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Releases: Pjbomb2/TrueTrace-Unity-Pathtracer

Quality of life overhauls - Hotfix 2

12 Sep 23:10
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Materials:
Re-added texture rotation support for bindless textures
Added kelvin option for coloring RayTracingObjects, this applies also to emissive raytracingobjects
Glass marked thin is now colored based off of scatterdist and surfacecolor
Removed "Range" property from MaterialMappings, as considering them all floats seems to work fine
Sky behind glass should now refract properly in ASVGF
Added "Color Bleed" slider to reduce the amount that bounced light gets affected by the surfaces color
Materials with a pdf of less than or equal to 0 are marked as invalid paths
Fixed IgnoreBackfacing toggle with hardware RT
Fixed IgnoreBackfacing for emissive triangle sampling
Added experiemental fade mode, needs to be turned on in GlobalDefines
StainedGlassShadows is now affected by BlendFactor, and ScatterDist
Individual submeshes can now be glass with Hardware RT
Added Stained Glass support for Hardware RT
Updated DiffTrans to actually respect distance traveled

ASVGF:
Improved performance slightly
Added more passes to the indirect pass for cleaner denoised results
Significantly improved reflections
Fixed artifacts coming from semi-metallic surfaces
Adding metallic stopping weights to blur

Performance:
Moved initialization for globalcolors and radcache from RayGen to ShadingShader
Improved ASVGF performance by removing jitter, instead I replaced the old offset step size factor(Old: [0,1,2,3,4,5]; New: [0,5,4,3,2,1]) (THANKS SNURF!)
Massively optimized the playmodesaving of materials when you change many materials(didnt realize how grossly slow the origional system was)
Slightly optimized mesh refitting accumulation step

UI(or User Experience):
Completely redid the RayTracingObject material parameter view
Added lines to some of the raytracingobject material parameters when you hover over them to show what other parameters can be combined with it(Turn off in truetrace settings -> Functionality Settings -> "show material helper lines")
Added outline to hovered over material parameters(Turn off in truetrace settings -> Functionality Settings -> "show material helper lines")
Added toggle to turn off sky transmittance affecting sun color in Functionality Settings
Added button to autofocus, left ctrl + middle mouse button in the play screen will autofocus DoF to the mouse
Changing DoF focus will reset accumulation
Added button to quick-select materials, middle mouse button by itself in the play screen will pull up whatever material/surface the mouse is over
Removed sun desaturation slider
DX11 will be forced on if DX12 is missing, and will force off the other toggles that rely on DX12
Removed TextureScrollChanged button
Added toggle to TrueTrace Settings -> Functionality Settings; When on, changing any materials parameters will reset accumulation

Misc:
New shortcut entries for Screenshot and BVH Building, assign them in Edit -> Shortcuts in unity, they are named "TrueTraceScreenshot " and "TrueTraceBuildBVH"
Added FXAA
Fixed copied scenes not creating their own new TTSettings file
Added system ontop of the object que system to hopefully handle edgecases better(realized I havent tested this as thoroughly as I would like, so let me know of any errors!)
Fixed terrain albedo with bindless
Improved OIDN denoiser to respect TrueTrace texture tilings
Fixed long standing misspelling of "Emission", and changed all variables named "Emmissive" to "Emission"
Modified how the RadCache reacts to glass
Fixed auto start for dx11
Fixed ReSTIR breaking when dx12 doesnt exist at all
Default camera fly script will no longer point straight up on start in HDRP 2023+
Added new Debug Views in "GlobalDefines.cginc" - Material ID, Mesh ID, Triangle ID, Albedo, BVH view, Radiance Cache, GI lighting
Removed "Hierarchy Modifiers" and "MasterMaterialEditor" scripts
Improved normal maps by more accurately deducing the input maps format
Improved the sky
Fixed sharpen postprocess breaking when changing resolutions
Fixed dx11 bug
Replaced "Rotation Animation" and "Translation Animation" files with a single file

