From dedddbeb81939c7ce7b39024ecbb97277ffc6067 Mon Sep 17 00:00:00 2001 From: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com> Date: Mon, 6 Jul 2020 10:10:50 +0200 Subject: [PATCH 01/13] Modify scene for better stability (#1120) --- .../None/709_CameraExtendedCulling.png | 4 +-- .../Scenes/709_CameraExtendedCulling.unity | 30 +++++++---------- com.unity.testing.hdrp/Scripts/AddAngles.cs | 32 +++++++++++++++++++ .../Scripts/AddAngles.cs.meta | 11 +++++++ 4 files changed, 57 insertions(+), 20 deletions(-) create mode 100644 com.unity.testing.hdrp/Scripts/AddAngles.cs create mode 100644 com.unity.testing.hdrp/Scripts/AddAngles.cs.meta diff --git a/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/709_CameraExtendedCulling.png b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/709_CameraExtendedCulling.png index 03e3b3ce7b0..86255dc1fb0 100644 --- a/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/709_CameraExtendedCulling.png +++ b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/709_CameraExtendedCulling.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:47f367b77fa99b2e3ce139e7cc71c8aa10eec32077c11e283dbe9fa97649f2b3 -size 62765 +oid sha256:89f73b43cb779b0d316e0ec2bf1f1140a221a33ed6888146f66b981d977f8693 +size 64404 diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/709_CameraExtendedCulling.unity b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/709_CameraExtendedCulling.unity index 3c048fe8759..d7b710c0c6e 100644 --- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/709_CameraExtendedCulling.unity +++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/709_CameraExtendedCulling.unity @@ -129,7 +129,7 @@ GameObject: type: 3} m_PrefabInstance: {fileID: 1934281440} m_PrefabAsset: {fileID: 0} ---- !u!114 &317366833 +--- !u!114 &317366834 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -138,13 +138,11 @@ MonoBehaviour: m_GameObject: {fileID: 317366831} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 14d7896b83927c247821fa13f452106f, type: 3} + m_Script: {fileID: 11500000, guid: d29a2d820d8afeb4a88421fa92f66c71, type: 3} m_Name: m_EditorClassIdentifier: - localSpace: 0 - angles: {x: -45, y: 0, z: 0} - frequency: 1 - fps: 60 + anglesToAdd: {x: 45, y: 0, z: 0} + waitFrames: 3 --- !u!1001 &466758464 PrefabInstance: m_ObjectHideFlags: 0 @@ -239,7 +237,7 @@ GameObject: type: 3} m_PrefabInstance: {fileID: 1934281440} m_PrefabAsset: {fileID: 0} ---- !u!114 &596496634 +--- !u!114 &596496635 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -248,13 +246,11 @@ MonoBehaviour: m_GameObject: {fileID: 596496632} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 14d7896b83927c247821fa13f452106f, type: 3} + m_Script: {fileID: 11500000, guid: d29a2d820d8afeb4a88421fa92f66c71, type: 3} m_Name: m_EditorClassIdentifier: - localSpace: 0 - angles: {x: 0, y: 45, z: 20} - frequency: 0.5 - fps: 60 + anglesToAdd: {x: 0, y: 45, z: 20} + waitFrames: 3 --- !u!1 &891046727 GameObject: m_ObjectHideFlags: 0 @@ -567,7 +563,7 @@ GameObject: type: 3} m_PrefabInstance: {fileID: 1934281440} m_PrefabAsset: {fileID: 0} ---- !u!114 &1888081535 +--- !u!114 &1888081536 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -576,13 +572,11 @@ MonoBehaviour: m_GameObject: {fileID: 1888081533} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 14d7896b83927c247821fa13f452106f, type: 3} + m_Script: {fileID: 11500000, guid: d29a2d820d8afeb4a88421fa92f66c71, type: 3} m_Name: m_EditorClassIdentifier: - localSpace: 0 - angles: {x: 45, y: 0, z: 0} - frequency: 1 - fps: 60 + anglesToAdd: {x: 45, y: 0, z: 0} + waitFrames: 3 --- !u!1001 &1934281440 PrefabInstance: m_ObjectHideFlags: 0 diff --git a/com.unity.testing.hdrp/Scripts/AddAngles.cs b/com.unity.testing.hdrp/Scripts/AddAngles.cs new file mode 100644 index 00000000000..f8ff024e8cb --- /dev/null +++ b/com.unity.testing.hdrp/Scripts/AddAngles.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AddAngles : MonoBehaviour +{ + + [SerializeField] Vector3 anglesToAdd = new Vector3(0f, 0f, 0f); + [SerializeField] int waitFrames = 0; + + Vector3 startAngles = Vector3.zero; + int localFrameCount = 0; + + // Use this for initialization + void Start() + { + startAngles = transform.eulerAngles; + } + + // Update is called once per frame + void Update() + { + + if(localFrameCount == waitFrames){ + transform.eulerAngles = startAngles + anglesToAdd; + Destroy(this); + } + + localFrameCount++; + + } +} diff --git a/com.unity.testing.hdrp/Scripts/AddAngles.cs.meta b/com.unity.testing.hdrp/Scripts/AddAngles.cs.meta new file mode 100644 index 00000000000..351d6cf0aa2 --- /dev/null +++ b/com.unity.testing.hdrp/Scripts/AddAngles.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d29a2d820d8afeb4a88421fa92f66c71 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: From db99426faf11e06aed50a2ae18c57b197ba59502 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Mon, 6 Jul 2020 18:02:13 +0200 Subject: [PATCH 02/13] Fix area light gizmo not updating engine side light v2 (#1156) * Update base light area size. * changelog * Better change. * revert whitespace * Make the change editor only. --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/Lighting/Light/HDAdditionalLightData.cs | 4 ++++ 2 files changed, 5 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index c2f934fdbb7..cf64167a758 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -722,6 +722,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed unitialized ray tracing resources when using non-default HDRP asset (case 1259467). - Fixed overused the atlas for Animated/Render Target Cookies (1259930). - Fixed sky asserts with XR multipass +- Fixed for area light not updating baked light result when modifying with gizmo. ### Changed - Improve MIP selection for decals on Transparents diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs index 0b4c75b283f..1cb92f331cd 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs @@ -2832,6 +2832,10 @@ void UpdateShapeSize() // Force to clamp the shape if we changed the type of the light shapeWidth = m_ShapeWidth; shapeHeight = m_ShapeHeight; + +#if UNITY_EDITOR + legacyLight.areaSize = new Vector2(shapeWidth, shapeHeight); +#endif } /// From 9af51f9b317635945f3ffa4e48bd011dda3ac058 Mon Sep 17 00:00:00 2001 From: Emmanuel Turquin Date: Mon, 6 Jul 2020 18:03:55 +0200 Subject: [PATCH 03/13] Updated doc. (#1152) --- .../Documentation~/Ray-Tracing-Path-Tracing.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md index 473fce82dc1..7b2b165593f 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md @@ -25,9 +25,9 @@ Path tracing shares the general requirements and setup as other ray tracing effe Path tracing uses the [Volume](Volumes.html) framework, so to enable this feature, and modify its properties, you must add a Path Tracing override to a [Volume](Volumes.html) in your Scene. To do this: 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. -2. In the Inspector, select Add Override > Path Tracing. +2. In the Inspector, select Add Override > Ray Tracing > Path Tracing. 3. In the Inspector for the Path Tracing Volume Override, check the Enable option. If you do not see the Enable option, make sure your HDRP Project supports ray tracing. For information on setting up ray tracing in HDRP, see [getting started with ray tracing](Ray-Tracing-Getting-Started.html). This switches HDRP to path-traced rendering and you should initially see a noisy image that converges towards a clean result. -4. If the image does not converge over time, select the drop-down next to the effect toggle and enable Animated Materials. +4. If the image does not converge over time, select the drop-down next to the effect toggle and enable Always Refresh. ![](Images/RayTracingPathTracing3.png) From f8893e50ebb86f513af53e9510b8659c70ab9d71 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Tue, 7 Jul 2020 09:27:52 +0200 Subject: [PATCH 04/13] Address decal layer documentation feedback (#1157) * Update Decal-Projector.md * update doc based on feedback --- .../Documentation~/Decal-Projector.md | 9 ++++---- .../Documentation~/Decal.md | 23 +++++++++---------- .../Documentation~/Default-Settings-Window.md | 4 ++-- .../Documentation~/HDRP-Features.md | 4 ++-- .../Upgrading-from-2020.1-to-2020.2.md | 6 ++--- 5 files changed, 23 insertions(+), 23 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md b/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md index a56ad460f21..da80a16c071 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md @@ -1,6 +1,8 @@ # Decal Projector -The High Definition Render Pipeline (HDRP) includes the Decal Projector component, which allows you to project specific Materials (decals) into the Scene. Decals are Materials that use the [Decal Shader](Decal-Shader.md) or [Master Node Decal](Master-Node-Decal.md). When the Decal Projector component projects decals into the Scene, they interact with the Scene’s lighting and wrap around Meshes. You can use thousands of decals in your Scene simultaneously because HDRP instances them. This means that the rendering process is not resource intensive as long as the decals use the same Material. +The High Definition Render Pipeline (HDRP) includes the Decal Projector component, which allows you to project specific Materials (decals) into the Scene. Decals are Materials that use the [Decal Shader](Decal-Shader.md) or [Decal master node](Master-Node-Decal.md). When the Decal Projector component projects decals into the Scene, they interact with the Scene’s lighting and wrap around Meshes. You can use thousands of decals in your Scene simultaneously because HDRP instances them. This means that the rendering process is not resource intensive as long as the decals use the same Material. + +The Decal Projector also supports [Decal Layers](Decal.md) which means you can control which Materials receive decals on a Layer by Layer basis. ![](Images/DecalProjector1.png) @@ -45,9 +47,8 @@ Using the Inspector allows you to change all of the Decal Projector properties, ## Limitations -- Decal Projector can affect Opaque Material with both a [Decal Shader](Decal-Shader.md) or a [Master Node Decal](Master-Node-Decal.md). It can affect Transparent Material only with a Decal shader. -- Decal Projector support [Decal Layers](Decal.md) +- The Decal Projector can affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal master node](Master-Node-Decal.md). However, it can only affect transparent Materials with the [Decal Shader](Decal-Shader.md). - Decal Emissive isn't supported on Transparent Material. -- When you project a decal onto a surface, the emissive component of the decal affects the surface regardless of whether you enable **Receive Decal** on the surface's Material or not. Decal Layers allow to disable receive of Emissive Decal. +- The **Receive Decals** property of Materials in HDRP does not affect emissive decals. HDRP always renders emissive decals unless you use Decal Layers, which can disable emissive decals on a Layer by Layer basis. - If you project a decal onto a transparent surface, HDRP ignores the decal's Texture tiling. - In **Project Settings > Graphics**, if **Instancing Variants** is set to **Strip All**, Unity strips the Decal Shader this component references when you build your Project. This happens even if you include the Shader in the **Always Included Shaders** list. If Unity strips the Shader during the build process, the decal does not appear in your built Application. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Decal.md b/com.unity.render-pipelines.high-definition/Documentation~/Decal.md index 7085aa666fe..9f4ba82bec0 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Decal.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Decal.md @@ -1,20 +1,19 @@ # Decal -The High Definition Render Pipeline (HDRP) includes Decal Mesh and the [Decal Projector](Decal-Projector.html) component, which you can use to project specific Materials into your Scene to create realistic-looking decals. These Materials must use the [Decal Shader](Decal-Shader.md) or [Master node Decal](Master-Node-Decal.md). Use those Shader to create decal Materials that you can place, or project, into your Scene. +The High Definition Render Pipeline (HDRP) includes two ways to create decals in a Scene. You can either use a decal Mesh and manually position the decal or use the [Decal Projector](Decal-Projector.html) component to project the decal. Both of these methods require that you create a decal Material, which is a Material that uses either the [Decal Shader](Decal-Shader.md) or [Decal master node](Master-Node-Decal.md). You can use either to create decal Materials that you can place or project into a Scene. ![](Images/HDRPFeatures-DecalShader.png) **Limitation and compatibility** -Decal Projector can affect Opaque Material with both a Decal shader and a Master Node Decal. It can affect Transparent Material only with a Decal shader. Emissive isn't supported on Transparent Material. Decal Projector support Decal Layers. The **ReceiveDecals** property of Material don't affect an Emissive Decal. Emissive are always render, only Decal Layers allow a surface to disable them. -Decal Mesh can affect only Opaque Material with both a Decal shader and a Master Node Decal. Decal Mesh don't support Decal Layers. +The Decal Projector can affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal master node](Master-Node-Decal.md). However, it can only affect transparent Materials with the [Decal Shader](Decal-Shader.md). It does not support emissive on Transparent Materials and does support Decal Layers. +Decal Meshes can only affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal master node](Master-Node-Decal.md). They also do not support Decal Layers. # Decal Layers ## Enabling Decal Layers -To use Decal Layers, you must enable them in your Project’s [HDRP Asset](HDRP-Asset.html). You can then enable Decal Layers in your default [Frame Settings](Frame-Settings.html) to set your Cameras to process Decal Layers. - +To use Decal Layers, first enable them in your Project’s [HDRP Asset](HDRP-Asset.md). You can then enable Decal Layers in your [Frame Settings](Frame-Settings.md) to set your Cameras to process Decal Layers. 1. Select the HDRP Asset in the Project window and, in the Inspector, go to **Decal > Layers** and enable the checkbox. 2. To enable Decal Layers in the default Frame Settings for all Cameras, in your HDRP Asset, go to the **Default Frame Settings For** section, select **Camera** from the drop-down and, in the **Rendering** section, enable the **Decal Layers** checkbox. @@ -26,25 +25,25 @@ To override the Frame Settings for Cameras and set Decal Layers on an individual ## Using Decal Layers -After you enable Decal Layers, you can then use them to decouple Meshes from certain Decal Projector in your Scene. To do this: +After you enable Decal Layers, you can then use them to decouple Meshes from certain Decal Projectors in your Scene. To do this: 1. Click on a Decal Projector in the Hierarchy or the Scene view to view it in the Inspector. -2. Use the **Decal Layer** property drop-down to select which Decal Layers this Light affects. +2. Use the **Decal Layer** property drop-down to select which Decal Layers this Decal Projector affects. 4. Click on a Mesh Renderer or Terrain in the Hierarchy or the Scene view to view it in the Inspector. 