Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -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

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@ public enum FullScreenDebugMode
/// <summary>Minimum Full Screen Lighting debug mode value (used internally).</summary>
MinLightingFullScreenDebug,
/// <summary>Display Screen Space Ambient Occlusion buffer.</summary>
SSAO,
ScreenSpaceAmbientOcclusion,
/// <summary>Display Screen Space Reflections buffer.</summary>
ScreenSpaceReflections,
/// <summary>Display the Transparent Screen Space Reflections buffer.</summary>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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)
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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;
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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);
}
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -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;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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);
}
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -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);
Expand Down