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@@ -2117,6 +3025,8 @@ MeshRenderer:
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@@ -2140,6 +3051,7 @@ MeshRenderer:
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@@ -2534,6 +3473,8 @@ MeshRenderer:
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@@ -2557,6 +3499,7 @@ MeshRenderer:
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2313_Shadow_Mask_Spotlight_Shapes.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2313_Shadow_Mask_Spotlight_Shapes.unity
index 226cf167867..910ea6977e2 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2313_Shadow_Mask_Spotlight_Shapes.unity
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2313_Shadow_Mask_Spotlight_Shapes.unity
@@ -614,7 +614,7 @@ MonoBehaviour:
m_UseCustomSpotLightShadowCone: 0
m_CustomSpotLightShadowCone: 1
m_MaxSmoothness: 1
- m_ApplyRangeAttenuation: 1
+ m_ApplyRangeAttenuation: 0
m_DisplayAreaLightEmissiveMesh: 0
m_AreaLightCookie: {fileID: 0}
m_AreaLightShadowCone: 120
@@ -3784,7 +3784,7 @@ MonoBehaviour:
m_UseCustomSpotLightShadowCone: 0
m_CustomSpotLightShadowCone: 1
m_MaxSmoothness: 1
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2501_LightLayers.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2501_LightLayers.unity
index 4084a3eba02..32b374d9d61 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2501_LightLayers.unity
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2501_LightLayers.unity
@@ -5909,7 +5909,7 @@ MonoBehaviour:
m_UseCustomSpotLightShadowCone: 0
m_CustomSpotLightShadowCone: 30
m_MaxSmoothness: 0.99
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9500_LightScripting/LightScriptCreator.cs b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9500_LightScripting/LightScriptCreator.cs
index c9bf9ef982c..85e4ac311a3 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9500_LightScripting/LightScriptCreator.cs
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9500_LightScripting/LightScriptCreator.cs
@@ -45,6 +45,7 @@ void Start()
{
case 0: // Spot Box
hdLight.SetLightTypeAndShape(HDLightTypeAndShape.BoxSpot);
+ hdLight.applyRangeAttenuation = false;
break;
case 1: // Spot Pyramid
hdLight.SetLightTypeAndShape(HDLightTypeAndShape.PyramidSpot);
diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9601_SkinnedMeshBatching-Off.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9601_SkinnedMeshBatching-Off.unity
index d50b9cf38da..d3a23be3c72 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9601_SkinnedMeshBatching-Off.unity
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9601_SkinnedMeshBatching-Off.unity
@@ -2871,7 +2871,7 @@ MonoBehaviour:
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m_CustomSpotLightShadowCone: 30
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9602_SkinnedMeshBatching-On.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9602_SkinnedMeshBatching-On.unity
index bd7e18f3a17..bd63f5f084e 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9602_SkinnedMeshBatching-On.unity
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9602_SkinnedMeshBatching-On.unity
@@ -4932,7 +4932,7 @@ MonoBehaviour:
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m_CustomSpotLightShadowCone: 30
m_MaxSmoothness: 0.99
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9603_MeshRendererBatching-Off.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9603_MeshRendererBatching-Off.unity
index 16de542d234..0c143444d60 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9603_MeshRendererBatching-Off.unity
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9603_MeshRendererBatching-Off.unity
@@ -18642,7 +18642,7 @@ MonoBehaviour:
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m_CustomSpotLightShadowCone: 2.7
m_MaxSmoothness: 0.99
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9604_MeshRendererBatching-On.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9604_MeshRendererBatching-On.unity
index 81aa46a1352..5747be64a64 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9604_MeshRendererBatching-On.unity
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9604_MeshRendererBatching-On.unity
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m_CustomSpotLightShadowCone: 2.7
m_MaxSmoothness: 0.99
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-size 101428
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-oid sha256:8b1811054b28a801aa169c984bf1c502a3ab77bd3693a452793906936b039ee0
-size 88230
+oid sha256:485d2ae08d83b09f9d4221142d63bba53824cb00eeba136623acfddb1622b146
+size 98439
diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2002_Light_DynamicMix.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2002_Light_DynamicMix.png
index 638370615d9..79a13bdc8d2 100644
--- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2002_Light_DynamicMix.png
+++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2002_Light_DynamicMix.png
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:16dfa5ac5b7fa7d4e0b2a4cc1c3415fb5f5dda0708873b5873480d0c11326de9
-size 101637