5. Use the **Rendering Layer Mask** drop-down (See [MeshRenderer](https://docs.unity3d.com/Manual/class-MeshRenderer.html) for GameObjects or [OtherSettings](https://docs.unity3d.com/Manual/terrain-OtherSettings.html) for Terrain) to select which Decal Layers affect this Mesh Renderer or Terrain. When you enable Decal Layers, a Decal only affects a Mesh Renderer or Terrain if they both use a matching Decal Layer. ## Renaming Decal Layers -By default, in the UI for Decals Projector, Mesh Renderers or Terrain, Decal Layers are named **Decal Layer 1-7**. To more easily differentiate between them, you can give each Decal Layer a specific name. To do this, open the [Default Settings Windows](Default-Settings-Window.md), and go to **Decal Layer Names**. Here you can set the name of each Decal Layer individually. +By default, in the UI for Decal Projectors, Mesh Renderers, or Terrain, Decal Layers are named **Decal Layer 1-7**. To more easily differentiate between them, you can give each Decal Layer a specific name. To do this, open the [Default Settings Windows](Default-Settings-Window.md), and go to **Decal Layer Names**. Here you can set the name of each Decal Layer individually. -## Enable/Disable Decal and Performance +## Performance implications Enabling Decal Layers require increase memory, have a GPU performance cost and generate more Shader Variant (so increase build time). -A Decal Shader or a Master Node Decal have a **Receive Decals** property allowing to disable Decal on those Material independently of the Decal Layers system. Disabling Decal with the Decal Layer system via **Rendering Layer Mask** of Mesh Renderer or Terrain don't save any performance. To save performance it is required to disable **Receive Decals** on the Material. +If you use the Decal Layer system to disable a decal, via the **Rendering Layer Mask** of a Mesh Renderer or Terrain, it doesn't save on any performance. Instead, to save performance, you need to disable the **Receive Decals** property for the Mesh Renderer or Terrain's Material. -Implementation detail: Decal require to render depth in a Depth Prepass to apply on Opaque Material causing an extra CPU cost. Only Material with **Receive Decals** enable will render in the Depth Prepass unless there is a force of a full Depth Prepass. If Decal is disable with Decal Layers system, it will still render in the Depth Prepass. Only the **Receive Decals** from Material allow to save performance. +Implementation detail: To allow HDRP to apply decals to opaque Materials, it must render depth in a Depth Prepass, which adds to the CPU resource intensity of the operation. Only Materials with **Receive Decals** enabled render in the Depth Prepass, unless you force a full Depth Prepass. If you disable a decal with the Decal Layers system, HDRP still renders it in the Depth Prepass. This is why you need to disable the **Receive Decals** property on Materials to save performance. ## Migration of data previous to Unity 2020.2 -Before Unity 2020.2 the default value when creating a Mesh Renderer or Terrain of **Rendering Layer Mask** don't include any of the Decal Layer flags. Consequence, when enabling Decal Layers with those data they default to not receive any Decals. Later version have **Decal Layer Default** enable by default. +Before Unity 2020.2, the default value for the **Rendering Layer Mask** for new Mesh Renderers and Terrain doesn't include any of the Decal Layer flags. This means that, when you enable Decal Layers, these Mesh Renderers and Terrain default to not receive any Decals. Later versions use **Decal Layer Default** by default. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md b/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md index 1520cc9bdb2..7a1980cc574 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md @@ -16,8 +16,8 @@ The HDRP Default Settings tab is part of the Project Settings window. To get to | Render Pipeline Resources | Stores references to Shaders and Materials that HDRP uses. When you build your Unity Project, HDRP embeds all of the resources that this Asset references. It allows you to set up multiple render pipelines in a Unity Project and, when you build the Project, Unity only embeds Shaders and Materials relevant for that pipeline. This is the Scriptable Render Pipeline equivalent of Unity’s Resources folder mechanism. When you create a new HDRP Asset, Unity also creates one of these and references it in the new HDRP Asset automatically. | | Render Pipeline Editor Resources | Stores reference resources for the Editor only. Unity does not include these when you build your Unity Project. When you create an HDRP Asset, Unity creates an HDRP Resources Asset, and the new HDRP Asset references it automatically. | | Shader Variant Log Level | Use the drop-down to select what information HDRP logs about Shader variants when you build your Unity Project. • Disabled: HDRP doesn’t log any Shader variant information.• Only HDRP Shaders: Only log Shader variant information for HDRP Shaders.• All Shaders: Log Shader variant information for every Shader type. | -| Light Layer Names | The name displayed on light and meshes when using [Light Layers](Light-Layers.md). | -| Decal Layer Names | The name displayed on decal and meshes when using [Decal Layers](Decal.md) | +| Light Layer Names | The name displayed on Lights and Meshes when using [Light Layers](Light-Layers.md).. | +| Decal Layer Names | The name displayed on decals and Meshes when using [Decal Layers](Decal.md). | ## Frame Settings diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md index ea845704b8e..4a6fa672d13 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md @@ -109,9 +109,9 @@ The AxF Shader supports the [X-Rite AxF](https://www.xrite.com/axf) measured Mat ![](Images/HDRPFeatures-DecalShader.png) -The Decal allows you to place decals on surfaces in your Scene. To apply a decal to a surface, you can either use the [Decal Projector component](Decal-Projector.md) to project the decal onto the surface, or assign the decal shader directly to a Mesh and then place the Mesh on the surface. For more information, including the full list of Shader properties, see the [Decal documentation](Decal.md). +HDRP allows you to apply decals to surfaces in your Scene. To apply a decal to a surface, you can either use the [Decal Projector component](Decal-Projector.md) to project the decal onto the surface, or assign the decal shader directly to a Mesh and then place the Mesh on the surface. For more information, see the [Decal documentation](Decal.md). -The Decal also support Decals layers allowing to control which objects receive decal or not. +HDRP also supports Decal Layers which allows you to control which GameObjects receive decals or not. ### Terrain Shader diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md index 49209222762..78e3315cb99 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md @@ -20,11 +20,11 @@ From Unity 2020.2, if you create a new [HDRP Asset](HDRP-Asset.md), the **MSAA W ## Decal -From Unity 2020.2, Decal no longer require a full Depth Prepass. Only Material with **Receive Decals** enable will be render during the Depth Prepass. Unless other option force it. +From Unity 2020.2, decals no longer require a full Depth Prepass. HDRP only renders Materials with **Receive Decals** enabled during the Depth Prepass. Unless other options force it. From Unity 2020.2, A new Decal Layer system is supported. It is disable by default. This Decal Layers system make use of the **Rendering Layer Mask** from Mesh Renderer and Terrain. The default value of this property prior of 2020.2 don't include any Decal Layer flags. Consequence is that when enabling this feature, no meshes will receives decal until configure correctly. A script **Edit > Render Pipeline/HD Render Pipeline > Upgrade from Previous Version > Enable Decal Layer Default on all loaded Mesh Renderer and Terrain** is provided to convert the already created Meshes as well a version to apply only on a selection. Newly created Mesh Renderer or Terrain have the have **Decal Layer Default** enable by default. -Warning: 2020.2.0b1 Isn't including the modification for the default value of **Rendering Layer Mask**. Creating new Meshes in this version don't have the correct flag. +Warning: 2020.2.0b1 does not include the modification for the default value of Rendering Layer Mask. If you use this version of Unity and create a new Mesh Renderer or Terrain, they do have the correct flag. ## Lighting @@ -91,7 +91,7 @@ From Unity 2020.2, the macro ENABLE_RAYTRACING, SHADEROPTIONS_RAYTRACING, and RA From Unity 2020.2,SHADERPASS for TransparentDepthPrepass and TransparentDepthPostpass identification is using respectively SHADERPASS_TRANSPARENT_DEPTH_PREPASS and SHADERPASS_TRANSPARENT_DEPTH_POSTPASS. Previously it was SHADERPASS_DEPTH_ONLY. Define CUTOFF_TRANSPARENT_DEPTH_PREPASS and CUTOFF_TRANSPARENT_DEPTH_POSTPASS and been removed as the new path macro can now be used. -From Unity 2020.2, a new multi compile is added on Depth Prepass and Motion vector pass to allow to support the Decal Layer feature. Those pass require to add #pragma multi_compile _ WRITE_DECAL_BUFFER. +Unity 2020.2 introduces a new multi-compile for Depth Prepass and Motion vector pass to allow for support of the Decal Layers feature. These passes now require you to add #pragma multi_compile _ WRITE_DECAL_BUFFER. ## Custom pass API From 7514ba1b012509b2bf87bd072086d23c3acce05b Mon Sep 17 00:00:00 2001 From: JordanL8 Date: Tue, 7 Jul 2020 12:14:09 +0100 Subject: [PATCH 05/13] Hdrp/docs/upgrading to 2020.2 (#1170) * Update Upgrading-from-2020.1-to-2020.2.md * Update Upgrading-from-2020.1-to-2020.2.md --- .../Upgrading-from-2020.1-to-2020.2.md | 15 ++++++++------- 1 file changed, 8 insertions(+), 7 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md index 78e3315cb99..2202e578df3 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md @@ -22,7 +22,7 @@ From Unity 2020.2, if you create a new [HDRP Asset](HDRP-Asset.md), the **MSAA W From Unity 2020.2, decals no longer require a full Depth Prepass. HDRP only renders Materials with **Receive Decals** enabled during the Depth Prepass. Unless other options force it. -From Unity 2020.2, A new Decal Layer system is supported. It is disable by default. This Decal Layers system make use of the **Rendering Layer Mask** from Mesh Renderer and Terrain. The default value of this property prior of 2020.2 don't include any Decal Layer flags. Consequence is that when enabling this feature, no meshes will receives decal until configure correctly. A script **Edit > Render Pipeline/HD Render Pipeline > Upgrade from Previous Version > Enable Decal Layer Default on all loaded Mesh Renderer and Terrain** is provided to convert the already created Meshes as well a version to apply only on a selection. Newly created Mesh Renderer or Terrain have the have **Decal Layer Default** enable by default. +From Unity 2020.2, you can use the Decal Layers system which makes use of the **Rendering Layer Mask** property from a Mesh Renderer and Terrain. The default value of this property prior to 2020.2 does not include any Decal Layer flags. This means that when you enable this feature, no Meshes receive decals until you configure them correctly. A script **Edit > Render Pipeline/HD Render Pipeline > Upgrade from Previous Version > Enable Decal Layer Default on all loaded Mesh Renderer and Terrain** is provided to convert the already created Meshes, as well a version to apply only on a selection. Newly created Mesh Renderer or Terrain have the have **Decal Layer Default** enable by default. Warning: 2020.2.0b1 does not include the modification for the default value of Rendering Layer Mask. If you use this version of Unity and create a new Mesh Renderer or Terrain, they do have the correct flag. @@ -30,14 +30,15 @@ Warning: 2020.2.0b1 does not include the modification for the default value of R From Unity 2020.2, if you disable the sky override used as the **Static Lighting Sky** in the **Lighting** window, the sky no longer affects the baked lighting. Previously, the sky affected the baked lighting even when it was disabled. -From Unity 2020.2, HDRP has removed the Cubemap Array for Point [Light](Light-Component.md) cookies and now uses octahedral projection with a regular 2D-Cookie atlas. This is to allow for a single path for light cookies and IES, but it may produce visual artifacts when using a low-resolution cube-cookie. For example, projecting pixel art data. +From Unity 2020.2, HDRP has +the Cubemap Array for Point [Light](Light-Component.md) cookies and now uses octahedral projection with a regular 2D-Cookie atlas. This is to allow for a single path for light cookies and IES, but it may produce visual artifacts when using a low-resolution cube-cookie. For example, projecting pixel art data. -As the **Cubemap cookie atlas no longer exists**, it is possible that HDRP does not have enough space on the current 2D atlas for the cookies. If this is the case, HDRP displays an error in the Console window. To fix this, increase the size of the 2D cookie atlas. To do this: +As the **Cubemap cookie atlas** no longer exists, it is possible that HDRP does not have enough space on the current 2D atlas for the cookies. If this is the case, HDRP displays an error in the Console window. To fix this, increase the size of the 2D cookie atlas. To do this: Select your [HDRP Asset](HDRP-Asset.md). In the Inspector, go to Lighting > Cookies. In the 2D Atlas Size drop-down, select a larger cookie resolution. -From Unity 2020.2, the texture format of the color buffer selected in HDRP asset is apply to planar reflection probe. Previously planar reflection probe where always using float16 rendertarget. +From Unity 2020.2, the texture format of the color buffer in the HDRP Asset also applies to [Planar Reflection Probes](Planar-Reflection-Probe.md). Previously, Planar Reflection Probes always used a float16 rendertarget. ## Shadows @@ -49,11 +50,11 @@ The shader function `SampleShadow_PCSS` now requires you to pass in an additiona ## Shader config file -From Unity 2020.2, due to the change of shadow map, the enum HDShadowFilteringQuality have been moved to HDShadowManager.cs and the variables ShaderConfig.s_DeferredShadowFiltering as well as the option ShaderOptions.DeferredShadowFiltering have been removed from the code as they have no impact anymore. +From Unity 2020.2, due to the change of the shadow map, HDRP moved the HDShadowFilteringQuality enum to HDShadowManager.cs. HDRP also removed ShaderConfig.s_DeferredShadowFiltering and ShaderOptions.DeferredShadowFiltering from the source code because they have no effect anymore. From Unity 2020.2, a new option is available named ColoredShadow. It allows you to control whether a shadow is chromatic or monochrome. ColoredShadow is enabled by default and currently only works with [Ray-traced shadows](Ray-Traced-Shadows.md). Note that colored shadows are more resource-intensive to process than standard shadows. -From Unity 2020.2, the Raytracing option and equivalent generated shader macro SHADEROPTIONS_RAYTRACING have been removed. It is not longer require to edit shader config file to use Raytracing features of HDRP. +From Unity 2020.2, the Raytracing option and equivalent generated shader macro SHADEROPTIONS_RAYTRACING have been removed. You no longer need to edit the shader config file to use ray-traced effects in HDRP. ## Shader code @@ -98,7 +99,7 @@ Unity 2020.2 introduces a new multi-compile for Depth Prepass and Motion vector The signature of the Execute function has changed to simplify the parameters, now it only takes a CustomPassContext as its input: `void Execute(CustomPassContext ctx)` -The CustomPassContext contains all the parameters of the old Execute function, but also all the available Render Textures as well as a MaterialPropertyBlock unique to the custom pass instance. +The CustomPassContext contains all the parameters of the old `Execute` function, but also all the available Render Textures as well as a MaterialPropertyBlock unique to the custom pass instance. This context allows you to use the new [CustomPassUtils]( ../api/UnityEngine.Rendering.HighDefinition.CustomPassUtils.html) class which contains functions to speed up the development of your custom passes. From fd7ff2e771e46e5726eba7e02479bb77adf2be09 Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Tue, 7 Jul 2020 13:15:43 +0200 Subject: [PATCH 06/13] HDRP - Shutter speed can now be changed by dragging the mouse over the UI label (#1110) * Shutter speed can now change by dragging over the label * Changelog * Typo Co-authored-by: sebastienlagarde --- .../CHANGELOG.md | 1 + .../Camera/HDCameraUI.Drawers.cs | 48 ++++++++----------- 2 files changed, 20 insertions(+), 29 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index cf64167a758..c15c475ca09 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -882,6 +882,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - The `CustomPassLoadCameraColor` and `CustomPassSampleCameraColor` functions now returns the correct color buffer when used in after post process instead of the color pyramid (which didn't had post processes). - PBR Sky now doesn't go black when going below sea level, but it instead freezes calculation as if on the horizon. - Fixed an issue with quality setting foldouts not opening when clicking on them (1253088). +- Shutter speed can now be changed by dragging the mouse over the UI label (case 1245007). ## [7.1.1] - 2019-09-05 diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Drawers.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Drawers.cs index b87477783d0..e78b29b0d24 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Drawers.