From 52819d0a09abcc6dd6fa3140c091102eea4a7338 Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Thu, 10 Sep 2020 16:24:49 +0200 Subject: [PATCH 1/2] Override bias value with the one from HDRP in low quality to have consistent behavior with the camera editor --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/RenderPipeline/HDRenderPipeline.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 e0f16a78938..9540285a87a 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -68,6 +68,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue that lead to corrupted refraction in some scenarios on xbox. - Fixed for light loop scalarization not happening. - Fixed issue with stencil not being set in rendergraph mode. +- Fixed lod bias value used by the LODGroup Component ### Changed - Preparation pass for RTSSShadows to be supported by render graph. 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 d64b8a66602..e487f78bdfe 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -382,6 +382,10 @@ public HDRenderPipeline(HDRenderPipelineAsset asset, HDRenderPipelineAsset defau SetRenderingFeatures(); + // Initialize lod settings with the low quality settings (for the editor camera) + QualitySettings.lodBias = m_Asset.currentPlatformRenderPipelineSettings.lodBias[0]; + QualitySettings.maximumLODLevel = m_Asset.currentPlatformRenderPipelineSettings.maximumLODLevel[0]; + // The first thing we need to do is to set the defines that depend on the render pipeline settings m_RayTracingSupported = GatherRayTracingSupport(m_Asset.currentPlatformRenderPipelineSettings); From 40782d63fe070d89687b7994f0bcdd6d2beb29fc Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Thu, 17 Sep 2020 17:11:27 +0200 Subject: [PATCH 2/2] Take HDRP Default Settings into account --- .../Runtime/RenderPipeline/HDRenderPipeline.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) 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 e487f78bdfe..0d08c326ad2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -383,8 +383,8 @@ public HDRenderPipeline(HDRenderPipelineAsset asset, HDRenderPipelineAsset defau SetRenderingFeatures(); // Initialize lod settings with the low quality settings (for the editor camera) - QualitySettings.lodBias = m_Asset.currentPlatformRenderPipelineSettings.lodBias[0]; - QualitySettings.maximumLODLevel = m_Asset.currentPlatformRenderPipelineSettings.maximumLODLevel[0]; + QualitySettings.lodBias = m_Asset.GetDefaultFrameSettings(FrameSettingsRenderType.Camera).GetResolvedLODBias(m_Asset); + QualitySettings.maximumLODLevel = m_Asset.GetDefaultFrameSettings(FrameSettingsRenderType.Camera).GetResolvedMaximumLODLevel(m_Asset); // The first thing we need to do is to set the defines that depend on the render pipeline settings m_RayTracingSupported = GatherRayTracingSupport(m_Asset.currentPlatformRenderPipelineSettings);