+oid sha256:485d2ae08d83b09f9d4221142d63bba53824cb00eeba136623acfddb1622b146
+size 98439
diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/2002_Dynamic_Mix.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/2002_Dynamic_Mix.png
index 32eb9941606..79a13bdc8d2 100644
--- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/2002_Dynamic_Mix.png
+++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/2002_Dynamic_Mix.png
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:3f55f4e303868c758d1118fbfc00c98361df23d7b7d73baa499bec58103eceaf
-size 90610
+oid sha256:485d2ae08d83b09f9d4221142d63bba53824cb00eeba136623acfddb1622b146
+size 98439
diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md
index 42b5171d939..b306b24fd44 100644
--- a/com.unity.render-pipelines.high-definition/CHANGELOG.md
+++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md
@@ -111,6 +111,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Added the HDRP Compositor Tool (in Preview).
- Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping.
- Added support for arbitrary resolution scaling of Volumetric Lighting to the Fog volume component.
+- Added range attenuation for box-shaped spotlights.
### Fixed
- Fix when rescale probe all direction below zero (1219246)
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md b/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md
index fd537c504a4..ea857ebb349 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md
@@ -77,7 +77,7 @@ These settings define the area this Light affects. Each Light **Type** has its o
| **Property** | **Description** |
| ------------------- | ------------------------------------------------------------ |
-| **Shape** | HDRP Spot Lights can use three shapes.
• **Cone** : Projects light from a single point at the GameObject’s position, out to a circular base, like a cone. Alter the radius of the circular base by changing the **Outer Angle** and the **Range**.
• **Pyramid** : Projects light from a single point at the GameObject’s position onto a base that is a square with its side length equal to the diameter of the **Cone**.
• **Box** : Projects light evenly across a rectangular area defined by a horizontal and vertical size. |
+| **Shape** | HDRP Spot Lights can use three shapes.
• **Cone** : Projects light from a single point at the GameObject’s position, out to a circular base, like a cone. Alter the radius of the circular base by changing the **Outer Angle** and the **Range**.
• **Pyramid** : Projects light from a single point at the GameObject’s position onto a base that is a square with its side length equal to the diameter of the **Cone**.
• **Box** : Projects light evenly across a rectangular area defined by a horizontal and vertical size. This light has no attenuation unless **Range Attenuation** is checked. |
| **Outer Angle** | The angle in degrees at the base of a Spot Light’s cone. This property is only for Lights with a **Cone Shape**. |
| **Inner Angle (%)** | Determines where the attenuation between the inner cone and the outer cone starts. Higher values cause the light at the edges of the Spot Light to fade out. Lower values stop the light from fading at the edges. This property is only for Lights with a **Cone Shape**. |
| **Spot Angle** | The angle in degrees used to determine the size of a Spot Light using a **Pyramid** shape. |
diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs
index e0630e53319..0a4fa915637 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs
@@ -787,14 +787,12 @@ static void DrawEmissionAdvancedContent(SerializedHDLight serialized, Editor own
EditorGUILayout.PropertyField(serialized.affectSpecular, s_Styles.affectSpecular);
if (lightType != HDLightType.Directional)
{
- if (serialized.spotLightShape.GetEnumValue() != SpotLightShape.Box)
- EditorGUILayout.PropertyField(serialized.applyRangeAttenuation, s_Styles.applyRangeAttenuation);
+ EditorGUILayout.PropertyField(serialized.applyRangeAttenuation, s_Styles.applyRangeAttenuation);
EditorGUILayout.PropertyField(serialized.fadeDistance, s_Styles.fadeDistance);
}
EditorGUILayout.PropertyField(serialized.lightDimmer, s_Styles.lightDimmer);
}
- else if (lightType == HDLightType.Point
- || lightType == HDLightType.Spot && serialized.spotLightShape.GetEnumValue() != SpotLightShape.Box)
+ else if (lightType == HDLightType.Point || lightType == HDLightType.Spot)
EditorGUILayout.PropertyField(serialized.applyRangeAttenuation, s_Styles.applyRangeAttenuation);
// Emissive mesh for area light only (and not supported on Disc currently)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl
index 51237056a5b..e509922b0d0 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl
@@ -302,42 +302,7 @@ DirectionalShadowType EvaluateShadow_Directional(LightLoopContext lightLoopConte
// Punctual Light evaluation helper
//-----------------------------------------------------------------------------
-// distances = {d, d^2, 1/d, d_proj}
-void ModifyDistancesForFillLighting(inout float4 distances, float lightSqRadius)
-{
- // Apply the sphere light hack to soften the core of the punctual light.
