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Remove MSAA debug mode when renderpipeline asset has no MSAA #1289
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sebastienlagarde
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… and spot ray traced shadows (1261040). (#1285) * Modify scene for better stability (#1120) * 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. * Updated doc. (#1152) * Address decal layer documentation feedback (#1157) * Update Decal-Projector.md * update doc based on feedback * 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 * 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 <sebastien@unity3d.com> * Fix API breaking change: Add Public quality to Raytracing volume effect - RR * ix API breaking change: Add Public quality to Raytracing volume effect - RR * 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 <julien@unity3d.com> * 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 <sebastien@unity3d.com> * update what's new * Fix Material Creation RenderQueue setup + Fix AXF GUI (#1185) * Fix Material creation queue * Update SurfaceOptionUIBlock.cs * Refactor keyword system in ShaderGraph (#1181) * Refactor the keyword system in ShaderGraph * Move geometric AA to respective master node Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Made conversion from render graph handles to actual resource implicit. (#1034) * Made conversion from render graph handles to actual resource implicit to reduce boiler plate code. * Post merge fixes * Added an exception when accessing resources while not executing render graph. * Post merge fixes * Fixed error handling of casting handles to resources. * Fix double sided unlit mode in the UI (#1203) * HDRP: Default indirect Lighting controller Layers to Everything to ease the migration * Update cas include paths (#1227) * Hdrp/fix rt odd negative scale (#1180) * Fixed robustness issue with GetOddNegativeScale() in ray tracing. * Updated changelog. * Added fogbugz case id in changelog. * Hdrp/fix hierarchicalbox gizmo symetry and homothety mode ensuring face faces outside (#1228) * Fix hierarchicalbox gizmo outside facingin symetry or homothety mode * Update CHANGELOG.md * Update CHANGELOG.md * Update CHANGELOG.md * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * fix XR single-pass macros in tessellation shaders (#1160) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove automatic setup of global texture from Render Graph (#1192) * Made conversion from render graph handles to actual resource implicit to reduce boiler plate code. * Post merge fixes * Added an exception when accessing resources while not executing render graph. * Removed auto binding of global texture and updated passes accordingly. * Post merge fix * Fixed shadow mask texture binding. * Fix wrong merge * Fixed fog with MSAA and render graph * Hdrp/atlas cube modif (#1235) * Remove the usage of Point Cube Size parameter. * Add change log * Hdrp/pt sss diff mix (#1224) * Fixed robustness issue with GetOddNegativeScale() in ray tracing. * Updated changelog. * Added fogbugz case id in changelog. * Mofified way diffuse and SSS are mixed in path tracing. * Fixed issue with spec balance. * Updated Changelog. * Updated ref image for test 5007. * Change Cloud Layer API (#1237) * Change cloud layer API * fix line endings * Change default value * ShaderGraph UI fixes (#1216) * Save foldout state in ShaderGraph * Moved all non-SG properties to the advanced UI block * Reordered advanced properties * Move shadergraph properties (#1214) * Migration code for depth pre/post pass and lod crossfade in shadergraph * Removed log * Added "first time" migration system * Fix custom pass reorder (#1153) * Fixed custom pass re-ordering issues * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Revert "Move shadergraph properties (#1214)" This reverts commit 9a8d3b1. * Update Upgrading-from-2020.1-to-2020.2.md * Make sure we don't end up with null normals from normal mapping, when scale is 0. (#1233) * Make sure we don't end up with null normals from normal mapping. * Updated Changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Contact shadows improvements (#1226) * Bias + thickness + new depth compare * Default as decided by pierre * upgrade guide * docs * changelog * What's new * Revert "Revert "Move shadergraph properties (#1214)"" This reverts commit 958486d. * Fix migration issue in PR (Move shadergraph properties #1214) * TAA and Physically based DoF (#1193) * stabilize CoC if taa is enabled * Fixes related to CoC clamping * Improve DoF when TAA is active by using different samples each frame * Add UI option to run the new physically based DoF * Update documentation with the new option * Fix issue with mip maps when switching DoF techniques * Improve documentation * Clean-up C# code * Minor changes in the shader * Fix near-far blending and cleanup unused code * clean-up shader code * more shader shader clean-up + fix weigths * more shader shader clean-up * back-to-front blending clean-up * Make Manual CoC work for the new dof * Changelog * Change min aperture to 0.7 * Add info box when physically based dof is enabled * Add info box when physically based dof is enabled * Add s specialized TAA configuration for use with DoF and also stabilize CoC * Do not increase sample count when taa is off * Fix issue in disc sampling * Fix profiling scope for CoC * Fix for adaptive search radius * Review feadback * Review feadback 2 * Fix non-uniform ring weights * Fix an issue with DofGather.compute not compiling on Metal * DoF: avoid calling GetDimensions for LoDs in the shader (#1256) * DoF: Pass mipmap dimensions as shader constant * DoF: invalidate TAA history when switching modes * convert Material from ~samples to latest version. (#1297) * Update Vulkan reference images for tests 9601 and 9602 (#1158) * remove reference images for 9601 and 