ViewController.dataEdges.Count); + } + } } #endif diff --git a/Tests/SRPTests/Projects/VisualEffectGraph_URP/Assets/GraphicsTests/Instancing/40_InstancingSplitCompute.unity b/Tests/SRPTests/Projects/VisualEffectGraph_URP/Assets/GraphicsTests/Instancing/40_InstancingSplitCompute.unity index 9ba69888243..766ea6cde70 100644 --- a/Tests/SRPTests/Projects/VisualEffectGraph_URP/Assets/GraphicsTests/Instancing/40_InstancingSplitCompute.unity +++ b/Tests/SRPTests/Projects/VisualEffectGraph_URP/Assets/GraphicsTests/Instancing/40_InstancingSplitCompute.unity @@ -13,7 +13,7 @@ OcclusionCullingSettings: --- !u!104 &2 RenderSettings: m_ObjectHideFlags: 0 - serializedVersion: 9 + serializedVersion: 10 m_Fog: 0 m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} m_FogMode: 3 @@ -38,13 +38,11 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1} m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 serializedVersion: 12 - m_GIWorkflowMode: 0 m_GISettings: serializedVersion: 2 m_BounceScale: 1 @@ -156,6 +154,9 @@ VFXRenderer: m_ReflectionProbeUsage: 0 m_RayTracingMode: 0 m_RayTraceProcedural: 0 + m_RayTracingAccelStructBuildFlagsOverride: 0 + m_RayTracingAccelStructBuildFlags: 1 + m_SmallMeshCulling: 1 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -229,13 +230,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 176540211} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 2, z: -1} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} - m_RootOrder: 2 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &348579748 GameObject: @@ -273,6 +274,9 @@ VFXRenderer: m_ReflectionProbeUsage: 0 m_RayTracingMode: 0 m_RayTraceProcedural: 0 + m_RayTracingAccelStructBuildFlagsOverride: 0 + m_RayTracingAccelStructBuildFlags: 1 + m_SmallMeshCulling: 1 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -346,13 +350,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: 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