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Drawers.cs @@ -359,43 +359,33 @@ static void Drawer_PhysicalCamera(SerializedHDCamera p, Editor owner) const int k_UnitMenuWidth = 80; const int k_OffsetPerIndent = 15; const int k_LabelFieldSeparator = 2; - float indentOffset = EditorGUI.indentLevel * k_OffsetPerIndent; + const int k_Offset = 1; int oldIndentLevel = EditorGUI.indentLevel; - - var lineRect = EditorGUILayout.GetControlRect(); - var labelRect = new Rect(lineRect.x, lineRect.y, EditorGUIUtility.labelWidth, lineRect.height); - var fieldRect = new Rect(labelRect.xMax + k_LabelFieldSeparator, lineRect.y, lineRect.width - labelRect.width - k_UnitMenuWidth - k_LabelFieldSeparator * 2, lineRect.height); - var unitMenu = new Rect(fieldRect.xMax + k_LabelFieldSeparator, lineRect.y, k_UnitMenuWidth, lineRect.height); - - //We cannot had the shutterSpeedState as this is not a serialized property but a global edition mode. - //This imply that it will never go bold nor can be reverted in prefab overrides - EditorGUI.BeginProperty(labelRect, shutterSpeedContent, p.shutterSpeed); - EditorGUI.LabelField(labelRect, shutterSpeedContent); - EditorGUI.EndProperty(); + + // Don't take into account the indentLevel when rendering the units field EditorGUI.indentLevel = 0; + var lineRect = EditorGUILayout.GetControlRect(); + var fieldRect = new Rect(k_OffsetPerIndent + k_LabelFieldSeparator + k_Offset, lineRect.y, lineRect.width - k_UnitMenuWidth, lineRect.height); + var unitMenu = new Rect(fieldRect.xMax + k_LabelFieldSeparator, lineRect.y, k_UnitMenuWidth - k_LabelFieldSeparator, lineRect.height); + + // We cannot had the shutterSpeedState as this is not a serialized property but a global edition mode. + // This imply that it will never go bold nor can be reverted in prefab overrides + m_ShutterSpeedState.value = (ShutterSpeedUnit)EditorGUI.Popup(unitMenu, (int)m_ShutterSpeedState.value, k_ShutterSpeedUnitNames); - - float previousShutterSpeed = p.shutterSpeed.floatValue; - if (previousShutterSpeed > 0f && m_ShutterSpeedState.value == ShutterSpeedUnit.OneOverSecond) - previousShutterSpeed = 1f / previousShutterSpeed; - + // Reset the indent level + EditorGUI.indentLevel = oldIndentLevel; + EditorGUI.BeginProperty(fieldRect, shutterSpeedContent, p.shutterSpeed); { - EditorGUI.BeginChangeCheck(); - var newShutterSpeed = EditorGUI.FloatField(fieldRect, previousShutterSpeed); - if (EditorGUI.EndChangeCheck()) - { - if (newShutterSpeed <= 0f) - p.shutterSpeed.floatValue = 0f; - else if (m_ShutterSpeedState.value == ShutterSpeedUnit.OneOverSecond) - p.shutterSpeed.floatValue = 1f / newShutterSpeed; - else - p.shutterSpeed.floatValue = newShutterSpeed; - } + // if we we use (1 / second) units, then change the value for the display and then revert it back + if (m_ShutterSpeedState.value == ShutterSpeedUnit.OneOverSecond && p.shutterSpeed.floatValue > 0) + p.shutterSpeed.floatValue = 1.0f / p.shutterSpeed.floatValue; + EditorGUI.PropertyField(fieldRect, p.shutterSpeed, shutterSpeedContent); + if (m_ShutterSpeedState.value == ShutterSpeedUnit.OneOverSecond && p.shutterSpeed.floatValue > 0) + p.shutterSpeed.floatValue = 1.0f / p.shutterSpeed.floatValue; } EditorGUI.EndProperty(); - EditorGUI.indentLevel = oldIndentLevel; using (var horizontal = new EditorGUILayout.HorizontalScope()) using (var propertyScope = new EditorGUI.PropertyScope(horizontal.rect, gateFitContent, cam.gateFit)) From a9a73a4aaf33268f589656ef4389784c1046ffb0 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Tue, 7 Jul 2020 14:29:45 +0200 Subject: [PATCH 07/13] Fix API breaking change: Add Public quality to Raytracing volume effect - RR --- .../Material/SubsurfaceScattering/SubSurfaceScattering.cs | 2 +- .../Runtime/RenderPipeline/PathTracing/PathTracing.cs | 2 +- .../Runtime/RenderPipeline/Raytracing/LightCluster.cs | 2 +- .../Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs | 2 +- 4 files changed, 4 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubSurfaceScattering.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubSurfaceScattering.cs index 98a81be6ebc..587d57fb53e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubSurfaceScattering.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubSurfaceScattering.cs @@ -21,7 +21,7 @@ public sealed class SubSurfaceScattering : VolumeComponent [Tooltip("Number of samples for sub-surface scattering.")] public ClampedIntParameter sampleCount = new ClampedIntParameter(1, 1, 32); - SubSurfaceScattering() + public SubSurfaceScattering() { displayName = "SubSurface Scattering (Preview)"; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs index 1339b4def1d..750489f7357 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs @@ -49,7 +49,7 @@ public sealed class PathTracing : VolumeComponent [Tooltip("Defines the maximum intensity value computed for a path segment.")] public ClampedFloatParameter maximumIntensity = new ClampedFloatParameter(10f, 0f, 100f); - PathTracing() + public PathTracing() { displayName = "Path Tracing (Preview)"; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs index 6a1676a2601..bd5c5bd63b6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs @@ -20,7 +20,7 @@ public sealed class LightCluster : VolumeComponent [Tooltip("Controls the range of the cluster around the camera.")] public ClampedFloatParameter cameraClusterRange = new ClampedFloatParameter(10f, 0.001f, 50f); - LightCluster() + public LightCluster() { displayName = "Light Cluster (Preview)"; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs index e9dab337366..ff0a5a927ce 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs @@ -28,7 +28,7 @@ public sealed class RayTracingSettings : VolumeComponent [Tooltip("Enables the override of the camera culling. This increases the validity area of animated skinned mesh that are outside of the frustum.")] public BoolParameter extendCameraCulling = new BoolParameter(false); - RayTracingSettings() + public RayTracingSettings() { displayName = "Ray Tracing Settings (Preview)"; } From b0d3ccea0c90340f5f40164dfea3c75ff035b84d Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Tue, 7 Jul 2020 15:18:44 +0200 Subject: [PATCH 08/13] ix API breaking change: Add Public quality to Raytracing volume effect - RR --- .../Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs index 37ab45ff297..9d66107a12d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs @@ -39,7 +39,7 @@ public sealed class RecursiveRendering : VolumeComponent [Tooltip("Minmal Smoothness for Reflection. If the surface has a smoothness value below this threshold, a reflection ray will not be case and it will fallback on other techniques.")] public ClampedFloatParameter minSmoothness = new ClampedFloatParameter(0.5f, 0.0f, 1.0f); - RecursiveRendering() + public RecursiveRendering() { displayName = "Recursive Rendering (Preview)"; } From 19cee37e2a4eb68c0789add7ddfe0520fdd6a2b9 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Tue, 7 Jul 2020 20:22:17 +0200 Subject: [PATCH 09/13] Add 3 tests in HDRP_Test for 1709_DecalLayers for deferred, forward and forwardMSAA (#1138) * add 1709 test * More decal test * Update 1709_DecalLayer.unity * fix material * Update test * update test * Add 3 new test forward, forward MSAA and deferred * add the 3 test in build settings * Add reference screenshots for windows * update reference screenshots * disabe 1709 with rendergraph * Fixed creation of Decal Buffer (should not have been bindMS) * Fixed missing read causing copy depth pass to be pruned * Fixed clear color of decal prepass buffer * Re-enabled tests 1709 1710 and change order to workaround resolution issue when running tests with temporal. Co-authored-by: Julien Ignace --- .../Scenes/1x_Materials/1709_DecalLayer.meta | 8 + .../1709_DecalLayer/DecalBlock.prefab | 2321 +++++++++++++++++ .../1709_DecalLayer/DecalBlock.prefab.meta | 7 + .../1709_DecalLayer/DecalFabricSG.shadergraph | 813 ++++++ .../DecalFabricSG.shadergraph.meta | 10 + .../1709_DecalLayer/DecalLitSG.shadergraph | 858 ++++++ .../DecalLitSG.shadergraph.meta | 10 + .../DecalProjectorDefaultLayer.mat | 291 +++ .../DecalProjectorDefaultLayer.mat.meta | 8 + .../DecalProjectorEmissiveLayer5.mat | 290 ++ .../DecalProjectorEmissiveLayer5.mat.meta | 8 + .../1709_DecalLayer/DecalProjectorLayer3.mat | 291 +++ .../DecalProjectorLayer3.mat.meta | 8 + .../1709_DecalLayer/DecalProjectorLayer7.mat | 291 +++ .../DecalProjectorLayer7.mat.meta | 8 + .../1709_DecalLayer/DecalProjectorNoLayer.mat | 291 +++ .../DecalProjectorNoLayer.mat.meta | 8 + .../1x_Materials/1709_DecalLayer/NoDecal.meta | 8 + .../1709_DecalLayer/NoDecal/NoDecalAxF.mat | 358 +++ .../NoDecal/NoDecalAxF.mat.meta | 8 + .../NoDecal/NoDecalAxFTransparent.mat | 359 +++ .../NoDecal/NoDecalAxFTransparent.mat.meta | 8 + .../1709_DecalLayer/NoDecal/NoDecalFabric.mat | 271 ++ .../NoDecal/NoDecalFabric.mat.meta | 8 + .../NoDecal/NoDecalFabricTransparent.mat | 273 ++ .../NoDecal/NoDecalFabricTransparent.mat.meta | 8 + .../1709_DecalLayer/NoDecal/NoDecalLit.mat | 267 ++ .../NoDecal/NoDecalLit.mat.meta | 8 + .../NoDecal/NoDecalLitTransparent.mat | 270 ++ .../NoDecal/NoDecalLitTransparent.mat.meta | 8 + .../1709_DecalLayer/NoDecal/NoDecalSGLit.mat | 271 ++ .../NoDecal/NoDecalSGLit.mat.meta | 8 + .../NoDecal/NoDecalSGLitTransparent.mat | 273 ++ .../NoDecal/NoDecalSGLitTransparent.mat.meta | 8 + .../1x_Materials/1709_DecalLayer/Regular.meta | 8 + .../Regular/ReceiveDecalAxF.mat | 357 +++ .../Regular/ReceiveDecalAxF.mat.meta | 8 + .../Regular/ReceiveDecalAxFTransparent.mat | 359 +++ .../ReceiveDecalAxFTransparent.mat.meta | 8 + .../Regular/ReceiveDecalFabric.mat | 271 ++ .../Regular/ReceiveDecalFabric.mat.meta | 8 + .../Regular/ReceiveDecalFabricTransparent.mat | 273 ++ .../ReceiveDecalFabricTransparent.mat.meta | 8 + .../Regular/ReceiveDecalLit.mat | 267 ++ .../Regular/ReceiveDecalLit.mat.meta | 8 + .../Regular/ReceiveDecalLitTransparent.mat | 269 ++ .../ReceiveDecalLitTransparent.mat.meta | 8 + .../Regular/ReceiveDecalSGLit.mat | 271 ++ .../Regular/ReceiveDecalSGLit.mat.meta | 8 + .../Regular/ReceiveDecalSGLitTransparent.mat | 273 ++ .../ReceiveDecalSGLitTransparent.mat.meta | 8 + .../1709_DecalLayer_Deferred.unity | 2276 ++++++++++++++++ .../1709_DecalLayer_Deferred.unity.meta | 7 + .../1709_DecalLayer_Forward.unity | 2282 ++++++++++++++++ .../1709_DecalLayer_Forward.unity.meta | 7 + .../1709_DecalLayer_ForwardMSAA.unity | 2282 ++++++++++++++++ .../1709_DecalLayer_ForwardMSAA.unity.meta | 7 + .../1710_Decals_Normal_Patch.unity | 2 +- .../Vulkan/None/1709_DecalLayer_Deferred.png | 3 + .../None/1709_DecalLayer_Deferred.png.meta | 108 + .../Vulkan/None/1709_DecalLayer_Forward.png | 3 + .../None/1709_DecalLayer_Forward.png.meta | 108 + .../None/1709_DecalLayer_ForwardMSAA.png | 3 + .../None/1709_DecalLayer_ForwardMSAA.png.meta | 108 + .../Metal/None/1709_DecalLayer_Deferred.png | 3 + .../None/1709_DecalLayer_Deferred.png.meta | 108 + .../Metal/None/1709_DecalLayer_Forward.png | 3 + .../None/1709_DecalLayer_Forward.png.meta | 108 + .../None/1709_DecalLayer_ForwardMSAA.png | 3 + .../None/1709_DecalLayer_ForwardMSAA.png.meta | 108 + .../None/1709_DecalLayer_Deferred.png | 3 + .../None/1709_DecalLayer_Deferred.png.meta | 108 + .../None/1709_DecalLayer_Forward.png | 3 + .../None/1709_DecalLayer_Forward.png.meta | 108 + .../None/1709_DecalLayer_ForwardMSAA.png | 3 + .../None/1709_DecalLayer_ForwardMSAA.png.meta | 108 + .../None/1709_DecalLayer_Deferred.png | 3 + .../None/1709_DecalLayer_Deferred.png.meta | 108 + .../None/1709_DecalLayer_Forward.png | 3 + .../None/1709_DecalLayer_Forward.png.meta | 108 + .../None/1709_DecalLayer_ForwardMSAA.png | 3 + .../None/1709_DecalLayer_ForwardMSAA.png.meta | 108 + .../Vulkan/None/1709_DecalLayer_Deferred.png | 3 + .../None/1709_DecalLayer_Deferred.png.meta | 108 + .../Vulkan/None/1709_DecalLayer_Forward.png | 3 + .../None/1709_DecalLayer_Forward.png.meta | 108 + .../None/1709_DecalLayer_ForwardMSAA.png | 3 + .../None/1709_DecalLayer_ForwardMSAA.png.meta | 108 + .../ProjectSettings/EditorBuildSettings.asset | 12 +- .../HDRenderPipeline.Prepass.cs | 7 +- .../HDRenderPipeline.RenderGraph.cs | 8 +- .../RenderPipeline/HDRenderPipeline.cs | 4 + .../RP_Assets/HDRP_Test_Def.asset | 37 +- .../RP_Assets/HDRP_Test_Def_MSAAForward.asset | 84 +- .../ScenePrefabs/HDRP_Test_Camera.prefab | 9 +- 95 files changed, 19008 insertions(+), 28 deletions(-) create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1709_DecalLayer.meta create mode 100644 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a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/1709_DecalLayer_ForwardMSAA.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/1709_DecalLayer_ForwardMSAA.png new file mode 100644 index 00000000000..9fdcdafaa9e --- /dev/null +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/1709_DecalLayer_ForwardMSAA.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:95af1e6875a70ccd59f7f03bda0c2651e80a734a2037e888d8d2b10d103b460f +size 39703 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/1709_DecalLayer_ForwardMSAA.png.meta b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/1709_DecalLayer_ForwardMSAA.png.meta new file mode 100644 index 00000000000..9efb5ab9fa3 --- /dev/null +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/1709_DecalLayer_ForwardMSAA.png.meta @@ -0,0 +1,108 @@ +fileFormatVersion: 2 +guid: 0bdb8a809a5c91f4084b453ef31f33f7 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 1 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: -1 + mipBias: -100 + wrapU: -1 + wrapV: -1 + wrapW: -1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset index e80d67ff069..399bad11129 100644 --- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset @@ -149,6 +149,15 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/1x_Materials/1710_Decals_Normal_Patch.unity guid: 439ce9822b2644f4ea064429ed2c5955 + - enabled: 1 + path: Assets/GraphicTests/Scenes/1x_Materials/1709_DecalLayer_Forward.unity + guid: fc98b50f488187f459732a09b7fc72ac + - enabled: 1 + path: Assets/GraphicTests/Scenes/1x_Materials/1709_DecalLayer_ForwardMSAA.unity + guid: a79c122fed0bac741bd804ab2c433660 + - enabled: 1 + path: Assets/GraphicTests/Scenes/1x_Materials/1709_DecalLayer_Deferred.unity + guid: 4aef154006852e04da889d8191349fd4 - enabled: 1 path: Assets/GraphicTests/Scenes/1x_Materials/1711_DecalMasks_4RT.unity guid: a537e2b011b7b4c07af19c8ad6b26cec @@ -587,9 +596,6 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers.unity guid: c64196eb7ce78e84bb835b2ea858ee19 - - enabled: 0 - path: Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API.unity - guid: 3d584f34970fc5c44871961e3178f4ce - enabled: 1 path: Assets/GraphicTests/Scenes/9x_Other/9800_Compositor.unity guid: 708bd21bc204d2342bc1702a5a6de1d3 diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs index 008e408c1db..c149751da52 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs @@ -103,7 +103,7 @@ TextureHandle CreateNormalBuffer(RenderGraph renderGraph, bool msaa) TextureHandle CreateDecalPrepassBuffer(RenderGraph renderGraph, bool msaa) { TextureDesc decalDesc = new TextureDesc(Vector2.one, true, true) - { colorFormat = GraphicsFormat.R8G8B8A8_UNorm, clearBuffer = true, clearColor = Color.black, bindTextureMS = msaa, enableMSAA = msaa, enableRandomWrite = !msaa, name = msaa ? "DecalPrepassBufferMSAA" : "DecalPrepassBuffer" }; + { colorFormat = GraphicsFormat.R8G8B8A8_UNorm, clearBuffer = true, clearColor = Color.clear, bindTextureMS = false, enableMSAA = msaa, enableRandomWrite = !msaa, name = msaa ? "DecalPrepassBufferMSAA" : "DecalPrepassBuffer" }; return renderGraph.CreateTexture(decalDesc); } @@ -304,7 +304,7 @@ bool RenderDepthPrepass(RenderGraph renderGraph, CullingResults cull, HDCamera h if (decalLayersEnabled) decalBuffer = passData.decalBuffer; else - decalBuffer = new TextureHandle(); + decalBuffer = renderGraph.defaultResources.blackTextureXR; builder.SetRenderFunc( (DepthPrepassData data, RenderGraphContext context) => @@ -679,6 +679,7 @@ class RenderDBufferPassData public int dBufferCount; public RendererListHandle meshDecalsRendererList; public TextureHandle depthStencilBuffer; + public TextureHandle depthTexture; public ComputeBufferHandle propertyMaskBuffer; public TextureHandle decalBuffer; } @@ -765,6 +766,7 @@ void RenderDBuffer(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle dec passData.meshDecalsRendererList = builder.UseRendererList(renderGraph.CreateRendererList(PrepareMeshDecalsRendererList(cullingResults, hdCamera, use4RTs))); SetupDBufferTargets(renderGraph, passData, use4RTs, ref output, builder); passData.decalBuffer = builder.ReadTexture(decalBuffer); + passData.depthTexture = builder.ReadTexture(output.depthPyramidTexture); builder.SetRenderFunc( (RenderDBufferPassData data, RenderGraphContext context) => @@ -786,6 +788,7 @@ void RenderDBuffer(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle dec rti, rt, resources.GetTexture(data.depthStencilBuffer), + resources.GetTexture(data.depthTexture), resources.GetRendererList(data.meshDecalsRendererList), resources.GetComputeBuffer(data.propertyMaskBuffer), resources.GetTexture(data.decalBuffer), 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 5f95b6e5786..44477a2df50 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 @@ -811,11 +811,11 @@ class RenderForwardEmissivePassData public RendererListHandle rendererList; } - void RenderForwardEmissive( RenderGraph renderGraph, - HDCamera hdCamera, + void RenderForwardEmissive( RenderGraph renderGraph, + HDCamera hdCamera, TextureHandle colorBuffer, TextureHandle