9602 on Vulkan WindowsEditor to force regenerate them * update reference images (9601, 9602) from Yamato artifacts for Vulkan * fix shader macros for tessellation and XR single-pass * restore shader changes (moved to another branch) * HDRP - Update item menu for Decal layers after doc team feedback * Added documentation for material GUI (#1082) * Started to move as public a part of the material GUI * Moved HDUnlitGUI to public * Moved back to internal * internal * Fixed some doc * Fixed API doc * Fix API doc * Add missing doc * Updated doc Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Various small fixes for render graph. (#1232) * Made conversion from render graph handles to actual resource implicit to reduce boiler plate code. * Post merge fixes * Added an exception when accessing resources while not executing render graph. * Removed auto binding of global texture and updated passes accordingly. * Post merge fix * Fixed shadow mask texture binding. * Fix wrong merge * Fixed fog with MSAA and render graph * Replace new TextureHandle by TextureHandle.nullHandle * Fixed name of some textures * Implemented stub of ScreenSpaceShadows to fix default texture binding. * Correctly deallocate cached shadows atlas * Properly set color buffer for transparent custom passes. * Small comment update. * Made naming of resources created by RG generic (user names are used for render graph specific debug display) * Fixed custom pass global texture binding. * Added name to real time reflection probe textures. * Added an option to disable pass pruning and simplified logging code. * Added XR copy depth * Rename "pass pruning" to "pass culling" * Fixed tests compilation * Revert logger changes because they made unavoidable allocs. * Removed useless formatting. * Lighting/probevolumes debug modes and uniform init cleanup (#1275) * Probe Volumes: Cleanup DebugDisplayProbeVolume and support SH2 atlas display. * Probe Volumes: Bugfixes to state when Probe Volumes is enabled in Shader Config, bug disabled in the HDRenderPipelineAsset or the current cameras frame settings. * Only building the RTAS if there is an effect that will require it (1262217). (#1278) * Only building the RTAS if there is an effect that will require it (1262217). * missing screenshot * Fixed rendering breaking when disabling tonemapping in the frame settings. (#1284) * Fixed rendering breaking when disabling tonemapping in the frame settings. * Update changelog. * Fixed a null ref in the volume component list when there is no volume components in the project (#1282) * Fixed a null ref in the volume component list when there is no volume components in the project * Update changelog * Fixed changelog * Make sure serialization of exposure modes is consistent between HDRP versions (#1286) * Make sure serialization of exposure modes is consistent between HDRP versions * Fix visual ordering + defaults for new scenes Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Avoid using duplicate names when creating new sublayers in the graphics compositor (#1288) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Remove MSAA debug mode when renderpipeline asset has no MSAA (#1289) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed an issue where look dev lighting would go black when a new scene is loaded. (#1303) * Fixed some post processing using motion vectors when they are disabled (#1305) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * add playmode_XR to HDRP Vulkan tests (#1306) * Fixing nans related to reflection probes in ray tracing and potentially instabilities. (#1307) * - Fixed the multiplier of the environement lights being overriden with a wrong value for ray tracing (1260311). - Fixed the first ray tracing frame not having the light cluster being set up properly (1260311). * Added docs. * Update property format in doc entries Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Small fixes (#1309) * Fixed nullref exception with cookies * Fixed GC.Alloc * Fixed a series of exceptions happening when trying to load an asset during wizard execution (1262171). (#1312) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Render graph pre-setup for ray traced ambient occlusion. (#1026) * - Render graph pre-setup for ray traced ambient occlusion. * Review corrections Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Shader compilation errror in DEbugDisplayProbeVolume.shader * Fix exposure settings in Volume Settings for standalone * Avoid casting multiple rays and denoising for hard directional, point and spot ray traced shadows (1261040). Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: Julien Ignace <julien@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Nicholas Brancaccio <pastasfuture@gmail.com>
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* Pre warm RT Handle system so that reallocations are reduced. * Fixed blend distance editing (1248931) #838 * Fix custom pass after post process buffer #1072 * Find the appropriate default frame settings per editor (case 1247631) #1129 * Hdrp/fix hierarchicalbox gizmo symetry and homothety mode ensuring face faces outside #1228 * Remove MSAA debug mode when renderpipeline asset has no MSAA #1289 * Bugfix for HDRenderPipelineAsset getting set to null when running unity in batchmode, resulting in broken builds. (#1696) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> * Fix compilation issue when XR is not available #1391 * Fixed an issue where only one of the two lookdev views would update when changing the default lookdev volume profile. #1529 * Added propagating nans doc (#1562) * Added propagating nans doc * Added information about HDRP's NanTracker * GFXGI-237: Force update for static skies when camera type is set to S… #1570 * Fixing the remapping of Min/Max parametrizations values to Amplitude parametrizations values * Updating UI to match documentation of LayeredLit * Hdrp/fix/terrain layer parametrization #1678 * Update HDRenderPipeline.LookDev.cs (#1740) * Added information about HDRP not upgrading particle shaders (#1601) * Added information about HDRP not upgrading particle shaders * Update Upgrading-To-HDRP.md * Update Upgrading-To-HDRP.md * Changed cog to gear to adhere to style guide rules #1611 * Added build settings setup (#1631) * Hdrp/docs/shader additions #1580 Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Nicholas Brancaccio <pastasfuture@gmail.com> Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk> Co-authored-by: Ben Spencer <github@raytracing.co.uk> Co-authored-by: Jean-Philippe Grenier <jeanphilippe@unity3d.com>