- // It is not physically plausible (using max() is more correct, but looks worse).
- // See https://www.desmos.com/calculator/otqhxunqhl
- // We only modify 1/d for performance reasons.
- float sqDist = distances.y;
- distances.z = rsqrt(sqDist + lightSqRadius); // Recompute 1/d
-}
-
-// Returns the normalized light vector L and the distances = {d, d^2, 1/d, d_proj}.
-void GetPunctualLightVectors(float3 positionWS, LightData light, out float3 L, out float4 distances)
-{
- float3 lightToSample = positionWS - light.positionRWS;
-
- distances.w = dot(lightToSample, light.forward);
-
- if (light.lightType == GPULIGHTTYPE_PROJECTOR_BOX)
- {
- L = -light.forward;
- distances.xyz = 1; // No distance or angle attenuation
- }
- else
- {
- float3 unL = -lightToSample;
- float distSq = dot(unL, unL);
- float distRcp = rsqrt(distSq);
- float dist = distSq * distRcp;
-
- L = unL * distRcp;
- distances.xyz = float3(dist, distSq, distRcp);
-
- ModifyDistancesForFillLighting(distances, light.size.x);
- }
-}
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl"
float4 EvaluateCookie_Punctual(LightLoopContext lightLoopContext, LightData light,
float3 lightToSample)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs
index 9ed251c3ca0..a81ef06827e 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs
@@ -1338,11 +1338,9 @@ internal void GetLightData(CommandBuffer cmd, HDCamera hdCamera, HDShadowSetting
lightData.positionRWS = visibleLightAxisAndPosition.Position;
- bool applyRangeAttenuation = additionalLightData.applyRangeAttenuation && (gpuLightType != GPULightType.ProjectorBox);
-
lightData.range = light.range;
- if (applyRangeAttenuation)
+ if (additionalLightData.applyRangeAttenuation)
{
lightData.rangeAttenuationScale = 1.0f / (light.range * light.range);
lightData.rangeAttenuationBias = 1.0f;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl
index f8b161f99a6..6a580a85cb4 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl
@@ -26,7 +26,17 @@ void GetPunctualLightVectors(float3 positionWS, LightData light, out float3 L, o
if (light.lightType == GPULIGHTTYPE_PROJECTOR_BOX)
{
L = -light.forward;
- distances.xyz = 1; // No distance or angle attenuation
+
+ if (light.rangeAttenuationBias == 1.0) // Light uses range attenuation
+ {
+ float dist = -dot(lightToSample, L);
+ float distSq = dist * dist;
+ float distRcp = rcp(dist);
+ distances.xyz = float3(dist, distSq, distRcp);
+ ModifyDistancesForFillLighting(distances, light.size.x);
+ }
+ else // Light is directionnal
+ distances.xyz = 1; // No distance or angle attenuation
}
else
{