depthStencilBuffer, - CullingResults cullingResults) + CullingResults cullingResults) { using (var builder = renderGraph.AddRenderPass("ForwardEmissive", out var passData, ProfilingSampler.Get(HDProfileId.ForwardEmissive))) { @@ -830,7 +830,7 @@ void RenderForwardEmissive( RenderGraph renderGraph, { HDUtils.DrawRendererList(context.renderContext, context.cmd, context.resources.GetRendererList(data.rendererList)); if (data.enableDecals) - DecalSystem.instance.RenderForwardEmissive(context.cmd); + DecalSystem.instance.RenderForwardEmissive(context.cmd); }); } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index 71bf36acc88..1bf6d41933b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -3723,6 +3723,7 @@ void RenderDBuffer(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext m_DbufferManager.GetBuffersRTI(), m_DbufferManager.GetRTHandles(), m_SharedRTManager.GetDepthStencilBuffer(), + m_SharedRTManager.GetDepthTexture(), RendererList.Create(PrepareMeshDecalsRendererList(cullingResults, hdCamera, parameters.use4RTs)), m_DbufferManager.propertyMaskBuffer, m_SharedRTManager.GetDecalPrepassBuffer(hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA)), @@ -3845,6 +3846,7 @@ static void RenderDBuffer( in RenderDBufferParameters parameters, RenderTargetIdentifier[] mrt, RTHandle[] rtHandles, RTHandle depthStencilBuffer, + RTHandle depthTexture, RendererList meshDecalsRendererList, ComputeBuffer propertyMaskBuffer, RTHandle decalPrepassBuffer, @@ -3889,6 +3891,8 @@ static void RenderDBuffer( in RenderDBufferParameters parameters, else cmd.SetGlobalTexture(HDShaderIDs._DecalPrepassTexture, TextureXR.GetBlackTexture()); + cmd.SetGlobalTexture(HDShaderIDs._CameraDepthTexture, depthTexture); + HDUtils.DrawRendererList(renderContext, cmd, meshDecalsRendererList); DecalSystem.instance.RenderIntoDBuffer(cmd); diff --git a/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Def.asset b/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Def.asset index 5cb6df8dc50..0b015d4f99f 100644 --- a/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Def.asset +++ b/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Def.asset @@ -227,6 +227,15 @@ MonoBehaviour: customBufferFormat: 12 supportedLitShaderMode: 3 supportDecals: 1 + supportDecalLayers: 1 + decalLayerName0: Decal Layer default + decalLayerName1: Decal Layer 1 + decalLayerName2: Decal Layer 2 + decalLayerName3: Decal Layer 3 + decalLayerName4: Decal Layer 4 + decalLayerName5: Decal Layer 5 + decalLayerName6: Decal Layer 6 + decalLayerName7: Decal Layer 7 msaaSampleCount: 1 supportMotionVectors: 1 supportRuntimeDebugDisplay: 0 @@ -236,11 +245,8 @@ MonoBehaviour: supportRayTracing: 0 supportedRayTracingMode: 3 probeVolumeSettings: - atlasWidth: 128 - atlasHeight: 128 - atlasDepth: 512 - atlasOctahedralDepthWidth: 2048 - atlasOctahedralDepthHeight: 2048 + atlasResolution: 128 + atlasOctahedralDepthResolution: 2048 lightLoopSettings: cookieAtlasSize: 8192 cookieFormat: 74 @@ -251,7 +257,6 @@ MonoBehaviour: reflectionProbeCacheSize: 128 reflectionCubemapSize: 128 reflectionCacheCompressed: 0 - planarReflectionCacheCompressed: 0 skyReflectionSize: 256 skyLightingOverrideLayerMask: serializedVersion: 2 @@ -392,6 +397,26 @@ MonoBehaviour: - 0.33 - 0.33 - 0.5 + RTRMinSmoothness: + - 0.6 + - 0.4 + - 0 + RTRSmoothnessFadeStart: + - 0.7 + - 0.5 + - 0 + RTRRayLength: + - 50 + - 50 + - 50 + RTRClampValue: + - 0.8 + - 1 + - 1.2 + RTRUpScaleRadius: 040000000400000003000000 + RTRFullResolution: 000001 + RTRDenoise: 010101 + RTRDenoiserRadius: 080000000c00000010000000 allowShaderVariantStripping: 1 enableSRPBatcher: 1 shaderVariantLogLevel: 0 diff --git a/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Def_MSAAForward.asset b/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Def_MSAAForward.asset index e8e68177f3d..54fd1a878c2 100644 --- a/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Def_MSAAForward.asset +++ b/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Def_MSAAForward.asset @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 0cf1dab834d4ec34195b920ea7bbf9ec, type: 3} m_Name: HDRP_Test_Def_MSAAForward m_EditorClassIdentifier: - m_Version: 15 + m_Version: 16 m_ObsoleteFrameSettings: overrides: 0 enableShadow: 0 @@ -202,13 +202,13 @@ MonoBehaviour: supportSSR: 0 supportSSRTransparent: 0 supportSSAO: 1 + supportSSGI: 0 supportSubsurfaceScattering: 1 sssSampleBudget: m_Values: 140000002800000050000000 m_SchemaId: m_Id: With3Levels supportVolumetrics: 1 - increaseResolutionOfVolumetrics: 0 supportLightLayers: 0 lightLayerName0: Light Layer default lightLayerName1: Light Layer 1 @@ -227,6 +227,15 @@ MonoBehaviour: customBufferFormat: 12 supportedLitShaderMode: 1 supportDecals: 1 + supportDecalLayers: 1 + decalLayerName0: Decal Layer default + decalLayerName1: Decal Layer 1 + decalLayerName2: Decal Layer 2 + decalLayerName3: Decal Layer 3 + decalLayerName4: Decal Layer 4 + decalLayerName5: Decal Layer 5 + decalLayerName6: Decal Layer 6 + decalLayerName7: Decal Layer 7 msaaSampleCount: 8 supportMotionVectors: 1 supportRuntimeDebugDisplay: 0 @@ -234,24 +243,20 @@ MonoBehaviour: supportTerrainHole: 0 supportProbeVolume: 0 supportRayTracing: 0 + supportedRayTracingMode: 3 probeVolumeSettings: - atlasWidth: 128 - atlasHeight: 128 - atlasDepth: 512 - atlasOctahedralDepthWidth: 2048 - atlasOctahedralDepthHeight: 2048 + atlasResolution: 128 + atlasOctahedralDepthResolution: 2048 lightLoopSettings: cookieAtlasSize: 512 cookieFormat: 74 pointCookieSize: 128 - cubeCookieTexArraySize: 16 cookieAtlasLastValidMip: 0 cookieTexArraySize: 16 planarReflectionAtlasSize: 2048 reflectionProbeCacheSize: 64 reflectionCubemapSize: 256 reflectionCacheCompressed: 0 - planarReflectionCacheCompressed: 0 skyReflectionSize: 256 skyLightingOverrideLayerMask: serializedVersion: 2 @@ -275,6 +280,8 @@ MonoBehaviour: shadowAtlasResolution: 4096 shadowAtlasDepthBits: 32 useDynamicViewportRescale: 1 + cachedPunctualLightShadowAtlas: 2048 + cachedAreaLightShadowAtlas: 1024 shadowResolutionDirectional: m_Values: 00010000000200000004000000080000 m_SchemaId: @@ -337,7 +344,7 @@ MonoBehaviour: ChromaticAberrationMaxSamples: 03000000060000000c000000 lightSettings: useContactShadow: - m_Values: + m_Values: 000000 m_SchemaId: m_Id: maximumLODLevel: @@ -359,6 +366,57 @@ MonoBehaviour: AODirectionCount: 010000000200000004000000 ContactShadowSampleCount: 060000000a00000010000000 SSRMaxRaySteps: 100000002000000040000000 + RTAORayLength: + - 0.5 + - 3 + - 20 + RTAOSampleCount: 010000000200000008000000 + RTAODenoise: 010101 + RTAODenoiserRadius: + - 0.25 + - 0.5 + - 0.65 + RTGIRayLength: + - 50 + - 50 + - 50 + RTGIFullResolution: 000001 + RTGIClampValue: + - 0.5 + - 0.8 + - 1.5 + RTGIUpScaleRadius: 040000000400000004000000 + RTGIDenoise: 010101 + RTGIHalfResDenoise: 010000 + RTGIDenoiserRadius: + - 0.66 + - 0.66 + - 1 + RTGISecondDenoise: 010101 + RTGISecondDenoiserRadius: + - 0.33 + - 0.33 + - 0.5 + RTRMinSmoothness: + - 0.6 + - 0.4 + - 0 + RTRSmoothnessFadeStart: + - 0.7 + - 0.5 + - 0 + RTRRayLength: + - 50 + - 50 + - 50 + RTRClampValue: + - 0.8 + - 1 + - 1.2 + RTRUpScaleRadius: 040000000400000003000000 + RTRFullResolution: 000001 + RTRDenoise: 010101 + RTRDenoiserRadius: 080000000c00000010000000 allowShaderVariantStripping: 1 enableSRPBatcher: 1 shaderVariantLogLevel: 0 @@ -368,5 +426,11 @@ MonoBehaviour: diffusionProfileSettingsList: - {fileID: 11400000, guid: 802c802428a2d9640a87e821dfcdd9e8, type: 2} beforeTransparentCustomPostProcesses: [] + beforeTAACustomPostProcesses: [] beforePostProcessCustomPostProcesses: [] afterPostProcessCustomPostProcesses: [] + virtualTexturingSettings: + streamingCpuCacheSizeInMegaBytes: 256 + streamingGpuCacheSettings: + - format: 0 + sizeInMegaBytes: 128 diff --git a/com.unity.testing.hdrp/ScenePrefabs/HDRP_Test_Camera.prefab b/com.unity.testing.hdrp/ScenePrefabs/HDRP_Test_Camera.prefab index 1b74c5e18ef..641c9f83c86 100644 --- a/com.unity.testing.hdrp/ScenePrefabs/HDRP_Test_Camera.prefab +++ b/com.unity.testing.hdrp/ScenePrefabs/HDRP_Test_Camera.prefab @@ -172,6 +172,7 @@ MonoBehaviour: serializedVersion: 2 m_Bits: 4294967295 hasPersistentHistory: 0 + exposureTarget: {fileID: 0} m_RenderingPathCustomFrameSettings: bitDatas: data1: 70005818916701 @@ -209,6 +210,8 @@ MonoBehaviour: PerPixelCorrectnessThreshold: 0.001 AverageCorrectnessThreshold: 0.0001 UseHDR: 0 + UseBackBuffer: 0 + ImageResolution: 0 doBeforeTest: m_PersistentCalls: m_Calls: [] @@ -216,6 +219,7 @@ MonoBehaviour: waitFrames: 0 xrCompatible: 1 xrThresholdMultiplier: 1 + renderGraphCompatible: 1 checkMemoryAllocation: 1 renderPipelineAsset: {fileID: 11400000, guid: d7fe5f39d2c099a4ea1f1f610af309d7, type: 2} @@ -233,7 +237,6 @@ MonoBehaviour: m_EditorClassIdentifier: renderer: {fileID: 131257220995741923} camera: {fileID: 20109210616973140} - testSettings: {fileID: 114995348509370400} screenSize: 0.8 nearPlaneOffset: 0.001 extend: {x: 4, y: 1.8} @@ -348,4 +351,6 @@ MonoBehaviour: m_EditorClassIdentifier: D3D11: 0 D3D12: 0 - VukanWindows: 0 + VulkanWindows: 0 + Metal: 0 + VulkanLinux: 0 From 4e5caa52160d2726e6c1c5c8d8d5575bf77c42ec Mon Sep 17 00:00:00 2001 From: JordanL8 Date: Tue, 7 Jul 2020 19:48:40 +0100 Subject: [PATCH 10/13] Added what's new page and relevant images (#1154) * Added what's new page and relevant images * Update whats-new-10-0.md * Added decal layers and eye shader graph Co-authored-by: sebastienlagarde --- .../Documentation~/Images/CustomPass_API.png | 3 + .../Images/HDRPFeatures-CloudLayer.png | 3 + .../Images/HDRPFeatures-IESProfiles.png | 3 + .../Documentation~/Images/LightDebugView.png | 3 + .../Documentation~/Images/Path-traced-SSS.png | 3 + .../Documentation~/Images/Path-traced-fog.png | 3 + .../Images/PlanarReflectionFiltering.png | 3 + .../Documentation~/Images/aov_example.png | 4 +- .../Documentation~/TableOfContents.md | 2 + .../Documentation~/whats-new-10-0.md | 245 ++++++++++++++++++ .../Documentation~/whats-new.md | 4 + 11 files changed, 274 insertions(+), 2 deletions(-) create mode 100644 com.unity.render-pipelines.high-definition/Documentation~/Images/CustomPass_API.png create mode 100644 com.unity.render-pipelines.high-definition/Documentation~/Images/HDRPFeatures-CloudLayer.png create mode 100644 com.unity.render-pipelines.high-definition/Documentation~/Images/HDRPFeatures-IESProfiles.png create mode 100644 com.unity.render-pipelines.high-definition/Documentation~/Images/LightDebugView.png create mode 100644 com.unity.render-pipelines.high-definition/Documentation~/Images/Path-traced-SSS.png create mode 100644 com.unity.render-pipelines.high-definition/Documentation~/Images/Path-traced-fog.png create mode 100644 com.unity.render-pipelines.high-definition/Documentation~/Images/PlanarReflectionFiltering.png create mode 100644 com.unity.render-pipelines.high-definition/Documentation~/whats-new-10-0.md create mode 100644 com.unity.render-pipelines.high-definition/Documentation~/whats-new.md diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/CustomPass_API.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/CustomPass_API.png new file mode 100644 index 00000000000..361c465e879 --- /dev/null +++ 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index 00000000000..08f42ff695b --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/PlanarReflectionFiltering.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:59d28ff1edc408514687554126d537addebce47e46dbd729bf94dca88c9530c3 +size 830881 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/aov_example.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/aov_example.png index ef3c8384ddf..4dc12dc6ef5 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/aov_example.png +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/aov_example.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:0c9979af1a6a84124bcf96266f99560991e5ae6dfd26d7e44690f566ae27321e -size 3072921 +oid sha256:9ef088b9c0bc504b20623c610eec39bf7a7b8f625552f35f4ec252dc46676f0c +size 281337 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md b/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md index d770e610e54..a9da7cb555c 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md @@ -1,4 +1,6 @@ * [High Definition Render Pipeline](index) +* [What's new](whats-new.md) + * [10.0](whats-new-10-0.md) * Features * [Features List](HDRP-Features) * [Comparison with the Built-in Render Pipeline](Feature-Comparison) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10-0.md b/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10-0.md new file mode 100644 index 00000000000..8c354ab3b30 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10-0.md @@ -0,0 +1,245 @@ +# What's new in version 10.0 + +This page contains an overview of new features, improvements, and issues resolved in version 10 of the High Definition Render Pipeline (HDRP). + +## Features + +The following is a list of features Unity added to version 10.0 of the High Definition Render Pipeline. Each entry includes a summary of the feature and a link to any relevant documentation. + +### IES Profiles and light cookies + +![](Images/HDRPFeatures-IESProfiles.png) + +HDRP now supports the Illuminating Engineering Society's (IES) file format for describing the distribution of light from a light source. HDRP supports the IES profile for Point, Spot (Cone, Pyramid, and Box), and rectangular Area [Lights](Light-Component.md). You can also mix the IES profile with [cookies](https://docs.unity3d.com/Manual/Cookies.html) and even use the profile and cookie mix for [light map baking](https://docs.unity3d.com/Manual/LightMode-Baked.html). + +### Exposure + +#### Histogram exposure + +HDRP's exposure implementation can now compute a histogram of the image which allows you to select high and low percentile values to discard. Discarding outlying values in the shadows or highlights helps to calculate a more stable exposure. + +For more information on this feature, see [Exposure](Override-Exposure.md). + +#### New metering mode + +It is often best to not consider the whole screen as input for the auto-exposure algorithm so HDRP's exposure implementation now includes a metering mask. This includes a texture-based mask and a procedural mode. + +For more information about this feature, see [Exposure](Override-Exposure.md). + +#### Debug modes + +HDRP now includes new debug modes that can help you to set the correct exposure for your Scene. + +For more information about the debug modes, see [Exposure](Override-Exposure.md) and [Render Pipeline Debug](Render-Pipeline-Debug-Window.md). + +### Path tracing + +#### Path-traced depth of field + +![](Images/Path-traced-DOF.png) + +This version of HDRP includes a new depth of field mode for producing path-traced images with high-quality defocus blur. Compared to post-processed depth of field, this mode works correctly with multiple layers of transparency and does not produce any artifacts, apart from noise typical in path traced images (which you can mitigate by increasing the sample count and/or using an external denoising tool). + +For more information about this feature, see [Depth-of-field](Post-Processing-Depth-of-Field.md). + +#### Accumulation motion blur and path tracer convergence APIs + +![](Images/Path_tracing_recording.png) +HDRP now includes a recording API which you can use to render effects such as high-quality accumulation motion blur and converged path-traced images. These techniques create the final "converged" frame by combining information from multiple intermediate sub-frames. The new API allows your scripts to extract the properly converged final frames and do further processing or save them to disk. + +For information about this feature and for some example scripts, see [Multiframe rendering and accumulation documentation](Accumulation.md). + +#### Path-traced sub-surface scattering + +![](Images/Path-traced-SSS.png) + +Path tracing now supports subsurface scattering (SSS), using a random walk approach. To use it, enable path tracing and set up SSS in the same way as you would for HDRP materials. + +For information on SSS in HDRP, see [subsurface scattering](Subsurface-Scattering.md). + +#### Path-traced fog +![](Images/Path-traced-fog.png) + +Path tracing now supports fog absorption. Like SSS, to use this feature, enable path tracing and set up fog in the same way as you would for standard fog in HDRP. + +For information on fog in HDRP, see [fog](Override-Fog.md). + +#### Support for shader graph in path tracing + +Path tracing now supports Lit and Unlit Shader Graph nodes. + +Note that the graph should not contain nodes that rely on screen-space differentials (ddx, ddy). Nodes that compute the differences between the current pixel and a neighboring one do not compute correctly when you use ray tracing. + +### Scalability settings + +This version of HDRP includes scalability settings for fog and subsurface scattering. These settings allow for more control