Hotfix:
Fixed upscaling not working correctly
Hotfix 2:
Fixed turntable script breaking builds
Fixed ASVGF not working in DX11
Fixed DoF focusing
Added jitter/AA to panorama rendering

v2.5 - BINDLESS UPDATE

13 Aug 16:50
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ADDED BINDLESS THANKS TO Alex Bakanov(AKA Meetem)

ASVGF:
Small improvement to asvgf for specular
Small modifications to ASVGF for black objects
Fix to asvgf to not freak out in refracted water
Changed up the exposure with asvgf so they play a bit nicer

IES:
Small fix to IES lights
IES lights will now actually be correct if they get their texture removed and their object refreshed(toggled off and on)

Backgrounds:
Added individual intensities to primary and secondary backgrounds
Added HDRI rotation fields
Added scaling to HDRI

RadCache:
Small change to radcache to allow for high speed radcache to not doublecount the sky
Fix to radcache for sky through glass
Changed radcache a bit so it stops displaying the cache directly in reflections
Small improvements to radcache

Automation:
Truetrace will automatically create the needed custom pass stuff for HDRP
HDRP is now completely automated and should require no setup aside from what is needed for BIRP(so no additional setup)
GlobalDefines for: HDRP, Bindless, Hardware RT, and DX11 are now automatically set on the GPU when toggled on the CPU

Added a "TrueBlack" toggle to globaldefines, which allows colors to reach black, instead of being limited to dark grey
Fixed alpha mapping for close surfaces with rt cores
Small change so that glass isnt too dark
Small fix to roughness slider in master material settings when set to smoothness resetting
Small fix to hdrp compatability script
Added global emissive object strength adjustment
Added prototype water object and stuff if you wanna play with it
More changes to glass
Removed Video material type because bindless can now do its job 100% through rendertextures
Fixed atmosphere
Fixed issue with TTSettings not registering properly under specific scenarios
Emission aware texture light bvh defaults to off now because while it is very useful, it can cause massive memory consumption with lots of Emission textures that may seem random
Moved a few things around in truetrace settings
Small change that should fix null throughputs breaking things
Change to light bvh to massively optimize it if you have a bunch of identitical triangles
Fixed DoF when center pixel is emissive
Small improvements to emission
Re-added point filtering for bindless
Added small stopper in case you add more than 2048 textures to bindless(Let me know if you hit this as the limit can be doubled, but have yet to find a reason to)
ReSTIR GI handles blacks better now
Small performance bump
Thin glass now colors like normal

Added IES support for spotlights

26 Jul 21:49
b99f9b5
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Horizontally flipped panorama
Changed radiance cache to mostly only run on diffuse bounces
Reorganized files a bit, put ASVGF in its own folder
Fast-moving smearing in asvgf is mostly gone
Added ability for panorama to go through several cameras
Fixed radcache on terrain
Fixed some restir ASVGF stuff for better screen borders
Fix for panorama preventing builds
Added simple IES system
Panorama system will do the resolution itself now
Fix to radcache + ReSTIR + NEE + Mirrors
Improved asvgf filters quality
Improved asvgf filters performance by about 25%
Small modification to material pairing to indicate what slots are single component textures

Added Panorama Rendering System

17 Jul 06:08
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Fixed OIDN crashing unity on play mode exit in hdrp 2023
Fixed terrain albedo being screwed up
Added equiangular automatic panorama rendering abilities
Made IgnoreBacking flag in GlobalDefines affect NEE sampling
Fixed material swapping after raytracingobject has already been added
Fixed bug where adding a mesh that wasnt read/writeable in a build crashes unity

Emergency hotfix

12 Jul 16:50
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Emergency hotfix because I uploaded the wrong file
Also small modification to restir gi temporal to switch to plane distance

Fixed material presets and camera

11 Jul 16:47
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Fixed bug with material presets
FINALLY FIXED CAMERA IN 2022 OR HIGHER

Small QoL Features

09 Jul 20:04
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Added Material Preset System
Fixed typo in radiance cache that caused it to not transfer levels correctly
Minor performance improvements to trace kernels
Setflag for smoothness works now
Clamped min IOR to 1
Shouldn’t need to have ParentObject under the scene gameobject anymore
Fixed bloom slider and bloom passes
Fixed most fireflies from ReSTIR GI Retrace + Radiance Cache
Seperated background into primary and secondary: Secondary is used for indirect lighting
Switched up materials a bit again for ReSTIR
Fixed DoF Autofocus