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* Pre warm RT Handle system so that reallocations are reduced. * Fixed blend distance editing (1248931) #838 * Fix custom pass after post process buffer #1072 * Find the appropriate default frame settings per editor (case 1247631) #1129 * Hdrp/fix hierarchicalbox gizmo symetry and homothety mode ensuring face faces outside #1228 * Remove MSAA debug mode when renderpipeline asset has no MSAA #1289 * Bugfix for HDRenderPipelineAsset getting set to null when running unity in batchmode, resulting in broken builds. (#1696) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> * Fix compilation issue when XR is not available #1391 * Fixed an issue where only one of the two lookdev views would update when changing the default lookdev volume profile. #1529 * Added propagating nans doc (#1562) * Added propagating nans doc * Added information about HDRP's NanTracker * GFXGI-237: Force update for static skies when camera type is set to S… #1570 * Fixing the remapping of Min/Max parametrizations values to Amplitude parametrizations values * Updating UI to match documentation of LayeredLit * Hdrp/fix/terrain layer parametrization #1678 * Update HDRenderPipeline.LookDev.cs (#1740) * Added information about HDRP not upgrading particle shaders (#1601) * Added information about HDRP not upgrading particle shaders * Update Upgrading-To-HDRP.md * Update Upgrading-To-HDRP.md * Changed cog to gear to adhere to style guide rules #1611 * Added build settings setup (#1631) * Hdrp/docs/shader additions #1580 * Fix XR multipass #1133 * Fix Screen position out of view frustum issues when planar reflection probe is at same camera location #1537 * Update Layered-Lit-Shader #1766 * Fix for assertion on undoing a mod of diffuse profile list with volume profile deleted #1769 * Fixed two issues with sky static lighting. #1775 * [8.x.x backport] Fix issues with history sampling and hw dynamic res #1777 * fixed changelog * Fix for potentially corrupted refraction result on xbox #1699 Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Nicholas Brancaccio <pastasfuture@gmail.com> Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk> Co-authored-by: Ben Spencer <github@raytracing.co.uk> Co-authored-by: Jean-Philippe Grenier <jeanphilippe@unity3d.com> Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
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* Fix warning in HDAdditionalLightData OnValidate #885 * Fix XR multipass #1133 * Update Override-Micro-Shadows.md (#1236) * Added disclaimer to volumes (#1247) * Added missing volumes API toc entry (#1259) * Fix XR Display providers not getting zNear and zFar updated on them. #1269 * Remove MSAA debug mode when renderpipeline asset has no MSAA #1289 * Added menu items doc * Moved requirements in toc to make it consistent with URP/VFX #1352 * Fix compilation issue when XR is not available #1391 * Fix an issue with dynamic resolution handler in case no OnResolutionChange callback is defined #1403 * Change a multi compile to multi compile local to reduce number of keyword #1444 * Docs quality fixes #1445 * Added enable Volume snippet * Update Volume-Override-Enable-Override.md * Update HDCamera.cs * Fix layer-related error caused by disabling emissive area light mesh #1506 * Make sure sun icon is not clipped in lookdev window #1515 * Fix for LookDev displaying probes as pink spheres #1521 * Fix issue with disc area light editor not updating #1526 * Fixed an issue where only one of the two lookdev views would update when changing the default lookdev volume profile. #1529 * Hdrp/update decal atlas when texture changes #1532 * Fix Screen position out of view frustum issues when planar reflection probe is at same camera location #1537 * Make sure diffusion profile is correct upon its editor reset #1538 * Added propagating nans doc (#1562) * Added propagating nans doc * Added information about HDRP's NanTracker * GFXGI-237: Force update for static skies when camera type is set to S… #1570 * Hdrp/docs/shader additions #1580 * Added information about HDRP not upgrading particle shaders (#1601) * Added information about HDRP not upgrading particle shaders * Update Upgrading-To-HDRP.md * Update Upgrading-To-HDRP.md * Changed cog to gear to adhere to style guide rules #1611 * Added build settings setup (#1631) * Fixing the remapping of Min/Max parametrizations values to Amplitude parametrizations values * Updating UI to match documentation of LayeredLit * Hdrp/fix/terrain layer parametrization #1678 Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk> Co-authored-by: robinb-u3d <robinb-u3d@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Ben Spencer <github@raytracing.co.uk> Co-authored-by: Jean-Philippe Grenier <jeanphilippe@unity3d.com>
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https://fogbugz.unity3d.com/f/cases/1262208/
When MSAA is disabled in the renderpipeline asset, the MSAA debug mode is no longer shown
When MSAA is enabled in the renderpipeline asset, the MSAA debug mode cannot disable MSAA (only change sample count) otherwise it would be incoherent with the sanitization of the frame settings that happened before.