over the performance and quality of volumetric lighting. + +### Screen-space global illumination + +This version of HDRP introduces screen-space global illumination (SSGI) as a fallback for ray-traced global illumination (RTGI). It is an algorithm that accesses indirect diffuse lighting the environment generates. It works in the same way as the [Screen Space Reflection override](Override-Screen-Space-Reflection.md) in that it uses ray marching to calculate the result. + +Since this feature is a fallback for RTGI, for more information, see [Ray-traced Global Illumination](Ray-Traced-Global-Illumination.md). + +### Custom Pass AOV Export + +![img](Images/aov_example.png) +This feature allows you to export arbitrary data from custom pass injection points using an extension of the Arbitrary Output Variables (AOV) API in HDRP. An example use-case is for exporting “Object IDs” that are rendered with a custom pass. For information about the feature and example scripts, see the [AOV documentation](AOVs.md). + +### Debug modes + +#### Light debug view + +![](Images/LightDebugView.png) + +To help you to debug lighting in your Scene, HDRP now includes various lighting debug view modes that allow you to separate the various components of the light into multiple parts. These debug modes are also available in the [AOV](AOVs.md) API to allow recorders to export them. The new lighting debug modes are: + +- Diffuse +- Specular +- Direct diffuse +- Direct specular +- Indirect diffuse +- Reflection +- Refraction + +#### Light Layer debug mode + +HDRP now includes a new [light layer](Light-Layers.md) debug mode which can display the light layers assigned to each GameObject or can highlight GameObjects which match the light layers of a specific Light. + +For more information, see the Lighting panel section in the [HDRP debug window](Render-Pipeline-Debug-Window.md). + +### Alpha to Mask + +This version of HDRP adds support for alpha to mask (or alpha to coverage) to all HDRP and Shader Graph shaders. + +For more information, see the Alpha to Mask property in [Alpha Clipping](Alpha-Clipping.md). + +### Range attenuation for box-shaped spotlights + +This version of HDRP adds a range attenuation checkbox to box-shaped spotlights, which makes the Light shine uniformly across its range. + +For more information, see the [Light component documentation](Light-Component.md). + +### Parallax occlusion mapping for emissive maps + +This version of HDRP adds support for emissive maps with parallax occlusion mapping. + +### Fabric material examples + +HDRP now includes a new sample that contains example fabric materials. You can use these materials as references to more quickly develop fabric materials for your application. + +### Decal layers + +This version of HDRP introduces decal layers which allow you to specify which decals affect which Materials on a layer by layer basis. + +### Eye Shader Graph + +HDRP now includes an eye Shader Graph which you can use to create a realistic eye Material. There are also new HDRP-specific Shader Graph nodes which allow you to more easier customize this eye Shader Graph. + +### HDRI Flowmap + +The [HDRI Sky](Override-HDRI-Sky.md) override now contains a new property to allow you to apply a flowmap to the sky cubemap. + +For more information, see the [HDRI Sky documentation](Override-HDRI-Sky.md). + +### Cloud Layer Override (in preview) + +![](Images/HDRPFeatures-CloudLayer.png) + +This feature allows you to blend a texture with any sky available in the HDRP [volume system](Volumes.md). You can also use a flow map to apply a distortion effect, like wind. + +For information about the feature, see the [Cloud Layer documentation](Override-Cloud-Layer.md). For an example of integration in a custom sky, see the [Custom Sky documentation](Creating-a-Custom-Sky.md) + +### Graphics Compositor (in Preview) + +![](Images/Compositor-HDRPTemplateWithLogo.png) +The Graphics Compositor allows real-time compositing operations between layers of 3D content, static images, and videos. + +The tool support three types of compositing techniques: + +- Graph-based compositions, guided from a Shader Graph. +- Camera stacking compositions, where multiple cameras render to the same render target, the result of which can then be used in graph-based composition. +- 3D composition, where you insert composition layers into a 3D Scene to allow for effects like reflections/refractions between composited layers on 3D GameObject. + +Overall, this tool allows you to compose a final frame by mixing images and videos with 3D content in real-time inside Unity, without the need of an external compositing tool. + +For information about the feature, see the [HDRP Compositor documentation](Compositor-Main.md). + +## Improvements + +The following is a list of improvements Unity made to the High Definition Render Pipeline in version 10.0. Each entry includes a summary of the improvement and, if relevant, a link to any documentation. + +### Ray tracing + +#### Fallback for transparents + +Before this version, if transparent GameObjects were set up for [recursive rendering](Ray-Tracing-Recursive-Rendering.md) and you did not use recursive rendering in your Scene, they would disappear. Also, if they were not refractive, they would appear opaque. Now, HDRP has a set off fallbacks so the visuals of transparent GameObjects are coherent with and without recursive rendering and refraction. + +#### Shadow quality + +The denoiser for [ray-traced shadows](Ray-Traced-Shadows.md) now produces higher quality shadows. + +#### Colored shadows + +HDRP now supports colored ray-traced shadows for transparent and transmissive GameObjects. + +For more information, see [ray-traced shadows](Ray-Traced-Shadows.md). + +#### Screen-space reflection and ray-traced reflection + +HDRP's screen-space reflection (SSR) and ray-traced reflection (RTR) solutions now support transparent materials. This is useful for transparent surfaces such as windows or water. + +### Scene view Camera properties + +The HDRP-specific Scene view Camera properties, such as anti-aliasing mode and stop NaNs, are no longer in the preferences window and are instead in the [Scene view camera](https://docs.unity3d.com/Manual/SceneViewCamera.html) settings menu. + +For information on HDRP's Scene view Camera properties, see [Scene view Camera](Scene-View-Camera.md). + +### Compute shaders now use multi-compile + +HDRP, being a high-end modern renderer, contains a lot of compute shader passes. Up until now, to define variations of some compute shaders, HDRP had to manually declare new kernels for each variation. From this version, every compute shader in HDRP uses Unity's multi-compile API which makes maintenance easier, but more importantly allows HDRP to strip shaders that you do not need to improve compilation times. + +### Planar reflection probe filtering + +![](Images/PlanarReflectionFiltering.png) + +Planar reflection probe filtering is a process that combines the result of planar reflection and surfaces smoothness. Up until this version, the implementation for planar reflection probe filtering did not always produce results of fantastic quality. This version of HDRP includes a new implementation that is closer to being physically-based and improves on the image quality significantly. + +### Platform stability + +In the past, HDRP experienced stability issues for DirectX12, Vulkan, Metal, Linux. This version includes improvements to stability on these platforms. + +### Lightloop optimization + +In terms of performance, one of the most resource intensive operations for HDRP is processing lights before it sends them to the GPU. For many high-end projects that include a lot of lights in their Scene, this is particularly problematic. This version of HDRP introduces an optimization that reduces the resource intensity of the light loop by up to 80% which drastically improves CPU performance in the vast majority of cases. + +### Temporal anti-aliasing + +HDRP's previous temporal anti-aliasing (TAA) solution suffered from typical TAA artifacts. The image would look blurry while moving and ghosting artifacts were often present. The new implementation improves significantly on both of these issues and also offers more customizability. + +### AxF mapping modes + +You can now control the texture mapping mode for all textures in the [AxF Shader](AxF-Shader.md). You can choose between planar, triplanar, or different uv sets. + +For more information about this improvement, see [AxF Shader](AxF-Shader.md). + +### Exposure + +#### Exposure curve mapping + +Before this version, to set the minimum and maximum limit for auto-exposure, you had to use fixed values and, because of this, the exposure values fluctuated too much. Now you can use curves for these limits which helps to produce a more stable exposure. + +#### Custom mid-grey point + +Auto-exposure systems calculate the average scene luminance and try to map this to an average grey value. There is no fixed standard for this grey value and it differs between camera manufacturers. To provide the maximum possible customization, HDRP now allows you to choose the grey value from a selection of the most common middle grey value in industry. + +### Custom Pass API + +![](Images/CustomPass_API.png) + +From this version, within the rendering of your main Camera, you can now render GameObjects from another point of view (a disabled camera for example). The new API also comes with built-in support for rendering Depth, Normal and Tangent into an RTHandle. + +You can also use this Camera override to render some GameObjects with a different field of view, like arms in a first-person application. + +## Issues resolved + +For information on issues resolved in version 10 of HDRP, see the [changelog](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.0/changelog/CHANGELOG.html). \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/whats-new.md b/com.unity.render-pipelines.high-definition/Documentation~/whats-new.md new file mode 100644 index 00000000000..f06e44e0e91 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/whats-new.md @@ -0,0 +1,4 @@ +# What's new in the High Definition Render Pipeline + +This section contains information about changes to the High Definition Render Pipeline. Each page contains a list of new features and, if relevant, a list of improvements and a list of resolved issues. + From 9cc6c526b3a43371d8af538f925138f99d9cd629 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Tue, 7 Jul 2020 20:48:15 +0200 Subject: [PATCH 11/13] update what's new --- .../Documentation~/whats-new-10-0.md | 38 ++++++++++++++----- 1 file changed, 29 insertions(+), 9 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10-0.md b/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10-0.md index 8c354ab3b30..6b95ca87aa2 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10-0.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10-0.md @@ -74,11 +74,11 @@ Note that the graph should not contain nodes that rely on screen-space different This version of HDRP includes scalability settings for fog and subsurface scattering. These settings allow for more control over the performance and quality of volumetric lighting. -### Screen-space global illumination +### Screen-space global illumination (in preview) -This version of HDRP introduces screen-space global illumination (SSGI) as a fallback for ray-traced global illumination (RTGI). It is an algorithm that accesses indirect diffuse lighting the environment generates. It works in the same way as the [Screen Space Reflection override](Override-Screen-Space-Reflection.md) in that it uses ray marching to calculate the result. +This version of HDRP introduces screen-space global illumination (SSGI) as a fallback for ray-traced global illumination (RTGI). It is an algorithm that accesses indirect diffuse lighting the environment generates. It works in the same way as the [Screen Space Reflection](Override-Screen-Space-Reflection.md) in that it uses ray marching to calculate the result. -Since this feature is a fallback for RTGI, for more information, see [Ray-traced Global Illumination](Ray-Traced-Global-Illumination.md). +Since this feature is a fallback for RTGI, for more information, see [Ray-traced Global Illumination](Ray-Traced-Global-Illumination.md). This feature is still in preview. ### Custom Pass AOV Export @@ -123,13 +123,17 @@ For more information, see the [Light component documentation](Light-Component.md This version of HDRP adds support for emissive maps with parallax occlusion mapping. -### Fabric material examples +### Screen-space reflection on Transparent Material -HDRP now includes a new sample that contains example fabric materials. You can use these materials as references to more quickly develop fabric materials for your application. +HDRP's screen-space reflection (SSR) solution now support transparent materials. This is useful for transparent surfaces such as windows or water. + +### Fabric and Hair material examples + +HDRP now includes a new sample that contains example fabric and hair materials. You can use these materials as references to more quickly develop fabric and hair materials for your application. ### Decal layers -This version of HDRP introduces decal layers which allow you to specify which decals affect which Materials on a layer by layer basis. +This version of HDRP introduces decal layers which allow you to specify which decals affect which Materials on a layer by layer basis. See [Decal](Decal.md) section for more detail. ### Eye Shader Graph @@ -184,9 +188,13 @@ HDRP now supports colored ray-traced shadows for transparent and transmissive Ga For more information, see [ray-traced shadows](Ray-Traced-Shadows.md). -#### Screen-space reflection and ray-traced reflection +#### ray-traced reflection on Transparent Material + +HDRP's ray-traced reflection (RTR) solution now support transparent materials. This is useful for transparent surfaces such as windows or water. -HDRP's screen-space reflection (SSR) and ray-traced reflection (RTR) solutions now support transparent materials. This is useful for transparent surfaces such as windows or water. +#### Virtual Reality (VR) + +Ray tracing now support VR. It is however not recommended as the performance is very slow. ### Scene view Camera properties @@ -194,6 +202,10 @@ The HDRP-specific Scene view Camera properties, such as anti-aliasing mode and s For information on HDRP's Scene view Camera properties, see [Scene view Camera](Scene-View-Camera.md). +### Shadow caching system + +Shadow atlas and shadow caching management have been improve. Cascade shadow can now be stagerred (Cascades can update at different frequency). Shadow that are cached (OnEnable option) render everything they can see independently of the main view. More API control have been added. See detail in [Shadows](Shadows-in-HDRP.md) + ### Compute shaders now use multi-compile HDRP, being a high-end modern renderer, contains a lot of compute shader passes. Up until now, to define variations of some compute shaders, HDRP had to manually declare new kernels for each variation. From this version, every compute shader in HDRP uses Unity's multi-compile API which makes maintenance easier, but more importantly allows HDRP to strip shaders that you do not need to improve compilation times. @@ -212,6 +224,14 @@ In the past, HDRP experienced stability issues for DirectX12, Vulkan, Metal, Lin In terms of performance, one of the most resource intensive operations for HDRP is processing lights before it sends them to the GPU. For many high-end projects that include a lot of lights in their Scene, this is particularly problematic. This version of HDRP introduces an optimization that reduces the resource intensity of the light loop by up to 80% which drastically improves CPU performance in the vast majority of cases. +### Decal optimization + +In terms of performance, HDRP no longer force a full depth prepass with Deferred Lit Mode when Decals are enabled. Only Decals with **Receive Decals** property enabled in Material will render in the Prepass. + +### Constant buffer setup optimization + +In terms of performance, preparing and sending the shader data for the GPU is intensive. HDRP is now using a new C# constant buffer API allowing to setuping the various shader uniform in a single call instead of multiple one. + ### Temporal anti-aliasing HDRP's previous temporal anti-aliasing (TAA) solution suffered from typical TAA artifacts. The image would look blurry while moving and ghosting artifacts were often present. The new implementation improves significantly on both of these issues and also offers more customizability. @@ -242,4 +262,4 @@ You can also use this Camera override to render some GameObjects with a differen ## Issues resolved -For information on issues resolved in version 10 of HDRP, see the [changelog](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.0/changelog/CHANGELOG.html). \ No newline at end of file +For information on issues resolved in version 10 of HDRP, see the [changelog](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.0/changelog/CHANGELOG.html). From 6c250d7ec3b26f8330c2471f01f766192080f66f Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Tue, 7 Jul 2020 23:18:50 +0200 Subject: [PATCH 12/13] Fix Material Creation RenderQueue setup + Fix AXF GUI (#1185) * Fix Material creation queue * Update SurfaceOptionUIBlock.cs --- .../Editor/Material/AxF/AxFGUI.cs | 6 +++- .../Lit/StandardsToHDLitMaterialUpgrader.cs | 8 ++--- .../Editor/Material/UIBlocks/HDShaderGUI.cs | 27 ---------------- .../Material/UIBlocks/SurfaceOptionUIBlock.cs | 31 ------------------- .../Editor/Material/Unlit/BaseUnlitGUI.cs | 3 ++ .../Runtime/Material/MaterialExtension.cs | 22 +++++++++++++ .../Runtime/RenderPipeline/HDRenderQueue.cs | 2 -- 7 files changed, 34 insertions(+), 65 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/AxF/AxFGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/AxF/AxFGUI.cs index a5083b00da9..c24c9e12ecc 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/AxF/AxFGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/AxF/AxFGUI.cs @@ -36,7 +36,11 @@ class AxFGUI : HDShaderGUI MaterialUIBlockList uiBlocks = new MaterialUIBlockList { - new SurfaceOptionUIBlock(MaterialUIBlock.Expandable.Base, features: SurfaceOptionUIBlock.Features.Unlit | SurfaceOptionUIBlock.Features.ReceiveDecal | SurfaceOptionUIBlock.Features.ReceiveSSR), + new SurfaceOptionUIBlock(MaterialUIBlock.Expandable.Base, + features: SurfaceOptionUIBlock.Features.Surface | SurfaceOptionUIBlock.Features.BlendMode | SurfaceOptionUIBlock.Features.DoubleSided | + SurfaceOptionUIBlock.Features.AlphaCutoff | SurfaceOptionUIBlock.Features.AlphaCutoffShadowThreshold | SurfaceOptionUIBlock.Features.DoubleSidedNormalMode | + SurfaceOptionUIBlock.Features.ReceiveSSR | SurfaceOptionUIBlock.Features.ReceiveDecal | SurfaceOptionUIBlock.Features.PreserveSpecularLighting + ), new AxfSurfaceInputsUIBlock(MaterialUIBlock.Expandable.Input), new AdvancedOptionsUIBlock(MaterialUIBlock.Expandable.Advance, AdvancedOptionsUIBlock.Features.Instancing | AdvancedOptionsUIBlock.Features.SpecularOcclusion | AdvancedOptionsUIBlock.Features.AddPrecomputedVelocity), }; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/StandardsToHDLitMaterialUpgrader.