diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 5a58c4f35d4..0ccda8f335c 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -851,6 +851,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Making the planar probe atlas's format match the color buffer's format. - Removing the planarReflectionCacheCompressed setting from asset. - SHADERPASS for TransparentDepthPrepass and TransparentDepthPostpass identification is using respectively SHADERPASS_TRANSPARENT_DEPTH_PREPASS and SHADERPASS_TRANSPARENT_DEPTH_POSTPASS +- Renamed the debug name from SSAO to ScreenSpaceAmbientOcclusion (1254974). ## [7.1.1] - 2019-09-05 diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs index efdbf756423..a3649d89d95 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs @@ -56,7 +56,7 @@ public enum FullScreenDebugMode /// Minimum Full Screen Lighting debug mode value (used internally). MinLightingFullScreenDebug, /// Display Screen Space Ambient Occlusion buffer. - SSAO, + ScreenSpaceAmbientOcclusion, /// Display Screen Space Reflections buffer. ScreenSpaceReflections, /// Display the Transparent Screen Space Reflections buffer. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl index e88e3525524..4494a56d4ee 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl @@ -9,7 +9,7 @@ // #define FULLSCREENDEBUGMODE_NONE (0) #define FULLSCREENDEBUGMODE_MIN_LIGHTING_FULL_SCREEN_DEBUG (1) -#define FULLSCREENDEBUGMODE_SSAO (2) +#define FULLSCREENDEBUGMODE_SCREEN_SPACE_AMBIENT_OCCLUSION (2) #define FULLSCREENDEBUGMODE_SCREEN_SPACE_REFLECTIONS (3) #define FULLSCREENDEBUGMODE_TRANSPARENT_SCREEN_SPACE_REFLECTIONS (4) #define FULLSCREENDEBUGMODE_CONTACT_SHADOWS (5) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader index 47598b7c9ca..ea70e8b8e68 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader @@ -141,7 +141,7 @@ Shader "Hidden/HDRP/DebugFullScreen" return color; } // SSAO - if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_SSAO) + if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_SCREEN_SPACE_AMBIENT_OCCLUSION) { return 1.0f - SAMPLE_TEXTURE2D_X(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord).xxxx; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs index f2b43eca525..c0f3f1cca03 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs @@ -665,7 +665,7 @@ internal void PostDispatchWork(CommandBuffer cmd, HDCamera camera) var aoTexture = IsActive(camera, settings) ? m_AmbientOcclusionTex : TextureXR.GetBlackTexture(); cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, aoTexture); // TODO: All the push debug stuff should be centralized somewhere - (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(camera, cmd, aoTexture, FullScreenDebugMode.SSAO); + (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(camera, cmd, aoTexture, FullScreenDebugMode.ScreenSpaceAmbientOcclusion); } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs index a2ff2d1b893..2e47a0fb08f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs @@ -76,7 +76,7 @@ void ExecuteWithRenderGraph( RenderRequest renderRequest, lightingBuffers.ambientOcclusionBuffer = m_AmbientOcclusionSystem.Render(m_RenderGraph, hdCamera, prepassOutput.depthPyramidTexture, prepassOutput.normalBuffer, prepassOutput.motionVectorsBuffer, m_FrameCount, m_DepthBufferMipChainInfo); // Should probably be inside the AO render function but since it's a separate class it's currently not super clean to do. - PushFullScreenDebugTexture(m_RenderGraph, lightingBuffers.ambientOcclusionBuffer, FullScreenDebugMode.SSAO); + PushFullScreenDebugTexture(m_RenderGraph, lightingBuffers.ambientOcclusionBuffer, FullScreenDebugMode.ScreenSpaceAmbientOcclusion); // Evaluate the clear coat mask texture based on the lit shader mode var clearCoatMask = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? prepassOutput.gbuffer.mrt[2] : m_RenderGraph.defaultResources.blackTextureXR; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs index 9cc1dce3a09..92817728576 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs @@ -155,7 +155,7 @@ public void RenderAO(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTextur cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, outputTexture); // TODO: All the push-debug stuff should be centralized somewhere - (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, outputTexture, FullScreenDebugMode.SSAO); + (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, outputTexture, FullScreenDebugMode.ScreenSpaceAmbientOcclusion); } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs index 42afa93e5a7..97bedec4d4f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs @@ -167,7 +167,7 @@ public void FillDebugData(DebugDisplaySettings debug) debug.SetFullScreenDebugMode(FullScreenDebugMode.DepthPyramid); break; case DebugFullScreen.ScreenSpaceAmbientOcclusion: - debug.SetFullScreenDebugMode(FullScreenDebugMode.SSAO); + debug.SetFullScreenDebugMode(FullScreenDebugMode.ScreenSpaceAmbientOcclusion); break; case DebugFullScreen.MotionVectors: debug.SetFullScreenDebugMode(FullScreenDebugMode.MotionVectors);