Hotfix

28 Jun 20:12
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v2.4.4:
Fixed issue with adding/removing lots of objects creating errors
v2.4.3:
Slightly optimized terrain performance
Tuned refitter to help with dissapearing triangles
Fixed terrain blockyness again
URP semi-fixed
Replaced ReSTIR GI(again)
Added system that enforces per-scene truetrace settings
Small performance improvements
Added system that extracts emission texture pixels, which makes the light BVH MUCH more effective
Removed useless textures
Redid texture offsets and atlas creation to eliminate even more texture artifacts
Switched ReSTIR GI spatial to use plane dist + standard dist for rejection
Fixed issue with restir GI retracing for very specific normals
Fixed missing triangles(long standing issue)
Fixed colored glass shadows dissapearing when there was terrain in the scene

Small fixes

27 May 17:50
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Fixed saturation bar
Fixed ASVGF dragging pixels
Fix for cutout objects that dont have a cutout texture assigned
Changed alpha texture to be compressed
Lowered internal minimum resolution from 0.5 to 0.1
Fixed edge case bug that would cause an error if things were toggled on/off too many times in the first frame
Fixed an issue with raytracinglights that would cause some to never update
Fixed ASVGF/ReSTIR + ASVGF and terrain
Removed diffuse material
Removed secondary example scene
GSR(non TAAU upscaler) should now work in HDRP again
Added comment that you need GPU Skinning on or it freaks out a bit
Added note about turning off dynamic batching as it can mess with motion vectors a bit
Re-added jitter to ASVGF direct lighting
Removed diffuse material support code
Reduced strictness of asvgf depth for temporal reuse
Modified GSR upscaler to improve quality significantly
Making the diffuse-metallic fix official for now(prevents overbrightening)
Tweaked depth derivative computation for depth to be more aggressive so the denoisers should screw up less now(especially at lower resolutions)

v2.4.1

20 May 19:18
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Fixed DX11
Reduced VRAM consmption massively
Reduced RAM consumption considerably
Fixed light BVH
Slight performance improvements
Added BC6H compression
Switched all atlas's to realtime compressed textures
Greatly improved lag spike when adding/removing objects(due to atlas re-creation)
Changed ReSTIRs response to NEE
Shuffled around where some textures are written to to make space for Radiance Cache
Changed parentobject to use BakeMesh for skinnedmeshes to remove issues from 0 length bones
Fix for skinnedmeshes with no rootbone when under a parentobject with other skinnedmeshes that also have no root bone
Switched to native arrays in many places to massively reduce RAM consumption for large scenes
Fixed environment map importance sampling
Small changes to materials
Compressed texture indices
Moved to new material XML format, so this should be the last change made thats not backward compatable
Slightly optimized BVH refitting
Changed from custom upscaler to snapdragon super resolution
Cleaned up some code
Fixed restir GI and asvgf for terrain
Fixed race conditions/artifacts for rays
Fixed atlas/texture artifacts
Added "Selective Auto Assign" to "Functionality Settings", which you drag a gameobject into and it runs the auto assign scripts for just that tree
Overhauled UI for Material Mappings
Added Matcap Support
Fix for HDRP black screen
Fix for materials in scenes with only 1 parent object
Improved glass and reflections for asvgf and restir GI + asvgf
Improved stability of diffuse transmission for asvgf
Removed origional ReSTIR
Removed several useless textures
Small edit to make restir mirrors less blurry
Fixed issue with restir + asvgf + sky
Fixed issue with ReSTIR GI pulling pixels along
Fixed NEE for Hardware RT
Improvements to RadCache performance
Fleshed out the ParentObject UI to actually include the needed toggles
Removed volumetric mesh material
Replaced restir + asvgf demodulation to provide much higher quality
Removed visability of several textures in the inspector
Removed "Force Lossless" toggle, since with BC6H its really not needed