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/StandardsToHDLitMaterialUpgrader.cs index 84b5bc70bdd..2387634eca8 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/StandardsToHDLitMaterialUpgrader.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/StandardsToHDLitMaterialUpgrader.cs @@ -185,14 +185,14 @@ public override void Convert(Material srcMaterial, Material dstMaterial) dstMaterial.SetFloat("_BlendMode", 0); dstMaterial.SetFloat("_AlphaCutoffEnable", 0); dstMaterial.SetFloat("_EnableBlendModePreserveSpecularLighting", 1); - dstMaterial.renderQueue = HDRenderQueue.ChangeType(HDRenderQueue.RenderQueueType.Opaque, 0, false, false); + dstMaterial.renderQueue = HDRenderQueue.ChangeType(HDRenderQueue.RenderQueueType.Opaque, 0, false, true); break; case 1: // Cutout dstMaterial.SetFloat("_SurfaceType", 0); dstMaterial.SetFloat("_BlendMode", 0); dstMaterial.SetFloat("_AlphaCutoffEnable", 1); dstMaterial.SetFloat("_EnableBlendModePreserveSpecularLighting", 1); - dstMaterial.renderQueue = HDRenderQueue.ChangeType(HDRenderQueue.RenderQueueType.Opaque, 0, true, false); + dstMaterial.renderQueue = HDRenderQueue.ChangeType(HDRenderQueue.RenderQueueType.Opaque, 0, true, true); break; case 2: // Fade -> Alpha with depth prepass + Disable preserve specular dstMaterial.SetFloat("_SurfaceType", 1); @@ -200,14 +200,14 @@ public override void Convert(Material srcMaterial, Material dstMaterial) dstMaterial.SetFloat("_AlphaCutoffEnable", 0); dstMaterial.SetFloat("_EnableBlendModePreserveSpecularLighting", 0); dstMaterial.SetFloat("_TransparentDepthPrepassEnable", 1); - dstMaterial.renderQueue = HDRenderQueue.ChangeType(HDRenderQueue.RenderQueueType.Transparent, 0, false, false); + dstMaterial.renderQueue = HDRenderQueue.ChangeType(HDRenderQueue.RenderQueueType.Transparent, 0, false, true); break; case 3: // Transparent -> Alpha dstMaterial.SetFloat("_SurfaceType", 1); dstMaterial.SetFloat("_BlendMode", 0); dstMaterial.SetFloat("_AlphaCutoffEnable", 0); dstMaterial.SetFloat("_EnableBlendModePreserveSpecularLighting", 1); - dstMaterial.renderQueue = HDRenderQueue.ChangeType(HDRenderQueue.RenderQueueType.Transparent, 0, false, false); + dstMaterial.renderQueue = HDRenderQueue.ChangeType(HDRenderQueue.RenderQueueType.Transparent, 0, false, true); break; } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/HDShaderGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/HDShaderGUI.cs index e5cd1312158..fa9564aad1c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/HDShaderGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/HDShaderGUI.cs @@ -29,8 +29,6 @@ public override void AssignNewShaderToMaterial(Material material, Shader oldShad { base.AssignNewShaderToMaterial(material, oldShader, newShader); - ResetMaterialCustomRenderQueue(material); - SetupMaterialKeywordsAndPassInternal(material); } @@ -65,31 +63,6 @@ public sealed override void OnGUI(MaterialEditor materialEditor, MaterialPropert protected abstract void OnMaterialGUI(MaterialEditor materialEditor, MaterialProperty[] props); - protected static void ResetMaterialCustomRenderQueue(Material material) - { - HDRenderQueue.RenderQueueType targetQueueType; - switch (material.GetSurfaceType()) - { - case SurfaceType.Opaque: - targetQueueType = HDRenderQueue.GetOpaqueEquivalent(HDRenderQueue.GetTypeByRenderQueueValue(material.renderQueue)); - break; - case SurfaceType.Transparent: - targetQueueType = HDRenderQueue.GetTransparentEquivalent(HDRenderQueue.GetTypeByRenderQueueValue(material.renderQueue)); - break; - default: - throw new ArgumentException("Unknown SurfaceType"); - } - - // Decal doesn't have properties to compute the render queue - if (material.HasProperty(kTransparentSortPriority) && material.HasProperty(kAlphaCutoffEnabled)) - { - float sortingPriority = material.GetFloat(kTransparentSortPriority); - bool alphaTest = material.GetFloat(kAlphaCutoffEnabled) > 0.5f; - bool decalEnable = material.HasProperty(kEnableDecals) && material.GetFloat(kEnableDecals) > 0.0f; - material.renderQueue = HDRenderQueue.ChangeType(targetQueueType, (int)sortingPriority, alphaTest, decalEnable); - } - } - readonly static string[] floatPropertiesToSynchronize = { kUseSplitLighting }; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs index 42f078c59ef..0241ee873b4 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs @@ -408,8 +408,6 @@ float GetShaderDefaultFloatValue(string propName) void DrawAlphaCutoffGUI() { - EditorGUI.BeginChangeCheck(); - // For shadergraphs we show this slider only if the feature is enabled in the shader settings. bool showAlphaClipThreshold = true; @@ -472,15 +470,6 @@ void DrawAlphaCutoffGUI() } EditorGUI.showMixedValue = false; - - // Update the renderqueue when we change the alphaTest - if (EditorGUI.EndChangeCheck()) - { - var renderQueueType = HDRenderQueue.GetTypeByRenderQueueValue(renderQueue); - - bool receiveDecal = materials[0].HasProperty(kSupportDecals) && materials[0].GetFloat(kSupportDecals) > 0.0f; - renderQueue = HDRenderQueue.ChangeType(renderQueueType, (int)transparentSortPriority.floatValue, alphaCutoffEnable.floatValue == 1, receiveDecal); - } } void DrawDoubleSidedGUI() @@ -538,7 +527,6 @@ void DrawSurfaceGUI() if (EditorGUI.EndChangeCheck()) { transparentSortPriority.floatValue = HDRenderQueue.ClampsTransparentRangePriority((int)transparentSortPriority.floatValue); - renderQueue = HDRenderQueue.ChangeType(HDRenderQueue.GetTypeByRenderQueueValue(renderQueue), offset: (int)transparentSortPriority.floatValue); } } @@ -628,19 +616,6 @@ void SurfaceTypePopup() { materialEditor.RegisterPropertyChangeUndo(Styles.surfaceTypeText); surfaceType.floatValue = (float)newMode; - HDRenderQueue.RenderQueueType targetQueueType; - switch(newMode) - { - case SurfaceType.Opaque: - targetQueueType = HDRenderQueue.GetOpaqueEquivalent(HDRenderQueue.GetTypeByRenderQueueValue(material.renderQueue)); - break; - case SurfaceType.Transparent: - targetQueueType = HDRenderQueue.GetTransparentEquivalent(HDRenderQueue.GetTypeByRenderQueueValue(material.renderQueue)); - break; - default: - throw new ArgumentException("Unknown SurfaceType"); - } - renderQueue = HDRenderQueue.ChangeType(targetQueueType, (int)transparentSortPriority.floatValue, alphaTest, receiveDecal); } EditorGUI.showMixedValue = false; @@ -780,13 +755,7 @@ void DrawLitSurfaceOptions() if (supportDecals != null) { - EditorGUI.BeginChangeCheck(); materialEditor.ShaderProperty(supportDecals, Styles.supportDecalsText); - if (EditorGUI.EndChangeCheck()) - { - var renderQueueType = HDRenderQueue.GetTypeByRenderQueueValue(renderQueue); - renderQueue = HDRenderQueue.ChangeType(renderQueueType, (int)transparentSortPriority.floatValue, alphaCutoffEnable.floatValue == 1, supportDecals.floatValue > 0.0f); - } } if (receivesSSR != null && receivesSSRTransparent != null) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/BaseUnlitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/BaseUnlitGUI.cs index 9477ed839d6..e326dd4ece8 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/BaseUnlitGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/BaseUnlitGUI.cs @@ -16,6 +16,9 @@ static class BaseUnlitGUI { public static void SetupBaseUnlitKeywords(this Material material) { + // First thing, be sure to have an up to date RenderQueue + material.ResetMaterialCustomRenderQueue(); + bool alphaTestEnable = material.HasProperty(kAlphaCutoffEnabled) && material.GetFloat(kAlphaCutoffEnabled) > 0.0f; CoreUtils.SetKeyword(material, "_ALPHATEST_ON", alphaTestEnable); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialExtension.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialExtension.cs index ea2b9e7c64f..7e8d74f61cd 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialExtension.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialExtension.cs @@ -153,5 +153,27 @@ public static CullMode GetOpaqueCullMode(this Material material) public static CompareFunction GetTransparentZTest(this Material material) => material.HasProperty(kZTestTransparent) ? (CompareFunction)material.GetInt(kZTestTransparent) : CompareFunction.LessEqual; + + public static void ResetMaterialCustomRenderQueue(this Material material) + { + // using GetOpaqueEquivalent / GetTransparentEquivalent allow to handle the case when we switch surfaceType + HDRenderQueue.RenderQueueType targetQueueType; + switch (material.GetSurfaceType()) + { + case SurfaceType.Opaque: + targetQueueType = HDRenderQueue.GetOpaqueEquivalent(HDRenderQueue.GetTypeByRenderQueueValue(material.renderQueue)); + break; + case SurfaceType.Transparent: + targetQueueType = HDRenderQueue.GetTransparentEquivalent(HDRenderQueue.GetTypeByRenderQueueValue(material.renderQueue)); + break; + default: + throw new ArgumentException("Unknown SurfaceType"); + } + + float sortingPriority = material.HasProperty(kTransparentSortPriority) ? material.GetFloat(kTransparentSortPriority) : 0.0f; + bool alphaTest = material.HasProperty(kAlphaCutoffEnabled) && material.GetFloat(kAlphaCutoffEnabled) > 0.0f; + bool decalEnable = material.HasProperty(kEnableDecals) && material.GetFloat(kEnableDecals) > 0.0f; + material.renderQueue = HDRenderQueue.ChangeType(targetQueueType, (int)sortingPriority, alphaTest, decalEnable); + } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderQueue.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderQueue.cs index 1c058706d5b..75031260716 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderQueue.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderQueue.cs @@ -146,8 +146,6 @@ public static RenderQueueType GetTransparentEquivalent(RenderQueueType type) return RenderQueueType.Transparent; case RenderQueueType.AfterPostProcessOpaque: return RenderQueueType.AfterPostprocessTransparent; - case RenderQueueType.LowTransparent: - return RenderQueueType.LowTransparent; default: //keep transparent mapped to transparent return type; From fa607fd274cab21daaec4d96e9eb21850498e81f Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Wed, 8 Jul 2020 00:09:32 +0200 Subject: [PATCH 13/13] Refactor keyword system in ShaderGraph (#1181) * Refactor the keyword system in ShaderGraph * Move geometric AA to respective master node Co-authored-by: Sebastien Lagarde --- .../Decal/ShaderGraph/DecalSubTarget.cs | 47 ++------ .../Material/Eye/ShaderGraph/EyeSubTarget.cs | 4 + .../Fabric/ShaderGraph/FabricSubTarget.cs | 4 + .../Lit/ShaderGraph/HDLitSubTarget.cs | 4 + .../Material/ShaderGraph/HDShaderPasses.cs | 99 +--------------- .../Material/ShaderGraph/HDSubTarget.cs | 79 +++++++++++++ .../Editor/Material/ShaderGraph/HDTarget.cs | 108 +----------------- .../Material/ShaderGraph/LightingSubTarget.cs | 43 ++++++- .../ShaderGraph/PassDescriptorExtension.cs | 41 +++++++ .../PassDescriptorExtension.cs.meta | 11 ++ .../Material/ShaderGraph/SurfaceSubTarget.cs | 89 +++++---------- .../Unlit/ShaderGraph/HDUnlitSubTarget.cs | 8 ++ .../RenderPipeline/HDStringConstants.cs | 2 + 13 files changed, 238 insertions(+), 301 deletions(-) create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/PassDescriptorExtension.cs create mode 100644 com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/PassDescriptorExtension.cs.meta diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSubTarget.cs index 67e0d60c1e5..0a70a92da46 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSubTarget.cs @@ -18,21 +18,19 @@ sealed partial class DecalSubTarget : HDSubTarget, ILegacyTarget, IRequiresData< { public DecalSubTarget() => displayName = "Decal"; - public static string passTemplatePath => $"{HDUtils.GetHDRenderPipelinePath()}Editor/Material/Decal/ShaderGraph/DecalPass.template"; - - static string[] passTemplateMaterialDirectories = new string[] + protected override string templatePath => $"{HDUtils.GetHDRenderPipelinePath()}Editor/Material/Decal/ShaderGraph/DecalPass.template"; + protected override string[] templateMaterialDirectories => new string[] { $"{HDUtils.GetHDRenderPipelinePath()}Editor/Material/ShaderGraph/Templates", $"{HDUtils.GetHDRenderPipelinePath()}Editor/Material/ShaderGraph/Templates/" }; - - protected override string templatePath => passTemplatePath; - protected override string[] templateMaterialDirectories => passTemplateMaterialDirectories; protected override string subTargetAssetGuid => "3ec927dfcb5d60e4883b2c224857b6c2"; protected override string customInspector => "Rendering.HighDefinition.DecalGUI"; protected override string renderType => HDRenderTypeTags.Opaque.ToString(); protected override string renderQueue => HDRenderQueue.GetShaderTagValue(HDRenderQueue.ChangeType(HDRenderQueue.RenderQueueType.Opaque, decalData.drawOrder, false, false)); protected override ShaderID shaderID => HDShaderUtils.ShaderID.SG_Lit; + protected override FieldDescriptor subShaderField => new FieldDescriptor(kSubShader, "Decal Subshader", ""); + protected override string subShaderInclude => "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"; // Material Data DecalData m_DecalData; @@ -53,7 +51,12 @@ public DecalData decalData protected override IEnumerable EnumerateSubShaders() { - yield return SubShaders.Decal; + yield return PostProcessSubShader(SubShaders.Decal); + } + + protected override void CollectPassKeywords(ref PassDescriptor pass) + { + pass.keywords.Add(CoreKeywordDescriptors.AlphaTest, new FieldCondition(Fields.AlphaTest, true)); } public static FieldDescriptor AffectsAlbedo = new FieldDescriptor(kMaterial, "AffectsAlbedo", "_MATERIAL_AFFECTS_ALBEDO 1"); @@ -127,7 +130,6 @@ static class SubShaders { public static SubShaderDescriptor Decal = new SubShaderDescriptor() { - pipelineTag = HDRenderPipeline.k_ShaderTagName, generatesPreview = true, passes = new PassCollection { @@ -156,10 +158,6 @@ public static class DecalPasses lightMode = DecalSystem.s_MaterialSGDecalPassNames[(int)DecalSystem.MaterialSGDecalPass.ShaderGraph_DBufferProjector3RT], useInPreview = false, - // Template - passTemplatePath = passTemplatePath, - sharedTemplateDirectories = passTemplateMaterialDirectories, - // Port mask validPixelBlocks = DecalBlockMasks.FragmentDefault, @@ -180,10 +178,6 @@ public static class DecalPasses lightMode = DecalSystem.s_MaterialSGDecalPassNames[(int)DecalSystem.MaterialSGDecalPass.ShaderGraph_DBufferProjector4RT], useInPreview = false, - // Template - passTemplatePath = passTemplatePath, - sharedTemplateDirectories = passTemplateMaterialDirectories, - // Port mask validPixelBlocks = DecalBlockMasks.FragmentDefault, @@ -206,10 +200,6 @@ public static