diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 64441edc4bb..7342bf9c2b1 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -565,6 +565,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed shader warning in PCSS code when using Vulkan. - Fixed decal that aren't working without Metal and Ambient Occlusion option enabled. - Fixed an error about procedural sky being logged by mistake. +- Fixed shadowmask UI now correctly showing shadowmask disable ### Changed - Improve MIP selection for decals on Transparents @@ -688,6 +689,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Update material samples scene visuals - Use multi_compile API for deferred compute shader with shadow mask. - Made the StaticLightingSky class public so that users can change it by script for baking purpose. +- Shadowmask and realtime reflectoin probe property are hide in Quality settings ## [7.1.1] - 2019-09-05 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 942927c7267..ba05ca5c744 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -102,6 +102,12 @@ internal static Volume GetOrCreateDefaultVolume() readonly PostProcessSystem m_PostProcessSystem; readonly XRSystem m_XRSystem; + // Keep track of previous Graphic and QualitySettings value to reset when switching to another pipeline + bool m_PreviousLightsUseLinearIntensity; + bool m_PreviousLightsUseColorTemperature; + bool m_PreviousSRPBatcher; + ShadowmaskMode m_PreviousShadowMaskMode; + bool m_FrameSettingsHistoryEnabled = false; #if UNITY_EDITOR bool m_PreviousEnableCookiesInLightmapper = true; @@ -673,16 +679,22 @@ void SetRenderingFeatures() Shader.globalRenderPipeline = "HDRenderPipeline"; // HD use specific GraphicsSettings + m_PreviousLightsUseLinearIntensity = GraphicsSettings.lightsUseLinearIntensity; GraphicsSettings.lightsUseLinearIntensity = true; + m_PreviousLightsUseColorTemperature = GraphicsSettings.lightsUseColorTemperature; GraphicsSettings.lightsUseColorTemperature = true; - + m_PreviousSRPBatcher = GraphicsSettings.useScriptableRenderPipelineBatching; GraphicsSettings.useScriptableRenderPipelineBatching = m_Asset.enableSRPBatcher; + // In case shadowmask mode isn't setup correctly, force it to correct usage (as there is no UI to fix it) + m_PreviousShadowMaskMode = QualitySettings.shadowmaskMode; + QualitySettings.shadowmaskMode = ShadowmaskMode.DistanceShadowmask; + SupportedRenderingFeatures.active = new SupportedRenderingFeatures() { reflectionProbeModes = SupportedRenderingFeatures.ReflectionProbeModes.Rotation, defaultMixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeModes.IndirectOnly, - mixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeModes.IndirectOnly | SupportedRenderingFeatures.LightmapMixedBakeModes.Shadowmask, + mixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeModes.IndirectOnly | (m_Asset.currentPlatformRenderPipelineSettings.supportShadowMask ? SupportedRenderingFeatures.LightmapMixedBakeModes.Shadowmask : 0), lightmapBakeTypes = LightmapBakeType.Baked | LightmapBakeType.Mixed | LightmapBakeType.Realtime, lightmapsModes = LightmapsMode.NonDirectional | LightmapsMode.CombinedDirectional, lightProbeProxyVolumes = true, @@ -698,6 +710,8 @@ void SetRenderingFeatures() , overridesLODBias = true , overridesMaximumLODLevel = true , terrainDetailUnsupported = true + , overridesShadowmask = true // Don't display the shadow mask UI in Quality Settings + , overridesRealtimeReflectionProbes = true // Don't display the real time reflection probes checkbox UI in Quality Settings }; Lightmapping.SetDelegate(GlobalIlluminationUtils.hdLightsDelegate); @@ -796,10 +810,12 @@ void UnsetRenderingFeatures() { Shader.globalRenderPipeline = ""; - SupportedRenderingFeatures.active = new SupportedRenderingFeatures(); + GraphicsSettings.lightsUseLinearIntensity = m_PreviousLightsUseLinearIntensity; + GraphicsSettings.lightsUseColorTemperature = m_PreviousLightsUseColorTemperature; + GraphicsSettings.useScriptableRenderPipelineBatching = m_PreviousSRPBatcher; + QualitySettings.shadowmaskMode = m_PreviousShadowMaskMode; - // Reset srp batcher state just in case - GraphicsSettings.useScriptableRenderPipelineBatching = false; + SupportedRenderingFeatures.active = new SupportedRenderingFeatures(); Lightmapping.ResetDelegate();