class DecalPasses lightMode = DecalSystem.s_MaterialSGDecalPassNames[(int)DecalSystem.MaterialSGDecalPass.ShaderGraph_ProjectorEmissive], useInPreview = false, - // Template - passTemplatePath = passTemplatePath, - sharedTemplateDirectories = passTemplateMaterialDirectories, - // Port mask validPixelBlocks = DecalBlockMasks.FragmentEmissive, @@ -231,10 +221,6 @@ public static class DecalPasses lightMode = DecalSystem.s_MaterialSGDecalPassNames[(int)DecalSystem.MaterialSGDecalPass.ShaderGraph_DBufferMesh3RT], useInPreview = false, - // Template - passTemplatePath = passTemplatePath, - sharedTemplateDirectories = passTemplateMaterialDirectories, - // Port mask validPixelBlocks = DecalBlockMasks.FragmentDefault, @@ -258,10 +244,6 @@ public static class DecalPasses lightMode = DecalSystem.s_MaterialSGDecalPassNames[(int)DecalSystem.MaterialSGDecalPass.ShaderGraph_DBufferMesh4RT], useInPreview = false, - // Template - passTemplatePath = passTemplatePath, - sharedTemplateDirectories = passTemplateMaterialDirectories, - // Port mask validPixelBlocks = DecalBlockMasks.FragmentDefault, @@ -285,10 +267,6 @@ public static class DecalPasses lightMode = DecalSystem.s_MaterialSGDecalPassNames[(int)DecalSystem.MaterialSGDecalPass.ShaderGraph_MeshEmissive], useInPreview = false, - // Template - passTemplatePath = passTemplatePath, - sharedTemplateDirectories = passTemplateMaterialDirectories, - // Port mask validPixelBlocks = DecalBlockMasks.FragmentMeshEmissive, @@ -311,10 +289,6 @@ public static class DecalPasses lightMode = "ForwardOnly", useInPreview = true, - // Template - passTemplatePath = passTemplatePath, - sharedTemplateDirectories = passTemplateMaterialDirectories, - // Port mask validPixelBlocks = DecalBlockMasks.FragmentMeshEmissive, @@ -592,7 +566,6 @@ static class Descriptors }; } #endregion - // protected override IncludeCollection subShaderIncludes => "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"; #region Includes static class DecalIncludes diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeSubTarget.cs index 74fb4ad68af..fc5a9b74225 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeSubTarget.cs @@ -59,6 +59,10 @@ public override void GetFields(ref TargetFieldContext context) context.AddField(Eye, eyeData.materialType == EyeData.MaterialType.Eye); context.AddField(EyeCinematic, eyeData.materialType == EyeData.MaterialType.EyeCinematic); context.AddField(SubsurfaceScattering, eyeData.subsurfaceScattering && systemData.surfaceType != SurfaceType.Transparent); + + context.AddField(SpecularAA, lightingData.specularAA && + context.pass.validPixelBlocks.Contains(HDBlockFields.SurfaceDescription.SpecularAAThreshold) && + context.pass.validPixelBlocks.Contains(HDBlockFields.SurfaceDescription.SpecularAAScreenSpaceVariance)); } public override void GetActiveBlocks(ref TargetActiveBlockContext context) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSubTarget.cs index c477cc86ef2..73b7c60e95a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSubTarget.cs @@ -70,6 +70,10 @@ public override void GetFields(ref TargetFieldContext context) context.AddField(SubsurfaceScattering, fabricData.subsurfaceScattering && systemData.surfaceType != SurfaceType.Transparent); context.AddField(Transmission, fabricData.transmission); context.AddField(EnergyConservingSpecular, fabricData.energyConservingSpecular); + + context.AddField(SpecularAA, lightingData.specularAA && + context.pass.validPixelBlocks.Contains(HDBlockFields.SurfaceDescription.SpecularAAThreshold) && + context.pass.validPixelBlocks.Contains(HDBlockFields.SurfaceDescription.SpecularAAScreenSpaceVariance)); } public override void GetActiveBlocks(ref TargetActiveBlockContext context) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs index 2f17dd7c09f..9d5ac222318 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs @@ -119,6 +119,10 @@ public override void GetFields(ref TargetFieldContext context) context.AddField(ClearCoat, litData.clearCoat); // Enable clear coat material feature context.AddField(Tangent, descs.Contains(HDBlockFields.SurfaceDescription.Tangent) && context.pass.validPixelBlocks.Contains(HDBlockFields.SurfaceDescription.Tangent)); context.AddField(RayTracing, litData.rayTracing); + + context.AddField(SpecularAA, lightingData.specularAA && + context.pass.validPixelBlocks.Contains(HDBlockFields.SurfaceDescription.SpecularAAThreshold) && + context.pass.validPixelBlocks.Contains(HDBlockFields.SurfaceDescription.SpecularAAScreenSpaceVariance)); } public override void GetActiveBlocks(ref TargetActiveBlockContext context) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs index c5b07266101..c5605bfb61e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs @@ -26,7 +26,6 @@ public static PassDescriptor GenerateDistortionPass(bool supportLighting) renderStates = GenerateRenderState(), pragmas = CorePragmas.DotsInstancedInV1AndV2, defines = CoreDefines.ShaderGraphRaytracingHigh, - keywords = CoreKeywords.HDBase, includes = GenerateIncludes(), }; @@ -91,7 +90,6 @@ public static PassDescriptor GenerateSceneSelection(bool supportLighting) renderStates = CoreRenderStates.SceneSelection, pragmas = CorePragmas.DotsInstancedInV1AndV2EditorSync, defines = CoreDefines.SceneSelection, - keywords = CoreKeywords.HDBase, includes = GenerateIncludes(), }; @@ -141,7 +139,6 @@ static public PassDescriptor GenerateShadowCaster(bool supportLighting) // Collections renderStates = CoreRenderStates.ShadowCaster, pragmas = CorePragmas.DotsInstancedInV2Only, - keywords = CoreKeywords.HDBase, includes = GenerateIncludes(), }; @@ -188,7 +185,6 @@ public static PassDescriptor GenerateMETA(bool supportLighting) renderStates = CoreRenderStates.Meta, pragmas = CorePragmas.DotsInstancedInV1AndV2, defines = CoreDefines.ShaderGraphRaytracingHigh, - keywords = CoreKeywords.HDBase, includes = GenerateIncludes(), }; @@ -232,28 +228,9 @@ public static PassDescriptor GenerateDepthForwardOnlyPass(bool supportLighting) renderStates = GenerateRenderState(), pragmas = CorePragmas.DotsInstancedInV2Only, defines = supportLighting ? CoreDefines.DepthForwardOnly : null, - keywords = GenerateKeywords(), includes = GenerateIncludes(), }; - KeywordCollection GenerateKeywords() - { - var keywords = new KeywordCollection - { - { CoreKeywords.HDBase }, - { CoreKeywordDescriptors.WriteMsaaDepth }, - // Note: normal buffer write is a define for forward only - { CoreKeywordDescriptors.AlphaToMask, new FieldCondition(Fields.AlphaToMask, true) }, - }; - - if (supportLighting) - { - keywords.Add(CoreKeywordDescriptors.WriteDecalBuffer); - } - - return keywords; - } - RenderStateCollection GenerateRenderState() { var renderState = new RenderStateCollection{ CoreRenderStates.DepthOnly }; @@ -329,7 +306,6 @@ public static PassDescriptor GenerateMotionVectors(bool supportLighting, bool su renderStates = GenerateRenderState(), defines = GenerateDefines(), pragmas = CorePragmas.DotsInstancedInV2Only, - keywords = GenerateKeywords(), includes = GenerateIncludes(), }; @@ -338,16 +314,13 @@ DefineCollection GenerateDefines() if (!supportLighting) return null; - var defines = new DefineCollection - { - { RayTracingNode.GetRayTracingKeyword(), 0 }, - }; + var defines = new DefineCollection { Defines.raytracingHigh }; // #define WRITE_NORMAL_BUFFER for motion vector in forward case - if (supportForward) - { - defines.Add(CoreKeywordDescriptors.WriteNormalBuffer, 1); - } + // if (supportForward) + // { + // defines.Add(CoreKeywordDescriptors.WriteNormalBuffer, 1); + // } return defines; } @@ -371,27 +344,6 @@ RenderStateCollection GenerateRenderState() return renderState; } - KeywordCollection GenerateKeywords() - { - var keywords = new KeywordCollection - { - { CoreKeywords.HDBase }, - { CoreKeywordDescriptors.WriteMsaaDepth }, - { CoreKeywordDescriptors.AlphaToMask, new FieldCondition(Fields.AlphaToMask, true) }, - }; - - // #pragma multi_compile _ WRITE_DECAL_BUFFER for both deferred and forward - // #pragma multi_compile _ WRITE_NORMAL_BUFFER for deferred (forward is a define) - if (supportLighting) - { - keywords.Add(CoreKeywordDescriptors.WriteDecalBuffer); - if (!supportForward) - keywords.Add(CoreKeywordDescriptors.WriteNormalBuffer); - } - - return keywords; - } - IncludeCollection GenerateIncludes() { var includes = new IncludeCollection(); @@ -433,7 +385,6 @@ public static PassDescriptor GenerateForwardOnlyPass(bool supportLighting) renderStates = CoreRenderStates.Forward, pragmas = CorePragmas.DotsInstancedInV2Only, defines = supportLighting ? CoreDefines.Forward : null, - keywords = supportLighting ? CoreKeywords.Forward : UnlitForwardKeywords, includes = GenerateIncludes(), virtualTextureFeedback = true, @@ -483,13 +434,6 @@ IncludeCollection GenerateIncludes() } } - public static KeywordCollection UnlitForwardKeywords = new KeywordCollection - { - { CoreKeywords.HDBase }, - { CoreKeywordDescriptors.DebugDisplay }, - { CoreKeywordDescriptors.Shadow, new FieldCondition(HDUnlitSubTarget.EnableShadowMatte, true) }, - }; - #endregion #region Back then front pass @@ -509,7 +453,6 @@ public static PassDescriptor GenerateBackThenFront(bool supportLighting) renderStates = CoreRenderStates.TransparentBackface, pragmas = CorePragmas.DotsInstancedInV1AndV2, defines = CoreDefines.BackThenFront, - keywords = supportLighting ? CoreKeywords.BackThenFrontTransparent : UnlitForwardKeywords, includes = GenerateIncludes(), }; @@ -582,23 +525,9 @@ public static PassDescriptor GenerateTransparentDepthPrepass(bool supportLightin renderStates = GenerateRenderState(), pragmas = CorePragmas.DotsInstancedInV1AndV2, defines = CoreDefines.TransparentDepthPrepass, - keywords = GenerateKeywords(), includes = GenerateIncludes(), }; - KeywordCollection GenerateKeywords() - { - KeywordCollection keywords = new KeywordCollection { CoreKeywords.HDBase }; - - // For now we can generate WriteNormalBuffer the way we want with SG generator - // as it require a conditional define. So instead it is hard coded in - // ShaderPass.template. Looks for SHADERPASS_TRANSPARENT_DEPTH_PREPASS in the file - //if (supportLighting) - // keywords.Add(CoreKeywordDescriptors.WriteNormalBuffer); - - return keywords; - } - RenderStateCollection GenerateRenderState() { var renderState = new RenderStateCollection @@ -693,7 +622,6 @@ public static PassDescriptor GenerateTransparentDepthPostpass(bool supportLighti renderStates = GenerateRenderState(), pragmas = CorePragmas.DotsInstancedInV1AndV2, defines = CoreDefines.TransparentDepthPostpass, - keywords = CoreKeywords.HDBase, includes = GenerateIncludes(), }; @@ -768,11 +696,7 @@ public static PassDescriptor GenerateLitDepthOnly() public static KeywordCollection LitDepthOnlyKeywords = new KeywordCollection { - { CoreKeywords.HDBase }, - { CoreKeywordDescriptors.WriteMsaaDepth }, { CoreKeywordDescriptors.WriteNormalBuffer }, - { CoreKeywordDescriptors.WriteDecalBuffer }, - { CoreKeywordDescriptors.AlphaToMask, new FieldCondition(Fields.AlphaToMask, true) }, }; #endregion @@ -803,12 +727,7 @@ public static PassDescriptor GenerateGBuffer() public static KeywordCollection GBufferKeywords = new KeywordCollection { - { CoreKeywords.HDBase }, - { CoreKeywordDescriptors.DebugDisplay }, - { CoreKeywords.Lightmaps }, - { CoreKeywordDescriptors.ShadowsShadowmask }, { CoreKeywordDescriptors.LightLayers }, - { CoreKeywordDescriptors.Decals }, }; public static IncludeCollection GBufferIncludes = new IncludeCollection @@ -855,7 +774,6 @@ public static PassDescriptor GenerateLitForward() renderStates = CoreRenderStates.Forward, pragmas = CorePragmas.DotsInstancedInV1AndV2, defines = CoreDefines.Forward, - keywords = CoreKeywords.Forward, includes = ForwardIncludes, virtualTextureFeedback = true, @@ -895,7 +813,6 @@ public static PassDescriptor GenerateLitRaytracingPrepass() renderStates = RayTracingPrepassRenderState, pragmas = LitRaytracingPrepassPragmas, defines = CoreDefines.ShaderGraphRaytracingHigh, - keywords = CoreKeywords.HDBase, includes = RayTracingPrepassIncludes, }; } @@ -945,7 +862,6 @@ public static PassDescriptor GenerateRaytracingIndirect(bool supportLighting) // Collections pragmas = CorePragmas.RaytracingBasic, defines = supportLighting ? RaytracingIndirectDefines : null, - keywords = supportLighting ? CoreKeywords.RaytracingIndirect : CoreKeywords.RaytracingIndirectUnlit, includes = GenerateIncludes(), }; @@ -1061,7 +977,6 @@ public static PassDescriptor GenerateRaytracingForward(bool supportLighting) // Collections pragmas = CorePragmas.RaytracingBasic, defines = supportLighting ? RaytracingForwardDefines : null, - keywords = supportLighting ? CoreKeywords.RaytracingForward : CoreKeywords.RaytracingForwardUnlit, includes = GenerateIncludes(), }; @@ -1128,7 +1043,7 @@ public static PassDescriptor GenerateRaytracingGBuffer(bool supportLighting) // Collections pragmas = CorePragmas.RaytracingBasic, defines = supportLighting ? RaytracingGBufferDefines : null, - keywords = supportLighting ? CoreKeywords.RaytracingGBuffer : CoreKeywords.RaytracingGBufferUnlit, + keywords = supportLighting ? CoreKeywords.RaytracingGBuffer : null, includes = GenerateIncludes(), }; @@ -1189,7 +1104,6 @@ public static PassDescriptor GeneratePathTracing(bool supportLighting) //Collections pragmas = CorePragmas.RaytracingBasic, defines = supportLighting ? RaytracingPathTracingDefines : null, - keywords = CoreKeywords.HDBaseNoCrossFade, includes = GenerateIncludes(), }; @@ -1255,7 +1169,6 @@ public static PassDescriptor GenerateRaytracingSubsurface() //Collections pragmas = CorePragmas.RaytracingBasic, defines = RaytracingSubsurfaceDefines, - keywords = CoreKeywords.RaytracingForward, includes = GenerateIncludes(), }; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs index 44e609a1d88..b16eea5f1ca 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs @@ -49,6 +49,13 @@ protected virtual int ComputeMaterialNeedsUpdateHash() protected abstract string renderQueue { get; } protected abstract string templatePath { get; } protected abstract string[] templateMaterialDirectories { get; } + protected abstract FieldDescriptor subShaderField { get; } + protected abstract string subShaderInclude { get; } + + protected virtual string postDecalsInclude => null; + protected virtual string raytracingInclude => null; + protected virtual bool supportPathtracing => false; + protected virtual bool supportRaytracing => false; public virtual string identifier => GetType().Name; @@ -100,6 +107,78 @@ public override void Setup(ref TargetSetupContext context) } } + protected SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subShaderDescriptor) + { + if (String.IsNullOrEmpty(subShaderDescriptor.pipelineTag)) + subShaderDescriptor.pipelineTag = HDRenderPipeline.k_ShaderTagName; + + var passes = subShaderDescriptor.passes.ToArray(); + PassCollection finalPasses = new PassCollection(); + for (int i = 0; i < passes.Length; i++) + { + var passDescriptor = passes[i].descriptor; + passDescriptor.passTemplatePath = templatePath; + passDescriptor.sharedTemplateDirectories = templateMaterialDirectories; + + // Add the subShader to enable fields that depends on it + var originalRequireFields = passDescriptor.requiredFields; + // Duplicate require fields to avoid unwanted shared list modification + passDescriptor.requiredFields = new FieldCollection(); + if (originalRequireFields != null) + foreach (var field in originalRequireFields) + passDescriptor.requiredFields.Add(field.field); + passDescriptor.requiredFields.Add(subShaderField); + + IncludeCollection finalIncludes = new IncludeCollection(); + var includeList = passDescriptor.includes.Select(include => include.descriptor).ToList(); + + // Replace include placeholders if necessary: + foreach (var include in passDescriptor.includes) + { + if (include.descriptor.value == CoreIncludes.kPassPlaceholder) + include.descriptor.value = subShaderInclude; + if (include.descriptor.value == CoreIncludes.kPostDecalsPlaceholder) + include.descriptor.value = postDecalsInclude; + if (include.descriptor.value == CoreIncludes.kRaytracingPlaceholder) + include.descriptor.value = raytracingInclude; + + if (!String.IsNullOrEmpty(include.descriptor.value)) + finalIncludes.Add(include.descriptor.value, include.descriptor.location, include.fieldConditions); + } + passDescriptor.includes = finalIncludes; + + // Add keywords from subshaders: + passDescriptor.keywords = passDescriptor.keywords == null ? new KeywordCollection() : new KeywordCollection{ passDescriptor.keywords }; // Duplicate keywords to avoid side effects (static list modification) + passDescriptor.defines = passDescriptor.defines == null ? new DefineCollection() : new DefineCollection{ passDescriptor.defines }; // Duplicate defines to avoid side effects (static list modification) + // foreach (var l in passDescriptor.keywords) + // if (l.descriptor.referenceName.Contains("DEBUG_DISPLAY")) + // Debug.Log(passDescriptor.lightMode); + CollectPassKeywords(ref passDescriptor); + + // Replace valid pixel blocks by automatic thing so we don't have to write them + var tmpCtx = new TargetActiveBlockContext(new List(), passDescriptor); + GetActiveBlocks(ref tmpCtx); + if (passDescriptor.validPixelBlocks == null) + passDescriptor.validPixelBlocks = tmpCtx.activeBlocks.Where(b => b.shaderStage == ShaderStage.Fragment).ToArray(); + if (passDescriptor.validVertexBlocks == null) + passDescriptor.validVertexBlocks = tmpCtx.activeBlocks.Where(b => b.shaderStage == ShaderStage.Vertex).ToArray(); + + // Set default values for HDRP "surface" passes: + if (passDescriptor.structs == null) + passDescriptor.structs = CoreStructCollections.Default; + if (passDescriptor.fieldDependencies == null) + passDescriptor.fieldDependencies = CoreFieldDependencies.Default; + + finalPasses.Add(passDescriptor, passes[i].fieldConditions); + } + + subShaderDescriptor.passes = finalPasses; + + return subShaderDescriptor; + } + + protected virtual void CollectPassKeywords(ref PassDescriptor pass) {} + public override void GetFields(ref TargetFieldContext context) { // Common properties between all HD master nodes diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs index fc5746fa51c..901e617f35b 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs @@ -793,117 +793,13 @@ static class CorePragmas #region Keywords static class CoreKeywords { - public static KeywordCollection HDBaseNoCrossFade = new KeywordCollection - { - { CoreKeywordDescriptors.SurfaceTypeTransparent }, - { CoreKeywordDescriptors.BlendMode }, - { CoreKeywordDescriptors.DoubleSided, new FieldCondition(HDFields.Unlit, false) }, - { CoreKeywordDescriptors.DisableDecals, new FieldCondition(HDFields.Unlit, false) }, - { CoreKeywordDescriptors.DisableSSR, new FieldCondition(HDFields.Unlit, false) }, - { CoreKeywordDescriptors.DisableSSRTransparent, new FieldCondition(HDFields.Unlit, false) }, - // { CoreKeywordDescriptors.EnableGeometricSpecularAA, new FieldCondition(HDFields.Unlit, false) }, - { CoreKeywordDescriptors.BlendModePreserveSpecularLighting, new FieldCondition(HDFields.Unlit, false) }, - { CoreKeywordDescriptors.AddPrecomputedVelocity }, - { CoreKeywordDescriptors.TransparentWritesMotionVector }, - { CoreKeywordDescriptors.DepthOffset, new FieldCondition(HDFields.DepthOffset, true) }, - { CoreKeywordDescriptors.FogOnTransparent }, - { CoreKeywordDescriptors.AlphaTest, new FieldCondition(Fields.AlphaTest, true) }, - }; - - public static KeywordCollection HDBase = new KeywordCollection - { - { CoreKeywordDescriptors.LodFadeCrossfade, new FieldCondition(Fields.LodCrossFade, true) }, - { HDBaseNoCrossFade } - }; - - public static KeywordCollection Lightmaps = new KeywordCollection - { - { CoreKeywordDescriptors.Lightmap }, - { CoreKeywordDescriptors.DirectionalLightmapCombined }, - { CoreKeywordDescriptors.DynamicLightmap }, - }; - - public static KeywordCollection LightmapsRaytracing = new KeywordCollection - { - { CoreKeywordDescriptors.Lightmap }, - { CoreKeywordDescriptors.DirectionalLightmapCombined }, - }; - - public static KeywordCollection WriteMsaaDepth = new KeywordCollection - { - { CoreKeywordDescriptors.WriteMsaaDepth }, - }; - - public static KeywordCollection DebugDisplay = new KeywordCollection - { - { CoreKeywordDescriptors.DebugDisplay }, - }; - - public static KeywordCollection ForwardBase = new KeywordCollection - { - { HDBase }, - { CoreKeywordDescriptors.DebugDisplay }, - { Lightmaps }, - { CoreKeywordDescriptors.ShadowsShadowmask }, - { CoreKeywordDescriptors.Shadow }, - { CoreKeywordDescriptors.ScreenSpaceShadow }, - { CoreKeywordDescriptors.Decals }, - }; - - public static KeywordCollection Forward = new KeywordCollection - { - { ForwardBase }, - { CoreKeywordDescriptors.LightList }, - }; - - public static KeywordCollection BackThenFrontTransparent = new KeywordCollection - { - { ForwardBase }, - }; - - public static KeywordCollection RaytracingIndirect = new KeywordCollection - { - { HDBaseNoCrossFade }, - { CoreKeywordDescriptors.DebugDisplay }, - { LightmapsRaytracing }, - }; - - public static KeywordCollection RaytracingIndirectUnlit = new KeywordCollection - { - { HDBaseNoCrossFade }, - { CoreKeywordDescriptors.DebugDisplay }, - }; - - public static KeywordCollection RaytracingForward = new KeywordCollection - { - { HDBaseNoCrossFade }, - { CoreKeywordDescriptors.DebugDisplay }, - { LightmapsRaytracing }, - }; - - public static KeywordCollection RaytracingForwardUnlit = new KeywordCollection - { - { HDBaseNoCrossFade }, - { CoreKeywordDescriptors.DebugDisplay }, - }; - public static KeywordCollection RaytracingGBuffer = new KeywordCollection { - { HDBaseNoCrossFade }, - { CoreKeywordDescriptors.DebugDisplay }, - { LightmapsRaytracing }, { CoreKeywordDescriptors.RaytraceMinimalGBuffer }, }; - public static KeywordCollection RaytracingGBufferUnlit = new KeywordCollection - { - { HDBaseNoCrossFade }, - { CoreKeywordDescriptors.DebugDisplay }, - }; - public static KeywordCollection RaytracingVisiblity = new KeywordCollection { - { HDBaseNoCrossFade }, { CoreKeywordDescriptors.TransparentColorShadow }, }; @@ -949,7 +845,7 @@ static class CoreDefines { { CoreKeywordDescriptors.HasLightloop, 1 }, { RayTracingNode.GetRayTracingKeyword(), 0 }, - { CoreKeywordDescriptors.LightList, 1 }, // BackThenFront Transparent use #define USE_CLUSTERED_LIGHTLIST + // { CoreKeywordDescriptors.LightList, 1 }, // BackThenFront Transparent use #define USE_CLUSTERED_LIGHTLIST }; } #endregion @@ -1185,7 +1081,7 @@ static class CoreKeywordDescriptors displayName = "Has Lightloop", referenceName = "HAS_LIGHTLOOP", type = KeywordType.Boolean, - definition = KeywordDefinition.MultiCompile, + definition = KeywordDefinition.Predefined, scope = KeywordScope.Global, }; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LightingSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LightingSubTarget.cs index 786a1545129..d14169bcde9 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LightingSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LightingSubTarget.cs @@ -78,9 +78,6 @@ public override void GetFields(ref TargetFieldContext context) var descs = context.blocks.Select(x => x.descriptor); // Misc - context.AddField(SpecularAA, lightingData.specularAA && - context.pass.validPixelBlocks.Contains(HDBlockFields.SurfaceDescription.SpecularAAThreshold) && - context.pass.validPixelBlocks.Contains(HDBlockFields.SurfaceDescription.SpecularAAScreenSpaceVariance)); context.AddField(LightingGI, descs.Contains(HDBlockFields.SurfaceDescription.BakedGI) && context.pass.validPixelBlocks.Contains(HDBlockFields.SurfaceDescription.BakedGI)); context.AddField(BackLightingGI, descs.Contains(HDBlockFields.SurfaceDescription.BakedBackGI) && context.pass.validPixelBlocks.Contains(HDBlockFields.SurfaceDescription.BakedBackGI)); context.AddField(BentNormal, descs.Contains(HDBlockFields.SurfaceDescription.BentNormal) && context.connectedBlocks.Contains(HDBlockFields.SurfaceDescription.BentNormal) && context.pass.validPixelBlocks.Contains(HDBlockFields.SurfaceDescription.BentNormal)); @@ -96,6 +93,46 @@ public override void GetFields(ref TargetFieldContext context) context.AddField(DoubleSidedMirror, systemData.doubleSidedMode == DoubleSidedMode.MirroredNormals && context.pass.referenceName != "SHADERPASS_MOTION_VECTORS"); } + 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.BlendModePreserveSpecularLighting); + // pass.keywords.Add(CoreKeywordDescriptors.EnableGeometricSpecularAA); + + if (pass.IsDepthOrMV()) + { + pass.keywords.Add(CoreKeywordDescriptors.WriteDecalBuffer); + } + + if (pass.IsLightingOrMaterial()) + { + pass.keywords.Add(CoreKeywordDescriptors.Lightmap); + pass.keywords.Add(CoreKeywordDescriptors.DirectionalLightmapCombined); + + if (!pass.IsDXR()) + { + pass.keywords.Add(CoreKeywordDescriptors.DynamicLightmap); + pass.keywords.Add(CoreKeywordDescriptors.ShadowsShadowmask); + pass.keywords.Add(CoreKeywordDescriptors.Decals); + } + } + + if (pass.IsForward()) + { + pass.keywords.Add(CoreKeywordDescriptors.Shadow); + pass.keywords.Add(CoreKeywordDescriptors.ScreenSpaceShadow); + + if (pass.lightMode == HDShaderPassNames.s_TransparentBackfaceStr) + pass.defines.Add(CoreKeywordDescriptors.LightList, 1); + else + pass.keywords.Add(CoreKeywordDescriptors.LightList); + } + } + public override void GetActiveBlocks(ref TargetActiveBlockContext context) { base.GetActiveBlocks(ref context); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/PassDescriptorExtension.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/PassDescriptorExtension.cs new file mode 100644 index 00000000000..490ef9a8f7d --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/PassDescriptorExtension.cs @@ -0,0 +1,41 @@ +using System; +using UnityEngine; +using UnityEditor.ShaderGraph; +using UnityEditor.ShaderGraph.Internal; +using UnityEditor.Graphing; +using UnityEngine.Rendering.HighDefinition; + +namespace UnityEditor.Rendering.HighDefinition.ShaderGraph +{ + static class PassDescriptorExtension + { + public static bool IsDepthOrMV(this PassDescriptor pass) + { + return pass.lightMode == HDShaderPassNames.s_DepthForwardOnlyStr + || pass.lightMode == HDShaderPassNames.s_DepthOnlyStr + || pass.lightMode == HDShaderPassNames.s_MotionVectorsStr; + } + + public static bool IsLightingOrMaterial(this PassDescriptor pass) + { + return pass.IsForward() + || pass.lightMode == HDShaderPassNames.s_GBufferStr + // DXR passes without visibility, prepass or path tracing + || (pass.lightMode.Contains("DXR") && pass.lightMode != HDShaderPassNames.s_RayTracingVisibilityStr && pass.lightMode != HDShaderPassNames.s_PathTracingDXRStr); + } + + public static bool IsDXR(this PassDescriptor pass) + { + return pass.lightMode.Contains("DXR") + || pass.lightMode == HDShaderPassNames.s_RayTracingVisibilityStr + || pass.lightMode == HDShaderPassNames.s_RayTracingPrepassStr; + } + + public static bool IsForward(this PassDescriptor pass) + { + return pass.lightMode == HDShaderPassNames.s_ForwardOnlyStr + || pass.lightMode == HDShaderPassNames.s_ForwardStr + || pass.lightMode == HDShaderPassNames.s_TransparentBackfaceStr; + } + } +} diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/PassDescriptorExtension.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/PassDescriptorExtension.cs.meta new file mode 100644 index 00000000000..77aab03997d --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/PassDescriptorExtension.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 55e83618b2c3f5a44a0c0f18727b2786 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceSubTarget.cs index 569f8e1acb2..d20a3fd2290 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceSubTarget.cs @@ -40,13 +40,7 @@ protected override string renderQueue protected virtual bool supportForward => false; protected virtual bool supportLighting => false; protected virtual bool supportDistortion => false; - protected virtual bool supportPathtracing => false; - protected virtual bool supportRaytracing => true; - - protected abstract string subShaderInclude { get; } - protected virtual string postDecalsInclude => null; - protected virtual string raytracingInclude => null; - protected abstract FieldDescriptor subShaderField { get; } + protected override bool supportRaytracing => true; public override void Setup(ref TargetSetupContext context) { @@ -134,66 +128,37 @@ PassCollection GetPasses() } } - SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subShaderDescriptor) + protected override void CollectPassKeywords(ref PassDescriptor pass) { - if (String.IsNullOrEmpty(subShaderDescriptor.pipelineTag)) - subShaderDescriptor.pipelineTag = HDRenderPipeline.k_ShaderTagName; - - var passes = subShaderDescriptor.passes.ToArray(); - PassCollection finalPasses = new PassCollection(); - for (int i = 0; i < passes.Length; i++) + pass.keywords.Add(CoreKeywordDescriptors.AlphaTest, new FieldCondition(Fields.AlphaTest, true)); + + if (pass.IsDepthOrMV()) { - var passDescriptor = passes[i].descriptor; - passDescriptor.passTemplatePath = templatePath; - passDescriptor.sharedTemplateDirectories = templateMaterialDirectories; - - // Add the subShader to enable fields that depends on it - var originalRequireFields = passDescriptor.requiredFields; - // Duplicate require fields to avoid unwanted shared list modification - passDescriptor.requiredFields = new FieldCollection(); - if (originalRequireFields != null) - foreach (var field in originalRequireFields) - passDescriptor.requiredFields.Add(field.field); - passDescriptor.requiredFields.Add(subShaderField); - - IncludeCollection finalIncludes = new IncludeCollection(); - var includeList = passDescriptor.includes.Select(include => include.descriptor).ToList(); - - // Replace include placeholders if necessary: - foreach (var include in passDescriptor.includes) - { - if (include.descriptor.value == CoreIncludes.kPassPlaceholder) - include.descriptor.value = subShaderInclude; - if (include.descriptor.value == CoreIncludes.kPostDecalsPlaceholder) - include.descriptor.value = postDecalsInclude; - if (include.descriptor.value == CoreIncludes.kRaytracingPlaceholder) - include.descriptor.value = raytracingInclude; - - if (!String.IsNullOrEmpty(include.descriptor.value)) - finalIncludes.Add(include.descriptor.value, include.descriptor.location, include.fieldConditions); - } - passDescriptor.includes = finalIncludes; - - // Replace valid pixel blocks by automatic thing so we don't have to write them - var tmpCtx = new TargetActiveBlockContext(new List(), passDescriptor); - GetActiveBlocks(ref tmpCtx); - if (passDescriptor.validPixelBlocks == null) - passDescriptor.validPixelBlocks = tmpCtx.activeBlocks.Where(b => b.shaderStage == ShaderStage.Fragment).ToArray(); - if (passDescriptor.validVertexBlocks == null) - passDescriptor.validVertexBlocks = CoreBlockMasks.Vertex; - - // Set default values for HDRP "surface" passes: - if (passDescriptor.structs == null) - passDescriptor.structs = CoreStructCollections.Default; - if (passDescriptor.fieldDependencies == null) - passDescriptor.fieldDependencies = CoreFieldDependencies.Default; - - finalPasses.Add(passDescriptor, passes[i].fieldConditions); + pass.keywords.Add(CoreKeywordDescriptors.AlphaToMask, new FieldCondition(Fields.AlphaToMask, true)); + pass.keywords.Add(CoreKeywordDescriptors.WriteMsaaDepth); } - subShaderDescriptor.passes = finalPasses; + pass.keywords.Add(CoreKeywordDescriptors.SurfaceTypeTransparent); + pass.keywords.Add(CoreKeywordDescriptors.BlendMode); + pass.keywords.Add(CoreKeywordDescriptors.DoubleSided, new FieldCondition(HDFields.Unlit, false)); + pass.keywords.Add(CoreKeywordDescriptors.DepthOffset, new FieldCondition(HDFields.DepthOffset, true)); + pass.keywords.Add(CoreKeywordDescriptors.AddPrecomputedVelocity); + pass.keywords.Add(CoreKeywordDescriptors.TransparentWritesMotionVector); + pass.keywords.Add(CoreKeywordDescriptors.FogOnTransparent); - return subShaderDescriptor; + if (pass.IsLightingOrMaterial()) + pass.keywords.Add(CoreKeywordDescriptors.DebugDisplay); + + if (!pass.IsDXR()) + pass.keywords.Add(CoreKeywordDescriptors.LodFadeCrossfade, new FieldCondition(Fields.LodCrossFade, true)); + + if (pass.lightMode == HDShaderPassNames.s_MotionVectorsStr) + { + if (supportForward) + pass.defines.Add(CoreKeywordDescriptors.WriteNormalBuffer, 1, new FieldCondition(HDFields.Unlit, false)); + else + pass.keywords.Add(CoreKeywordDescriptors.WriteNormalBuffer, new FieldCondition(HDFields.Unlit, false)); + } } public override void GetFields(ref TargetFieldContext context) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs index 219c575ab62..a97e74834f2 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs @@ -79,6 +79,14 @@ protected override SubShaderDescriptor GetSubShaderDescriptor() } } + protected override void CollectPassKeywords(ref PassDescriptor pass) + { + base.CollectPassKeywords(ref pass); + + if (pass.IsForward()) + pass.keywords.Add(CoreKeywordDescriptors.Shadow, new FieldCondition(HDUnlitSubTarget.EnableShadowMatte, true)); + } + public override void GetFields(ref TargetFieldContext context) { base.GetFields(ref context); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs index 5b067baaad6..c43119a1969 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs @@ -17,6 +17,8 @@ static class HDShaderPassNames public static readonly string s_TransparentBackfaceStr = "TransparentBackface"; public static readonly string s_TransparentDepthPostpassStr = "TransparentDepthPostpass"; public static readonly string s_RayTracingPrepassStr = "RayTracingPrepass"; + public static readonly string s_RayTracingVisibilityStr = "VisibilityDXR"; + public static readonly string s_PathTracingDXRStr = "PathTracingDXR"; public static readonly string s_MetaStr = "META"; public static readonly string s_ShadowCasterStr = "ShadowCaster"; public static readonly string s_MeshDecalsMStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DBufferMesh_M];